Become the master of your element.
However, there are a lot of different aspects that go into incorporating Mecha into your campaign.
Mecha Trait
Details
Chassis
The chassis is the underlyingskeleton of the Mecha.
Skin
The skin is thearmor and outer coveringsof the Mecha.
By default,every Mecha has four basic modules.
Energy
Energy functions like fatiguedoes for player-characters.
Typically, Mecha have anywhere from5-15 energy cells.
In the Republic City campaign toolkit,there are three types of chassis for Mechas.
Each of these types give you predetermined energy and modules.
Mecha via Magpie Games & Viacom
Platinum is the only skin key in that cannot be affected by metalbenders.
you might also invent and homebrew new modulesfor yourself!
Just be sure to clear it with your GM before you do so.
As alluded to previously,energy works like fatigue does for PCs.
If a Mecha runs out of energy, it shuts down, effectively taking it out of play.
Various techniques and Mecha abilities consume energy.
Various Mecha combat techniques can also be found on page 98 of the Republic City toolkit.
This is one way it pays to choose non-bending training.
Ultimately,a waterbender with no Technology training can’t use Mecha.
Damage
As mentioned,energy represents fatigue for Mecha.
Additionally,the Mecha’smodules represent their conditions.
Mecha Pilots
While inside the Mecha,any PC or NPC is safe from harm.
All damage is done to the Mecha.
Repairs
Mecha needs to be repaired in between sessions, not during combat exchanges.
Simply follow the rules for normal combat exchanges.
Players should work with their GM between sessionsto improve and upgrade their Mechaif they so choose.
This requires them to use the rely on skills and training move.