TEXT: “O.R.E. Mecha” adapts the One-Roll Engine of Wild Talents: 
  Superhero Roleplaying in a World Gone Mad to the giant robot 
  action of manga and anime. You can create any style of mecha 
  game with all the speed and ease of the Wild Talents rules, or 
  incorporate mecha easily into a superhero game.
  Mecha Characters
  Creating a character in “O.R.E. Mecha” is actually the creation of 
  two separate characters: the pilot and the mecha itself.
  Pilots
  While some pilots do have remarkable abilities of their own, 
  ranging from superhuman reflexes to incredible magical powers, 
  the pilot of a mecha is normally just a regular man or woman (or 
  boy or girl, depending on your campaign’s setup). The only thing 
  all pilots have in common is the possession through one means 
  or another of a giant robot, and the skills necessary to control it 
  in action. Pilots are built on a et number of points, based on the 
  Pilot Power Level of the campaign.
  Mecha
  Mecha are a collection of miracles and extras that enhance the 
  native abilities of their pilots. Pilots, of course, can’t access any 
  of their mecha’s abilities unless they are actually at its controls (or 
  riding its shoulders, or wielding its Command Staff), and most 
  mecha are just immobile lumps of alloy without their pilots. Each 
  mecha is built on a certain number of points, determined by the 
  Mecha Power Level of the campaign.
  Mecha Campaigns
  Before a pilot and mecha can be created, the basics of the cam-
  paign have to be established. The basic world and technology lev-
  el need to be established, such as near-future earthbound military, 
  super-mecha in the far future, or magical mecha in the modern 
  day. This determines what sort of mecha are best for players to 
  create, since a military mecha that transforms into a space fighter 
  won’t exactly fit into a fantasy epic with castles and wizards.
   
  Once the parameters of the campaign are set, the Pilot Power 
  Level and the Mecha Power Level need to be set. Any combina-
  tion of Pilot Power Level and Mecha Power Level can be selected. 
  A hardcore, realistic military mecha campaign, like Armored 
  Trooper Votoms, would likely have gritty pilots with mass-
  produced mecha (or maybe prototype mecha for aces), while 
  inexperience pilots in control of massively powerful mecha, like 
  Gunbuster or Mazinger Z, would have gritty or cinematic pilots 
  with super mecha. A campaign with incredibly powerful pilots in 
  even more powerful mecha, like Five Star Stories, would natu-
  rally have kaiju pilots in super mecha.
  Pilot Power Level
  The Pilot Power Level determines what skills, stats, and miracles 
  a pilot can purchase, as well as the pool of points pilots have for 
  these purchases.
  Gritty
  This is a realistic, low-powered type of mecha campaign, prob-
  ably focused on a squad of military mecha. For pilots, hyperstats 
  should be rare, and miracles practically nonexistent—pilots are 
  just normal joes who only have their mecha and each other to rely 
  on if they want to survive the harsh realities of warfare. No dice 
  options are used in a gritty campaign. Think Band of Brothers 
  with mecha, or 08th MS Team. Gritty pilots are built with about 
  100 points. 
  Cinematic
  In a cinematic campaign, heroic deeds and daring actions are 
  more commonplace, but combat is still a brutal and often-lethal 
  affair. One or two hyperstars are common among lead characters, 
  and miracles are a little more common. It’s common to use expert 
  dice instead of hard dice for skills (see the sidebar on page 10 of 
  Wild Talents). Most action anime that make at least an attempt at 
  realism, such as Gundam 0083 or Vision of Escaflowne, are at this 
  level. Cinematic pilots are built with 150 to 200 points.
  Kaiju
  In a kaiju campaign, almost anything goes. Pilots are often ex-
  tremely powerful beings even outside their mecha, and the mecha 
  O N E - R O L L  E N G I N E
  MECHA
  BY KEVIN PEZZANO
  Revised December 26, 2006. “O.R.E. Mecha” is by Kevin Pezzano, © 2006. Wild Talents is © Dennis Detwiller and Greg Stolze.
  Buy Wild Talents at www.arcdream.com/wildtalents.
  
