Lancer 4 Gay Babies: introduction and pilot creation

fuck outta here


Lancer 4 Gay Babies: introduction and pilot creation

i dont give a fuck about Tom Parkinson Morgan's bald ass pussy but sometimes beautiful trans people want me to play a really bad roleplaying game system and after literal years of what some would (and all should) call literal christ-like suffering i must wriggle off the cross and save myself so i might as well save you while im at it. happy pride👎

 

note that this is a game to pull out as both a concession to the product brained who might be averse to running something that doesn't squat upon the itch.io bestselling page eternal and monolithic, AND as a rebuttal to those limp wristed wimps who want you to play a mech game where the available options to build your warmachine can be contained on the back of a dirty tissue. because of this, I have included all of the pilot talents and also all of the mechs found in the original book, though I have also made them cool and not suck, so i'm sorry if it was important to you that they sucked. by the way, my group has started using these rules and all of a sudden everyone is having a blast again. hallelujah hosanna in the highest.

 

Table of Contents 

Pilots
You're a pilot. i don't care if you're a drugs war puppy or not it literally doesn't affect me at all. 

ur waist on FUCK blue lives tho 

perhaps your name is something like

  1. FREAK OF DEVIL

  2. GRIEFMAXXER JOB

  3. SPLENDID SUPREME

  4. FIDDLEHEAD

  5. TOMMY THE TANK

  6. EVISERAPTOR

  7. WAX FAT

  8. BENJAMIN BURNOUT

  9. GREEN TEA WIFE

  10. WITCHDOCTOR SPITTER

  11. ACROSS PHOENIX

  12. PENIX

  13. JFK LESBIAN

  14. INSIDIOUS 100

  15. CYBERTIME SCARY

  16. HUBIG LEMON

  17. TORNADO SIESTA

  18. FABULARD

  19. IBRAHEEM TERMINATION

  20. CHAKA KAHN SUNRISE

  21. THE CRIMSON CIGARETTE

  22. CHRONIC CHAMBER

  23. CRYSTAL PRISON

  24. DARK ODYSSEY

  25. SNARLIFAX

  26. CAPRICORN ZERO

  27. STUMBELINA

  28. CHARMING ANGEL

  29. SPINSTER OF SATURN

  30. WHISTLER THE FOUL

  31. STARBOARD CHRISTMAS

  32. XANAX SUNSPOT

  33. INTERNAL TEMPERATURE FRIED CHICKEN

  34. CANTELOPE CERVIX

  35. RASPUTIN GIRLFRIEND

  36. WEST TEXAS

  37. STERLING SILVERADO

  38. BAZOOKA REMEDY

  39. STALLION DOUBLEDAY

  40. QUEASE

  41. FUCKMASTER FLEXXX

  42. TORPEDO ALLEGENCE

  43. RESENTMENT FEEDS ALWAYS

  44. MODELO LIFEBLOOD

  45. CIRCULAR LOGIC

  46. REVERENCE FOR ALL

  47. BUCKY TIPTOES

  48. ZANZIBAX 

  49. BILL BUSTER

  50. BLOOD DIAMOND DARLING

Skill Sets

NO fucking larpers...

everyone starts with 2 Skill Sets.
these are used while in and out of your Mech.
you roll ALL of the skills listed under either of your Skill Sets at +2
you may designate any single skill (not a skill set! a skill!) Pilot only, or Mech only. This gives you an additional +2 in that skill, but you use this skill outside of its designated context, you get no bonuses at all.
once per session, after you make any skill roll, you can permanently add +1 to that specific skill.
this can be a skill in a Skill Set you do not have.

