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THE MENAGERIE CHAMPIONSHIP

The People’s Proving Grounds

Whispered in dark booths and slipped in code Menagerie frames are daring, innovative,
between colleagues, the Menagerie’s name is unstable and the mechanical exemplars of their
an open secret in R&D circles across Union’s designer’s ideals. All are made equal behind
many worlds. Televised and publicized on open masks; and reinvention of the self is a matter of
omninet channel it sees anonymous gladiators course. Tradition is staid and the state is stale.
compete in an annual spectacle of innovation. Go out there, pilot, and bring us something new.
The Menagerie Championship is a collaboration
of some of the most avant-garde entertainers NEW TAGS:
and cutting edge combat engineers of the EXPERIMENTAL:
current generations, and its fame is only When you activate a weapon or system with this
growing. Its secretive organizers court and invite tag, after any other effects resolve roll 1d6. If the
only the most select candidates each year to result is greater than or equal to X, trigger the
compete. Fighters are chosen from the best and Experimental effect. If a weapon or system has
brightest of their fields, and the premise is multiple Experimental effects, roll a single die to
simple: design a novel chassis to compete in determine the outcome for all of them.
that year’s challenge. Emerge victorious, and be
rewarded with all of the funding, research KICKSTART:
support, and wide-reaching connections that When you activate this weapon or system, if
the Menagerie’s treasuries and alumni can offer. you meet its Kickstart condition, it gains a burst
In return, the Menagerie retains access to your of energy that makes it easier to use. For
research, data, and any innovations for use by systems or weapons, they can be activated or
its other victors, in perpetuity. There will stand fired as a free action instead of their usual
no walls between worlds. action cost. This does not count as a skirmish
or barrage for weapons. If it is a reaction then it
To the audience, the Menagerie Championship can ignore any X/round use restrictions, but it
is one of the greatest mechanized sport events still consumes a reaction for the turn. If the
ever conceived. Each year the challenges differ, Kickstart condition was the effect of an action
from one-on-one cagematch brawls, to you took (ex: ‘you knock a character Prone’),
weeks-long wargame tournaments on the Kickstart system must be the very next
reservation worlds. The contestants are fresh, action you take after the triggering action
stylish, and idiosyncratic, each unique in the resolves without interruption or the benefit is
approach their chassis brings and the persona lost.
that they take to the ring.
SUPERCHARGE:
All walks of life meet in the stands and crowd When you activate a weapon or system with this
screens to join together in the thrill of the clash. tag, you can Supercharge it to gain the listed
Although contestants are ultimately entered by effect. If it has no listed effect, the entire
merit, there are no boundaries to access within activation counts as Supercharging it. After
the community; all shows are free and recorded, doing so, you cannot Supercharge it again until
all decision making is made public record the end of the mission.
(except when necessary to preserve anonymity),
and the tide of public opinion is the ebb and
flow of gladiator popularity and the bohemian
culture that flourishes in the fans.
MENAGERIE CORE
SULFUR AUGMENTATION
BONUSES
Menagerie core bonuses increase your Using novel blackbox thermodynamic
dynamism, volatility, and stage presence predictions and exotic material science,
Menagerie-modified reactors contain a
You must have at least three license levels in regenerative coating that recaptures a
Menagerie licenses to take a bonus from this majority of normally wasted reaction heat.
list, and another three levels for each additional This sustains otherwise unsustainably high
bonus. For example, with six points in draw from pre-optimization prototype
Menagerie licenses, you can have up to two systems.
bonuses.
When you activate a Supercharge you may
either cool all Heat or spend a Repair to
AFTER-MARKET MODS regain all HP as if you had Stabilized. During
a rest, you may spend a Repair to recharge a
There are very few restrictions when it comes single Supercharge system you have
to the Menagerie’s design policy, and their activated during this mission.
network of contacts and gray-market
suppliers make almost any idea possible.
UNDERDOG OVERHAUL
Whenever you roll for an Experimental effect,
if you do not trigger the effect, add +1 to the Sacrificial capacitors, breakaway plating, and
next Experimental roll you make. This effect dummy hardpoints are common modifications
can stack, and resets to 0 when you trigger in Menagerie frames to pull bursts of speed
any Experimental effect. and surprising action from ordinarily crippling
damage. Victory is all the sweeter when
pulled from the jaws of defeat, and the most
CHAMPIONSHIP TITLE successful pilots know how to ride that edge
of certainty as closely as possible.
Though the full Championship only occurs
once every standard year, many contestants Gain +1 Accuracy on all checks and saves
continue to chase success in spillover when at 2 or less Structure. When you lose
contests and local leagues, bolstering their Structure, before resolving the Structure
skill and reputation for the next cycle. check, you may immediately take any quick
action. This does not count as a reaction.
You reduce all involuntary movement inflicted
This action cannot prevent you from losing
on you by -1 while in a control or objective
the Structure or making the check; if it would
zone, and increase any Knockback you inflict
cause you to regain HP it is applied after
against characters in the same zone by +1.
damage rolls over.
1/round when a hostile character starts their
turn adjacent to you or enters adjacency for
the first time on a turn you may Ram or
Grapple them as a reaction.
MENAGERIE
CORNICELLO
Striker/Artillery
Although the exact founding date of the Menagerie is either unclear or
obscured, it is widely known that the Cornicello has been a staple of
its open-source library since its inception. The frame still bears a
passing foundational resemblance to the SP-01 Everest that it must have
once been a highly derived version of, but it has long since taken on a
life of its own. Although it is no longer a competing frame design for
the Championship itself, it is the skeletal basis provided to any
contestant for future modification. Its highly modular design supports a
broad range of experimental alterations, and facilitates rapid DBTL
cycling to give contestants a platform for optimization and iteration
before their inventions reach the battlefield. A homegrown culture of
DIY instructionals and schematic repositories has developed around the
Cornicello as a result, and more diehard fans consider sharing your
personal design to be an important first greeting, even if the vast
majority have never piloted a chassis.
CORE STATS CORE SYSTEM
Size: 1
Armor: 0
Save Target: 10
Sensors: 8
LUCA OMNI-MOUNTING
HULL SYSTEMS The Cornicello’s endoskeleton boasts
HP: 12 E-Defense: 6 universalized attachments and supports
Repair Cap: 5 Tech Attack: -1 for a constantly updated library of
AGILITY SP: 6 armaments and system upgrades that can
ENGINEERING easily be swapped in or replaced to meet
Evasion: 9
situational needs. In the Menagerie’s
Speed: 4 Heat Cap: 5
early days, contestants would frequently
make a show of allowing their equipment
TRAITS to be damaged beyond repair, only to
MODULAR DESIGN reveal hitherto unseen weapons in the
blink of an eye to deal the winning
When the Cornicello repairs a destroyed strike.
weapon or system during a rest, it may replace
it with any other weapon or system(s) it has STABLE PROTOTYPE
access to that occupy the same mount and Passive
cost an equivalent amount of SP.
At the start of each scene roll 3d6 and hold
each die. Whenever you roll a d6 for any
AUTOTOMIZE reason, you may substitute one of your held
dice for that die before it is rolled. Each die can
1/Round as a reaction when the Cornicello or
be used this way once, then is discarded.
an adjacent ally is hit by an attack and damage
When you Stabilize, roll and hold a new d6. If
is rolled, it may immediately destroy a single
you already have 3 dice, you must choose to
system or all weapons on one mount. All
either replace one of them, or discard the new
damage and effects of the attack are negated.
result.
At the end of any scene in which this trait is
used, it gains 1 Repair.
Fit Omni-Mount
Active (1 CP), Efficient, Protocol
MOUNTS
Choose a system that costs 2 SP or less, or a
Main or Auxiliary weapon that you have access
to, mounting it in the Cornicello’s Omni-Mount
for the rest of the scene. It functions as if
installed on your mech normally except that it
is not a valid target for destruction, and it gains
Limited 3 unless its base Limited value was
already lower. Additionally it gains
Experimental 6+: Refund the action spent
activating this system or weapon.

