Battle Century Z (Bookmarked)

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EXPANDING THE RULES //:01 1

Evan Theilman (order #31126685)


Author: Juan Herrera. Original Art: Gil Geolingo, Huan Lim, Kickstarter Management: Jason
Development: Juan Herrera. Starcat Games, Yuminari. Walther, Juan Herrera.
Additional Writing: Fearghal Casey, Stock Art: GRSites, Jacob Blackmon, Playtesters: Benjamin Merrill, Fearghal
Jason Walther. Jeff kingston, Jeshields, Rian Trost, Sha- Casey, Gzar, Jason Quintanilla, Jason
Editing: Fearghal Casey. man’s Stockart, SubtlePatterns. Walther, Transient People and all of our
Layout: Connie Tang. Graphic Design: Connie Tang. Kickstarter Backers.

Kickstarter Backers: Connie Tang, Fearghal Casey, Raymond Webster, Salvador del Cos, Guillermo Cáceres Reverte, Alex
Norris, devilmaydry, Brandon Carlstead, John Palmer, Mark S, Stew Wilson, Rémi D’Amours, Matt Shortess, Ben Hale, Markus
Viklund, Hunter4242, Jason Quintanilla, Jacob Olbert, PhantasticSoul, locomono9, Andrew Rock, Joshua Crowe, Eoin Burke,
Ryan H, Gareth Davies, Jared Ritter, Alex Miller-Clendon, Grant Chen, Kimberley Smith, Ewen Cluney, Mark Parker, Bobby
Agans, Jason, Andrew Fanton, Mitchell Jones, Chris Mitchell, Joseph Ashley, Alexander Slatin, Daniel B Cowden, taichara, Alber-
to de Jesus, Pablo Palacios, Darzoni, Derek Alligre, Ray Spitz, codingTornado, Incandescent Imaginarium, Hobo, Xie Belvoule,
Oliver Rowson, Lisa Engelhardt, Captain Pete, David Terhune, Andrea Martinelli, Steven Warble, YP Lim, Pineapple Steak, Marc
Tetlow, Michae l Andrews, Jack Gulick, Carl Talbot, Joe l Verde, Jonathan McGrath, Borna Pekaric, Ari Schumer.

Special Thanks to the Nine Great Battle Century Generals who made this book possible:

The Battle Century Guardians The Battle Century Gearheads The Battle Century Gamers

Alex Anonymous Ariel Martinez Alexander Coulson


Roland Kerr Andrew Drake Benjamin Merrill Jr
Ryan Gallagher Sam Starrick
Branden Bogenschutz

In memory of Jeff Bogenschutz, A man who loved his son’s stories of giant robots.

This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of
the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or
actual events is coincidental.

Battle Century G is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 Interna-
tional License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/.
© 2016 Juan Herrera Some Rights Reserved

Rules Version 1.0

2 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
TABLE OF CONTENTS
00:// We’re Back 4 02:// Customizing the Experience 37
01:// Expanding the Rules 8 Magic & Fantasy 37
New Terrain Types 8 Rituals 37
Miracle Skills 9 Expanded Miracles 38
Traits 10 The Magic Skill 41
General 10 Element System 42
Equipment 11 Faction Management 44
Anomalies 13 Forming Factions 44
Genre Powers 14 Relationship Themes 44
Alternative 14 Collateral Damage 55
General 15 Faction Attributes 56
Rush 16 Faction Tests 58
Restoration 16 Hardcore Difficulty 60
Boost 17 Insanity and Mental Trauma 60
Limit 17 Trauma Themes 61
Upgrades 18 Attrition and Energizing Terrain 67
General 18 Circumstances of War 69
Active Defenses 20 Odds and Ends for the GM 72
Restoration 21 03:// Ramping the Difficulty 76
Mobility 21 Sample Enemies 77
Support 22 Grunts 77
Combination 23 Rivals 87
Design Flaws 24 Bosses 97
Features 25 Sample Operations 107
Weapons 25 Trench Warfare 107
The Remote Keyword 25 Asteroid Drop 109
Melee 26 Keep Running 111
Shooting 27 Fog of War 113
Beam 28 The Final Battle 115
Boss Abilities 29 04:// Index 117
Powers 29
Upgrades 30
Weapons 31
Capstones 32
Troubleshooting 33

EXPANDING THE RULES //:01 3


Evan Theilman (order #31126685)
00:// We’re Back!
Hello and welcome to Battle Century Z, the expansion to Battle Century G! In here you will find more toys for characters,
tweaks and hacks for the general game rules, and enough premade content to make running your own games a breeze - all
with the style and substance you’ve come to expect from Battle Century G. There are three chapters to this book and each
one tackles one of the subjects mentioned in the paragraph above. They are, in order:

Chapter 1: Expanding the Rules has new material for PCs of all kinds. The rules can now represent even more kinds of giant
robots, there’s more options for existing characters, and a greater variety of Bosses for the GM. As usual, the content is largely
setting-agnostic and you can cherry pick the parts you like for your own game.

Chapter 2: Customizing the Experience is full of optional rules to change your game of BCG into something different from the
norm. This is done via a series of Rules Modules, which fundamentally change the BCG experience. The various Modules can be
divided into three categories: Magic & Fantasy, Faction Management and Hardcore Difficulty.

Chapter 3: Ramping the Difficulty is primarily meant for Genre Masters. On top of the usual advice for using the new rules
content, it features an extensive list of Enemies and a few pre-planned Operations with special unique rules. Each Enemy and
Operation has rules data going from Power Level 0 to 5 and comes with tips for playing and modifying them.

4 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
“I’m bored.” Julia complained. “This is worse than when we had to play bodyguards for that stuck-up brat in the capital.”
She sighed in the cockpit of the Power, her mecha humming around her and obviously just as bored as she was. Target-
ing sensors kept locking onto everything that moved. The Gear was like a little kid trying to find something to do.

“A hunter is often best served by allowing his prey to come to him,” Leon countered. He’d been trying to meditate for an
hour now, but Julia wouldn’t stay quiet for more than a minute at a time. “We’re here to test new technology, and that
means we need to draw the enemy into our trap. You’ll have your fun once they arrive.”

“Why would they come here anyway?” Julia asked. “The only thing that’s here is a bunch of stupid rocks.” The valley
had been the site of a battle, months ago, and had been left fallow since then. There were blast marks across the barren
ground and boulders, which Leon had spent some time identifying as one weapon or another, and a smattering of wreck-
age that had been left in the mud. There wasn’t anything worth salvaging, but the metal and fallen mechanized beasts
would serve to make the ambush more difficult to detect.

“Our forces have carelessly left an opening in this direction,” Leon explained. “The enemy is being surrounded by enough
of a force that they will have to either break through or seek escape. By my calculations, they will decide to flee, and this
is by far the most attractive option for them to do so.”

“And they’re going to run… why?” Julia frowned. “They’re going to think it’s suspicious, right? If they have any experience
at all they’re going to assume it’s a trap.”

“Mm. Perhaps. They’ll be on high alert.” Leon folded his arms. “But you must always leave your enemy a way to escape,
lest they fight knowing they have nothing to lose. An animal backed into a corner is far more dangerous than one that
thinks it can flee.”

“Whatever,” Julia sighed. “So they’ll come this way and we’ll blow the hell out of them with whatever surprise you’ve got
planned.”

“…Did you pay attention during the briefing at all? I prepared numerous slides on this, and my presentation was quite
detailed.” Leon adjusted his glasses. “I still have the data with me, and I could send it to your Gear so you can read over it
again.”

“I fell asleep after about ten minutes while you were still explaining science stuff.” Julia yawned.

“You fell asleep?” Leon frowned, starting to lose his cool. “I spent hours putting that together.”

“I could tell. Every minute I tried to listen to it felt like I was spending hours trying to pay attention. It was like some kind of
an endless hell of spreadsheets and charts.”

Leon glared through his monitor at the tarp-covered Power, knowing Julia couldn’t see it, but wishing his gaze could go
right through the Gear’s armor and set her on fire. Before he could start yelling at her, one of the green lights on his com-
mand and control board turned red. He sighed and steadied himself, putting on his helmet and sealing it carefully.

“They’re coming,” Leon said. “Make sure your power is down to minimum levels. We don’t want to trip any of their sensors
before they’re in the center of the array.”

“The what now?” Julia asked.

“Just-“ Leon took a deep breath. “Just wait until I tell you, and don’t move a muscle.” He could feel a headache starting.
After the mission was over, he was going to have words with their commanding officer.

A massive, looming shape roared into the valley. The enemy ship was brightly colored, the paint job marred where recent
damage had scorched the hull. It was a blocky, powerful-looking beast, though it was so large it shouldn’t have been able
to fly anywhere, much less hang impossibly over the valley floor, keeping low to avoid sensor sweeps. The Wagner. It was
a symbol of how the rebels had a technological edge over the GAF, a gap that was going to narrow today.

“Switch to laser communicators,” Leon said. “I’m bringing the array online.” Thankfully, instead of arguing, he saw an indi-
cator appear as Julia did as he asked. Leon shut down most of his sensors and glanced at her. The tarp had shifted, the
Power’s bladed tail twitching like it was a cat ready to pounce on its prey.

EXPANDING THE RULES //:01 5


Evan Theilman (order #31126685)
As the Wagner hit the center of the field, Leon flicked a switch, sending a signal down the hardwired connection to his
Gear, the Victory sitting at one end of a web of cables like a spider. He’d concealed the prototype jamming nodes in the
wreckage and blasted rocks around the valley, and according to the designer, they’d turn the whole area into a soup of
jamming in every frequency they could affect.

Antennae raised up like tuning forks, glowing with a harsh purple light that burned the naked eye to look at. The effect
was immediate, the Wagner halting as its sensors suddenly cut out. Leon could see his own screens start to fade to
static. The only thing he had was a low-gain camera, the hardened sensor able to feed him just enough through the jam-
ming to maneuver.

Leon took the Victory out into the open, not trying to hide.

“What are you doing, you idiot?!” Julia yelled. “You’re in their firing arc!”

“I have full confidence in the technology,” Leon explained. He stood boldly, waiting for the ship to respond, and it only took
a moment for them to respond in force, beams of light blazing into the valley floor. Leon didn’t flinch as everything went
wild, the jamming confusing the targeting sensors so badly that the crackling beams did little except chase ghosts. Mis-
siles launched vertically, screaming down only to scatter into rocks and wreckage, two actually twisting to hit each other.

“Does this mean I can go now?” Julia asked, her Gear already standing, crouched and tense, ready to attack.

“Be my guest,” Leon said. Before he’d even finished, she’d launched into motion, pushing the Power as fast as it would go,
the Gear moving like a living thing and rushing across the uneven ground, dropping to all fours to skim across a field of
boulders as Julia laughed, stumbling and only barely catching itself, kept going more by momentum than any semblance
of control.

Julia screamed and body-slammed the ship as she ran into it with full force, a silvery bulkhead bending and deforming,
sparks flying from the contact as she grabbed onto it, hanging on with her gear’s clawed hands.

“They’re deploying two Gears on the upper deck,” Leon noted. “They might be trying to act as spotters to manually aim
the ship’s weapons.” He braced his Victory and took aim, launching a swarm of attack drones at the enemy. As soon as
he tried to telepathically direct them, though, Leon felt a spike of pain in his temple.

The drones slammed into the deck, but he wasn’t going to be able to do more than barrage the area. The jamming was
working all too well.

“I can’t get a lock on anything!” Julia complained, having obviously found the same problem. She jammed her Gear’s
spiked tail into the deck and pulled herself up. “How is this supposed to help? This is stupid!”

“It’s not stupid,” Leon said, getting annoyed. “It does appear that our countermeasures are not as effective as expected.
However, we still have the element of surprise on our side.” He fired another barrage into the Wagner’s deck, one of the
two Gears it had deployed falling off and handing heavily on a pointed boulder, the Gear’s weight sending the granite
spire deep into its frame, something exploding wetly inside, black smoke pouring from the wound as it lay still.

“I can barely… hit anything!” Julia yelled. She tried to bring her Gear’s bladed tail to bear with a thrust, but it went so wide
it was clear that she was aiming at ghosts. Her opponent wasn’t doing much better, firing blindly to the side.

“I’ll make sure to note your complaints in the official feedback report on the new technology,” Leon said calmly. Julia was
flailing blindly on the deck, but managed to catch the enemy Gear as she sent the Power into a spin, lashing out in all
directions. The huge horns caught it in the side, bulldozing it over the side to meet a similar fate to the other fallen rebel
Gear.

“So if I bring this thing down I get promoted two ranks, right?” Julia asked, her gear shaking its head like a dog trying to
dry itself. “I can barely see it with all this interference and I’m standing on top of it!”

“Where did you get that idea?” Leon asked, pausing his barrage as the question distracted him.

“There’s a rumor going around that says anyone who brings down the rebel flagship will automatically be promoted two
ranks! Hey, maybe I’d be your commanding officer!” She started laughing.

6 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
Leon felt the blood drain from his face at that suggestion. “Fate would never be so cruel to me.” He glanced at his dis-
plays. “On your left. They’re deploying something else. I haven’t seen this Gear before.” Leon couldn’t even begin to get
anything like a clean scan of it with the jamming. However, it was threatening Julia, not him, and that was improving his
mood already.

“Looks like things just got interesting,” Julia asserted with confidence, the Power’s tail lashing and bending the deckplates
behind her Gear. “I bet I can take this guy on my own.”

“It’s your funeral,” Leon remarked, watching as the rebel Gear started to glow with a green light. Julia roared, her Gear ex-
pelling a burst of flames from the incinerator mounted in the Power’s chest. A cone of red flames washed over the deck,
parting as they impacted a sphere around the Gear, the edges glowing faintly as the shield deflected the bulk of the fire.

“He’s a stroppy one,” Julia said, her Gear jumping over to the other side of the Wagner and slamming into the deck where
the enemy had been a moment before. “Fast, too!” Julia yelled. She spun, only to find herself face-to-face with the yawn-
ing barrel of a cannon.

Time seemed to slow as she forced her Gear down at the same moment it fired, the shotgun-like blast ripping through her
Gear’s shoulder and into the deck beyond. Only Julia’s quick reactions kept it from going through the cockpit.

“He’s stronger than the others,” Leon commented. “Be careful.”

“I noticed!” Julia shouted. She stayed on the ground, spinning like a break dancer and sweeping the rebel Gear’s legs
with the Power’s bladed tail. As it fell, she retreated on three limbs, the damaged arm hanging limply as she stood.

Julia smiled in her cockpit and fired the flamethrower again, the smile fading as the flames again failed to reach their tar-
get. “What an annoying little…” She growled, jumping towards the Gear as it fired again, a spray of beams that narrowly
missed the Power as it leapt through the air. Julia’s Gear slammed feet-first into its chest, grabbing onto its shoulders with
flexibility and a reaction time that were almost superhuman. “Let’s try that at point-blank,” Julia said, firing the incinerator
right into the rebel Gear’s head and chest, smothering it with flames.

“The Wagner has started to move again,” Leon warned. The green lights on his indicator board started flickering yellow
and red. “It’s moving out of the focus. We’re going to lose jamming soon.”

“It’s fine! I got this!” Julia yelled. The rebel Gear kept moving, even with its upper body on fire. Julia grunted as they strug-
gled before she was thrown aside, flung off the Wagner entirely and towards the ground.

“Very nice,” Leon mocked her. “You definitely got this.”

“Shut up!” Julia yelled, spinning in midair and landing heavily on her Gear’s feet, one ankle snapping from the impact. She
looked up and saw the bow of the Wagner coming right for her, and she let the Power collapse, lying low as the battleship
flew overhead. “We need to finish them off while they’re weak!”

“They’ve left the jamming area,” Leon said, standing down. “We got good data on that run. We don’t have enough support
in that direction to follow them on our own, and they likely have reinforcements en route.”

“Whatever,” Julia growled, as her Gear struggled to get up and failed. “Next time, we do things my way. My way works
better.”

“I’ll make sure to keep my expectations low.”

EXPANDING THE RULES //:01 7


Evan Theilman (order #31126685)
01:// Expanding The RUles
NEW TERRAIN TYPES
Battle Century Z introduces new types of Terrain. Most of these can be created by Powers, Upgrades and Weapons, while others
are much rarer and will only show up at the GM’s discretion.

Interference Terrain Withering Terrain


Interference Terrain is a specialized version of Defensive Ter- Withering Terrain prevents giant robots (or your game’s
rain, jamming sensors and obscuring vision. Unlike Defensive equivalent) from functioning properly. This could be a strong
Terrain, Interference Terrain does not provide real cover, it magnetic disturbance, particles that obstruct the flow of
only makes you harder to pinpoint and is thus useless against Element G, or the work of stranger forces if your Mecha are
weapons that don’t require precise targeting and cover a wide powered by Magic. Whatever it is, Mecha in Withering Terrain
area of effect. are noticeably weakened.

Interference Terrain works both ways, any Units attacking When you start your Turn within Withering Terrain you only
from within, into or through Interference Terrain will suf- regenerate half your Energy Attribute at the beginning of
fer two Disadvantages to the Might Test unless it is with your Turn.
Weapons with the Blast, Burst or Line abilities. That means
you can use it offensively to force enemies to move out of Variant Anti-Air Terrain
their current position, defensively to nerf their (most likely) Unlike other Terrain types, Anti-Air Terrain variants only af-
strongest weapons, or as a barrier between both groups to fect flying Units. You can create variant Difficult and Sliding
do a little bit of both. Abilities that can usually ignore the Anti-Air Terrain to represent high-altitude stormy winds, for
effects of Terrain will not help against this. example. Anytime you would create Defensive, Difficult,
Extreme, Sliding or Withering Terrain (this includes abilities
Sliding Terrain like Surprise Minefield and Incinerator) you may choose to
Sliding Terrain is a variant of Difficult Terrain that often comes make it Anti-Air Terrain instead. This Anti-Air Terrain does
together with it. It represents things like strong winds or water not affect anybody who is not using an ability like Flying or
currents, landslides and quicksand. Sliding Terrain will force Antigravity.
anything that occupies it in a specific direction, usually the
direction obvious to the naked eye. It can even be pointed Harmful Anti-Air Terrain is meant to challenge aerial PCs who
upwards for areas with abnormal gravity. are having a considerably easier time than everyone else
without resorting to underwater or space environments. Even
A Unit that begins or ends a Turn within Sliding Terrain will then, it should be employed alongside regular Terrain to give
be moved 1 Zone in a predetermined direction, chosen Players options and make them choose the lesser of two evils.
when the Zone is created or made into Sliding Terrain. Use it sparingly, as it otherwise punishes Players for having
This direction is fixed and remains the same through the spent MP to gain flight capability.
whole of the Operation. Should they be sent in the direc-
tion of another Unit, they must both Test Speed against
a DN of 10 and take an amount of Damage equal to the
current Tension if both of them fail the test.

Like with the other Terrain types, multiple instances of new Terrain will stack together. Here is the full list:

Defensive: Inflicts one Disadvantage per instance. Difficult: Halves Speed once per instance.
Extreme: Adds Tension to the DN once per instance. Interference: Inflicts two Disadvantages per instance.
Sliding: Moves the Unit 1 additional Zone per instance. Withering: Halves the restored Energy once per instance.

Plain and Impassable Terrain can’t stack, for obvious reasons.

8 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
MIRACLE SKILLS
The two new Miracles in Battle Century Z enhance the repertoire of superpowers available to PCs. Both of them lend them-
selves well to a support role, healing wounds and allowing fast travel from one place to another.

Life Portal
You feel the pulse of life around you as one more of your Your hands can rip open wormholes in spacetime, creating
senses. You can expand this special sense over a wide area oval-shaped glowing Windows that lead to other places. You
to feel the presences of specific kinds of animal life (humans, can step through these Windows to go to the other side, but
small mammals, reptiles, invertebrates) at a time. This will both Windows must be set in advance at the specific loca-
give you a number and the general location of each, but tions. You cannot set more than two Windows at a time. You
won’t let you identify them individually. Not only that, but may also use Portal to create your own pocket dimension in
you can also transfer your own life essence through touch to which you can hide objects or even yourself.
heal other people’s wounds.
Portal Tests are always made using Awareness. To set a Win-
When used to search for living creatures, Life requires an dow you must press your hands against the surface of a solid
Awareness Test. When used as part of a Healing Test with non-living object. If the object is destroyed, so is the Window.
the Medicine Skill, it uses Intellect as normal. You may not You don’t have to maintain the existence of a Window with
use Life to Heal yourself. further Portal Tests and can dismiss an existing Window or
pocket dimension at any time without having to spend an
Possible Specializations: Awareness Tests, Medicine Tests. Action. When you dismiss a pocket dimension, anything that
was inside of it reappears where it was last seen.
Possible Advantages: Few targets of the specified type in
the searching area, surrounded by vegetation or outdoors in Possible Specializations: Setting Windows, Pocket Dimen-
a wooded location. sions.

Possible Disadvantages: Many targets of the specified type Possible Advantages: Placing a Window in an area you know
in the searching area, Surrounded by machinery and elec- well and access frequently, Hiding an object the size of your
tronics. palm or smaller.

Sample Tests: Detecting human presences in a 100 meter Possible Disadvantages: Placing a Window in an area that is
radius (DN 5), Detecting small mammals in a 1 kilometer new to you or that you can’t access easily, Hiding an object
radius (DN 10), as Healing Tests. larger than yourself.

Sample Tests: Setting up a Window for one Scene, an Epi-


sode or a whole Episode Arc (DN 5, 10 or 15), Hiding an object
or yourself in a Pocket Dimension (DN 10), Hiding a number
of objects or characters up to your Power Level in a Pocket
Dimension (DN 15).

Battle Century G included a set of variant Specializations for the Temperature Miracle. This sidebar covers the rest of the
work, including Specializations for all the other Miracles left out until now.

Electricity: Charging devices or the atmosphere.


Force: Nonliving creatures, Living creatures.
Fortune: Information gathering, Hiring someone else’s services.
Life: Humans, Other vertebrates, Multicellular invertebrates, Unicellular invertebrates.
Matter: Destroying objects, Improving objects.
Phantasm: Self disguises or self invisibility, illusionary objects or entities.
Phasing: Passing through inert objects.
Portal: None. The two existing Specializations already cover all potential uses.
Probing: Offensive Tests.
Sight: Trances, Unskilled Awareness Tests.
Somatics: General Skill Tests, Miracle Skill Tests.
Temperature: None. The variants (Heat and Cold) are already in Battle Century G.

EXPANDING THE RULES //:01 9


Evan Theilman (order #31126685)
GENERAL TRAITS
There’s plenty of Traits in Battle Century G, but that doesn’t mean we can’t have more. Some of these add more options to
use in combat between characters, others make it more enticing to train yourself in many Skills instead of focusing on At-
tributes, and a select few do entirely new things that weren’t possible before.

Adaptable Eyes Ace in the Hole


General Trait (5) General Trait (10)
Effect: You do not suffer a Disadvantage to Tests made in Effect: Once per Episode you may choose one of your Traits
dim or flickering light. that may only be used once per Episode and use it again.
Your sight is better suited to dark environments and you You’re a tricky one. Your repertoire of ploys so large that it
have no problem when your only source of lighting is a fail- is effectively impossible to try and predict all that you can
ing lightbulb or the moonlight while away from civilization. do. Every time someone takes you as finally cornered, you
You still can’t see in total darkness, however. always do something unexpected.

Assassin Enhanced Human (Specialist)


General Trait (5) General Trait (10)
Effect: If your Initiative is higher than that of all Enemies or Effect: Choose an Anomaly when you take this Trait. Once
you have taken them by Surprise, you gain an Advantage to per Episode you may gain the benefits of that Anomaly for
all Combat Tests you make during a Match. the duration of the current Scene. If you do, you also suffer
You don’t fight fair. You strike fast, hard and preferably by its downsides until the end of the current Episode.
surprise. It doesn’t make many friends and even your allies You have a dark secret: You are no longer what most would
aren’t too fond of your penchant for surprise attacks, but it call human. You hide it better than most, but deep down you
is an effective tactic. know it is inevitable that you’ll be outed.

Better Lucky than Good Plan B


General Trait (5) General Trait (10)
Effect: Any time you roll a 1 when using a Skill you are Effect: Once per Episode you may reroll a Skill Test made
trained in, you may treat it as if you had rolled a 10 instead. using a Skill you are trained in, gaining an Advantage to the
There are those who would argue that luck is part of one’s Test and keeping the new result.
skillset, and you in particular are luckier than most. Unlike You are nothing if not well prepared, having countermeas-
with certain other character abilities, this does not involve ures for your contingencies and backups for your auxiliaries.
any kind of supernatural shenanigans. Maybe, just maybe, Whenever something important goes wrong, you already
you were simply born under a lucky sign. knew what to do to make your original plan stick.

Deceptive Fighter Practice Makes Perfect


General Trait (5) General Trait (10)
Effect: As an Action you may Test Charm and Deception Effect: Any time you roll 4 or less using a Skill you are
against the Defense of one Enemy. If you pass, the target Trained in, you may treat it as if you had rolled a 5 instead.
suffers a Disadvantage to all Tests they make and you grant You have a well-practiced, methodical approach to every-
an Advantage to all Offensive Tests made against them for thing that you do that assures you will rarely botch a job. It
one Round. For each multiple of 10 you meet with the result helps to know a little bit of everything, so you will never be
of this Test, the number of their Disadvantages and your entirely out of your depth.
Advantages each increases by one.
Rather than fight, you are at your best performing feints The Meat Shield
and playing tricks on your enemies to confuse them and General Trait (10)
leave them open to attacks from your allies. Effect: When Maneuvering you may share half the Defense
bonus with one Ally within 1 Zone without having to give up
Team Player your own Defense bonus. You may also give your Ally the full
General Trait (5) Defense bonus and keep one half of it for yourself instead.
Effect: You grant an additional Advantage when you use a It is a tough job, but someone has to do it. You are one of
Help Test to assist an Ally with a Skill you are trained in. the best around at protecting those under your care, mak-
There is no “I” in Team and you understand this better than ing you a great bodyguard.
most. Your talent at making others look good means that
others love to have you around.

10 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
EQUIPMENT TRAITS
Here are a few extra pieces of Equipment to complement those in the core rules. These are more specific than the general
ones you already know, with a good number of them being there to help those who want to fight other characters on foot.

Call System Tracking Device


Equipment Trait (5) Equipment Trait (5)
Effect: Choose a Superior Proxy you own when you take this Effect: Once per Episode you may make a single Contested
Trait. At any time, when you don’t have said Equipment on Finesse Test against a Character’s Defense to place a tracker
hand, you may have it come to you. Test Resources with a on them. The other Character makes an Awareness Test with
DN of 10, if you succeed the chosen Equipment is delivered a DN of 15 at the beginning of every Scene they’re in thereaf-
to you at the beginning of your next Turn, otherwise it is ter to notice the tracker.
delivered to you at the end of the current Scene. This gadget is small enough to fit in the palm of your hand.
With the press of a button or a snap of your fingers, you You may fire it from an inconspicuous object like a watch or
have your gear delivered to you. Your own car drives itself pen and it will attach to the target.
using GPS to where you are and your spy drone flies across
town to join you, carrying its controls. Smart Manacles
Equipment Trait (5)
Nanomedical Vest Effect: Restraining someone with these cuffs takes an Action.
Equipment Trait (5) Once restrained, they won’t be able to break free unless they
Effect: The first time that you fail a Test to avoid defeat from pass a DN 20 Finesse Test. They may only try to break free
Plot Armor Damage during an Intermission, you reroll that once per Episode. Anybody else can release them using an
Test with an Advantage and keep the second result. Action.
A form-fitting vest made of medicinal nanobots that con- These shackles made of nanobots automatically adjust to fit
stantly watch your vitals and deliver anything from first aid the hands of the subject. Not only that, they get only more
to defibrillation in case of emergency. firm the more the prisoner struggles with them.

Portable Barrier Smoke Bomb


Equipment Trait (5) Equipment Trait (5)
Effect: Once per Episode as an Action you may activate this Effect: Once per Episode as an Action you may make a single
item to grant yourself or an Ally an increase of 5 to their De- Contested Stealth against an Investigation Test from every-
fense for the rest of the Scene, but only if they remain within one who can see you. If you beat everyone else this way, you
their current Zone. escape from the Scene and no one can find you for the rest
A human-sized energy barrier that can be used as cover for of the Intermission if you don’t want to be found.
a short while before it runs out of power. This item can be Useful for escaping ninja ambushes and angry significant
made to look like a variety of containers such as a back- others alike.
pack, attache suitcase or guitar case. In reality, the insides
of the bag or case are the barrier’s battery.

EXPANDING THE RULES //:01 11


Evan Theilman (order #31126685)
Performance Enhancer
Equipment Trait (10)
Effect: Once per Episode and at the beginning of your Turn
you may activate this item to gain an Advantage to all Fit-
ness, Intellect, Awareness or Willpower Tests for the rest of
the Scene.
You carry a number of stimulants with you in the form of
a patch of nanobots. You can apply to your skin in a pinch,
near immediately. With them, you feel like you can do nearly
anything. Use with restraint - they are addictive.

Speed Booster
Equipment Trait (10)
Effect: You can Move two Zones as part of your Actions
instead of just one. If you have another piece of Equipment
that can Move (either on its own or with someone controlling
it), you may combine it with this item.
Who doesn’t like speed? This item can be made into rocket
shoes for yourself or a booster attachment for a vehicle or
drone that you own.

Self-Destructing Note
Equipment Trait (10)
Effect: Test Electronics to plant the Note on any Electronic
device with a screen and camera. After you activate the
note’s self-destruct function, the first person to read the
contents of this note will also be the last - because it ex-
plodes in their face. They (and anybody next to them) must
Test Willpower against a DN of 10 plus the result of your
Electronics Test and take the amount they failed the Test by
as Damage.
An assassination tool that adds insult to injury - though not
necessarily in that order. This is a chip that can be inserted
into electronic devices like computers or phones to make
the screen show a message of your choice. As soon as the
modified device detects someone has read the message, it
explodes with no regard for who is or isn’t close.

12 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
ANOMALY TRAITS
This new batch of Anomalies are different to those in the core rulebook. They are called Alien Anomalies and, when you take
one of them, you gain one of two Miracles it offers you without having to spend any CP to purchase it. You may purchase the
same Miracle later with CP to lose the Anomaly and not have to suffer its downsides anymore. These Alien Anomalies are
not compatible with the Enhanced Human Trait.

Alien Anomalies are harsher than the originals and will make PCs have considerable trouble passing as normal humans. With
that said, most have a comedic tone to their flavor text because they’re meant for PCs who are trying to fit but don’t quite
manage it. This is ideal for spies in games with lighter tones, where literal extraterrestrials could send someone over to live
among the humans and report back on them. Alien Anomalies come with their own clause to get rid of them as a way to
represent how the PC finally adjusts to society, as is common for characters of this kind to do in fiction.

Like with most other parts of the game, but perhaps moreso than with others, you’re encouraged to take advantage of the
effect-based rules and change the flavor of these Traits to better suit your character. Some are appropriate for humans com-
ing from (very, very) different cultures, while others would be suited better to radically different entities.

Augmented Creature Mismatched Body


Anomaly Trait (0) Anomaly Trait (0)
Effect: You gain either the Probing or Sight Miracles. If you Effect: You gain either the Phantasm or Temperature Mira-
gain it as a Specialist, you suffer a Disadvantage to all Intel- cles. If you gain it as a Specialist, you suffer a Disadvantage
lect Tests. If you gain it as a Generalist, you suffer two Disad- to all Fitness Tests. If you gain it as a Generalist, you suffer
vantages to all Intellect Tests instead. two Disadvantages to all Fitness Tests instead.
As an uplifted entity that is still getting used to sapience, You have recently acquired a human body to better infiltrate
you have considerable trouble thinking about things in- their society with... And it sucks. They don’t have enough
depth. You often find yourself thinking out loud and are legs to properly move on the ground, lack your kind’s finer
easily confused, often repeating the last noun you heard at senses that you were so accustomed to, and don’t even have
others in the form of a question. a proper exoskeleton to protect their bodies with! Of course
Special: You may purchase the chosen Miracle to buy off the you’re going to have trouble using this piece of crap!
Disadvantages and lose this Trait at any time. Special: You may purchase the chosen Miracle to buy off the
Disadvantages and lose this Trait at any time.
Financially Incompetent
Anomaly Trait (0) Offbeat Senses
Effect: You gain either the Phasing or Portals Miracles. If Anomaly Trait (0)
you gain it as a Specialist, you suffer a Disadvantage to all Effect: You gain either the Matter or Electricity Miracles. If
Resources Tests. If you gain it as a Generalist, you suffer two you gain it as a Specialist, you suffer a Disadvantage to all
Disadvantages to all Resources Tests instead. Awareness Tests. If you gain it as a Generalist, you suffer two
Where you are originally from, barter is the norm. You have Disadvantages to all Awareness Tests instead.
considerable difficulty comprehending the notion of cur- White is the color of the most dangerous flora and fauna
rency and firmly believe that trading for goods and services in your homeworld, while red and yellow are the colors of
is a superior alternative. As such you can never tell who is or things cute and peaceful. Even if you rationally understand
isn’t being ripped off with every transaction. that a white dove is harmless and a white hospital hall is a
Special: You may purchase the chosen Miracle to buy off the safe place, they still put you on edge.
Disadvantages and lose this Trait at any time. Special: You may purchase the chosen Miracle to buy off the
Disadvantages and lose this Trait at any time.
Hivemind Drone
Anomaly Trait (0) Wrong Language Data
Effect: You gain either the Fortune or Life Miracles. If you Anomaly Trait (0)
gain it as a Specialist, you suffer a Disadvantage to all Effect: You gain either the Sight or Somatics Miracles. If you
Willpower Tests. If you gain it as a Generalist, you suffer two gain it as a Specialist, you suffer a Disadvantage to all Charm
Disadvantages to all Willpower Tests instead. Tests. If you gain it as a Generalist, you suffer two Disadvan-
You used to be part of a greater hivemind as a support unit tages to all Charm Tests instead.
and find your new sense of individuality rather confusing. Your installation of the local language data has a bug in
Anything that triggers your self-preservation instincts is the form of one or more speech quirks. Perhaps you can
particularly confusing and troublesome to deal with. only speak in the third person, in the archaic Olde English,
Special: You may purchase the chosen Miracle to buy off the or something else altogether. While it makes you somewhat
Disadvantages and lose this Trait at any time. endearing, most can’t take you seriously.
Special: You may purchase the chosen Miracle to buy off the
Disadvantages and lose this Trait at any time.
EXPANDING THE RULES //:01 13
Evan Theilman (order #31126685)
ALTERNATIVE POWERS
Alternative Powers aren’t acquired like other Genre Powers, instead you can exchange your Default Powers for them. Each
one has a direct analogue in one of the six Default Powers and you can give up one of those for its equivalent Alternative
Power. The equivalences are listed at the end of each entry.

Fight Smarter Parting Shot


Setup Power Reaction Power
Effect: One Enemy Tests Systems against a DN of 5 plus your Effect: Whenever you would be defeated you may activate
Systems. If they fail you gain the benefit of the Aim Action this Power to take an Offensive Action against that Enemy.
and your Weapon gains the Crippling ability for their next Your Action takes place at the same theirs does and you are
Offensive Action against that Enemy. You can use this Power still taken out after your final attack.
once per Round. Mark’s second wave of missiles struck Lan’s Mecha, sending
As the seemingly untouchable enemy mecha continued to a one-armed headless torso to the ground. But just as Mark
rampage unimpeded, Suzu’s neural-link started gather- thought it was over, a beam fired from the hand still holding
ing telemetry data from dozens of different mecha around the rifle. Mark never saw that shot for his reactor coming.
her. From there, it was simply an extended mathematical Special: This Power is an Alternative to Live Another Day.
calculation to learn the other pilot’s habits. The Nebra Sky’s
Point Singularity Projector came online and Suzu permitted The Strong Adapt
herself the thinnest of smiles. “Odds of successfully impact- Reaction Power
ing the target... 95.998 percent... acceptable.” Effect: Choose one Feature when activating this Power and
Special: This Power is an Alternative to Knowledge is Power. gain that Feature for three Rounds. You can use this Power
once per Operation.
I Don’t Think so Edgar’s AI assistant, still better at its old task operating a
Reaction Power local mall even after the upgrades, chimed in with a sug-
Effect: Force an Enemy’s Might Test against you to be re- gestion. “Don’t forget, our launch rails can also deploy
rolled inflicting it with one Disadvantage, keeping the new your gear something more comfortable to slip into, for any
result. You can use this Power once per Test. occasion!” The gear launch rails screeched as they pep-
Everyone freaked out when Andy’s Steel Chariot was hit by pered Rayleigh’s Gear, the Vanessa X2 with self-adhering
the Megido Beam, but his ride simply kept advancing until heat resistant plates the instant before the wave of magma
eventually the power of the Beam gave out. “I’m brave, washed over him.
not stupid.” Andrew discarded the burnt and now useless Special: This Power is an Alternative to Mid-Scene Upgrade.
remains of the space shuttle top he’d picked from the debris,
his improptu shield. This is For My Friend!
Special: This Power is an Alternative to Not so Fast. Setup Power
Effect: You gain two Advantages to your next Might Test this
It’s Over! Turn. You can use this Power only after one Ally of equal
Reaction Power Power Level to you has been defeated during this Operation,
Effect: Whenever you deal damage to an Enemy and they and you may reuse it once for every Ally defeated.
survive with 5 or less points of Threshold left, you may acti- Abby’s free hand reaches up to grasp the tossed sword by
vate this Power to deal that Enemy their remaining amount the handle, reclaim it as she passes over Solomon, towards
of Threshold in Damage. the woman that struck him down. She’s silent, no banter or
Meiling stabbed the Outsider’s gut once with her suit’s joking or even screaming - just blow after blow. Methodical,
beam saber while the monster’s jaws continued to crush clinical, almost automated. Again, and again, and again, she
her Mecha. She could feel the cockpit rattle and around her, keeps up the assault. For what it’s done to her friend, this foe
but she wasn’t going to escape. With a yell, the Limit Engine will not make it out alive, she’s certain of that fact.
kicked in and the beam saber extended into a pillar of light, Special: This Power is an Alternative to Synchro Attack.
burning a hole through the monster and killing it instantly.
Special: This Power is an Alternative to Try Again.

14 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
GENERAL POWERS
Here are some more Powers that anyone can use, though some of these are a little bit loopier or more situational than those
in Battle Century G. They need a bigger emphasis on strategy and long term thinking, working very well with some builds or
against specific enemies, but not so well the rest of the time.

