Tekkaman, a conversion for d20. [Archive] - Wizards Community

Post/Author/DateTimePost
Ossian

09-02-07, 11:27 AM
Tekkaman Blade
Star Wars Revised Core Rulebook (d20 System)

Introduction: this is a conversion I am attempting just for fun, as they are airing the original Tekkaman series from the 70s these days (Uchuu no kishi tekkaman, the Space Knight). I thought there would be some potential for plot development in the Star Wars expanded universe if only the armor was a little bit underpowered compared to what we see on TV (where, of course, the tekkaman has the lead role and owns like on one else). I did not even try to convert the weapons and feats of the more recent “Teknoman”, which are on an even greater scale of power. It is still a very powerful artifact and GMs should be wary of letting the PCs lay there hands on it. Even with the nasty side effects the armor has on her pilot, power gamers could still be quite tempted. As it is presented, the armor is influenced by some items introduced in the Arms & Equipment Guide. Since it was becoming longer and longer, and more and more complicated, I though "OK...stop NOW! Post it, and see what the guys on the Wizards' board have to say". So, consider it a beta version, and know that all feedback is welcome. Whatever comes to your minds, from grammar and structure to loopholes in the rules and considerations on game balance.

http://img509.imageshack.us/img509/5276/tekkamantb4.th.jpg (http://img509.imageshack.us/my.php?image=tekkamantb4.jpg)
Appearance: the Tekkaman armor reminds somehow of the old mandalorian crusaders' suits of armor, especially in the Y-shape of the visor. It is predominantly white in color, with star shaped mark on the forehead, two small and sharp looking antennas on the ears, a red rim around the Y-shaped visor, red shoulder pauldrons, arms and shin bracers; on the chest run three colored strips (all these colors are just for decoration, although it is argued that they could have been used as ranks insignia). Nasty looking spikes, akin to riders' spurs, jut out from the heels, pointing up. An integrated armored belt features two small metal casings that work as holsters for the retractable spear on the right side and for the whip on the left side. The armor looks (and is) totally airtight with slightly less protected spots at the joints and the neck. The Y-visor has a dark blue transparent lens. The armor is quite tight fitting and stands only a few inches taller than the person that wears it.

Some background information: this armor was originally devised and built as a prototype by the scientists of a colony of humans, not later than two years before the battle of Ruusan (circa 1000 BBY) when all but two of the Sith were exterminated. During those years, and in the previous millennium, the Sith had invaded and raided many worlds, sometimes hiding or fleeing from the Jedi Order, and other times just indulging in their favorite activity: subduing other civilizations and bringing pain and grief to the galaxy. One of these sith commanders, called Dobrai, was quite in haste when he stumbled upon the world of Ard (“Earth”). Despite the fact that there was not so much to pillage and steal, the planet was on a uncharted route, far from the Jedi fleet and technologically less advanced than many other richer worlds. All too eager to disappear from the jedis' radars, Dobrai launched the attack, swiftly and with amazing brutality.
On the world of Ard, a “M-class” planet located far out in the region of expansion, the invasion further deteriorated the already compromised environment. Its inhabitants, originally settlers from Coruscant, had long lost their contacts with the Republic and for centuries thrived and multiplied, establishing their own independent power on the planet.
At the time of the Sith invasion, they were facing the problems of a heavily polluted atmosphere and dwindling natural resources. Months before the invading battleships where spotted in the Ard system, the government decided to launch the “Messenger” project: a space expedition on the old routes still charted in their computer to re-establish contact with a Republic that seemed to have completely forgotten them. The scientists had built a ring shaped launching pad in the orbit between the second and the third planet of their system, Ard being the first from their Sol class star. The mothership, called Messenger-1 after the project's name, was almost ready to launch when a fleet of various sith battle cruisers poured out of hyperspace. The negotiation was somehow brief and a pure formality: Dobrai (who isn't exactly good looking by human standards, see below) appeared on the Ardian government's monitors and ordered immediate and unconditional surrender and that all the population be enslaved and used for forced labor on penalty of genocide if they even attempted to resist. As a display of power and warrant to the population, the Sith fleet destroyed in a second the whole hyperspace launching pad and the Messenger-1, killing all of its crew members.
Dobrai was afraid that if they managed to launch they could have warned Lord Hoth, leader of the Army of the Light. The people of Ard, however, had kept developing a fairly advanced level of war technology. Although no match for the sith fleet and the Darkside power of some of Dobrai's minions, it was still good enough to slow them down. One of the most valuable prototypes that the Ardians invented was the empowerment device called “Tek-Setter”.