This core power is Efficient and refunds 1 CP


at the end of any scene in which it is used.
LICENSE I: ADAPTIVE SILO, AUTO-PURGE LICENSE II: CORNICELLO FRAME, SIDECAR
GUIDANCE MUTE, SURGE CELL
Adaptive Silo
Main Launcher, Smart, Reliable 1, SIDECAR Guidance Mute
Experimental 1 SP, Mod, Unique, Quick Action
[10 Range] [1d6 Explosive Damage] Choose a Ranged weapon. You may activate this
Experimental 3+: This weapon increases its mod as a quick action to ignore the Ordnance,
Reliable value by +2 (max 6), its Range by +5, or Inaccurate, and Experimental tags on that
gains the Accurate or AP tags until the end of the weapon until the end of the current turn.
scene. If it is already Accurate, it may gain Rather than a traditional ballistic
Seeking instead. oubliette, SIDECAR mutes retain a
Experimental 5+: This weapon additionally gains hardlink to the core chassis OS. This
the Inaccurate, Ordnance, +2 Heat(self), or allows them to achieve much greater
Loading tags until the end of the scene. Other predictive recalibration, at the expense
than Heat(self), you cannot choose the same of transfer/response rates.
option twice.
Surge Cell
Adaptive silos contain a novel 2 SP, Unique, Quick Action, 1 Heat(self)
mute-chorus that can dynamically alter This system charges as a quick action, priming a
the internal ammunition printer in
high power capacitor. It starts a scene uncharged.
addition to improving trajectories in
It can only hold one charge at a time, but charges
each launch, although the processor
acceleration necessary creates a higher last for the rest of the scene or until used.
risk of dead-end evolutionary outcomes.
If this system is charged at the start of your turn,
you may discharge it as a quick action on that
Auto-Purge turn. It loses its charge, you cool 1d6 Heat, clear
1 SP, Protocol, Unique, 1 Heat(self), Impaired, Slowed, Lock-On, and Shredded that
Experimental 5+ weren’t self-inflicted, and may Slide up to 2
Experimental 5+: Clear one condition that was spaces.
not self inflicted and gain 3 Overshield.
Auxiliary batteries are common in live
By carefully partitioning individual matches where reactor spiking is capped
feedlines and subsystem daemons, faulty for audience safety. Disposable variants
systems can be blind-rebooted on an have long-since been phased out for
individual-component basis without rechargeable cells that can be quickly
necessitating a full system cleanse. and safely discharged.
LICENSE III: GLASSMAKER JEZAIL, MERCURY ALCHEMICAL AUGMENTS