Hang in There! Stake My Life on It


Reaction Power Setup Power
Effect: You or another Pilot that is about to be defeated Effect: You self-destruct your current Level of Threshold.
through Plot Armor Damage (or was already defeated) re- Increase the result of your next Might Test this Round by the
stores their Plot Armor to full and continues fighting normal- amount of Threshold points lost this way. That Offensive ac-
ly. You can use this Power once per Operation. tion is also immune to the effect of Active Defenses. You can
Through closed eyes, Rise could hear her partner calling her use this Power once per Operation.
name. Just “Rise… RISE!” Over and over. Gasping for breath Carmen made one last desperate charge in the Iron Gi-
in the smoke and ruin, she grabs for the controls with a firm, ant, cockpit shaking and heating up while her Gear’s torso
resolute grip. She will not be defeated here. Her one eye took the brunt of the particle beam from the outsider. She
opens, focused and sharp. And like the phoenix, the Xifeng punched through the thing’s exoskeleton and into its body
rises from the ashes. and pulled back after pressing the limb’s self destruct but-
ton. The arm exploded while inside the monster, finally
I Am a Loose Cannon killing it. That was probably going to come out of her salary,
Setup Power but what matters is that it worked.
Effect: Roll 1d10 when you activate this Power. Treat Tension
as if it were that many points higher for your next Offensive Take Cover!
Action and you suffer twice that much Damage at the end of Reaction Power
your Turn. You can use this Power once per Round. Effect: An Enemy’s Might Test using a Weapon that attacks
Mike could smell the blood oozing from the cryptid even multiple targets loses the benefit of Tension and you halve all
through the reinforced cockpit. It was still standing, living, the Damage that would come from that Offensive Action to
approaching. He could hear a shrill buzzing in his ears, full you or your Allies. You can use this Power once per Opera-
of pleas and desperation. “My God, Reed!” It was the good tion.
doctor. “What are you doing?! You’ll overload the reactor! It They saw a glint in the distance and immediately knew they
will explode!” An explosion was a good way to go. had to act now or they would be dead in seconds. “Spread
the anti-beam particles!” Lothar commanded the support
I Am Your Opponent crew, scattering a foglike barrier around the team. Every-
Reaction Power thing shook for a minute when the particle beam finally hit
Effect: When an Ally of yours is being attacked in a Duel them, but it eventually passed - and they were all still stand-
and within a Range equal to your Speed or less, you can use ing.
this Power to shift into that Zone and redirect the attack to
yourself. Your Ally Disengages from the Duel, but stays in the You are Already Dead
same Zone, and you are now Dueling that Enemy. You can Reaction Power
Disengage from a Duel this way. Effect: An Enemy you have already dealt Damage to during
Brigid finished off a tentacled black mass covered in human this Operation suffers a new amount of Damage equal to
faces with a lightning bolt... Just in time to see ­three more your Might. You can use this Power once per Operation.
assaulting her friends. In seconds, she had leapt across the Shion cut through the monster and dashed past it. The alien
battlefield to grab one of them from behind. It was about to turned around, seemingly unfazed, and lunged at Shion’s
receive the most shocking suplex of its eldritch lifetime. exposed back. The samurai simply chuckled to herself and
snapped the Mecha’s fingers, then the beast fell apart.

EXPANDING THE RULES //:01 15


Evan Theilman (order #31126685)
RUSH POWERS RESTORATION POWERS
Rush Powers have an additional cost to them: They will use Restoration Powers need to be used along with Restoration
up one of your Actions, meaning they either skip the rest Upgrades. Not only are they stronger than other Powers that
of your Turn or skip your next Turn. You may only have one restore Threshold Points, they are also repeatable.
Rush Power active each Turn.

Go, Funnels! I’ll Patch You Up.


Setup Power Reaction Power
Effect: You can take a second Offensive Action this Turn Effect: The next time you use your Jury Rig Upgrade this
to use a Remote Weapon. Your Remotes can Move as part Turn, it spends two Restorations but restores twice the
of this Action as normal. You can use this Power once per amount of Energy spent on it. You can use this Power once
Round and it spends your next Turn’s Action in advance. per Round.
“My Nu Ganmen isn’t for show!” Ray’s Mecha locked beam Hugo’s comrades were in trouble: They weren’t under as
sabers with Charles’, but that was a feint. Charles looked many protective wards as he was. Fortunately, he knew what
up and saw Ray’s Bits had surrounded him right as they to do. “Vishal, are you ready for THE POWER?” His Talos Suit
opened fire. In seconds, nothing was left of the Zeonganmen retrieved the technowizard’s staff, recently improved with
except a fleeing escape pod. the parts of a fallen mechanical angel and - of all things - a
giant chess piece mechanoid. “The power of the White King’s
Lightspeed Assault Scepter!” The staff-or-maybe-a-scepter fired a white laser
Setup Power towards his friend, enveloping Vishal in a radiant glow and
Effect: Move a number of Zones equal to your Speed, ignor- instantly repairing the damage sustained.
ing Enemies and Terrain (even impassable terrain) on the
way. Each Enemy whose Zone you cross this way suffers an My Last Stand
amount of Damage equal to the current Tension. You may Setup Power
go back and forth when using this Power, hitting the same Effect: The next time you use your Regenerative Upgrade
Enemy multiple times while doing so, but repeat hits do this Turn, you double the amount of Threshold restored with
half Damage. This Power spends your Action this Turn in it. You also ignore the effects of Maiming and treat halved
advance. The Action you take with Lightspeed Assault is a Attributes as normal for one Round. My Last Stand will also
Utility Action. This lets you escape from Duels without having stop effects that halve your available Energy, even if the base
to Disengage. Attribute itself remains untouched. You can use this Power
“Let me clear this up, one moment.” Disengaging the limit- once per Round.
ers, Sunstar feels the air of her cockpit heat up, Gear glow- The end was imminent. Kauno could see the death of his
ing white hot with energy... and then it’s gone. A streak of allies approaching getting closer and made a decision. “Go
white flashes through the masses of enemy machines, their now! I’ll cover your retreat! He released all the limiters of
limbs falling to the ground as she reappears milliseconds his Septimus and sent it into overdrive, knowing it would not
later. “Moment’s done.” have enough power afterwards to escape from this trap. But
he could see the spirals in his eyes reflected on the screen
Twin Strike (Specialist) and laughed to himself.
Setup Power
Effect: Choose two Weapons when you take this Power. You Who the Hell do you Think I am?
can make two Attack Actions this Turn against the same Setup Power
target with both Weapons, using one first and then the other Effect: The next time you use your G-Charger Upgrade, you
with your second Action. This second Attack does not get to restore your Threshold by 5 and will get the extra 5 points of
Move as part of the Action. You can use this Power once per Energy during your next Turn again without having to use the
Round and it spends your next Turn’s Action in advance. G-Charger first. You can use this Power once per Round.
Four Botakuris and their Outsider master had been webbed “You think you’ve got me beat?” With the enemy bearing
within Lizzie’s Finger Net, and it was time to play her trump down on the limping Hellhound, it surely looked it. “You think
card. She took the payload hidden within the Gear’s mouth, this is all I’ve got?!” While they took their time lining up the
a Radiation Bomb, and hurled it like a grenade. The screams killing blow, Rico had found the emergency overclock. “I’m
that followed were, mostly, from her horrified allies. Rico Gonzales pendejos, THINK AGAIN!” It turned out they
would have very little time to think as the KERBEROS engine
roared into overdrive.

16 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
BOOST POWERS LIMIT POWERS
Boost Powers use Energy as a resource. Two of them can be Limit Powers are merely acceptable early during a battle but
used without spending Energy and the third needs Energy some of the strongest Powers you can possibly use after a
explicitly to function at all. All of them, though, gain strength few Rounds. Their usefulness depends on the current Ten-
as you spend more Energy on them and can turn battles sion, and they make a good combo with Powers and Up-
around if you commit enough to them. grades that grant Tension bonuses.

Chain Explosion I Am Helping!


Reaction Power Setup Power
Effect: When an Enemy is destroyed you may use this Power Effect: You inflict a bonus Disadvantage when using the Sup-
and spend any amount of Energy. The Enemy explodes in a press Action this Turn. If the Tension bonus for the Might
Blast (4), dealing an amount of Damage equal to the current Test is 5 or higher, you turn the Zone under the target into
Tension plus twice the amount of Energy spent this way. You Extreme Terrain for a Round. You can use this Power once
can use this Power once per Enemy. per Round.
Mercurius Bravo set the Mega Particle Launcher at 120% “Dammit, Sam!” Everything was on fire. Again. “The only
capacity and took her shot. The oversized rifle went up in way that could’ve been worse is if Cole tried that too!”
flames the moment the reactor of the Enemy mecha also “Sam!” “Yes, Cole?” With much trepidation, Steel Prophet’s
did. It was a beautiful explosion. cameras focused on Cole’s Shining Gallant as it was about
to do something monumentally stupid. ”I’m helping!” he
Shoot it Down said. Everyone else screamed at the top of their lungs
Reaction Power “YOU’RE GOING TO GET US ALL KILLED!” “Only if it doesn’t
Effect: Spend any amount of Energy in response to the re- work!”
sult of a Might Test. The Might Test is rerolled, with a number
of Disadvantages equal to the amount of Energy spent. You Jinxed!
can use this Power once per Operation. Reaction Power
Camilo threw his beam shield projector at the hunting pack Effect: One Enemy Weapon gains the Overheating ability if it
of missiles chasing him and pulled the trigger of his beam is a Beam or the Unreliable ability (if it is not a Beam) for this
rifle three times. His shield scattered the energy in a cloud attack. If the Weapon already has one of these abilities, it will
of superheated particles, detonating the missiles crossing it. gain the other one as well. If the Tension bonus for the Might
Test is 5 or higher, either ability will also trigger with an even
I Have Control result, as if it were an odd number. You can use this Power
Setup Power once per Operation.
Effect: Choose an Enemy Grunt and spend an amount of A dragon walked out of a portal and was breathing fire
Energy equal to their Power Level plus the current Tension. down on Bobby - It was one of those days. His Thorman
You gain control of that Grunt’s Actions during their Turn, endured the first blast but he was not looking forward to
though you may not have them eject or self-destruct. At the the encore performance. In between puffs of flame, Bobby
beginning of every one of your next Turns you may spend grabbed the Transpatial Randomizer and pulled the trig-
the same amount of Energy again to maintain control over ger when the lizard opened its mouth again. The dragon’s
that Grunt. You can use this Power once per Operation. mouth just plain exploded.
Citrine’s fingers tap against the keyboard, brute-forcing
password keys and hacking programs on the Abbadon unit. Pierce the Heavens
Imperial mechs are weak in security and function, and are Setup Power
even moreso when in the vicinity of her Asteroth. She press- Effect: Your next Offensive Action this Turn gains an Advan-
es enter. From her opposition’s screens, there was only a tage to its Might Test. If the Tension bonus or the Might Test
symbol at the center: A bleeding heart enclosed in a power is 5 or higher, it also ignores the effects of Active Defenses.
symbol. But on hers, the installations are at a hundred per- You may use this Power once per Round.
cent. “Ohoho AW YES.” She grins, tenting her fingers. Now Jamil took a long breath in from his cigarette, letting it fill
that she has another mech to play around with, what else his lungs. He exhaled, and felt calmer. Calm enough to make
does this thing do...? every shot from his rifle count at this distance. “I don’t need
hot blood, I’ve got all the cold blood I need.”

EXPANDING THE RULES //:01 17


Evan Theilman (order #31126685)
GENERAL UPGRADES
Behold a whole new variety of strange technologies beyond the limits of what was in Battle Century G. The ability to open
portals, manipulate gravity, turn the will to live into pure energy and more are at your beck and call. Are you ready for this?

Defensive Technician Extreme Body


Internal Upgrade (10) Internal Upgrade (15)
Effect: When you use a Technique, you may spend 2 Energy Effect: At the beginning of your Turn you may spend 1 Energy
to increase your Defense by 5 against the target of the at- to have all Zones occupied by your body count as Extreme
tack. If you used Zweihander, you don’t grant the target extra Terrain for Enemies in them for one Round. Abilities that can
Advantages to attacking you for a Round. usually ignore the effects of Terrain will not help against this.
Techniques are unusual, difficult attacks that leave you open Close combat is a terrible idea against your Mecha. This
to counterattacks. Your Mecha is programmed with defen- could be due to an electrified armor system, or something
sive maneuvers to turn their eccentric moves into a form of far more esoteric, like an offensively-projected forcefield.
defense as well as offense. It is just crazy enough to work.
Maneuverable Transformer
Master Technician Internal Upgrade (15)
Internal Upgrade (10) Effect: Whenever you Transform you may choose to either
Effect: When you use a Technique, you may spend 2 Energy have all Enemies suffer a Disadvantage to all Might Tests
to restore it after use, treating it as if it hadn’t been spent. If against you or to gain an Advantage to your Might Tests.
you used Missile Massacre, you don’t suffer Disadvantages to Either benefit lasts one Round.
future attacks against the target. Your Mecha is built to maximize the advantages of constant
Your Mecha has combat subroutines installed in it to facili- transformations. The shifts keep throwing enemies off; even
tate pulling off tricky combat maneuvers more than once. when expecting them, your moves are too fast for most
You can repeat supermoves in a chain of cinematic explo- Mecha to keep up with.
sions.
Nanopaste Skeleton
Portal Generator Internal Upgrade (15)
Internal Upgrade (10) Effect: At the beginning of your Turn you may ignore the
Effect: At the beginning of your Turn you may spend any effects of Maiming for a Round. If you do, you can’t use this
amount of Energy to create two portals connecting separate ability again during your next Turn.
Zones. One of the portals appears in your Zone while the Your Mecha has in-built dispenser of nanomachine paste
other appears within a a Range from your Zone up to the used for repairing its internals. As long as you can keep
Energy spent this way. Units that stand on top of either Zone feeding it enough Element G to power it up, it won’t have to
can treat the other Zone as if it was adjacent to theirs. These worry about limbs falling off or ceasing to function.
portals last one Round.
A marvel of biotechnology crafted from the exotic matter Pulling Field
that Outsiders are made of. This device opens a rift in spa- Internal Upgrade (15)
cetime, creating a stable tunnel between separate points. Effect: At the beginning of your Turn you may choose one
Enemy within 1 Zone and inflict on them a Disadvantage to
Power Conversion all Might Tests that do not target you for a Round. If you
Internal Upgrade (10) attack the chosen Enemy during your Turn, you inflict two
Effect: At the beginning of your Turn you may increase your Disadvantages instead. This effect persists even if the Enemy
available Energy by an amount equal to the current Tension moves away from you.
for a Round but you do not gain the benefit of Tension to Of- A gravity manipulation device that constantly pulls enemies
fensive Actions this Round either. towards you. It doesn’t have a lot of force behind it, but it
Through tampering with systems that many would never does a great job of drawing projectiles away from allies.
dare to touch, you know how to repurpose power from your
Mecha’s offensive systems to other purposes. Skirmisher Frame
Internal Upgrade (15)
Versatile Model Effect: You gain an Advantage to all Initiative Tests. If you
Internal Upgrade (10) Move at least 5 Zones with your Action during one of your
Effect: You gain an additional Advantage to Might Tests us- Turns, all Enemies suffer a Disadvantage to all Might Tests
ing Melee Weapons if your last Might Test was made with a against you for a Round.
Shooting Weapon and viceversa. Your Mecha is built for evasive maneuvers while sustaining
Your Mecha is built to take advantage of balanced load- acceleration, avoiding obstacles or projectiles on the move.
outs, mixing close quarters and ranged attacks. It switches
between weapons and attack routines much faster than
normal, catching enemies by surprise.
18 01:// EXPANDING THE RULES
Evan Theilman (order #31126685)
Internal Fortification Transpatial Randomizer
Internal Upgrade (20) Internal Upgrade (20)
Effect: Whenever you lose a Level of Threshold, all damage Effect: At the beginning of your Turn you may spend 2 En-
carrying over from the same instance of Damage to the next ergy and choose a Support Upgrade at random. You get to
Threshold Level is halved. use said Upgrade at no Action cost. This does not spend said
Your Mecha’s internals are segmented and fortified to pro- Upgrades and you may use Upgrades that you do not own
tect against massive damage. It doesn’t matter how much this way.
one of your areas gets hit, the damage to the rest of the This handgun-shaped device gathers the desires and latent
body will be minimized. creativity of its pilot and other nearby people. It transforms
those into energy and uses the data to create unpredictable
Limit Engine but largely beneficial results with each pull of the trigger.
Internal Upgrade (20)
Effect: For each Level of Threshold you are missing you Base Transpatial Randomizer Table
increase your available Energy and treat Tension as if they
were one point higher. This modifier to Tension applies to The table below will help you choose your Support Upgrades
everything you use Tension for, even Extreme Terrain. for each activation of Transpatial Randomizer in a sufficiently
Hiryu discovered how to power their Gears using the pilot’s random fashion. Simply roll two d10, calling in advance one
emotions, transforming anger, courage and the will to live of the dice as tens and another as units.
into energy. The downside of this ‘Spiral Drive’ is that the
system requires the user to be at the brink of defeat to draw Roll Result Support Upgrade
out its whole power.
01-07 Assisted Targeting
Superior Integration 08-14 Dividing Field
Internal Upgrade (20) 15-21 Overcharge
Effect: You may use your Weapons even if the Area they 22-28 Remote Hotfix
were allocated to has been Maimed. The first time you use
each of your Weapons during an Operation, it gains an ad- 29-35 Support Fire
ditional Advantage to its Might Test. 36-42 Supply Delivery
Not only are all your weapons built into your Mecha’s frame 43-49 Surprise Minefield
but they also have dedicated capacitors that overcharge
50-56 Targeting Disruption
them with extra power on first use. Afterwards, they still
have enough energy to keep weapons operational without 57-61 Airstrike
relying on the reactor. 62-66 Blue Screen Virus
67-71 Cryogenic Blast
Warp Step 72-76 Electromagnetic Detonator
Internal Upgrade (20)
Effect: You may ignore Enemies and Terrain (even Impass- 77-81 Ensnaring Trap
able Terrain) along the way whenever you Move with your 82-86 Fire at Will
Actions. This lets you escape from Duels without having to 87-91 Gravity Manipulators
Disengage.
Through sufficiently advanced technology that might as well 92-96 Jamming Barrage
be indistinguishable from magic, you can instantly jump 97-00 Any Support Upgrade of your choice.
between locations in the blink of an eye.

EXPANDING THE RULES //:01 19


Evan Theilman (order #31126685)
ACTIVE DEFENSES
With double the number of Active Defenses, now you have no excuse not to have one (if not two) of these, you’re bound
to find one that suits you. Half of them are the traditional kind you can acivate as a reaction to an attack, while the others
require an upfront investment of Energy like Absolute Barrier from the core Battle Century G rulebook.

Learning Computer Attack Absorbers


External Upgrade (5) External Upgrade (10)
Effect: In response to the results of an Enemy Might Test Effect: In response to the results of an Enemy Might Test
against you, you may spend 2 Energy to increase your De- against you, you may spend 2 Energy to increase your De-
fense by the current Tension against it. This does not count fense by 3 against it. You gain an Advantage to all Might Tests
Tension bonuses to the Offensive Action. against your attacker during your next Turn.
This self-learning AI compensates for the wear and tear of Yet another variant of defensive technology based on Or-
battle by looking for openings in the attack patterns of the ganic Energy. This one absorbs the energy behind enemy
enemy and moving the Mecha for the user. attacks and transforms it into energy to feed your own
weapons systems against them.
Reflecting Barrier
External Upgrade (5) Dispersion Aura
Effect: In response to the results of an Enemy Might Test External Upgrade (10)
against you using a Shooting Weapon, you may spend 1 Effect: In response to the results of an Enemy Might Test
Energy to increase your Defense by 3 against it, or 2 Energy against you using a Blast, Burst or Line Weapon, you may
to also reflect 3 points of Damage back to the attacker. This spend 1 Energy to increase your Defense by 5 against it. You
Damage is dealt after the rest of the attack resolves. may also use this Upgrade to protect an Ally within a num-
This highly specialized defense system sends bullets, mis- ber of Zones equal to your Systems. This will not stack with
siles and even particle beams astray. A minuscule portion of Active Defenses of said Allies.
which are even sent back at their user. Certain Clarke Gears have evolved - I’m sorry, I meant to say
‘been equipped with’ - this variant of the Shielding Aura. The
Repulsion Field Dispersion Aura is a very large bubble that deflects indirect
External Upgrade (5) attacks away from the user. It fails to work when someone
Effect: In response to the results of an Enemy Might Test locks on to the user, however, making it more of a backup
against you using a Melee Weapon, you may spend 1 Energy defensive mechanism than anything else.
to increase your Defense by 3 against it, or 2 Energy to also
push the target 1 Zone away from you in a direction of your Organic Barrier
choice. This push happens after the rest of the attack re- External Upgrade (10)
solves. Repulsion Field cannot push Enemies into Zones with Effect: At the beginning of your Turn you may spend any
other Units or into Impassable Terrain. amount of Energy to create a shield that blocks that much
A forcefield that uses graviton technology to slow down Damage and lasts one Round. At the beginning of your next
incoming projectiles and enemies in melee. At maximum Turn, you may convert all points of Damage blocking that
output it can even make would-be duelists fall backwards to remain in the shield into additional points of Energy, but you
keep them away from you. may not use Organic Barrier that Turn. An active Organic
Barrier means you can’t use other Active Defenses.
A more utility-oriented version of barriers based on Organic
Energy, this one is designed to charge itself up over time.
Clarke Gears can use this to overlock themselves and take
their self-repair abilities beyond their usual limits.

20 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
RESTORATION MOBILITY
These cheaper Restoration Upgrades use one Restoration These two new Upgrades are, in essence, Antigravity but for
with each activation and cost less MP, but can only be used different environments. Because they are not as generally
on yourself and have less oomph behind them. useful as Antigravity, they cost less MP.

G-Charger Maritime Module


External Upgrade (5) External Upgrade (5)
Effect: As a Utility Action, you may increase your available Effect: At the beginning of your Turn, you may spend 2
Energy by 5 until your next Turn. Energy to ignore the effects of Terrain in your Zone and be
A small and less versatile version of the Overcharger. It able to shoot through a Zone occupied by an Enemy to reach
makes lightning courses through the user, boosting the another behind it as if they weren’t there. These benefits last
Mecha with a surge of power. for a Round. This Upgrade only works underwater.
Your Mecha is designed to thrive in the conditions of under-
Reload water combat where others can’t even move properly. It can
External Upgrade (5) even withstand deep sea pressure.
Effect: As a Utility Action, you may restock a single One Shot
Weapon or Support Upgrade of yours that has been spent. Zero-G Module
You’ve got magazines tucked in, backup drones in your External Upgrade (5)
backpack, and more extras of everything you use that you Effect: At the beginning of your Turn, you may spend 2
could possibly need. Energy to ignore the effects of Terrain in your Zone and be
able to shoot through a Zone occupied by an Enemy to reach
another behind it as if they weren’t there. These benefits last
These Restoration Upgrades are more limited than those
for a Round. This Upgrade only works in space.
from the core game. They’re primarily meant for the
Your unit is outfitted with multiple systems to improve its
Subpilots of Combiner Units, for whom Reload is cheaper
performance in space. It comes with two sets of rotating
than Resupply and the G-Charger lets the lead (or the
vernier thrusters to facilitate maneuvering in a vacuum and
other Subpilots) use the Energy during their Actions.
Element G barriers powered by solar winds to shield itself
from the hazards of space travel.

EXPANDING THE RULES //:01 21


Evan Theilman (order #31126685)
SUPPORT
This extra set of Support Upgrades is more focused on battlefield control than the original ten. These were made with dedi-
cated Support users in mind and should complement any such build nicely.

Dividing Field Blue Screen Virus


Separate Upgrade (5) Separate Upgrade (10)
Effect: All Zones within Range turn into Plain Terrain, losing Effect: One Grunt loses their Action during their next Turn.
all other Terrain types, for a Round. This includes Impassable You spread the fear and terror of operating system fail-
Terrain. Afterwards those Zones return to normal. ure among your enemies with a virus that forces them to
A device that bends space to create a circular battlefield reboot, wasting precious time.
around the user. Land, air and water are simultaneously
frozen and compressed around this Dividing Field until it Cryogenic Blast
recedes, leaving everything exactly as it used to be. Separate Upgrade (10)
Effect: All Zones within a target area the size of a Blast (3)
Remote Hotfix turn into Difficult and Withering Terrain for a Round.
Separate Upgrade (5) You deploy a cloud of freezing gas over the targets. It is
Effect: You or an Ally ignore the effects of Maiming for a not going to completely disable giant robots, but it will slow
Round. joints down and cause multiple malfunctions.
Through redirecting power and manual overrides, any and
all sorts of malfunctions can be fixed. You can reoptimize Gravity Manipulators
systems on the spot, overcoming unforeseen difficulties Separate Upgrade (10)
as if you had been ready for them all along. The Tech Sup- Effect: Slide any Unit a number of Zones up to half your Sys-
port from the future truly is a thing of wonder. tems. Should the target be sent in the direction of another
Unit, you may have them both crash and suffer an amount
Targeting Disruption of Damage equal to the distance moved this way, then the
Separate Upgrade (5) movement from this Upgrade halts. This can be used to
Effect: Choose one Enemy to inflict them two Disadvantages break up Duels, even ones you are in.
to all Might Tests that do not target you for a Round. You have deployed gravity manipulators along the battle-
You hack into an enemy’s targeting systems and make it field and can use them to launch allies or foes in any direc-
harder for them to use their weapons systems. However, tion you please.
your direct connection to them leaves you vulnerable.

22 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
COMBINATION
There are two new Combination Upgrades, and they work rather differently to those in Battle Century G. Invincible Super
Combination isn’t a new type of Combination, it is more of a powerup to Super Combiners that makes them even stronger.
Then you have Universal Component which lets the Unit that takes it Combine with anyone else without making them buy
other Combination Upgrades first.

Invincible Super Combination Universal Component


Internal Upgrade (Special) Internal Upgrade (30)
Effect: All Units are restored to full after Combination. This Effect: After Combination, you become a Subpilot for the
means Threshold, Energy, Restoration Upgrades, One Shot lead Unit. The combined Unit gains all of your Upgrades and
and Technique Weapons are treated as if they had not been Weapons, assigning the External ones to their corresponding
used at all. The Attributes of the Combined Unit are the av- Areas. The Attributes of the Combined Unit are the averaged
eraged values of all the components together, plus 1 to Might, values of both components together, plus 1 to Might, Guard,
Guard, Systems and Speed per Subpilot. Systems and Speed.
Because the Super Combination was clearly not enough, all Your Mecha is a support unit designed to power up other gi-
of the component Mecha have been powered to form the ant robots by attaching to them as a backpack, extra head,
ultimate invincible superhuman warrior of love and courage. or even transforming into a giant multipurpose weapon for
Make sure to give the combiner a name that references its them to wield.
number of pilots, such as Sunbot 3 or Voltace V. Special: If you combine in the middle of an Operation,
Special: You must have Super Combination to have this anything you’ve spent is restored. This means Restoration
Upgrade, and all components must take it at the same time. Upgrades, One Shot and Technique Weapons are treated as
The Cost in MP of Invincible Super Combination depends on if they had not been used at all.
your Power Level.

Invincible Combination Cost per Level


Power Level Mecha Points Cost
The rules for playing a Subpilot using either of these Up-
0 20
grades are much like the ones for Combination Upgrades
1 30 found in Battle Century G. Subpilots may only take Utility
2 40 Actions (or Actions gained from Upgrades like using Sup-
3 50 port Upgrades) but don’t Move the Unit as part of said Ac-
tion. Likewise, they may not decombine until the Operation
4 60 is over. Where they differ is in what happens once they
5 70 Combine.

When you gain a new Power Level, you go into an MP deficit Invincible Super Combination effectively grants everyone
and must spend your first 10 MP to pay that debt. an “extra life”, with the downside being that it needs all
Units to be functional and available for Combination. Much
like in anime, when all components come together it is a
turning point in the battle, snatching victory from the jaws
of defeat.

Universal Component only refreshes the resources of the


Component itself. This makes it ideal for Units that can
hold their own in a fight and resort to combining with
an Ally after using some of its best Weapons. Of course,
builds using Support and Restoration Upgrades are still
possible.

EXPANDING THE RULES //:01 23


Evan Theilman (order #31126685)
DESIGN FLAWS
Design Flaws are similar to Features, giving your Mecha a critical weakness but granting bonus MP to spend on it instead of
having a predefined positive half to them. Design Flaws are always active and must be taken during the Mecha construction
process, not later. The Mecha Points granted by Design Flaws are added to your initial Mecha Points pool of 100 and
it does not count towards Power Levels. You cannot participate in Combinations if you have a Design Flaw. Grunts and
Bosses may not have Design Flaws.

Unarmed Berserker
Design Flaw (+10 MP) Design Flaw (+10 MP)
Effect: You have no Default Weapons, suffer a Disadvantage Effect: As long as there are Enemies remaining on the bat-
to all Might Tests and may not participate in Synchro At- tlefield, you must take an Offensive Action against the Enemy
tacks. closest to you during your Turn and attempt to Engage them
This is one of those rare models meant neither for direct in a Duel when possible. If there are multiple Enemies at the
combat or to combine with others. Those really desperate same distance, you may choose which one to pursue. If you
for a way to defend themselves should install drones. can’t reach any Enemies to attack this Turn, you must Aim
while approaching the one who is closest.
Miniature Model You pilot a giant monster that has been restrained and is
Design Flaw (+20 MP) your control interface can barely keep in check. The fury of
Effect: Halve all of your Movement, Upgrade and Weapon the beast within will only cease when all threats to it have
Ranges. Maximum Weapon Ranges are rounded up instead of been destroyed.
down.
Small Mecha emphasize evasive maneuvers, precise attacks Limited Battery Time
and energy efficiency to make up for their lesser mobility Design Flaw (+20 MP)
and reach. They also make you the cool underdog fighting Effect: You gain no benefits from Tension. At the beginning of
giants with a tiny machine. your Turn, if Tension is 5 or higher, you take enough Damage
to lose your current Level of Threshold.
Precious Snowflake This is a prototype so experimental that it cannot run for
Design Flaw (+30 MP) more than a few minutes at a time. If forced to participate
Effect: You may never ignore the effects of Maiming, can’t in combat for a long while,, its limbs will power down one by
use Extra Areas and can’t gain Upgrades or Weapons through one until it can’t move anymore.
Genre Powers.
A super prototype full of one-of-a-kind expensive technology Walking Coffin
to improve its peak performance at the cost of making the Design Flaw (+30 MP)
internal systems a mess to work with. When everything goes Effect: Double all the Damage that you take (after applying
well, it is the best thing since sliced bread. When things start Active Defenses).
to go wrong, they get a lot worse before they finally start to Your Mecha is a fragile little thing and the designers have
get better. made it a testbed of every feature they could think of, but
apparently forgot to armor it with more than aluminum foil
and to fill the tank with something other than explodium.

There are two reasons to take Design Flaws: You take them because their flavor lets you represent your Mecha concept
better or you take them to for the extra MP and minimize their negative effects as much as possible. The first approach is
fine, but the second merits some discussion.

There are certain Mecha builds that can essentially turn Design Flaws into ‘free’ MP. This makes it possible for some PC
Mecha to be much stronger than those of their companions and to overshadow them, which is not a good thing and we
suggest GMs disallow their use. Now, if the whole group agrees to optimize their Mecha as much as possible and wants to
push the system to its limits, doing this is perfectly fine.

24 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
FEATURES WEAPONS
The following Features are quirkier than those in the core There are thirty more Weapons in this book, doubling the
game. These Features are not compatible with The Strong size of the armory available to all PC Mecha. Some are new
Adapt or Alternate Forms and Grunts may not take them. combinations of the abilities that you know from the base
game while others use entirely new rules. Some have very
Oldtype short rules text while others have an amount of text compa-
Internal Upgrade (0) rable to this paragraph. There is also a new Keyword ability:
Effect: You cannot use Default or Alternative Genre Powers
other than Live Another Day and Parting Shot. Whenever Remote
you lose a Level of Threshold, all damage carrying over from Remote Weapons are attack drones, capable of moving and
the same instance of Damage to the next Threshold Level is attacking on their own via remote control. At the beginning
halved. of your Turn you may deploy them in your own Zone, and
You’re hardier and more stubborn than most, much like your may retrieve them the same way.
Mecha, The downside is that you’re stuck in your ways, inca-
pable of adapting to unexpected circumstances in battle. Remote Weapons have their own Guard and Speed At-
tributes, share your Might and Systems and their Thresh-
Omnienvironmental old and Energy is 0. They run off your own available Energy
Internal Upgrade (0) and are destroyed after taking a single point of Damage.
Effect: Ignore all negative Terrain conditions except Extreme
and Impassable Terrain, but only have half your Energy At- Remote Weapons require your direct control and you must
tribute to spend every Round. spend your own Actions to attack with them. Once de-
Your Mecha was made not to do battle but for scouting op- stroyed, Remote Weapons can be repaired by any effect that
erations and is adapted to all sorts of environments. It is not can reload or resupply a One Shot Weapon.
shielded for extreme conditions, but the added maneuver-
ability is very helpful there. Remote Weapons cannot be Maimed. They are not Internal
like Default Weapons or External like the other Weapons that
Remora Frame you buy with MP. They go in the Other section of your Mecha
Internal Upgrade (0) Sheet, like Separate Upgrades.
Effect: You may Dock within a willing Ally as if they were
a Base Unit. You cannot Dock into another Remora Frame. If you’re a Subpilot, you can’t Move your Remote Weapons
Halve all your own Movement, Upgrade and Weapon Ranges. or those of other Units. The lead can, however, use Remote
Maximum Weapon Ranges are rounded up instead of down. Weapons available to them as normal.
A different take on how to build a component unit. This
In some games Features like Base Unit and Terrain Special-
small Mecha instead uses others as carriers and shields.
ist are not a good idea and shouldn’t be allowed. But even
those two do not compare to Unstable Reactor - by far the
Sibling Model trickiest Feature to have around.
Internal Upgrade (0)
Effect: Synchro Attacks with your chosen partner or partners A Player Character with Unstable Reactor is a serious
increase the result of your Might Test by 5 instead of gain- threat to everyone around them, enemy and ally alike. It is
ing two Advantages each. You can only Synchro Attack with entirely possible that a Genre Master will back down from
other Sibling Models and only if all of them participate at harming PCs with it because they don’t want to kill one or
once. more PCs. While this makes sense in character because
Your Mecha is part of a series, designed with combination nobody wants to set them off and accidentally get caught
attacks in mind. The movements of individual models flow in the blast, it also means that a PC just got a free boost to
smoothly into those of its sibling units... As long as every Energy. This potentially breaks the balance between PCs.
single one of them is in sync. Otherwise it is just a mess.
As a Player Character, only take Unstable Reactor if you’re
Unstable Reactor okay with your PC taking so much Damage it might kill
Internal Upgrade (0) them. Also you might get flak from other PCs and NPCs
Effect: Increase your available Energy during your Turns by because you’re a threat to everything around you.
1. When you lose your fourth Level of Threshold you cause
a massive explosion dealing your Threshold Attribute, your As a Genre Master, only allow someone to take Unstable
available Energy, and the current Tension to everything Reactor if you’re okay with making them blow up and
within 5 Zones. The blast includes your ejected Core and this potentially kil them. The Enemies of the PCs should learn
Damage cannot be prevented, not even Live Another Day. of this weakness and exploit it. You don’t have to do this
Your Mecha runs on something that R&D should have known every Operation, but you should try to make them go
better than to try. Your power output is unparalleled, but kaboom every few fights.
you know any mistake you make could be your last.
EXPANDING THE RULES //:01 25
Evan Theilman (order #31126685)
MELEE WEAPONS
Assassin Blade Magnet Rod
Melee Weapon (5) Melee Weapon (5)
Effect: This Weapon will not attack your Allies in a Duel and Effect: This Weapon gains an additional Advantage to its
gains an Advantage against Enemies that are in a Duel with Might Test when used against Enemies with an Energy Attrib-
someone else. ute higher than yours.
This set of two small blades is awful for a straight up one on This oversized bat is attuned to home in on concentrations
one match and perfect against exposed backs. of Gygravagnite. Assuming there is enough of a differ-
ence between how much Element G both duelists carry, this
Countersword weapon has perfect accuracy and always hits critical areas.
Melee Weapon (5)
Effect: Technique. Choosing to use this Weapon skips your Pressure Point Attack
next Action this Turn. The next time an Enemy within your Melee Weapon (5)
Movement range would take an Offensive Action against you Effect: Crippling, One Shot. Passing the Might Test with this
before your next Turn, you can Move up to and attack them. Weapon will destroy that Enemy’s current Level of Threshold.
Countersword has an additional Advantage to its Might Test This happens after the Weapon deals its regular Damage.
and interrupts the Enemy’s own attack, making it possible to Martial artists know how and where to hit in order to kill any
destroy or disable them before they hit you. If no Enemies human with a single blow. It is much harder to do for giant
trigger the counterattack, Countersword is not spent. robots and even tougher on eldritch abominations, though,
A Hiryu-made weapon meant for quick-draw techniques. so they have to settle with maiming them instead.
The blade and its sheath are designed for a faster drawing
speed that conserves momentum and slays with in a single Rocket Sword
stroke. These blades are terribly inaccurate otherwise and Melee Weapon (5)
break often when used to parry, so don’t do that. Effect: One Shot. Charge in a straight line when using this
Weapon. Rocket Sword deals an amount of Damage equal
Great Crusher to the current Tension to all Enemies that come into Range
Melee Weapon (5) during the charge. This happens even if the attack otherwise
Effect: Blast (1), Crippling, Long Range, One Shot. misses and includes the target. If you end the charge in the
A giant hammer filled with explosives that self destructs on same Zone as the Enemy you may Engage them.
impact. There are certainly smarter weapons out there, but From the R&D team that brought you the Boosted Lance, we
there aren’t many with its sheer brutality. present the Rocket Sword. This blade cleaves its way through
multiple enemies on the way to its destination and takes you
Hook Launcher along for the ride.
Melee Weapon (5)
Effect: Long Range, Crippling, One Shot. When you pass Shocking Swordwhip
the Might Test with this Weapon you may have the target Melee Weapon (5)
dragged all the way to your own Zone and force them into a Effect: Crippling, Long Range, Unreliable.
Duel with you. A flexible, upscaled version of the technology employed in
A nasty piece of work used to single out key targets and the Stun Rod. The most obvious advantage of these is their
disrupt enemy formations. Its range is not the best and re- extended reach, but the flexibility of the weapon can be
loading it is a pain, but when it works it just ruins someone’s used to ensnare and hold Outsiders.
entire battle plan.
Stumbling Fists Style
Kamaitachi Melee Weapon (5)
Melee Weapon (5) Effect: Slow, Unreliable. Increase the result of your Might
Effect: Line, Long Range, Tests when using this Weapon by an amount equal to how
A sword that releases shockwaves ahead with every swing. much the target’s Might Attribute is greater than yours.
Complaints that research on these was a waste of funding You confuse your enemy with awkward swaying and stag-
when we already have guns were dismissed. Those poor gering to lure them into a false sense of security, then use
souls lacked the necessary warrior’s spirit to understand. their own strength against them. Watching a giant tentacle
monster smack itself is always fun.