The Waldaster (warning: Sith War plot spoiler below!)
Not unlike many other alien species seen in science fiction, the waldaster have a very high technological level, are evil and power hungry, decadent, utterly evil, and repulsive by all human standards. Very little is known of these hulking masses of tentacles. It has been agreed that they are old, and that their civilization has reached, at the time of the battle of Ruusan, almost its natural end. They must have originated somewhere in the wild space region, possibly at the time of the birth of the very first Galactic Republic. From what could be guessed by Dobrai's archive after he was defeated by the last of the Space Knights, it seems that the number of the waldasters had dwindled dramatically over the previous 500 years. The archives were in bad state, and partially in the waldaster's native speech, so there can be no certainty, but what follows is still a reasonably good guess.
2000 BBY: The Light and Darkness War (or New Sith War) breaks out. For centuries, the Siths are nearly unstoppable.
1900 BBY: somewhere in the Wild Space region, having subdued all of their neighboring systems, the waldasters seek to expand their empire. Jumping into hyperspace, they attack and assimilate entire civilizations.
1500 BBY: after four centuries of unquestioned sovereignty, the waldaster reach one of the planet's under the sith empire's influence. The two opposing fleets clash, and the siths gain the upper hand, although by a small margin. However, since their Dark Lord sees in the waldaster a rather powerful ally and a race naturally skilled in the Dark Side of the Force, he does not exterminate them; an alliance is made instead, and the waldaster overlords are now faithful lieges of the Dark Lord. Obscure teachings and forbidden dark force lore is swapped between the two sides, who gain even more dark power than before. Now under the authority of the Dark Lord of the Siths, the waldaster overlords moves into the Galactic Republic space to conquer, assimilate and pillage.
1230 BBY: the sith empire is nearly collapsing. Various warlords are at each other's throat, proclaiming themselves to be the Dark Lords of the Sith. The waldasters' overlords get involved, and many of them perish.
1200 BBY: after the internal strifes, all but a fistful of the remaining waldaster overlords loose their lives. Among these, Dobrai emerges as the most powerful one. This is the “Golden Age” of the waldasters. The Siths are busy killing each other, and they have time and resources to subjugate and destroy. This age of terror lasts for almost 100 years.
1010 BBY: Lord Kaan and The Brotherhood of Shadows, 20.000 strong, re-emerge from the ashes of the Sith Empire. However, the vast fleet amass by Lord Hoth and the Kuat Drive Yards has already scored many important victories against them. Chased and restlessly attacked by lord Hoth, the waldasters too seek refuge in unknown regions of space. Seeing no good can come from their allegiance with the Sith, they abandon them and try to survive.
1008 BBY: Dobrai, along with all of his enormous fleet, leaves hyperspace inside the Ard System. The “Messenger 1” is spotted as it is about to launch into hyperspace, with the coordinates of Coruscant. Seeing this as a threat to the security of his now hideout, and wishing to take his time to subjugate yet another world, Dobrai destroys the Messenger 1 and orders to the Ard's people immediate surrender. The people of Ard refuse, since they know they are cornered. Their planet probably has not more than 3 or 4 years of life, and they need to abandon it anyway. The Tek Setter project is further developed. The war nearly wipes all of the ardians out.
1007 BBY: after getting dangerously close to extinction, the Ardian manage to launch the first tekkaman squad, which manages to turn the tables with the waldaster fleet. During a hit and run mission, the Tekkaman squad manges to steal the Hyperdrive system, with schematics and blueprints, from one of the invading battle cruiser. The ardians start studying it to resume the Messenger project.
1006 BBY:the waldatser fleet manages to wipe out the Space Study Center, destroyng all prototypes, projects and spare parts of the tek-setter. Only some of its creators, two pilots and one tekkaman armor prototype manage to escape. Hidden below the surface, the remaining scientists try to finish the Messenger project.
1004 BBY: after four years of gruesome conflict, the Messenger is ready to launch again. The “Ard Asfar” (Blue Earth) ship launches from Ard, but needs time to enter the hyperspace. The last living tekkaman leaves the augmentation chamber to buy time for the Blue Earth, engaging the waldaster fleet together with what is left of the forces of Ard. The outcome of the battle is almost too easy to figure out. In the heat of the battle, the tekkaman enters the main control deck of Dobrai's mothership, where he confronts the alien overlord. Already wounded and running short of energy, he could not stand the fury of the Dark Side powers of the alien mastermind, especially his Drain Energy ability. However, thanks to his sacrifice the Blue Earth launches successfully. After eight weeks, they clear hyperspace outside the Coruscant System. After another week, dispatched by Lord Hoth, a fleet under the orders of a Jedi High General appears in the Ard system. They engage and vanquish the waldaster threat in space, seizing control of the mothership and of all of its databanks. Unfortunately, Dobrai managed to land and conquer the planet's surface. In the next weeks the onslaught escalates. The conflict ends with a final confrontation between a team of Jedi Masters and their Padawans, who break into Dobrai's fortress. They end the alien's life, at the cost of one of the masters'. The waldaster threat is over, but the planet is destroyed. What remains of its populations is transferred to the Republic's space. Due to the battles with Dobrai and to the hasty transfer, much of the Ardian history and technology is now lost. It is unknown whether the strike team that killed Dobrai died at the battle of Ruusan two years later or not.

