Mecha Ninja Ranger Iconic Framework

Mecha Ninja Ranger Iconic Framework - Hallo friend TELLING GUIDE FOR CHILDREN, In the article you read this time with the title Mecha Ninja Ranger Iconic Framework, we have prepared well for this article you read and download the information therein. hopefully fill posts items ADVENTURE, items ANIMATION, items DREAMS, items IMAGINATION, items LEARNING, items MOTIVATION, we write can understand. Well, happy reading.

Title : Mecha Ninja Ranger Iconic Framework
link : Mecha Ninja Ranger Iconic Framework

Read also


Mecha Ninja Ranger Iconic Framework



OK, we all know that I should write a full Iconic Framework complete with knowing (if not winking) description and one of those "Survive and Thrive" sidebars, but I don't have the time. Besides, we all know what I'm talking about here.

Mecha Ninja Rangers journey to Rifts® Earth at the behest of benevolent beings who blend high technology and chi manipulation into arms and weapons to fight evil. These benefactors implant artificial psionic capability in their chosen champions (usually teenagers, as their bodies and psyches are quicker to recover than adults but their minds are better-developed than children). Like Cyber-Knights, these champions are compelled to uphold a code of honor and heroism or else lose their powers. The sponsors of Mecha Ninja Rangers limit their teams to no more than five to fifteen members, but numerous teams with different benefactors exist.

HERO'S JOURNEY
As Cyber-Knight

MECHA NINJA RANGER ABILITIES AND BONUSES
  • Leap into Battle: Mecha Ninja Rangers train to leap astonishing distances. They can jump 2” vertically and 4” horizontally; a successful Strength roll grants 1” additional distance. 
  • Mecha: Mecha Ninja Rangers are trained in the use of highly advanced TW vehicles and robot armors that do not interfere with their psionics. These mecha possess (or perhaps are possessed by) a rudimentary sapience that allows them to come when summoned, but otherwise require their pilots to function. The armaments of such mecha greatly resemble the capabilities of an NG-V61 Gunwolf, save that they often physically resemble mechanical dinosaurs and megafauna (though some instead resemble pre-Cataclysmic planes and tanks). [NOTE: Game Masters and players should agree on the size of the team when the characters are created, as this effects certain Iconic Edges. Game Masters allowing a Mecha Ninja Ranger force of more than seven individuals might consider using less powerful robot armor as the basis for the team's mecha.]
  • Mecha Pilot: Depending on whether their mecha of choice takes the form of a vehicle or robot armor, the Ninja Ranger begins with the Ace or Robot Armor Jock Edge. 
  • Mecha Warrior: A Mecha Ninja Ranger begins play with Fighting d8 and Piloting (or the appropriate skill for their mecha) d8. 
  • Minor Psionic: As the Cyber-Knight Ability.
  • Transdimensional Weaponry: As a free action, the Ninja Ranger can pull from or deposit into a pocket dimension a weapon keyed to their unique biorhythms. This weapon functions as a Cyber-Knight’s Psi-Sword in all respects save that it also has a Shooting or Throwing range of 3/6/12; if thrown, it returns to its master’s hand.
  • Transmute!: As the Cyber-Knight Cyber-Armor ability, but the armor takes the form of an advanced polymer battle costume. 
COMPLICATIONS
  • Code of Honor: As the Cyber-Knight complication. The penalties to Psionics rolls also apply to piloting their mecha as the mecha’s AI revolts against being commanded by a an unworthy pilot. 
  • Cybernetics: As the complication for Psychic Powerhouses and Masters of Magic, not Cyber-Knights. Ninjas Rangers can receive cybernetic augmentation, but it severely reduces the effectiveness of their Psionics.
  • Psionic Limitation: Due to receiving their psionic abilities artificially, Mecha Ninja Rangers are incapable of taking the Master Psionic Edge (but see below).
MECHA NINJA RANGER STARTING GEAR
They've got a weapon, armor, and a mecha. They don't need any other starting gear, do they?

ICONIC EDGES
Mecha Ninja Rangers can take Improved Cyber-Armor and Master Cyber-Armor, Improved Psi-Sword and Master Psi-Sword, and Psi-Shield. They also have access to:

Mecha Fusion
Requirements: Seasoned, Mecha Ninja Ranger, Spirit d8+
Every Mecha Ninja Ranger in a single squadron who possesses this Edge has learned to techno-psionically combine their robot armor into a single, larger robot armor. Combined robot armors gain a bonus to Toughness equal to the component mecha's base Toughness ÷ the number of team members (rounding down), an addition to Strength equal to the component mecha's Strength bonus ÷ the number of team members (rounding down), and a bonus to weapon damage of +1 per combined mecha (maximum of +4).
Mecha Ninja Rangers piloting combined mecha may use their action to perform Cooperative Rolls for combat actions.

Psionic Channeling
Requirements: Veteran, Mecha Ninja Ranger, Spirit d8+
While Mecha Ninja Rangers can't take the Master Psionic Edge, they can learn to channel their psionic abilities through their Mecha. Effectively, this Edge gives Mecha Ninja Rangers access to Mega Powers, but only when piloting their mecha. 


Thus Article Mecha Ninja Ranger Iconic Framework

that is all articles Mecha Ninja Ranger Iconic Framework This time, hopefully can provide benefits to you all. Okay, see you in a post on other articles.

You are now reading the article Mecha Ninja Ranger Iconic Framework the link address https://tellingguidefor.blogspot.com/2017/04/mecha-ninja-ranger-iconic-framework.html

Subscribe to receive free email updates:

Related Posts :

0 Response to "Mecha Ninja Ranger Iconic Framework"

Post a Comment