  Wild Talents
  
  O.R.E. Mecha
  themselves are usually capable of taking on entire armies of con-
  ventional tanks, or battling hordes of mile-long enemy starships. 
  Any level of stat, skill, or miracle is allowed, subject only to the 
  GM’s specific campaign restrictions. This level of power is best 
  suited to emulate the superheroics of Five Star Stories, Magic 
  Knights Rayearth, or even Mighty Morphin Power Rangers. Kaiju 
  pilots are built with 300 to 500 points.
  Mecha Power Level
  Not every mecha is created equal. Some are unique powerhouses, 
  while others are cheaply run off by the thousands. While mecha 
  level is often directly related to the experience and skill of the pi-
  lot (newbies are usually given the cheapest equipment, after all), 
  that’s not always the case; anime is replete with utterly inexperi-
  enced pilots suddenly finding themselves thrust into combat at the 
  controls of powerful giant robots built by their scientist fathers. 
  Depending on the campaign, the points can then be used to cus-
  tom-build a mecha, or to select a mecha pre-built by the GM. 
  Mass-Produced 
  There’s absolutely nothing special about your mecha. As the name 
  indicates, mass-produced mecha come off assembly lines by the 
  shipload: cheap to make, simple to operate, and as disposable as 
  beer cans. Mass-produced mecha are built with 150 to 250 points.
  Prototype
  Highly advanced, mostly unique, and often quirky, prototype 
  mecha are much more powerful than the mass-produced models 
  they are developed from, and are usually piloted by aces and 
  other accomplished types. Prototype mecha are built with 250 to 
  400 points.
  Super
  Your mecha has few equals, and even fewer can stand against 
  it toe to toe. Be grateful for that, because as a one-of-a-kind 
  creation, your mecha almost certainly has to face its foes alone.  
  Super mecha are built with 400 to 1000 points.
  Mecha in Wild Talents
  While most “O.R.E. Mecha” campaigns will probably focus sole-
  ly on the giant robot action, superhero comics have no shortage 
  of giant robot characters, such as the Tony Stark-built Red Ronin. 
  If “O.R.E. Mecha” rules are used with Wild Talents characters, 
  the mecha character can be compared to (and thus balanced with) 
  Talent characters by simply adding together the Pilot Power Level 
  and Mecha Power Level point values.
  Mecha, Battlesuit 
  or Vehicle?
  Wild Talents describes the Focus flaw for miracles (page 72). So 
  why aren’t mecha built using it? Well, they certainly can be, but 
  mecha in the source material are more than just equipment for 
  the characters to use. They’re often characters in their own right. 
  Plus, the entire genre is named after them, and in most anime 
  where they appear, they get top billing in the name of the show 
  itself (Gundam, Gunbuster, Escaflowne, Rayearth, Macross, 
  Mospeada, Evangelion, RahXephon, Giant Robo, Patlabor . . . 
  the list goes on and on). Given this, it seemed fitting that mecha 
  in O.R.E. Mecha should be built more like characters than simple 
  tools or vehicles. 
   
  Of course, there’s still a place for foci and vehices from the 
  Wild Talents rulebook in “O.R.E. Mecha.” Foci straight out of the 
  book are excellently suited to model the armored battlesuit type 
  of mecha, as opposed to the giant cockpit-driven robots the me-
  cha construction rules create. If you want to play in a campaign 
  where all the characters are armored-suit-wearing vigilantes, a 
  la Bubblegum Crisis, build their suits using the Focus rules (an 
  excellent example of a battlesuit can be found on p. 97 of Wild 
  Talents). Vehicles, from p. 74 of Wild Talents, are best used for 
  the disposable transports for mecha, such as the high-speed sleds 
  used by mobile suits in the various Gundam anime.
  Mecha Basics
  Mecha are, at their core, simply giant humanoid vehicles for their 
  pilots to ride in. The first step to building a mecha is to create its 
  basic frame, on which everything else is hung. Then determine its 
  size and what it can do.
  Frame
  For the frame, select a mecha archetype. This determines what 
  kind of mecha your pilot controls, which affects the mecha’s 
  abilities and qualities. The mecha archetypes—biomechanical, 
  high-tech, magic and steampunk—are described below.
  Size
  Next, choose the mecha’s Size level. Size costs 15 points per 
  level. A mecha with one or more Size levels does width in Shock 
  and Killing with unarmed attacks, regardless of its Body stat.
   
  For each Size level the mecha gains a damage a bonus of +1 
  Shock and Killing to all melee attacks—the bigger the mecha, the 
  harder it hits. 
   
  In addition, for each Size level the mecha automatically gains 
  one Heavy Armor level.
   
  If no Size level is purchased, the mecha is roughly human 
  sized ( about 100 kg and two meters tall, presumably an armored 
  suit of some kind). 
   
  Each Size level doubles the mass of the previous level, so a 
  mecha with Size 1 is 200 kg, one with Size  2 is 400 kg and so on. 
   
  Size represents an approximation, to show scale, and is expo-
  nential because in anime mecha are usually human sized, building 
  sized, mile sized, or planet sized, with little variation in between. 
  Not every Size 3 mecha is exactly 800 kg; it could be anywhere 
  from 500 kg to 1,500 kg. The exact size doesn’t matter as much 
  as the fact that a Size 3 mecha is much bigger than a Size 2 me-
  cha, while being much smaller than a Size 4 mecha.
   
  If you have a specific size in mind for your mecha, simply pur-
  chase the Size level that is closest to height and weight you want. 
  
  Wild Talents
  
  O.R.E. Mecha
  Stats
  Next purchase the mecha’s stats. Mecha have only three stats: 
  Body, Coordination, and Sense (unless the Independent Operation 
  Quality is purchased, see below).
   
  The mecha’s Body stat represents the basic strength and resil-
  ience of its construction. Mecha with high Body are larger and 
  stronger than mecha with low Body.
   
  The Coordination stat of a mecha determines its maneuver-
  ability. The higher a mecha’s Coordination, the faster the mecha 
  is, whether it’s covered with magnetic joint coating, liberally 
  sprinkled with vernier motors, or simply endowed with lightning-
  fast actuator cams. A high-Coordination mecha can literally fly 
  rings around a mecha with low Coordination. Mecha with the 
  Direct Link mecha quality (see below) don’t need to purchase Co-
  ordination, as they use the Coordination stat of their pilot.
   
  Finally, the mecha’s Sense stat represents its sensors—how it 
  perceives the world around it and translates that information to 
  the pilot sitting in its cockpit. A mecha with a high Sense has an 
  advanced sensor suite, probably with some form of holographic 
  linear cockpit, while a low-Sense mecha forces the pilot to sit in a 
  dark enclosed chamber with only a small, narrow periscope to see 
  outside. Mecha with the Exposed Cockpit mecha quality don’t 
  need to purchase Sense, as they use the Sense stat of their pilot.
   
