But I digress, let's get to the reason you're here.
==================================================
The Castle of Lions (Castle-Ship, Cruiser Class -
Special)
Size: Huge
Tier: 13 (The castle of lions was originally
created by high level NPC’s but inherited by a PC. As such it is a more powerful ship than what
is common for a normal PC group to have.
However, to compensate for the higher tier, the PC’s are often vastly
outnumbered.)
Length: Around
2,000ft (609.6 meters)
SPEED: 8 (H8 thrusters) MANEUVERABILITY: +0 Piloting, Turn 2
SENSORS: Advanced Long-Range (long range, mod +4)
AC: Total [16] = 10 + Pilot Ranks [+__] + Armor
[+8] + Size [-2] + Misc. [+__]
TL: Total [15] = 10 + Pilot Ranks [+__] + Armor
[+8/-1] + Size [-2] + Misc. [+__]
HULL POINTS: Total [255] Regen [5/hour] Current [_____]
DAMAGE THRESHOLD: 5
CRITICAL
THRESHOLD: 36
SHIELDS: Particle Barrier = SP [200] Regen [8/min] PCU [40]
DEF. COUNTER
MEASURES: Mk8 Defenses – TL
[+8] PCU [9]
POWER CORE: Energy Arch Generator w/Balmorian Crystal =
PCU [350]
DRIFT ENGINE: Teludav Jump System = Rating [3] Min PCU [100]
THRUSTER: H8 thrusters - SPEED 8 Piloting Mod +0 PCU [140]
CCOMPUTER: Mk 3 trinode, +3/+3/+3 bonus, Nodes 3, PCU 20
CREW: Min (1-2)
Max (100) Quarters (Good)
WEAPON SYSTEMS
Energy Blaster: Emitted from the Particle Barrier. The weapon acts as a weapon array with full
360-degree firing arch, this replaces the port/starboard, and turret weapon
systems. This is considered a heavy
weapon, but its energy drain is less than normal.
Damage [7d6] Range [Long] PCU [20] Special [Array]
Super Blaster: A single concentrated blast of energy from
the Particle Barrier. This has full
360-degree firing capability, but is not a firing array, in fact for its
concentrated power it loses in range.
Damage
[3d6x10] Range [Medium] PCU [40] Special [360-Degree Arc]
EXPANSION BAYS
The ship is not a typical Cruiser type ship. It pushes the boundaries of its size and
makes use of unique technologies. This
is done to accommodate the castle-like inner structure, as well as house the
Voltron Lions. As such it has more
expansion bays than normally allowed.
Ballroom
Medical/Cryo-Replenisher (Stasis) Bay (PCU [10]) Shuttle Bay (PCU [10])
Synthesis Bay (PCU [2]) Tech Workshop (PCU [3])
Lion Bays (PCU [10]) Recreation/Training suite (PCU [3])
Swimming Pool (PCU [1]) Sleep Chamber (PCU 10, cost 4) Escape Pods (PCU [2])
Autonomous
systems: While the castle would
normally require many a larger minimum staff to operate, the castle is largely
autonomous. As such it can function with
one or two crew members. This is an
integrated feature of the castle, and uses almost no energy.
Cryo-Replenisher: This functions in a few different ways. The first function is that it provides
perfected stasis lock on a person, allowing a person to remain healthy and
alive years from when the person was put in.
This can easily sustain a person up to 10,000 years or longer. Secondly it also accelerates the patients
natural healing, allowing a person who was put in who had suffered lethal
injuries, to recover from them. This
system allows for 6 people to be stored, and is a more efficient version of the
Medical Lab (treated as if taking 20 on its skill rolls, and effectively has a
+13 to its roll).
==================================================
RED & GREEN LIONS
Slightly smaller than the Blue and Yellow lions, the Red
and Green lions form Voltrons arms. The
red lion is fast and agile, while the green lion possesses stealth
capabilities. All lions of Voltron also
possess a high degree of intelligence, and decide who will pilot them,
additionally, the lions can also function autonomously when their chosen pilot
is in danger. Each lion has an effective
INT, & WIS score of 15. If an opponent
tried to take control of the lion, the lion adds their tier to their WILL save,
and may reroll their roll should they fail the first (but must keep the new
roll).
Additionally, the Lion’s tier is
treated as a character level, and as the pilot levels up the lion’s tier also
increases (+1 tier per 2 character levels).