Tek-Setter and Pegas Augmentation chamber: the tek-setter project was meant to produce a small number of physically boosted combat pilots, that could perform hit and run actions and sabotage missions, overcoming the heavily armored and shielded sith battleships and land vehicles.
These elite units were carefully chosen among the world's population. World-wide blood tests conducted on tens of thousands individuals screened out a few hundred. On these subjects, further physiology and neurological tests were conducted, searching for the template that could match the project's specifications.
More than physical prowess and combat skills, the scientists were looking for a specific kind of matching glandular and lymphatic interactions, a certain wave-length in the brain waves, and a metabolism which could withstand the strain of the final transformation process. Of the few hundred that made it to the finals, dozens died or developed fatal diseases during the experimentation. Only a fistful was elected to become part of the newly founded OMACs (One Man Army Corps), better know by the wide public under the more romantic and appealing name of Space Knights. Those few (less than two dozens) went through a tough training to optimize their compatibility with the tek-setter and their piloting and fighting skills, and must have been eventually used against the invading fleet of Dobrai.
What happened when a pilot entered the augmentation chamber was quite impressive and also quite painful ti behold, let alone to experience directly. The pilot would place his fingertips on two activation orbs, issue a vocal command, and close the chamber. A violent discharge of electromagnetic energy would then run through his or her body. This energy multiplied the cellular density of the target by an unknown factor, which must have ranged from x50 to x100. This was necessary to sustain the armor installation process and to withstand the amazing strain placed on muscles and bones while fighting in the tekkaman armor. Moreover, it gave the pilot with some resistance to direct and indirect damage. When the density boost was complete, the tek-setter would proceed to install on the pilot's body a support mesh armor that looked uncomfortably similar to barbed wire. The mesh would go quite deep in the flesh, and had energy running through it, so as to keep the molecular density stable. While being excruciatingly painful, it was also what saved the pilot's life before the armor was eventually installed.
At this stage, the energy went further up the scale, nearly cooking the pilot's body. Armor platings would be fitted on the pilot, fixed on the mesh armor and to each other. They would become suddenly airtight and with one final jolt of electricity be activated to full combat potential.
The armor's medical computer would then proceed to release painkilling chemicals in the pilot's body, to the extent of making him or her regain consciousness in case they lost it (as it often happened) and restore them back in good conditions. Moments before the lift off, the armor's computer would jack in on the pilot's lymphatic system and release a substance called “Metastymoline BK - MBK”. This substance pushed the pilot's body and neural system to move faster and with greater power and coordination. When fully trained, a pilot under MBK could perceive the non-stimulated subjects as motionless and still. The whole armor was especially resistant to all sorts of energy and physical damage, explosions, heat and cold. Since it was developed for space fight, the armor, know as Tekkaman, was very heavy and nearly incapable of independent flight. However, thanks to the MBK and the armor servo muscles, amazing jumps and acrobatic maneuvers were possible.
In space, it could also use small directional thrusters located under the boots and on the back and front of the shoulder pauldrons to maneuver and improve the jump accuracy. The Tekkaman, especially in space, needed a support vehicle, that came in the form of large sled, not so different from a surfboard, that had both repulsorlift and ionic thrusters for atmospheric and space flight. It was mainly designed to approach enemies at point blank range, being of diminutive size, and damage key spots in battleships. This is why the armor had only one ranged weapon, a ray emitter located in the middle of the forehead, relying for most of its activities on highly powered melee weapons, speed and stealthy approaches.
The main assault technique must have been something like this: a skilled pilot could have used the repulsor board to fly as fast as possible towards the target. A competent fighter could come close enough to a unshielded space or ground unit, slash his or her way with the vibrospear or placing breach charges made of something similar to pyroxilene. Once the breach was open, the pilot would dispose with little or no difficulty of all the crew members, security droids and point blank turrets. The pilot would proceed to the main energy station or to the reactor core, trying to disable or destroy it, possibly with the use of more charges. Less than a stingfly next to a corvette or a battle cruiser, but with the destructive power of a proton torpedo, a skilled pilot could take it even on a tie fighter class vehicle, and once inside the hull of a space ship, like a bug or virus, could exterminate whole crews, rendering even the largest battleships incapable of action. When the job was done, the pilot would abandon the ship and call the repulsor board via radio signal, rendez vouz with it, and flee.

Disadvantages: power comes always at a price. The OMACs were all volunteers that knew what they were going to face. Aside from the risk of death in combat, there was always the chance that the transformation could kill or permanently injure the pilot. An armor plate could be fitted just ¼ of inch too high, crushing or pulverizing a bone, or the compressing the marrow. The density boost could cripple for good the neural system, turning the pilot from a healthy human to a vegetable. Another risk factor was to use the armor for more than 30 minutes. After exactly this amount of time, the cellular density boost would begin to wear out. Without this protection, the metabolic acceleration would simply burn the body, thus, this one too would shut down. This could cause terrible physical damage to the pilot and leave him or her like a stringless puppet, the very weight of the armor too high to even move. This was not all though. The metabolic acceleration had major after effects, making the body age 1200 times faster. Thus, a single 30 minutes mission would cost to the pilot a whole month of life. Moreover, the MBK gave to some (though not all) the pilots terrible addiction effects and lasting neural damage, that would surface at any given time in their daily lives, such as tremors, blindness or deafness, terrible dizziness, headaches, bone aches, lack of appetite and sleep, depression or mood swings.

Game statistics:
To qualify as an eligible pilot, a character must be a young adult or an adult of his or her species, be of human or humanoid structure, and be to full VP and WP. Constitution must be at least 13 and the character must have at least a +4 in his or her Fortitude bonus. Of course, a good pilot still needs the proper feats and skills to fight effectively: Armor Proficiency (powered), Exotic Weapon Proficiency (double bladed vibrospear), EWP (power whip), demolitions, tumble and jump, spot, computer use and Zero-G operation)

Once all these prerequisites are met, there are only two ways to determine if the tek-setter can turn a character into a tekkaman or not.
A) The GM way. Simple rule that a PC is MBK compatible. The rest is just a test of endurance and involves a lot of pain. The character still has to go through all the grief and shock of the transformation, but will not die (well, not immediately at least).
B) The dice rolling way. Very dangerous, you put yourself in the hands of luck. If one sticks to statistics and percentages, tek-setter compatible individuals are one in a million. Assuming all the tests are positive, or that there has been no test at all, the final step is still to enter the chamber and engage power. A character can wear only very light armor or simple, tight fitting clothes while doing that.
Once the power is engaged for the FIRST time, a Fortitude save with a DC of 25 must be passed (ONLY the first time one tries the armor). If the save is positive, it means that the subject is compatible. If the check fails, the character goes at -5 WP and starts dying, losing 1 WP per round and dying in 5 more rounds unless stabilized. The DC for the Treat Injury check is the same as per a single blow that inflicted 18 WP. Individuals with the qualities to stand the transformation seem to show common characteristics. They are all between 1,75 (5'10”) and 1,80 (6') meters tall, with a lean structure (70 to 75 kilos / 175 to 187 lbs), in their late teens or mid twenties, with a decent physical endurance. Sex is irrelevant for purposes of eligibility.