  When the pilot is at the controls of the mecha, these stats 
  replace the pilot’s own equivalent stats, and can only be used by 
  the pilot when at the controls of the mecha, and so are purchased 
  at –2/4/8. 
   
  Any level of stat desired can be purchased for a mecha, includ-
  ing hyperstats, hard dice, and wiggle dice.
  Wound Boxes
  Mecha also have their own wound boxes and hit location dia-
  gram. Unless altered by mecha qualities that say otherwise, all 
  mecha have the same hit location diagram and number of wound 
  boxes, which is the same one used for standard characters, found 
  on page 25 of Wild Talents.
  Cockpit
  Next, select the mecha’s cockpit boxes. Choose four boxes from 
  any hit location on the mecha’s hit location diagram. All boxes 
  must be located in the same hit location—you can’t select two 
  boxes in each arm, for instance. These represent the cockpit, 
  control harness, remote control receiver box, or whatever else is 
  the main nerve center of the mecha.
  Energy
  Mecha, being (for the most part) unliving machines, do not have 
  Base Will or Willpower scores. Instead they have Energy. Energy 
  acts just like Willpower in terms of activating and using miracles. 
  Energy costs one Mecha Point per point of Energy. 
   
  Since mecha do not have a Base Will, they must take the No 
  Base Will intrinisic meta-quality, and any tests or attacks that 
  affect Base Will instead affect the mecha’s pilot unless the mecha 
  has the Independent Operation mecha quality.
  Abilities
  Now you can add miracles to your mecha. For technological 
  mecha, each miracle is actually some form of discrete piece 
  of equipment; levels of Invisibility, for instance, are a mecha’s 
  stealth field generator, while levels of Harm could be a massdriv-
  er cannon or quantum particle rifle. Depending on the campaign’s 
  power level and the restrictions laid down by the GM, these can 
  range from obvious abilities like Heavy Armor and Harm all the 
  way up to Teleportation, Invisibility, and Time Fugue. 
   
  However, while it’s certainly possible for mecha to have almost 
  any conceivable power, especially for super and/or magic mecha 
  (anime producers often have very vivid imaginations), in practice 
  certain miracles are more appropriate and common for mecha 
  than others. See Mecha and Miracles, below.
  Mecha Archetypes
  These archetypes define the basic core of your mecha’s con-
  struction, and thus determine how your mecha operates. It is 
  the source of most innate mecha powers, and cannot be altered 
  without changing the very nature of the mecha itself. As with 
  superpower source meta-qualities, all internal abilities of mecha 
  are considered to be “contained” within the mecha archetype: 
  a hi-tech mecha gets all its nifty abilities from the advanced 
  technology built into it, while a magic mecha is granted all its 
  abilities from whatever magical entity it draws its powers from. 
  Each mecha has one and only one mecha archetype, but it costs 
  no points.
  Size Mass and Approximate Height
  0 
   
  100 kg (human)
  1       
  200 kg
  2       
  400 kg
  3       
  800 kg
  4       
  1,600 kg (car, 1.6 tons)
  5       
  3,200 kg (humvee, 3.2 tons)
  6       
  6,400 kg (large truck, 6.4 tons)
  7       
  12.8 tons (small mecha, 6–7 meters)
   
   
  Example: VF-1 Valkyrie
  8       
  25 tons 
  9 
   
  50 tons (medium mecha, 10–20 meters)
   
   
  Example: RX-78 Gundam
  10     
  100 tons
  11     
  200 tons (large mecha, 25–40 meters)
   
   
  Example: Evangelion Unit 01
  12  
  400 tons 
  13  
  800 tons (small naval vessel, 55–100 meters)
  14  
  1,600 tons
  15  
  3,200 tons
  16  
  6,400 tons (armored cruiser, 100–200 meters)
  
  Wild Talents
  
  O.R.E. Mecha
  Biomechanical
  Your mecha isn’t built, it’s grown. Whether it has a human brain 
  as a computer, contains a living organism wrapped in an armored 
  shell, is composed of linked nanobots on an alloy framework, or 
  is just a giant insect of some sort with a saddle and reins for a 
  rider, your mecha is somehow alive. While this can be a benefit 
  when it comes to things like maintenance (no need for repairs 
  when your mecha can heal), just watch out when your giant robot 
  comes down with a cold. 
   
  Biomechanical mecha can purchase the Independent Operation 
  mecha quality for only 1 or 3 points per level, depending on the 
  degree of control (see the Independent Operation quality below), 
  and the Regeneration miracle at –1/2/4 points, but must take a 
  Susceptibility quality to at least an uncommon substance.
  Hi-tech
  This is your standard, default, generic, run-of-the-mill giant 
  robot, forged through the miracles of superscience. Built in a lab, 
  assembled in a factory, or even cobbled together by a hobbyist, a 
  hi-tech mecha is purely an artificial technological construct. 
   
  Hi-tech mecha cannot take Regeneration or Healing powers, 
  and must take the intrinsic quality of Irreparable, but can take 
  Heavy Armor  at –2/4/8 points.
  Magic
  Mecha of this type are more akin to summonable servants or 
  monsters than they are to other types of mecha. Generally the 
  tool of last resort of the more violent type of Magical Girl, magic 
  mecha can also be ancient golems, summoned idols, or anything 
  large, armored, and interdimensional. 
   