Certain weapons of the lion benefit from this increase. The lions are also magical constructs, and
are extremely more resilient to damage than other ships of their size. The lions also do not have shields like
normal starships and instead boast an extremely durable body that not only
repairs itself, but is tougher than normal.
The lions also, when inactive, channel energy to create a powerful particle
barrier.
Size: Medium
Tier: 5
Length: Around
165ft (50 meters)
SPEED: RED – 12 GREEN - 8
MANEUVERABILITY: RED – Good, -1 Piloting, Turn 1
GREEN –
Good, +0 Piloting, Turn 1
SENSORS: Advanced Long-Range (long range, mod +4)
INT: 18
(+4) WIS: 16 (+3)
AC: Total [18] = 10 + Pilot Ranks [+__] + Armor
[+8] + Size [+0] + Misc. [+2 Back Shield (Green Lion Only)]
TL: Total [17] = 10 + Pilot Ranks [+__] + Armor
[+8/-1] + Size [+0] + Misc. [+__]
HULL POINTS: Total [65]
Regen [5/min] Current [_____]
DAMAGE THRESHOLD: 10
CRITICAL
THRESHOLD: 20
SHIELDS: N/A
DEF. COUNTER
MEASURES: Mk8 Defenses – TL
[+8] PCU [9]
POWER CORE: Unknown Energy Source/Pure Quintessence = PCU
[150]
DRIFT ENGINE: N/A
THRUSTER: RED LION – SPEED [12] Piloting Mod [-1] PCU [80]
GREEN LION – SPEED [8]
Piloting Mod [+0] PCU [60]
CCOMPUTER: N/A, Lion has its own INT & WIS scores,
the bonuses from these can be applied to necessary skill rolls.
CREW: Min (1)
Max (6, but 5 only as passengers)
No Crew Quarters.
SPECIAL SYSTEMS
The Voltron lions are powerful magical constructs with a
number of powers and abilities that make them different from many others.
·
Self-Replicating
Energy: The Voltron lions
essentially have no end of energy. They
are limited, however, in that they can only shunt so much energy around at a
time. Also, if the lion ever suffers a
loss of power from being damaged, it can recover from the condition by making its
own appropriate skill roll and applying its WIS mod to the roll.
·
They
Choose Their Pilot: The lions are
able to choose who pilots them. One
cannot simply climb in and try to use it.
Thus the lion cannot be stolen if someone were to manage to bypass its
resting barrier.
·
Resting
Barrier: This is a powerful particle
shield that snaps up around the lion when not in use and it detects danger to
itself, or anyone attempting to board it that is not its Paladin. When active it is treated as a particle barrier
with an SP score of 50 with regen 5/min.
·
AI: The lions are capable to acting on their own,
as well as perceiving danger, or sensing the intention of people. The lions can make appropriate skill rolls as
if they are trained in the skill, and apply their Tier to the roll in addition
to applying either their INT, or WIS modifier to the roll. For piloting rolls the Red Lion uses its WIS
modifier, while the Green Lion uses its INT.
·
Bayard
Link: Paladins of Voltron each have
a special bayard that is linked to their lion.
When used with the lion, a powerful special weapon can be activated in
the lion’s form, as well as when the lions are combined to form Voltron. If someone takes a bayard from the paladin
the lion can forcefully call it away from the thief and give it back to the
paladin. Likewise, if a paladin is found
to be unworthy of piloting the lion then the lion can take back the bayard to
give to another. Bayards can also take
on the form of a weapon that the pilot finds comfortable wielding. These weapons gain levels along with the
lion, and initially are treated as a level 5 weapon of the type that the
paladin would wield. When Voltron is
formed the bayards form different weapons that are used.
·
Run/Walk/Swim: Each lion is capable of running on the ground
instead of flying. However, their ground
speed is treated as being only 3 points lower in speed. The Lions cannot technically swim, but can
move underwater with the same ground movement speed (except for the blue lion,
which can add 3 to its flight speed when in water).
·
Green
Lion Cloaking: The Green lion
possesses a cloaking system that renders it invisible. This is treated like the invisibility spell,
except that it uses PCU [40], and can fly & move while the field is
active. If there is any roll to avoid
detection then the Lion’s WIS modifier is applied as a bonus to such rolls.
·
Red Lion
Heat Resistance: The Red lion is
extremely resistant to heat damage.