26 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
SHOOTING WEAPONS
Anti-Mecha Cannon Radiation Bomb
Shooting Weapon (5) Shooting Weapon (5)
Effect: Crippling, Long Range, One Shot. Effect: Blast (2), One Shot. This Weapon turns all Zones af-
A giant single-shot pistol with an armor-piercing round that fected into Extreme Terrain for one Round.
explodes within the target, leading to a critical system fail- One of the worst payloads you could let anyone take with
ure. Just make sure you’re carrying extra ammo with you. themselves to the battlefield. Radiation Bombs are one step
below nuclear weaponry and their use is frowned upon.
Hyper Launcher
Shooting Weapon (5) Rapidfire Machinecannon
Effect: Blast (3), Unreliable. Shooting Weapon (5)
A simple launcher for rocket propelled explosives. Difficult Effect: This Weapon inflicts an additional Disadvantage when
to aim yet brutally effective enough to compensate. Just be using the Suppress Action.
careful not to point it at your feet. This gun walks the thin line between expensive gimmick and
absolute genius. It has only one thing going for it - a ridicu-
Lockdown Missile lous rate of fire and the magazine size to sustain it.
Shooting Weapon (5)
Effect: Blast (2), One Shot. This Weapon turns the outside Sentry Turret
border of its area of effect into Impassable Terrain for one Shooting Weapon (5)
Round. Effect: Long Range, Remote. This Remote has a Guard of 5
An upscaled and specialized Forcecage Field delivered with and a Speed of 0 plus two innate Advantages to its Might
split missiles. Users should be careful not to make things Test.
harder for their own team when using it. The Sentry Turret is a tripodal device more like a portable
artillery platform than an attack drone. As a stationary at-
Macrowave Cannon tack drone, it has better accuracy than most. Unfortunately,
Shooting Weapon (5) it is useless without a master keeping it under constant
Effect: Line, Long Range, Technique. This Weapon requires control.
one Action be spent charging it, and its successful use will
automatically make you lose your next Action afterwards. Torpedoes
Macrowave Cannon has an additional Advantage to its Might Shooting Weapon (5)
Test and its Line effect is 3 Zones wide, with the target in the Effect: Long Range. This Weapon has two innate Advantages
middle line. to its Might Test, but may only be used while underwater and
The Macrowave Cannon absorbs ambient electromagnetic against targets that are also underwater.
energy rather than that of the Gear and releases it while Torpedoes have better range and are cheaper to produce
scattering a multitude of pellets. The last thing that the poor than beam weaponry. They will be the preferred weapon for
souls in the way of the blast will hear is a ‘DING’. It gets less battle at sea. At least until the day flying carriers become
funny when users notice the recoil will shock even the sturdi- more than a one of a kind wonder.
est of Gears and daze the most resilient of pilots.
Tracer Rifle
Mounted Blaster Shooting Weapon (5)
Shooting Weapon (5) Effect: When you pass the Might Test with this Weapon, Allies
Effect: This Weapon benefits from an additional an Advan- who also attack the same Enemy gain an Advantage to their
tage to its Might Test but you may not Move as part of your own Might Tests for a Round.
Actions when using it. If you’re unable to Move for whatever The next step in tracer ammunition technology is to outright
reason, you cannot use it. build individual computers into their bullets. Enemies hit by
These shoulder-mounted guns are too powerful to use one of these will feed invaluable aiming data to your allies.
without bracing. They make up for it with accuracy and
armor-piercing power, but the rounds are too large for long-
distance bombardment.

EXPANDING THE RULES //:01 27


Evan Theilman (order #31126685)
BEAM WEAPONS
Magneburst Graviton Gun
Melee Weapon (5) Shooting Weapon (5)
Effect: Beam (Boost 2). When you Boost this Weapon it gains Effect: Beam (Boost 2), Line. When you Boost and pass the
the Burst ability and turns all affected Areas into Interfer- Might Test with this Weapon, you may slide the target 1 Zone
ence Terrain for one Round. You can spare your own Zone in a direction of your choice along the Weapon’s area of
from its effects. effect. Should it be sent in the direction of another Enemy
An offensive variant of the technology that would lead to the whose Defense you’ve also beat, they both crash and suffer 1
invention of the Type-G Gygravagnite and more precisely point of Damage.
the Gravagne Field. Releasing this much energy is harm- A gun that can lift enemies off the ground. It does not have
ful to the environment, but is even more harmful to nearby that much controlling power, but it is still very useful.
enemies.
Point Singularity Projector
Burnout Edge Shooting Weapon (5)
Melee Weapon (5) Effect: Beam (Boost 2). When you Boost and use the Assist
Effect: Beam (Boost 2). When you Boost and pass the Might Action with this Weapon you may choose to either gain an
Test with this Weapon, you halve the target’s available En- Advantage to your Might Test or to grant an Advantage to
ergy. two allies instead of one. You gain the chosen Boost plus the
A weaponized projector of short-lived waves that disrupt the Long Range and Slow abilities.
flow of Element G. Just point the weapon in this ‘Burnout’ One of the many variants of the Graviton Gun is the Point
mode at things and watch their systems fail. Singularity Projector. It creates pockets of increased gravity,
holding targets in place or at least reducing their mobility.
Fangs
Melee Weapon (5) Bits
Effect: Beam (Boost 3), Remote. This Remote has a Guard of Shooting Weapon (5)
10 and a Speed of 5. Effect: Beam (Boost 3), Crippling, Remote, Slow. This Remote
Fangs are drones with miniaturized beam sabers made for has a Guard of 5 and a Speed of 5. When you Boost this
swarming targets. They have miniaturized Overboosters Weapon it gains the Long Range ability.
for chasing targets and are maneuverable enough to take The most famous system of remote weapons, Bits pack a
advantage of their small size, making them a pain to hit. mean punch for their size and are fairly maneuverable.

Gravity Knuckle Lux Cannon


Melee Weapon (5) Shooting Weapon (5)
Effect: Beam (Boost 4). When you Boost and pass the Might Effect: Beam (Boost 4), Long Range, Slow. When you Boost
Test with this Weapon, you may push the target up to 3 this Weapon it ignores the effects of Active Defenses.
Zones away from you in a direction of your choice. Should A honest to God giant laser cannon. Dodging light is a
it be sent in the direction of another Enemy whose Defense pretty hard thing to pull off, but it was not made with energy
you’ve also beat, they both crash and suffer 3 points of Dam- efficiency in mind, making it rather prohibitive to use liber-
age, then the movement halts. ally,
A replacement for Mecha hands that repulses objects with
tremendous force on activation. It is the only close quarters Oblivion Buster
weapon that R&D designed around graviton technology. Shooting Weapon (5)
Effect: Beam (Boost 4), Long Range, Technique, Overheating.
Ground Zero You may not Move as part of your Actions when using this
Melee Weapon (5) Weapon and If you’re unable to Move for whatever reason,
Effect: Beam (Boost 4), Burst, Technique, Overheating. This you cannot use it. When you Boost Oblivion Buster and pass
Weapon turns the Zone you are standing on into Extreme the Might Test with it, it will destroy that Enemy’s current
Terrain. When you Boost Ground Zero its Maximum Range Level of Threshold (after dealing its regular Damage) but you
becomes 3 and it will also affect your Allies instead of only do not regenerate Energy during your next Turn.
attacking Enemies. This dramatically named giant cannon creates what only be
The uninhibited version of the Magneburst. You expel pure, described as a miniature black hole at a target point and is
raw Element G in a highly dangerous explosion with you at the epitome of weaponized graviton technology. A direct hit
its center. Handle with care. means the target will implode spectacularly and a graze will
still tear away one or more limbs caught in the vortex. Be
careful with it, the Oblivion Buster has a tendency to mal-
function and make parts of its user vanish into the aether.

28 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
BOSS POWERS
Some of these new Powers for Bosses make it easier to work with specific strategies that depend on things like positioning
or crowds of Enemies. They also give you new ways to mess with PCs by taking away their Weapons or attacking the Pilots
directly.

Catch me if you Can Marked for Death


Setup Power Setup Power
Effect: Move a number of Zones equal to either of your Effect: Choose one Enemy within 5 Zones. You gain two Ad-
Systems or your Speed, ignoring Enemies and Terrain (even vantages to all Might Tests made against that Enemy and that
impassable terrain) along the way. This lets you escape from Enemy suffers two Disadvantages to all Might Tests that do
Duels without having to Disengage. not target you. Both effects last for a Round. You can use this
The clonebot exploded in Gilliam’s face while Doctor Chaos Power once per Round.
ran away with that annoying “Uweeheheheheheheee~” of David was figuratively cornered by Jack’s giant metal samu-
his. They kept trying to corner the slippery little bastard, but rai. “What’s wrong blondie, getting cold feet?” Jack wasn’t
he always found a way out and they would only get a face- going to let his rival walk out of a duel.
ful of explosions for their trouble. Silly humans, they never
learn. Souls Bound by Gravity
Setup Power
Crush the Insect Effect: All Enemies within 5 Zones that are using Anti-Gravity
Reaction Power or another ability that grants them flight lose that benefit for
Effect: The next time you would deal Damage to an Enemy, one Round.
the Pilot loses one Layer of Plot Armor. Pilots damaged “Now this little button I’ve got in my hand? This activates
this way Test Systems instead of Willpower to avoid defeat. what is what I call the Graviton Crusher. It is not strong
Should this ability trigger against a Pilot who has already lost enough to crush you, per se, but that’s what the rockslide
all three Layers, they are automatically defeated instead. You I’ve just caused with all those bombs will take care of. Now
can use this Power once per Round. I know it is not the most accurate name, but it has style
The thing wearing a human face grasped the Core of the points, doesn’t it? Now down, boy!”
Gear with its bloated hand-like tendril, tearing it away from
the frame. With a twisted mockery of a smile across its face, You are in my Sights
it bit the cockpit in half. Setup Power
Effect: You or an Ally gain the benefits of the Aim Action to
I Can Read Your Every Move their next Offensive Action this Round.
Setup Power Lord Wilhelm laughed and laughed and just kept laughing
Effect: Ask one Player a single yes or no question about what until he caught a coughing fit that made everyone swear
their PC will be doing during their next Turn. If the Player even his doombots were exasperated with him. It was after
abides by their answer, you gain double benefit from Tension that that he finally gave the order for all his troops to open
against them with Offensive Actions for a Round afterwards. fire. “Alright, fun’s over, now you all die.”
If they do not, they lose two Genre Points. If they don’t have
enough Genre Points left, they must do as they said they
would. You can use this Power once per Round.
Laplace just waited, surely this next challenger would try to
do ‘something crazy’ or try to be too quick to predict. Little
did it know that was also within the Cryptid’s expectations.
These apes are such simpleminded beings, someone just
has to put them in their place.

EXPANDING THE RULES //:01 29


Evan Theilman (order #31126685)
BOSS UPGRADES
The new Upgrades give some diversity to existing Boss strategies. Some make it easier to corral single PCs while others cast
a large shadow on the battlefield with powerful control effects.

Aura of Dark Majesty Portable Battlefield


Internal Upgrade Internal Upgrade
Level 2: When you enter this level, you get to use the “Do Level 2: All Zones within a Range of 5 count as Difficult Ter-
you Desire the Power?” Boss Power for free against one En- rain for your Enemies. Abilities that can usually ignore the
emy of your choice. You do not need to know the Power nor effects of Terrain will not help against this.
do you need to spend any Genre Points. Level 3: As above, but it also counts as Defensive Terrain for
Level 3: As above, but you also use Die for Me! against the you and your Allies.
chosen Enemy. Level 4: As above, but with two instances of Difficult and
Level 4: As above, but you also use Your Fate is Sealed Defensive Terrain instead.
against the chosen Enemy. You feel more at home in an exotic environment, such as
You can fight your own battles, but you would much rather the bottom of the sea. Fortunately for you, your control over
watch your enemies fight themselves. And if that is not dimensional boundaries lets you take your home with you
enough, you’ll still find a way to cheat a victory for yourself. wherever you go.

Caustic Touch Power of Despair


Internal Upgrade Internal Upgrade
Level 2: Your non-Beam Weapons ignore the effects of Active Level 2: After Boosting a Beam Weapon, you may spend any
Defenses. number of additional Energy to increase the result of the
Level 3: As above, but your non-Beam Weapons also gain Might Test and your own Defense by half that amount for a
the Crippling ability. Round. This counts as an Active Defense.
Level 4: As above, but when you pass the Might Test with Level 3: As above, but the bonuses use the full amount of
your non-Beam Weapons, you destroy the target’s current extra Energy spent this way.
Level of Threshold. This happens after the Weapon deals its Level 4: As above, but the bonuses use twice the amount of
regular Damage. extra Energy spent this way.
Cryptids are evolving anti-Clarke weaponry. These would The dark mirror of Hiryu’s Limit Engine is fueled by hatred,
disrupt the flow of Organic Energy, effectively paralyzing the jealousy and pain. Much like with the Limit Engine, you are
creatures inside with poison. the eye of a storm of energy that only gets stronger the
longer the battle goes on.
Overheating Field
Internal Upgrade Rules of Nature
Level 2: Enemies within 5 Zones will suffer 1 point of Damage Internal Upgrade
per Energy point they spend. Level 2: At the beginning of your Turn, you may spend 2
Level 3: As above, but they suffer 2 points of Damage per Energy and choose an Enemy to halve their Might and Guard
Energy point spent instead. for a Round.
Level 4: As above, but you affect all Enemies within 10 Zones Level 3: As above, but you may spend 2 additional Energy to
instead. also increase your own Might and Guard by the amount sto-
You are surrounded by strange energies that distort the flow len for a Round. If the Enemy restores their Might and Guard
of Element G around you. To those within, raising a defi- to normal, you still get this bonus.
ant hand against you is self-defeating... Literally. The more Level 4: As above, but you may spend 1 additional Energy to
power they use while opposing you, the more likely they are also deal them an amount of Damage equal to the current
to burn out first. Tension and restore that much Threshold to yourself.
This world is all about survival of the fittest. The strong
devour the weak, and in the battlefield the strongest one is
none other than yourself.

30 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
BOSS WEAPONS
With double the number of Weapons for your Bosses, you can now include them more often in your games without making
things repetitive. The inclusion of some Slow Weapons allows for more varied attack patterns turn over turn for high-level
Bosses. You can even alternate between two Slow Weapons for maximum effect!

Terrifying Attack Antimatter Shot


Melee Weapon Shooting Weapon
Effect: When you pass the Might Test with this Weapon, it Effect: Slow. This Weapon always gets a result of 10 when
deals an amount of Damage to the target equal to the cur- Testing Might. When you pass the Might Test with this Weap-
rent Tension and denies them the benefit of Tension for a on, it deals that Enemy an additional amount of Damage
Round. equal to the current Tension.
You are a predator, adapting your fighting technique to that A single, extremely powerful projectile that annihilates the
of your prey with every move they make. Each wound you target from inside with a chain reaction of implosions.
inflict on your victims is fiercer than the last and each at-
tempt to fend you off less effective. The momentum of battle Magic Bullet
is in your favor. Shooting Weapon
Effect: Long Range. Trace a line covering an amount of Zones
Whirling Death equal to this Weapon’s Range starting from your own, Magic
Melee Weapon Bullet attacks all targets along that line. It will not strike the
Effect: Burst, Long Range, Slow. Any time you roll 4 or less same target twice, even if it crosses the same Zone multiple
using this Weapon, you may treat the Might Test it as if you times.
had rolled a 5 instead. An intelligent projectile that pierces through most materials
You sweep your many long-reaching limbs in all directions, without losing momentum. This Magic Bullet can even shoot
becoming the eye of a storm that can cut through steel. around corners, making it an assassin’s best friend.

Corrosive Sting Gravity Blast


Melee Weapon Shooting Weapon
Effect: Beam (Boost 2). When you Boost and pass the Might Effect: Beam (Boost 1), Blast (2). When you Boost this Weap-
Test with this Weapon, the target’s Might, Guard, Systems on, it turns the affected Zones into Difficult Terrain and all
and Speed are halved for a round. Units within lose the benefits of Anti-Gravity or another abil-
One of your limbs is made of a substance that is anathema ity that grants them flight for one Round.
to your enemies and the mere touch of it provokes malfunc- This weapon pulls all matter in a very large radius together
tions along all of the Mecha’s functions. towards a fixed point. Unlike with a black hole, nothing is
cast into the void, but the extreme violence is usually more
Sonic Blades than enough to destroy anything that was there anyway.
Melee Weapon
Effect: Beam (Boost 3). When you Boost and pass the Might Ultrabeam Cannon
Test with this Weapon, you destroy the Enemy’s current Shooting Weapon
Level of Threshold. This happens after the Weapon deals its Effect: Beam (Boost 2), Line. When you Boost this Weapon its
regular Damage. Line effect is 3 Zones wide, with the target in the middle line
Your claws emit a vibrating frequency that makes them glow A marvel of techology, this mounted blaster has it all. It
like a beam saber. Once activated this way, they can will has all the upsides of portable beam rifles but with enough
cleave through anything you so much as graze with a touch. potency to burn the small fry around your real target as an
afterthought.
Shadow Fist
Melee Weapon Assimilation Sweep
Effect: Beam (Boost 4), Slow. This Weapon ignores the effects Shooting Weapon
of Active Defenses. When you Boost Shadow Fist, it gains the Effect: Beam (Boost 4), Blast (4), Slow. When you Boost this
Crippling, Line and Long Range abilities. Weapon, you restore an amount of Threshold equal to your
The evil opposite of the Radiant Fist Technique, for those Systems and turn the affected Zones into Withering Terrain
who have given their souls to darkness. The Shadow Fist is for a Round.
usually employed by martial artists who seek power at any You vacuum up matter into a swirl of energy that flows into
cost. your body, healing your wounds.

EXPANDING THE RULES //:01 31


Evan Theilman (order #31126685)
BOSS CAPSTONES
Four more Capstones for your Superbosses means it is harder to know what to expect from and how to counter them. Like
the first six, these are often more fitting for abominations of science or supernatural entities than giant robots, though some
are easier to justify than others.

All Becomes Dust The Ultimate Shield


Internal Upgrade Internal Upgrade
Effect: At the beginning of your Turn you may spend any Effect: At the beginning of your Turn you may spend 2 En-
amount of Energy to turn all Zones within a number equal to ergy to increase your Defense by 10 for a Round. This counts
the amount spent into Withering and Extreme Terrain for a as an Active Defense.
Round. You may spare your own Zone from this effect. You rearrange the configuration of carbon atoms along your
It is the fate of all things to wane and die, but your footsteps whole form, transforming your skin into graphene and mak-
leave only decay behind. Plant life withers, electronics stop ing it as hard as diamond.
working, and even color itself fades from sight.
Tyrant of Lost Souls
My Final Masterpiece Internal Upgrade
Internal Upgrade Effect: Whenever an Allied NPC is defeated, you restore an
Effect: Create a Grunt of Power Level 5 when you take this amount of Threshold equal to their Power Rating. Threshold
Upgrade. At the beginning of your Turn you may deploy this that would exceed your maximum amount instead deals the
Grunt one Zone away from you and it shares your Initiative. surplus in Damage to an Enemy of your choice.
Should either of you two be destroyed, the other may spend The fall of each of your loyal minions only strengthens you
an Action to resurrect their partner with 1 point of Threshold further, their faithful souls only too willing to serve you one
left. This will not restore abilities with limited use like Sup- last time. Their angry spirits will turn on those who try to
port Upgrades or One-Shot Weapons. put them out of their misery by lashing out one last time
Your last work of art is the most beautiful yet, both perfect against the fools who oppose you.
servant and your lifeline to this mortal coil in one. Truly, you
are a God.

32 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
TROUBLESHOOTING
Mobility Upgrades for Underwater and Space Terrains
The Maritime and Zero-G Modules grant the benefits of flight in Terrains where flying is usually impossible. Abilities that
interact with flight treat both Upgrades as if they granted flight. This means an Ensnaring Trap underwater will negate the
benefits of the Maritime Module and Terrain Specialist (Space) allows Extreme Body to damage Units with a Zero-G Module.

Restoring halved Attributes to normal.


Whenever you have multiple debuffs to your Attributes halving them more than once, any abilities that restore them to
normal will completely remove all debfufs at once. Other effects of the abilities that caused those effects remain in place,
however, thus something like Electromagnetic Detonator still causes Damage per Energy point spent.

Targeting Debuffs and Blasts


Pulling Field, Targeting Disruption and Marked for Death affect Tests that do not have the user as the target. For all Burst and
Line Weapons this changes very little, but Blast Weapons will need to center the Weapon’s area of effect on the user to avoid
the Disadvantages.

Vertical Forced Movement


Abilities like Gravity Knuckle or Gravity Manipulators can’t knock Enemies into the air or force flying ones to land. They can,
however, move them to a higher or lower altitude if they were already up in the air. If the targeted Unit was able to move
freely in that environment already, such as an underwater or space mission, vertical forced movement works normally.

Using Remotes while Docked


Using Remotes undocks you, like taking any other Action. This uses the same logic that Supports use. It doesn’t matter if you
are attacking via proxies or not, if you want to affect the battlefield, you need to go out there and put yourself at risk.

Number of Combiner Components


Super Combination and Invincible Super Combination work with any number of components, you don’t need four compo-
nents to power up a different Area for the lead. You can have component Units for the Legs and Arms but not the Torso, or
two components for the Arms - each representing a different limb.

Chaining Sliding Terrain


You cannot make a ‘conveyor belt’ with Sliding Terrain, once any one Unit has been moved by Sliding Terrain during its Turn,
it will stay there. You can stack multiple instances of Sliding Terrain into the same Zone to forcefully move Units more than
one Zone, however. So if you want to make climbing a steep hill a really hard task you can stack progressively more Sliding
Zones as altitude increases.

Portals and Targeting


When you move through a Portal created with Portal Generator and attack an Enemy with the same Action, it is fine to Move
away from your target on the way to the Portal as long as going through it still takes you in their direction.

Preparing to use Maimed Abilities


If you have an ability that can temporarily negate the effects of Maiming, you can Aim with a Maimed Weapon or call your
next Action in response to I Can Read Your Every Move to use a Maimed Upgrade. Obviously, you must activate your abilities
that let you ignore Maiming in order to actually use them.

The Specifics of Mind Reading


I Can Read Your Every Move and Combat Profiling function like the Delay Action for the person who must answer their ques-
tion. They don’t need to specify exactly what they do, they just have to state the kind of Action chosen. If they choose the
Attack Action, it doesn’t matter who they target or which Weapon they use. But if they try to use a different Action, even a
similar one like Suppress or Engage, they will lose Genre Points.

Tracing Paths
The line following the path of Lightspeed Assault can go in any direction, making twists and turns along the way until its
reach in Zones has been spent. It can even make a perfect U-turn without spending any further Zones to do so.

EXPANDING THE RULES //:01 33


Evan Theilman (order #31126685)
“Even out your breathing.”

Jeff Gons wrinkled his brow, blew air through flared nostrils. Under normal condi-
tions, meditation was easy, even for such an energetic youth. Here, though, kilom-
eters beneath Mount Barou, in an unmarked hangar with cool, dry air; here, in the
shadow of his General Z, illuminated by a single white-hot lamp; here, right across
from a man in a plain, white, button-up shirt and jeans, whose only outward indi-
cation of totemic power seemed to be a small tattoo scrawled across his forehead;
here, Gons had difficulty with his meditation.

“It would be easier with a humidifier,” the youth wiped at his dried, tingling nos-
trils. It was one of the many factors assaulting his focus.

The mystic reached across the gap and slapped the hand away. “It would be easier
if you focused, boy.” the man’s attitude was another of those factors.

“I’m not a child!”

“Prove it.”

Jeff inhaled, scrunched his eyes closed again. One breath, and another, and anoth-
er, and again, flowed through his lungs, circular and timed to his heartbeat. There
was the river, there were the trees, there were the little thoughts dancing around
in the river, the leaves that fell from the trees. He took in each fragment, each leaf,
and let it waft on by, carried by the flow, out of the scene, out of him.

“How many trees do you see, boy?”

Jeff unfurled his fingers as his ‘eyes’ drifted across the scene. Ten fingers.

“Good. There’s something behind them, isn’t there? Something that’s pressing
against them. It wants you to see it, but the trees are in the way, aren’t they?”
Jeff gave the slightest nod.

“Do you know what to do, boy?”

He returned the slightest head-shake.

“Say what you need them to be, to see past them. They will oblige. Say it ten
times, they will listen.”

34 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
Jeff gave the subject a few thoughts, a few breaths, before he opened his mouth
again. “You’re dead.”

One tree evaporated.

“You’re dead. You’re dead. You’re dead. You’re dead. You’re dead. You’re dead.
You’re dead. You’re dead. You’re dead.” The way was clear.

“Do you see it, boy? Do you see what was so desperately clawing its way toward
you?”

“No. Wait --” Jeff’s face grew flushed, sweat beaded on his brow, his breaths
threatened to lose their rhythm. “It is like the sun. A light. Orange, flickering. A
searing, a heat, burning with --”

“Don’t say it! Don’t tell me aloud, you’ll frighten it off. Now, let it in.” Jeff opened
his mouth to reply, but got no chance to speak. “You can, can’t you? You know that
you can. It’s already a part of you, it’s only now that you’ve seen it dwelling within
you. Let it in. Grab it in your hands, your head, your bosom, your whole.”

Jeff’s breaths slowed even further, forced and constant, without variation. Sweat
trickled down his forehead, stained his shimmering Hiryu colors, evaporated as it
approached his overheating heart.

“There!” A great, sucking wind billowed through the space, sending both men
sprawling across the stone floor. The massive lamp which had illuminated the
towering, bulbous General Z fell to the floor with a cacophonous clatter and a rain
of sparks, but the space remained lit nevertheless. This was new light, this was
righteous light, soft and orange if needed, but sharp and blue when faced with the
most implacable foes.

Flames coursed up and down the General Z’s plating, etching wavy patterns in
bright, searing colors as they danced across the alloys. The angular, ill-fitting
optics billowed blue flame, almost seeming to realign themselves, reorient into a
more proper, more correct form. If the man was to be believed, General Z was now
bound to a spirit of fire.

Jeff Gons remained spread across the floor, his eyes utterly ensnared by the spec-
tacle his Gear put before him and the other onlooker. He stood up, straightening
one leg at a time as he rose, and turned a shaky gaze towards the man behind
him.

EXPANDING THE RULES //:01 35


Evan Theilman (order #31126685)
“Who are you?” His voice trembled, rose despite his best efforts. “What did you
do?!”

The man remained seated, lit a cigarette, took a few puffs. After a few minutes he
stood up, not at all troubled by the immediate events around him. “I suppose you
might call me a locksmith. But then again, I didn’t really do anything, did I?”

“Shut up! There’s no way I could possibly do something like --”

“Ah, so General Z just took alight because a stranger came by and whispered
some mystic mumbo-jumbo? Now it’s able to conjure the very Idea of fire, all be-
cause of some bizarre foreigner?” The man waves his hands for emphasis, returns
the cigarette to his mouth.

“When you put it that way --”

“Don’t put it any way,” The man pivots on his heel, gives a small chuckle as he
heads toward the exit. “Just put it to good use. This island needs you. Hell, per-
haps the world needs you, or people like you. But this island’s a good enough
start.”

Jeff crunched his eyelids together, muttered a few choice words for the man that
now walked away from him. “I guess it needs a new name, huh? After YOU did
YOUR weirdo thing to it!”

The man waves over his shoulder, “Just make sure it’s a good name, boy!. Oh,
and, do try to keep it safe around water? Use your head and all that.”

Jeff opened his mouth to shout some select expletives, but just like that the man
had gone. He huffed, crossed his arms, and returned his attention to his Gear. His
General Z.

“General Z Burning Shogun.” He said, to himself and his audience of one giant
robot, then caught himself. “No, wait, that’s redundant. Shogun has to go. How
about General Z Burning Soul? No, Burning Sun’s better.” Yes, that was a definite
improvement, he thought, nodding to himself with reassurance.

The way General Z Burning Sun looked back at Jeff, it seemed to agree.

36 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
02:// CUsTOmizing The Experience
This chapter contains optional content consisting of various
Rules Modules to hack Battle Century G, pulling the game in
RITUALS
different directions from the norm. Generally speaking, each
Rituals are a new way to use Miracles. Like the name says,
Module of is independent of the other but you can mix and
they’re not spontaneous shows of power but rather methodi-
match them as you like. We can divide the various Modules
cal applications of it. A Ritual is an Extended Test with one
into, roughly, three categories:
character as the lead ritualist, though other characters may
also participate (in the form of a Help Test) if they are also
Magic & Fantasy trained in the corresponding Miracle. To participate in a
The Rules Modules in this section augment the power of Ritual, characters must have the Ritualist Trait.
Miracles, introduce the Magic skill as a replacement for Elec-
tronics and grant the power of Elemental Magic to Mecha. Rituals take time. You can gain one Advantage to the
They are ideal for games set in a fantasy landscape with Extended Test if you take one hour per attempt or two
robots or fusing science and magic to battle eldritch deities Advantages if you take one day per attempt. You cannot
from outer space. improve your odds further by taking even longer per Test.

Faction Management But there is a catch. Rituals deal even more Damage to the
Faction Management has everything you need to run your user than Miracles. All Ritualists take twice as much Dam-
own private military company, merchant fleet or frontier age from Ritualized Miracles. This means that you need
base in the war against an alien invasion. In here you will a considerable investment in Willpower, and maybe some
find ways to use NPCs as Genre Themes, how the PCs can Traits, to mitigate the Damage.
delegate tasks for their subordinates to solve offscreen, and
rules for collateral damage to instill a larger sense of respon- A Ritual is a complex process that involves concentrated ef-
sibility. fort, such as deep meditative trances, reciting magical incan-
tations and dancing around magic circles for long periods of
Hardcore Difficulty time. If a Ritual is interrupted (such as by an enemy attack),
Last but not least, this section includes additional rules to all participants make the appropriate rolls and take Damage
make the PCs lose their minds, for settings where restoring to their Plot Armor but the Ritual fails to have any other ef-
battle damage between Operations is not easy, and for ran- fect and must be started over from scratch.
dom happenstances that complicate the lives of PCs fighting
the long war. All while retaining the heroic stylings that make NEW TRAIT
Battle Century G what it is.
Ritualist
General Trait (10)
Effect: You can participate in Rituals, either as the lead ritu-
alist or as an assistant ritualist.
You are well read and practiced in the art of Thaumaturgy,
or making miracles. Your talent is such that you wield the
kind of power most can’t even fathom.

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Evan Theilman (order #31126685)
EXPANDED MIRACLES
Miracles are powerful, of that there is no doubt. Battle Century G generally sticks to examples of what you can do with DNs
of 15 and under, but here you will see what you can get away with DNs of 20 and over - well beyond the scope of what could
be considered ‘normal’ even in the realm of anime. Activating these abilities is difficult, with good reason. Their power will
cast a long shadow over the game once they are used, that’s why there’s only three of them for each Miracle. In theory, you
could get away with even more over the top shenanigans using Miracles, but it is not recommended.

Electricity Fortune
Assuming Direct Control DN (20): Take over any electronic Out of the System (DN 20): You can delete all traces of
device, including Mecha, for the duration of the current someone’s existence from modern society. Their identity,
Scene. Giving them commands uses Actions, but you do not standing and all methods of verifying their identity are
need to keep activating this Power to mantain the effect. The erased from all known records, leaving no trace behind.
controller of the device may spend a Genre Point to cancel People who know the target will still remember them and
this effect. it is possible to rebuild all records, though it is difficult and
bureaucracy does not make it any easier.
Lights Out (DN 25): You release a magnetic pulse that
shorts out or disables all electric or electronic devices in a How to Make Friends and Influence People (DN 25): The
radius of 1 kilometer. You can choose to preserve individual next person that you contact to get a job done as a favor is
devices that are within your line of sight at the time of acti- so impressed with you that immediately becomes a Comrade
vation. (as the Trait) for an Episode Arc.

Upload (DN 30): You project your mind into a computer, Hold Society Hostage (DN 30): You take over a critical
transforming yourself into a digital intelligence. Your physi- component of what makes society function or of what can
cal body becomes inert and dies within a few hours, but you be used to destroy it. You can make the stock market crash,
are no longer tied to it. The only thing that can hurt you are disable the security systems of a missile launch base, or gain
viruses and data corruption or deletion, but you can make control of a whole space stations’ systems for example.
backups of yourself anywhere. You can still use your Fitness
and Awareness Attributes while controlling a drone or some
other kind of Proxy.
Life

Fountain of Youth (DN 20): You can rejuvenate a willing


Force subject’s body by anything between one and ten years with
your touch. The subject retains their current memories and
Repulsion (DN 20): You gain the benefits of Maneuvering their Attributes do not change. This will also increase their
without having to spend an Action and inflict 5 Disadvan- lifespan, renewing the subject’s cellular structure.
tages to all attacks made against you for a Round.
It Lives (DN 25): You infuse a nonliving, object with the spark
Ride of the Valkyries (DN 25): Grant any number of indi- of life and, if you wish so, with sapience and free will. The
viduals within your line of sight the ability to fly for a Scene. materials don’t matter as long as they can hold together, but
This flight does not need help from the wind and you can they need a degree of flexibility unless you want the poor
hover freely in place. You fly at the same speed you can thing to be stuck in place forever. You can give life to enti-
move on the ground and can reach an altitude of up to 1 ties made of clay, metal, multiple corpses or even stranger
Zone from ground level. things this way. Mecha or other objects under someone else’s
control will not try to free themselves until the end of the
Shake the Heavens (DN 30): You have unparalled control current Scene - they are just too confused until then.
of gravity for a single act you take. You can flip a person or
object of no more than twice your mass into space as an Rise From the Grave (DN 30): You can resurrect the dead,
Action, pull an object like a satellite from orbit to fall where bringing them back to life. You must possess at least a par-
you want it to (crashing at the end of the current Scene), tial corpse of the subject and they must have died no longer
make large buildings rise into the sky for a whole Episode, than ten years ago. The resurrected subject is in perfect
or even bring down a whole space colony, though it’ll take a health even if they had suffered critical injuries long before
whole Episode Arc for it to fall. they had died.

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Evan Theilman (order #31126685)
Matter Phasing
Fade Into Light (DN 20): You can destroy inert matter with Phantom Strike (DN 20): You phase into one of your en-
a touch, reducing an object of a size no more than ten cubic emies and attack them from the inside, reappearing outside
meters into energy. The object turns into tiny specks of light moments later. In rules terms, you attack and defend at the
that fade into the sky shortly thereafter. You can control the same time, making an Offensive Test along with your defen-
shape of what you destroy this way, so you could use it to sive use of the Phasing Miracle.
sculpt statues or dig a tunnel with a maximum length, width
and height of up to ten meters each. Haunting Ensemble (DN 25): Your mastery of Phasing is
such that you can use it for extended periods of time and
The Perfect Tool (DN 25): You improve a piece of Equip- even take others along with you along for a ghostly ride
ment to perfection, making it grant double the number of through walls and floors. For the rest of this Episode, you
Advantages to all Tests it usually would. If it is a Proxy, it has may use the Phantasm Miracle up to five times without tak-
double the amount of Plot Armor. This effect lasts an Episode ing any Damage from doing so. Furthermore, you may share
Arc. its benefits with any number of allies within your line of sight
at the time of using Haunting Ensemble.
Raw Creation (DN 30): You create something out of noth-
ing. This object can be anything of up to ten cubic meters, One Foot in the Grave (DN 30): You transform yourself ir-
though complex objects with moving parts made of very reversibly, permanently making yourself more insubstantial
dense and difficult materials can be of up to five. Who needs than solid. You no longer take Damage from Phasing Tests,
to transmute lead into gold when you can just create your though you now suffer a Disadvantage to all other Fitness
own hoard? Tests since it takes much more effort to affect physical
things.
Phantasm
Portal
Sensory Deprivation (DN 20): Make someone blind and
deaf, halving their Awareness and inflicting them two Disad- Wormhole Step (DN 20): You create two short-lasting
vantages to all Tests. Both effects last a Scene. portals, one next to you and another anywhere within your
line of sight. You step through this portal and it immediately
Persistent Mirage (DN 25): You craft a static illusion as closes afterwards. You have effectively teleported.
normal (it cannot be an Offensive Test) except it lasts a whole
Episode Arc instead of a single Turn. The illusion becomes a Permanent Portal (DN 25): You create a Window as usual
Proxy of yours and lasts until someone destroys it. You can but it lasts until you dismiss it and does not count against
Test Phantasm with a DN of 5 to repair it and make it mani- your maximum number of Windows you may have. When
fest again, though only once per Episode. The illusion can be you step through any of your Windows you choose which
large and simple like a desert oasis, small and complex like other you can emerge from. As long as you have one or
a human being calling out the names of those who can hear more Permanent Portals active, looking through one of your
them over and over, or somewhere in between like a false Windows shows a blurry combination of all places connected
wall hiding the light and sound coming from the hall behind. with Windows.

Simulacrum (DN 30): As above, but the illusion created can Super Dimension Fortress (DN 30): You create a lasting
be substantially more complex, is permanent and repairs it- pocket dimension of roughly one hundredx cubic meters.
self each episode. Following the above examples, the water in This pocket dimension may be accessed from a hidden
the oasis would taste like real water and would have animals dimensional door placed anywhere you wish. As is, there’s
in it, the human would have several lines of dialogue it would not a lot you can do in this area devoid of features, light and
repeat in order, and the false wall would be followed by a life, but you can bring your own stuff in here to make it cozy,
whole hall of doors that lead nowhere behind it. since it seems to have breathable air. This pocket dimension
cannot be seen from the outside and others need your ex-
plicit permission to cross the portal. Just make sure you hide
this entrance well, because if someone were to block the exit
it from the other side while you’re in, you’ll be trapped.

