Fabletop - EvanTurner rules
After the Third Chaos Dunk devastated the Earth, the city of Old Neo New York lives in fear of an attack by gigantic monsters which were created by the B-ball energies the Dunk unleashed. To combat these monsters, humanity built gigantic bio-mecha cloned from the DNA of B-baller Evan Turner. Piloted by whiny teenagers who are for some reason the only people capable of synchronizing their minds with an EvanTurner's control system, these enormous mecha are the only force that can save humanity... if they don't destroy it first.
Piloting an EvanTurner gives your character a bonus skill, just like piloting any other mech or vehicle would. What makes the EvanTurner unique is that the value of the bonus is not fixed; rather, it depends on the level of synchronization between the pilot and the EvanTurner's mind. When a pilot first enters the EvanTurner's entry plug, the synchronization ratio is set at 2 by default, conferring a +2 bonus. Fear and other negative effects can reduce the synchronization ratio; conversely, the pilot can alter the synch ratio by rolling Wisdom + applicable bonuses, then increase or decrease their SR by any value up to the result of their roll. If the synch ratio reaches 0, the EvanTurner can't move, but a high synch ratio poses its own dangers; if the pilot's SR is 5 or higher, they take a point of damage each round and eventually dissolve into Gatorade inside their entry plug. They can roll Wisdom to reduce their synch ratio and avoid this fate, but if the alternative is a full-scale apocalypse, it might be worth it to take the risk...
ALSO: Whatever your Synch ratio is when you get out of the EvanTurner, that's what it will default to the next time you pilot.
Just one random act of violence can brighten your day. Especially if it involves explosives.