Against any environmentally related sources of damage the lion takes no
damage. Against direct damage weapons
that are heat based (lasers & plasma weapons) the lion’s Damage Threshold
is increased by 5.
WEAPON SYSTEMS
Laser Tail: The tail laser is capable of firing a full
360deg arc.
Damage [3d6] Range [Long] PCU [10] Special [Turret]
Roaring Laser: A powerful laser that is fired from the
lion’s mouth.
Damage [8d6] Range [Long] PCU [40] Special [Forward Firing Arc]
·
Heat Ray
(Red Lion): This is a special
variation of the Roaring Laser. This fires
a powerful beam of intense heat that can cut through almost anything. This ups the PCU of the Roaring Laser by
+20. When used the Roaring Laser treats
the Damage Threshold of a target as 5pts less than it is.
Claws/Bite: The lions all have claws that they can use to
tear into armor and dig into things.
They also can use their claws to dig into the ground for stability when
resisting being pushed. Likewise, the
lion can grab hold of some things with their jaws and crush down on it in a
bite.
Damage [6d6] Range [Adjacent] PCU [---] Special [If on the ground the lion can use
]
Jaw Blade: Each lion can create a unique blade in their
jaws that they can used to essentially cut at enemy ships with that they are
adjacent too.
Damage [3d8] Range [Adjacent] PCU [---] Special [Forward Firing Arc, Reduce Damage
Threshold by 5]
Bayard Special Systems: Both Red and Green lions have a special
elemental cannon that the pilot can call on using their bayard.
·
Red Lion –
Plasma Cannon: The red lions
powerful elemental weapon.
Damage [5d12] Range [Medium] Special [Forward Firing Arc, Line, Ignores all of a targets Damage Threshold]
Damage [5d12] Range [Medium] Special [Forward Firing Arc, Line, Ignores all of a targets Damage Threshold]
·
Green
Lion – Vine Cannon: The green lions
powerful elemental weapon.
Damage [3d12, special] Range [Medium] Special [Forward Firing Arc, Entangle (When the target is entangled it cannot move, and takes damage every round they are entangled. The target can escape the entangle if they inflict damage on the entangle equal to, or greater than the damage the entangle deals. This can mean that a ship will have to fire on itself, if possible. The entangle only effects ships that are the same size as the lion or smaller. If it targets a larger ship it simply deals damage to the ship and can disable weapons arrays where it it’s, although repeated shots can disable the ships ability to move as well.)]
Damage [3d12, special] Range [Medium] Special [Forward Firing Arc, Entangle (When the target is entangled it cannot move, and takes damage every round they are entangled. The target can escape the entangle if they inflict damage on the entangle equal to, or greater than the damage the entangle deals. This can mean that a ship will have to fire on itself, if possible. The entangle only effects ships that are the same size as the lion or smaller. If it targets a larger ship it simply deals damage to the ship and can disable weapons arrays where it it’s, although repeated shots can disable the ships ability to move as well.)]
==================================================
BLUE & YELLOW LIONS
Additionally, the Lion’s tier is treated as a
character level, and as the pilot levels up the lion’s tier also increases (+1
tier per 2 character levels). Certain
weapons of the lion benefit from this increase.
The lions are also magical constructs, and are extremely more resilient
to damage than other ships of their size.
The lions also do not have shields like normal starships and instead
boast an extremely durable body that not only repairs itself, but is tougher
than normal. The lions also, when
inactive, channel energy to create a powerful particle barrier.
Size: Medium
Tier: 5
Length: Around
165ft (50 meters)
SPEED: BLUE – 8 YELLOW - 8
MANEUVERABILITY: BLUE – Good, +0 Piloting, Turn 1
YELLOW – Good, +0
Piloting, Turn 1
SENSORS: Advanced Long-Range (long range, mod +4)
INT: 18
(+4) WIS: 16 (+3)
AC: Total [20] = 10 + Pilot Ranks [+__] + Armor
[+10] + Size [+0] + Misc. [+__]
TL: Total [17] = 10 + Pilot Ranks [+__] + Armor
[+8/-1] + Size [+0] + Misc. [+__]
HULL POINTS: Total [65]
Regen [5/min] Current [_____]
DAMAGE THRESHOLD: 10
CRITICAL
THRESHOLD: 20
SHIELDS: N/A
DEF. COUNTER
MEASURES: Mk8 Defenses – TL
[+8] PCU [9]
POWER CORE: Unknown Energy Source/Pure Quintessence = PCU
[150]
DRIFT ENGINE: N/A
THRUSTER: BLUE LION – SPEED [8] Piloting Mod [+0] PCU [60]
YELLOW LION – SPEED [8]
Piloting Mod [+0] PCU [60]
CCOMPUTER: N/A, Lion has its own INT & WIS scores,
the bonuses from these can be applied to necessary skill rolls.