Game effects: assuming one has passed the fortitude save, the process moves to the tough part. The energy that increases the molecular density to protect the target from over heating is in itself horribly painful and inflicts immediately upon activation 1 WP and 1 VP to the subject, who must then roll Fortitude (this can be pretty dangerous if the subject is not at full WP). If the subject falls unconscious, the machine shuts down immediately; however, 1% of the times the machine does not stop and proceeds installing the mesh armor on the subject, which always inflicts another WP and 1d3 VP (calling for another Fortitude roll to remain conscious, WPs stack for the DC of the Fortitude Save).
If the subject passes this test too, then the armor plating is installed. It goes smoothly 99% of the times, without causing any further damage. However, 1% of the time the plating is ill fitting, causing 0-7 (1d8-1) WP to the subject. For example, a plate could appear INSIDE a bone rather than around the limb.
After the armor installation, the biocomputer starts accelerating the metabolysm releasing the MBK. Now the character must pass a Will save with a DC of 10, +1 to the DC per single daily usage of the tek setter. If the check is positive, the character synchronizes his perceptions and coordination to the new levels of speed and strength. If not, treat the character as DAZED for the whole duration of the fight. Once this step is completed, the medicomputer uses on the character a medpack and a medical kit, with a treat injury skill of +10, to cancel or attenuate the effects of the transformation. The density boost will last for exactly 30 minutes, whatever the pilot does. The MBK ceases it's effects after, supposedly, 29 minutes. The armor can be removed with a manual release procedure by the pilot (full round action, works like the expulsion of the pilot's seat from a jet fighter) or in the tek-setter chamber (2 full rounds). For the MBK roll 27+1d4. This is the exact duration in minutes. If the character rolls 4 (thus getting 31, 1 minute more than the density boost), he must roll a Fortitude Save (DC 25) every round or suffer 3d6 damage, until 6 full rounds have passed.

Now you are a Tekkaman!
Uhm....Well....Congratulations!!!! For a maximum of 30 minutes, the molecular density of your body will prevent burnout due to MBK stimulation and the armor suit will protect you from whatever they will throw at you, from slingshots to ground-to-ground missiles. A character will have the chance to attack a Star Destroyer single handedly and survive! Let's see how this works first.

Molecular density boost:the character develops a natural DR of 3. This gives also a +2 to Fortitude saves to resist environmental hazards (cold, fire, explosions, vacuum, falling damage). The Constitution score also gains +3 points (which count for the maximum WP).
Mesh armor: DR 1, +1 Fortitude save Vs cold and electricity (Faraday Cage effect).
MBK: it works like the “Enhance Ability” Force Power. The MBK will grant the Pilot a +5 bonus to Dexterity and a +9 bonus to Strength. It can, in fact, achieve a greater muscular power than any force user ever will. However, the speed factor that the Force grants remains unmatched, since there is always a certain amount of 'precognition' in it. The MBK also doubles running speed and jump distance. Verbal communication with non-boosted subjects is almost impossible. Treat every exchange of verbal information as a Listen check with a DC of 20. If the pilot is surprised, he can roll a dexterity check (DC 25) to avoid being surprised. Sense motive check are even more difficult, since the body language factor becomes non existent (+15 to all DCs)

The Tekkaman Armor:
DR: 25
Size: counts as a Fine Vehicle (+8 to defense).
Anti-Ionization shield: DR 30, 50 Shield Points.
Servo muscles: powerful muscles made of a plastic material that contracts and expands according to the different level of electromagnetic tension. They back up the normal miniaturized hydraulic muscles boosting the pilot's strength. In total, the Strength is augmented by +6. Special gyroscopes and automatic mini-thrusters increase the dexterity by +3 points.
Non proficient users not only do not gain the listed bonuses, but suffer a -6 penalty to Strength scores.
Battery: 30 minutes in combat modality. 3 hours in life support modality.
Comlink: none.
Helmet:
Sensor arrays: +2 to Computer Use checks made to detect the presence of moving targets,
Vision enhancer: +2 To Spot checks, low light vision and infrared vision up to 20 meters. Anti blinding shades (+5 to reflex saves to resist sudden flashes of light). Electrobinoculars.
Computerized weapons: acquisition computer +2 to ranged attacks with weapons connected to the armor suit (Voltekker).
Thrusters: these are meant only to help the pilot during 0-G acrobatics. They can be used with the same feat (Armor Group Proficiency: Powered) needed for the Tekkaman armor, and provide a +2 equipment bonus to all Tumble and Balance checks. In water, they can help the armor stay afloat. Otherwise, it is impossible to swim (-15 to all swim checks without the thrusters, battery usage x1,5)
Armor check penalty: -10. Non applicable to Jump, Balance and Tumble checks.
Maximum dexterity bonus: non applicable
Base speed: 9.
Running speed: twice as normal, due to MBK drug
Size: medium (2,5 cm / 1” taller than the pilot).
Total Weight: 60kg.
Ranged Weapons mounted on the Armor

Voltekker (point blank blaster).
Range: 8 (4)meters.
Damage: 3d10 (3d10 x 2)
Autofire/Multifire: Multifire (none)
Stun damage: cannot be set to stun
Shots: 30 (3)
Critical: 20 (18-20)
Commonly referred to as “Voltekker” by its creators, it's a high energy beam installed in the armor's helmet. It is basically a heavy blaster pistol, seldom used by the pilot. It has, unlike the blaster pistol, two different settings.
1) The normal setting deals 3d10 damage per successful hit, just like a very powerful gun.
2) The special setting is on the can be used only three times before emptying the whole Tekkaman Armor battery. In practice, every shot counts as 10 minutes of autonomy. Each shot deals 3d10x2 damage, has a range increment of only 4 meters, and ignores 50% of the damage reduction of all sorts of armor, including that of vehicles up to Gargantuan size, such as a Sith War Droid, or that of a tiny starship (X-Wing starfighter). It does not ignore the DR of energy shields. In “special” mode, the weapon can fire as a full round action. Setting the weapon to “special” counts as a move action.
No matter the modality, it is always connected to the telemetry and target acquisition computer of the visor (which grants the pilot a +2 equipment bonus to hit, see above).

