As you can tell from the title, this whole idea came from an Apocalypse World hack I was making a few years ago, but I stopped because Apocalypse World is LITERAL ROLEPLAYING GAME CANCER and I will FIGHT YOU if you disagree with me on that!!!!!111!
(I personally don't like the AW dice mechanics and find its use for loads of super interesting settings slightly irksome, but fortunately, I can easily retrofit those settings into other games I prefer, and I hope people who do enjoy AW continue to enjoy it!)
Still, on to the setting!
Titanworld takes place in a vaguely Firefly style universe. There's the Core - a region of heavily regimented planets controlled by the Federation - which seems nice but isn't. Surrounding the Core is the Rim , which is loosely settled by a motley collection of freedom seekers, independents, psychopathic raiders, religious fundamentalists, Federation citizens seeking a new life. The Rim is the product of five or six colonial waves starting from a nigh mythical Golden Age stretching up to the most recent Bushfire Wars, which are just petering out. The galaxy is rife with danger and opportunity.
The basic premise is that the main characters are people who have a ship, a collection of mecha, and a yen for money. Take jobs, keep on flying, maybe get involved in deadly conspiracies.
Or, in short: Firefly but also Titanfall cause giant robots are cool.
Archtypes
[EDITOR'S NOTE: These have fake Latin. If you know real Latin, feel free to suggest something better. I just wrote stuff that sounded good. I'm not a Latinologist. Sue me. **** off! Don't judge me!]
HUMAN - Homo Sapiens Solaris
Description: A sexually dimorphus race of bipedal, mostly hairless simians, humans' lack a homeworld due to a species wide inability to make long term plans, cooperate, or refrain from experimentation with potentially destructive but lucrative in the short run technology.
Ethnic Groups: Pan-Asiatic (gold-brown skin, epicanthic folds) | Ameriglish (brown skin, blond hair) | Zurr (blue skin, white hair, red eyes) | Lemish (amazingly tall, skinny, purple skin) | Auzzi (Black skin, black hair)
(Use any of the Archetypes in the core book)
WOLFKIN – Canid Lupis Erectus
Description: A proud warrior race of bipedal wolf-men, Wolfkin were the second stellar governance. Shattered by wars and scattered by fate, they remember their past and dream one day of ruling again.
Ethnic Groups: T ibier (gray fur, gold eyes) | Russeto (Red fur, fox-like features) | Rex Legato Reginum (short fur, black/brown coloration) | Gilded (Gold furred, silver eyed)
(Use Animalistic Alien archetype, but swap Agility with Presence, Willpower with Cunning. Their racial skill is in Leadership.)
ELFKIN – F ae S apians A rcanus
Description: Long eared, humanoids of uncertain origin – though attempting to compare them with humanity will usually result in both races being offended. Deeply psychic – though they prefer the name “magic”.
Ethnic Groups: Star Elves (Gray hair, silver eyes) | Moon Elves (silver skin, black hair, rainbow eyes) | Wood Elves (brown skin, green hair) | Void Elves (Midnight black skin, white hair, red eyes) | Nebula Elves (purple skin, green/purple hair)
(Use Elven archetype, but swap Willpower with Presence, have them begin with 1 rank in Arcane rather than Perception)
VREK – Dracos Erectus Pyros
Description: Born in fire and water, Vrek are armored with thick scales capable of withstanding an astounding amount of punishment and can survive in water as easily as they can in air – giving them a rather distinct advantage. Prized by genejackers who want to reverse engineer their scales into starship hull.
Ethnic Groups: Coastal Vrek (Green scales, yellow belly) | Jungle Vrek (blue scales, teal belly) | Volcanic Vrek (black scales, red belly)
(Use Animalistic Alien archetype, but reduce Agility to 2, start with 1 rank in Resilience, and begin with the "Thick Scales" ability, which grants +2 soak)
SHIFTERS – Protophasic Maleus
Description: Small puddles of advanced proto plasm that learned to take the forms of other races – they often face judgmental outsiders who don't understand their ways, or fear their powers.