CREW: Min (1)
Max (6, but 5 only as passengers)
No Crew Quarters.
SPECIAL SYSTEMS
The Voltron lions are powerful magical constructs with a
number of powers and abilities that make them different from many others.
·
Self-Replicating
Energy: The Voltron lions
essentially have no end of energy. They
are limited, however, in that they can only shunt so much energy around at a
time. Also, if the lion ever suffers a
loss of power from being damaged, it can recover from the condition by making
its own appropriate skill roll and applying its WIS mod to the roll.
·
They
Choose Their Pilot: The lions are
able to choose who pilots them. One
cannot simply climb in and try to use it.
Thus the lion cannot be stolen if someone were to manage to bypass its
resting barrier.
·
Resting
Barrier: This is a powerful particle
shield that snaps up around the lion when not in use and it detects danger to
itself, or anyone attempting to board it that is not its Paladin. When active it is treated as a particle
barrier with an SP score of 50 with regen 5/min.
·
AI: The lions are capable to acting on their own,
as well as perceiving danger, or sensing the intention of people. The lions can make appropriate skill rolls as
if they are trained in the skill, and apply their Tier to the roll in addition
to applying either their INT, or WIS modifier to the roll. For piloting rolls the Blue Lion uses its WIS
modifier, while the Yellow Lion uses its INT.
·
Bayard
Link: Paladins of Voltron each have
a special bayard that is linked to their lion.
When used with the lion, a powerful special weapon can be activated in
the lion’s form, as well as when the lions are combined to form Voltron. If someone takes a bayard from the paladin
the lion can forcefully call it away from the thief and give it back to the
paladin. Likewise, if a paladin is found
to be unworthy of piloting the lion then the lion can take back the bayard to
give to another. Bayards can also take
on the form of a weapon that the pilot finds comfortable wielding. These weapons gain levels along with the
lion, and initially are treated as a level 5 weapon of the type that the
paladin would wield. When Voltron is
formed the bayards form different weapons that are used.
·
Run/Walk/Swim: Each lion is capable of running on the ground
instead of flying. However, their ground
speed is treated as being only 3 points lower in speed. The Lions cannot technically swim, but can
move underwater with the same ground movement speed (except for the blue lion,
which can add 3 to its flight speed when in water).
·
Blue Lion
Pressure Resistance: The Blue lion
is not affected by high pressure environments, or high gravity environments as
much as other vehicles would be. In the
circumstances where the lion would be exposed to such environmental conditions
and take damage they instead take no damage.
·
Yellow
Lion Magnetic Resistance: The Yellow
lions is highly resistant to magnetic atmospheres and EMP based attacks. As such the lion suffers no penalties when
operating in magnetic environments, and can apply a +5 to its Damage Threshold
vs. the damage from EMP based weapons/attacks.
WEAPON SYSTEMS
Laser Tail: The tail laser is capable of firing a full
360deg arc.
Damage
[3d6] Range [Long] PCU [10] Special [Turret]
Roaring Laser: A powerful laser that is fired from the
lion’s mouth.
Damage
[8d6] Range [Long] PCU [40] Special [Forward Firing Arc]
Claws/Bite: The lions all have claws that they can use to
tear into armor and dig into things.
They also can use their claws to dig into the ground for stability when
resisting being pushed. Likewise, the
lion can grab hold of some things with their jaws and crush down on it in a
bite.
Damage
[6d6] Range [Adjacent] PCU [---] Special [If on the ground the lion can use
]
·
Note: The
Yellow lion is able to ignore the Damage Threshold of stone/earth/dirt, and can
dig, or tunnel through such substances at half its normal ground movement rate.
Jaw Blade: Each lion can create a unique blade in their
jaws that they can used to essentially cut at enemy ships with that they are
adjacent too.
Damage
[3d8] Range [Adjacent] PCU [---] Special [Forward Firing Arc, Reduce Damage
Threshold by 5]
Bayard Special Systems: Both Blue and Yellow lions have a special
elemental cannon that the pilot can call on using their bayard.