Other weapons:

http://img108.imageshack.us/img108/1347/tekkamanbladehtml2d3d40bn0.th.jpg (http://img108.imageshack.us/my.php?image=tekkamanbladehtml2d3d40bn0. jpg)
Tek-spear
Group: exotic
Damage: 2d12+5+STR bonus (piercing or slashing)
Range increment (normal / zero gravity): 4 / 12 meters
Critical: 18-20
Size: large
Cost: not for sale
DR: 15 WP: 15
The “Tek Spear” is the top of the powered blades technology. It consists of a 50 cm (20”) long handle with activation switches. The handle is very heavy since it holds two retractable ultra dense shafts that can extend telescopically for more than 1 meter (3' 4”) from each end. Along the shafts, orthogonal cutting surfaces snap out like in a switchblade, turning each shaft into two long blades places at a 90° angle. It can be used as a double or single weapon, just like a quarterstaff. Each blade is made of high density shatterproof metal and is powered by highly effective internal generators, all along the shafts. The cutting power of the blade can be matched by very few lightsaber users, thanks also to the leverage and weight of the blade. The weapon's weight makes it difficult to use for non boosted individuals. Medium sized characters with a strength of 20 or less suffer a -4 to all hit rolls and individual initiative with one blade extended (treat as vibrosword) or -6 with two (treat as an exotic weapon). It is designed for space combat, where it can also be used as a ranged weapon with a range increment of 8 meters and no maximum distance. The pilot normally throws it and recovers if with the aid of the tek-whip.

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

Tek-Whip
Group: exotic
Damage: 3d4+STR modifier.
Range increment: --
Critical: 20
Size: medium
Cost: not for sale
WP: 10 (DR 5). DR 15 Vs ionizing energy.
The tek-whip is the back up weapon for the tekkaman pilot. It is a high tech weapon since it appears as a handle the size of a torchlight, with a round cap on top. The cap is in fact the counterweight that allows the extension of the whip. When fully extended the whip is a 30 meters long line made of the same material that powers the muscles of the armor suit. It is not, in fact, a real rope. It is more like a thick gluey material that responds to different levels of electromagnetic tension, contracting, relaxing and twisting. Gyroscopes and a small computer in the handle translate the pilot's movements of the handle into the proper level of electromagnetic tension, allowing for very fine and precise fighting maneuvers. The weapon's handle is also very heavy (making it a MEDIUM weapon, despite the size) and is protected by a layer of anti-ionization material (DR 15 Vs ionization damage). Although just used for tactical purposes (such as movement aid and item recovery), the long leverage and density of the whip can deal some nasty damage, especially at long distances. In theory, the pilot could entangle the tek-sword's hilt with the tek-whip, delivering a devastating slashing blow at long range.

Spurs
Group: none
Damage: 2d4+2+STR modifier
Critical: 20
Size: tiny
Cost: included in the armor
Basically two mastercraft vibrodaggers attached to the heels and pointing upwards at a 45° angle with the calves. The deal either slashing or piercing damage. To be able to use them in combat, the pilot needs to have the “Improved Martial Arts” feat.

Vehicles

Support Repulsorlift Board
Class: airspeeder
Size: fine starship/large vehicle (4,9 m long)
Hyperdrive: none
Passengers: none
Cargo capacity: none
Hull Points: 30 (DR 10)
Maximum altitude: 30 km (repulsorlift engine) or ionic thrusters
Cost: 30,000
Maximum Speed in space: attack (8 squares/action)
Atmospheric speed: 900 km/h (14 moves/action)
Flight autonomy (combat): 1 hour
Defense: 28 / 19
Initiative: +8/-1
Maneuver: +8/-1
Cover: none
Weapons: none
Countermeasures: reduced radar and heat signature, chaffs (x3)
A dark orange vehicle, that the pilot can use to move in space. It has a homing device that can be activated by the pilot to guide the board automatically to the location of the tekkaman armor (if within 300 kilometers). It can also be piloted with a remote interface from the Tekkaman armor's computer (-4 to all maneuvers). The surface of the board has a number of strong movable magnetic clamps that match those places on the armor's boots, which are used to keep the pilot in his place. The clamps work as pedals, and are used to pilot the board.
The material and profile of the board give a -2 penalty to all computer use checks made to locate it through sensors. It also gives a +2 to the Defense score against missiles. The chaffs (if expelled on an initiative count higher than the missile) provide a +4 bonus to defense against missile weapons when these enter the board's square and attempt their attack action.

Special Combat Modifiers:
In space, as stated above, the Tekkaman Armor is handled a lot more easily in game terms as a small vehicle flying vehicle with no cover, since it has to move together with the repulsor board. The enhance dexterity and reflexes can do very little against incoming starship fire. However, since the pilot can perform stunts and flight defensively or in total defense, the dexterity boost will still be quite useful. When fighting against ground vehicles, on the other hand, a fighter in tekkaman armor fears few if any adversaries.

Force Using pilots
There is no record of anyone ever mastering the force on the planet Ard. No jedis, not even force adepts. However, there is a chance that a small number of naturally force sensitive individuals (FSI) might have been born on that planet. In such cases, and in general if anyone who is force sensitive tries to use the Tekkaman armor, a few considerations must be made. A FSI has access to the Enhance Ability Force Power. This can be used to augment for 10 to 20 rounds (Extend Force technique, Hero's Guide, p. 140) the Strength and Dexterity ability scores. While the is no problem in combining a force boosted ability with the same boost provided by the Armor's servos, with the MBK things are quite different. There is a serious interference between what the Force can do to your neural system and what that drug can achieve; a potentially FATAL one. Since the whole thing is highly fictional, there is no other reason than game balance, i.e. avoid uber power playing. This said, the incompatibility can still be overcome, although at a price.
Before activating the force power, the pilot under MBK needs to roll his Enhance Ability and beat a DC of 20. If that check is positive, he can then proceed to roll his Enhance Ability and see how much his strength or dexterity are improved. In this way, the Enhance Ability power counts as a FULL round action. If he then wishes to improve also the other ability (dexterity OR strength) he needs to roll his Enhance Ability a third time, beat a DC of 25, and if he succeeds, roll the Force Power, once again as a FULL round action. Failure in either check (DC 20 or 25) means that the player still pays the VP cost for the power.
Succeeding means that the ability cap is raised from 35 to 40, but also that base VP cost for each activation is doubled (from 3 to 6 VPs) and that you can NEVER take 10 or 20 on the skill check. Most importantly, the AGING process, which for the sole MBK goes 1200 times faster, will accelerate to 1800 times for ONE force boosted ability, and to 2400, for both strength and dexterity improvements. Thus, 30 minutes of mission with both abilities force boosted, even if the Force Powers last only 10 or 20 rounds, will cost the pilot roughly 2 months of life.