Glassmaker Jezail MERCURY Alchemical Augments


Heavy Rifle, Experimental 3 SP, Unique
[12 Range] [2d6 Kinetic Damage]
1/Turn when you roll any d6 you may increase or
Experimental 5+: This weapon deals the decrease its value by 1. Additionally, gain the
maximum possible damage instead of rolling. Transmutation protocol:
After this attack resolves, this weapon deals -2 ‘Alchemical’ augments are a suite of
damage for the rest of the scene (min 0). holistic whole-chassis overhauls that
incorporate physical and digital changes
Popularized during the 4987u at every level of construction. MERCURY
Championship by a cadre of ex-BUC suites enable fine real-time remodeling
gladiators, Glassmaker mag-cel jezails of most structural components; this
have exceptionally high-performance rail dynamic process means that an augmented
sculpting. These fine modifications have frame is constantly in flux, chasing the
an unfortunate tendency to degrade in optimized state for any given moment.
high-energy firing scenarios, which has
left them relegated to sport use rather
Transmutation
than any real military engagement.
Protocol, Supercharge
Until the end of your turn you may activate
MERCURY Alchemical Augments as often as it is
triggered, breaking the 1/turn restriction.
Additionally, it can increase or decrease the value
of a die by up to 2 instead of 1. At the end of your
turn you become Stunned until the start of your
next turn.
MENAGERIE
JIN-CHAN
Support
The Jin-Chan was an unexpected addition to the Menagerie’s lineup of
winning frames; poorly suited for direct combat, its shocking success
came from the team-based tournament structure of that year’s
competition. It and its pilot carried their team to victory with an
unprecedentedly powerful computational engine that formed the foundation
of a revolutionary quad-C platform. Even for the deliberately
run-of-the-mill digital architecture in its teammates’ chassis, the
WATERSHED system accelerated their capabilities and precision beyond
that of any of their opponents’ more heavily customized frames.

Its true strength is not only in system optimization or brute-force


predictive calculation; via an esoteric modeling process, the Jin-Chan
can temporarily create an unstable pseudo-legion environment that it
shares via standard nerve-feed piloting implants. This direct link
allows connected pilots to coordinate within a theoretical digital space
that, while it cannot be fully consciously recollected or translated
upon collapse, allows reaction and strategic planning far beyond
baseline activity. The tactical impact of this system is not without
cost; the Jin-Chan’s bulk is necessitated by the sheer volume of not
only computing substrate necessary for its function but also the massive
volume of coolant and associated pump systems that keep them at optimal
conditions.
CORE STATS CORE SYSTEM
Size: 2
Armor: 0
Save Target: 10
Sensors: 8
WATERSHED
HULL SYSTEMS COMPUTATIONAL STACK
HP: 10 E-Defense: 10 The WATERSHED system uses a novel
Repair Cap: 5 Tech Attack: -1 polytemporal processing model developed
AGILITY SP: 8 by its pilot and refined by the
Evasion: 6 ENGINEERING Menagerie. It utilizes anoriginary
Speed: 4 Heat Cap: 10 bit-space by ‘borrowing’ open
computational space in non-concurrent
TRAITS temporal references, creating a
temporarily infinite period for
HARMONIC UPLINK
calculation. The matrix is rapidly
1/Round when the Jin Chan targets an allied obliterated to preserve informational
character with a Quick Tech action, it can conservation, but in that period it
repeat the same action targeting an allied achieves a pseudo-legion simulation for
character adjacent to itself or the original target any hard-linked user.
as a free action.
Precipitate
Passive, Quick Tech
RESERVOIR Choose an allied character. The next attack roll
they make triggers On Hit effects even on a
Adjacent allied characters may transfer any
miss, and On Crit effects on a normal hit.
amount of Heat from themselves to the Jin
Chan as a quick action.
Genesis Delta
Active (1 CP), Quick Action
MOUNTS This system gains 5 charges that last for the
rest of the scene. As a reaction to the start of
any character’s turn, you and your allies can
expend a charge as a reaction to immediately
take one quick action. Only one character can
take this reaction per turn, and each character
can only activate it 1/round.
LICENSE I: CHAMBERLAIN DAEMON, LICENSE II: JIN CHAN FRAME,
TIGHT-BEAM DART FULLMOON_V0.18.SERV, HYDROCANNON

CHAMBERLAIN Daemon FULLMOON_v0.18.serv


2 SP, Quick Tech, Experimental 2 SP, Quick Tech, 2 Heat(self)
Choose an allied character. They gain 4 Gain the following Quick Tech options:
Overshield. If they lose this Overshield it creates
a Burst 1 cloud of soft cover that lasts until the Offload Server: Choose an allied character. They
start of their next turn. Otherwise, if they have any lose 2 Heat. If this reduces them to 0 Heat, they
Overshield remaining at the start of their turn, gain resistance to all Heat from hostile sources
they cool Heat equal to their current Overshield, until the start of their next turn.
then remove all Overshield.
Experimental 5+: You cannot activate this system Recursive Processor: Choose an allied character.
again until you Stabilize. They gain 2 Heat and the next attack roll they
make ignores Invisibility and effects that would
CHAMBERLAINs are short-lived autonomous
force it to automatically miss, and gains On Hit:
programs intended for moment-to–moment
subsystem management that does not the target loses Invisibility and cannot become
require pilot input before rapidly Invisible or Hidden until the end of their next turn.
decaying to cede central control.
“Dreaming is easy. The hard part is
remembering it all when you wake up.”
Tight-Beam Dart
1 SP, Quick Action, Reaction, Kickstart
This system charges as a quick action, readying a Hydrocannon
directed-beam communication laser. While it is Main CQB, Knockback X, Loading
[Cone 5] [1d3+1 Kinetic Damage]
charged, you gain the Ping! reaction. It can only
hold one charge at a time, but charges last for the The base Knockback value of this weapon is
rest of the scene or until used. equal to 6 - its Range from your target (min 1).
Kickstart: You start your turn in the danger zone.
Most chassis include basic comm-laser Although technically accurate, it is
recognition as part of optical sensors. hotly debated whether the original
The limited bandwidth and filtered input Jin-Chan truly won its championship
scrubbing of these channels prevents title ‘without ever firing a single
sophisticated attack via them, but they shot’. The debate breaks down further
can still be temporarily overwhelmed by into exactly the statement intended by a
intense high–noise signals. post-ballistic design: is it an
indictment of violence? A lofty disdain
for ‘archaic’ design? Or an
Ping! acknowledgement that all forms can be
Reaction, 1/round, 1 Heat(self) twisted to violent end, leaving intent
Trigger: An allied character starts their turn. the only true weapon. The designer’s
Effect: You shoot the comms-beam at a hostile only statement on the question to date
has been: “Why are you asking me? Don’t
character in Range 10. They must either block it
you know already?”
as a reaction or take 1 Heat and become
Impaired and Slowed until the end of the current
turn. This system loses its charge.
LICENSE III: OPAL-PATTERN COGENT OPERANT, PIGGYBACK PACKET