·
Blue Lion
– Sonic Cannon: The Blue lions
powerful elemental weapon.
Damage [5d12] Range [Medium] Special [Forward Firing Arc, Cone]
Damage [5d12] Range [Medium] Special [Forward Firing Arc, Cone]
o Super Sonar: Instead of doing damage, the weapon can be
used to act as a powerful sonar mapping device.
This allows the lion to generate navigational data for itself and others
that the data is transmitted to.
Basically this allows the pilot of the lion to pilot the lion when their
visual sensors would normally be blinded by any number of environmental
effects.
·
Yellow
Lion – Lion Armor: Unlike the other
lions, the Yellow lion does not have a special cannon it uses when as a
lion. Instead it is able to generate
heavier armor, stronger claws, and booster jects that give it an increased
ability to resist damage, and to brace against ground based impacts, as well as
resisting being pushed or pulled.
o +4
AC bonus while active.
o Damage
Threshold is +5 greater.
o Add’s
its INT modifier to rolls to resist being pushed/pulled.
==================================================
BLACK LION
The core of Voltron, the Black Lion is slightly larger
than all the other lions and is piloted by the leader of the paladins. All lions of Voltron also possess a high
degree of intelligence, and decide who will pilot them, additionally, the lions
can also function autonomously when their chosen pilot is in danger. Each lion has an effective INT, & WIS
score of 15. If an opponent tried to
take control of the lion, the lion adds their tier to their WILL save, and may
reroll their roll should they fail the first (but must keep the new roll).
Additionally, the Lion’s tier is treated as a
character level, and as the pilot levels up the lion’s tier also increases (+1
tier per 2 character levels). Certain
weapons of the lion benefit from this increase.
The lions are also magical constructs, and are extremely more resilient
to damage than other ships of their size.
The lions also do not have shields like normal starships and instead
boast an extremely durable body that not only repairs itself, but is tougher
than normal. The lions also, when
inactive, channel energy to create a powerful particle barrier.
Size: Medium
Tier: 5
Length: Around
165ft (50 meters)
SPEED: SPEED - 12
MANEUVERABILITY: Good, -1 Piloting, Turn 1
SENSORS: Advanced Long-Range (long range, mod +4)
INT: 18
(+4) WIS: 16 (+3)
AC: Total [20] = 10 + Pilot Ranks [+__] + Armor
[+10] + Size [+0] + Misc. [+__]
TL: Total [17] = 10 + Pilot Ranks [+__] + Armor
[+8/-1] + Size [+0] + Misc. [+__]
HULL POINTS: Total [65]
Regen [5/min] Current [_____]
DAMAGE THRESHOLD: 10
CRITICAL THRESHOLD: 20
SHIELDS: N/A
DEF. COUNTER
MEASURES: Mk8 Defenses – TL
[+8] PCU [9]
POWER CORE: Unknown Energy Source/Pure Quintessence = PCU
[150]
DRIFT ENGINE: N/A
THRUSTER: SPEED [10]
Piloting Mod [+0] PCU [70]
CCOMPUTER: N/A, Lion has its own INT & WIS scores,
the bonuses from these can be applied to necessary skill rolls.
CREW: Min (1)
Max (6, but 5 only as passengers)
No Crew Quarters.
SPECIAL SYSTEMS
The Voltron lions are powerful magical constructs with a
number of powers and abilities that make them different from many others.
·
Self-Replicating
Energy: The Voltron lions
essentially have no end of energy. They
are limited, however, in that they can only shunt so much energy around at a
time. Also, if the lion ever suffers a
loss of power from being damaged, it can recover from the condition by making
its own appropriate skill roll and applying its WIS mod to the roll.
·
They
Choose Their Pilot: The lions are
able to choose who pilots them. One
cannot simply climb in and try to use it.
Thus the lion cannot be stolen if someone were to manage to bypass its
resting barrier.
·
Resting
Barrier: This is a powerful particle
shield that snaps up around the lion when not in use and it detects danger to
itself, or anyone attempting to board it that is not its Paladin. When active it is treated as a particle
barrier with an SP score of 50 with regen 5/min.
·
AI: The lions are capable to acting on their own,
as well as perceiving danger, or sensing the intention of people. The lions can make appropriate skill rolls as
if they are trained in the skill, and apply their Tier to the roll in addition
to applying either their INT, or WIS modifier to the roll. For piloting rolls the Blue Lion uses its WIS
modifier, while the Yellow Lion uses its INT.
