Author Topic: Support Staff  (Read 3953 times)

Offline oslecamo

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Support Staff
« on: November 30, 2016, 11:14:40 PM »
Support Staff


   
Just saying, the only way it can't be repaired is if I was the one wrecking it.
-Rand Travis, Support Staff

Support Staff are those who may not get to pilot bleeding edge mechas or or ancient machines of unknown power, yet play a key role in a world of mecha by providing a variety of key support roles from manufacturing to maintenance to hard, dirty work.

Class Skills
The Support Staff's class skills are Appraise, Balance, Craft(any), Climb, Diplomacy, Disable Device, Jump, Heal, Hide, Move Silently, Spot, Listen, Intimidate, Knowledge(any), Open Lock, Perform, Profession (Any), Search, Sense Motive, Swim
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+0Mobile Worker, Specialization, Arsenal I
2nd+1+3+0+0Specialization, Spirited, Spirit
3rd+2+3+1+1Specialization, Bonus Feat
4th+3+4+1+1Arsenal II, Base Building
5th+3+4+1+1Specialization, Spirit
6th+4+5+2+2Specialization, Bonus Feat
7th+5+5+2+2Arsenal III, Base Building
8th+6/+1+6+2+2Specialization, Spirit
9th+6/+1+6+3+3Specialization, Bonus Feat
10th+7/+2+7+3+3Arsenal IV, Base Building
11th+8/+3+7+3+3Specialization, Spirit
12th+9/+4+8+4+4Specialization, Bonus Feat
13th+9/+4+8+4+4Arsenal V, Base Building
14th+10/+5+9+4+4Specialization, Spirit
15th+11/+6/+1+9+5+5Specialization, Bonus Feat
16th+12/+7/+2+10+5+5Arsenal VI, Base Building
17th+12/+7/+2+10+5+5Specialization, Spirit
18th+13/+8/+3+11+6+6Specialization, Bonus Feat
19th+14/+9/+4+11+6+6Arsenal VII, Base Building
20th+15/+10/+5+12+6+6Top Specialist
Weapon and Armor Proficiencies: Simple and martial weapons, mechas and guns.


Mobile Worker: The Support Staff is granted/acquires/salvages an old, obsolete yet sturdy and functional mecha. It counts as either a Super Robot with 3/4 Upgrade Points or a non-generic Real Robot with only half the in-built weapons, rounded up (the highest damage weapon must always be sacrificed) and no specials/extras besides Transformation (if any).

Support Staff counts as either Super Robot or Real Robot for multiclassing depending on the kind of Mobile Worker they use.

Specialization: Support Staff come in a variety of ways. At first level the Support Staff chooses one of the following Specializations and each time Specialization shows up on the table, they may select one of the options inside. Those options can only be used while piloting inside their Mobile Worker, that's assumed to be customized with the tools to make the Specialization work. In alternative they may be used  provided the Support Staff has direct access to a factory, laboratory, or similar building with proper equipment. Each option may only be selected once unless noted otherwise. Whenever Pilot level is refered to, use your Support Staff level plus half your other levels.

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Arsenal: On top of the mecha the Support Staff can also requisition/salvage an array of basic  swappable  weapons and  accessories  to further customize his mecha. Refer to the Arsenal list for details. Items from the arsenal list can be  swapped  on any friendly organization branch.

Spirited: Each level of Support Staff increases the max number of spirit points of the player by 5. In  addition whenever "Spirit" appears on the table the Support Staff learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Support Staff can count as any class for Spirit cost purposes, but once this decision is made, it cannot be changed.

Bonus Feat: Whenever this appears in the table, the Support Staff gains one Bonus pilot feat.

Base Building: Starting at 4th level, the Support Staff can direct the construction of structures to aid a mecha war effort. Details here.

Top Specialist: At 20th level you pick one Specialization from any field that can be changed with 1d12 hours of work. In addition 1/day as a fullround action you can grant yourself any one specialization from the previously chosen field that lasts 1 hour.
« Last Edit: April 25, 2019, 12:07:23 PM by oslecamo »

Offline oslecamo

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Re: Support Staff (WIP)
« Reply #1 on: March 07, 2017, 09:06:01 PM »
(click to show/hide)
« Last Edit: March 25, 2019, 04:37:42 AM by oslecamo »

Offline oslecamo

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Re: Support Staff (WIP)
« Reply #2 on: March 08, 2017, 02:06:50 AM »
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« Last Edit: April 25, 2019, 11:53:10 AM by oslecamo »

Offline oslecamo

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Re: Support Staff (WIP)
« Reply #3 on: April 07, 2017, 07:26:25 AM »
Another reserve. This one turning out into quite a lot of text.

