Feats I need help figuring out. Consults on balance and stuff? Biological Alt-mode (Vehicle)
Prerequisites: Cybertronian Benefit: This feat allows you to be modified to take an animal or plant alternate mode. This gives you all the extraordinary abilities, natural armor bonuses, Natural attacks, and some of the attribute bonuses of the creature chosen. The modifiers of the animal in question become the bonuses to your attributes (i.e. score 19 = +4 to that score, score 5 = -3 to that score), and these are applied to the target in both normal and alternate form. Taking this feat prevents you from choosing the normal vehicular feats, and will instead give you access to monstrous feats. For the purposes of the "Vehicular Carryover" Normal: You normally can only choose from the list of vehicles when deciding on your alternate mode. Special: If you choose this feat and also have the "Larger Alt-mode" feat, you can be retrofitted to become an animal that is larger than you as well, and the same is true if you have the "Smaller Alt-mode" feat. Combiner Alt-mode (Vehicle)
Prerequisites: Cybertronian, 3rd level Benefit: This feat allows you to combine with other Cybtronians to form a single, more powerful unit. To determine the size and power level of one's form and weaponry, you must add a numerical value determined by the size of each participating character. A Tiny Cybertronian has a value of 0, Small Cybertronian has a value of 0.5, Medium has a value of 1, and a Large has a value of 2. If the combined total has a value of 1 or lower, the resulting form is a Medium Cybertronian. If the result is 2, the mech is Large. If 3, the Mech is Large with the Powerful Build racial trait. If 4, the Mech is Huge, 6 is Gargantuan, 8 is Colossal, and 10 is Immense. Values of 3, 5, 7, and 9 are equivalent to the previous values size, but also have the "Powerful Build" racial quality. If there is a fraction involved, then the combined mech gains an enhancement bonus to their attack rolls equivalent to the Small Cybertronian's highest ability score modifier. Determining weaponry is a touch different, however. The ranged weapons of the forms, if any, are equivalent to either all of them individually (see "Volley" firing rules), or combine into a single weapon. This weapon is effectively a properly scaled version of the most prevalent weapon among the combined mechs (Blaster, photon cannon, etc.). The same goes for ranged weapons. Keep in mind that if the mechs have multiples of each weapon currently equipped, these should be taken into account as well. On top of all that, the transformer has access to all the skills, feat bonuses, and such, but does not have a cohesive mind. When using abilities from a different character's sheet, the players all must roll a d20. If the player with the highest roll is not either the previous player or the one whose abilities are to be used, the Cybertronian instead acts on the "Confusion" table. Also, choosing this feat does not simply mean that two mechs with this feat can combine at any time. After choosing this feat, the mechs in question must all go see a bot or group of bots with ranks in Knowledge (Mechanical), Medic, Knowledge (Engineering), Knowledge (Electrical), Knowledge (Technology), and Sparkcraft. A skill check must be made, equivalent to 10 + highest HD of all the mechs to be combined + the number of Build Points the resulting mech will have. This number x50 is the number of credits it will cost for the procedure to be done. If any of the checks fail, all the mechs involved will lose attribute points based on which ones failed! All six must be made regardless of failures. See table for what attribute is damaged based on which check failed. Damage taken is always equal to the amount of Build Points the final mech would have had. Also, if the amount of damage is greater than the mech's Hit-Die or the check fails by ten or more, then that individual mech takes 1 point of permanent ability drain. If any of the checks fail, then the procedure cannot be performed again until everyone has recovered from the damage (though not any drain that may have occurred.) Half of the credits used in the procedure must be paid again.
Normal: You normally can only choose from the list of vehicles when deciding on your alternate mode. Weapon Alt-mode (Vehicle)
Prerequisites: Cybertronian Benefit: This feat, and the prerequisite procedure, allows you to take on the form of a weapon that you can either fire yourself, or that can be used by another. The procedure is identical t the one detailed under "Larger Alt-mode." This is also the only feat that allows the mech to take on a form two sizes smaller than his own size, so that a medium sized Cybertronian can become a weapon that is the size of a two-handed weapon. If the mech also has the "Smaller Alt-mode" feat, they can become a one-handed or light weapon. The power of this mode is as follows: it does damage dice equal to the hit-dice of the Mech. It does an additional dice of damage for every 4 hit-die the mech has as well (1 dice at 1st level, 2 at 4th, 3 at 8th, 4 at 12th, 5 at 16th, and 6 at 20th.) Also, if the weapon is used by another party member/cybertronian, the number of damage-die rolled also become an enhancement bonus to the attacks rolls. Normal: You normally can only choose from the list of vehicles when deciding on your alternate mode.
Races: Colonial Racial Traits
Soldier Racial Traits
Seeker Racial Traits
Mincon Racial Traits
Scholar Racial Traits
Worker Racial Traits
Triple-Changer Racial Traits
So, I'm starting with the Pathfinder Modern (referred to as "PFM") system because I like the flexibility of the "Modern Hero." This is what I have so far. Character Creation:
Attributes- Rolled normally depending on campaign, modified by the chosen race. Class- Using Modern Hero rules, linked here: http://www.d20modernpf.com/characters/modern-hero-base-class Feats- A few homebrew feats have been added to the list, available for both PF and PFM, minus anything connected to a magical ability or spell-casting class feature. However, anything that requires the Human subtype can be chosen by Colonials, the Orc subtype can be chosen by Soldiers, the Elf subtype can be chosen by Scholars, the Dwarf subtype can be chosen by Workers, and the Halfling subtype can be chosen by Minicons. Skills- Most of the skills remain, though a few have been replaced and a few added.
ADD: Drive (Alt-mode)(???), Knowledge (Civics)(Int), Knowledge (Technology) (Int), Knowledge (Spatial) (Int), Knowledge (Arts)(Int), Knowledge (Tactics)(Int), Pilot (vehicle type) The drive skill also gives a competence bonus equal to 1/2 its ranks to the Pilot skill when maneuvering a vehicle similar to their alt-mode (or to Ride if they have an animal alt-mode) Alt-mode: This is the big one, obviously. At character creation, each Cybertronian selects an alternate mode to transform into. There are three groupings: Land, Aquatic, and Flight. Each type has numerous subtypes, to be detailed further below. They also get a bonus feat that is only usable/applicable while in vehicle mode, chosen from the feats labeled with a "V." A few of the Subtypes get additional vehicle feats as well, though that might change depending on balance issues. They also choose the size of their alt-mode, which is a seperate choice and does not affect the alt-mode, except for in the ways that a modified size would (i.e. more bash damage, bonus/penalty to CMB/CMD/attack rolls/AC, etc). Equipment: Not entirely sure if I want to use the Modern system or the Original System for money, but I'm definitely using the Original system of weapons, since the guns in Modern are much more powerful than I'd like. I think I'll just rename the bows and stuff to more sciency sounding weapon names, such as bows become blasters and arrows become blaster cells, crossbows become photon cannons and bolts photon charges, etc. Other Changes: Obviously, we'll need to come up with a bunch of fun rules for combat in vehicle mode, including ramming attacks, alt-mode maneuvering on the battle-field, rules for vehicular flight, and we'll also need to figure out zero-g combat. WHAT I NEED: Links to online documents, other RPGs to look at, and assistance coming up with ideas/refining what I already have. |