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Evan Theilman (order #31126685)
Probing Somatics

Fight or Flight (DN 20): You trigger the subject’s most primal Like a Flash (DN 20): You move with extreme speed, leaving
response to fear with a menacing look. This is a completely afterimages in your wake. After you finish your current Ac-
normal Offensive Test, except you need a Test result of at tion you can immediately take another Action this Turn.
least 20 to deal Damage with it. If this is enough to defeat
the subject, they will avoid angering you by all means, but Stone Skin (DN 25): You strengthen your body, making it
if they’re still standing then they’ll want to punch you in the tougher and more resistant to trauma. For the rest of the Ep-
face - at the very least. You can use Fight or Flight multiple isode, your Defense is increased by 5 and you gain another
times against the same target, though. Advantage to all further Fitness Tests.

Combat Telepath (DN 25): You read the subject’s battle Limit Break (DN 30): You hulk out in an instant, becoming
plans, making it trivially easy to avoid them. The effect is as an unstoppable god of war. The effects are as above, but you
above, but if your Test result is at least 25 you also increase also cannot be defeated through Plot Armor Damage and
your Defense by 10 against all attacks the subject makes whenever you would perform a Fitness Test, you may choose
against you. to automatically roll a 10. You still take Damage, however, so
when the Episode ends and Limit Break fades you could very
Body Snatcher (DN 30): You take the next step and can well die from all the injuries sustained.
jump into people’s minds, violently taking over their bodies
and forcing their minds into yours. The effect is as above, Temperature
but if your Test result is at least 30 then if you defeat the
subject this way you switch bodies. You keep your memories All-Consuming Power (DN 20): You make an Offensive Test
and neural connections, plus you have to get used to how as normal but it does continuous Damage every Turn, repeat-
this new body works. Both you and the target can keep your ing the same Test result until the subject or someone else
character sheets as they are or respend Character Points to take an Action to put out the fire or break the creeping ice. If
represent their new forms better. used to make a cold attack, a willing or helpless subject can
be cryogenically preserved this way.
Sight
Become the Elements (DN 25): Your physical body merges
Remote Viewing (DN 20): You enter a trance in which your with your powers, their raw elemental energy protecting you
senses expand beyond normal. Think of a place that you from harm. Just try not to run out of juice too fast. For the
know and you will see what is happening there right now. You rest of the Episode you take no Damage from Temperature
have to focus on a place you have at least seen in passing Tests and halve all other Damage you would take.
before, you can’t focus on a person to track them or a place
you’ve never seen or visited before. You can keep Remote Localized Apocalypse (DN 30): You envelop an area with
Viewing until the end of the current Scene. a radius of up to one kilometer around you in cataclysmic
weather for the rest of the current Episode. The searing
Prophetic Vision (DN 25): As above, but you may now see sunlight or freezing rain are so strong they count as Extreme
things that haven’t happened yet. You can ask the GM a Terrain that will even hurt Mecha, and flying does nothing to
single question and have it answered in the form of a vision. mitigate its effects. Other than the Damage taken from using
Unlike with Remote Viewing, the vision can take you to places this ability, the weather does not hurt you - but it does hurt
you’ve never seen and even to future events - though it does your Mecha. The Localized Apocalypse does not follow you.
not go farther than the current Episode Arc. The vision lasts
anywhere from a few seconds to a whole minute and lacks
the context that leads to its events.

Glimpse the Future (DN 30): As above, but after the vision
you may ask the GM up to three questions about it. The an-
swers to the questions shouldn’t be more than thirty words
long, so consider them carefully.

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Evan Theilman (order #31126685)
THE MAGIC SKILL
In some settings, magic (rather than technology) is the rea- NEW TRAIT
son there are giant robots walking around. This Rules Module
adds Magic as a General knowledge Skill for all PCs. This is
Arcanist
just a knowledge Skill, it doesn’t grant any special powers and
General Trait (10)
doesn’t interact with Miracles until you get the Arcanist Trait.
Effect: You can cancel the ongoing effects of another Miracle
If you want to cast spells, that’s what Miracles are for.
by using the Magic Skill and treating it as a Miracle of your
own. This means it takes an Action to use and deals Dam-
The rules are written for a setting where magic-users are no
age to yourself. The DN is the result of the Miracle Test. You
stranger to the world than, say, programmers and roboticists
may also use it to counterspell a Miracle as it is being used
are to us. Whether this means that magic is something exotic
during someone else’s Turn. Once countered, the Miracle has
for the rich or ubiquitous to the point of having magic cell
no effect other than doing Damage to the user. Countering a
phones around, is up to your setting.
Miracle spell adds a Disadvantage to your Test and you also
lose your Action during your next Turn.
Magic Among magic-users, some of the most feared are those who
This Skill represents a character’s knowledge in that which can stop and undo the spells of others. You are one of these
other sciences cannot explain. This can be used to identify savants, capable of unraveling and freezing arcane energies
magical creatures and objects or research a legendary curse. with your own.
This often means the character has spent months, if not
years, studying magic. If Magic is a suitable replacement for
technology in the setting, then this Skill can be used to oper-
ate or disable magic devices.

The Magic Skill is an Advantage to Intellect Tests made to


use magic items not tied to other Skills. You can’t use Magic
to fight with a magic sword because that’s the Combat skill.
Almost all uses of Magic are Extended Tests and you can
repeat them if you get them wrong.

Possible Specializations: Magic lore, Magic devices.

Possible Advantages: Access to a wizard’s library to re-


search a legend, a spyglass that analyzes the flow of magic,
previous experience with the lore or devices in question.

Possible Disadvantages: Lore to research has contradict-


ing or difficult to interpret sources, analyzing an object in
an area packed with magic energy that causes interference,
other people or the environment are distracting you from
the task.

Sample Tests: Recognize a monster of legend (5), operate a


device that opens and closes magic portals (DN 10) or disable
a magic bomb about to go off (DN 15).

Depending on your setting, the Magic Skill might completely replace Electronics. In that case, Arcanist can also replace
Electricity to fulfill a similar role, granting its user a powerful ability against other Miracle users. Arcanist is cheaper than
Generalist Miracle Skills too, but its uses are purely reactive, thus balancing it against real Miracles.

In terms of flavor, the Arcanist Trait assumes that all Miracles are spells. It doesn’t work as a Trait if half the Miracles are
psychic powers and immune to Arcanist entirely. Battle Century G is an effects-based game, so if you have multiple power
sources for Miracles, Arcanist should cover all of them.

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Evan Theilman (order #31126685)
ELEMENT SYSTEM MODIFIED ABILITIES
This Rules Module introduces elemental magic to your Knowledge is Power
game. There are four Elements: Fire, Air, Water, Earth. This Power now also reveals the Elemental affinities of the
All sources of Damage are either Elemental (and attuned to target and the Elements of their Elemental Weapons and
one of said four Elements) or non-Elemental. All Mecha now Upgrades, if they have any.
have an Elemental Weakness and an Elemental Resist-
ance, which must be each to a different Element. Trump Card
You must choose one Element when you take this Power.
An Elemental Weakness adds one Advantage to Might Should you use it to gain any Elemental Weapons, those
Tests from sources using that Element while an Elemen- Weapons are of the chosen Element.
tal Resistance adds one Disadvantage instead. All Players
choose which Element their Mecha will have a Resistance and
Weakness to, but they must choose two different Elements. Alternate Forms
Each Alternate Form can have different Elemental affinities.
When you take any Beam Weapon you must align it to an
Element of your choosing. This means that all Beam Weap- Combination
ons are now Elemental and non-Beam Weapons are always A Combiner uses the Elemental affinities of whoever is in the
neutral to Elements. Some other (non-Weapon) sources of lead. The affinities of the various components don’t matter.
Damage are Hybrids, they are neutral to Elements by de-
fault but can be made Elemental if you choose to do so. Adaptive Morphology
This choice is one-time only and cannot be reversed. Internal Upgrade
Level 2: Choose one Element other than your Weakness or
The Hybrid Damage options are: I am Helping!, This is My Resistance when taking this Upgrade. Increase your Defense
Battlefield, The Beast (making Default Weapons Elemen- against Might Tests made with Weapons that aren’t of the
tal), Surprise Minefield and Fire at Will. Extreme Terrain chosen Element by 3. This counts as an Active Defense.
is Elemental when it is created from an Elemental source Level 3: As above, but you increase your Defense by 5
and neutral when it isn’t. Natural instances of Extreme Ter- instead.
rain can be Elemental or not at the GM’s discretion. Fire at Level 4: As above, but you may change the chosen Element
Will and Elemental Extreme Terrain don’t use Might Tests, so at the beginning of your Turn. You may change it to your
Elemental Advantages and Disadvantages are instead applied Weakness or Resistance as well.
to the Tests made to resist them. Extreme Terrain of multi-
ple Elements will stack but the latest Elemental property will
replace previous ones.

The Element System adds depth to the gameplay of Beam


Weapons and encourages Players to either build around a
favored Element or to diversify their Element choices so they
will always have a good option available. They may also want
to use non-Elemental Weapons and ignore the problems of
relying on Elements as much as possible, but in general it is
more effective to take advantage of the system.

The default Elements are the four classic ones from many traditional beliefs and philosophical theories all over the world.
Like many things in Battle Century G and Battle Century Z, this is just for flavor purposes and you can merrily replace
the four with something different. There are four of them because, with everybody having at least one Weakness and one
Resistance, it means that any kind of Elemental attack has a 50% chance of having a relevant type, making the system
matter every fight.

You can change the amount of Elements and, if you do not change the total number of them by much, it won’t make most
Element-based strategies too much weaker or stronger. You could add a fifth Element in the form of Void (with dominion
over light and gravity) like Japanese Buddhism does, reduce the amount of Elements to three (Fire, Ice, Electricity) for a
more videogamey feel making every single Elemental Resistance and Weakness much more relevant, among other things.

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Evan Theilman (order #31126685)
NEW GENERAL UPGRADE
Elemental Specialist
Internal Upgrade (20)
Effect: Choose one Element when you take this Upgrade.
Your Elemental Weapons of the chosen Element gain an Ad-
vantage to all Might Tests and ignore Elemental Resistances.
Your Mecha has a stronger affinity for one of the four ele-
ments than most. It might have been built with enchanted
alloys or house an elemental spirit within its chassis.

NEW FEATURE
Dual Affinity
Internal Upgrade (0)
Effect: You gain another Elemental Weakness and another
Elemental Resistance. This means you have two Weaknesses
and two Resistances, each to a different Element. All of your
Elemental Weapons or Upgrades must be of one of your
two Resistances, but you may choose which Element to
use each time you activate it.
Your Mecha knows no middle ground when it comes to the
known elements of magic. What it does not reject strongly, it
reacts to explosively.

NEW SUPPORT UPGRADES


Circle of Protection
Separate Upgrade (5)
Effect: You and all Allies within Range gain Resistance to one Elemental Transpatial Randomizer Table
Element of your choice for a Round. Multiple Resistances to
the same Element will stack. Roll Result Support Upgrade
An incantation that spreads a wide magic circle of glowing
runes glowing in one of four colors. All friendly Mecha within 01-06 Assisted Targeting
the circle are reinforced against magic. 07-12 Circle of Protection
13-18 Dividing Field
Elemental Amplification 19-24 Overcharge
Separate Upgrade (10)
25-30 Remote Hotfix
Effect: One Enemy suffers a Weakness to one Element of
your choice for a Round. Multiple Weaknesses to the same 31-36 Support Fire
Element will stack. 37-42 Supply Delivery
An incantation that places a magic glyph on the target,
43-48 Surprise Minefield
cursing them to suffer magnified the effects of the elements.
49-54 Targeting Disruption
55-59 Airstrike
60-64 Blue Screen Virus
65-69 Cryogenic Blast
70-74 Electromagnetic Detonator
75-79 Elemental Amplification
80-84 Ensnaring Trap
85-89 Fire at Will
90-94 Gravity Manipulators
95-99 Jamming Barrage
00 Any Support Upgrade of your choice.

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Evan Theilman (order #31126685)
FORMING FACTIONS RELATIONSHIP THEMES
The PCs are more than a team, they’re a band that has gath- Instead of using Reasons, Typecasts and Banes, you start the
ered for a common purpose and stick together through thick game with three Relationship Themes.
and thin, like a family. Their Squad has become more than
the sum of its parts, it is something that protects those they All NPCs part of a Relationship Theme are important to the
hold dear and fights those that stand against its beliefs. The setting and have a role to play in shaping it. They do not
Squad is now called a Faction. start as part of your faction, but you gain Genre Points when
trying to make them join you. Once you have successfully
Your Faction is a representation of everyone aligned with convinced a Relationship Theme to join you, they increase
your PCs, not just those who do battle but also the people one of your Faction’s Attributes by 1 - you choose which one
who keep it running. You need a common goal to unite eve- to boost.
ryone, even if it is something as simple as “To protect Sec-
ond Home from Aliens.”. More elaborate goals like “Dethrone Once you have recruited an NPC belonging to a Relationship
the Space Emperor and transform the Galactic Empire into Theme, you may not gain more Genre Points from them. You
the Galactic Federation.” are also viable. have to decide between having a loyal follower to make your
numbers go up or to keep the NPC at arm’s reach and use
A Faction can be a private military company trying to keep the friction in the relationship to earn Genre Points.
itself afloat or the armed forces that protect a city from gi-
ant monsters. Your Faction does not include the whole of the As an alternative to recruiting NPCs into your Faction during
NPCs and territory you protect, but you are still responsible the course of a Season, you can start having some (or all!)
for their safety. With their support, your Faction grows. of your Relationship Themes made into bonus Attributes for
your Faction. If you do this, you’re not going to gain Genre
Making a common Faction for the PCs consists of adding the Points from them, so think about it carefully.
following Rules Modules to the game: Relationship Themes,
Collateral Damage, Faction Attributes and Faction Tests. You Starting from the next page you will find twenty example
don’t need to use all three of them, but they are designed to NPCs to use in Relationship Themes. Each one has its own
work at their best together with each other. section describing how to use them. They are not, however,
complete characters - they don’t even have names! They are
Relationship Themes are a replacement for the normal functional templates to build upon and make your own NPCs
Genre Theme rules. Instead of having a thematic character from them.
trait to guide your roleplaying, instead you have an NPC that
you interact with on a regular basis. Some of those NPCs won’t get along with each other, this is a
good excuse as any to modify and tweak them to suit your
Collateral Damage comes into play when you fight within game. With that said, keeping some NPCs around unrecruited
your territory. Players who are not careful about minimizing lets you earn some Genre Points in between Operations, so
damage to the environment will have to make rolls on a table that is not a bad idea.
to see just how bad the damage was.
Regardless, if you find that a Relationship NPC is too conflic-
Faction Attributes are like Character or Mecha Attributes but tive to even work occasionally along the rest of your Faction,
for the Faction that the PCs call home. There are three such you should replace them with a different one. This can be
Attributes: Military, Holdings and Influence. The Attributes a good way to make use of an NPC teetering on the edge of
are explained more in detail in the corresponding section. becoming an antagonist - make them cross that line and get
a new Relationship Theme.
Faction Tests represent what the NPCs in your Faction do for
your cause. Each PC can delegate one such task per Episode
Arc to the NPCs in their Faction and they will carry it out to
the best of their ability. Just because your default goal is to make the NPCs join
your Faction doesn’t mean they can’t already be part of
it. You could make the Relationship Theme’s story arc be
about inspiring enough loyalty in them to make them want
to stick around for more than a paycheck.

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Evan Theilman (order #31126685)
EXAMPLE RELATIONSHIP THEMES
The Scientific Genius The Spiritual Healer
The Scientific Genius is the leading expert in their field. News A medical official in charge of taking care of the crew’s
of their discoveries are met with high expectations, because bodies, minds and hearts. They’re reliable yet mysterious,
they can change the world. Unfortunately, their current pro- friendly yet distant, warm yet shy. They don’t like giving clear
ject is at a standstill, and they have to cross many barriers in answers but they also won’t abandon someone who needs
order to make their next discovery... If they finish at all. help. They don’t believe in universal answers to anything,
instead they hold firm that everybody must decide for them-
Taking a personal interest in the pet project of the Scientific selves what is and isn’t important. Personally, they’ve made
Genius would let your faction develop new technologies, like their choice
weapons or upgrades. Even if they won’t do that, they can
use it as a bargaining chip with other factions who are inter- Since you live a life of danger, it’d do you well to be in good
ested in doing that. Other than that, the Scientific Genius can terms with the Spiritual Healer. Not to mention, you might
help with most scientific endeavors. If you need an authority need their help off the record every now and then. Whether
in the scientific community, their word carries considerable it is emergency first aid, psychological therapy, or a shoulder
weight. to cry on, the Spiritual Healer is always there in a time of
need.
The Scientific Genius is,... Well, they’re just one person, and
they can’t finish their project alone. They need like-minded The Spiritual Healer’s problem is that everybody needs them
people they can brainstorm with, they need assistants to and they will always tend to others before themselves. With-
help them running experiments and they need moral sup- out someone watching out for them, they end up caught in
port when things look bleak. If they fail to produce results, the crossfire between the people they’re helping.
the Scientific Genius will turn to more... Desperate means of
making progress. And that is when they risk turning into mad You gain Genre Points when you...
scientists. ...Personally come to them for help in secret, whether it is to
patch literal wounds or to ask for guidance.
You gain Genre Points when you... ...Assist them when they’re putting themselves on the line for
...Praise, acknowledge or otherwise validate their genius. the welfare of others.
...Help them with their experiments, get them additional ...Be there for the Spiritual Healer when they need someone
funding or spread the word of their findings. the way that others often need them.
...Provide constructive criticism or call them out when they’re
going too far, but without making things personal. Theme Advancement
Collateral Damage seriously overworks the Spiritual Healer,
Theme Advancement especially when hospitals are overrun. They’re the most
Whenever Collateral Damage affects them, by making their likely person to not show any signs of being sick until they
personal life harder or pressuring them to finish their project come down crashing hard as well.
faster, the Scientific Genius is in danger of burying them-
selves in their work further. Distancing themselves more Ideally, the Spiritual Healer would learn to better take care
from other people means that they’re also more likely to of themselves and have some moderation. If you try to save
consider doing unspeakable science in order to get results. everyone, you end up saving no one. Should you help them
realize this, they will be even more efficient in the future. As-
Should the Scientific Genius complete their project without signing them as a field medic can represent a boost to Mili-
turning into a supervillain in the process, the faction will now tary but they can also work from the sidelines with Influence.
have a loyal scientist and their revolutionary technology at
its disposal. The best Attribute to represent this is Holdings.

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Evan Theilman (order #31126685)
The Glamorous Celebrity The Ambitious Officer
A media darling and host of a talk show with the highest rat- The Ambitious Officer is the captain of a ship with a very
ings for their timeslot. The Glamorous Celebrity is what any- small but qualified Mecha squad. They’re a respected leader
body working in TV aspires to be. Just being close to them of their crew, with a natural talent at strategy and tactics.
guarantees a boost in popularity to anyone, and a good word The Ambitious Officer will bow their heads as long as they
from them can open many doors. have to in order to secure a better position for themselves.

If you want good publicity for your faction, the support of the A chessmaster with their own battleship and crew of giant
Glamorous Celebrity is going to make much of the public see robots can contribute to your faction’s own operations. The
you as heroes. One or two interviews can make anyone into a Ambitious Officer will not let themselves be used as decoys
celebrity overnight. If you’re on their good side they will offer or otherwise be the lesser in this relationship, however. As
plenty of advice, whether you ask for it or not. long as you’re dealing with them, they will always be getting
the better end of the deal.
What the Glamorous Celebrity asks for is simple - they want
to continue growing. They intend to make their own influence What the Ambitious Officer looks for in their alliances is, of
grow from talk show host to owning multiple channels and course, people they can use in their ascension to power.
calling the shots about what goes and what doesn’t on TV. If you cross them or try to one-up them, they will hold a
grudge and pay it back double.
You gain Genre Points when you...
...Show up in public with the Glamorous Celebrity, attending You gain Genre Points when you...
their TV show or a party they host. ...Give them supplies, capable workers or provide a useful
...Speak of them as ‘the future of television’ or otherwise as- service for them for minimal payment on their end.
sist them in their end goal. ...Work with them on a job, which is to say, you work for them
...Follow their advice, even if it might not end up working out on a job that benefits them more long term.
all that well. ...Eliminate one of their rivals in a way that doesn’t incrimi-
nate them.
Theme Advancement
The Glamorous Celebrity does not handle Collateral Dam- Theme Advancement
age well. It hurts their campaign and, worse, makes you a The Ambitious Officer understands that war is messy and
political liability to them. You might have to double down on that every fight is a calculated risk. They won’t take any
your efforts to please them and, preferably, minimize further complications that arise from your failures as a personal af-
instances of Collateral Damage. They will make sure you get front, but they will get more demanding with their requests.
a good earful of all the “advice” they have to give on this They’re nothing if not practical.
matter.
The Ambitious Officer’s story arc ends with them rising to
Should you help them secure a position in managing media power until they’re satisfied with their position. This could
as a whole, they will do their best to keep your relationship mean anything from establishing their own independent
mutually beneficial. This can be done working from within merchant fleet to staging a coup d’etat and taking over their
the government or as part of a major media conglomerate. country’s army. If you’ve helped them achieve this goal, their
Either way, they work best as a boost to Influence. alliance with you justifies an increase to your faction’s Mili-
tary Attribute. Influence or Holdings are possible, but Military
makes the most sense.

46 01:// EXPANDING THE RULES CUSTOMIZING THE EXPERIENCE //:02


Evan Theilman (order #31126685)
The Divine Leader The Double Agent
Organized religion can help many people stay strong in these The Double Agent is a honey trap infiltration specialist, which
trying times. The Divine Leader is the local head of those is to say, they seduce people to get information out of them.
efforts, fostering a sense of community to keep a divided They’ve got excellent acting skills, speak multiple languages
humanity from tearing itself apart while providing food and fluently, and are well accustomed to fitting in high society,
shelter to those in need.
As a contact, they can find information about... Pretty much
The Divine Leader is a humanitarian. Their organization goes anything. They’ll infiltrate enemy ranks and give back juicy
to great lengths to provide those alienated and marginalized intel or blackmail material. They can also make for a great
with a sense of belonging. Their organization also has been partner if you’re ever forced to attend a fancy party.
around for long enough that it has allies in many places, and
could make for a formidable political ally. The Double Agent’s flaw is that they’re used to a luxuri-
ous lifestyle and to playing people like a fiddle. This means
The Divine Leader is also a politician. They have to stand they’re unlikely to ever tell anyone the truth and are prone
for the worldly values of their religion and aren’t very flex- to siding with whomever pays them better. You know them
ible about them. Because of this, they will only officially join well enough to think they’re worth the risk, but there’s al-
foces with political entities that aren’t, say, violently atheistic. ways a niggling doubt they could be playing you...

You gain Genre Points when you... You gain Genre Points when you...
...Preach the values that the Divine Leader’s religion holds ...Treat them to something nice or overpay them after a job
dear and defend their importance. well done.
...Practice said values and assist help those in need. ...Assist them with a dangerous mission in which there is a
...Debate amiably and offer constructive criticism when their nonzero chance of backstabbing on their part.
rigid views aren’t offering a good solution to a problem. ...Openly trust them when it ever looks like they could have
used or betrayed you.
Theme Advancement
Frequent instances of serious Collateral Damage give the Theme Advancement
Divine Leader more work and their institution might not be The Double Agent doesn’t like having their lifestyle affected
able to keep up. It is also an opportunity to assist them and by your mistakes during a battle and they will demand repa-
help them reach out to even more people in need of food rations if you cause them serious trouble. Not defusing that
and shelter, though. tension quickly could lead to make them consider leaving
your faction temporarily or even permanently.
Inevitably, their organization is going to have trouble with
all the people they disagree with, many of which will come Getting them to trust you on a personal level and getting
from within their ranks. Dousing those fires while helping them to stick with your faction for good is best represented
the Divine Leader guide the flock towards more progressive as an Influence bonus.
stances justifies an easy extra Rank to Holdings.

02:// CUSTOMIZING THE EXPERIENCE EXPANDING THE RULES //:01 47


Evan Theilman (order #31126685)
The Cutthroat Hotshot The Shield of the Just
An allied ace pilot with the current top score of enemies shot War isn’t good, clean fun. Accidents happen, bad calls are
down. The Cutthroat Hotshot is competitive, hotheaded, and made, people die, and sometimes people commit these
impulsive. They’re really protective of that distinction, and things called war crimes. The Shield of the Just is the one
aggressively look for easy kills to fatten their scoreboard. who stands on the side of those who are to be put on trial
There’s a possibility he may have accidentally shot down for such crimes, likely as a consequence of having made one
enemies who had surrendered or were noncombatants at too many bad calls that resulted in loss of life.
some point.
After a bad fight, the Shield of the Just can be the difference
As a highly skilled pilot of renown, they’ll make a great between being sentenced to prison or not. If your faction has
backup during a joint operation. The Cutthroat Hotshot is a made political enemies, especially within supposed military
glory-hog, however, and greatly prefers to be in the role of allies, this could be critical.
the reinforcements that save the day in the eleventh hour.
The Shield of the Just is a fair and impassionate pursuer of
What they need is, of course, an enabler. They’re loyal allies justice and the greater good, for the most part. But their job
but they can’t be #1 without someone around to be their is a hard one, and they’ve had to defend some really dubious
#2. They’re not above escort missions, and can make for a cases, usually followed with copious amounts of alcohol. Try
pretty good bodyguard, as long as there are opportunities to not to destroy their liver.
show off, of course.
You gain Genre Points when you...
You gain Genre Points when you... ...Go out of your way to minimize collateral damage.
...Set them up with some kind of edge for future battles, like ...Uphold both the letter and spirit of the law.
an upgrade for their Mecha or a high-end new weapon. ...Be there for the Shield of the Just after a case that has left
...Point them the way to a battle with plenty of numbers for them in the dumps.
their scoreboard, preferably with you doing the heavy lifting.
...Stroke their ego outside of the battlefield, such as by Theme Advancement
spreading the word of their skills or letting them beat you in Collateral Damage has random consequences, some of which
a duel. are more manageable than others, but it all adds up. A
Squadron that does not take a lot of care to keep Collateral
Theme Advancement Damage to a minimum is liable to be made responsible for
The Cutthroat Hotshot is an NPC that should make their own it at some point. The Shield of the Just is the one who can
Collateral Damage rolls. They’re trigger happy and thus liable legally defend you when that happens.
to complicating things with every deployment they make.
One of these days their actions will make them have to look Ultimately, the Shield of the Just should get the PC or PCs to
someone they’ve hurt in the eye, and that will hit them like a walk out in one way or another. Nobody wants to play an in-
sledgehammer at terminal velocity. They will need someone carceration simulator while the rest of the table gets to ride
to pick up the pieces when their glass castle shatters. their giant robots. Once this battle has been won and you’ve
convinced the Shield of the Just that they’re doing what is
The Cutthroat Hotshot will probably be publicly shamed, right, they’ll assist your faction in any legal way they can.
tried for a war crime, or have their life targeted at some This can represent a Holdings or Influence bonus.
point. If they come out of it feeling sorry for what they’ve
done and you’ve convinced them to redeem themselves,
your faction will have obtained an ace pilot of unbending
loyalty. A Military boost is in order.

48 01:// EXPANDING THE RULES CUSTOMIZING THE EXPERIENCE //:02


Evan Theilman (order #31126685)
The Reclusive Sage The Angel of Karma
A scientist of renown in a field of relevance to the stranger The Angel of Karma is a professional hitman that assassi-
side of the setting, such as metaphysics or archaeology. The nates targets from a distance with a sniper rifle. They prefer
Reclusive Sage lives away from society and rarely leaves their to take jobs where the target is the culprit of heinous crimes.
house. They’re an academic through and through, content However, they will still kill someone who is, as far as anyone
with a life of research. They grow their own food and don’t can see, innocent. They’ll just charge more for it.
watch TV, but keep up with news via the world wide web.
The Angel of Karma has their own Mecha for those times
The one thing they love as much as learning is teaching. The when there is no other way to bring down a target. His Mecha
Reclusive Sage is a great mentor to those who bother reach- is equipped with the best stealth equipment money can buy
ing out to them. They value curiosity, honesty and independ- and can shoot an armor-piercing bullet from beyond the ho-
ent thinking in their students. Those who want to stay a rizon. It just, well, it tends to cause a lot of collateral damage.
while and listen will be rewarded with the kind of knowledge
that comes with a lifetime of expertise. The Reclusive Sage The Angel of Karma is something of a romanticist and a vigi-
sometimes asks riddles or otherwise tests those they teach. lante. If allowed to, they’re the kind of people who are eager
They’re the arrogant sort, wanting their students to prove to discuss how all humans are horrible people and he’s just
their ability to pay attention or to think outside the box speeding up the process of delivering them to their next life.
every now and then.
You gain Genre Points when you...
The Reclusive Sage is not just a loner, they’re also a very ...Generously overpay them after a low-paying job against a
curious type. The saying says that curiosity killed the cat, cackling supervillain of a target.
and it is likely that the Sage will find themselves in trouble ...Debate with them about the rightfulness of taking lives that
at some point. The world needs their knowledge, but they may or may not be actually guilty of any proven crimes.
personally need someone looking out for them. ...Talk them out of a job in which he would be ultimately do-
ing more harm than good, such as after trying to kill some-
You gain Genre Points when you... one else you know.
...Take their tests and riddles patiently, failing to succeed
does not mean failing to progress. Theme Advancement
...Bring to them research material related to their field of The Angel of Karma is rarely affected by Collateral Damage...
interest during a visit. Well, maybe they are, but you just don’t know who they are
...Come with them when they are about to explore aban- and they won’t show it if they are, so it doesn’t really matter.
doned laboratories, ancient ruins, or other places where What the Angel of Karma does, however, is probably cause
things could very easily go horribly wrong. one or two instances of additional Collateral Damage by
hurting more people than just their target. It is also probable
Theme Advancement that repeated instances of Collateral Damage on the PC’s
The Reclusive Sage is unlikely to be affected by Collateral part will make someone hire the Angel of Karma to get their
Damage since they live away from other people... Unless an revenge.
Operation takes place distinctively near them. They can’t
really do their job in peace if their house is in shambles, so The end of the Angel of Karma’s story arc is learning that
they’ll need assistance from other people. they can be a good person and it is worth it to try being one.
Should you succeed at making this happen, they will gladly
After you’ve done each of the Reclusive Sage’s three Genre assist your faction for a minimum cost. They won’t abandon
Point options in the list once, they could be convinced to the life of a hitman so easily, but... Baby steps. The Angel of
change their isolated lifestyle. Once made to join your faction Karma is best used as a Military Rank increase.
for good they’ll grant an Attribute rank to Holdings courtesy
of their wealth and scientific knowledge.

02:// CUSTOMIZING THE EXPERIENCE EXPANDING THE RULES //:01 49


Evan Theilman (order #31126685)
The War Veteran The Idealistic Journalist
A war hero of a previous conflict who chose to retire rather A daring reporter that makes journalists who get death
than continue their career. The War Veteran keeps their threats think they’re conservative with their lifestyle. The
identity hidden to avoid attention, wanting nothing more to Idealistic Journalist is a loner with a deep curiosity, they’re
do with giant robots these days. However, their moves and not very good with people but they do like informing others.
tactics are considered part of the modern foundations of
Mecha warfare. The Idealistic Journalist is not a very good writer, but they’ve
got really good instincts for finding a scoop and getting to
If found out, they’ll be glad to provide tactical or strategic the bottom of it. While the public at large ignores them, the
advice to officers or even train a pupil in the way of their more prestigious journalists often credit them as a source.
legendary combat techniques. They know stories involving Call them if you want someone to look into a secret and for
important people and places, and they could surely convince the truth to be spread far and wide.
a few of them with a well placed word or two.
Deep down, the Idealistic Journalist doesn’t know how to get
You don’t doubt they could kick all sorts of butt if they were along with others, and they could use someone to talk to
to sit in a mecha’s cockpit or a captain’s chair once more. about the simple things in life... Like politics, religion, the
They don’t want to have to fight again, though. In fact, even meaning of truth and if freedom of the individual is possible.
their advice will lean towards looking for peaceful resolu-
tions. Whatever it was that happened that convinced them to You gain Genre Points when you...
retire, it made a war hero into one of the greater detractors ...Act as their source for insider info on what your faction is
of war the PCs know. Just being listened to and sharing their up to these days.
wisdom can be enough to help them deal with it. Who knows, ...Help them access a restricted area or other facility to help
they might even participate in a final battle during the elev- them on a case.
enth hour if their active participation is absolutely necessary. ...Sit down and have a chat with them about being more
careful in the future.
You gain Genre Points when you...
...Take their training or learn their famous tactics and moves Theme Advancement
straight from the source. Collateral Damage that personally affects the Idealistic Jour-
...Insist they can do a lot of good to help the current conflict nalist will slow them down but not stop them. They’ll soldier
end sooner with less loss of life, even without picking up through it and continue their investigations, keeping an eye
another weapon or giving the order for a single shot. open particularly for anything suspicious about your faction.
...Make others in need of their worldly wisdom, not their Repeated instances of this will make them turn an eye to
experience with war, seek them out. your incompetence, turning public opinion against the PCs if
it wasn’t already leaning that way.
Theme Advancement
The War Veteran is used to Collateral Damage and won’t The Idealistic Journalist is going to try bringing dangerous
blame your faction for it. They will, however, be disappointed people to light and will have someone try to kill them at
and it is not going to bring them any closer to joining you. least once. Assuming you’re there to save their life when it
happens, or that they survive on their own, you can convince
Gaining Genre Points with each of the three options and them to work with you instead. They can represent a bonus
keeping Collateral Damage to a minimum means the War to your faction’s Influence.
Veteran can be convinced to join your faction. They make
a really tough but exceptional drill instructor with a Military
bonus.

50 01:// EXPANDING THE RULES CUSTOMIZING THE EXPERIENCE //:02


Evan Theilman (order #31126685)
The Transhuman Merchant The Pacifist Negotiator
Someone who suffered a grievous accident and only survived The Pacifist Negotiator is a senator or ambassador working
thanks to a surgery involving copious amounts of cybernetic towards a peaceful end to the current conflict. Armed with
implants. The Transhuman Merchant was always a shady the patience of a saint and a lot of good will, the Pacifist Ne-
businessman who dealt in illegal weapons and other goods of gotiator just wants everybody to get along.. or at least to try
dubious nature. These days the Transhuman Merchant also nonviolent methods of conflict resolution.
deals in cybernetic enhancements and can arrange surgeries
that are illegal in most countries. But, as an individual player, they lack the influence to make
other people sit down and listen to them - or to each other.
If you need tech or supplies that can’t be obtained through Even if they can’t make things end peacefully entirely by
legal means, the Transhuman Merchant can get them for you. themselves, their voice still carries some weight, and they
Just... Be careful with the side effects of any implants. There’s could make for a useful contact.
a reason they’re illegal.
As an ally to your faction, the Pacifist Negotiator could use
The Transhuman Merchant considers themselves something some manpower or promotion of their cause. In return, they
of a born-again cyborg. What does not kill you makes you will do their best to make all but the most inflexible of par-
stronger, and they legitimately think they are doing a good ties reach for a compromise.
thing with their extremely unsafe surgical procedure service.
You gain Genre Points when you...
You gain Genre Points when you... ...Assist their campaign during a protest, making a public
...Make a deal with them for some kind of cybernetic surgery. speech, or otherwise help them gain followers.
...Help their business by smuggling goods across the border ...Go out of your way to spare the lives of your enemies.
or outright stealing experimental tech and giving it to them. ...Convince others to try and solve problems without violence
...Keep the authorities away from them. even when that seems like the simplest solution.

Theme Advancement Theme Advancement


Collateral Damage that doesn’t directly hurt the Transhu- The great contradiction about the Pacifist Negotiator is that
man Merchant is beneficial to them - in fact it is good for provoking Collateral Damage actually helps their cause.
business! Again, they live by the rule that what does not kill The more people that get hurt by armed conflict, the more
others makes them stronger, so they won’t mind too much people that will agree with them. Personally hurting them will
until someone close to them gets hurt. That’s when their temporarily slow them down but afterwards they will come
conscience might start making them uncomfortable. They back fighting even more strongly for the cause.
will bring this up with someone they hold responsible for
said Collateral Damage, and this is your chance to try and Doing each Genre Point option at least once is enough to
make them be... Less financially-minded, let’s say. convince them they can trust you. The Pacifist Negotiator
represents a Holdings or Influence bonus.
Prove them they can trust you by earning Genre Points with
all three options and make them reconsider their lifestyle.
They will slowly change their business to something less
morally and legally reprehensible. This grants your faction a
bonus to Holdings.

02:// CUSTOMIZING THE EXPERIENCE EXPANDING THE RULES //:01 51


Evan Theilman (order #31126685)
The Rebel Commander The Hand of Chaos
The Rebel Commander leads a band of freedom fight- The Hand of Chaos is a hacktivist that most think of as a re-
ers, which is to say, he’s considered a terrorist. As radical bel without a cause. The Hand of Chaos targets corporations
anarchists, they’re willing to get do anything it takes to get and politicians to expose their crimes. Usually, the targets
what they want, and what they want is to topple the current have enriched themselves by exploiting others, but the Hand
system to establish... Well, they haven’t said anything about of Chaos doesn’t care about leaving hundreds on the streets
rebuilding, honestly. when they make companies close. As a result, they’re a con-
troversial figure to say the least.
For good or ill, the Rebel Commander doesn’t have any Mecha
for their militia, but they’ve got enough pilot-scale weapons Infamous all over the undernet as one of the best informa-
and equipment to seize and control key locations. tion brokers around, they can find out pretty much anything
that needs finding... At a price. Other than that, they could
Internally, they have a lot of trouble unifying their vision be convinced to lend their assistance for a cause against cor-
beyond blowing stuff up. If you’re looking to make them your rupt, centralized powers.
allies, you may want to help the Rebel Commander calm
their people down a little and to establish some order in the The Hand of Chaos never makes deals in person. They won’t
ranks. even speak with people over the phone. They hide under
myriad proxies and are, to summarize, extremely paranoid.
You gain Genre Points when you... Should you find out who they are, try not to take advantage
...Provide them the supplies, ammunition and weaponry to of them because they know how to hold a grudge.
keep their operation running.
...Pass them information that can help them hit their targets. You gain Genre Points when you...
...Help the Rebel Commander to unify his troupe and giving ...Grant them access to the network of a juicy target.
them a purpose towards a more constructive end. ...Free other hacktivists or otherwise cause mayhem to the
institutions they despise.
Theme Advancement ...Skip on an opportunity to look into their secret identity or
The Rebel Commander causes just as much, if not more, Col- lead someone doing so in the wrong direction.
lateral Damage with their actions as you do. However, they’re
far less organized than your faction and are barely holding Theme Advancement
themselves together. When Collateral Damage inevitably af- The Hand of Chaos is seemingly unaffected by Collateral
fects their members, internal strife is going to escalate until Damage. Their true identity is a secret and they’re paranoid
the group fractures if left to their own devices. enough to not give any hints when something’s wrong.