Offline Izzarra

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Re: Support Staff
« Reply #4 on: April 25, 2019, 12:52:47 AM »
Armored Company-Pick one Air, Land, Space and Water options from the Vehicle List below. When you're allowed to change Arsenal, you can requisition one of the chosen options, and their Arsenal Access is the same as your own. You can take twice as many Vehicles in return for them being two levels lower, but their Arsenal Access is also reduced 1 level by duplication, to a minimum of zero Arsenal level. This includes Warrior NPCs of a LA 0 race of your choice to pilot them, same level as the vehicle, no feats (except for any bonus ones) or skill points, which were spent on obscure proficiencies and professions to allow them to do their job. You can combine your mecha with one such vehicle with 1d12 hours of work, in which case add together HP, DR, arsenal and weapons, as well as using the best movement speeds, however count your Pilot level as zero for scaling DR/Natural Armor/Dodge/HP.

Can you add clarification on whether combining a mecha with a vehicle adds the vehicles hardpoints and special ability to the mecha. I have been assuming that it does because it looks like accessories used to take arsenal space before hardpoints were introduced, but I could be wrong.

Also when the mecha and the vehicle are different size categories what happens?


Base Building

Technically each base doesn't cost anything to set up, but it's assumed the building time includes negotiations/bribes/threats with the local powers plus setting up mining/harvesting operations to get the necessary resources.

Each area of 10000 square miles of solid surface can support one Base. If there's already another base in there, it must be razed down first. Every 24 hours of work allows a base to be developed one level, up to Pilot level.

Each Base also demands 1 hour of check-ups by the Support Staff every week or decay one level.

In the case of Bases that produce friendly pilots and their respective machines, you can have up to three follow you at a time. You can have remaining ones assigned to general tasks away from you like “protect this base” or “go conquer that area”. The only Arsenal such pilots have access to is the one you can produce in your own factories (if any).

In the case of a mobile campaign, such as one that takes place in a capital ship and/or fleet, the ability to build bases is not terribly practical. The hasty fortifications can be great if you have to prepare for an incoming assault, but the many varieties of factory are not of much use. More temporary choices would be a nice addition to help round out the options, such as the ability to deploy siege equipment or a forward command post on land occupied by an enemy base. Another option would be to provide upgrades to a capital ship or fleet in some way.
"Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

Offline oslecamo

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Re: Support Staff
« Reply #5 on: April 25, 2019, 12:07:28 PM »
Armored Company-Pick one Air, Land, Space and Water options from the Vehicle List below. When you're allowed to change Arsenal, you can requisition one of the chosen options, and their Arsenal Access is the same as your own. You can take twice as many Vehicles in return for them being two levels lower, but their Arsenal Access is also reduced 1 level by duplication, to a minimum of zero Arsenal level. This includes Warrior NPCs of a LA 0 race of your choice to pilot them, same level as the vehicle, no feats (except for any bonus ones) or skill points, which were spent on obscure proficiencies and professions to allow them to do their job. You can combine your mecha with one such vehicle with 1d12 hours of work, in which case add together HP, DR, arsenal and weapons, as well as using the best movement speeds, however count your Pilot level as zero for scaling DR/Natural Armor/Dodge/HP.

Can you add clarification on whether combining a mecha with a vehicle adds the vehicles hardpoints and special ability to the mecha. I have been assuming that it does because it looks like accessories used to take arsenal space before hardpoints were introduced, but I could be wrong.
The Support Staff was first posted shortly after the implementation of Hardpoints separate from Arsenal so it was already taking in account the difference. No hardpoints (neither special abilities) are added, just what is written, HP, DR, arsenal and weapons.

Also when the mecha and the vehicle are different size categories what happens?
Good point, use the biggest one, clarified.

Base Building

Technically each base doesn't cost anything to set up, but it's assumed the building time includes negotiations/bribes/threats with the local powers plus setting up mining/harvesting operations to get the necessary resources.

Each area of 10000 square miles of solid surface can support one Base. If there's already another base in there, it must be razed down first. Every 24 hours of work allows a base to be developed one level, up to Pilot level.

Each Base also demands 1 hour of check-ups by the Support Staff every week or decay one level.

In the case of Bases that produce friendly pilots and their respective machines, you can have up to three follow you at a time. You can have remaining ones assigned to general tasks away from you like “protect this base” or “go conquer that area”. The only Arsenal such pilots have access to is the one you can produce in your own factories (if any).

In the case of a mobile campaign, such as one that takes place in a capital ship and/or fleet, the ability to build bases is not terribly practical. The hasty fortifications can be great if you have to prepare for an incoming assault, but the many varieties of factory are not of much use. More temporary choices would be a nice addition to help round out the options, such as the ability to deploy siege equipment or a forward command post on land occupied by an enemy base. Another option would be to provide upgrades to a capital ship or fleet in some way.

Added hasty construction options for each base as well as the option to sabotage enemy bases in the area if they're of the same type you know.

Big static guns to hit other places and command posts sounds like something worth doing but don't really have the time right now.