OPAL-PATTERN Cogent Operant Piggyback Packet


3 SP, AI, Unique 3 SP, Unique, Danger Zone
Gain the AI property and the Seed Catabasis Your tech actions that target characters gain
Quick Tech actions. OPAL is not a full AI and Experimental 4+: take 2 Heat and choose one of
cannot cascade the following effects:
True Cogent Minds are monumental in scale ● They gain or lose 1 Heat.
and operate far beyond the necessary ● They are pushed 1 space in any direction.
level to direct chassis-scale ● They clear the Impaired or Slowed condition, or
engagements. Still, they present an gain one of them until the end of their next turn.
incredibly rich field of unorthodox “It won’t do, just being a hanger-on. We
options, and the Menagerie sought to can’t achieve anything waiting in the
atomize and democratize this potential. shadows of what someone else might do,
The result was the Cogent Operant, a riding their wake. And there are always
diminished but still potent machine mind bigger fish, always someone looking down
concept. They retain the Minds’ capacity over your shoulder not just to see what
for non-intuitive approach and you do, but to keep you there, to keep
perpendicular problem-solving at a each fish swimming in its own stream. And
fraction of the scale by dynamically they’re trapped too, of course, swimming
seizing and inhabiting any available circles in the same tiny pond, trapped by
computing substrate, repeating walls they built themselves. The only way
exploratory algorithms until they find out is to leave it altogether. No more
their solutions. This transient ponds, no more walls, you have to build
possession leaves them unable to develop that wide open ocean for yourself and
over time, which, while unfortunate from everyone else. It’s everywhere - I’ve
a potency perspective, also consistently seen it, we all have. It’s right there!
returns them to a reliable and I’m tired of waiting. Either we get there
predictable baseline and prevents together, or never at all.
deleterious or unwanted growth.

Seed Catabasis
Quick Tech, Experimental, Supercharge
Gain the following Quick Tech options.

Gnosis Dream: Choose a character. They cannot


activate until after the end of your next turn, or
until there are no other options for characters to
activate.
Experimental 6+: Gain a Clarity charge. You can
only hold one charge at a time, but charges persist
between scenes until used.

Clarity: To take this action you must either expend


a Clarity charge or Supercharge. Choose an
allied character that has not activated this round;
your turn immediately ends, and they immediately
activate and start their turn without a hostile
activation in between.
MENAGERIE
MILAGRO
Defender
While it was the Cornicello that gave the Menagerie its foundation, it
was the Milagro that gave it its fame. Footage of its headliner debut
match swept across the omninet overnight and transformed the
Championship from a nascent idea to a cultural sensation. It wasn’t just
the frame itself that propelled them into the future (although its
purpose-built integration of cosmopolitan wrestling styles with
electromagnetic enhancement did set a precedent of novelty for future
design submissions); it was the pilot themselves who’s panache and
charisma behind their mask swept crowds into frenzies and turned sport
into true spectacle. El Huracán remained the face, so to speak, of the
Menagerie for decades, touring at local shows across Union and
personally scouting new talent until they finally retired.

The Milagro is a powerhouse, a titan of a frame with an experimental


dynamo at its heart that spins raw electromagnetic force from seemingly
nothing. Much as the GMS-Everest created a standard baseline for all
chassis in Union space, the Milagro data-repository maintained by the
Menagerie has created a standard for civilian chassis wrestling,
although there are many now who are unaware of the source of this
change. It brought them fame, but fame has never been the point of the
Championship. The greatest reward it brought them, and through them,
humanity, was change.
CORE STATS CORE SYSTEM
Size: 2
Armor: 2
Save Target: 11
Sensors: 5
E-M DYNAMO SPOOL
HULL SYSTEMS Rumors abound of its origins - a
HP: 10 E-Defense: 8 pre-Fall artifact; a dyson sphere around
Repair Cap: 5 Tech Attack: -1 a miniaturized star; a stolen Armory
AGILITY SP: 5 blacksite project severed so cleanly
ENGINEERING they still don’t know it was taken. What
Evasion: 6
is clear is its promise: the promise of
Speed: 3 Heat Cap: 5
an endless climb upwards, new heights to
summit and infinite potential to
TRAITS achieve. The pilot can feel it beat in
TÉCNICO their chest louder than their own
heartbeat in an unceasing escalation
When the Milagro triggers a Kickstart, it may that drives them ever onward, to always
Slide 2 spaces before or after it resolves. Any ask for more from the world than it has
Knockback, Push, or Pull that action inflicts given and to transform it into something
increases by +1. even greater than before. Infinity
awaits.

