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- Super Robot Wars Jump
- You've been to plenty of universes before, but how about one comprised of multiple universes?
- The Super Robot Wars universe is one where all robot anime can cross over and interact.
- Ever wanted to see how a Mobile Suit or a Knightmare Frame stack up against the
- super robot threats of the Dinosaur Empire? Ever wanted to see what would happen if
- all of these heroes met and fought together? This is the jump for you.
- First of course we need to get you some funds and generate the world for you, so you get
- +1000CP
- Roll 1d8 per table to determine what series is in your world, rolling an 8 gives you free choice from the table rolled on.
- Group 1
- SD Gundam Sangokuden Brave Battle Warriors
- SPT Layzner
- Shin Getter Robo Armageddon
- SDF Macross
- Dancougar Nova
- Tetsujin 28 (80s)
- Daitarn 3
- Group 2
- New Getter Robo
- Shin Getter Robo vs Neo Getter Robo
- King of Braves GaoGaiGar (TV, FINAL optional)
- Evangelion
- Code Geass
- Patlabor
- Armored Trooper VOTOMS
- Group 3
- Big O
- Xabungle
- Shin Mazinger Z
- Turn A Gundam
- Macross Plus
- Machine Robo: Revenge of Chronos
- Gundam X
- Group 4
- Zambot 3
- Full Metal Panic (includes Fummofu, 2nd Raid, manga)
- Trider G7
- Tobikage
- Gaiking: Legend of Daiku-Maryu
- Fafner in the Azure
- Dragonar
- Group 5
- Godmars
- Metal Overman King Gainer
- Getter Robo and Getter Robo G (Toei 70s)
- Dai Guard
- G Gundam
- Macross 7
- Linebarrels of Iron (Anime or manga, your call)
- Group 6
- Gundam SEED/Destiny (Plus Astray and Stargazer)
- Mazinkaiser (OVA+Movie+series)
- Gunbuster
- Martian Successor Nadesico
- Brain Powerd
- Gear Fighter Dendoh
- Mazinkaiser SKL
- Group 7
- Tekkaman Blade
- Gaiking (Toei 70s)
- Heavy Metal L Gaim
- Great Mazinger and Mazinger Z (Toei 70s)
- Gundam 00
- Kotetsu Jeeg (70s) and Kotetsushin Jeeg
- Macross Frontier
- Group 8
- Gundam (All of the Universal Century)
- Gundam Wing
- Aura Battler Dunbine
- Gurren Lagann
- Grendaizer
- Dancougar
- Virtual On MARZ
- -50CP to add an additional series from the tables
- -100CP to add a series not on the tables
- Drop in anywhere on Earth or space for free, but remember to keep in mind the series in your universe.
- I mean it would really suck to be stuck on a colony designated to drop, or Mars, or Jupiter.
- Origin
- Roll 1d8 + 14 for age, minus a few exceptions, Originals are fairly young.
- Drop in: No memories or connections made, robot is dropped in alongside you, alongside piloting ability for it. Discount to all Equipment.
- Test Pilot (50):As a test pilot, you haven't seen much in the way of combat, however you have access to technology not yet mass produced. Discount to all Power Sources
- Ace Pilot (100): Your experience in previous combats has earned you your own custom machine. Discount to all Weapons.
- Pilot Feats
- HALT! (100, Discount Drop in): Your foreign presence is enough to interrupt even the most well laid plans. You are able to pause
- all around you, regardless of sentience capability and language barrier, by your arrival.
- This allows you to deliver a speech before taking an action.
- Adaptable (100, Discount Ace): All weapons and robots, regardless of origin, are familiar to you. In the case you ever lose your
- robot or default weapons, you can easily pick up the slack in any kind of robot.
- E Save(100, Discount Test Pilot): With full knowledge about the capacity of your weapons and systems,
- you can reduce the energy needed to power them.
- Psychic(200, discount Drop In): Whether the world calls them Psychodrivers, Newtypes, or Espers, among other names, the fact is that you have psychic powers.
- These powers can range from Newtype levels of precognition and reaction speed to physical manifestation or telekinesis.
- Prevail (200, Discount Ace): You take the proverb "When the going gets tough, the tough get going" almost literally.
- The more danger you are in, the stronger your skills become.
- Things such as accuracy, evasion, attack power, and defense increase, and also reflect on your robot.
- Reclaimer (200, Discount Test Pilot): You know the engineering and the vital details of most robots, allowing for easier disabling of enemy robots for
- capturing with minimal damage done to them.
- Now it's time to start making the robot you have a choice of these frames:
- Power Armor (100): A human sized glorified armor, much faster than a real type robot.
- Can equip 3 weapons, however weapons become human sized and do less damage.
- Extremely fragile in the face of anything resembling a giant robot.