Helping the Rebel Commander keep their most stable A good business relationship with them is mostly a thing
members or outright keeping them all in line can convince of professionalism. The Hand of Chaos needs to be proven
their band to turn from radicals to moderates. They won’t they can trust you and that you want to make things better,
officially join you, but they’ll be there as allies which is about even if you’re not as extreme as they are. Convince them of
the next best thing. The Rebel Commander and their militia this and they will help you free of charge with an Influence
represent a Military bonus. bonus.

52 01:// EXPANDING THE RULES CUSTOMIZING THE EXPERIENCE //:02


Evan Theilman (order #31126685)
The Golden Hero The Cultist Aristocrat
A self-styled superhero riding a giant robot that shows up The Cultist Aristocrat is a well-off pampered young adult
“wherever the strong are oppressing the weak”. The Golden from an old money family. Also, they have the hobby of
Hero crashes battles between warring factions to fight “for worshipping things that most people would consider best not
great justice”, whatever that means. Ridiculous posing and to speak of. Small detail, that one. Depending on the setting,
speeches about love and justice are frequent. these could be either imagined evils or actual monsters that
promise them they will spare those who swear servitude.
If you know of the Golden Hero’s alter ego, you can tip them
off about some wrong that needs righting and they will hap- As a cultist, they have inside information on the doings of
pily take care of it. They’re a competent pilot with a custom- their group and some pull with them. As an aristocrat, they
ized unit and can take care of themselves. have plenty of wealth and manpower at their disposal.

The Golden Hero is not a real superhero, though. Sometimes The Cultist Aristocrat is a distrustful and manipulative per-
they overextend and need bailing out, other times they make son who, ultimately, lacks the self-esteem to stand on their
mistakes and cause more collateral damage than the enemy. own and is just looking for validation.

You gain Genre Points when you... You gain Genre Points when you...
...Help the Golden Hero bring criminals to justice, protect the ...Don’t personally judge them for their fanatical belief in
innocent, or just plain ask them for help. things that may or may not want to eat their soul.
...Provide them with the resources they need to sustain their ...Help them develop a skillset that could lead them to be a
one-man operation. productive member of society.
...Keep your own allies from trying to stop, capture or hurt ...Introduce them to people who they can fit in without, like,
“that annoying verbose jerk” who “keeps getting in the way”. doing the cult thing.

Theme Advancement Theme Advancement


Like any good defender of justice, the Golden Hero is not For the most part, they’re unaffected by Collateral Damage.
friends with Collateral Damage. This provides an easy start- The Cultist Aristocrat thinks of it as a bothersome setback as
ing point to develop them, because they’re going to cause long as it is only kept to material losses. This is when having
quite a bit of it eventually. Eventually, they’ll realize that act- a group of friends that aren’t rich cultists would be good to
ing on their own tends to make things worse. have, because they can’t bounce back from those problems
as easily as the Cultist Aristocrat can. This will begin to
If you’d like to convince them to join your faction after this erode some of the cult’s influence on them.
happens, they’ll make a good boost to Military.
If you’ve helped them to be less of a deluded fanatic, the
Cultist Aristocrat’s substantial wealth is a direct boost to
Holdings.

02:// CUSTOMIZING THE EXPERIENCE EXPANDING THE RULES //:01 53


Evan Theilman (order #31126685)
The Resplendent Candidate The Seer of Many Paths
A senator running for president with a long career in politics A tarotist and fortuneteller that has amassed a great for-
who, somehow, still looks and acts as if they were twenty tune as the advisor of many. Military officials, corporate
years younger. They know how to work up a crowd and don’t executives and rising politicians alike come to them for their
mince words, which has made them a ‘love or hate’ candi- advice. If there’s aliens in human form or, at least, psychics
date. Supporters say they’re optimistic, lively and straight- in the setting, then the Seer of Many Paths is one of them.
forward. Oppositors say they’re arrogant, melodramatic and
vain. Whether you believe in fortunetelling or not, the results
speak for themselves though. It is hard to deny that they’re
Like any politician, the Resplendent Candidate has friends an influential person whose skills have made them a fortune.
in many places. Their word carries a lot of weight right now, They claim to have no allegiance, so people of all walks of life
and will continue doing so even if they don’t win the presi- continue lining up on their busy schedule.
dential race. And it looks like they stand a good chance of
winning. The Seer of Many Paths is, however, rather impersonal. They
don’t open up easily and won’t speak about themselves if
The only question you should ask yourself before asking they can avoid it. They do like the topic of destiny and de-
them for a favor is if you can pay them that favor back. Sure, bating just how much of the future is set in stone... If you pay
they seem like a nice enough person, but who knows how for the conversation time out of your pocket, that is.
many shady deals their associates are involved in? You may
want to think twice before you get too tangled up with them. You gain Genre Points when you...
...Follow their advice even if doing so looks like a bad idea or
You gain Genre Points when you... makes things worse for you in the short term.
...Openly support their campaign during at least one act, ...Debate with them about the benefits of taking sides, more
interview, or some other public showing. specifically, yours.
...Decry or act in secret against one of their competitors. ...Convince someone else to set up a session with them and
...Stand up for them, or for their political allies, even when then to follow their advice.
they’re doing something you don’t approve of.
Theme Advancement
Theme Advancement The Seer of Many Paths is affluent and detached enough
Collateral Damage is not good publicity and the more of it from others that Collateral Damage is not really much of a
that you cause, the more the Resplendent Candidate will problem to them. Sure, they’d rather there not be any of it,
want to cut ties with you. Keep it to a minimum and they but they understand that these things happen.
will be a lot happier with you.
If your faction has at least 15 Ranks in Attributes distributed
Once the elections are over, and if you did your best to help between them and you’ve earned Genre Points with them
them during the course of them, the Resplendent Candidate using each of their three options, the Seer of Many Paths can
will pay you back for all that they owe you. An extra Rank of be convinced to join your faction. Destiny has its eyes on
Influence is a fitting reward. you, and they are intrigued to see where that takes them.
Both Holdings and Influence are good matches for this NPC.

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Evan Theilman (order #31126685)
COLLATERAL DAMAGE
Collateral Damage represents the consequences of battles within the borders of your home city, space colony, or other such
location you are trying to protect. After each Operation that puts the community at risk, check the list of triggers below
to see if the place was damaged and how much. Every PC who triggered one of the following conditions rolls 1d100 on the
table below. All NPCs mentioned around the middle of the table need to be chosen among one of the PC’s three Relationship
Theme NPCs. If an NPC (including Enemies) triggered Collateral Damage, the GM makes the roll and chooses any PCs or NPCs
that the result needs to affect. The GM makes only one roll for all NPC triggers.

Collateral Damage Triggers


-Using a Line or Blast (Weapon or otherwise).
-Creating Extreme Terrain.
-Defeating an Enemy without Suppressing them.
-Being defeated or using Live Another Day. (PCs only)

Collateral Damage Consequences Table

Roll Result Collateral Damage Consequence


01-03 A school is struck by stray projectiles and several of its students go missing.
04-06 Electromagnetic disturbances ruin most civilian communications until the equipment is replaced.
07-09 Many have been wounded and local hospitals are closer to being overrun each day.
10-12 Major roads and streets are left completely unusable. Traffic is an absolute nightmare for several days.
13-15 The warehouses of major food providers are destroyed and there is a shortage of food for a month.
16-18 Great damage to the business district. Business owners close shop and leave for greener pastures.
19-21 A local media celebrity is dead and the news won’t shut up about it for at least a week.
22-24 The site of a crash or the crater of a blast is made into a touristic resort
25-27 Citizens take to the streets protesting against... Everything, really. They’re just angry.
28-30 Supply shortage. Buildings keep their downed business signs and broken windows for weeks.
31-33 Looters have raided the home of an NPC (and several others) after they left for the shelters.
34-36 The family member of an NPC suffered an injury during the battle.
37-39 A cave-in traps an NPC underground for a few days. They are unhurt, but it was a tough experience.
40-42 Evacuation train taking an NPC to a shelter derails. They suffer a minor injury. Others are not so lucky.
43-45 An apartment complex where an NPC lives is declared structurally unsound and must be demolished.
46-48 Major damage to power lines everywhere. An NPC will lack most public utilities for days.
49-51 Fires break out. An NPC’s home is almost consumed entirely by flames.
52-54 People left homeless occupy an NPC’s home and the authorities must use force to make them leave.
55-57 An NPC is exposed to hazardous materials. They spend a week in the hospital afterwards.
58-60 Abusive evacuation personnel demanded payment from an NPC in order to let them stay at a shelter.
61-63 Your home was destroyed by a stray projectile.
64-66 Your Mecha is short of spare parts, ammo, and other supplies. You’ll be only just able to redeploy.
67-69 You accidentally expose yourself to something hazardous and are bedridden for days.
70-72 The newspapers decide the damage is your fault and begin a smear campaign against you.
73-75 Maintenance suffers personal complications. Your Mecha is going to feel... Deathtrappy for a while.
76-78 You’re pretty sure that you’re being tailed now. Those could be bodyguards, but you can’t really tell.
79-81 Rioters threaten to overwhelm the police and you’re called to help control the situation.
82-84 You come back to a flooded home thanks to a ruptured pipe.
85-87 Your favorite place to eat out at was completely destroyed.
88-90 Budget cuts for damage control mean a salary reduction for you this month.
91-95 You choose one other result from the list.
96-00 The GM chooses one other result from the list.

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Evan Theilman (order #31126685)
FACTION ATTRIBUTES
Your Faction’s Attributes distinguish them from each other. Military
Some Factions have vast armies of NPCs, others back the Military is a measure of the Faction’s warring potential. This
actions of the PCs with copious resources, while a select few covers the Faction’s available troops, their organization,
may be invisible information networks. The Attributes are equipment and even their morale. Military is an abstract
very abstract and give you plenty of wiggle room to describe measure, a militia corps with a handful of Mecha can have
their effects however you wish. the same Military score as a single ace backed by a well-
prepared support crew.
Other factions in the game don’t have Attributes and don’t
use the Faction rules (notice the capitalization!). All organized Rank 0: Nonexistent
groups of NPCs are just that - a group of NPCs. The Faction lacks any kind of meaningful fighting force. Even
if its men and women were to pick up arms, it is not like
Below are the three steps to assigning Faction Attributes. there are any qualified leaders to direct them.

Step 2: Assign Starting Attributes Rank 1 or 2: Meager


Each PC member gets to assign one Attribute Rank to the One or two poorly-equipped low-tier Mecha, with at most
Faction that goes to any of its three Attributes. This does not one potential ace among all the pilots.
necessarily represent that the PCs are responsible for them.
With that said, the PCs are the ace pilots of the organization Rank 3 or 4: Middling
and possibly its leaders, so they are key members. The Faction can have good Mecha, well-trained pilots, or
quantity of either. Pick two.
Step 3: Power Level Adjustments
Factions grow over time and the actions of the PCs will make Rank 5 or 6: Thriving
the process faster. The Faction increases all of its Attribute The Faction is notable for its martial prowess and has more
Ranks by 1 for each Power Level above 0. than likely made a name for itself already. Morale is excel-
lent, with everybody taking pride in their dedication to the
Step 4: Relationship Theme Adjustments cause.
Whenever a Relationship Theme NPC is recruited or the
Theme’s story arc otherwise ends, the corresponding Player Rank 7 or 8: Exceptional
chooses one Faction Attribute and increases its Rank by 1 Tough veterans with excellent leadership and well-off techs
point. PCs can opt to start having already ‘crossed off’ one backing them. A handful of aces with customized personal
or more of their Relationship Themes this way, giving the units adorn the ranks.
Faction a generous Attribute boost from the beginning at
the cost of not earning any Genre Points from the chosen Rank 9 or 10: Elite
Themes. A legitimate army that could defend or topple government
with its raw power. With proper support, they could fight
Example -and likely win- a prolonged war.
So a Power Level 2 Faction with four PCs who want to go all
in on a single Attribute will start with that Attribute at Rank Rank 11 and Beyond: Superpower
4. Then every Attribute gets a boost of 2 from the Faction’s A seemingly unstoppable elite force with undying loyalty that
Power Level, making its final Attribute Array of 6, 2, 2. The can accomplish pretty much anything it sets out to do. The
PCs want to keep their Relationship Themes to earn Genre favorites of would-be supervillains that need the raw muscle
Points from them so they don’t increase Attributes any to help them take over the world.
further.

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Evan Theilman (order #31126685)
Holdings Influence
Holdings represent the Faction’s available budget and what- Influence is the most abstract of all Faction Attributes, repre-
ever reserves they have, as well as the territory and work- senting political power and espionage skills. It measures how
force that helps them grow. Holdings can originate from your well it knows about current events and how many strings it
Faction’s raw treasury, the goods that it does business with, can pull to control things behind the scenes.
and fertile land it protects. Holdings is, arguably, the most
important Attribute for a Faction because it is the one that Rank 0: Nonexistent
directly gives people warm meals and a roof to sleep under. The Faction has no political relevance whatsoever. At best,
they’re aware of this. At worst, they will just be taken advan-
Rank 0: Nonexistent tage of a lot.
The management is so bad and there’s so little room for it
to grow that all it would take is a small setback for it to col- Rank 1 or 2: Meager
lapse. Frankly, it is a miracle the Faction is still together. The Faction has people who follow and keep track of politi-
cal going-ons. They know who’s in power and the gist of how
Rank 1 or 2: Meager they got there, but even if they were to get in touch with a
The Faction is visibly struggling, but it has a few ways to major player, they’re highly unlikely to be heard.
make ends meet and is somehow milking them for all they’re
worth. This can be a small-sized business or a single space- Rank 3 or 4: Middling
ship with its crew. The Faction has sources working with people in important
places... And with their rivals, both visible and invisible.
Rank 3 or 4: Middling
Fitting for a space colony or a small fleet of planetary Rank 5 or 6: Thriving
merchants. Can be modest and efficient or sizeable but with A number of spies and advisors keep the Faction updated of
clear areas that give it losses. events, reading connections between people and events like
an open book. Its important players know exactly who to call
Rank 5 or 6: Thriving in a given situation to get something done.
The Faction is a prosperous one, growing in the quantity of
its people as well as in their quality of life. They can now Rank 7 or 8: Exceptional
take more business risks and afford to fail them, meaning it Whenever something big is going to happen, the Faction’s
is only going to get better from hereon. sources have probably heard of it and preparations have
been taken. The Faction is regarded with respect for its in-
Rank 7 or 8: Exceptional formation network and most players want to stay on its good
The Faction’s deep reserves can keep a small army fed and side.
marching, though they would still be aiming for a quick vic-
tory. This can represent a prominent region within a first Rank 9 or 10: Elite
world country or an alliance of wealthy space colonies. The Faction has a vast and wide network that can pull strings
everywhere and more than enough dirty laundry on anyone
Rank 9 or 10: Elite to run a nation behind the scenes.
If the Faction does not directly represent a country, then
it is practically considered to be one. If it hasn’t declared Rank 11 and Beyond: Superpower
independence from whoever supposedly runs the territory it With friends like these, who needs enemies? The Faction’s
occupies, it most likely will soon. political power and information network is the kind of thing
that paranoid nuts make up conspiration theories about...
Rank 11 and Beyond: Superpower Except real.
A world power that whole nations turn to for financial sup-
port.

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Evan Theilman (order #31126685)
FACTION TESTS
As key members of your Faction, you can delegate tasks for the others to complete in your stead. Each Player Character can
request no more than one task during an Episode Arc this way. At the end of any Episode you can give your subordinates a
goal and Test the Faction’s Military, Holdings or Influence. Said subordinates will spend the rest of the Episode Arc working
towards that goal. At the end of the current Episode Arc, they will report back to you with their results.

This Module is meant for complex tasks that require considerable manpower and take a while to complete - more specifi-
cally, until the end of the current Episode Arc. Faster tasks that require only one person should still be made with Resources
Tests as normal. Use the examples given in this page as a guide.

You can decide what you want your NPCs to do at any time during the Episode Arc, but sooner is better. At the end of each
Episode, you can reroll the Faction Test for your current order and keep the new result. If your original Test had any Advan-
tages or Disadvantages, the rerolls also keep them.

You can also change the order you’ve given to your subordinates, but that means starting a new job from scratch when
they’ve already spent resources on the previous one. Changing your mind on the orders you’ve given means the new Test
suffers a Disadvantage. Disadvantages imparted this way to your Faction Tests stack, but do not apply to the Faction Tests
of other Player Characters. Once the current Episode Arc ends and the job is completed (or not), all such Disadvantages are
cleared and you can give a fresh new order as usual.

Remember that Factions increase their Attributes by going up a Power Level or by your recruiting of Theme NPCs into their
ranks. Even if your Faction takes over a Mecha production facility, that is only a temporary gain that won’t count towards
their Military Attribute, though it could grant an Advantage to another Might Test made in the near future.

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Evan Theilman (order #31126685)
Military Tests
Your Faction mobilizes the bulk of its forces against its enemies. This can be a series of raids against supply lines, making a
push to recover territory that your enemy has occupied, or a series of skirmishes meant as a diversion while the PCs pre-
pare for an ambush during the next large engagement.

Possible Advantages: Enemy has a weaker armed force, the PCs have recently struck a considerable blow against the enemy,
Fighting defensively in controlled territory.

Possible Disadvantages: Enemy has a stronger armed force, the actions of the PCs have put the enemy in a stronger posi-
tion, or the PCs have just failed their Military Tests during the last Episode Arc and are thus in bad shape.

Sample Military Tests: Distracting or dividing enemy forces to make them start the next Operation in unfavorable Terrain or
out of position (DN 10), Assisting the PCs during Operations as Reinforcements of the same Level for a whole Episode Arc (DN
15), Taking over the enemy’s capital, mothership or equivalent while the PCs handle the Rival or Boss tier antagonists (DN 20).

Holdings Tests
Your Faction manages its resources the best it can to fix whatever problem has recently arisen - and there’s always more of
those showing up. This way you can amend the consequences of collateral damage to those hurt by it or even boost other
Attributes with additional funding.

Possible Advantages: Ask a third party for a loan, Turn assets like bonds or stock shares into hard cash, Tighten all other
budgets and possibly even delay the payment of salaries.

Possible Disadvantages: Your Faction has done any of the above three things during the previous Episode Arc and now has
to pay its debts.

Sample Holdings Tests: Fixing Collateral Damage (DN 10), Hiring mercenaries or throwing a big fancy party for an Advantage
to another Military or Influence Test made during this Episode Arc (DN 15), Develop a new kind of technology that can win the
war once it is applied en masse. (DN 20)

Influence Tests
Your Faction can keep up with enemy plots, stop the enemy from doing the same to you and find out what the people
around you are really thinking. When using Influence you ask the GM a question and get an answer of up to thirty words. You
can ask for a better or worse answer in exchange for Advantages or Disadvantages to the Test.

Possible Advantages: The answer is a simple yes or no.

Possible Disadvantages: The answer also comes with a hint from the GM regarding what you can do about it.

Sample Military Tests: Find out if there is dissent within your Faction or where are the local enemy cells, Figure out what
any neutral parties to the ongoing conflict are up to or if you could earn their support, Gather intel on the enemy’s plans for
any big upcoming operations or secret projects. (DN 10, 15 or 20)

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Evan Theilman (order #31126685)
INSANITY AND MENTAL TRAUMA
In a game using this Module, PCs that emerge victorious from battle may not necessarily be in good shape afterwards, not
even if they are invincible on the battlefield. Characters using these rules get more and more messed up in the head with the
passage of time, in contrast to how they usually would only get braver, stronger and mature over time.

But Battle Century G is still an action-centric game of heroic Mecha combat. At most, PCs might experience fits of anxiety,
suffer repeated nightmares, or wish to take over the world. Things like amnesia or multiple personality disorder just wouldn’t
work well for someone who is supposed to ride a giant robot into battle consistently.

The PCs are heroes, they can face the worst the world has to offer and hold themselves together. Well, for the most part,
anyway. When a wound cuts deep, it leaves a permanent scar. That’s when trauma gets to them, forcing the characters to
readjust their beliefs and way of life in the face of things greater than themselves.

Any time your character is defeated as a consequence of Plot Armor Damage, you accrue one Insanity Rank per
Layer lost this way. This is most common as a consequence of physical violence, but it will also happen if you fail to protect
hundreds of innocents from a giant monster or your significant other betrays you after revealing they have been a spy all
along. In a game of BCG using these rules, all PCs will make Willpower Tests much more often.

Willpower Test Examples


Facing an alien monster for the first time.
Difficulty Number 5: Watching another person be tortured in front of your eyes.
Traumatic Barely getting out of the way of a giant robot that almost carelessly steps on you.
Being locked up with no human communication for days.
Being responsible for the death of an innocent directly or indirectly.
Difficulty Number 10: Watching an enemy murder a friend of yours.
Nightmarish Spending a week in solitary confinement.
Being sold out by someone you thought a friend.
Losing your whole family in a tragic accident.
Difficulty Number 15: Realizing the people you believed in and fought for your whole life don’t care about you.
Life-Warping Massacring dozens of innocents unable to defend themselves.
Being mind controlled into causing the death of your significant other.
Watching a monster torture and eat your children.
Difficulty Number 20: Having a loved one die in your arms after you failed to save them.
Mind-Breaking Killing another human being and eating their corpse to survive.
Causing the death of a hundred or more innocent lives.

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Evan Theilman (order #31126685)
TRAUMA THEMES CHOOSING YOUR THEMES
Your Character does not start with any Genre Themes, You should choose appropriate Themes according to what
instead they pick up Trauma Themes in their place at happened to your Character that granted them those Insan-
Insanity Ranks 1, 4 and 7. Trauma Themes are much like ity Ranks. If you were beaten within an inch of your life, it
regular Themes, but they behave somewhat like Anomalies in would make sense if you became afraid of violence. If your
that they have a positive and negative side to them. mentor turns out to having been using you all along, it would
behoove you to be suspicious of everybody around you. Al-
Insanity Ranks start at 0 and usually don’t go higher than 10, ternatively, you could grow dependent of others around you
measuring just how well your character is holding up to all to keep you safe and make all the hard calls now that you
they’ve gone through. An Insanity Rank of 1 leaves you just feel so vulnerable. If it sounds like a fun thing to roleplay, try
a tad more unhinged than you used to be, but at Rank 10 it out.
you’re visibly out of touch with reality.
If you decide to start with Trauma Themes instead, then you
If your PC ever gets to Rank 10 or above, they’re so far gone should make them part of your character’s backstory. What
that they must be retired. This retirement is either perma- happened before that made them this way?
nent or until the character heals back to Rank 9 - or prefer-
ably under that. At the end of each Episode Arc you Test The next few pages have many example Trauma Themes for
your Insanity, removing one Insanity Rank plus another you to use. Remember that the examples given are not an
Rank per each multiple of 5 met with the result of the accurate description of mental illness, much in the same way
Test. that the rest of this game also does not represent realistic
combat between giant robots.
When your Insanity Ranks go lower than the Rank where
you got a Trauma Theme, you don’t lose the Theme but you Alternatively, you can leave it up to the will of the dice gods.
don’t gain a new one if your Insanity goes up again either. As long as you can justify the result in a way that makes
sense for your character, might as well spice things up with
Like with all other Themes, you can pick your Trauma from a that little bit of extra randomness, no?
list of examples or come up with your own. Trauma Themes
can give you Genre Points like any other Theme, but the GM Random Trauma Themes Table
may also make them come up when they think it is a good
time to make your PC act like a crazy person.
Roll Result Support Upgrade
You can get one Genre Point from your Trauma Theme (or 01-05 Any Trauma Theme of the GM’s choice.
Themes, if you have more than one) the usual way. But the 06-11 Addict
GM also can use them by their own hand. Once per Episode 12-17 Afraid
the GM may say you have to roleplay the Trauma’s effects,
and you can choose to either ride it out or fight it. If you 18-23 Alienated
choose to ride it, your character must roleplay the 24-29 Cursed
Trauma as appropriate, but you gain one Genre Point out 30-35 Dolorous
of it - even if you already gained one Genre Point from this
36-41 Grandiose
Theme in the same Episode. If you choose to fight it, then
you must make a Contested Test of Willpower against 42-47 Haunted
the GM Testing your Insanity, should you win then you 48-53 Hero
compose and maintain control of yourself for the time be-
54-59 Hyper
ing... But should the GM win, you lose control of yourself
to the Trauma Theme and play it out without gaining any 60-65 Indecisive
Genre Points for it. 66-71 Lonely
72-77 Monster
When you create your Character, you may choose to give
them between one to three Trauma Themes. If you start with 78-83 Paranoid
more than one Trauma Theme, you only gain more of them 84-89 Pyro
as your Insanity Ranks go up until you have three Trauma 90-95 Visionary
Themes in total.
96-00 Any Trauma Theme of your choice.

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Evan Theilman (order #31126685)
EXAMPLE TRAUMA THEMES
Addict

Rank 1-3 (Mild): You have an addictive personality and you just need that rush you get from your chosen activity or sub-
stance. Whether it is gambling, smoking or even videogames, (and be honest, you probably have more than one) these
activities are more than just a hobby to you: they are part of your lifestyle. Skipping on an opportunity to indulge makes you
nervous - you get cranky, feel tired, and can’t stand still.

Rank 4-6 (Moderate): You’ve started taking medication - legally or otherwise - to deal with all the crap that happens around
you. Sure, the intervals between your doses keep getting shorter, but it is nothing you can’t handle. The withdrawal periods
don’t last too long, so you should be fine... Right?

Rank 7-9 (Severe): If you didn’t feel ashamed of your addictions before, now you do. The moment that the medication wears
off, you already feel desperate and want to abandon whatever it is you are doing, all so you can feel better again. Any other
addictions are getting to the point where they’ve consumed your life and probably left you in deep debt.

Rank 10+ (Extreme): It has officially gotten out of control. The short lived rush of instant gratification is all you live for any-
more. You’re too deep in to get out of this by yourself, and it is going to take a lot of time and effort to be functional again.

Afraid

Rank 1-3 (Mild): You feel very, very vulnerable when outside of your giant robot. Being witness to violence (or the threat of
violence) makes you uneasy. If it ever looks like you’re going to be subject to it, it is really hard to not cave in to whatever
demands are made of you to get out of it.

Rank 4-6 (Moderate): You really don’t like it when people have weapons in their hands, not even if it is part of a perfor-
mance. The mere sight of blood is enough to make your skin crawl and put you on alert. Sometimes you have nightmares
about recent violent events you’ve seen happen.

Rank 7-9 (Severe): When you close your eyes you often see scenes of violence, real or otherwise. The nightmares are fre-
quent, and this has made you jumpy, any loud noise makes you think you could be attacked. You frequently imagine what
would you do if people around you were to attack you without notice.

Rank 10+ (Extreme): Your fight or flight instinct only has one option available nowadays. Whenever you don’t have your giant
robot to protect you, you freeze or run away from any and all threats to you.

Alienated
Rank 1-3 (Mild): Your own actions puzzle you sometimes, but you try not to think about it. You make promises that you
intend to keep but break them afterwards anyway. Whatever morals you supposedly uphold, you don’t really know how to
defend them from criticism, and will change your mind to get others off your back. Perhaps you do those things because you
want to figure out what you really care about.

Rank 4-6 (Moderate): You’re aware that you’re a fake and can still fool some people still, but your irregular behavior will
start to get the better of you and make others start to lose their trust in your character. You might be good at justifying what
you do, but a lot of what you do still seems to be just a random whim and important choices paralyse you with doubt. Right
now, the only thing you can be reasonably sure of is that you kind of hate yourself for being like this.

Rank 7-9 (Severe): At this point you live by going through the motions. You actively avoid responsibility, because you will
botch anything that requires you to stay consistent. By this point you don’t even know how you feel deep down about those
closest to you, and they can probably tell that you can’t really be trusted. You agree with them, making the guilt unbearable.

Rank 10+ (Extreme): You don’t even have a favorite food by now, so any kind of questioning of your character leaves you
stunned and you don’t really know how to respond. In fact, you don’t really believe in anything anymore, so having to make
choices at all seems like a Herculean labor. You need other people to take care of you, because otherwise your deppression
will slowly kill you via inaction.

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Evan Theilman (order #31126685)
Cursed

Rank 1-3 (Mild): You consider yourself unlucky and are more than a little bit superstitious about it. But it is not a big deal,
after all it would be hubris to believe we can dismiss the paranormal without evidence. You’re just keeping your mind open.
And you like being well informed, so you also make sure to stay up to date on your horoscope. And try not to walk under
ladders. And are afraid of disrespecting the dead because their ghosts might come back to haunt you. Look, nobody’s per-
fect, alright?

Rank 4-6 (Moderate): You have recurring nightmares about things you cannot explain, which makes you further interested
in learning about all sorts of occult lore. Naturally, this only makes you even more certain that there’s supernatural forces
involved in your life.

Rank 7-9 (Severe): You hear and see things that nobody else does. Shapes around the corner of your eye, voices in the
wind, someone or something following you. Watching you. That nobody believes you only isolates you further, making you an
easier target and making it harder to sleep at night.

Rank 10+ (Extreme): You never sleep well, if you can call your short naps sleeping at all. You’re always tired, but can’t afford
to let your guard down, because they will get you. The cockpit is the only place in which you feel safe anymore... But they
can’t let you ride the way you are.

Dolorous

Rank 1-3 (Mild): When under stressful conditions, your body often cries for help in the form of a crippling headache. This is
a defense mechanism in response to extreme situations or when confronted about a subject you wished to avoid.

Rank 4-6 (Moderate): The headaches are worse, getting painful enough to leave you unable to do anything but sit in a cor-
ner for several minutes. The list of triggers for them also gets worse as you experience more traumatic events, making them
more frequent.

Rank 7-9 (Severe): By now the headaches are much more than that, often accompanied by blindness or outright paralysis.
They often leave you dizzy and off-balance for the rest of the day afterwards, and the ever-growing frequency of them makes
it really hard to go about your daily life. With enough medication, you can still go out and fight.

Rank 10+ (Extreme): Without a lot of tightly regulated medication you can’t even go a single day without an episode. It is
unbearable to be like this and a part of you just wants to end it all. You’re going to be institutionalized.

Grandiose

Rank 1-3 (Mild): You consider yourself a born winner, often acting with recklessness and arrogance whenever your pride is on
the line. It doesn’t help that it takes little to no provocation to threaten your delusions of grandeur. As if that weren’t enough,
your hyperactivity and lack of concentration make you go seek out ways to get in trouble, just to prove how great you really
are. You don’t take failure well, either, shifting blames and getting angry when confronted with it.

Rank 4-6 (Moderate): Criticism of all sorts is no longer appreciated, making you immediately get defensive and project your
insecurities on others. Everybody ought to respect you, or else, you will rightfully respond with hostility. If questioned, you
will prove to have an amazing ability to come up with excuses that explain how everything is actually other people’s faults
and everybody who disagrees is obviously a moron.

Rank 7-9 (Severe): Touchy does not even begin to describe you. Offhand comments will strike a nerve and construed acts of
sabotage become increasingly improbable. You will prove yourself to be better than them - you must prove it.

Rank 10+ (Extreme): You are a perpetually rolling little ball of insecurity lashing out in anger at whoever you blame for your
woes. You are a danger to yourself and others, being kept away from your giant robot and restrained in short order.

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Evan Theilman (order #31126685)
Haunted

Rank 1-3 (Mild): You suffer occassional hallucinations in the form of people that should be dead. The ghost or ghosts remind
you of your flaws and often give you advice that you probably shouldn’t follow. The people who show up are usually those
you’ve hurt - directly or indirectly - though a dejected old friend or disappointed mentor from your past are also applicable.
You can tell these illusions are not real, but they’re really hard to ignore.

Rank 4-6 (Moderate): Now there’s one or more new ghosts that have joined up with the old ones to harass you. Your ability
to recognize what is and isn’t real decreases as the hallucinations happen more often, giving even harsher criticism or goad-
ing you to even worse courses of action.

Rank 7-9 (Severe): Your mind now creates new people for you to hallucinate. This means you’re often seen talking to your-
self or, worse, arguing in a heated way and yelling at nobody in particular. Even if you unmask these phantoms as figments of
your imagination, they will still follow you around.

Rank 10+ (Extreme): Your hallucinatory episodes now involve living friends and acquaintances. You have considerable diffi-
culty telling apart dreams from reality now, always waking up without being sure if what happened was just your imagination
or if you passed out in the middle of an episode. This makes it basically impossible for you to live as you once did.

Hero

Rank 1-3 (Mild): You hold yourself as an example that others must look towards imitating. This makes you righteous and
a moralist, but you’re always trying your best to help people (within reason) so it tends to work out for you. From a less
friendly perspective, you just want praise and recognition, which makes you very weak to flattery and criticism both.

Rank 4-6 (Moderate): You go to greater lengths to live up to your idealized version of yourself. Wherever there is a wrong, it
must be righted. Wherever somebody needs help, you selflessly go to do whatever is needed. This is going to wear you out
even if it goes smoothly, and it probably won’t, so there will be many days in which you feel like a failure.

Rank 7-9 (Severe): You start to take all praise (or lack thereof) personally, legitimately expecting others to bask in your glow
with any of your accomplishments. Should you feel taken for granted you’ll immediately redouble your efforts and start act-
ing suicidally heroic to make sure you receive the recognition you deserve.

Rank 10+ (Extreme): Perhaps the only way you can really live up to your standards is with a heroic sacrifice. Why, yes, that’s
genius! Then everybody will sing praises of your name forever and reminisce longingly for how you were such a great inspira-
tion to them all. Clearly this is a perfect plan.

Hyper

Rank 1-3 (Mild): You suffer from a mental imbalance that provokes in you a need to be constantly doing something. This
means you’re pretty much always energetic, and few things make you as tense as being forced to stay quiet and wait patient-
ly for long periods of time. You might come across as impulsive or impatient sometimes but it is nothing serious... Yet.

Rank 4-6 (Moderate): You sometimes undergo manic episodes. During these you become even more hasty and inattentive
than before. When this happens you feel like you must immediately busy yourself for a period of time that can go up to an
hour, turning into a chatterbox for the duration. You have trouble getting a full night’s sleep.

Rank 7-9 (Severe): If things looked manageable before, they certainly don’t look manageable to others who look at you now.
The episodes grow in frequency and make your behavior erratic, careless and borderline self-destructive. You don’t put a lot
of thought into whatever it is you feel like doing, you just see a thing and want it now. This can lead you to try experimenting
with dangerous combinations of substances and alcohol, jumping off a fifth floor into a swimming pool, or going on a massive
shopping spree until you’re neck-deep in debt.

Rank 10+ (Extreme): You can’t even sleep for more than a few minutes at a time before you jolt awake with the need to do
something. Your episodes are severe and frequent enough that there is no telling what you will do if left alone, so everyone
would rather not take that chance and leave you in the care of professionals.

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Indecisive

Rank 1-3 (Mild): You’re not comfortable with responsibility and are always afraid that you will always make an irreparable
mistake whenever you need to take the initiative. It doesn’t get in the way of your day to day activities yet, but you shirk
making decisions to others whenever possible.

Rank 4-6 (Moderate): You actively avoid having to make important decisions and outright tell your most trusted close ones
to make them for you. As if that weren’t enough, you will also blame them if something goes wrong. It is not enough to make
you want to be accountable for your actions, but it is enough to irritate those you ask for help.

Rank 7-9 (Severe): You’re now exceedingly clingy of the person who can put up with your crap the most. You leave most of
the decision making to them, but whenever you’re under pressure anyone else will do. It is a good thing that the chain of
command exists, because otherwise you wouldn’t be able to go out and battle at all.

Rank 10+ (Extreme): High-maintenance does not even begin to describe you, as you require having someone looking over
your shoulder constantly to reassure you. You now desperately look to anyone else for support and any kind of responsibility
forced on your person stuns you like a deer caught in the headlights. You can’t even fire a beam rifle without asking how to
do it, if you did it well, and if you will have to do it again.

Lonely

Rank 1-3 (Mild): You’re a little shy with people and take any kind of criticism a little too hard, but you don’t have any glaring
personality flaws otherwise. It just means you put a lot of effort into pleasing everyone... Without trying to be a bother. You
may even let some people take advantage of your kindness every now and then.

Rank 4-6 (Moderate): You feel a little lost in a crowd and it makes you nervous when you can’t locate anyone that you can
stick to. When presented with someone new, you try really hard to make a good first impression, and feel very glad when a
new acquaintance does not reject you.

Rank 7-9 (Severe): You’re always around people, even if they ignore you, because loneliness is unbearable. If you’re not in
contact with anyone for a period of more than a few hours, you suffer an episode that makes you enter a state of panic. You
start sweating, your breath becomes uneven and you desperately seek close ones to calm yourself down.

Rank 10+ (Extreme): You need some kind of company within sight or hearing even to sleep at night, and probably aren’t fond
of silences at all. By this point you will even cling to television or radio personalities who can keep you company. Your panic
episodes are more frequent and even getting briefly lost in a crowd when someone lets go of your hand will trigger them.

Monster

Rank 1-3 (Mild): You love seeing others in pain, whether it is physical or emotional. You don’t necessarily pursue opportuni-
ties to cause said pain, but you’re way too comfortable with the suffering of others. You’re still self aware enough to keep the
subject of your fascination to yourself.

Rank 4-6 (Moderate): Opportunities to hurt others sounds more enticing every day, you just don’t want to get caught. Allow-
ing others to do the deed themselves is much easier to justify, and in fact you think provoking them to be your instruments
of pain is a pretty neat idea. You really should not be allowed near a giant robot.

Rank 7-9 (Severe): You like to make your obsession a subject of casual conversation and see yourself as an artist of sorts.
You might even start comparing hurting others to brewing tea or to finger painting and it is clear to everyone that you’re a
ticking time bomb.

Rank 10+ (Extreme): You throw caution to the wind and go too far in indulging your sadism by your own hand. If this does
not end in your death, it will probably get you locked up for a very long time or make you an outcast for life at the very least.

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Evan Theilman (order #31126685)
Paranoid

Rank 1-3 (Mild): You tend to isolate yourself, needing to be alone with your thoughts when under pressure, You don’t like
most people and have trouble trusting strangers, believing anyone you don’t know only wants to approach you with ulterior
motives.