Ethnic Groups: None.
B: 1 | A: 3 | I: 2 | C: 3 | W: 2 | P: 2
XP: 60
Wounds: 8+B | Strain: 12+W
Skill: 1 rank in Skullduggery or Coordination
Shapeshifting: Can spend 3 strain to downgrade the difficulty of a check relating to their shapeshifting (deception to look like a new form, skulduggery for picking locks by molding their palm against it, coordination to squeeze through tight areas, ect) [ EDITOR'S NOTE: I don't know if this is TOO powerful - thoughts? ]
Reviled: +1 black dice to all Presence checks with people aware they are Shifters.
NERIDI – Aquis Humanis Progidia
Description: Aquatic humanoids with fin ears – astoundingly strong and intensely passionate, Neridi make for great friends and terrible enemies. Racially gets along quite well with humanity, baffling other races immensely.
Ethnic Group: Undynnie (Red fins and blue scales), Lug'Fin (Green fins, black scales), Trull (Yellow fins, green scales)
B: 3 | A: 2 | I: 2 | C: 1 | W: 2 | P: 2
XP: 90
Wounds: 12+B | Strain: 8+2
Skill: 1 rank in athletics
Super-Strength: Re-roll triumphs when using Athletics for lifting, prying, breaking, smashing. Increase Encumbrance by 5.
CARRIERS
Note on Skills: Remove Driving, light/heavy melee (just melee), Gunnery/Light Ranged and Heavy ranged (There is just ranged), Alchemy and Riding. Rename Arcane as Metapsi (Meta Psionics), Primal as Biopsi (Biological Pisonics) and Divine as Transi (Transitional Psionics.) Basically, FTL travel unlocked access to psychic powers, but psychic powers are used as magic because the only thing cooler than giant robots is GIANT ROBOTS WITH ******* MAGIC YEAHHHHHH * Electric Guitars Intensify*
You may ask why is there just Melee and Ranged? Well, I really liked how in Titanfall, characters can smoothly switch between being in their stompy robots to fighting on the ground. Also, the mecha have humanoid hands and arms, so firing an artillery sized laser while in a mecha is, for the pilot, the same as firing a normal rifle on the ground.
All role based careers are allowed, but if they have no combat skills and don't have pilot, they can replace two of their skills (chosen by the player) with Pilot and Gunnery or Melee. The reason for this is because this is a GAME about driving around giant robots, then doing rad stuff in the giant robots, and if you don't want to do that, then **** OFF.
Editor's Note: No, seriously, any other GM sick of players who hear the pitch of the game then go, "So...I want to do something completely opposite from that?" Like, "Hey, we're running a superhero game." and then this player goes, "But what if I want to play...a normal person?" Or: "Lets play Exalted!" and then someone goes: "Wait, I know! I'll play a mortal !" NO ONE THINKS YOU'RE CLEVER, KYLE SHUT THE **** UP! ...sorry, just had to get that off my chest.
STAL-KER PILOT - A pilot who drives a highly mobile Stalker Scout Walker (Stal-Ker). Focuses on the use of melee combat, scouting, survival and mixed-terrain tactics (I.E, the use of jumpjets in the battlefield.) Stalkers tend to be highly good at recycling.
Skills: Athletics, Coordination, Cool, Deception, Melee, Perception, Stealth, Survival
ARM-KER PILOT - the king of the battle, the Armored Walker stands as a titan. The biggest gun. The thickest armor. The biggest target. People who pilot Arm-Kers tend to enjoy the attention.
Skills: Athletics, Brawl, Coercion, Cool, Discipline, Ranged, Resilience, Perception,
RIG-KER PILOT - Regional Information Governor Walker. One part EWACs, one part ECCM, one part ECM, one part bristling beehive of mini-robots filled with guns, Rig-Kers act as force multipliers. And their pilots are ****** nerds .