MAGNETODYNE CORE TYPHOON LARIAT


Active (1 CP), Quick Action, Efficient
Whenever an allied character in Range 2 of the
Milagro is targeted by a Ranged or Melee This system gains 1 charge each time you
attack, roll 1d6. If the number rolled is less than trigger a Kickstart or cause a character to
or equal to the current round, the attack targets collide with an obstruction, to a maximum of 6
it instead, even if it would not normally be able charges. Charges last until the end of the
to. scene or they are spent, and you must have at
least 1 charge to activate this system.

MOUNTS When you activate it, spend all charges and


Slide up to the number spent. This movement
must end adjacent to a hostile character. They
are then knocked back 2 spaces for each
charge spent and take 4 kinetic damage. If
you spent 4+ charges they become Impaired
until the end of their next turn, and Jammed
for the same duration if you spent 6 charges.

This core power is Efficient and refunds 1 CP


at the end of any scene in which it is used.
LICENSE I: MAGNETIC FIST, WHIPLASH AMP LICENSE II: MILAGRO FRAME, ‘CASTIGO’
DYNAMO, KILOTON ELECTROCEPS

Magnetic Fist
’Castigo’ Dynamo
Main Melee, Knockback 2, Kickstart
2 SP, Unique, Reaction
[1 Threat] [1d3+2 Kinetic Damage]
Gain the Magnet Lock reaction.
On Attack: You may pull your target 1 space
The Milagro’s array of EM force
directly towards you (or as close as possible).
enhancements give it a larger-than-life
Kickstart: You knock a character Prone.
presence in the ring. El Huracán’s work
still strains possibility, deriving
Ring the bell. tremendous point force from visually
minimal coils and generator trains.
Whiplash Amp
1 SP, Unique, Experimental Magnet Lock
1/Turn when you inflict forced movement on a Reaction, 1/round, 1 Heat(self),
character that causes them to hit an obstruction, Experimental
you may then push them 1 additional space in any Trigger: A character begins movement in Range 3
direction. of you.
Experimental 5+: Push them 1 space in any Effect: They must pass a Hull save or be knocked
direction again. Prone. On a success they are Slowed until the
When you fight in the Menagerie, just end of the current turn instead.
technical efficiency isn’t enough to Experimental 4+: You are pulled directly towards
truly win. Real victory is in making your them until you are adjacent, or as close as
name known with novel style and clever possible.
flair. Contestants attract fans and
sponsors like moths to a flame, and in Kiloton Electroceps
turn those crowds push them ever further 2 SP, Quick Action, Kickstart
to innovate and stay relevant.
Choose an adjacent character that is the same
size as you or smaller. Remove them from the
battlefield then place them back in any other free
space adjacent to you. Unwilling characters may
attempt a contested Hull check to avoid this
effect.
Kickstart: A character is adjacent to you at the
start of your turn. You must target them, and on a
failed save you may knock them back 1 space
directly away from you after moving them.
“As much as we advance, it all stays the
same. We travel the stars and learn the
secrets of fundamental forces, but at the
end it all comes down to this: two
figures on a field, meeting hand to hand
and fist to fist to find out who’s on
top. It’s a little backwards, but I can’t
deny the appeal of it all. It’s simple,
no matter how complicated the rest gets.
Romantic, in its way. If that’s what they
want, then I’ll make it the best damn
fight they’ve ever seen. That ring is my
canvas, and these hands? They are my
brushes.”
LICENSE III: GAUSS KNUCKLE, SALT ALCHEMICAL AUGMENTS

Gauss Knuckle SALT Alchemical Augments


Heavy Melee, Inaccurate, Knockback 3, 4 SP, Unique
Supercharge Whenever you or an adjacent ally would take 2 or
[1 Threat] [2d6+2 Kinetic Damage] less final damage after all other reductions, take 0
Supercharge: The knockback from this weapon damage instead. Additionally, gain the Galvanize
occurs even on a miss. If it causes a character to action.
impact an obstruction they immediately take 4 AP SALT augmentations are systemic
Kinetic damage and are knocked Prone. reinforcements, material replacements,
and flexible armatures designed to
For every action, an equal and opposite capture and disperse incoming energy.
reaction. Energy cannot be created or When exposed to a directed electric
destroyed. Statements that we have held field, certain exotic materials in this
true for millenia, the foundational plating structure aerosolize and then
basis of our science and society. But harden into directed shielding that’s
when have we ever cared for convention nearly impervious to standard assault,
here? What if we can get just a little although the compounds involved are
more back out? This can be our new ultimately unstable and decay into inert
paradigm - and who knows what we’ll find products.
next.
Galvanize
Quick Action, Kickstart, Supercharge
Choose yourself or an allied character in Range 3.
Until the end of their next turn, they are immune
to all damage, Heat, and conditions from hostile
characters.
Kickstart: Your target has 2 or fewer Structure
remaining, and/or 6 or less current HP. All of their
attacks gain +1 Knockback as long as the effect
lasts.
MENAGERIE
NAZAR
Artillery/Controller
The Nazar is the newest addition to the Menagerie’s roster of official
chassis. As the Championship has grown, so has the scale of its events;
in the year that the Nazar debuted, the Championship encompassed an
entire island on a garden world, graciously provided by Menagerie
benefactors. The tourney was a free-for-all within these bounds as both
teams and individuals fought to remain the last ones standing while
skirmishing over scattered resources and ammunition depots in a
weeks-long wargame. With the battle spread across dozens of miles and
many contestants taking advantage of the setting to up-scale from arena
restrictions, few took note at first of the miniscule, seemingly unarmed
frame that hovered at the edges of decisive clashes. As footage was
replayed and examined for after-action scoring, anomalies began to
appear: high caliber damage with no matching weapon; chassis KOs with
impact angles outside any visible engagement; and a significantly high
rate of mutual destruction in every combat that the unassuming frame was
identified in. Rumors and theories flooded omniforums, many naming it a
harbinger of doom, a ghost-chassis that brought misfortune anywhere it
appeared.