Rank 4-6 (Moderate): You doubt casual acquaintances as well. You have your guard up with everyone except your closest
friends and family, believing anyone can be a potential threat. This makes it really hard to cooperate with others, and if pos-
sible you’d like to do everything yourself and not have to rely on anyone.

Rank 7-9 (Severe): You are not really sure who your allies are anymore. Sure, someone that saved your life is trustworthy,
but what if someone is pretending to be them over the phone? What if they are being coerced to hurt you against their will?
You have to doubt everyone and must work alone. There is no other choice.

Rank 10+ (Extreme): Everybody is out to get you, and you have to watch out for threats at all times of the day. The first
thing you do when you wake up is check the cameras you’ve set up and make sure everything is where you left it. You’ve
come up with a vast and complex web of conspiracies to explain how things came to be this way, and anybody who tries to
dismiss your theories without a very good reason is obviously one of them.

Pyro

Rank 1-3 (Mild): You feel a compulsion to light fires as a way to relieve yourself of stress. Lighting a fireplace or even a small
piece of paper will do, you know how to keep it under control. You don’t actually want to set everything on fire. Large fires
fascinate you, and you often stand there watching them in a daze.

Rank 4-6 (Moderate): You now start lighting fires when so much as just bored and will take any excuse to let existing ones
spread as long as safely possible. Sooner or later it is going to get out of hand. You request a flamethrower, napalm, or other
such weaponry for your giant robot, if you don’t already have it.

Rank 7-9 (Severe): You have taken a liking to using fire as a solution to your problems whenever the opportunity arises. En-
emy in front of you? Use fire. Can’t find a person hiding in a building? Set the whole place on fire and they’ll come out. Need
to take out the garbage? Set it on fire instead. You are also really insistent that your way is the best one as well.

Rank 10+ (Extreme): It is impossible to talk you out of setting things on fire on a daily basis and you actively stop others
from trying to put them out. Most people don’t like having their person or their possessions going up in flames, so they will
do their best to stop you, by force if they have to.

Visionary

Rank 1-3 (Mild): You have your own framework to make more sense of this nonsensical world. There is a grand plan and you
are witness to its inner workings. You don’t need to share your vision with others - you know they won’t understand anyway,
but every now and then your need to prove yourself right surfaces... And usually ends in you looking like a fool.

Rank 4-6 (Moderate): The plan is getting more vast and intrincate, there is much at stake and things look grim... But you
have a role in it to play. Yes, you will convince the others to see things the way you do. And once they do, you can fix all that
is wrong with this broken world together. All as is laid out in The Grand Plan.

Rank 7-9 (Severe): WHY WON’T THEY UNDERSTAND!? Either you stand WITH the GRAND PLAN or AGAINST it, and you are the
only one who can keep them all safe! It is just so frustrating, because they refuse to see the truth! But you will do your job
and will make your friends understand, removing the obstacles that blind them with force if you have to.

Rank 10+ (Extreme): You see yourself as the world’s savior, thereby justifying all of your actions. By this point you can’t keep
yourself from babbling incoherently about the grand conspiracy, desperately seeking to convince others by all means neces-
sary. Your outbursts of violence against perceived threats are frequent enough and usually unprovoked, so odds are you’ll be
confined until you have changed your mind somewhat.

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Evan Theilman (order #31126685)
MODIFIED TRAITS Time heals all wounds, but you have to stay out of trouble
to make the healing stick. At least get in trouble with
Jaded enough Willpower to keep yourself from suffering another
Anomaly Trait (0) breakdown.
Effect: Instead of Testing Insanity to remove Insanity Ranks
at the end of an Episode Arc, you do it at the end of every Because the Test uses Insanity as a pseudo-Attribute, you
Episode in which you have gained any of them. When you lose more Insanity Ranks the more insane you are. It is
remove Insanity Ranks, you remove one less Rank from nor- easy to keep yourself functional at high Insanity- getting
mal, to a minimum of zero. rid of a good three or more Insanity Ranks per Arc is likely
You are largely desensitized to things that others would f nd more than enough to take you back to the game even if
shocking or worse, and you’ve probably had more than your you went over the magic number of 10. The caveat is that
fair share of awful circumstances. Cynicism and a nihilistic it is really hard to lose those last few Insanity Ranks.
outlook on life are obligatory.
Special: You can take this Trait at any time between Epi- The modified Jaded Trait makes it so your character hard-
sodes. It is not compatible with the Enhanced Human Trait. ens pretty quickly to traumatic experiences. It is powerful
enough that you are extremely unlikely to ever stay over
Rank 10 after an Episode ends. But there is a catch: You
will no longer heal naturally over time. Once you have
been hardened - once you have desensitized yourself -
you will keep those last few Insanity Ranks for the rest of
your life.

ATTRITION AND ENERGIZING TERRAIN


The next two Rules Modules add a grittier flavor to the game,
focusing on long term resource management and short term
territorial control. The long term resource management part Usually Mecha are fully repaired between Operations and
is done via a houserule from Battle Century G, reproduced in Pilots also have their stock Genre Points refreshed. The
the sidebar to the right for your convenience. rules of the game are written assuming that you’ll have
one Operation each Episode with everyone at peak ef
The other Module involves PCs fighting enemies over impor- ciency, because you want the game’s challenge to be in
tant Zones of Terrain, called Energizing Terrain. These Zones having tough Enemies, not in the PCs getting weaker over
can be used to repair and resupply Mecha without spending time. But if you want a game that is grittier and gets pro-
Restorations, mitigating the difficulties of long term resource gressively harder, you might want to try this rule.
management.
Mecha don’t restore their Threshold automatically
It is optional, but recommended, to give every PC the new between Operations, only between Episode Arcs. Any re-
Tethered Design Flaw. The new flaw makes PCs reliant on sources with a limited number of uses per Operation use
Energizing Terrain even more and grants 10 more MP, just Episode Arcs instead. Genre Points don’t refresh between
enough to pay for one of the better Restoration Upgrades Episodes, they do between Episode Arcs as well. You get
which everyone is going to need. the idea. Don’t give the PCs Genre whenever they lose a
Threshold Level in combat either, but do give them three
Having at least one Support-oriented Unit is recommended Genre Points at the beginning of each Episode Arc.
as well. The new Support Upgrades can create Energizing
Terrain and make it easier to circumvent the positioning This means One Shot Weapons can only be used once per
complications of the Tethered flaw. Episode Arc without abilities like Resupply to grant more
uses, but Resupply itself can only be used a few precious
The end result is Battle Century G set to Extra Hard dif- times throughout the entire Episode Arc instead of every
ficulty. It works well at making the PCs feel more vulnerable Operation. They can use those resources out of battle, for
and emphasizing the importance of having proper support in example they don’t have to wait until a new combat starts
order to fight a prolonged conflict. to use Jury Rig. The Biological Feature should not be al-
lowed for Player use since it circumvents these complica-
tions altogether.

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Evan Theilman (order #31126685)
NEW TERRAIN
Energizing Terrain
An instance of Energizing Terrain is a concentration of power
related to whatever it is that your giant robots (or equivalent)
are made of. That could mean energy crystals, a node of ley
lines, or a good old fashioned supply cache. Whatever it is, it
can prove to be a vital resource in the middle of a battle.

Energizing Terrain is charged with one Restoration that


any Unit standing on it can use with its own Restoration
Upgrades. After any Unit uses up this Restoration charge, the
instance of Energizing Terrain is now Plain Terrain.

NEW DESIGN FLAW


Tethered
Design Flaw (+10 MP)
Effect: For as long as you are farther than 5 Zones from your
Base Unit or from Energizing Terrain, you lose all benefits
from Tension and each point of Energy you spend deals 1
Damage to yourself.
Your Mecha needs a connection to a source, via physical
cables to feed it power or a wireless link to its carrier unit
keeping all systems functional. Without this link, use of
Element G critically damages the Mecha’s internals, losing
function of individual limbs until none can function anymore.

NEW SUPPORT UPGRADES


Attrition Transpatial Randomizer Table
Energy Distribution
Separate Upgrade (5) Roll Result Support Upgrade
Effect: You and all Allies within Range ignore the drawbacks 01-06 Assisted Targeting
of the Tethered Design Flaw for a Round. That includes taking
07-12 Dividing Field
Damage from spending Energy in order to use this Upgrade.
You scatter a series of emitters around yourself to act as a 13-18 Energy Distribution
relay between nearby allies and a power source, mantaining 19-24 Overcharge
all units functional.
25-30 Remote Hotfix
31-36 Support Fire
Improvised Fortification
Separate Upgrade (10) 37-42 Supply Delivery
Effect: A single Zone turns into Energizing and Defensive Ter- 43-48 Surprise Minefield
rain. When the Restoration charge is used up, the Defensive 49-54 Targeting Disruption
Terrain also fades into Plain terrain.
You deploy a few energy barrier projectors along with some 55-59 Airstrike
supplies for an ally’s benefit. 60-64 Blue Screen Virus
65-69 Cryogenic Blast
70-74 Electromagnetic Detonator
75-79 Ensnaring Trap
80-84 Fire at Will
85-89 Gravity Manipulators
90-94 Improvised Fortification
95-99 Jamming Barrage
00 Any Support Upgrade of your choice.

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Evan Theilman (order #31126685)
CIRCUMSTANCES OF WAR
If your game features a large war fought on many fronts, only one of which the PCs can cover at a time, then the table below
is for you. The table itself is fairly setting-agnostic as long as the war is between humans, or humanlike enough, factions.

Each result in this table is the name of an event, the details of the event itself are explained in next few pages. Some of these
events are circumstances that make things more difficult (like supply shortages or clever enemy plans) while others are just
plot developments that may (or may not) change the course of the war. A few of them are even helpful to the PC Squad! This
way you can use them to plan your next Episode (or Episodes) for you or just read them as inspiration.

The results that affect Operations directly have a Power Rating Modifier next to them. This is so you know just how much
easier or harder they’re making things as a whole and can adjust the Enemy lineup accordingly. All results also have a
Recommended Duration in Episodes. Some of them can take a while to resolve and could need the PCs themselves to fix it,
others shouldn’t last more than one Episode.

Circumstances of War Table

Roll Result Circumstance Name Power Rating Modifier Recommended Duration


01-04 Times are Tough +1 PR per PC. 1 Episode.
05-08 Hack the Planet +1 PR per PC. 1 or 2 Episodes.
09-12 Stovepiped +2 PR per PC. 1 or 2 Episodes.
13-16 Patchwork Fixes +2 PR per PC. 1 or 2 Episodes.
17-20 WHO COMPILED THIS CRAP!? +2 PR per PC. 1 or 2 Episodes.
21-24 Crossed Wires +2 PR per PC. 1 or 2 Episodes.
25-28 Devious Infantry +2 PR. 2 or 3 Episodes.
29-32 DrainVirus.exe +2 PR. 2 or 3 Episodes.
33-36 Forced March -- 1 or 2 Episodes.
37-40 Took a Wrong Turn -- 1 Episode.
41-44 Under the Sea -- 1 Episode.
45-48 Dog Fight -- 1 Episode.
49-52 Who Needs Air Supremacy? -- 1 Episode.
53-56 Forced Assistant -1 PR. 2 or 3 Episodes.
57-60 Favored by Command -6 PR. 2 or 3 Episodes.
61-64 Time to Go -10 PR. 1 or 2 Episodes.
65-68 Supply Grab -1 PR per PC. 1 Episode.
69-72 Dirty Laundry -- 1 Episode.
73-76 Smile for the Camera -- 2 or 3 Episodes.
77-80 In the Navy -- 1 Episode.
81-84 Monsoon Season -- As the plot demands.
85-88 Merry Christmas -- As the plot demands.
89-92 Horrors of War -- As the plot demands.
93-96 Long Live the King -- As the plot demands.
97-00 The Beginning of the End -- As the plot demands.

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Evan Theilman (order #31126685)
Times are Tough DrainVirus.exe
It has been a while since the last time you resupplied, and The enemy is trying out their latest cyber-warfare project.
the exhaustion is evident. There’s shortages of fuel, parts The PC Squad would do well to keep the enemy from com-
and food. You don’t even remember the last time you had a pleting their project before it can be employed en masse.
full night’s sleep. All PCs start the Episode with one less At the beginning of each Round in which Tension is even,
Genre Point. choose one of the PCs. That PC does not regenerate En-
ergy during their next Turn.
Hack the Planet
The enemy is attacking communications systems, satellite Forced March
uplinks and detection or targeting apparatus of the PCs and The campaign has led to supply lines being stretched thin,
their allies. This shutdown is believed to be part of a larger and now conserving and protecting food has become as
offensive, though it is one that is unlikely to involve the PCs. major a priority as fighting off the enemy. Nerves are frayed
While everybody at HQ works on a solution, the PC Squad and tempers are flaring, but you can’t afford to rest right
only gains half benefit from Tension unless the bonus now. Tension starts at 5 instead of 1.
would be of 5 or higher.
Took a Wrong Turn
Stovepiped The PCs made some errors in navigation and let the enemy
Weapons systems have been “upgraded” by “experts” who, commander corner them into a nearly undefensible position.
through faulty engineering, uncompatible software, and Now it is raining after a dry spell and they’re going to have
general incompetence have made things much harder for the to fight uphill to get out of there. All Terrain during this
PCs until the problem is fixed. The PC Squad’s Units have Episode is Difficult, Sliding, or both.
their Might halved.
Under the Sea
Patchwork Fixes Either natural weather patterns or careful ploys by the op-
A series of bad parts, bad mechanics, or just bad deci- position have inundated the lands with water, slowing the
sions have led to numerous shoddy repairs and upgrades of momentum of battle considerably. All Terrain during this
dubious nature and quality on the unit’s machines. The PC Episode is Difficult and every Might Test made with a
Squad’s Units have their Guard halved. Beam Weapon against targets who aren’t flying suffers a
Disadvantage.
WHO COMPILED THIS CRAP!?
There’s a massive bug in standard military software that Dog Fight
somehow made it all the way out to Mecha out in the field. This battle is fought along a mountain range and is entirely
The PC Squad’s Units have their Systems halved. aerial. There is no other way to traverse this territory at a
decent speed, and Units need either some kind of flying
Crossed Wires ability or a Base Unit that can fly in order to participate.
Fumbles in communication led to an overabundance of the Anybody who loses the ability to fly during the Operation
wrong replacement parts for the Players’ Mecha. Entire legs will plummet to their defeat and be left behind.
need to be repurposed and movement OS systems must be
reprogrammed to even let these things move, let alone react Who Needs Air Supremacy?
quickly. The PC Squad’s Units have their Speed halved. Recon units report that recent disappearances of flying
Mecha are owed to a massive mobile array of lasers that
Devious Infantry shoot down anything in sight, and the PCs are ordered to
There’s been a resurgence of opposition in the area from shoot it down. The array is a sitting duck against ground at-
militants and rebels propped up under some no-neck war- tackers, but is heavily guarded. The whole of the battlefield
lord and they will assist whoever the PCs fight next. They is covered in Anti-Air Extreme Terrain.
don’t have any Mecha, but they’ve mined the whole battle-
field with remote detonation bombs and are going to keep Forced Assistant
placing more until forced to retreat. At the beginning of A reporter has been attached to the unit, with one major
each Round in which Tension is odd, choose one of the caveat: they must accompany one of the PCs into battle, and
PCs and turn the Zone they’re in into Extreme Terrain be around the Players at all times until the end of the arc.
for a Round. On the plus side, the PC gets an additional Genre Point
and Genre Power of your choice from this NPC.

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Evan Theilman (order #31126685)
Favored by Command In the Navy
After having re-crunched some numbers, the powers that The Players are being forcibly taken off-duty for a weekend
be no longer find the PC Squad’s force allocations adequate. of rest and recuperation, mere hours before the next huge
Luckily for them, this means they intend to help them out mission.
rather than take away some of their stuff. The PC Squad
now has access to Reinforcements of Level 1. If they al- Monsoon Season
ready had access to Reinforcements, increase their Level Natural disasters have struck multiple countries in an ex-
by 1. tremely short timespan, including the belligerent factions.
Whether or not the PC Squad is redeployed to help with
Time to Go recovery, resources are sure to be strained by the efforts...
An allied ace pilot has decided it’s time to end everything. As well as those of the enemy, providing a rare opportunity
The PC Squad now has access to Reinforcements of Level should the PCs capitalize on it.
3. If they already had access to Reinforcements, replace
them with these. These Reinforcements will alternate Merry Christmas
between using Barrage and the Overwhelm Actions until Through some unclear methods, the belligerent factions
their likely demise. If the PCs can keep this character alive have all agreed to a two-week truce to coincide with a major
through the course of the Operation, they could be talked shared holiday. Give the Players some time for self-reflection,
out of it. interaction, opening letters from home, and, just perhaps,
talking with the enemy.
Supply Grab
A supply convoy or vehicle was ambushed and wrecked Horrors of War
in the middle of No-Man’s Land. During the next combat It’s recently come to light that the civilian casualty toll is
encounter, designate one Zone as the location of the wreck. some three times greater than what either side had re-
The PCs must attempt to secure this wreckage, either by ported. While it is up to you whether this affects the Players’
taking an Action to do so while being on top of the corre- families or friends in any way, this should absolutely color
sponding Zone, or by starting and ending a whole Turn on it. the mood within the unit for at least the remainder of the
When the PCs secure this wreckage, an instant morale arc, or until a new option is rolled which could rival its emo-
boost grants every PC Squad Unit one Genre Point each. tional intensity.

Dirty Laundry Long Live the King


The PC Squad happens to witness how a secret unit belong- The president was targeted for assassination. The attempt
ing to their faction attacked enemy economic centers, indus- failed, but the consequences involve your side of this conflict
trial bases, resourcing operations and military strongholds going in a particularly paranoid direction. Paranoia, purges,
with extreme prejudice. The actual impact on fighting ability nationalist fervor, aggressive changes in tactics - yours or
may be questionable, but the humanitarian collateral is not. theirs - and everything in between are all on the table, here.
The PCs are ordered to pretend they saw nothing. Or else.
The Beginning of the End
Smile for the Camera Somebody on the other side set off a weapon of mass de-
A superior officer, news reporter, military policeman, or struction! It could be nuclear warheads, biological or chemi-
morale officer is on their way to get the ‘real boots on the cal weapons, or even a giant satellite laser. Whatever it was,
ground perspective.’ In other words, they’re going to spy on the PC Squad is going to take part of a large scale Operation
the PC Squad. Command wants everyone on point. Let’s see to guarantee this does not happen again... And if that means
how well that works out. making a desperate push to end the war earlier than previ-
ously thought feasible, so be it.

Results like Forced March and Under the Sea don’t have any Power Rating modifiers attached to them. This is because it is
assumed you’re going to use them fairly and make them hinder the Enemies just as much as it hinders the PCs, while al-
lowing the PCs and their Enemies both to take advantage of the Terrain at the same time.

For example: If you’re using Dog Fight, you should feel free to use Anti-Air Missiles but also allow your Grunts to be de-
stroyed by an Ensnaring Trap, and don’t throw a Boss with Souls Bound by Gravity at the PCs. If you’re using Forced March,
don’t make every single Enemy a Technique user, but you can include some of them.

Depending on how much more benefit the Enemies get from the result you’ve given them, the Power Rating modifier could
go up to +4 PR per PC if you make it hard enough. If you seriously want to use these rules to create a nightmare battle for
the PCs, then use that modifier as a guideline.

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Evan Theilman (order #31126685)
ODDS AND ENDS FOR THE GM Full Transpatial Randomizer Table

This section has some tips for making the best of the last Roll Result Support Upgrade
few Rules Modules as a GM. To the right there is also the Full 01-05 Assisted Targeting
Transpatial Randomizer Table in case you want to combine
the Hardcore Difficulty rules with the Element System. 06-10 Circle of Protection
11-15 Dividing Field
A FEELING OF DREAD 16-20 Energy Distribution
21-25 Overcharge
A game of BCG using the rules for Insanity and Trauma is 26-30 Remote Hotfix
harder for the PCs. They have less Genre Points and take Plot
31-35 Support Fire
Armor Damage from experiencing or witnessing things that
should be relatively common. 36-40 Supply Delivery
41-45 Surprise Minefield
On average, each PC should be gaining 1 Insanity Rank every 46-50 Targeting Disruption
Episode. This is best achieved by mixing and matching the
following methods: 51-55 Airstrike
56-60 Blue Screen Virus
-At least one DN 5 or 10 Willpower Test per Episode. Increase 61-65 Cryogenic Blast
the DN to 15 or 20 starting at Power Level 3.
66-70 Electromagnetic Detonator
-A Willpower Test of DN 15 every two or three Episodes.
Increase the DN to 20 starting at Power Level 3. 71-75 Elemental Amplification
-Give all Enemies the Invasive Feature during Episodes in 76-80 Ensnaring Trap
which you didn’t feature any Willpower Tests.
81-85 Fire at Will
Pacing your Willpower Tests is important. You should start 86-90 Gravity Manipulators
out every Episode Arc hard, shaking things up with some- 91-95 Improvised Fortification
thing traumatic. Then slow down and slowly ramp things up 96-00 Jamming Barrage
on the way to the finale, when you go all out again.

MANAGING ENERGIZING TERRAIN


Every battlefield needs a few Zones of Energizing Terrain in it, and their use is a balancing factor for the difficulty of the game
as a whole. The suggested number of Energizing Terrain Zones per Operation is noted below:

Operation Variables Number of Energizing Terrain Zones


Base number of Enegizing Terrain per battlefield. +5 Zones
For each PC with the Tethered Design Flaw. +1 Zone
For each Enemy with one or more Restoration Upgrades. +1 Zone
If the battlefield is 10x10 Zones or larger. +1 Zone
For each Power Level above 0 of the PC Squad. -1 Zone
For each PC with at least half their Restorations available*. -1 Zone

* If the PC’s Systems Attribute is 0 and they have no Restorations whatsoever, it still counts as a -1.

Example: Taking the base number (5), you have four PCs but only one of them has the Tethered Design Flaw (+1), there are no
Enemies with Restoration Upgrades (+0), the battlefield is 15x20 Zones (+1), the PC Squad has a Power Level of 3 (-3) and two
of them have spent Restorations below half their maximum (-2). You calculate the total (5+1+0+1-3-2=4) and you get a total of
2 Energizing Terrain Zones for this battlefield.

Energizing Terrain can still be used after an Operation ends for as long as it is not spent. This means that, after securing the
battlefield, PCs can stick around to use all remaining Zones of Energizing Terrain with their available Restoration Upgrades.
Since battle itself has already ended, Tension will not continue to increase and instead will stay at whatever number it was
when the PCs achieved victory. This is particularly relevant for Jury Rig users with Power Conversion, who can get a lot of
repair work done between battles thanks to their Energy bonus and the effectiveness of the Jury Rig Upgrade.

72 01:// EXPANDING THE RULES CUSTOMIZING THE EXPERIENCE //:02


Evan Theilman (order #31126685)
The transport craft loitered, gentle and precise, into the Earth Or-
bit, as planned by her crew. Deep within the Gear hangar’s recesses,
Pilot-Underclassman Lonnie Caldon drifted along with it, his tan
limbs hanging as loose and gravity-free as his headphone cables and
black hair tuft.

The cassette tape ground to a halt; he peeled his eyes open, took in
the Earth view through the hangar’s transparent-alumina bay doors.
Just some ten meters away sat the massive blue-metal casing wrapped
around his Gear, occluding maybe forty percent of the view. He
blinked a few times, reached down and hit the rewind button on the
cassette player, almost worn smooth, like all the other buttons and
adjustors. He ran a finger along their surfaces, recalled the various
controls, smoothed and jagged, in his monster. He had been told, of
course, that the Childhood Department did not, nor had it ever seen
fit to grow its Gears from Cryptid samples, but that did little to
assuage his fears, did little to remove the constant, pungent iron-
flesh scent within the cockpit.

The tape finished rewinding with another sharp clack. He let the
song surge through his ears as he closed his eyes again. The song’s
spirit spoke, and Lonnie, with all his soul, sought to believe. Be-
lieve what?

Two sharp knocks sounded from the bulkhead Lonnie rested against.
His eyes snapped open, darted over to the new arrival. “Oh, Cap.”

The Captain - her uniform read ‘Captain-Upperclassman Ellie Rigor’ -


rolled her broad shoulders, pulled her stout, sturdy legs into her
torso as she drifted next to Lonnie. “That song again?”

Lonnie shrugged, “It fits our unit pretty well.”

EXPANDING THE RULES //:01 73


Evan Theilman (order #31126685)
“Yeah, still don’t hear what you mean by that. Still, thanks for
sharing it with me the other day.” She stares at Earth for a good
minute. “You’ve seemed distant these past few days. I mean, excep-
tionally distant, even for you.”

Lonnie let out a small sigh, turned his gaze to the Earth as well.
“You joined the Department when there were still Cryptids around,
right? Did...well, did what you were doing at least seem to make
sense, then?”

“Caldon, we’ve already talked about these orders.”

“No, Cap, that isn’t what I mean --”

“Wagner took something from us, something that we would’ve traded to


them. They killed our boys, and that’s not gonna stand. I know your
family’s got relatives --”

“You know what, fuck all that, ma’am.” Lonnie turned his wide, brown
eyes to the Captain. “I’ve done the training. I know I’m the young-
est Underclassman ever made a pilot, but I did the training. We did
the winter huddles on Verne-2, we kept each other alive on Verne-1.
I’m not going to flush this family on the off chance that some of my
other one is on the wrong side.”

The Captain’s eyes hardened. “You watch yourself when you talk to an
officer, Caldon.”

“I’m sorry, ma’am. I really am. I just meant that...I mean, I signed
up to stop Outsiders and Cryptids. I dunno if I’m ready to -- to be
on Earth, let alone fight humans.”

74 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
Captain Rigor sighed and slapped a reassuring hand against Lonnie’s
shoulder. “Guess what, kid? Nobody’s ever ready for it. Nobody’s ever
ready to fight a Cryptid, either. You just do your damndest, and get
it done. If you fall, we’ll pick you up. We know you’ll do the same.
Just get it done. Just feel lucky you chose to join. Hell, I didn’t
get that choice, I was forced to deal with it.”

“Cap, you really know how to...help without helping,” Lonnie hesi-
tated, almost spoke up again to correct himself, until the Captain
laughed and he allowed himself a smile. Rigor opened her mouth to
speak again, when the lights all shifted to a dull orange and the
klaxon sounded twice. “Looks like we’re in position. You ever done a
combat drop before, Caldon?”

“Only Lunar, ma’am.” He wrapped his headphone cables around the cas-
sette player and shoved off toward the gangway. The Captain joined
him, and the pair floated off towards the ready-room.

“You should be fine. The O-Field will handle pretty much all of the
friction force, so just keep your eye on the alt-indicator so you
know when to slow yourself down. Oh, and if they have any airships,
or flyers that try to stop us? Leave ‘em to me and the XO, we’ve got
our ways. You just focus on landing and getting the mission done.”

“I’ll keep that in mind, cap. Thank you.” Lonnie stopped himself
right at the ready-room door. He snapped off a sharp salute to his
Captain, who returned it, then blinked a few times.

“Do you ever wonder how long you’ll live, Captain?”

“Nah, not worth thinking about. No one lives forever, anyway.” The
two pilots shared a smile, without quite knowing why, and joined
their readying compatriots.
EXPANDING THE RULES //:01 75
Evan Theilman (order #31126685)
03:// Ramping The DifficUlTy
Having trouble challenging your Players? Don’t have time to spend creating enemies? This section has a list of powerful
enemies of every Power Level ready for use in your games. If that is not enough, here are a few dirty tricks to make your
enemies even stronger. Be warned that while these strategies are very much within the rules, they are bordering on unfair
and sort of break their spirit a little. Still, it is preferable to accidentally make things too hard and have to dial down than to
struggle to provide a proper challenge to your PCs, so these tricks are yours to use if you think you could use them.

For Grunts
At a high Power Level, Grunts have enough MP that a PC needs to make the most out of their Genre Powers in order to beat
two optimized Grunts working in tandem. However, the scariest thing you can do with Grunts is use them in swarms of
slightly lower Power Level than that of the PCs.

You don’t need high stats to use debuffing Supports or One-Shots effectively, so you can mix and match them with stronger
Grunts, Rivals or Bosses. Example options for Grunts that run interference are Electromagnetic Detonator, Ensnaring
Trap, Finger Net and Radiation Bomb while Grunts meant for duking it out with the PCs are at best with Weapons like
Pressure Point Attack, Bombardment, Incinerator and Lux Cannon.

In defensive terms, look to Invincible Alloy and Expansion Pack to increase the survivability of all your Grunts to make
them last at least two hits (barring Weapons that do bonus Damage like Rocket Sword or Resonance Cannon) while also
serving all your antimaim needs. If you want another easy bump to endurance, Terrain Specialist is a Disadvantage to all
attacks without much of a drawback against PCs who don’t play around with Extreme Terrain.

What you should not do under any circumstance is use Grunts with Combination Upgrades. If you want to play around with
Combiners, read below...

For Rivals
To make Rivals that are easily comparable to a Boss what you have to do is make two of them, one a regular Rival meant
to fight one or more PCs and another a Universal Component to boost its Attributes and give it an extra Utility Action
every Round. The Component Rival is a steady source of GP with which to spam repeatable Powers like Try Again and I
Don’t Think So, while also Maneuvering every Turn to more or less double the Combined Rival’s Defense.

If you really want to make a single Superboss-tier Enemy, consider either attaching a Universal Component to a Boss or
outright making an Invincible Super Combination. The latter might be too much trouble to be worth it considering that the
former is an absurd power boost to Bosses (we’re talking an easy +7 Defense and access to Powers and Upgrades they usu-
ally don’t get to use like Signature Weapon and Internal Fortification) for minimal effort, but Invincible Super Combination can
be fun to pull once.

Be careful with this last option. All Combiners are extremely powerful and you could accidentally create an invincible foe
when you slap a Rival with Universal Component on top of a Boss of Power Level 4 or above. If you use this strategy, do it
with extreme care and try to stay away from the Boss Upgrades with the most raw power like It Keeps Coming Back and
Caustic Touch.

For Bosses
Replacing Not so Fast with I Don’t Think So or grabbing the Oldtype Feature is very useful for Bosses, making it much
easier to withstand focus fire from optimized, well coordinated squads of PCs. Of all the tricks in this page, this is by far
the least overpowered of the whole lot and is almost necessary against PCs who prioritize offense before everything else.

Only one step above it in the ladder of unfairness is the Parting Shot Power. Most Bosses - and many Rivals for that
matter - have no use for the Live Another Day Power and Parting Shot lets them get one last attack in after being downed, in
case the battle wasn’t over the moment they got beaten.

The ultimate dirty trick to pull on PCs is to use the Unstable Reactor Feature. Not only will the Boss (or Rival) get free
Energy, but they also explode on death taking out with them PCs that were low on Threshold. High Energy and Threshold
builds with Limit Engine are best for exploiting this. This kind of build breaks the spirit of the rules though, so don’t do it
more than once.

76 01:// EXPANDING THE RULES RAMPING THE DIFFICULTY //:03


Evan Theilman (order #31126685)
KNIGHT GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 5 0 0 4 5
1 4 5 5 4 0 4 20
2 5 5 5 4 0 4 45
3 6 6 7 4 0 4 50
4 6 6 8 6 0 6 50
5 8 8 8 6 0 6 50

Abilities

Power Level Upgrades Upgrades Weapons


0 Dueling Blade
1 Absolute Barrier Assassin Blade
2 Duelist Model Nanopaste Skeleton
3
4
5

User’s Guide
The Knight Grunt has a simple battle plan: Engage the PCs and keep them that way. They even have Assassin Blade to make
ganging up against the same PC a viable strategy. They only have moderate Speed and no way to attack beyond a Range of 1,
so they work best in small battlefields or as surprise reinforcements.

Use your Knight Grunts to disrupt PC battle plans by locking down ranged attackers. The PCs will probably intercept with
melee-oriented characters, which is why you use Assassin Blade to overwhelm them. Remember to activate Absolute Barrier
for the maximum amount of Energy available every Turn, except when you need to use Nanopaste Skeleton. Knight Grunts
are some of the most universally useful to have around in your NPC lineups because they’re threatening but straightforward.
They do a good job as annoyances to pester the PCs and keep them from blasting your more important NPCs to smither-
eens.

If you want to make them tougher to kill or don’t feel like having to use Nanopaste Skeleton, you can replace it and Absolute
Barrier with the Squadron Feature, two Custom Defenses and Dispersion Aura. This makes them immune to Maiming, ups
their defense against regular attacks and covers their weakness to Blasts, Bursts and Lines with a very effective barrier they
can share with Allies.

03:// RAMPING THE DIFFICULTY EXPANDING THE RULES //:01 77


Evan Theilman (order #31126685)
ARCHER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 6 4 4 0 3 2 10
1 6 4 4 3 4 2 20
2 6 5 5 3 5 2 35
3 8 5 5 3 5 2 50
4 8 7 7 4 5 2 50
5 9 8 8 5 5 2 50

Abilities

Power Level Upgrades Weapons Weapons


0 Sniper Rifle Assault Rifle
1 Shielding Aura
2 Sniper Model
3 Nanopaste Skeleton
4
5

User’s Guide
Archer Grunts provide excellent support fire for their Allies from long distances. They can pack quite a punch for Grunts,
thanks to their Sniper Rifles, but that requires them to Aim before firing. Otherwise, Assault Rifle is their go-to Weapon of
choice to use. They have little to no movement range, though, so they have to be careful with their positioning.

The average Archer Grunt isn’t much of a threat unless it is combined with Knight and Buffer Grunts. A walking shield that
keeps PCs distracted while the Archer Aims or, even better, the constant benefits of Aim without having to waste a Turn on it
first represent a huge spike in power. Their barriers aren’t very strong, but can be shared with others, which is good to keep
in mind when other Units are taking the hits in their stead.

Possible modifications for your Archer Grunts would be replacing their Sniper Rifle with a more reliable Weapon like the Su-
perheavy Machinegun or the Rail Bazooka. Long range is key to their survivability and usefulness against select targets, and
the ability to inflict Disadvantages or attack in an area can compensate for the loss of raw attack power. Nanopaste Skeleton
and Shielding Aura can be replaced by Squadron, Dispersion Aura and the Electronic Cloaking System to drastically increase
their toughness.

78 01:// EXPANDING THE RULES RAMPING THE DIFFICULTY //:03


Evan Theilman (order #31126685)
LASER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 2 3 1 4 10
1 6 4 4 3 2 4 20
2 6 4 4 4 2 4 20
3 6 4 4 4 2 4 50
4 8 5 5 4 2 5 50
5 8 6 6 4 5 6 50

Abilities

Power Level Upgrades Weapons Weapons


0 Squadron Burnout Edge Point Singularity Projector
1 Dispersion Aura
2 Experimental Reactor Gravity Knuckle Lux Cannon
3
4
5

User’s Guide
Laser Grunts are powerful and can attack in many ways, but are also frail and entirely reliant on their Energy reserves.
They’re what you would call a glass cannon, who can dish out Damage but can’t take much of it. Avoid Withering Terrain like
the plague and you should be good when using them.

The Laser Grunt’s Primary Weapon, at least from Level 2 onwards, is the Lux Cannon. While Lux Cannon is on cooldown, they
use whatever else is more appropriate. They can debuff PCs, knock them around like bowling pins, or even buff the attacks of
their Allies. Having one or two of them around to complement the rest of your NPCs can work well, preferably with someone
who can undo stat-halving in case they eat a debuff to their Energy.

Laser Grunts can be modified by reducing some of their Speed or Systems in exchange for more Energy, which they can then
use to fuel better Active Defenses or even Invincible Alloy - forsaking Squadron and its drawbacks entirely. Their repertoire
of Weapons can work well with the Beam Ripper (to alternate with the Lux Cannon) or the Incinerator and Double Blaster for
a multitarget capability.

03:// RAMPING THE DIFFICULTY EXPANDING THE RULES //:01 79


Evan Theilman (order #31126685)
HYBRID GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 4 0 0 4 10
1 5 5 5 0 0 5 20
2 6 6 6 1 1 5 30
3 8 6 6 2 2 6 35
4 8 6 6 5 3 6 50
5 8 8 8 5 3 6 50

Abilities

Power Level Upgrades Weapons Weapons


0 Squadron Stun Rod Riot Weapon
1 Versatile Model
2 Dispersion Aura
3 Reactive Booster
4 Learning Computer Pressure Point Attack Radiation Bomb
5

User’s Guide
The Hybrid Grunt is like a mini Player Character Unit - well rounded with no obvious weaknesses. They’re a bit fragile and
lack reach before Power Level 2, but after that they make up for it with a good loadout that can supplement the rest of the
NPCs very well. The worst you can say about them is that they lack firepower, but Pressure Point Attack and Radiation Bomb
can make up for that without much problem.

Hybrid Grunts are best used as a distraction. It is useful to think of them as Knight Grunts that can use ranged weapons and
can shield other NPCs. They’re fairly tough to kill for Grunts and two of them can make use of the Paired Attack Action to
guarantee those Pressure Point Attacks land a solid hit. They are best used in conjunction with NPCs that resupply their One
Shots.

Because of their versatility, you can do a lot to them and they will still be useful. Consider dumping some redundant Active
Defenses for more points in Might or Stun Rod and Riot Weapon for other useful One Shots like Great Crusher and Lockdown
Missile. If they will only live for a few Turns, you don’t have to worry about conserving ammo. Just make those hits count.

80 01:// EXPANDING THE RULES RAMPING THE DIFFICULTY //:03


Evan Theilman (order #31126685)
DEFENDER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 2 2 5 2 3 20
1 0 4 4 5 5 4 20
2 0 5 5 5 5 4 40
3 0 6 6 7 5 5 40
4 0 6 6 8 6 6 50
5 0 8 8 8 6 6 50

Abilities

Power Level Upgrades Upgrades


0 Squadron Guardian of Steel
1
2 Dispersion Aura Power Conversion
3
4 Stealth Field
5

User’s Guide
The Defender Grunt is one of the nastiest you can spring on your PC Squad, because they can turn the simplest of Opera-
tions into a puzzle that they have to solve. And the key to said puzzle is how to get rid of the Defender Grunt before the rest
of their Enemies blow them to bits. Just plop one of them in the middle of your back line, where all the fragile glass cannons
are sitting, and Maneuver every Turn to give them a humongous Defense boost.

The natural weakness of this strategy are, of course, high-damage Blasts. Dispersion Aura can mitigate the Damage to their
Allies but Squadron means that the Defender Grunt is still very vulnerable to them. Remember to Maneuver using Systems in
place of Speed when the inevitable Blasts that debuff Speed come down. Also, keep in mind that Stealth Field only applies to
the Defender Grunt, not to the Allies they defend with Guardian of Steel.