Coordination

Catch and Throw

Contort

Climbing

Acrobatics

Quiet and Balanced Movement

Sudden and Deliberate Movement

Zero G. Movement

Endurance

Remain Calm

Resist Shock 

Exert Strength

Distance Movement

Sprint Movement

Poison Tolerance

Speaking

Compel Answer

Teach

Cajole

Bluff Past

Talk Down

Seduce

Cross Language Barrier

Bargain 

Goad

Gaslight

Ingratiate

Performing

Sanctify

Intimidate

Misdirect

Encode

Put at Ease

Amuse

Unsettle

Awe

Inspire 

Awareness

Detect Lie

Determine Character

Hearsay

Identify Structural Weakness

Detect Hidden Movement

Survival

Growing and Identifying Plants

Handling and Butchering Animals

Finding and Following Trails

Scavenging and Jury Rigging

Finding and Creating Shelter

Information and Technology

Code-Cracking

Safe and Lock Cracking

Information Smuggling 

Anonymity

Force Service

Deny Service 

System Subversion

System Crashing 

System Prowling 

Engineering

Microelectronics 

Chemical Analysis 

Chemical Production

Reverse Engineering 

Machine Repair

Mechanical Override

Medical

Diagnose

Emergency Medicine

Psychotherapy 

Lifesaving Surgery

Cybernetic Surgery

Plastic Surgery

Fighting

Street Fighting

Exhibition Fighting

Dueling

Brawling

Military

Poisons

Torture 

Biological Weapons

Demolitions

Bomb Disarming

Direct Assault

Act Under Fire

Capture

Assassination

Pilot Training 

rumor has it he's slipped in the slop but man... once upon a time...

Choose 1 of these Trainings at character creation. Appropriate training programs may allow you to choose more. 

Ace

You may move at Flanking and Full Speed in the air without taking Pilot Damage. 

Bonded

Choose another character; this choice is permanent. Any D20 rolls you make while adjacent to one another have Advantage.

Brawler

All damage from Collisions and Grappling hits the enemy an additional time. 

Brutal

If you ever deal maximum damage, roll an additional hit of damage. this stacks. 

Centimane

When a target takes damage from one of your Nexus weapons, they do not have line of sight to anyone not adjacent to them until the start of your next turn. 

Combined Arms

When you roll to hit a target with a melee attack and do, your next ranged attack against them may deal full damage without rolling to hit, and vice versa. 

Crack Shot

If you do not move on your turn, the next ranged attack you make that does damage and rolls to hit does maximum damage.

Drone Commander

Your drones takes 2 hits to kill. 

Duelist

When you roll to hit with a melee attack and do, you may instead deal no damage with that hit and immobilize the part of your target's Frame that you struck until the start of your next turn. 

Engineer

you gain 1 free License, which can only be used to Synthesize a new System.

Executioner

When you roll to hit with a melee attack and miss, you may automatically make another melee attack that does not roll to hit, and strikes in a blast around you.

Exemplar

When you roll to hit a target and do, you may mark them. Until one of you dies, your allies deal full damage against them without rolling to hit, and both of you cannot roll to hit other targets.

Gunslinger

if you fire the first shot in an engagement, it does maximum damage.

Grease Monkey

if you climb out of your Mech in order to perform repairs, the Pilot whose Mech you repaired re-rolls all their Structure dice and takes the higher result.  

Hacker

All your attacks that do no damage now do 1 Pilot damage. 

Heavy Gunner

When you make a ranged attack that can deal damage against a target and do not roll to hit, the next time that target moves or teleports, you may automatically make another attack against them with the same weapon. do not roll to hit. the target chooses to take half damage and move/teleport, or full damage and completes the move or teleport. 

Hunter

When you make an attack with a melee weapon, you may move at half speed towards your target for free before making the attack. 

Infiltrator

At the start of your turn you may choose one target you can see. No matter where you are, they do not have line of sight to you and you may move through their space like they are not there. If that target ever gains line of sight to you, you can’t choose them again until you break line of sight by some other means.

Juggernaut

While moving at full speed, if you collide with a Mech, you do collision damage as normal but continue moving in a straight line through them, allowing you to collide with multiple Mechs with a single move. 

Leader

If you allies see you succeed a D20 roll and attempt the same action on their next turn, they roll with advantage. 

Nuclear Cavalier 

if you choose to take Pilot damage on your turn, the next D20 roll you make this turn using one of your Mech’s systems has advantage.

Siege Specialist

you destroy cover in half the number of attacks, and any damage you cause via destroying terrain, collapsing buildings, etc. deals an extra hit of damage. 

Skirmisher

the first time you would take damage or another effect from a hostile target on your turn, you may ignore it. 

Spotter

on your turn, if you have line of sight to an target, you may choose to not move in order to let an ally move at a speed of their choosing to a point where they have line of sight to the same target. 

Stormbringer

If you hit a target twice on the same turn, you may choose to do no damage with the second hit to knock them backwards or prone. 

Tactician

In addition to the standard effects of Flanking and High Ground, when you hold either position, the first hit you do on your turn deals maximum damage. 

Technophile

You have developed a rudimentary Machine Mind. On your turn, you may take 1 Pilot Damage to have it repeat a single action you took this turn of any kind, as long as it does no damage.