Revelation came piece by piece as fans watched with bated breath on 24/7
channels. The frame was a late entry, with no team or appearances in any
other known events. Painstaking scrubbing of high-speed drone footage
revealed the secret to the bad luck it brought: in the flashes between
frames there were blips of the characteristic blindness of recorded
blinkspace apertures. The Nazar seemed unarmed only because they had
been looking in the wrong places. It carried a high-grade ballistic
arsenal that outweighed most of the other contestants and some small
fightercraft in a local metafold. The frame itself lacked the capacity
to physically aim and counterbalance this ordinance - and it did not
have to. At the moment of firing, it tore open pinprick blink apertures
to redirect bullets dozens of meters across the battlefield and punch
far above its apparent weight.

After its hard-fought victory, the Nazar has still presented certain
challenges to the Menagerie. Its blink manipulation manifold continues
to function in copycat frames that they have produced, but the
underlying specifics have consistently failed reproduction in other
formats without exponential loss in accuracy and distance, and increased
power draw, if it functions at all. Across multiple experiments, no
technical or equipment issues can be successfully identified - to all
appearances, it seems that the manifold shouldn’t work, even within the
Nazar.
[BAD//LUCK.//.TRY//AGAIN?]
CORE STATS CORE SYSTEM
Size: ½
Armor: 0
Save Target: 10
Sensors: 15
ARSENAL MANIFOLD
HULL SYSTEMS The Arsenal Manifold combines a metafold
HP: 8 E-Defense: 10 pocket with a rapid-firing topological
Repair Cap: 3 Tech Attack: +1 needle, poking holes in the skin of
AGILITY SP: 5 reality with each trigger pull. Lacking
ENGINEERING a realspace anchor to target, its range
Evasion: 10
is limited to a probabilistic radius
Speed: 5 Heat Cap: 6
within which an onboard daemon can
perform the necessary trajectory
TRAITS calculations. Aperture size, recharge
EVIL EYE period, and calculation complexity all
proportionally increase power draw. Its
The Nazar’s Ranged weapons all have potential ranges from redirecting brief
Experimental 4+: Create a Blink Echo in a free small arms fire to consistent ballistic
space adjacent to your target. When a hostile bombardment consistent with the capacity
character starts any non-standard movement in of a small sublime ship, localized to an
Range 2 of an Echo the Nazar can destroy it as omnidirectional sphere.
a reaction to force them to make an Agility
save. On a failed save, they must choose Open The Vault
between taking 4 Kinetic damage or becoming Active (1 CP), Protocol
Slowed until the end of their next turn and You open a swarm of rapid-cycling pinpoint
gaining Lock-On. On a success they take 1 blink apertures linked to stocked ordnance,
Kinetic damage. unleashing a hail of bullets. Until the end of the
scene, every hostile character takes 4 Kinetic
damage at the end of each of their turns. This
DESPERADO
is reduced by 1 for each space they move on
1/Round, when the Nazar makes a ranged that turn. Additionally, gain the Crossfire
attack against a hostile character, it may reaction.
attack that character with any Auxiliary
ranged weapon it has equipped as a free
action, ignoring range, cover, and line of sight. Crossfire
Reaction, 1/round, Kickstart
MOUNTS Trigger: A hostile character moves into a space
in your line of sight that does not have cover
from your position.
Kickstart: They are in Range 2 of a Blink Echo;
this consumes the Echo.
Effect: They take 1d6 Kinetic damage and
must choose between becoming Slowed until
the end of their next turn or taking +1d6 Kinetic
damage.
LICENSE I: SHIRAZ OPTICS, VAGABOND LICENSE II: NAZAR FRAME, PINHOLE
CLOAK REVOLVER, ‘THREE WISHES’ RAIL REPEATER