  Being, well, magical, magic mecha have no innate limitations 
  when it comes to miracles, though they must have either the Re-
  mote Control or Susceptibility mecha quality.
  Steampunk
  Steampunk mecha are essentially like hi-tech mecha, but built 
  from a much lower technology base. Instead of servoactuators 
  and fly-by-wire controls, a steampunk mecha works on a system 
  of control levers and mechanical pulleys. Despite the name, a 
  steampunk mecha isn’t necessarily run on steam; it can be pow-
  ered by such diverse sources as coal, the spirit energy of the pilot, 
  or the crystalline hearts of dragons. Whatever the power source, 
  however, Steampunk mecha are still more machine than magic. 
   
  Like hi-tech mecha, steampunk mecha can’t take Regenera-
  tion or Healing and must take the Irreparable intrinsic quality, but 
  can take Extra Tough for only 4 points per level to represent their 
  tough, low-tech, rivets-and-iron construction.
  Mecha Qualities
  Mecha qualities are innate characteristics of a particular mecha or 
  model of mecha, providing some benefit or drawback not covered 
  by miracles. Qualities can be used to customize the abilities of 
  your mecha, making it stand out from all the other giant robots 
  out there. They can also be used to gain a few extra points to 
  build your mecha, though usually not without a serious drawback. 
   
  Mecha can use almost any intrinisic meta-quality from page 51 
  of Wild Talents (any quality that affects Willpower for Talents af-
  fects Energy instead for mecha). Below are a few that are specific 
  to mecha.
  Custom Hit Locations [8 points]
  Most mecha are humanoid in basic shape, but your mecha is differ-
  ent. Perhaps it’s in the shape of a giant mechanical lion, or a huge 
  living dragonfly. You can arrange your mecha’s wound boxes and 
  hit locations any way you like, to reflect your mecha’s unique form. 
  • You have 34 wound boxes to spread among 10 hit locations. All 
  ten hit locations must be assigned. If your mecha is in the shape 
  of a giant robosnake, with just one big torso, that torso is all ten 
  hit locations and has all 34 wound boxes.
  • Defensive powers cost the same as usual, no matter how many 
  or how few hit locations you have. 
  • Your mecha can’t have more than ten hit locations. Split the 
  numbers between extremities as needed. If your mecha has more 
  than ten limbs, split the hit locations only among the largest and 
  most important.
  • Three hit location numbers must be assigned as the “core” hit 
  locations of your mecha, just as 7–9 is the “core” on a humanoid 
  mecha—the torso. 
  • Four wound boxes must be the cockpit boxes. They can be in 
  any location, but they must all be in the same location. You can’t 
  assign more than four of the 34 wound boxes to the cockpit. If 
  your mecha has the Extra Tough miracle, it increases the cockpit 
  wound boxes along with each hit location.
  Direct Link [-10 points]
  Your pilot is directly linked with his mecha, whether using a neu-
  ral hookup, a mystic blood bond, or simply merging his very soul 
  into it. This allows him to use his own Coordination stat for the 
  mecha when piloting it, instead of having to purchase a Coordina-
  tion stat for the mecha during constuction. This naturally makes 
  mecha a lot cheaper to build, in addition to often making it more 
  maneuverable and effective in combat, but it does come with a 
  rather hefty price: The pilot takes damage whenever the mecha 
  takes damage. If the mecha takes three shock damage to its left 
  arm, the pilot takes three shock damage to his own left arm.
  Exposed Cockpit [- points 
  per level of exposure]
  Your mecha’s cockpit leaves the pilot unprotected, such as a cage 
  harness or completely external controls. For each level of Ex-
  posed Cockpit, reduce by one the amount of damage required for 
  a direct hit on the pilot (see Mecha and Combat, below). 
   
  For example, if your mecha has four cockpit wound boxes 
  and two levels of Exposed Cockpit, any hit that does two or more 
  damage to the cockpit is a direct hit on the pilot.
  
  Wild Talents
  
  O.R.E. Mecha
   
  A mecha with Exposed Cockpit also has no Sense stat of its 
  own; the pilot has only his own senses to rely on when piloting.
  Independent Operation  
  [ or  points per level]
  Whether it has A.I. computer control or its own living will and 
  innate intelligence, your mecha is capable of piloting itself. For 
  each level you purchase, your mecha has its own Brains and Cool 
  stats at 1d and 1 Base Will (i.e., two levels of Independent Opera-
  tion gives your mecha Brains 2d, Cool 2d, and a Base Will of 2), 
  which allows it to take action and enter combat even when you 
  aren’t at the controls or are otherwise incapacitated. At 2 points 
  a level, the GM controls your mecha’s actions when you aren’t 
  directly piloting it. At 5 points per level, you control its actions.
  Merging [1 points]
  Your mecha is part of a team of similar mecha, all with the ability 
  to merge together into a single larger, more powerful mecha. Each 
  of the sub-mecha that merge must take this quality. Add up all 
  the Mecha Points of all the sub-mecha that can merge into one 
  mecha, and use those points to build a single, powerful mecha. 
  The merged mecha can have any stats, qualities or miracles that 
  its pilots decide upon, though it must be of the same mecha 
  archetype as the sub-mecha. Merged mecha also often have the 
  Crew focus flaw.
  Remote Controlled [10 points]
  Unlike most pilots, you don’t ride in or on your mecha. Instead 
  you control it from a (hopefully) safe distance through some form 
  of remote control. This can be anything from a magical rod of 
  power to a briefcase containing a set of radio controls (if your 
  control device is not easily portable, this only costs 5 points). 
  While this doesn’t change your mecha’s cockpit wound boxes, it 
  does mean that if they’re all filled with Shock or Killing damage 
  you aren’t harmed in any way. 
  Susceptibility [-variable  
  points per level] 
  Your mecha is extra vulnerable to something, or has some innate 
  weakness. This can be anything you like, but whatever it is, it 
  does one point of Shock or Killing damage per level of Suscep-
  tibility to whatever part of the mecha is exposed to the substance 
  for each combat round it is exposed. 
  Susceptibility 
    