·
Bayard
Link: Paladins of Voltron each have
a special bayard that is linked to their lion.
When used with the lion, a powerful special weapon can be activated in
the lion’s form, as well as when the lions are combined to form Voltron. If someone takes a bayard from the paladin
the lion can forcefully call it away from the thief and give it back to the
paladin. Likewise, if a paladin is found
to be unworthy of piloting the lion then the lion can take back the bayard to
give to another. Bayards can also take
on the form of a weapon that the pilot finds comfortable wielding. These weapons gain levels along with the
lion, and initially are treated as a level 5 weapon of the type that the
paladin would wield. When Voltron is
formed the bayards form different weapons that are used.
·
Run/Walk/Swim: Each lion is capable of running on the ground
instead of flying. However, their ground
speed is treated as being only 3 points lower in speed. The Lions cannot technically swim, but can
move underwater with the same ground movement speed (except for the blue lion,
which can add 3 to its flight speed when in water).
·
Wing Thrusters: The Black lion has a pair of wings with
thrusters built into it. This grants it
better maneuverability than any of the other lions, giving the pilot a bonus to
their piloting rolls equal to the lion’s WIS modifier. Instead of attacking, the thrusters can also
be employed to increase speed of the Black lion by 2.
WEAPON SYSTEMS
Laser Tail: The tail laser is capable of firing a full
360deg arc.
Damage
[3d6] Range [Long] PCU [10] Special [Turret]
Roaring Laser: A powerful laser that is fired from the
lion’s mouth.
Damage
[8d6] Range [Long] PCU [40] Special [Forward Firing Arc]
Claws/Bite: The lions all have claws that they can use to
tear into armor and dig into things.
They also can use their claws to dig into the ground for stability when
resisting being pushed. Likewise, the
lion can grab hold of some things with their jaws and crush down on it in a
bite.
Damage
[6d6] Range [Adjacent] PCU [---] Special [If on the ground the lion can use
]
Jaw Blade: Each lion can create a unique blade in their
jaws that they can used to essentially cut at enemy ships with that they are
adjacent too.
Damage
[3d8] Range [Adjacent] PCU [---] Special [Forward Firing Arc, Reduce Damage
Threshold by 5]
Bayard Special Systems: The Black lion has a special elemental that
the pilot can call on using their bayard.
·
Ephemeral
Blades/Combat: This is a weapon
system unique to the Black Lion. This
system, when active, allows the lion to phase through enemies, dealing damage
just to them. While phased the Black
lion cannot be harmed, and deals 3d8x10 damage when passing through a space
that an enemy occupies.
==================================================
Using the Bayard Special Systems
These systems don’t pull energy from the lions, in fact
they energy use is effectively unlimited.
However, the lion is the one to decide when these are employed. To use the system, the pilot must synchronize
with their lion. This takes little to no
time, and is done with a WILL save vs. a DC set by the lion’s own WILL, which
is WIS mod + their Tier. If the lion is
particularly amicable to the use of the bayard system, then the Difficulty is
reduced by 5.
However, if the lion is
not particularly amicable to the bayards use at the time (such as when a pilot
is mentally unstable, or suffered a severe change in alignment due to an
action), then the DC can increase by 5 or 10.
Once synced with the lion, the system can be generated instantly and
used during the same turn. In some cases, however, the lion may be extremely opposed
to the bayards use. In this case the
lion can completely refused the pilot it's used, and thus refused being synchronized.
==================================================
Lion Strength
Ratings
The Voltron lions are more ships than actual creatures,
but in some cases the GM may feel it’s needed to know just how strong the lion
is. To figure what the STR bonus would
be for the lions, take their WIS & INT bonuses and add them together (+7), then
add the following adjustments for each lion:
·
Red Lion:
+2
·
Green Lion: +3
·
Blue Lion: +3
·
Yellow Lion:
+4
·
Black Lion: +5
==================================================
Forming
Voltron
Forming Voltron is a full-action that requires all
members of the group to delay their actions to all act at the same time. Once Voltron is formed, the physical form of
Voltron is over 100 meters tall and combines the various stats of the lions.
·
If there is a numerical value for the lions,
they all add together.
·
AC is added together, but then divided by 5 to
get the total score. This also applied
to TL.