Other force powers:
Assuming a pilot is a force user, with access to alter, control and sense based skills, use what stated above as a general rule. All force powers are FULL Round Actions, and they all need to be rolled twice. The first one, needs to beat a DC of 20 to 25 (at the GM's discretion). Failure means that the VP cost still needs to be paid. The second one, is the skill check itself, and has double base VP cost. When in doubt, consider that the MBK always prevails on the Force Power. Communication or Perception based Force Powers, such as Telepathy, Empathy, Affect Mind and Enhance Senses should suffer from higher DCs due to the heavily altered perceptions of the Tekkaman Pilot.

Move Object for Force Jumps:
Force Fall and Force Jumps work normally and do not need double rolls. The effects stack, allowing for amazing jumps and for safe falling from scary heights. However, the VP cost is 8 VP, and not just 4.

Force Points and Dark Side Points
Consider the Pilot as 1d3 levels lower for the purposes of FPs expenditure. If the pilot yields to rage and the Dark Side the level is, on the other hand, not only unaffected, but considered 1d3 levels higher.

Other plot hooks: there are many traits in common with what the Sith dark amours seem to be capable of, but I preferred to make the whole thing as a pure product of fictional science and technology, rather than involving magic and the force. Sure enough, if a Sith alchemist was to seize such a piece of fine weaponry, there no saying on what he could do to improve and twist it.
Concerning the waldaster, whatever is known about them was extracted by the archives on Dobrai's mothership. There is still a chance , at least until the rise of the Empire, that such knowledge could be still stored somewhere in the Jedi Archive in the Temple on Coruscant. It is unknown, after that date, whether the Emperor managed to resume it or not. Since no record of a living waldaster exists, it is probable that Palpatine did not find such information, or deemed an exploration mission too lengthy or expensive. However, one may never know which creeping horrors might sneak their way inside the Galaxy, be it upon invitation from the Emperor or not...

References:
Wookiepedia (Sith Wars)
Wikpedia (Uchuu no kishi tekkaman space knight)

The MBK drugs and the molecular density boost are taken directly from number 54 "Thor 14" of the "Nathan Never" comics series, edited in Italy by Sergio Bonelli editor.
The OMAC (One Man Army Corps) is also a definition taken from the Nathan Never series.
Ossian

09-02-07, 11:37 AM
The Waldasters and their Overlord: Dobrai

http://img74.imageshack.us/img74/4964/dobrai2tyca0.th.jpg (http://img74.imageshack.us/my.php?image=dobrai2tyca0.jpg)

The greatness of a hero is measure by that of his or her adversaries. What would be Theseus without the Minotaur? Superman without Lex Luthor? So here is an NPC for your tekkaman blade pilot, Dobrai, the Overlord Master Mind of the Waldaster Empire, minion of the Sith Armada, by the time his fleet left the hyperspace inside the system, of Ard. I must say that it was tricky to design, and most of it is just my wild imagination, since of Dobrai we can guess little if anything from the old series. He has the stereotypical traits of the Villain, and shows many powers that could be force related. Other than that and part of the background story, I had to make it up. He is a VERY powerful foe, with force power boosted by his naturally high ability scores and high level, and could be a very nice “final battle” opponent, able to take many of the PCs' lives.

Appearance: this was a bit of a surprise for the Tekkaman pilot. Having seen Dobrai only a few times on their monitors, they could not guess his real size. Dobrai, and probably all of the original waldasters, is an octopus like creature, with a central white sack the size of a big Bantha, and 12 meters long tentacles departing from it. Right below the main sack there is a central, wicked looking eye, with a vertical pupil and a sick yellowish iris, with exposed muscular tissue. Below the eye, there is yet another pair of small organic bags, dark purple and soft, with bright red dots on them. Departing from below the eye, a bunch of thinner tentacles dangles and constantly moves. On top of the white, big sack, there are two yellow dots and another smaller, violet sea-anemones looking growth, with more yet smaller tentacles, probing the air for electricity, wandering moleculae and atoms, hints of magnetic tension, air vibrations and heat. The whole alien, with tentacles outstretched, is more than 30 meters wide. For this and other reasons, ALL waldasters start with the “Powerful Presence” feat in addition (Hero's Guide) to the other class feats.

Communication: the waldasters could be an entirely telepathic race. They do communicate verbally, if they wish, but that is probably due to electronic implantations in a now atrophic voice apparatus.

Senses: the waldasters can probably see in the same spectrum as we do. They possibly have an equally good sense of hearing. Since many of them are naturally trained in the force, the use of Enhance Senses, combined with powerful ESP abilities makes them dangerously aware of their immediate surroundings. This is why all the basic weapon proficiencies that a waldaster might have are to be swapped with the “Aware” feat.