  Shock/Killing
  Common (air, water, people) 
  –4/8
  Frequent (sunlight, cold, pollution) 
  –3/6
  Uncommon (electricity, electromagnetic 
  –2/4
  radiation, human diseases)
  Rare (magic, alien ore, black holes) 
  –1/2
  Volatile [- points per 
  reduced wound box]
  Your mecha is more fragile than most in combat. Even a relatively 
  weak hit can cause devastating damage. This is definitely danger-
  ous for the pilot, and is common on mass-produced mecha. For 
  each level of Volatile, one wound box somewhere on the mecha is 
  automatically and permanently filled with killing damage, making 
  it that much easier for an opponent to fill the rest.
  Mecha and Miracles
  Not every miracle is appropriate for every mecha. While any 
  miracle can be purchased for a mecha depending on the require-
  ments and restrictions of an individual campaign, some miracles 
  are more common for mecha than others. Below is a listing of 
  cafeteria-style miracles from the Wild Talents core book, de-
  scribing some options for ways each miracle may be used in an 
  “O.R.E. Mecha” campaign.
   
  All mecha miracles automatically get a –1/2/4 discount, since 
  the mecha is essentially a giant focus. 
   
  As a focus, mecha also commonly have the additional focus 
  flaws Hard to Replace, Immutable, and Operational Skill (requir-
  ing the pilot to have the skill Pilot: Mecha). Really large mecha 
  may also have the Crew focus flaw, and very unique and special 
  mecha may have the Irreplaceable focus flaw. Whatever focus 
  flaws are taken for a mecha should apply to most, if not all, of the 
  miracles purchased for the mecha.
   
  Almost any other extra or flaw can be taken.
  Absorption
  Absorption of almost any type suits most forms of mecha. At 
  lower levels (and with the Defends power quality and maybe 
  focus extras) it can represent the energy-blast-absorbing force 
  field commonly used by hi-tech military mecha. At higher levels 
  it can represent a biomechanical or magic mecha’s innate ability 
  to absorb attacks and reflect them back at the attacker.
  Aces
  While sentient mecha (magic, biomechanical, and/or those with 
  the Independent Operation mecha quality) might have miracle, 
  it’s probably not appropriate for mecha,
  Alternate Form
  If there’s anything that equals giant robots for ubiquity in anime 
  in the minds of many people, it’s giant robots that transform into 
  something else. Alternate Form, especially with the Hurt Means 
  Hurt flaw, can be used for the classic “robot that transforms into 
  a jet” or some of the more exotic abilities of magic and biome-
  chanical mecha.
  Bind
  Bind is a useful nonlethal attack for mecha to have, and can be 
  used for everything from the restraining nets fired by hi-tech po-
  lice mecha to tentacles sprouting from biomechanical mecha.
  
  Wild Talents
  
  O.R.E. Mecha
  Block
  With the Defends power quality and focus extras, this can repre-
  sent a large handheld armored shield wielded by the mecha, com-
  monly used by lower-tech hi-tech military mecha, though this can 
  also be used for sword-wielding steampunk mecha. Most other 
  types of mecha rely on other methods of protection.
  Containment
  This miracle, representing force fields of one type or another, is 
  the favored defensive mechanism of magic, biomechanical, and 
  the more space opera-influenced brands of hi-tech mecha. It’s 
  very rare for anything other than a magic mecha (or extremely hi-
  tech mecha) to use the Attacks variant of this miracle, however.
  Control
  Control is an ability almost never possessed by mecha, with a few 
  rare magic mecha exceptions.
  Cosmic Power/Spellcasting
  This ability is also almost never possessed by any type of mecha.
  Create
  Certain applications of this ability may suit the mO.R.E. Mechan-
  ical types of mecha, such as Create [Light] or Create [Electricity], 
  but it’s really only appropriate for magic mecha when it comes to 
  creating more esoteric substances. 
  Dead Ringer
  Mecha of all types are usually huge, purpose-built vehicles, mak-
  ing it extremely unlikely for any of them to even be able to make 
  use of an ability like Dead Ringer.
  Detect
  Mecha, especially military hi-tech mecha, are sure to have a con-
  siderable level of Detect. Hi-tech mecha will be able to detect such 
  technologically-oriented things as electromagnetism, radiation, 
  electricity, and the like. Biomechanical mecha may have some sort 
  of lifeform sensing ability, in addition to the above. Magic mecha 
  will probably Detect magic (of course), but may even have more fo-
  cused abilities, depending on how and why the mecha was created.
  Elasticity 
  Rare for standard, constructed mecha types, Elasticity may be 
  used to represent the malleable form of a nanotech biomechanical 
  mecha, or the shapeshifting nature of a magic mecha. 
  Extra Tough
  It’s a rare mecha of any type that doesn’t have this ability. Mecha 
  are usually built very large, very strong, and very tough, after all.
  Flight
  Another ability common to mecha of all types, whether the 
  mecha surfs ether waves, rides the air currents, floats on spirit 
  energy, or uses good old-fashioned rocket boosters.
  Gadgeteering/Enchantment
  Considering that mecha are gadgets or enchanted artifacts them-
  selves, there’s little reason or need for them to have this ability.
  Ghost
  More useful for pilots than mecha, Ghost can (with the Robust 
  power quality and and the Physical flaw) be used to emulate a 
  probe launched by the mecha and controlled directly by the pilot.
  Go First
  Fast, maneuverable mecha, of any type, commonly have one or 
  more levels of this ability.
  Harm
  The standard attack ability. With the right flaws and extras, it can 
  be used to represent anything from a Nova Particle Cannon to a 
  Hyperbazooka to a giant mecha-scale scimitar.
  Healing
  With this ability, your mecha can heal others. Only biomechanical 
  and magic mecha may have this ability, though it’s more common 
  for magic mecha.
  Heavy Armor
  Another ability no self-respecting giant robot, of any type, should 
  be without. 
  Immunity
  While this ability is common to mecha of all types, it is especially 
  useful for military hi-tech mecha. It’s a rare military mecha that 
  isn’t Immune to one type of environment or another.
  Indomitable Willpower
  Pilots sometimes have this ability, but their mecha (even sentient 
  ones) rarely do.
  Insubstantiality
  This ability is rare among mecha, but can be used to model such 
  special abilities as “quantum phasing” for hi-tech mecha or vari-
  ous mystic powers possessed by magic mecha.
  Invisibility
  Stealth-oriented mecha of all types may make good use out of 
  Invisibility. Whether it’s alchemical Stealth Mantles, high-tech 
  ECM, psychic Mind Clouding, or mystic shadowing, all of these 
  are represented by various permutations of Invisibility.
  Jinx
  Like Aces, this ability is unlikely to be possessed by mecha.
  Metamorph
  Mecha of types other than magic are not likely to have this ability, 
  though it can be used quite effectively by magic mecha. 
  
