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.

Zuko and Ursa feeds the turtleducks in the palace pond.

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.

Warhammer miniatures.

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 suits from the Legend of Korra.

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.

Tabletop

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.