Vanguard

if an enemy adjacent to you moves away from you (including in passing), you may make a free melee attack against them that cannot roll to hit.

Walking Armory

increase the Mag size of all your weapons by 1. 

Capacity 

tha goat

Your Pilot has 12 Capacity. This represents their ability to function both mentally and physically. Pilot Damage is dealt to your Capacity.

When you're at half Capacity, you freak the fuck out. Roll for a random piece of your Frame: you can no longer operate it or any of its mounted Systems without taking 1 Pilot Damage. 

You are dead at 0 Capacity. 

Pilot Inventory

yes dog yes

your Pilot may wear 1 Hardsuit, and carry 6 significant items on their person

Pilot Gear

Pilot Gear is a combination of items useful in and out of your Mech. 

  • Weaponry

    • Anti-infantry

      • Melee

        • Knives: ignore Capacity from a Hardsuit or other armor if you’re in a grapple

          • CO2 Knife: hits twice if target doesn’t have a Hardsuit. Mag Size: 1

        • Field Machete if you roll to hit and do, you can cut someone’s limb off. 

        • Weighted Axe: damage against a Hardsuit destroys the Hardsuit.

        • Velocity Rod: if you roll to hit and do, the target is stunned. Mag Size: 1

        • Lance: if your enemies don’t have lances, you win initiative without rolling. 

      • Guns

        • Pistols: if your enemies don’t have pistols, you win initiative without rolling. can only attack in your own zone. Mag Size: 12

        • Assault Rifles: if you roll to hit and do, hit twice. if you don’t roll to hit, hit in a blast around your target. Mag Size: 6

        • Shotguns: deal full damage without rolling to hit. can only attack in your own zone. Mag Size: 3

        • Machine Guns: deal you 1 Pilot damage, hit twice. if you don’t roll to hit, hit an area. Mag Size: 3

        • Sniper Rifles: if you take a turn to set up, deal maximum damage with it on all attacks on your next turn. Mag Size: 3 

        • Grenade Launcher: gives grenades standard gun range. Mag Size: 3


  • Grenades can only be thrown within your Zone. All are Mag Size 1

    • Smoke: creates an area that blocks line of sight

    • Frag: hits in a burst 

    • Incendiary: creates an area that deals a Hit of Pilot damage if you end your turn in it and you’re not in a Mech.

    • Flash: hits in a burst, anything not in a Mech that’s hit by it automatically loses initiative and is stunned on their next turn. 

  • Anti-Mech

    • Trepanation Charge: takes an action to set and another to activate, which can be done remotely. Does a hit of Structure damage to whatever it’s stuck to. If that’s the Body of a Mech, it melts a hole through it big enough to squeeze through. Mag Size: 1

    • Rocket Hammer: if you can brace yourself, hitting a stationary target with it is treated as a Mech attack. This means you can use it on a Mech if you’re braced and standing on it, but it’s not useful in combat otherwise. Mag Size: 3

    • Helsing Stakes: anti-Mech infantry weapon that inhibits the functioning of certain systems. They must be driven into the Body of the Mech with a Rocket Hammer (this still does damage from the hammer hit). There are several varieties, all are Mag Size 1

      • Killspike: deals a hit of Structure damage. 

      • Reality Anchor: prevents all teleportation (personal or targeted) until the Stake is removed. 

      • Shellbreaker: prevents all shielding (personal or targeted) until the Stake is removed.

      • Luddite Spike: prevents all attacks that do zero damage from being used.

      • Bent Spear: any time the Pilot inflicts 1 Pilot Damage on themselves it instead does a full hit of Pilot damage. if they were already inflicting a full hit, they take maximum damage from it. 

  • Suits

    • Jellybaby: a Non-Human Person like a big fat baby of transparent jelly about the size of a volkswagen bug. can hold a single person inside of it, which lets you control it and breathe in vacuum or underwater indefinitely. +3 Capacity, and can traverse water and zero-g gracefully, but can’t hold its own weight, and collapses under gravity if it’s not in the water. its brain is very stunted, and thinking is painful. it finds letting its wearer think for it a massive relief, to the point where it will navigate to a user who has worn it if it can see them. 

  • Hardsuit: a protective exoskeleton. Any Hardsuit has a headset, allowing you to communicate at whisper volume anywhere with anyone else whose headset is synced to yours. All of them can activate magnetic clamps on their feet. There are several varieties and modifications.