  Wild Talents
  
  O.R.E. Mecha
  Multitask
  This is another ability that is more common among pilots than 
  mecha, though it could be used to represent extremely large me-
  cha where each crewmember operates a separate part or function.
  Nullify
  Magic mecha may use this to represent broad-based magical 
  effects, but mecha of other types can make good use of narrow 
  applications of Nullify. A biomechanical mecha with the ability to 
  Nullify the otherwise-impervious force fields of the alien attack-
  ers it was designed to fight is one example, as is a hi-tech mecha 
  with a special armor-dissolving acid rifle.
  Perceive
  Like Detect, this is a very common power for all kinds of mecha, 
  whether it’s to Perceive the infrared spectrum of light, to Perceive 
  heat patterns, or something else entirely.
  Power Mimic
  Most mecha are purpose-built, meaning that whatever abili-
  ties they are constructed with, they are likely to stick with them 
  exclusively. Some mecha may have this ability anyway, though 
  usually it’s tied to the mecha’s very nature, like a bestial biome-
  chanical mecha that devours defeated enemies to absorb their 
  powers, or a magic mecha that has the mystical ability to mimic 
  any opponent it faces.
  Precognition
  Mecha, being mostly nonsentient, are not likely to be Precogni-
  tive, though their pilots certainly may.
  Projected Hallucination
  A hi-tech mecha with holographic projectors can use this ability 
  to confuse foes in combat, a magic mecha may use innate spells, 
  a biomechanical mecha may use mind powers, but a steampunk 
  mecha isn’t likely to have this ability at all.
  Psychic Artifact
  While this ability is not likely to be possessed by any mecha, 
  it could be used by any type of mecha to represent something 
  esoteric, like a built-in mental amplifier that allows the pilot to 
  manifest handheld weapons for his mecha.
  Puppet
  Like Psychic Artifact, this ability is not likely to be possessed by 
  any mecha other than the most esoteric, like a demon-mecha that 
  allows the pilot to infect and then control opponents with tendrils 
  of dark energy, or a nanotech-based mecha that uses tendrils of 
  nanites to the same thing, or some other similar justification.
  Regeneration
  Your mecha can heal itself. Extremely common among biome-
  chanical mecha, rare among magic mecha, and utterly unusable 
  by any other mecha.
  Second Chance
  This is not really a “mecha ability” so much as a genre-emulation 
  ability. Any mecha or pilot can have Second Chance, especially 
  in cinematic or kaiju campaigns, where the good guys tend to 
  miraculously survive even the most horrific assaults.
  Sidekick
  Whether your biomechanical mecha divides like a giant cell, your 
  hi-tech mecha separates into two independent smaller mecha, or 
  something else, your mecha can create, somehow, a subordinate 
  mecha that follows your orders.
  Size Shift
  Generally possessed only by supernatural- or superscience-type 
  mecha. While any mecha could conceivably have this ability, it’s 
  not well suited to campaigns that make even a token effort to be 
  realistic.
  Telekinesis
  This ability is more likely to be taken by pilots than mecha, but it 
  can be used to represent some form of built-in mental amplifier 
  that allows the pilot to use Telekinesis while at the controls of his 
  mecha.
  Telepathy
  Like Telekinesis, it’s more common for pilots to possess than 
  mecha, but it can represent some form of built-in mental ampli-
  fier that allows the pilot to use Telepathy while at the controls of 
  his mecha.
  Teleportation
  This ability isn’t limited to any type of mecha, as it can represent 
  anything from boson jumping for hi-tech mecha to mystic portals 
  from place to place that a magic mecha can step through. As with 
  Size Shift, however, the more realistic the campaign, the less 
  likely mecha are to have this ability.
  Time Fugue
  What goes for Teleportation also goes for this ability.
  Unconventional Move
  This is another common mecha ability. It can be used to represent 
  the swimming abilities of amphibious mecha, the tunneling abili-
  ties of underground mecha, the treads of a tanklike mecha, or any 
  other movement style that differs from the standard walking on 
  two legs or flying methods.
  Willpower Battery
  This is Energy Battery for mecha, but otherwise is identical to 
  the same power for Talents. Any mecha may take this, and can 
  represent anything from plug-in battery packs to huge extension 
  cords for the mecha.
  