Combat: waldasters are huge. Their tentacles can pack an impressive amount of punch, and their mere size is enough to frighten most predators. Add to this that the common access to the Enhance Ability Force Power can make them even stronger and the fact that their bodies can take more punishment than most armored vehicles, and you'll have a fearsome opponent. They are skilled manipulators, and can use their tentacles to wield objects, hurl them with violence or use them as weapons, they are wicked and merciless. On their home planet, competition for power among such giants is quite a thing to witness (let alone the mating season...eeeeewww), and the ability of some (and never too few) of them to use the force to hurl objects with telekinesis or kill with the mere force of will makes them even deadlier. The battlemind skill, too, is a nasty addition.
Fewer, selected individuals, after coming into contact with the most powerful Dark Side users of the galaxy, developed a high level of ability in creating Force Lightning and in using their enemies fear against them, entering their minds and amplifying it to unbearable levels. Other than that, they seem uncapable or unwilling to build any kind of portable weaponry (ranged or melee).

Technology: it is difficult to say what was the original technological level of the Waldasters. What is certain is that it must have been quite advanced. Yet the most precious asset of this alien race was that some of their leaders developed their psionic powers in order to absorb the skills and experience from the minds of the most brilliant scientists of the races they subjugated. This is rendered in game terms with an exceptional level of “Drain Knowledge”, at least in Dobrai's character sheet. It would be safe to assume that he was not the only one skilled in such a terrible power. Thanks to this wide range of skills, the waldasters were able to subdue many a civilization, incorporating into their own technology whatever their newest victims had to offer, from cloaking devices to a new and more advanced hyperdrive system, from shapeshifting abilities to the formulas of new alloys, they absorbed and improved everything their slaves had developed until they came along.

Starships: these, too, are a mystery. The original ones must have been very big, able to host with full life support many of the gigantic waldasters. Time and war, changed their starships' appearance and functions, according to the different stages of their empire's expansions.

Life support: the waldasters seem to be able to live only when immersed in a specific fluid, where they can easily float. A good guess is that on their native planet they must have lived in seas or lakes, possibly building underwater cities. The composition of such waters is unknown, but it must have been toxic to humans. They can survive, however, in other kinds of atmospheres for short periods of time. When not in their native waters, they move inside huge bacta tanks, computerized and equipped with highly sophisticated life supporting machineries, often armored, and of course equipped with powerful repulsorlift engines.


Dobrai: elder Waldaster overlord.

Force Adept 3, Noble 6, Dark Side Devotee 4, Officer 1.

Strength: 25
Constitution: 25
Dexterity: 4
Intelligence: 20
Wisdom: 20
Charisma: 18

Wound Points: 25
Vitality Points: 165
Force Points: 8
Dark Side Points: 10
Defense: 13 (+12 class, -2 multiclass, -3 dex, -4 size)
Initiative: -7 (-3 dex. -4 size)
Attack: +16/+11 tentacles
Damage: 1d8+7
Saves. Will: +18 Fortitude: +14 Reflex: +7
Size: Gargantuan

Feats: Force Sensitive, Sense, Alter, Control, Aware, Powerful Presence (Hero's Guide), Dark Power (Hero's Guide), Mind Trick, Malevolent, Force Mind, Force Mastery, Frightful Presence, Simple Weapon Proficiency.

Special Qualities: Cross Class Skill (Noble, Intimidate), Favor (+2), Dark Side Skill Emphasis (Force Lightning, Drain Knowledge), Create Dark Side Talisman (+2), Resource Access, Coordinate (+1), Leadership.
Control Mind + Force Mind: Dobrai's mastery of the force and telepathy allows him to coordinate with the Dark Side influx individuals loyal to him that are on the same planet. Since Dobrai never leaves the sith mothership, consider it as his planet. For maximum effectiveness Dobrai uses also the “Leadership” and “Coordinate” special qualities.

Skills:
Jump +7, Climb +7, Swim +7, Computer Use +11, Craft (Cloaking Devices) +8, Knowledge (Waldaster System) +8, Knowledge (Alien Species) +10, Knowledge (Sith Lore) +9, Speak (Basic), Speak / Read / Write (Waldaster), Speak / Write /Read Sith, Listen +6, Spot +6, Sense Motive +12, Intimidate +16, Diplomacy +12, Gather Information +4.

Force Skills:
Battlemind +10, Enhance Ability +16, Drain Energy +16, Force Strike +5, Force Grip +15, Force Lightning +18, Move Object +15, Drain Knowledge (Dark Side S.book) +17, See Force +12, Enhance Senses +12, Empathy +8, Farseeing +12, Heal Another +6, Heal Self +14, Telepathy +16, Fear +15, Affect Mind +14 Friendship +4, Force Defense +12, Illusion +12, Control Mind (Dark Side S.book) +20.

Equipment: dark side talisman. This is the enormous tank that Waldaster uses to survive hostile environments. It's imbued with the malevolent power of the dark side and is +2 to all saves against Light Side powers. DR 15, 300 HP. It features a Neural Interface Computer (+5 Equipment Bonus to all Computer Use checks while in the mothership). +5 to all Treat Injury checks performed on himself. The Tank has a daily supply of 10 Medpacks and 10 Medkits.

Personality: Dobrai is, luckily, somehow unique for his species. Few of his own kind share his ability in the Dark Side of the force and his skill for entering and emptying other beings' minds. He has been influenced more than others by his sith mentors, and while uncontrolled brutality and pain spreading policies are still an asset for him, he is somewhat more of a tactical genius and a more collected and cooler adversary. He has honed his leadership skills and can make optimal use of all of his resources, from men to equipment.

Note: the skill "Craft-Cloaking Device" is what drew the initial attention of the sith commander.
marcoasalazarm

09-03-07, 03:59 PM
Nice addition. One dumb question: it seems like you are using the original series with this adaptation.