Skills: Charm, Computers, Knowledge, Leadership, Mechanics, Medicine, Ranged, Perception
PSY-KER PILOT - Psyiops Amplification Walkers are lightly armored, highly mobile, and are riddled with micro-scale FTL drives that open up nanotube thin portals to the Psyscape. Psychics use this to do really cool ****. Since Psychics are usually hunted by the Federation, they're also quite good at hiding.
Skills: CHOOSE ONE PSI SKILL AT CHARGEN, Discipline, Ranged, Perception, Vigilance, Streetwise, Skulduggery, Knowledge
WALKERS
Okay. Now we're to the fun part.
The foundation of each character is their Walker. Walkers are between 15 to 30 feet tall, weigh between 20 to 50 tons, and are the basis of modern combat. Basically, there are either armies with lots and lots of infantry and tanks or armies with a very few Walkers of various types. The only people who can afford to have both types of armies at once is the Federation, which is why they're so very very very scary.
As previously indicated, there are five "basic" chassis: Stal-Kers, Arm-Kers, Rig-Kers, and Psy-Kers.
If you choose a character class, you get one of those walkers of that type.
System Strain in a Walker explicitly represents heat - when your strain maxes out, your Walker's fusion drive has overheated and the Walker emergency shuts down and begins to Vent Heat. You can spend an Action to "Vent Heat", to lose an amount of Strain equal to your Walker's Vent Speed per round. Venting can be canceled with a maneuver, unless it is due to your Walker being overheated - emergency vents cannot be canceled.
Each walker has "weapon slots", which denotes what weapons can be put where. Each Walker has a "core ability" and one "customization" - reflecting what it was built to do.
STAL-KER
|
SILHOUETTE |
SPEED |
SPEC |
Fore |
Port |
Star |
Aft |
||||
|
3 |
3 |
+2 |
2 |
- |
- |
2 |
||||
|
ARM |
3 |
HT Thr. |
15 |
SS Thr. |
25 |
|||||
Specialization: Coordination
Deficiency: Resilience
Weapon Slots
Held, 1 Shoulder Mount
Vent Speed: 10
Core Ability: Lead the Way
- Effect: When using a skill to find a path (survival, perception, streetwise, what have you), the Stal-Ker is designed to feed this info to the rest of the team. For 1 advantage, the Stal-Ker brings the rest of the team along with, using the same level of skill/quiet as the Stal-Ker. Perfect for ambushing and sneaking!
Customization Choices
1) Stealth Specialist: For 2 System Strain per round, your Stal-Ker turns invisible thanks to nanotech paint and light warping generators. Upgrades the perception check to spot the Stal-Ker by 2.
2) Death From Above!: Your 2 System Strain, move two range bands in a single maneuver - this can augment your free maneuver or your second maneuver.
3) Swordmaster: Your Stal-Ker has been built from the ground up to augment its melee attacks. When making a melee attack, can take 1 System Strain to add +1 damage, up to the silhouette of your Stal-Ker.
ARM-KER
|
SILHOUETTE |
SPEED |
SPEC |
Fore |
Port |
Star |
Aft |
||||
|
4 |
2 |
+1 |
0 |
- |
- |
0 |
||||
|
ARM |
5 |
HT Thr. |
25 |
SS Thr. |
15 |
|||||
Specialization: Athletics, Resiliance
Deficiency: Coordination
Weapon Slots
Head, 2 Shoulders
Vent Speed: 5
Core Ability: I Am Become Death
- Effect: All weapons used by the Arm-Ker Blast hit targets within Short Range, rather than Close/Engaged.
Customization Options
1) Walking Cover: Your Arm-Ker draws enemy fire by being really goddamn intimidating. Every teammate who is Close/Engaged with you gains +1 defense.
2) Indirect Expert: Reduce the advantage required to activate the Blast quality by 1.
3) Bug Smasher: Your Arm-Ker's unarmed attacks gain Blast (Brawn) for free.
4) Demolisher: As a maneuver, you can remove 1 point of cover from a rival or nemesis or minion group.