·
Different aspects of Voltron are typically
handled by different pilots. These
aspects are: Movement, Sensors, Diagnostics, Combat, and Coordination. In some cases a pilot can deal with multiple
aspects on Voltron’s turn of actions.
o Movement: Often handled by the Blue lion pilot. The pilot makes Voltron’s movement actions.
o Sensors: Often handled by the Green lion pilot,
sensors allow Voltron to detect enemies, incoming attacks, and so form. Communication and other things are also
handled here.
o Diagnostics: Often handled by the Yellow lion pilot. The pilot here deals with an system problems,
malfunctions, or loss of power from Voltron.
o Combat:
Often handled by the Red lion pilot.
The pilot here deals with Voltron’s combat capabilities. In many cases this roll is also shared as
different lions have better angles of attack, or there is a need to deploy a
bayard system. However, Voltron’s
attacks happen in much the same manner as a normal character would make
theirs. Thus, if the player making the
attack can make more than one attack, then so can Voltron.
o Coordination: Handled by the Black lion pilot. It is the job of this pilot to coordinate
everything between the other pilots. If
necessary they can completely take over the roll for all aspects if each pilot
is wanting to act independently. The Black
Lion pilot can essentially grant an aid bonus to one pilot of their choice each
turn when coordinating.
·
Size: Voltron is a huge sized vehicle when
combined, and is thus larger than a Colossal sized creature.
·
Hull
Points: You do add these all
together as Voltron is stronger together than apart.
·
Regen: The regen value of the lions all add
together.
·
Weapon
Systems: As Voltron, the weapon
systems that are available become limited.
o Roaring Laser: The power output of these is increased. A shot from these deals +1 die of
damage. The red and green lions
primarily are used for this, though the Blue and Yellow lions likely can as
well if needed.
o Punch/Kick: The damage for this is similar to the Claws/Bite,
and a bite can still be used to grab hold of things. Punching does an additional +10 damage. A kick will push an opponent back 1 space.
o Wing Shield: Deployed by the Green Lion. The shield can block a lot of damage when an
action is used to use it to defend. When
an attack hits Voltron while the Shield is in use, (and it can be deployed by
the Green lion as a reaction upon a successful REF save), the shield can absorb
a limited amount of punishment before it needs time to recharge. The shield can absorb 100pts of damage. When the points are gone the shield is
knocked free of Voltron's grasp (but the wings can be called back to Voltron
by the Green lion on their action). The
shield can be dropped to return the wings back, allowing the shield to
recharge. Each turn that the wings are
on Voltron’s back they recover 10points.
o Shoulder Cannon: Deployed by the Yellow Lion, this weapon
allows for two different types of long range fire. The first is a beam weapon can obliterate
targets in its path. The second is as a
tracking energy missile system to target multiple targets at one time.
§ Beam:
2d10x10, Long Range, Line Area of Effect
§ Energy Missiles: 1d10x10, Long Range, Tracking, Speed 12, 5
missiles are fired at a time.
o Saber:
Voltron’s primary weapon. The
saber is an energy sword that can cut through almost anything. Deployed by either the Red or Black
lion. If the paladins of the other three
lions also input their bayards, the saber’s length will double to allow it to
cleave through an enemy starship.
Finally, if all lions use their bayards then the Blazing Sword can be
used. Saber strikes can only damage
adjacent opponents.
§ Saber Mode: 2d4x10 damage
§ Enlarged Cutlass Mode: 3d4x10 damage, Can strike targets 1 space
away, or can cleave through a starship (reducing its Damage Threshold by 5). The oversized blade is impractical for using
on targets smaller than Voltron (suffering a -1 to attack rolls per size class
below Voltron’s). Against targets the
same size or bigger than Voltron the attack roll gains a +1 to attack rolls per
size class.
§ Blazing Sword: 3d8x10 damage, Damage Threshold is completely
ignored, but after landing 1 hit the blazing sword cannot be used again until
it has had time to recharge (needing at least 3 rounds to do so).
==================================================
Alright folks that is it. Now like always this is ever a work in progress, and may change as time goes on. Remember that this conversion is quite a powerful asset for a group of characters to have access to. Its up to the GM to create methods to help balance the level of power. As always your GM has final say if Voltron will actually be apart of your game.
Keep in mind that this conversion is - in no way - an official adaptation, and is only a fan based creation. Please enjoy and I'll be back again once I figure out something else to convert.