    • Light Hardsuit: while you are out of your Mech, +2 Capacity

    • Medium Hardsuit: while you are out of your Mech, disadvantage to anything requiring finesse and +3 Capacity

    • Heavy Hardsuit: while you are out of your Mech, disadvantage to anything requiring finesse or speed. allows you to wield Mech Weapons Systems, though this takes both hands. if you’re at full capacity and get hit by Structure damage, you drop to 1 instead of dying.  + 6 Capacity. 

    • Stealth Hardsuit: while you are out of your Mech, you may take 1 Pilot damage to become invisible until the end of this turn. +1 Capacity.

    • Filter Mask: can be added to any Hardsuit, filters out toxins but disadvantage any Speaking skills. 

    • Oxygen Tank: can be added to any Hardsuit. 30 mins of breathable air, but any projectile that hits you will cause it to rocket free, dealing an extra hit to you. 

    • Thermal Visor: can be added to any Hardsuit. nightvision and thermal vision, but you take disadvantage to any Awareness skills. 

  • Other Equipment 

    • Deathmask: blank, flexible mask. covers someones face; chews it off, then extrudes a 3D printed facsimile over its blank surface, perfectly mimicking it. anyone who knew the target automatically loses initiative to you, and if they can only see your face, they will believe you are the target until they hear you speak.

    • Bondworm: a Non-Human Person like a semi-transluscent worm with a set of manipulator tendrils at the front and back end of it. very intelligent, and sensitive. Bonds with a single person, and only wants to do what they tell it, or to help them if they cannot tell it what to do. unless ordered, it will not aid another. Can replace or incorporate into a damaged or severed limb, allowing for continued function; this is permanent, and kills the worm after a day. Can temporarily bond with your mouth and nose, filtering out harmful toxins, or allowing you to breathe its stored oxygen; this kills the worm after about 15 minutes. Can bioluminesce as bright as a flashlight.

    • Eucharist Drip: a set of IV tubes you can run from yourself to someone else. This lets you take a hit of Pilot damage to heal them for half that Capacity, minimum 1.

      Halflife Drip: IV rig. used in a mech, lets you ignore the effects of falling to half Capacity.  

    • Grapple Rig: fires and retracts a pair of grapple lines either in conjunction or independently, which allows you to pull yourself to heavy objects, and swing around at Flanking Speed. 

    • Starfall Harness: converts velocity into heat and noise. You can fall from any distance (including orbit!) and you’ll only take a single Hit of Pilot damage. 

    • Smart Cable: 50 feet of thick synthetic cable. Can hold a small car before snapping. Will knot and unknot itself on command.

    • Blackbox: so long as you are in your Mech, you have +3 Blackbox Capacity. So long as your Mech’s Body is intact, when you take hostile Pilot Damage, you may choose to lose a point of Blackbox Capacity instead. 

    • Headhunter Rig: attach the stump of a neck to the base plate and attach the fluid clamps. The head will be jolted and drugged back into enough consciousness to answer a question truthfully 3 times. 

    • Deployable Cover: quick-setting foam that expands out into cover that can shelter 2 human sized figures. Functions as Light Cover against Mech Weapons and Heavy Cover against conventional weapons. 

    • Stimspike: take a hit of Pilot damage. ignore, but record it along with all Pilot damage you take for the next 5 minutes. After 5 minutes, you suffer it all. this can stack up to 3 times to prolong the duration before your heart explodes.

    • Shacklebox: a heavy computing block about the size of a coffin. handles for transportation; must be carried by two people and cannot be placed in your Pilot Inventory. contains three mounts where any Mech System that does not deal Structure damage can be Mounted, and a tightly shackled Machine Mind to run them. It gets its own turn, but does not want to do anything except listen to orders given from an authorized user. the Shacklebox counts as both Mech and Pilot for the purposes of these Systems, and has 6 Capacity and 1 Structure.

    • Brain Baby: like a Shacklebox, but about the size of a human head. can be carried by one person. each Brain Baby comes with single Mech System that does not deal Structure damage. that System cannot be dismounted. the Machine Mind in a Brain Baby is rudimentary, and can only run that single dedicated System. It gets its own turn, but does not want to do anything except listen to orders given from an authorized user.  It counts as both Mech and Pilot for the purposes of these Systems, and has 3 Capacity and 1 Structure. 

 


cya one knuckle post deeper

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