  Wild Talents
  8
  O.R.E. Mecha
  Mecha and Combat
  Mecha operate in combat just like Talents do. There are two im-
  portant factors to bear in mind: Cockpit damage and mecha size.
  Cockpit Damage
  If a mecha’s cockpit boxes are filled with Shock damage, its con-
  trols are battered and knocked offline. The mecha is disabled until 
  it can be given minor repairs by the pilot (or by a technician if 
  one has time to scramble up to the cockpit or, say, guide repair-
  bots from a remote location).
   
  Minor repairs require a Brains + Electronics skill check at a 
  difficulty equal to the amount of Killing damage taken by the 
  cockpit. The check takes 5 – width rounds, or five rounds for a 
  failed attempt. If it succeeds, it erases width in Shock damage to 
  the cockpit.
   
  If a mecha’s cockpit boxes are all filled with Killing damage, 
  its controls are smashed and its remote control box (if the mecha 
  has the Remote Control quality) is destroyed. Even if the pilot 
  somehow survives, the mecha is out of combat until it receives 
  major repairs, which require extensive time and major equipment 
  outside combat.
  Pilot Damage
  When the cockpit takes a hit, sparks, flame and shrapnel can hurt 
  or even maim the pilot. Any damage to the cockpit wound boxes 
  triggers an Area attack on the pilot. The pilot automatically takes 
  two Shock to each hit location. For each point of Shock damage 
  to the cockpit boxes, roll one Area die inflicting Shock damage on 
  the pilot. For each point of Killing damage to the cockpit, roll one 
  Area die inflicting Killing damage on the pilot.
   
  However, if a single attack does four or more Killing damage 
  to the cockpit boxes, the pilot takes a direct hit and suffers all the 
  Shock and Killing damage to a single hit location. Roll one die to 
  determine location of the direct hit.
   
  Pilots operating mecha with Direct Link, of course, always 
  take whatever damage their mecha takes to their own wound 
  boxes. See the Direct Link mecha quality, above.
  Example: A mecha with five cockpit wound boxes is hit in the 
  cockpit and takes three points of Shock and Killing damage 
  past its armor. The pilot takes two Shock to every hit location, 
  and rolls three Area dice for Shock damage and three Area 
  dice for Killing damage. The first roll’s results are 3, 3 and 6, 
  so the pilot takes two Shock to the right arm and one Shock 
  to the left arm. The second roll’s results are 1, 1 and 2, so the 
  pilot also takes two Killing to the right leg and one Killing to 
  the left leg. 
   
  The mecha’s player fills in its wound boxes—it now has 
  three boxes filled with Killing and two filled with Shock. The 
  mecha is disabled while the wounded pilot struggles to get its 
  controls back online.
   
  Unfortunately, the next round the mecha takes a cockpit 
  hit for five Shock and Killing past its armor. Since this is equal 
  to its total wound boxes, it’s a direct hit to the pilot. 
   
  The pilot rolls a single die for location and it comes up 3, 
  so the pilot takes five Shock and five Killing to the right arm. 
  The pilot also takes 2 Shock to every hit location from the 
  Area impact. The cockpit itself is destroyed and the pilot is 
  maimed and dying in the wreckage.
  Mecha Size
  Size matters most when a larger mecha and a smaller mecha (or 
  Talent, main battle tank, etc.) square off. 
   
  Let’s say a Size 4 mecha punches a Size 10 mecha with a die 
  result of 3x6. With Size 4 it does a total of 7 (width 3 + 4 Size) 
  Shock and Killing damage to the left arm of the larger mecha. 
  But the larger mecha has an additional 10 points of Heavy Armor, 
  so no damage gets through. 
   
  If the Size 10 mecha punches back for a roll of 4x3, it does 14 
  (width 4 + 10 Size) damage to the smaller mecha’s right arm. The 
  Size 4 mecha has 4 additional points of Heavy Armor, so it takes 
  10 Shock and Killing damage. Unless it has a lot of extra armor 
  plating, the smaller mecha is in big trouble.
   
  In addition, facing a much larger opponent makes it easy to 
  hit where you’re aiming. After all, if the enemy’s arm is the size 
  of a tanker truck, a called shot to the arm isn’t going to be much 
  of a challenge. If the target is two or more Size levels larger than 
  the attacker, the attacker can attempt a called shot without a 1d 
  penalty. 
  Sample Mecha
  These two examples show the vast differences in power between 
  mecha of different scales. The XT-03A “Fear Maker,” about the 
  size of a jet fighter but much more heavily armed and armored, 
  can tear through a squadron of modern tanks but is helpless as a 
  bug against the immense Biobeast Gamaliel.
  XT-0A Pabayatsa Stelat 
  (Fear Maker) (00 points)
  This is the first attack mecha mass-produced by the military of 
  the EuroRussian Union, reverse-engineered from captured Asian 
  Federation units. It is cheaply constructed, and still lacks many 
  of the features and technology used in the latest Asian Federation 
  mecha, but gives the Union a fighting chance against the forces 
  of the Federation. Pilots of the XT-03, however, are less than 
  impressed with the fragile mecha, and have given it their own 
  nickname: Bez Perevoda, the Widowmaker.
  Frame
  Hi-tech. 
  Power Level
  Mass-produced.
  