The Defender Grunt can make use of an Absolute Barrier, Absorbing Armor, or just plain more Guard and Threshold... The
real question isn’t what to get but what what to give up for any of those. You can sacrifice Power Conversion and the extra
points in Energy, but that means being unable to use Guardian of Steel if your Energy gets reduced. You can sacrifice Sys-
tems and just use Speed to Maneuver, but then you’re more susceptible to Difficult Terrain and their ilk.

03:// RAMPING THE DIFFICULTY EXPANDING THE RULES //:01 81


Evan Theilman (order #31126685)
BARRAGE GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 2 2 1 5 2 25
1 0 2 2 2 5 3 50
2 0 4 5 4 5 4 50
3 0 4 5 4 9 4 50
4 0 4 9 4 9 4 50
5 0 5 10 5 10 4 50

Abilities

Power Level Upgrades Upgrades Upgrades


0 Fire at Will Reload Commander Type
1 Ensnaring Trap
2 Early Warning and Control
3 Surprise Minefield
4
5

User’s Guide
A strong if not very versatile Enemy Grunt. The Barrage Grunt excels at dealing Damage without directly attacking the PCs.
Instead, they do Damage via Fire at Will or Surprise Minefield. The good news is that this kind of attack is impossible to
dodge entirely for most builds, the bad news is that their Damage is below what you can get with most Weapons.

After Power Level 2, they should use Ensnaring Trap and Fire at Will in the same Turn, then Reload to recharge Ensnaring
Trap and follow up with that plus Surprise Minefield. Teams of Barrage Grunts can deal considerable, almost guaranteed
Damage with multiple Fire at Wills aimed at the same PC after an Ensnaring Trap. As one of the squishiest Grunts out there,
they’ll need Knight or Hybrid Grunts to tank for them or a big bad like the Exploder Boss that draws the PC’s attention away.

Losing some points in Threshold in exchange for some Energy can allow the Barrage Grunt to use an Active Defense like the
Absolute Barrier. It would also mean they can use Resupply to refill all their Supports at once. This makes them even more
reliant on Energy to, well, do anything but that was always a problem with them.

82 01:// EXPANDING THE RULES RAMPING THE DIFFICULTY //:03


Evan Theilman (order #31126685)
BUFFER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 2 2 5 2 1 25
1 0 2 2 9 2 1 25
2 0 4 4 9 4 4 25
3 0 5 5 9 5 4 40
4 0 7 6 9 6 4 45
5 0 8 7 10 6 4 50

Abilities

Power Level Upgrades Upgrades Upgrades


0 Assisted Targeting Early Warning and Control Commander Type
1
2
3 Remote Hotfix Overcharge Supply Delivery
4 Support Fire
5 Surprise Minefield

User’s Guide
Nearly useless on their own but extremely powerful when combined with other NPCs, the Buffer Grunt is one of the most
dangerous and difficult to use. Starting from Power Level 1, their vast Energy reserves let them use two Support Upgrades per
Turn without having to spend either of them. This means they can give two users of Shooting Weapons the benefits of the
Aim Action every Turn right there, and after Power Level 3 their utility value just skyrockets.

Between boosting available Energy, resupplying One Shot Weapons, making Weapons Crippling and even fixing Maims in a
pinch there’s very little they can’t do for their team. All in all, Buffer Grunts are one of the easiest ways to make your teams
of other Grunts extremely threatening. They even have Surprise Minefield if they absolutely MUST defend themselves without
relying on a different NPC to take down the PCs.

Regarding modifications, you can give them Slippery Chassis to let them walk away from Duels. If you only intend to use one
of the Support Upgrades (like only using Assisted Targeting or only using Supply Delivery) then you can drop the others in
place of Power Conversion and Absolute Barrier to make them tougher to kill too.

03:// RAMPING THE DIFFICULTY EXPANDING THE RULES //:01 83


Evan Theilman (order #31126685)
DEBUFFER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 3 3 1 3 3 25
1 0 4 4 2 3 3 45
2 0 5 5 2 6 3 50
3 0 5 6 2 8 5 50
4 0 6 9 2 8 5 50
5 0 9 9 2 8 6 50

Abilities

Power Level Upgrades Upgrades Upgrades


0 Ensnaring Trap Commander Type Reload
1 Electromagnetic Detonator Gravity Manipulators
2 Surprise Minefield
3
4
5

User’s Guide
This is a Grunt that the PCs will grow to hate should it appear often enough, because it is a really annoying one. Ensnaring
Trap is universally irritating to every PC, or at least those who don’t want to get blown up. Electromagnetic Detonator is
either vaguely troublesome or crushingly crippling to deal with. Gravity Manipulators don’t look like much but they’re brutal
with special Terrain conditions floating around - particularly Extreme Terrain. They can only use one Support Upgrade each
Turn, but they’re so powerful that it should be all they need.

Debuffer Grunts really need someone that draws fire away from them, because their defenses are average at best. Grunts,
Rivals and Bosses with a focus on Melee engagements are preferable but not obligatory. Users of Guardian of Steel combo
particularly well with them too. Mixed troops with several Debuffer Grunts are one of the easiest ways to ramp up the diffi-
culty of your game, because two of them are all it takes to nerf a PC into a Grunt.

Debuffer Grunts are built with the rare mineral known as explodium and next to useless at actually doing Damage them-
selves. Trading some Guard and Threshold for Energy and Absolute Barrier can give them the survivability they need to en-
dure anything worse than a mean look. The problem with buffing their survivability is that flight-enabled PCs may just figure
out that all they need to do is overpower the other Enemies and then the Debuffer Grunt will have their battle plan reduced
to harsh insults and hurting the PC’s feelings in lieu of actually trying to win. Consider giving them Fire at Will in place of
some Speed to remedy this.

84 01:// EXPANDING THE RULES RAMPING THE DIFFICULTY //:03


Evan Theilman (order #31126685)
SKIRMISHER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 5 4 4 0 0 4 5
1 5 5 4 4 0 4 20
2 5 5 4 4 0 5 45
3 7 6 5 4 0 6 45
4 8 8 5 4 0 7 45
5 9 8 7 4 2 7 50

Abilities

Power Level Upgrades Upgrades Weapons


0 Squadron Boosted Lance
1 Slippery Chassis Reactive Booster
2 Overbooster Skirmisher Frame
3
4
5 Hook Launcher

User’s Guide
Skirmisher Grunts are most defined by their Speed, which allows them to do considerable Damage every Turn with Boost-
ed Lance. They need to make use of that Speed, meaning they need large battlefields and are weak to Speed debuffs. The
Squadron Feature also means they’re vulnerable to Blasts, Bursts and Lines.

The Skirmisher Grunt is hardly worth talking about before Power Level 2 and should be used primarily from then onwards.
They make for good distractions because of all the Damage they do but they don’t play well with other melee-oriented NPCs.
Hook Launcher has great utility value for disrupting Guardian of Steel or Defensive Terrain formations, or even for pulling PCs
into harmful Terrain created by your other NPCs.

If you want to tweak the Skirmisher Grunt, you can start by boosting Speed a little more in place of Guard or Threshold to
make them more of a glass cannon. They won’t live long, but with the Damage they can put out, they won’t need to. For a
more resilient variant, you can ditch the Hook Launcher, Squadron, a point of Might and all two points in Systems to gain 20
MP for Invincible Alloy. This way, you lose a minimum of offense and utility value for a decent boost to your defenses.

03:// RAMPING THE DIFFICULTY EXPANDING THE RULES //:01 85


Evan Theilman (order #31126685)
BLASTER GRUNT
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 4 0 0 4 10
1 6 4 4 3 2 4 20
2 7 5 5 3 3 4 30
3 7 5 5 4 6 6 30
4 9 5 7 4 6 6 30
5 10 5 7 4 6 6 50

Abilities

Power Level Upgrades Weapons Weapons


0 Squadron Kamaitachi Rail Bazooka
1 Reactive Booster Magneburst
2 Expert Support
3
4
5 Artillery Frame

User’s Guide
The Blaster Grunt’s battle plan is to slam the Enemy with area attacks while creating Interference Terrain. They work very
well in tandem with each other and can represent a considerable headache for some PCs... And to their own Allies lacking in
area Weapons. Their other big flaw is that, between Squadron and the use of Interference Terrain as a substitute for Guard, a
good Blast can take out a good chunk of their health pool if not outright kill them.

Magneburst is their best Weapon, the other two are best used only when that is somehow unusable or tactically unviable.
This also means that it is best to use Blaster Grunts starting from Power Level 1 onwards and preferably not at all before
then. As for potential teammates? A whole Squad consisting of nothing but users of Blasts, Bursts or Lines can make for an
interesting Operation. They have Expert Support so they should be fine if you use them sparingly even with other kinds of
Enemies along for the ride.

You can modify the Blaster Grunt to focus on Blasts in place of Magneburst. Charge Cannon and Bombardment are good
replacements for Magneburst and Kamaitachi respectively. You can also lose two points of Might and two points of Systems
for one of Energy, Superior Integration, and Great Crusher. This way you don’t need Squadron and have one more activation
of Reactive Booster each Turn, buffing the Blaster Grunt’s toughness with a small loss in offensive power.

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Evan Theilman (order #31126685)
DUELIST RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 4 4 0 4 50
1 5 5 5 5 0 4 60
2 7 6 6 5 0 5 60
3 7 8 8 5 0 5 60
4 8 8 9 5 0 7 60
5 8 9 9 7 0 8 60

Abilities

Power Level Upgrades Upgrades Weapons Powers


Duelist Model Custom Defense Dueling Blade
0
Extreme Body Custom Defense Boosted Lance
1 Overbooster Believe in Myself
2 Gotta go Fast
3 Mind Over Matter
4 I’m Breaking Through
5 My Defense is Impregnable

User’s Guide
The Duelist Rival is one of the most useful ones you can deploy in your Operations. They’re resilient, have the mobility
needed to get to their targets in time, and hit hard. Just charge in using Gotta go Fast plus the Overbooster and do as much
Damage as you can with Boosted Lance, then use the Dueling Blade afterwards. Do keep in mind that they are best used as
a distraction, using Extreme Body and their Genre Powers aggressively to do as much Damage as possible with their limited
lifespan.

With all that said, versatility is not their strong suit. They only know how to do one thing, and while they do that very well,
you’re wasting your time if you charge straight at another meleeist PC. Aim for their most vulnerable Units, preferably Sup-
port users if there are any. Snipers are the second priority, and anybody who looks like they can take a hit and fight well in
melee is better ignored.

Possible modifications to the Duelist Rival could include a Stun Rod and Great Crusher in place of their current Weapons to
make them better at playing interference. Extreme Body can turn into Pulling Field using a similar logic.

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Evan Theilman (order #31126685)
SNIPER RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 5 4 4 5 4 4 30
1 5 5 5 5 4 4 50
2 5 5 5 5 4 4 50
3 9 9 5 5 4 4 50
4 9 9 9 5 4 4 50
5 10 10 10 5 4 4 50

Abilities

Power Level Upgrades Upgrades Weapons Powers


Commander Type Assisted Targeting Sniper Rifle
0
Early Warning and Control
1 Sniper Model Superheavy Machinegun Believe in Myself
2 My Pain is your Pain
3 I’m Breaking Through
4 My Defense is Impregnable
5 You are Already Dead

User’s Guide
The Sniper Rival is characterized by two things: A very long attack range and a very high attack power. The secret to its
success is the use of Assisted Targeting to buff itself every Turn. It does not spare much MP in the way of defenses other than
with raw Attributes, so its Allies should try to shield it whenever possible.

They can make for a formidable enemy that has both raw strength plus tough defenses. Without proper positioning, however,
they are a sitting duck that duelists will gobble up and spit them out unceremoniously. Superheavy Machinegun gives them
something to do when under Withering Terrain or a similar debuff. Deploy Duelist Rivals or Knight Grunts to give the Sniper
Rival some breathing room and they should get their job done.

If you want to modify the Sniper Rival, you can start with losing some of those 10’s in Attributes plus a little bit of Systems for
more Energy to use Custom Defense with. Trading You are Already Dead for I Cannot be Defeated can often buy the Sniper
Rival another Turn of life to keep shooting, hopefully for more than 5 Damage.

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Evan Theilman (order #31126685)
BEAMSPAM RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 6 5 5 4 2 3 30
1 8 5 5 4 2 3 45
2 8 7 7 4 2 4 45
3 8 10 7 4 3 4 45
4 9 10 9 4 4 4 45
5 9 10 10 4 4 4 65

Abilities

Power Level Upgrades Weapons Weapons Powers


Absorbing Armor Burnout Edge Powered Rifle
0
Absorbing Armor Ground Zero Reactor Overdrive
1 Experimental Reactor My Style is Impetuous
2 Believe in Myself
3 Mind Over Matter
4 My Pain is your Pain
5 Superior Integration I’m Breaking Through

User’s Guide
The Beamspam Rival is a monster of a fighter. They hit hard, they have high defenses, and their Genre Powers support both
things to make them a target that just cannot be ignored. It has two Techniques, both of which are likely to hit more than one
PC when used, so they’re probably going to down at least one PC if they’re not focused on immediately.

All this adds up to make an Enemy that, even with their multiple defensive Genre Powers, is probably going to be priority
target number one when the PCs figure out just how dangerous they are. Your job, therefore, is to add other annoying Ene-
mies that make taking the Beamspam Rival down harder and buy off at least a fourth Turn for them. Director Rivals, Debuffer
Grunts, or Striker Bosses all make good teammates.

You can give the Beamspam Rival different Weapons like Incinerator and Double Blaster in place of the Techniques and
replace My Style is Impetuous with I Cannot be Defeated. This trades offense for defense, but paradoxically means you may
accidentally hurt yourself. Whatever you do, keep Mind Over Matter because you need to keep those debuffs away.

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Evan Theilman (order #31126685)
BESTIAL RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 4 4 0 4 50
1 4 4 4 4 0 4 80
2 5 5 5 5 0 4 90
3 7 6 6 5 0 4 90
4 9 7 7 5 0 4 90
5 9 9 9 5 0 4 90

Abilities

Power Level Upgrades Upgrades Upgrades Powers


0 The Beast Expansion Pack Absolute Barrier
1 Limit Engine Antigravity I Cannot be Defeated
2 Overbooster My Defense is Impregnable
3 I am your Opponent
4 Mind Over Matter
5 Can’t let you do That

User’s Guide
The Bestial Rival is, quite possibly, the strongest member of their Squad. They start off strong and only get stronger after
that, becoming an unstoppable monster if they can hold themselves together at their last Level of Threshold. Overbooster
and Antigravity add a way to get around harmful Terrain and reach their targets quickly. Their Powers are all defensive in
nature, with some of them even intended for use in protecting Allies. Its primary means of attack is CQC, and they should try
to always be in a Duel with someone else.

The weakness of the Bestial Rival is that, if ignored, it is only a moderate threat instead of the terrifying nightmare that it
becomes once it has lost a few Threshold Levels. Paradoxically, it is also weak to focus fire, and it is possible for a team of
coordinated PCs who know what’s coming to make the Bestial Rival go boom before it gets to use its buffed up Absolute Bar-
rier. A Squad of mixed troops is the best course of action to prevent either scenario from happening, with other meleeists to
draw away fire and support Mecha to protect with Genre Powers.

You could add Pulling Field in place of the Mobility Upgrades and Invincible Alloy in place of Expansion Pack, adding some
more Attributes here and there. This makes the Bestial Rival less capable of choosing its target, but said target won’t be able
to take its eyes away from it.

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Evan Theilman (order #31126685)
ARTILLERY RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 4 4 0 4 50
1 4 4 4 4 0 4 80
2 5 5 5 5 4 4 80
3 9 5 5 5 4 4 80
4 9 9 5 5 4 4 80
5 9 9 9 5 4 4 80

Abilities

Power Level Upgrades Upgrades Weapons Weapons Powers


Custom Defense Invincible Alloy Whirlwind Attack Rail Bazooka
0
Custom Defense Finger Net Bombardment
1 Artillery Frame Expert Support My Style is Impetuous
2 My Defense is Impregnable
3 I’m Breaking Through
4 I Cannot be Defeated
5 Twin Strike

User’s Guide
Few things make the PCs break formation like a good Artillery Rival. Expert Support and Artillery Frame combine very well
to let its Blast Weapons have a huge radius while minimizing just how much they can hurt Allied NPCs. Custom Defense and
Invincible Alloy add considerable survivability to what would otherwise be a very frail build... But they still need somebody to
tank for them, mostly because otherwise they’ll end up shooting at just one target and more or less wasting their talents.

The opening move of the Artillery Rival should be Rail Bazooka, followed by Bombardment (with My Style is Impetuous), then
another use of Rail Bazooka. After three Turns, odds are there will be one or more enemies in melee range, which is when
it should use its Twin Strike combo of Finger Net into Whirlwind Attack. Debuffer Grunts with Gravity Manipulators to keep
duelists Disengaged are ideal Squadmates.

You can also add Slippery Chassis and Expert Support in place of some Attribute points to do this without Ally backup. Other
Weapons that can work well when used as part of a Twin Strike combo are the Great Crusher, Radiation Bomb and Super-
heavy Machinegun.

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Evan Theilman (order #31126685)
TECHNICIAN RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 5 5 5 4 0 5 30
1 9 5 5 4 0 5 30
2 9 5 5 4 0 5 60
3 9 5 5 4 0 5 90
4 9 6 6 7 0 5 90
5 9 8 8 7 0 5 90

Abilities

Power Level Upgrades Upgrades Weapons Weapons Powers


0 Defensive Technician Master Technician Zweihander Missile Massacre
1 My Style is Impetuous
2 Limit Engine Absolute Barrier Believe in Myself
3 Invincible Alloy Antigravity I Cannot be Defeated
4 Pierce the Heavens
5 I am Helping!

User’s Guide
The Technician Rival is similar to the Bestial Rival, but more dependent on Energy and less reliant on getting beat up before
it can start putting the hurt on the PCs. It should open up with My Style is Impetuous and Pierce the Heavens if it is available,
then charging towards the same PC and engage them until one of either duelist is defeated.

A proper Technician always uses both of its namesake Upgrades, prioritizing Master Technician if energy constraints force
them to only use one. Its Powers are to be used aggressively, because a competent Squad of PCs will try to destroy this jerk
before its Technique spam turns unbearable.

If you’d like to modify the Technician Rival, you can start by giving it Mind Over Matter so that it won’t roll over and die when
an Electromagnetic Detonator comes its way. Antigravity keeps the Technician Rival safe from Extreme Terrain, which hurts
quite a bit when Limit Engine is going into Overdrive, but you can trade it for Versatile Model if you’d like a little more offense.

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Evan Theilman (order #31126685)
CONTROLLER RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 5 3 2 4 3 60
1 0 5 5 5 5 4 60
2 0 5 5 5 9 4 60
3 0 5 5 5 10 4 80
4 0 5 9 5 10 4 80
5 0 5 10 5 10 4 100

Abilities

Power Level Upgrades Upgrades Weapons Powers


Expansion Pack Fire at Will
0 Resupply Ensnaring Trap
Commander Type
1 Dont Give Up
2 The Tacticool Approach
Stumbling Fists Style
3 Electronic Cloaking System Take Cover!
Electrosapper Pods
4 This is my Battlefield
5 Airstrike Cryogenic Blast I Cannot be Defeated

User’s Guide
The Controller Rival is one of the most annoying Enemies you can make your PCs face. What they do is deal Damage with-
out needing to Test Might first or spread debuffs among the PCs, but they can use their Weapons to defend themselves in a
pinch. Electronic Cloaking System makes them hard to hit and Take Cover! compensates for its weakness.

The Controller Rival starts out with three shots of the Ensnaring Trap plus Fire at Will combo at Power Level 0 and only gets
stronger from there. This is my Battlefield can create Extreme Terrain to make this combo even deadlier. Cryogenic Blast and
Airstrike make better opening moves though, if they’re available.

You can build a sturdier Controller Rival by replacing Electronic Cloaking System with Absolute Barrier and its Weapons with
Power Conversion. The Tacticool Approach is no longer a good Power option to take then, so you can replace it with Mind
Over Matter to help yourself and other Allies against enemy debuffs. You can also take Antigravity in place of another Sup-
port Upgrade, like Airstrike, to resist the harmful instances of Terrain you will be creating.

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Evan Theilman (order #31126685)
DIRECTOR RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 4 4 5 5 4 40
1 0 4 4 5 5 4 70
2 0 5 5 5 5 4 90
3 0 6 5 6 7 5 90
4 0 8 5 8 7 5 90
5 0 9 7 8 8 5 90

Abilities

Power Level Upgrades Upgrades Upgrades Powers


Commander Type Assisted Targeting Surprise Minefield
0
Early Warning and Control Remote Hotfix Supply Delivery
1 Power Conversion Organic Barrier Jury Rig I’ll Patch you Up
2 Invincible Alloy Dont Give Up
3 Believe in Myself
4 I Cannot be Defeated
5 Take Cover!

User’s Guide
The one thing worse than an Enemy who is really hard to kill is an Enemy that is always being healed. The Director Rival is,
you guessed it, the jerk responsible for keeping that Enemy healed. Armed with a series of buffs on top of its Threshold res-
toration skills, the Director Rival can distribute over 60 Threshold points with as little as four Actions and four Genre Points.
Doing this is far from ideal, because distributing uses of Assisted Targeting and Supply Delivery to Allies takes priority... But it
is nice to know you have that much extra HP to give out if you need it.

You should be using one Support Upgrade every Turn with Commander Type and then either spend your Action using Jury
Rig, Maneuvering, or another Support if you have another 4 Energy available to restore it after use. Organic Barrier is your
Energy sink whenever you don’t have anything else to use it on or whenever you’re threatened. Who knows, you may just end
up banking 15 Energy or so into a single Turn’s Jury Rig for 30 Threshold with a Genre Point.

The Director Rival is a not a build that leaves much room for changing things around. Absolute Barrier makes you more dura-
ble, Support Fire works better with duelist Allies and Mind Over Matter makes the whole Squad immune to Attribute debuffs
and to Maiming. They’re small changes, but you might just find something that makes the NPC work much better for you.

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Evan Theilman (order #31126685)
SHIELD RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 0 4 4 5 4 5 40
1 0 5 5 5 5 5 55
2 0 5 5 9 5 5 55
3 0 5 5 9 9 5 55
4 0 5 9 9 9 5 55
5 0 5 10 9 10 5 60

Abilities

Power Level Upgrades Upgrades Weapons Powers


Guardian of Steel Absorbing Armor
0
Stealth Field Absorbing Armor
1 Nanopaste Skeleton Mind Over Matter
2 Come at me Bro
3 Take Cover!
4 I am your Opponent
5 Stumbling Fists Style Believe in Myself

User’s Guide
Of all the Enemy NPCs in this section, probably none come close to the Shield Rival in terms of changing the flow of battle
and forcing PCs to adapt to them. A Shield Rival simply parks itself around a bunch of Enemies and grants them up to 10
Defense points every Turn. Naturally, it has a selection of Genre Powers to protect itself and its allies plus a lot of Threshold,
an Active Defense, and Stealth Field to stick around.

Mind Over Matter lets the Shield Rival defend itself from the debuffs that otherwise would cripple it and Take Cover! protects
it and its Allies from extreme area of effect attacks. It has basically only one weakness, and that is forced movement. There
is nothing it can do to prevent Gravity Manipulators and their ilk from making its efforts useless. On the other hand, it means
that any PC Squad who doesn’t have access to those is going to have to overpower the Shield Rival somehow. Be careful, you
do not want to accidentally make the Operation impossible.

The Shield Rival is not one you can change much about. You could trade Stealth Field, Stumbling Fists Style and some Speed
Points for some points in Guard to make them even bulkier. Nanopaste Skeleton can be replaced with Invincible Alloy for a
similar reason as well.

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Evan Theilman (order #31126685)
COMPONENT RIVAL
Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 4 4 4 4 40
1 5 5 5 5 5 5 40
2 6 6 6 5 6 6 40
3 6 8 8 5 6 6 40
4 6 8 8 5 8 8 40
5 9 8 8 6 8 8 40

Abilities

Power Level Upgrades Upgrades Upgrades Powers


0 Universal Component Stealth Field
1 Mind Over Matter
2 Lightspeed Assault
3 Believe in Myself
4 I Cannot be Defeated
5 Dont Give Up

User’s Guide
The Component Rival is one of the most deceptively powerful Enemies in this section. Just choose another Rival and make
them combine. The result will be the same Unit as before but with a truckload more Genre Points (and Powers) and a huge
boost to its Defense from the constant Maneuvering with Stealth Field on. Combined Rivals can be even stronger than Bosses
in some circumstances.

Good partners for the Component Rival include the Duelist, Sniper, or Beamspam Rivals due to their straightforward nature.
Bestial Rivals might be too difficult to harm to effectively attract enemy fire, but Technicians work pretty well. You can attach
a Universal Component to a Boss, but this creates a nasty Enemy only to be used against experienced Players who know
what they’re doing.

Component Rivals are best when their Attributes are tailored to a particular partner. Raise some Attributes, lower others,
and make it so they average into something that works for you. Remember to increase Might, Guard, Systems and Speed by 1
point afterwards. Mind Over Matter is the most useful Genre Power to a combiner, because their Defense bonus from Maneu-
vering is the key to their survivability.

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Evan Theilman (order #31126685)
SPEEDSTER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 5 6 7 0 5 6
1 5 6 7 5 5 6
2 5 6 7 5 5 8
3 5 7 8 5 5 8
4 5 8 8 6 5 8
5 5 8 9 7 5 8

Abilities

Power Level Powers Upgrades Weapons Features


0 You are too Slow Needle Storm Oldtype
1 Three Times Faster
2 Terrifying Attack
3 Useless!
4 Rules of Nature
5 The Ultimate Shield

User’s Guide
The Speedster is like a red comet, designed around the Three Times Faster Upgrade and using it to single out a PC to cripple
them with Needle Storm and beat them one by one. Power Levels 2 and 3 don’t offer a lot to this Boss, but Levels 4 and 5 are
a tremendous boost in allowing them to easily overpower any singular PC at a given time.

Save You are too Slow for attacks that are either likely to miss when forced to reroll or when positioning is key, such as when
a PC just Engaged you. Aim for the PC who is most like a glass cannon to weaken them with Needle Storm and Rules of Na-
ture. Keep Useless! active at all times unless you’re being actively ignored, for whatever reason.

The most customizable aspect of the Speedster Boss is its Weapon selection. Merge and Antimatter Shot hit harder and
could do an even better job of keeping the Boss alive. Marked for Death can be a decent alternative to Useless! if there are
more Enemies around, especially if you have The Ultimate Shield available to mitigate the extra heat that it will attract.

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Evan Theilman (order #31126685)
TENTACLE BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 6 6 6 0 6 5
1 6 6 8 0 6 5
2 8 6 8 0 6 5
3 8 6 8 0 8 5
4 8 6 9 0 8 6
5 9 7 9 0 8 6

Abilities

Power Level Powers Upgrades Weapons Features


0 I Believe This is Yours Tentacle Lash Oldtype
1 It Keeps Coming Back
2 Whirling Death
3 I Believe This is Yours
4 Caustic Touch
5 Colossus

User’s Guide
The Tentacle Boss has a very simple concept that is no less deadly in its execution than more complex ones. The idea is to
attack as many PCs every Turn as humanly (or inhumanly, as the case may be) possible. Use Whirling Death whenever it is
available and Tentacle Lash while it is on cooldown.

If you’re of at least Power Level 4, try to save your Genre Points until after losing at least one Threshold Level to make sure
your attacks get to benefit from Caustic Touch. At Power Level 5 the reach of your Bursts will be humongous and Oldtype
should keep you alive long enough to spread chaos and disorder for a good while. What is especially good about this ap-
proach to mass attacks is that Bursts don’t cause friendly fire, so you can use Knight or Hybrid Grunts to keep PCs in place.

Good alternate Powers for a Tentacle Boss Colossus include You are too Slow and Useless! to let you reposition and stall as
long as possible while your large body deals its extra Damage. Souls Bound by Gravity can have a similar effect, as could the
Flyer Feature. Just be careful about that last one, as being the target of an Ensnaring Trap will render you immobile.

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Evan Theilman (order #31126685)
MEGAPARTICLE BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 5 7 8 4 0 4
1 6 7 8 5 0 5
2 7 8 8 5 0 5
3 7 8 9 5 0 6
4 8 8 9 5 0 7
5 8 9 9 6 0 7

Abilities

Power Level Powers Upgrades Weapons Features


0 Behold my True Power Overfreeze Oldtype
1 Power of Despair
2 Ultrabeam Cannon
3 Useless!
4 It Keeps Coming Back
5 Energy Drain

User’s Guide
The Megaparticle Boss is one of the most brutal Enemies you can unleash on your PCs. Overfreeze and Ultrabeam Cannon
are going to hit really hard once Power of Despair kicks in. Until Power Level 3, when you unlock Useless!, you don’t have
much else to do with your Genre Points though, so you will be bit frail.

Power Levels 3 and 4 help a bit with the durability issue, but it is Power Level 5 that makes you a complete powerhouse. Not
only does that cripple one PC out of their Energy reserves, but it also makes Power of Despair exceedingly strong... Moreso
with Behold my True Power. Just be careful around Electromagnetic Detonators, they can make you accidentally blow yourself
up if you’re not careful.

You can tweak the order in which you gain the Powers and Weapons to trade raw power for reliable endurance. Nanoskin
Shell can be a good replacement to It Keeps Coming Back against PC Squads with Electromagnetic Detonator users as well.

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Evan Theilman (order #31126685)
EXPLODER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 4 4 5 0 10 4
1 4 5 6 0 10 4
2 4 6 7 2 10 4
3 4 7 8 2 10 4
4 4 8 9 2 10 4
5 4 9 9 4 10 4

Abilities

Power Level Powers Upgrades Weapons Features


0 Catch me if you Can Technoleeches Oldtype
1 Bullet Hell
2 Suicide Swarm
3 Useless!
4 Eye for an Eye
5 The Ultimate Shield

User’s Guide
The Exploder Boss is one of the trickiest to use right. You have to try and get as many PCs within the range of your Bullet
Hell as possible, meaning you want to use Suicide Swarm when you’re in the middle of their bunch and Technoleeches plus
Useless! the rest of the time.

Because of your nature as a a time bomb against yourself, you should have a few other buddies around - preferably snipers
of some kind. If you can take out one or two PCs with the large amounts of Damage you do, your job with the Exploder Boss
is pretty much done. Eye for an Eye is your best option to finish off that second PC.

If you’re fine with an even more suicidal Exploder Boss, you could add Die for Me! in place of Useless! Perhaps replace Catch
me if you Can with You are too Slow for a slightly more defensive build. Ultimate Bomb can be an useful replacement for
Technoleeches if you think you’ll be having trouble catching up to the PCs.

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Evan Theilman (order #31126685)
TEMPO BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 0 7 9 6 0 3
1 0 8 9 7 0 3
2 0 8 10 7 0 4
3 0 9 10 7 0 4
4 0 10 10 8 0 4
5 0 10 10 10 0 4

Abilities

Power Level Powers Upgrades Weapons Features


0 Behold my True Power Final Beam Oldtype
1 We are Many
2 Assimilation Sweep
3 I Accept your Offering
4 Nanoskin Shell
5 The Ultimate Shield

Repair Drone

Might Guard Threshold Energy Systems Speed Upgrades


0 4 4 4 4 0 Jury Rig

User’s Guide
The Tempo Boss is a very big Damage sponge that continuously blows up the whole of the battlefield, including itself, and
is designed to outlast you. That’s the short version. the long version is that it alternates between charging its overpowered
laser, firing it, and cooling down afterwards... With some short interrupts every now and then to use Assimilation Sweep if
there’s a need for it. An Operation with a Tempo Boss has its own rhythm and PCs would do well to adapt themselves to it,
lest the Final Beam destroy them.

The trick that makes the Tempo Boss work is that it spawns Repair Drones as it loses Threshold Levels. These Repair Drones
will use Jury Rig to (hopefully) restore the 16 Threshold points they can afford with 4 Energy and 4 Systems. But 16 is not
enough, the Tempo Boss must use I Accept your Offering to sacrifice more of them and, hopefully, raise that number over 20.
Behold my True Power must be used before every firing of the Final Beam, no matter how much it will hurt to yourself.

Modifications to the Tempo Boss could start with Tyrant of Lost Souls in place of The Ultimate Shield. The Threshold it re-
stores probably won’t even come remotely close to the amount of Damage that the barrier would prevent, but it does extra
Damage and discourages focusing on other Enemies first. That will not Work Again can be a good replacement to I Accept
your Offering, as the Tempo Boss is tanky enough to restore some Threshold points out of it.

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Evan Theilman (order #31126685)
BOMBARDIER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 7 5 5 0 6 6
1 7 5 5 0 6 8
2 7 7 5 0 6 8
3 7 7 7 0 6 8
4 7 7 7 5 6 8
5 7 7 7 5 6 10

Abilities

Power Level Powers Upgrades Weapons Features


0 You are too Slow Ultimate Bomb Oldtype
1 Three Times Faster
2 Needle Storm
3 That will not Work Again
4 Phantom Predator
5 Hypersonic Striker

User’s Guide
The Bombardier Boss is one of the nastiest Bosses in this rogue’s gallery... But only after reaching Power Level 5. That’s
because it is designed around Ultimate Bomb, and that’s the kind of Weapon that really needs something like Hypersonic
Striker to get the most out of it. The plan is to spam Ultimate Bomb on the PCs while running away, which could very well last
forever unless there are limitations regarding battlefield size.

As if its mobility and reach weren’t enough, it has Phantom Predator to bump up its Defense and That will not Work Again to
drastically reduce the effectiveness of the few Weapons that can reliably target it. You can use the Bombardier Boss before
Power Level 5 and reposition using Genre Powers, but it is not as effective.

If you’d like to tweak the Bombardier Boss, you could replace Phantom Predator and Ultimate Bomb with Assimilation Sweep
and It Keeps Coming Back. This makes it even more durable assuming it can Boost away to regenerate safely, but consider-
ably less lethal to fight. Be careful using the Bombardier Boss, it is easy to accidentally design an unwinnable Operation with
it. If your PCs don’t have ways to lock down the Bombardier Boss or to trivialize its movement range with Speed debuffs,
Gravity Manipulators or Portal Generator, then keep the size of the battlefield down to 20x20 or under.

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Evan Theilman (order #31126685)
STRIKER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 7 6 6 0 0 7
1 7 6 8 0 0 7
2 8 6 8 0 1 8
3 8 8 8 0 1 8
4 8 8 8 5 1 8
5 8 8 8 6 4 8

Abilities

Power Level Powers Upgrades Weapons Features


0 Useless! Constrict Oldtype
1 Bloodlust
2 Whirling Death
3 You are too Slow
4 Afterimages
5 Aura of Misfortune

User’s Guide
The Striker Boss is the meaner, bigger brother of the Duelist Rival and Knight Grunt. It is as straightforward as the rest of the
family, charging into the fray and locking down and kicking the ass of one PC at a time until they’ve all been defeated. The
big difference between it and its siblings is that the Striker Boss is much harder to kill and its Capstone is much more danger-
ous than Extreme Body.

Power Level 5 is when this Boss really takes off, because Aura of Misfortune makes each Disadvantage from Afterimages and
You are too Slow that much stronger. Constrict works well with Bloodlust, but Whirling Death is a superior option if you’ve got
more than one PC within range.

You could replace Afterimages with Caustic Touch and Aura of Misfortune with The Ultimate Shield, this makes you even
more lethal though you lose the ability to make most PC Weapons malfunction. Merge and Terrifying Attack are viable op-
tions for this alternate build, if really like the brute force approach.

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Evan Theilman (order #31126685)
OVERLORD BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 8 6 7 0 0 5
1 8 8 7 0 0 5
2 9 8 7 0 3 5
3 9 8 8 0 4 5
4 9 9 9 0 4 5
5 10 9 9 0 5 5

Abilities

Power Level Powers Upgrades Weapons Features


0 You are in my Sights Needle Storm Oldtype
1 We are Many
2 Antimatter Shot
3 Make my Monster Grow
4 Portable Battlefield
5 My Final Masterpiece

Sniper Drone

Might Guard Threshold Energy Systems Speed Upgrades Weapons


6 4 4 0 1 2 Squadron Sniper Rifle

Defender Masterpiece

Might Guard Threshold Energy Systems Speed Upgrade 1 Upgrade 2 Upgrade 3


0 9 9 5 0 9 Guardian of Steel Internal Fortification Stealth Field

User’s Guide
As the name implies, the Overlord Boss is a commander of vast armies... An army of seven Grunts. Look, the rest of their
forces were defeated before the PCs got to them, alright? Point is, this is a Boss unlike most others because it is not that
much of a threat by itself. The Drones it spawns, however, can pack quite a punch when they use Paired Attack and are
buffed by You are in my Sights. The Overlord Boss itself can do some decent Damage when it buffs itself, but it is not as
much as its six minions can dish out.

But the real star of the show is the Defender Masterpiece. Unless you have additional Grunts around the battlefield (which
you probably should have), you have only two uses of Make my Monster Grow... One of which should go to your Masterpiece
when it is about to be defeated. After that, not only will the reach of its Maneuvering have increased considerably, but it will
also hurt any PCs trying to fight the Boss or the Drones in melee.

You could try reversing the setup between the Drones and the Masterpiece. That means making the former the shields that
Maneuver to share Defense bonuses the old fashioned way and the Masterpiece the glass cannon that can assassinate PCs
with little difficulty.

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Evan Theilman (order #31126685)
LEECH BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 3 6 7 5 5 5
1 3 7 8 5 5 5
2 3 7 9 6 5 5
3 3 8 9 7 5 5
4 6 8 9 7 5 5
5 7 8 9 8 5 5

Abilities

Power Level Powers Upgrades Weapons Features


0 Useless! Assimilation Sweep Oldtype
1 Overheating Field
2 Technoleeches
3 Souls Bound by Gravity
4 Portable Battlefield
5 All Becomes Dust

User’s Guide
The Leech Boss is not much of a fighter, it is more of an obstacle that moves around and drains Energy. Use it alongside
strong Grunts or Rivals, because by itself it is mostly just an annoyance that happens to deal Damage sometimes. Good ideas
include the Beamspam or Technician Rivals, who can exert consistent pressure on PCs. Its ability to alter the battlefield is
barely a nuisance without others to benefit from the Defensive Terrain, after all.