SHIRAZ Optics Pinhole Revolver


2 SP, 1 Heat(self), Unique Auxiliary Rifle, 1 SP, Arcing
[15 Range] [2 Kinetic Damage]
When you consume Lock-On with a weapon you
may activate this system to choose one of the On Hit: Your next ranged attack against the same
following effects: target this turn gains Arcing and Reliable 2.
Blue-Shift: Your weapon attacks against the
target this turn gain Arcing and +5 Range (or +2 When you just think in three dimensions,
it seems like we’re all so far apart -
Threat if melee). This includes the triggering
trillions of souls scattered across the
attack.
stars. Then four? We’re further from the
past and the future than we’ve ever been
Red-Shift: All other attacks you make against the
from each other. But there’s more beyond
target this turn gain +1 Accuracy.
that, we all know this. We learn new
ways to reach out and connect every day.
The lenses of this optical array use a Humanity is further apart than we’ve
focal metafold to determine distance and ever been. We get closer every day. Keep
relative motion with pinpoint accuracy, reaching out. We’ll find you.
and can be directly incorporated into
mounted scopes or existing camera
blisters. ‘Three Wishes’ Rail Repeater
Main Rifle, 1 Heat(self), Kickstart
Vagabond Cloak [15 Range] [3 Kinetic Damage]
2 SP, Quick Action, Kickstart Kickstart: You critically hit with any weapon.
Slide 2 and gain Soft Cover until the start of your
next turn. Automatic mag-rail weapons are a
Kickstart: Gain 4+ Heat in a single turn. markedly unstable branch of weapons
development, plagued by numerous hurdles
This heavy drape of holo-optic mesh
and physical limitations including a
breaks up a chassis’ silhouette and
broad tendency for EM flux lines to
disguises its true position and
self-interfere between each firing or
movement.
with overlapping armaments. Many
[BETTER//LUCK//NEXT//TIME]
ballistic engineers have taken this as a
challenge rather than a cautionary body
of evidence, and so the Menagerie’s
archives fill with new concepts every
year, each a unique and excitingly
charted dead end.
LICENSE III: BEAM RAIL, NEMESIS HYPERDIMENSIONAL HARDPOINT

Beam Rail NEMESIS Hyperdimensional Hardpoint


Heavy Cannon, AP, Accurate, Ordnance, 2 3 SP, Quick Action, Unique, Supercharge
Heat(self), Experimental When you hit a character with a Ranged attack
[20 Range] [6 Energy Damage] you may activate this system to tear open a hole
Experimental X+: If your target has 1 Structure in space in a free space adjacent to them. At the
and X or less HP remaining, they are immediately start of your next turn, the nearest hostile
destroyed. character with line of sight to the hole takes 4
Kinetic damage, or 2 if they have cover from its
Linear beam rails are directed energy position, then the tear is removed.
weapons that utilize a coherent lance of Supercharge: At the start of your next turn, ALL
exotic particles rather than standard hostile characters with line of sight to the tear take
photon or plasma excitation. The exotic damage as above.
medium is transmuted from ambient
baryonic substrate, a process that +++USB/INTERNAL::SOLEMN VIGIL
propagates on impact to disintegrate +++DECRYPTION HASH-POSITIVE
most physical materials. +++CASE J82XC-OSPREY STATUS::ARCHIVED
+++PERSON-OF-INTEREST:: ??? (KNOWN
PSEUDONYM: BLINDSPOT)
+++TRANSCRIPT AS FOLLOWS:
+++I’m pulling the plug on this one;
three years and no leads since the
original filing. Between their
obfuscation and our noted internal
conflicts of interest, I doubt we’ll hear
any more about him unless he wants to be
found. I don’t intend to overstay our
welcome. We’ll maintain our contacts
within the organization and we’ve
petitioned access to the NEMESIS
schematics for threat scoping.
Cooperation is the name of the game, and
as long as we keep these channels open
we’ll have an early warning before it
hits full RED-SKY.
+++ Unofficially: we did our due
diligence here. Someone needs to ask
Transportation if they’re missing an
engineer. Loose lips, people.
+++END TRANSCRIPT
MENAGERIE
CLOVER
Defender
Alternate HORUS Hydra
Although it is not officially a Menagerie Championship title frame, the
Clover indisputably originated within the Menagerie’s attendant cliques.
The Championship’s orbit draws in artists, statement-makers, eccentric
philosophy and science nouveau, creating a churning milieu of activity
in its dark periphery that continually spins off exhibits, performances,
parties, ideologies, and the types of ingenuity that is meant for more
than just its combat arenas. The Clover is one such upwelling; it was an
experiment in simulated neo-biogenesis that bore strange and wondrous
fruit.

At a basic level, its design process wed elements of OROCHI-derived


swarming doctrine and biomimetic nano-assembly incentives with
stabilized production cells. From a scaffold organ of central hives
spills a flood of cooperative nanites; specialized, communicative,
predator, prey, and producer all working in symbiotic harmony to build
complex patterns of interactions and novel emergent behaviors. Secondary
support nodes afford the resulting biomorphs a degree of independence
and longevity unlike standard greywash deployments. This in turn grants
them a greater period to self-modify, adapt and diverge from their basal
templates before they eventually collapse and are reabsorbed. It is the
organism, the food-chain, the entire ecosystem itself remade and
reimagined.