  Wild Talents
  
  O.R.E. Mecha
  Abilities [8 points]
  (Each includes the automatic –2/4/8 discount.)
  Body 7d, Coordination 3d, Sense 2d, 10 points of Energy.
  Size [10 points]
  7 (6.3 meters tall, 15 tons, +7 HAR, +7 Shock and Killing in 
  melee).
  Mecha Qualities [-0 points]
  Irreparable [–8], No Base Will [–10],  Volatile 6 [–12; one wound 
  box from each arm and leg and two from the torso are automati-
  cally and permanently filled with Killing damage].
  Miracles [18 points]
  (Each includes the automatic –1/2/4 discount.) 
  Turbojet Thrusters [Flight 4d] (D, R, U; Extra: Booster 5 
  (speed, 512 mph), +16 points; Flaw: Go Last, –2/4/8; 28 points.)
  105mm Automatic Cannon [Harm 6d] (A, R; Extras: Deadly 
  12 (+4 Shock and Killing), +24 points; Penetration 5, +15 points; 
  Spray 1, +6 points; Flaws: Obvious, –1/2/4; Focus with Acces-
  sible and Easily Replaced, –1/2/4; 45 points.)
  Attack summary: width + 4 in Shock and Killing, Penetration 5, 
  Spray 1.
  30mm High Explosive Missile Pack [Harm 8d] (A, R; Extras: 
  Deadly 9 (+3 Shock and Killing damage), +18 points; Area 2, 
  +12 points; Penetration 8, +24 points; Locked On, +4/8/16; 
  Flaws: Obvious, –1/2/4; Depleted (must be reloaded at base, 
  takes at least a day), –4/8/16; Focus with Accessible and Easily 
  Replaced, –1/2/4; 62 points.)
  Attack summary: width + 3 in Shock and Killing, Area 2, Penetra-
  tion 8.
  Mecha Bayonet (Deadly 6 (+3 Killing damage) and for hand-to-
  hand attack only; 12 points.)
  Attack summary: width + 7 in Shock and width + 10 in Killing 
  damage.
  Light-Enhancing Camera [Perceive Very Low Light Levels] 
  4d] (U, R; Sensitive, –1/2/4; 8 points.)
  Titanium-Ceramic Interlaced Armor Weave [Heavy Armor 5] 
  (D, R, U; Hi-tech, –2/4/8; Flaw: Ablative, –2/4/8; 10 points.)
  Total HAR 12 with 5 ablative.
  Reinforced Frame [Extra Tough 5] (D, R, U; 20 points.)
  Biobeast Gamaliel (00 points)
  Cloned from the gigantic creature found inside a wrecked alien 
  starship, and enshrouded in armor plating to help keep the beast 
  under control, this mecha could be as dangerous to the Earth 
  Army as the Earth Army hopes it will be to the alien invaders 
  who have come looking for their crashed property.
  Frame
  Biomechanical.
  Power Level
  Super.
  Abilities [ points]
  (Each includes the automatic –2/4/8 discount.)
  Body 9d, Coordination 0 (uses pilot’s), Sense 5d, 22 Energy.
  Size [1 points]
  11 (30 meters tall, 200 tons, +11 HAR, +11 Shock and Killing in 
  melee).
  Mecha Qualities [-1 points]
  Direct Link [–10], Independent Operation 5 (under GM control) 
  [5], Susceptibility (gamma radiation, does Killing) 3 [–12].
  Miracles [0 points]
  (Each includes the automatic –1/2/4 discount.)
  Reflection Field [Block 5d] (D, R; Extra: Reflexive, +3/6/12; 25 
  points.)
  Lifeform Sensors [Detect Living Creatures 2hd] (R, U; 8 
  points.)
  Massdriver Rifle [Harm 6d] (A, R; Extras: Penetration 10, +30 
  points; Spray 1, +6 points; Obvious, –1/2/4 points; 48 points.)
  Attack summary: width in Shock and Killing, Penetration 10, 
  Spray 1.
  Molecular Slicer [Harm 3wd] (A, R; Extra: Non-Physical, x2; 
  Flaws: Expensive, –1/2/4; Obvious, –1/2/4; 48 points.)
  Attack summary: width in Shock and Killing, ignores armor.
  Vibroknife (Deadly 3 (+1 Shock and Killing) and Penetration 4 
  with melee attacks; 18 points.)
  Attack summary: width + 12 in Shock and Killing, Penetration 4. 
  Armor Bindings [Heavy Armor 3] (D, R, U; 18 points.)
  Total HAR 14.
  Alien Musculature [Extra Tough 7] (D, R, U; 28 points.)
  Bio-Regeneration [Regeneration 2] (D, R, U; Biomechanical, 
  –1/2/4; +1 Shock, +4 points; Extra: Affects either the pilot or the 
  mecha, x2; for 2 Energy the mecha or pilot recovers 2 Shock and 
  1 Killing; 20 points.)
  
SOURCE: textdata/thevault/Wild Talents/Wild Talents One-Roll Engine Mecha.pdf