A Hunting Rig is much more than a mere armoured fighting suit. Though the Lodges don't realise it, the suit is quite definately a living being, a sybiotic mechanical entity with a mind of it's own. Over time, it gradually erodes the boundaries between itself and the Uphiver who wears it, merging with both body and mind until it is no longer possible to tell where the man stops and the machine begins. In the begining, this process is difficult to notice and extremely beneficial - the closer integration with his equipment brings the wearer a great advantage in combat and his trophy rack will fill up much quicker. As it progresses, though, the suit begins to restructure the mind of it's host, melding their personalities into one. Eventually, there is nothing left of the occupant's distinctiveness and they become little more than an exceedingly dangerous half-mechanical animal.
MORE MACHINE THAN MANTo represent this, every time a Hunter advances you must roll one D6. If you beat their current Symbiosis Rating their is no effect, but if you do not (or you roll a 1 regardless of their rating) then the Rig takes over one more part of their mind - add one to the Rating.
Going It AloneBefore every game you must test for each Hunter with a Symbiosis Rating of 4 or more to see whether they've taken the Long Walk and vanished into the darkness forever. The test consists of rolling one D6 and adding their Symbiosis Rating. If the total is less than 10 then the test is passed, but if the score is 10 or more the Hunter disappears, never to be seen again.
Putting Your Feet UpWhenever the Hunt goes back Uphive to show off it's trophies you should roll a D6 for each member. This roll is the opposite of the roll made when a Hunter advances - if you score equal to or less than their Symbiosis Rating then the break has done them good and they loose 1 from their Symbiosis Rating. There is no effect if you beat their Rating.
THE MACHINE IS PERFECTIONHow the Rig's increasing dominance is expressed depends upon which Lodge the Hunter belongs to, as each suit has its' own personality, its' own favoured style and techniques. To represent these differences, each Lodges' Rig has a different effect upon its' Hunter. These take the form of a number of abilities ("Edges") and restrictions ("Bans"), and the higher a Hunter's Symbiosis Rating, the more likely they are to apply. Whenever you wish to use an Edge or act in a way that your Ban does not allow you must roll 1D6. To use an Edge requires you to score equal to or less than your Symbiosis Rating, whilst to avoid a Ban requires that you beat it. The Edges and Bans for the four Lodges are listed below - and yes, each Hunter is only subject to those of their own Lodge!
ORRUSBig and brutal, the Orrus knows no fear. Trusting in its' own resilience, it scorns cover and trickery to rumble straight at it's opponents to tear them apart in combat or blast them at close range.
MALCADONUnseen and unheard, the Malcadon stalks it's prey thorough the shadows until they are alone before shredding them with razor sharp claws and vanishing once more into the darkness.
JAKARAFull of manic energy, the Jakara is a constant blur of motion. As it moves the Jakara leaps and twirls unpredictably, changing directions at random, jumping high an crouching low. This presents opponents with a very difficult target, particularly at close range.
YELDCautious and patient, the Yeld prefers to pick it's enemies off from afar with impossibly good shots before closing in to deliver the coup de grace.
ADAPTATIONS & EQUIPMENT
ACTIVE TARGETING ARRAYANTI-GRAV GENERATORLooking approprately enough like a pair of wings, the anti-grav generator allow it's wearer to fly after a fashion in long, gracefull leaps. (May Fly as per the ability in "Things That Go Bump In The Wastes")CAMALIOLINE SCALESThe suit is covered in a layer scales impregnated with Camelioline. These change colour to match the surroundings, providing the wearer with an effective camoflage. (Hunter may Hide even if there is no cover to hide behind)CARAPACEThe armour plates covering the hunter's body grow thicker and more dense, offering greater protection from damage. (+1 Save)ELECTOOA silvery web of wiring covers the hunters body, carrying a lethal electric current that can fry anybody who comes into contact with it. (All Hand to Hand opponents must pass a Wits test or suffer a hit with D6 strength and no armour saves allowed)EXOSKELETONSolid plates cover the most vulnerable parts of the wearer's body, offering greater protection than the mesh skin of the suit alone. (+1 Save)EXTRACRANIAL COPROCESSORBy tapping into the wearer's spinal cord and sensory clusters the suit is able to assume some of their brain's workload, allowing the hunter to think much faster. (+1 Wits)HYPERSYNAPTIC RELAYCutting into the central nervous system, the suit relays the brain's instructions to the body through a network of superconductive wires that operate ten times as fast as the hunters nerves. (+1 Wits)POWERFIELDThough weak by the standards of it's type the force bubble of a powerfield offers very good protection against incoming fire. (Subtract D3 from the strength of any shooting attacks against the wearer)STRENGTH AUGMENTATIONBeneath the armour plating of the upper body and arms lies a thick layer of synthetic muscle tissue, conected to the same nerves as the corresponding musculature of it's wearer, allowing it to move in harmony with them and supplement their strength. (+1 Body)TALONSSheaths on the hunter's forearm conceal a pair of razor sharp retractable blades and their armour plated body is adorned with wicked spikes and barbs. (Counts as a pair of swords which do not have to be readied before use)TOXIN SACSThe hunter's weapons constantly drip with corrosive venom, causing agonising wounds with the merest scratch. (Opponents who suffer any wound counters in Hand to Hand take an additional D3 wound counters from the poison) |