The Menagerie and its devotees were quick to recognize the gem in their
midst. A chassis concept was only the first step: human guidance and
all-terrain mobility for field testing made sense. What will come next,
when it no longer needs a pilot?
CORE STATS CORE SYSTEM
Size: 2
Armor: 0
Save Target: 11
Sensors: 12
BLACKTHORN ECO-HIVE
HULL SYSTEMS [Personal log - Dr. Cenazar speaking. I
HP: 14 E-Defense: 10 watched the imago take its first steps
Repair Cap: 4 Tech Attack: +0 today. Trembling, clumsy, on thin limbs
AGILITY SP: 7 like a newborn fawn. I knew that I was
ENGINEERING watching something beautiful. I may be
Evasion: 6
the first person alive to watch a new
Speed: 3 Heat Cap: 4
type of life be born. There’s so much
more to do still, it’s not ready yet -
TRAITS but it will be. We’ll find somewhere
SYNTHESIS safe they can grow and learn, free from
our influence. Where they can be
Whenever one of its drones is destroyed by a something truly different. And when
hostile character the Clover may regain 5 HP. they’re ready, maybe we’ll meet again.]
As a quick action it may destroy any drone it
controls in Sensors to deal 3 Kinetic damage Blackthorn Harvest
to a character in Range 3 of the drone. Passive
Whenever the Clover deals damage to a
CRYPTOBIOSIS character with a Nexus weapon or a drone
system it may create a Blackthorn Polyp (size
When the Clover is destroyed its wreck is ½, 1 HP, Eva/E-def 10) in a free space in Range
replaced by a Blackthorn Cocoon. This 2 of them. It can have a maximum of 4 Polyps
functions as both a normal wreck and a active at once; if it would create another, an
Blackthorn Polyp, though it does not have the existing Polyp dissolves and is removed from
Drone tag. While the cocoon exists its Drone the battlefield. Spaces adjacent to a Polyp are
systems continue to function as normal, and it difficult terrain. When a hostile character
may take reactions as if it were not destroyed, starts their turn adjacent to one or moves
but only those granted by Drone systems. adjacent to them for the first time in a round
they take 1 AP Kinetic damage.
ECDYSIS
When you rest, the Clover regains full HP Dark Forest
automatically. If it is a Blackthorn Cocoon it is Active (1 CP), Full Action
also restored to 1 Structure and Stress, even Create 4 Blackthorn Groves in free spaces in
if it had more before being destroyed. Sensors and line of sight. These are special
Blackthorn Polyps that do not count against
the number of Polyps you can have active at
MOUNTS once. For the rest of the scene, if you would
create a new Polyp in Range 3 of a Grove, you
may instead increase the size of that Grove by
+1, to a maximum of size 2.
MENAGERIE
MANEKI-NEKO
Defender
Alternate HORUS Kobold
Like the Clover, the Maneki-Neko is a creation of the Menagerie’s many
inventive enthusiasts. Its inception was the stories of the liturgicode
driven transmutation of civilian mining frames into the KOBOLD-pg seen
on Free Sanjak – a shocking metamorphosis that piqued the interest of
the Menagerie’s transformative artists. Without access to the original
code that drove the process, they instead attempted to recreate the
process from first principles. After months of competition, simulation,
and failed test runs, the alchemical liturgicode they created was
implanted into a Cornicello chassis to rapt attention from all
onlookers.

Their results bore mixed results: to some, the increased stability of


the reforging process was a marked improvement. For others, the
increased power draw and need for raw materials was a disappointing
failure, as was the decreased variation in outcomes. For all, the
spectacle was more than enough to call it a success. The Maneki-Neko
roared to life, the coldcore reactor in its heart turned into a nuclear
forge that transformed it again and again in protean splendor. It
devoured the other test chassis with arms dripping slag; their reactors
welded to its own and their mass building layer after layer until it
towered over its old body. Even when the metamorphosis finally cooled
and the frame stabilized, the new forge-engine in its heart never ceased
burning. Built from the bones of the coldcores it had consumed allowed
the resultant Maneki-Neko to continually process and reforge raw
materials into novel form. Although some rushed to see how it fared in
the arena, the Maneki-Neko has now taken its place as an artisans frame,
allowing the Championship’s sculptors and builders to apply personal
touches at massive scale that a printer could never achieve.
CORE STATS CORE SYSTEM
Size: 2
Armor: 1
Save Target: 10
Sensors: 8
LITURGICODE
HULL SYSTEMS TRANSMUTATION
HP: 10 E-Defense: 10 The birth of the first Maneki-Neko was a
Repair Cap: 4 Tech Attack: +1 violent, awesome affair. The unique
AGILITY SP: 8 alchemical forge that the Championship’s
Evasion: 6 ENGINEERING code created can now be recreated with
Speed: 3 Heat Cap: 6 more standard manufacture instead of
relying on the liturgicode process each
TRAITS time – but the codebase still exists.
Unlike the KOBOLD-pg, its transformative
CHRYSOPOEIA
power is still potent and active in the
1/Round each when the Maneki-Neko creates finished frame, merely dormant. When
or destroys an object or terrain it can give a awakened it begins the process anew,
Coin to itself or an ally in Range 3. Characters sculpting, changing, innovating and
can carry a maximum of 3 Coins, and gain +1 mutating any suitable system it comes
Armor for each Coin they are carrying. When a into contact with into something new.
character with a Coin would be reduced to 0
Lead To Gold
HP, they lose all Coins and are reduced to 1 HP
Active (1 CP), Quick Action
instead, negating any remaining damage.
Create an Alchemical Forge (size 2, 40 HP,
Tags: Deployable) in a free adjacent space. It
SLAG FORGE grants hard cover, and allied characters that
If the Maneki-Neko does not move on its turn, end their turn adjacent to it gain 1 Coin. When
it can take 1 Heat at the end of its turn to an adjacent character would lose Coins, roll
create a Slag Wall. It is a Line 2 object 2 1d6. On a 5+, they keep 1 Coin.
spaces tall with 10 HP, with at least one space
adjacent to the Maneki-Neko. If it is adjacent to
a Slag Wall, it may instead extend that wall by
1 space on either side, granting it +5 HP.

GUARDIAN
Adjacent allied characters can use the
Maneki-Neko as hard cover.

MOUNTS

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