The Leech Boss should just skip the Power Levels between 1 and 5 unless you want a breather Boss. Power Level 1 is the
‘base’ that makes it a relatively sturdy debuffer, while Power Level 5 is the one in which it becomes a halfway competent
combatant. All Becomes Dust is very strong when combined with Souls Bound by Gravity, moreso with an Assimilation Sweep
thrown in for good measure. Technoleeches are fine to use while Assimilation Sweep is on cooldown.

You can modify the Leech Boss to be more like its Tempo Boss cousin. That would mean using Final Beam in place of other
Weapons while its passive Upgrades make it much harder to win the Damage race against it.

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Evan Theilman (order #31126685)
ANNOYER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 6 6 7 0 5 5
1 6 6 7 5 5 5
2 8 6 7 5 5 5
3 8 8 7 5 5 5
4 9 8 7 5 6 5
5 9 9 7 5 6 6

Abilities

Power Level Powers Upgrades Weapons Features


0 Marked for Death Needle Storm Oldtype
1 Phantom Predator
2 Terrifying Attack
3 Behold my True Power
4 Overheating Field
5 Possession

User’s Guide
True to its name, this is another Boss that is not going to win any prizes for making things simple on the PCs. Its general
tactics are to pick one PC and weaken them then Maneuver with Phantom Predator to make itself really hard to hit. At Power
Level 5, the Annoyer Boss gains the Possession Capstone which is what really makes its name. With Possession in the mix, the
Annoyer Boss can force one PC into a losing fight while making another beat up its own friends.

The effectiveness of the Annoyer Boss spikes dramatically when there are one or more Units with The Beast in the PC Squad
to Possess. Without those around, you’re probably better off using another Boss instead. Otherwise, its best Power Level is 1
and you should stick to those unless you want a Boss with low attack power that isn’t much more than a distraction.

Alternative builds for the Annoyer Boss can make use of other passive Upgrades in place of Overheating Field like Portable
Battlefield or Bullet Hell to mess with PC tactics. We are Many using Grunts that have a high attack power but low defenses
can complement its skillset nicely as well.

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Evan Theilman (order #31126685)
TRENCH WARFARE
Overview Tactics

This Operation places the Squad of PCs in a precarious The Enemies are sitting in the Zones most safe from bom-
position. They must cross a long gulf of Difficult Terrain while bardment and the Command Unit can snipe comfortably
under fire to reach the Enemy on the other side. Said Enemy from their position. They should be in no hurry to try and
sits comfortably on top of Defensive Terrain and will do their change the status quo, either. The whole plan revolves
absolute best to kick the PCs out of any defensible positions around the Attack Turrets, which should cover as much of
they’re in. the battlefield around the PCs in Extreme Terrain as possible.
Even when the PCs are hunkering within Defensive Terrain,
In terms of flavor, the most important thing about this Op- you should lay waste to the area and let the Laser Grunts
eration is how stacked the odds are against the PCs. It works push them out of it.
best as an ambush from a savvy commander or as a des-
perate charge against a well-defended stronghold. A waste- Speaking of them, the Laser Grunts also have a key role in
land without much in the way of cover makes a pretty good this strategy. Their job is to push PCs out of Defensive Ter-
battlefield for this Operation, as does charging into a fortified rain with Gravity-based Weapons and use Burnout Edge or
mountainside. Lux Cannon afterwards to cripple them.

The Enemy Grunts have Graviton Guns and Gravity Knuck- Last but not least, the Command Unit is the Enemy Squad’s
les, but a different kind of technology that can knock giant weak spot in their defenses. They have little in the way of
robots around is an acceptable alternative if your setting protection but it is effective in its simplicity - they are really,
doesn’t have that tech level. really far away from the PCs. They should aim for whoever
can get around this protection, this can mean speedsters
How it Works capable of closing the distance quickly or snipers trying to
beat them at their own game.
The whole of the Battlefield, except for the Zones marked as
Defensive Terrain, are considered Difficult Terrain. The PCs Tweaking the Operation
start in Defensive Terrain between 15 and 20 Zones away
from the Enemy’s Command Unit. The rest of the Enemy This Operation is balanced around a Squad with 4 PCs of
forces are divided in two camps, with each one of them at least Power Level 1, but preferably higher. Two Artillery
placed in Defensive Terrain as well. These camps can be to Turrets are the equivalent of a Grunt NPC of the same Power
the side of the direct path between the PCs and the Com- Level and you can add or remove Turrets or Grunts as you
mand Unit or one right in front of the other, forming two see fit. A greater diversity of Grunts to go with their numbers
barriers for the PCs to break through. can make things considerably harder for the PCs - Debuffer
Grunts in particular complement the existing ones very well.
The Enemy Command Unit is a Sniper Rival, able to shoot
from 18 Zones away for a lot of damage, but vulnerable once You can add more Defensive Terrain between the Enemy
forced into a direct battle. Each of the other two Enemy camps and the PCs to make getting around the battlefield
camps consist of two modified Laser Grunts plus two Attack easier.
Turrets each. The Attack Turrets have two attack modes. The
first is a Blast that creates Extreme Terrain, but cannot fire This Operation works well in games using the Attrition rules
into Defensive Terrain. The second is an anti-air precision Module. Just stack an instance of Energizing Terrain on top
attack that ruins the day of anybody who dares to try and fly of the Defensive Terrain for each Enemy camp. You can add
over all that Difficult and Extreme Terrain everywhere. The a Director Rival to one or more camps to go with it, if you’d
rules data for both Units is described in the next page. like to make the PCs have to fight over that resource.

The Victory condition for this Operation is to defeat the


Enemy Command Unit or to defeat all other Units. Once the
Command Unit is shot down or forced to retreat, all other
Enemies will begin to Boost during their Turns trying to re-
treat to safety - the Turrets will just cease to function when
left on their own. Should the PCs have captured the Com-
mander via Suppression, the rest of the Enemies will sur-
render instead. If all other Units are defeated, the Command
Unit simply retreats.

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Evan Theilman (order #31126685)
ATTACK TURRET
Attributes

Power Level Might Guard Threshold Energy Systems Speed


0 5 0 0 0 4 0
1 5 5 0 0 4 0
2 5 5 5 0 4 0
3 7 5 5 0 4 0
4 9 5 5 0 4 0
5 10 5 5 0 5 0

Abilities

Power Level Feature Weapon 1 Weapon 2


All Immobile Attacker* Artillery Fire** Anti-Air Fire***

*Immobile Attacker: Internal Upgrade. You do not lose any abilities allocated to your Areas from Maiming but can not Move
as part of your Actions or be Moved by other abilities.
**Artillery Fire: Shooting Weapon. Blast (1), Long Range. This Weapon turns all Zones affected into Extreme Terrain for a
Round.
***Anti-Air Fire: Shooting Weapon. Crippling, Long Range. This Weapon always gets a result of 10 when Testing Might. Anti-Air
Fire may only target Enemies with Flyer or using Antigravity.

MODIFIED LASER GRUNT


Attributes

Power Level Might Guard Threshold Energy Systems Speed Spare MP


0 4 4 2 3 1 4 10
1 6 4 4 3 2 4 20
2 6 4 4 4 2 4 20
3 6 4 4 4 2 4 50
4 8 5 5 4 2 5 50
5 8 6 6 4 5 6 50

Abilities

Power Level Upgrades Weapons Weapons


0 Squadron Burnout Edge Graviton Gun
1 Dispersion Aura
2 Experimental Reactor Gravity Knuckle Lux Cannon
3
4
5

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Evan Theilman (order #31126685)
ASTEROID DROP
Overview Tactics

In this Operation the PCs will have to stop a mining asteroid, Defeating the Enemy Grunts is the easy part of this Opera-
alien mothership, space colony or other suitably large object tion. The real threat here is the time limit of 5 Rounds. The
from causing major damage to the Homeworld. The PCs must Knight Grunts are the easiest to use correctly. Select a PC
destroy the asteroid’s Weak Points within a time limit. This with each of them, Engage and try to defeat them if possible.
will split it into smaller fragments and alter their trajectory The Laser Grunts with a PC in Melee reach should prioritize
to make the largest ones fall harmlessly in remote locations Gravity Knuckle to knock them away from the remaining
without any discernible collateral damage to known popula- Weak Points and Burnout Edge to halve Energy the rest of
tion centers. Should the PCs fail to do so... Well, let’s just say the time.
the last time something like this happened, the dinosaurs
went extinct. Obviously, there will be plenty of Enemies try- Squads of PCs without very coordinated teamwork are going
ing to make this already difficult task even harder. to have a really hard time meeting this Operation’s time
limit. The only thing that can potentially make it really easy
This is the kind of Operation that only works as a surprise without considerable effort on their part are a multitude of
attack. Otherwise, the rest of humanity wouldn’t depend on Blasts to blow up Grunts and Weak Points at the same time.
just the PCs to stop a threat of this magnitude... Not unless
the powers that be are actively trying to cause an extiction Speaking of which, the PC Squad should be fitted, at least in
event. flavor only, with explosive or energy weaponry to justify do-
ing this kind of structural Damage to the asteroid.
An Operation like this needs technology that makes space
travel relatively easy. If the ones behind this are other hu- Tweaking the Operation
mans, they need a way to get to their object of choice and
propel it towards the Earth. Even if it is the work of aliens, This Operation is balanced for a Squad of 4 PCs of any Power
the PCs need to get there ASAP. Level. The next page has a table with suggestions of how to
adjust the difficulty to any Power Level. For larger or smaller
How it Works Squads, each PC corresponds to one Knight and one Laser
Grunt.
There is no Command Unit for the Enemy Squad in this Op-
eration. Instead, there are seven Enemy Grunts: four Knight This is a very difficult Operation, but its primary danger isn’t
Grunts and three Laser Grunts. The former are the first de- to the lives of the PCs. It is ideal for a challenge that rais-
fense line against the PCs, while the others provide support es the stakes of the ongoing narrative without necessarily
from the back. These will run interference as much as they meaning a bad end for the Season as a whole.
can to keep the PCs from destroying the Weak Points.
If you’d like to make this Operation less of a “time attack”
The Weak Points are scattered all over the battlefield. To de- challenge, you can make it a multi-stage battle. The destruc-
stroy a Weak Point the PCs can place Demolition Charges on tion of each Weak Point buys the PCs one more Round to fin-
them or just plain attack them with their Weapons as if they ish the job and NPC Allies show up at the beginning of Round
were Enemies. Placing Demolition Charges takes time, a PC 6 and destroy all remaining Enemy Grunts. The catch is that
must stand over the Weak Point and either spend an Action a Technician Rival (of the same Power Level as the PCs) shows
or start and end a whole Turn in the same Zone. Each PC has up on the Enemy side as well. The allied reinforcements will
two Demolition Charges. For PCs that want to try destroying keep more Enemy Grunts from showing up, but now the PCs
the Weak Points the hard way (and you should inform them have to deal with one last Enemy on top of taking down the
that they are very tough to destroy with conventional weap- remaining Weak Points with whatever time they have left.
onry), the rules data for the Weak Points is in the next page.

The Victory Condition is to destroy all Weak Points in 5


Rounds. At the beginning of Round 6, all Demolition Charges
are detonated at the same time to maximize the damage
dealt. At this point the PC’s priority should be to get out of
there alive - if they can capture one or two of the people
responsible for this, that’s a bonus. For each remaining Weak
Point, one large fragment will impact the Earth causing an
explosion comparable to a nuclear detonation.

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Evan Theilman (order #31126685)
WEAK POINTS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


5 0 10 10 0 0 0

Abilities

Power Level Feature


All Stationary Object*

*Stationary Object: Internal Upgrade. You can not take Actions and may not Move in any way, not even by other Units trying
to Move you. Halve all Damage you would usually take from anything that isn’t a Might Test. Whenever you lose a Level of
Threshold, all damage carrying over from the same instance of Damage to the next Threshold Level is halved.

Power Level Enemy Squad Adjustments

PC Power Level # of Weak Points # of Knight Grunts # of Debuffer Grunts Grunt Power Level
0 2 4 3 0
1 3 4 3 1
2 4 4 3 2
3 5 4 3 3
4 6 4 3 4
5 7 4 3 5

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Evan Theilman (order #31126685)
KEEP RUNNING
Overview Tactics

In this Operation the PCs are chasing after their enemy while The Command Unit can only focus on one target at a time,
running from a Dimensional Anomaly trying to suck them in. it will try to stay away from the PCs and shoot whoever is
The pull of the Anomaly is constant over time, and while not farthest away from the Dimensional Anomaly with Needle
immediately lethal, it does considerable Damage. It is possi- Storm. It will switch to Antimatter Shot against PCs who
ble to escape from its sphere of influence, but the antago- aren’t even trying to fight back.
nists will not make it easy to do so.
If you add more Enemies to this Operation, they should try
This Operation works best as the aftermath of another in to run interference with the PCs. Grunts with Support Up-
which things went catastrophically wrong - perhaps with grades who alternate between using them and Boosting away
some kind of Boss Mecha made out of experimental technol- from the Dimensional Anomaly are ideal.
ogy being destroyed. Another possible take is to feature an
enemy capable of creating the Dimensional Anomaly in the Make sure to put pressure on the PCs, because otherwise
first place and ambushing the PCs with it. they will easily Boost every Turn until they can just escape
to safety. You don’t have to make it impossible, but you have
Obviously, you need a way to justify the Dimensional Anom- to make it just as challenging as taking on the Boss. If they
aly in your setting... Or you can come up with an alternate decide to split up so that a few of them are guaranteed to
take on it. You can make an Operation in which everybody escape while the others stay behind, you can have the Boss
must run away from a lava flood or even an invincible giant swoop in and capture the defeated PCs.
monster. Just have the threat chase the PC Squad instead of
trying to pull them towards itself. Tweaking the Operation

How it Works This Operation is balanced for a Squad of 4 PCs with a Power
Level of 2 - the Dimensional Anomaly is factored into the
The PCs start with the Enemy Command Unit 10 Zones ahead Power Rating of 32. It is, however, a single Enemy against the
of them and with the Dimensional Anomaly 5 Zones behind. whole PC Squad and those tend to not last long against a
The Dimensional Anomaly is a single Zone that drags all coordinated assault. You can make things easier or harder
Units in the battlefield 5 Zones towards itself. It has a fixed on the fly by choosing where the Blast of Impassable Terrain
Initiative of 0 and it deals 5 Damage to Units when they’re spawns as well.
dragged into it, when those Units start their Turns within it,
and when they end their Turns within it. This means that if Making things harder for the PCs is simple, just add a Buffer
you’re sucked into it and don’t leave, you’ve taken 15 Dam- Grunt to make the Boss stronger and a Barrage Grunt if you
age total and are about to take 15 more - if you don’t even still need more firepower. Making things easier, however, is
bother trying to escape its pull, the Damage from that still trickier. The Boss needs to be of PL 5 to have the Hypersonic
applies. The Dimensional Anomaly also pulls instances of Striker Capstone, so you’ll have to stat up your own Rival
special Terrain that have been created by Units, but does not with Reversible Thrusters if you want to make it happen. It
affect affixed Terrain properties. would not be fair to PCs of PL 0 or 1 to make them fight a su-
perboss while expecting them to outrun the anomaly’s pull,
To further complicate things, the Dimensional Anomaly though, so this is not recommended.
pulling things all over the battlefield also makes it harder to
move around. After it is done pulling things during its Turn, it The most interesting change you can make to this Operation,
creates a Blast (1) of Impassable Terrain in the way of the PCs from a flavor standpoint, is to make this a chase scene. All
that is also pulled in by the Dimensional Anomaly. This Im- you need to do is replace the Dimensional Anomaly with an
passable Terrain turns into Difficult Terrain after one Round, Invincible Big Wall of Damage that advances 5 Zones every
then disappears if it still hasn’t been pulled in somehow. Turn. You can even still make judicious use of Impassable
and Difficult Terrain to spice up this chase. You will need a
As for the Enemies themselves, all this Operation needs to very long map for this, though.
work is a modified Speedster Boss of PL 5. This Boss can act
as a Command Unit for any other optional Enemies you may
have around. The modified Speedster Boss is in the next
page. The victory condition is to either defeat this Com-
mand Unit (after which any remaining Enemies will run for
their lives) or to escape the pull of the Dimensional Anomaly.
That pull has a range of 20 Zones - which makes escaping no
small feat. If all the PCs escape, the Boss will use its remain-
ing strength to get away from them.

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Evan Theilman (order #31126685)
MODIFIED SPEEDSTER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


5 7 9 9 0 6 8

Abilities

Power Level Powers Upgrades Weapons Features/Capstones


Catch me if you Can Three Times Faster Needle Storm Oldtype
5
You are in my Sights Nanoskin Shell Antimatter Shot Hypersonic Striker

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Evan Theilman (order #31126685)
FOG OF WAR
Overview Tactics

In this Operation the PCs are going through an area full of The Ninja Combiner’s Subpilot should use the Maneuver Ac-
Interference Terrain. In addition to the annoyance that poses tion every Turn and activate Reactive Boosters against any
to anyone who wants to use single-target Weapons, this jams attack aimed in their direction. Between both Pilots they
all long-distance communications and makes most electronic have multiple uses of some of the best defensive Genre Pow-
methods of enemy detection useless. Of course, Enemies will ers in the game. All of this on top of having Interference Ter-
make a series of hit and run attacks to confuse the PCs. rain everywhere makes the Ninja Combiner a very tough foe.

This is a good Operation to spring on PCs who need to cross The Ninja Combiner spawns a good 10 Zones or so away
a dangerous place that most factions won’t touch. Perhaps from the closest PC and their first Action should be using
this is the only route not patrolled by the enemy or the most Anti-Mecha Cannon on them. The PCs will most likely give
direct route to their destination and they can’t afford to chase and attack, but moving at different Speeds and pos-
waste time. Whatever the case, the area is the territory of sibly from or into different directions which is the opening
brigands, monsters, or other sorts of hostiles. the Ninja Combiner needs to single out one of them for two
Turns of using Signature Weapon (Boosted Lance) then run-
This “no man’s land” can be an asteroid belt where space ning back into the shadows.
pirates are said to dwell, the surroundings of an abandoned
laboratory where mysterious events take place, or a strange Afterwards, and once the PCs have more or less cornered
area of the sea where it is almost always stormy. At some the Ninja Combiner, it should start using Lightspeed Assault
point, sensors will detect activity in the vicinity and the PCs and Rocket Sword to hit the whole lot of them. Your weak-
should deploy in their Mecha. nesses are halved Attributes, area-of-effect Weapons and the
Dividing Field, so your priority should be to defeat Support
How it Works Units first and artillery-types second.

The entire battlefield is covered in Interference Terrain and Tweaking the Operation
this carries the usual consequence of two Disadvantages to
any Weapons that aren’t Blasts, Bursts or Lines. But there This Operation is balanced for a Squad of 4 PCs with a Power
is another secondary effect: the Fog of War. No Units (PC or Level of 2. It will be hard, but not impossible, and you can
NPC) can see beyond their Systems in range. The good news adjust the difficulty on the spot by making the Ninja Combin-
is that all data is shared between PCs, so anything one PC er go all-out offensively with You Are Already Dead to secure
can see in their monitor is shared with all other PCs auto- defeating at least one of the PCs early or go easy on them by
matically. The bad news is that the Enemy Command Unit Boosting with the Subpilot instead of Maneuvering.
ignores the effects of Interference Terrain entirely.
You can increase the Power Rating of the encounter for larger
Moving into unexplored Terrain is not recommended. Your PC Squads or higher leveled ones with the addition of Artil-
vision after Moving does not ‘refresh’ until after you’ve taken lery Grunts. The Artillery Grunts will try to hit as many PCs
the rest of your Action. If you run into any obstacles in the as possible with each attack as is the norm for their kind.
middle of your Movement like Impassable Terrain or an En- The Interference Terrain tips the odds slightly in their favor
emy, you’ll be stuck there and will have to carry out the rest more than would be usual but not very much.
of your intended Action as best as you can. You can’t change
Actions, but you can change the specifics of your Action. Instead of a Combiner pulling close-range hit and run at-
That means you can change who to target with your attack tacks, you can have two Sniper Rivals. Give them the Hunter
or the Weapon you are going to use against the Enemy. Feature and replacing some of their Attributes or Upgrades
with Reversible Thrusters and Slippery Chassis.
The Enemy is the Ninja Combiner, a fusion of two Rivals that
favors hit and run tactics. The PCs can tell the general direc-
tion the attack came from, but not fom how far away. Like-
wise, they can tell in which direction the Ninja Combiner ran
away, but not if it changed directions after fading from view.
To achieve victory you must, of course, defeat this Command
Unit. The Ninja Combiner’s rules data is in the next page.

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Evan Theilman (order #31126685)
NINJA COMBINER
Attributes

Power Level Might Guard Threshold Energy Systems Speed


5 10 8 8 6 6 10

Abilities

Power Level Powers Upgrades Weapons


Believe in Myself (x2) Stealth Predator* Anti-Mecha Cannon
I Cannot be Defeated (x2) Slippery Chassis Boosted Lance
5 Lightspeed Assault (x2) Reactive Booster Rocket Sword
Signature Weapon° (x2) Reversible Thrusters
You are Already Dead (x2)

°Signature Weapon: The chosen Weapon is Boosted Lance.


*Stealth Predator: You are entirely unaffected by the downsides of Interference Terrain. This includes the special “Fog of
War” rules for this Operation.

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Evan Theilman (order #31126685)
THE FINAL BATTLE
Overview Tactics

This Operation pits the PCs against a foe against which most Between the Power Nodes’ barrier plus its own Powers and
Weapons backfire nearly all the time. The PC Squad will have Upgrades, the Boss is extremely resilient. It should, there-
to destroy the Power Nodes sustaining the barrier protecting fore, prioritize offense as much as it possibly can during its
the Boss then focus fire it before the Power Nodes repair Turns. Use Marked for Death every Turn and Whirling Death
themselves. every other Turn. Without any other use for Energy, you
might as well use Afterimages against all PC attacks and see
Conceptually, this is a fitting climactic fight against a big bad how many times you can trigger Unreliable or Overheating.
that is cornered and must pull out all the stops to face the Useless! Should be reserved for when you’re down at least
PCs. It doesn’t work as an Operation to catch the PCs off- three Threshold Levels and Power Nodes together.
guard or ambush them since it is a single foe using stationary
Power Nodes to buff itself. The Power Nodes are glass cannons, Their priority is, of
course, to keep the Linked Defense System functional -
The nature of the Power Nodes is best left vague and im- which they will do even if under an Electromagnetic Detona-
possible to reverse engineer - lest your PCs try to create tor. Their next priority is to try and use the Point Singularity
some of their own. All they do is power up a forcefield while Projector to power up the Boss’ next attack. If they can’t do
repairing themselves, so this Operation should be able to fit that, they will just shoot someone with the Powered Rifle.
easily in most settings using Battle Century G.
A very obvious flaw in the Linked Defense System is that it
How it Works doesn’t prevent indirect Damage, so you should aim for the
heads of Support-oriented PCs first. Four members of this
The Boss, who is obviously the Command Unit for the Enemy lineup’s five are immobile and the Squad’s MVP is a melee
Squad, starts within 5 Zones of its Power Nodes, and each of duelist, so taking down Units with movement control or abili-
them already has its Linked Defense System up and running. ties that can shove the Boss around is also a good idea.
Each Power Node imparts a Disadvantage to all attacks made
against the Boss, adding up to four Disadvantages total. Suf- Tweaking the Operation
fice to say, trying to take on the Boss without knocking down
a few of them first is going to prove rather difficult. This Operation is balanced for a Squad of 4 PCs with a Power
Level of 5. The battlefield should be large enough (like say,
But the Power Nodes are far from defenseless themselves! a 10x10 board) to potentially pull the Boss away from one or
PCs within shooting distance will be attacked with energy more (but not all) of its Power Nodes’ Linked Defense System.
weapons and their range can go quite far indeed. Not only
that, but downed Power Nodes have a self-repair capabil- Adjusting the difficulty of this Operation up and down is as
ity to ensure they can keep coming back to assist the Boss. simple as changing the number of Power Nodes. Each one
Power Nodes have their rules data in the next page. has the Power Rating of a Level 5 Grunt. You can try delev-
eling the Boss or the Power Nodes... But this is meant to be
The victory condition is very simple: Defeat the Boss. The a fierce battle against a major antagonist, each Enemy Unit
Power Nodes may be capable of attacking, but they’re easy should be as powerful as it can be.
to dismantle or otherwise permanently disable while on their
own. The Boss won’t retreat, making this the ideal time for Of all the rules modules, this Operation thematically fits best
a decisive match between them and the PCs. The Boss is a with a setting that makes use of Elemental rules. Make each
modified Striker Boss, with its rules data in the next page. of the four Power Nodes to correspond with one of the four
Elements, resisting itself and being weak to its opposite. This
does not make as much thematic sense if if you have more
than four Nodes, however. Consider adding regular Grunts
instead, like other Knight Grunts to match their knightly Boss.

03:// RAMPING THE DIFFICULTY EXPANDING THE RULES //:01 115


Evan Theilman (order #31126685)
MODIFIED STRIKER BOSS
Attributes

Power Level Might Guard Threshold Energy Systems Speed


5 8 8 8 4 6 8

Abilities

Power Level Powers Upgrades Weapons Features/Capstones


Marked for Death Bloodlust Constrict Oldtype
5
You are too Slow Afterimages Whirling Death Aura of Misfortune

POWER NODE GRUNT


Attributes

Power Level Might Guard Threshold Energy Systems Speed


5 8 8 8 8 6 0

Abilities

Power Level Upgrades Weapons


Immobile Attacker* Powered Rifle
5 Linked Defense System** Point Singularity Projector
Linked Self-Repair System***

*Immobile Attacker: Internal Upgrade. You do not lose any abilities allocated to your Areas from Maiming but can not Move
as part of your Actions or be Moved by other abilities.
**Linked Defense System: At the beginning of your Turn you may spend 4 Energy to protect a Boss within a Range equal to
or lower than your Systems for one Round. Once active, each Linked Defense System imparts a Disadvantage to all attacks
made against the Boss, to a total of four Disadvantages once all Power Nodes have activated their Linked Defense Systems.
This does not count as an Active Defense, so it stacks with Afterimages and other similar abilities.
***Linked Self-Repair System: At the beginning of your Turn, if there’s one or more Power Nodes damaged, you may restore
8 points of Threshold to one of them. This can bring back a defeated Power Node back into the fight with exactly one fully
restored Threshold Level to work with.

It is in your best interest as GM to make sure the PCs are rolling with Disadvantages at all times, in order to maximize the
effectiveness of Aura of Misfortune. Two net Disadvantages, so that the PCs roll three die and keep the worse result, is what
you’re going for. Any further Disadvantages are best used as a bonus of +2 to the Defense of the Striker Boss. Remember
that PCs of Power Level 5 can have anywhere from 2 to 4 Advantages to all their Might Tests, so don’t blindly trust the Linked
Defense System to do all the work and make the best of You are too Slow and Afterimages.

116 01:// EXPANDING THE RULES RAMPING THE DIFFICULTY //:03


Evan Theilman (order #31126685)
04:// INDEX
Alternative Power 14
Alien Anomaly 13
Anti-Air Terrain 8
Boost Power 17
Collateral Damage 55
Design Flaw 24
Elemental Weapon 42
Elemental Weakness 42
Elemental Resistance 42
Energizing Terrain 67
Expanded Miracles 38
Faction 44
Faction Attribute 56
Faction Test 58
Holdings 57
Hybrid Element Damage 42
Influence 57
Insanity Rank 60
Insanity Test 61
Interference Terrain 8
Limit Powers 17
Magic 37
Military 56
Relationship Theme 44
Remote Weapon 25
Restoration Power 16
Ritual 37
Rush Power 16
Sliding Terrain 8
Transpatial Randomizer Tables 19, 43, 68
Trauma Theme 61
Circumstance of War 69
Withering Terrain 8

EXPANDING THE RULES //:01 117


Evan Theilman (order #31126685)
Dear Diary,
It seems silly to keep a diary at my age. I never had one before, but I realized I needed to collect my thoughts somewhere. It’s been
difficult going at this alone. I haven’t been able to rest in what feels like years now. There are just these dreams every time I go to
sleep. They fade away when I wake up, but I’m left with this sense that there’s something real about them.
The same dream every night for years. I hate it. Not exactly the same, really. I can barely keep my thoughts straight. The details
are different, but the basic idea is the same. I’m trapped somewhere. It feels like I’m sleeping inside my dream. Have you ever felt
that? Just totally helpless while things happen around me. I used to have this feeling when I was first waking up, like a lingering
dream paralysis.
I get this feeling like ants are crawling around me, or in me, too. Sometimes even when I’m awake. Maybe that’s just because I’m
not sleeping right. I don’t want to talk to a doctor about this. Everyone’s on such high alert that even if I’m just having nightmares
I’ll probably be locked up. That’s what you’re for, diary. If I can just get things in order and write about them, I can stop dreaming
about them.
Then I can rest.
He stumbled down into the mine, his head pounding. He’d left the radiation badge behind him. It had started
beeping incessantly, and he didn’t want to be found by any of the mining drones, not that they ever came
down this deep. He was the first to venture this way, guided by a sense of direction that struck him with a
crystal clarity. He’d seen these walls before, with different eyes.

Dear Diary,
I’m writing to you in the middle of the night. My dreams are getting stranger. Tonight, in the dream, I was rushing through a tun-
nel, not fully in control of myself. I felt almost like I was being carried along in a river, flowing towards some distant end.
It wasn’t until near the end of the dream that I realized I was coming out from underneath the earth, ascending in search of escape.
It was a frantic dream, with the sense that I’d been searching for as long as I could remember.
At the end of the dream, I felt something at the end of a long tunnel. I rushed through the dark, and I found myself standing there
in the corridor. Just as I reached for my own face with hands I could not see, I woke up.
I know what I need to do, and I don’t think I can do it here.
He coughed, blood leaking from his mouth as the coughing fit passed. He was already running a fever, had
been even before he’d come here. It didn’t matter. This was the most important thing in his life. It was the
most important thing he’d ever do, and he knew it to his core. He saw light around the corner. For a moment
he was afraid he had taken a wrong turn, or he had run into a bot that lost its way.

He crept towards the glow, and his eyes went wide. A room covered entirely in glowing crystals. He remem-
bered this. He knew where he was. A new strength filled him. He had to get there before it was too late and
his body gave out. If he made it, nothing that happened to him now would matter. If he didn’t... he didn’t
want to think about that. Would he be trapped down here for unknown ages in the dark, waiting for some-
one else to hear his cries for help?

He got to his weak feet and ran, the harsh light from the crystals too warm against his skin.

Evan Theilman (order #31126685)


Dear Diary,
I decided to speak to an expert today. It was foolish of me. I thought if I found someone who could understand what I’d seen, I’d
be better prepared for what I had to do. That there would be some kind of trick to it. He met with me in his office with an obvi-
ous amount of skepticism, and I couldn’t blame him for that. Those who aren’t gifted don’t understand that we know the difference
between a vision and a dream, and when one becomes the other.
I knew I’d been having visions. I knew what I had to do. What I was going to do. I thought he might help. He was supposed to be
an expert! If anyone should have sympathy for the Cryptids, it’s him.
After I told him what I’d seen, what I was planning on doing, I could see it on his face. He thought I was insane. More than that,
he was going to stop me. It wouldn’t take much – even with my gifts, I’m only one person right now. A call to the police would
end my plans in a second, and might keep anyone from being able to follow in my footsteps.
He had to be stopped. I wasn’t glad about it. I wasn’t happy to do it. No matter what the news says, it wasn’t some random, violent
crime. I did it because he was trying to keep my from my destiny, and there is nothing worse you can do to a man, not even
murder. I’ll have to live with that guilt, but it was my own choice.
I’m leaving for the island in the morning.
The tunnel had almost stopped, but he could feel it. It wasn’t much further. It had been easier in the dream.
This passage was almost collapsed, leaving little more than a crack between boulders that he had to crawl
between, even though the goal was just beyond. In the dream, this was always where it had started, just on
the other side of this barrier, flowing through the crack with his fluid form.

In the dream he didn’t have to worry about his body getting in the way. In reality, he’d never felt more
tired. He was struggling to get through the crack, twisting and trying to get his shoulders and chest through a
tight spot where the rock dipped. He let out his breath, the rough rocks pressing into his torso, his ribs aching
from the pressure as he tried to force himself through.

He felt himself slip forwards an inch, and scraped his back against a protrusion of rock like a spike between
his shoulderblades. He gasped, or tried to, the rock not letting him draw breath, crushing him. Stars started
to swim in front of his eyes as he squeezed forwards, growing weaker by the second, the tunnel closing tight
around him as his vision faded to gray.

There was a popping sensation as one of his ribs broke, and he was suddenly free, drawing a deep, pain-
ful breath. The stars faded, and color, what little of it he could see in this tomb, returned to the world. With
slow efforts, made slower by his broken rib making him stop and struggle for breath every few seconds, he
managed to get his hips through the dip.

His head emerged from the other side of the crack, and he could see the vast cavern beyond, the walls lined
with cracks. There was something in the center, a vast crystal pulsing slowly with light, veins of Element G
growing from it and sinking into the rocks like arteries leading away from a heart. He tried to pull himself
free, his chest emerging from the crack, and his leg twitched as he banged his knee, kicking something. There
was a rumble.

He didn’t have time to react before the boulder above him dropped down, crushing his lower body.

Dear Diary,
I am leaving this as a final entry. I’ve included my sketches and notes in the rest of this book, collected so that some day, someone
can make sense of this if I cannot. I won’t deny that I know that this is a dangerous, foolish path to take.
If I succeed, everyone will know my name. I will transcend my weak human form, and blaze a path for those others who are wor-
thy to follow me. They will awaken when I shake the bones of this old world.

EXPANDING THE RULES //:01 119


Evan Theilman (order #31126685)
The man tried to cough, but something was broken inside him, and it only came out as a gurgling hiss. Blood
trickled from the rock, and he watched as it pooled under him, crawling along a groove in the floor. It start-
ed to flow, curving around in a thin stream towards the crystal heart.

It should have hurt. It didn’t feel like anything. He knew he was broken, but he just felt cold. Maybe he was
too badly broken to hurt. The blood crawled uphill, impossibly, towards the heart. It touched, and a spark
shot through the man. His body collapsed, a final breath leaving his lungs.

An earthquake shook the island, the soil freeing itself as the entire island moved, waves crashing against the shoreline. It rose
up, a head of rock and crystal breaking free of its bonds, stretching and roaring with the force of a volcano. Something exploded
against the side of its face, near its great lens-like eye. The beast turned to see ranks of foes arrayed against it, pitiful things that
were as ants to it. The Others had come to stop them.

The beast - their name was Hiva - roared. Somewhere deep inside its alien intellect, the man looked out, his disintegrating sense of
self awash in a torrent of power and joy. He was finally free. With a sweep of an arm like a landslide, the beast scattered the ranks
arrayed against it, explosions chipping away at its rocky body and exposing the framework of crystal below. It pulled itself free
from the earth, taking a first mighty step from the stone womb it had been born in. The earth shook around it, the shockwave car-
rying some of the scattered enemies out to sea and knocking the rest from where they stood. They were nothing. Just toys and
twisted mockeries of the greatness that was them.

He slammed a talon down, crushing one of his foes as they tried to escape. The great beast started to sing, the crystals in its maw
resonating and creating pure pitches like tuning forks. From somewhere beyond the sea, far away over the horizon, it could feel
a response, another song waiting to join his. The man inside the monster rejoiced, though there was little to distinguish them now,
their consciousnesses rapidly merging.

A beam of intense heat and light slammed into the mountain of a beast, burning across its face and leaving a scorch mark of molten
stone, the beam straying into its mouth and shattering crystals, cutting off its song. The monster turned, enraged, to the being
that dared to strike it so. Just under the surface, a whirlpool of crystals circled a floating core, energy crackling between them,
holding them together in a matrix of energy and power. A bead of light grew in the focus of the spiral of shards before erupting
again, the heat of the beam momentarily splitting the ocean and burning the seawater into steam as it struck the geological mon-
ster in the chest, carving out a deep crater.

Hiva was angry. The man inside it remembered pain. Power welled up inside the beast as it let out a gutteral roar that ended in an
eruption of molten, radioactive rock, a pyroclastic flow directed at the Outsider that attacked it. The seawater offered no sanctu-
ary from the blast, crystals blackening and shattering from the heat as the whirlpool of shards. The glowing core at the center of
the vortex pulled away, dragging the rest of the mass with it in an invisible web of force, quickly retreating down into the abyss.

The island-beast watched it go, violet-tinged magma dripping from its jaw. It still remembered where it had felt the response to its
song. It would take time before the crystals in its mouth grew back enough to sing again, but it had time. The world was waking up,
one piece at a time, and its distant cousin would be the next part.

Deep inside, the human part of its mind, little more than a distant whisper, remembered the name of the island they were striding
towards. Hiryu. That was it. There was something important about that island, but the fading mind was finding it difficult to recall,
the facts slipping away as the human mind burned away in the raging power around it.

He was finally at peace as he evaporated like dew in the summer sun. The first peace he’d felt in too many years. Now he could rest,
in the belly of the beast.

Hiva had risen and soon Hiryu would join both of them.

120 01:// EXPANDING THE RULES


Evan Theilman (order #31126685)
BATTLE CENTURY G
IS BIGGER THAN JUST ONE BOOK.

BATTLE CENTURY Z, the expansion to Battle


Century G, is packed with content for your games. In here
you will find more toys for characters, tweaks, and hacks for
the general game rules, and enough premade content to
make running your own games a breeze.

INSIDE THIS BOOK YOU WILL FIND:


· More abilities for Characters, including Skills, Traits, and
over 20 Genre Powers.
· More abilities for Mecha, with new Upgrades that
enable new builds and 30 new Weapons.
· Over 10 abilities for Characters and Mecha designed by
Battle Century G fans.
· Fantasy & Magic rules modifications to add the power
of Magic to your games and equip Mecha with Elemental
Weapons.
· Faction Management rules modifications to run your own
Faction, recruiting NPCs to have them do your bidding
afterwards.
· Hardcore Difficulty rules modifications to make the PCs go
insane and focus on long term resource management plus
short term territorial control.
· GM advice to design effective Enemies using all the new
content to create truly terrifying foes.
· An extensive list of Enemies of every Power Level
that the GM can easily adapt to their needs.
· Five Operation scenarios with custom unique rules.
· And much more!

This book is meant to be used with the Battle Century Core


game rules and requires the System Reference Document or
the Core Book.

“By far the best mecha system I’ve ever


seen. (and I’ve seen a lot)” - Mega A.

A game by Juan Herrera.

http://gimmicklabs.blogspot.com/

EXPANDING THE RULES //:01 121


Evan Theilman (order #31126685)

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