RIG-KER
|
SILHOUETTE |
SPEED |
HANDLING |
Fore |
Port |
Star |
Aft |
||||
|
3 |
2 |
+3 |
1 |
- |
- |
1 |
||||
|
ARM |
2 |
HT Thr. |
15 |
SS Thr. |
25 |
|||||
Specialization: Computers
Deficiency: Athletics, Resilience
Weapon Slots
Held
Vent Speed: 10
Core Ability: All my Little Friends
- Effect: You start with three of the following drones. These drones have can be made to do their thing for a Maneuver. Each drone has a "one time" use, which causes the drone to be destroyed/used up when activated. Getting the drones back requires an 8 hour long Diff 2 mechanics roll per drone (1/2 the time per success) or the expenditure of 500 credits.
-
Ammo drone – rapidly carries a resupply to an ally.
-
Continual Use: Removes 1 out of ammo condition on an ally.
-
One Time Use: Fills the limited ammo of a single ally.
-
-
Repair Drone – a nanite sprayer that can patch holes and fix coolant
-
Continual Use: Can repair 1 hull on a single walker.
-
One Time Use: Can remove any and all critical wounds on a Walker.
-
-
Harassment Drone – disorients and confuses enemies with its built in weaponry.
-
Continual Use: Prevents a single minion group from gaining access to skills.
-
One Time Use: Staggers and Immobilizes a rival or nemesis for one round.
-
-
Spoof Drone – uses holograms and false heat sigs to look like another walker.
-
Continual Use: Reflexively prevent Blast damage on a miss.
-
One Time Use: Reflexively cause Blast damage to strike an enemy of your choice within Medium range.
-
-
Squire Drone
-
Continual Use: Has 4 weapons that can be exchanged automatically with another weapon (any slot)
-
One Time Use: Become another drone type – the new drone is not destroyed.
-
-
Coolant Drone
-
Continual Use: Vents 10 heat on a single ally.
-
One Time Use: Vents all heat for the entire team.
-
Customization Option
1) Com-Tap: Permanently enhances the "Jam communication" action. You can spend 2 advantage to learn one of the following. The location of an enemy, the enemy's short term objective or the enemy's long term objective.
2) Air-Con: This Rig-Ker is made to guide air support...including your dropship to help you bug the **** out. Provides +2 defense to any flying vehicles on your side (including a Stal-Ker flying around on their jump jets.)
PSY-KER
|
SILHOUETTE |
SPEED |
SPEC. |
Fore |
Port |
Star |
Aft |
||||
|
3 |
2 |
+3 |
1 |
- |
- |
1 |
||||
|
ARM |
2 |
HT Thr. |
15 |
SS Thr. |
25 |
|||||
Specialization: [Psi Power of your Choice]
Deficiency: Athletics, Resilience
Weapon Slots
Held
Vent Speed: 5
Core Ability: My Own Personal Hate
- Effect : Channeling your psychic powers has never been so much fun! By expending System Strain rather than personal strain, your Psychic Effects are now vehicular scale. Barrier blocks 10 personal damage per damage, attacks do 10 personal damage per damage, conjuration summons things the size of houses, healing cures the wounds of entire regiments, ect.
Customization Options
1) Pyrokinetic/Biokinetic/Telekinetic/Cryokinetic/ect, ect, ect: This is actually, like, a billion different specializations. BILLIONS! Well, okay, more like 30. Basically, it counts exactly like a wand, knocking off a diff for a chosen effect.
OKAY, it's midnight and I haven't actually made the weapons and equipment, so I'm going to sleep on my gigantic pile of gold.
But I hope this stuff seems interesting. Any suggestions/thoughts/walker designs is appreciated.
Oh, also, I had the idea that there are loads of ancient alien ruins, but they're built by people the size of the Space Jockey from Alien (Prometheus? What's Prometheus, I haven't heard of this "Prometheus" of what you speak.) That way, you can explore ancient ruins with cool alien artifacts...WHILE IN A GIANT ******* ROBOT SUIT YEAHHHHHHHHHHHHHH!
Edited by DragonCobolt