Any chances we'll see the other Tekkaman series as part of this? At some point in the future, if ever?
Ossian

09-03-07, 05:05 PM
Thanks a lot!
:) :) :)
As for other conversions, it depends a lot on the available time. I have not followed the new "teknoman" series (1st and 2nd), but on you tube one can still get an idea of what it looks like. Aside from style consideration, it was easier to convert the old Tekkaman for balance reasons. It might already be unbalanced as it is, and I took a lot from tekkaman quasi-invincibility. Judging from what you see of the Teknoman, the armor is capable of indipendent and even faster flight, and the tek spear is even more powerful, both as a sword and as a polearm. Moreover, it seems to be made of small arrowhead shaped sections that can be shot, piloted on target, and recovered just like a set of 6 laser boomerangs. The teknoman had 2 whips (and not only one) and seemed proficient in using both of them simultaneously with a tek-sword attached to each end, mowing down entire squadrons of heavy starfighters. In the shoulders there seems to be an even more powerful ray-weapon.

Strength-wise, it could well be the same thing, or just a bit stringer. Just take the stats and change the appearance from the tekkaman to the teknoman.

Still, if I can cather enough documentation on the internet on how the weapon systems worked, a conversion should not be too difficult. What I tried to do is to give some flash to a story where the tekkaman concept could fit without being too Nippon :D . Given this, it is well possible that the "Space Study Centre" had developed all sorts of accessories for the armor, to tailor it for specific missions, against slow land war droids, heavily armored carriers and so on.

Another thing about the new teknoman is that it seems to be a more "natural " part of the pilot, like a symbiont (pretty much like the guyver armor), whereas I thought that to make the players pay a lot more dearly the use of such a powerful weapon they would have to suffer all the aging penalities and take the risk to be killed (especially the first time) by the activation energy. That, and the fact that there were many teknomans. The protagonist (T. Blade) and his rivals (Knife, Lance and so on). To convert all that material in a consistent setting is doable, but a bit lengthy.

Ossian
marcoasalazarm

09-04-07, 12:49 PM
I'll see what I can do about that data of the new series.

Still, I have to say that you made a Heck of a job.
Ossian

09-04-07, 02:29 PM
Hello! Well, you sparkled curiosity in me, and I found out I must have put more ranks in gather information that I thought.

I am currently at episode 12 of Teknoman (1st season) and I must say I am liking it a lot. Sure, there are some cheesy moments, but as a Star Wars fan I should just shut up and say nothing that sounds too cruitique on that matter.

There are some Star Wars moments, and the guys have some of the key points of a good SW character, such as NO taste for dressing, with ridiculous uniforms, attitude, and manners of a space cowboy (or girl). There are some supporting characters too that are quite ok, such as the Commando captain with 1 eye and the Irish accent, and some fine direction touches here and there. I mean that the plot runs smoothly and it's quite a pleasant show. Intriguing, in the end, and adaptable. The Teknoman Blaster is a bit too similar (in power too) to the Super Laser of the Death Star, but that is easily fixed.

Let's keep in touch and swap some ideas, it could become a good conversion after all.


EDIT

Uh, this is going to be very tough. I am now at episode 19/27, and the series is getting better and better. And the better it gets, the more it becomes difficult to imagine how to convert what goes on on screen. So far I have seen at worl

Tekkaman Dagger (first major reccurring villain)
Tekkaman Blade and Tekkaman Saber
Tekno Suit n.1 (with zetron cannon)
Tekno Suit n. 2 (quantum weaponry).

Well, before I continue, please know that massive spoilers might follow. So, if you are interested in watching the series (which I reccommend), don't read further.


So, my first challenge is to whether to stick to the series, and design a Power Armor (PA) that makes a Star Wars charachter capable of doing what we see on screen, or not. 1st option would make it nearly unbeatable (Level Adjustment +15 or so). 2nd option has the drawback that it would noit be that much different from what already posted, save for some piece or weaponry or movement stats.

Now, deep apologies for posting tidbits every day. On the one side, I have not seen the whole series and this conv. takes some thinking (anf the RCR is BIG and I don't really know it by heart, esp. vehicles-wise). On the other, a new thing I have to follow at univ. came up, which keeps me busy from 13.00 to 20.00 every day, thus giving me something like 1 hour for ALL my internet activity.

Got to go

Ossian
marcoasalazarm

09-29-07, 08:50 PM
Bump.
Ossian

10-12-07, 06:06 AM
Hello folks! Sorry I disappeared (pooof) but had loads of boring stuff to do, including ferrying my players from old 80s D&D to 3.5. They're all a bit old school but they took the change surprisingly well. Still, they are not crazy in love with homework and it takes some patience from me (guess what happened when I mentioned attacks of opportunity...).

Anyway, I was also trying to find some time to go through the "Tekkaman Blade" or "Teknoman" series. At the moment I managed to watch eps.1 to 28, and I must say that it's a really well made saga. I've seen enough of the other guys to compare them with what the hero does throughout the series. Statements from the characters are a bit vague though, so I had to come up with something. Just for the sake of reference, in the anime I am currently watching the names are the ones from the English version.

I'm still waiting to post something semi-quasi-final since there seems to be something in the next episodes that might give me a clue on how to stat the teknoman.

What one can do is to figure out what exactly is the difference between a "normal" human and a human who's been altered to host the teknoman symbiont. They hint "martial arts training" for the two opposing protagonists, Saber (or Sabre, whichever you like best) ad Blade, but it's an anime, so we should have taken that as a default. Still, I have to wait for some more episodes. I want to understand what were originally the other villains (lance, sword, axe) and figure out if the original individual might affect the outcome of the tekno-transformation.

Be patient...

Ossian

PS
OTOH Ringo and the other space knights would be easy to convert to the RCR D20. Star Summers, cmdr. Jamison, Sgt. Miles O' Rourke, Maggie Matherson & Mac MacElroy, Tina Corman. In fact, their teknosuit too will be piece of cake compared to statting the teknoarmors...
marcoasalazarm

01-01-08, 05:37 PM
BUMP!!!!

Happy New Year.

Hope you add more to this conversion, man.