- Real Robot (150): A much smaller robot focused on agility. Wears less armor,
- can equip 4 weapons
- Hybrid (200): Middle of the road between a real and a super robot, can equip 5 weapons
- Super Robot (250): A massive robot with durable armor. Extremely slow though.
- It can equip up to 6 weapons
- Power Source
- Basic Generator (free): A simple generator, much akin to what powers mobile suits from the Universal Century. Nothing special, but it powers your robot just enough.
- Nuclear Generator (100): A much more efficient generator that can power more energy weapons than
- the basic generator while still powering the rest of the mech. If it gets damaged it may be a hazard.
- Black Hole Generator (150): A generator that not only can generate more energy than
- the above two generators, but can fire energy akin to black holes through weapons that require
- energy. While there is more untapped potential, there's an even bigger risk if this engine goes critical
- Spirit (200): A device that converts spirit, whether it be life force or willpower, into a form
- of energy. While it sounds like an efficient and powerful energy source, it may prove
- taxing for those who are weaker.
- Elemental (200): Inspired by the Masoukishin of La Gias, your robot runs on magic dedicated to a
- particular element: Fire, Water, Wind, or Earth. Other forms of magic may react to this technology depending on the element...
- Weapons
- Vulcan (Free, does not take a weapon slot): Small guns equipped into the sides of the head of the robot,
- solely designed for light armored and mobile enemies, don't expect it to do much against robots
- Melee weapon(50): Whether it's a beam saber, a solid axe, a pilebunker, or a ball and chain,
- you know how to bring the fight closer to your enemy
- CQC(50): Melee weapons? Your robot IS the weapon, able to replicate human martial arts 1:1.
- Missiles(50): Basic ballistic homing missiles, pick a style (large, micro, etc) for them.
- Rifle/Machine Gun(50): A basic assault weapon, comes in beam and ballistic flavors
- Rocket Punch(100): A Super Robot classic, punch your enemies afar at fast speeds.
- Sonic Breaker (100): Pylons attached to the robot used to create an energy field designed for ramming enemies
- More effective on faster robots.
- Laser(100): A weapon designed to fire a more consistent beam compared to the traditional beam rifles.
- Much better at piercing than the average beam rifle.
- "Impractical" Weapon(100): Whether it's a bow, assorted ninja weapons, or the power of rock, it's a deadly weapon in your robot's hands
- Bazooka/Shoulder Cannon(100): An anti armor bazooka or shoulder mounted cannon that shoots ballistic rounds
- Remote Weapons(150): Weapons that detach from your robot in order to flank the enemy.
- Comes in both "Fang" melee and "Funnel" ranged variants
- Variable Rifle(150): A special rifle that can change between a Beam/laser shooting mode
- and a physical ballistic shooting mode.
- Buster Cannon(200): A powerful cannon designed to rip through everything. While it normally fires ballistics,
- maybe you can power it with your power source...
- Finisher Weapon(200): A powerful move not definable through the above listed,
- often associated with super robots.
- Equipment
- Theme(Free): Every robot needs a theme: cowboy, ninja, knight, samurai,
- fancy robot ballerina, or anything else.
- Your robot and it's weapons will be reflected to fit that theme.
- You also get a theme song that enemy and ally alike will hear when you appear in battle.
- Of course you can always not get a mechanical theme, take the musical theme at least
- Shield(50): A basic physical shield to block all sorts of attacks. Despite letting some damage through it manages to mitigate most of the brunt of any attack.
- Stealth(100): Your robot can now go invisible visually and on the radar for a short period of time, giving a window to sneak behind enemy lines or dodge a critical attack.
- Transformable (100): Your robot now has an alternate form to transform into. This can either be
- a ground vehicle or an air vehicle. You may pay an additional 50 CP to add both forms
- Plug Output (100): You can now plug in your energy weapons into your robot, causing their
- shots to change based on your power source.
- EWACS (100): Advanced radar useful for recon and detecting enemies from a long range.
- Capable of missile and funnel jamming, along with other forms of electronic warfare
- Lifter Pack(150): A jetpack with wings that can attach and detach on your robot,
- allowing flight. Will not work on massive super robots.
- Barrier(150): A basic energy field that absorbs more damage than a shield, but
- uses energy from your robot's power source. Basic generators may drain as a result
- of using a barrier for too long
- Tesla Drive(200): An advanced device that allows flight on robots that don't even follow the
- theory of aerodynamics. Can lift much more weight than a Lifter Pack.
- Psychic Frame(200, Psychic required): An inner frame designed to match the robot's performance to a psychic's.
- Along with enhanced reaction speed and performance, remote weapons and psychic powers will be enchanced as well.
- G Territory (200, Black Hole Engine required): A much stronger barrier that uses manipulation of the
- Black Hole Engine to negate damage up to a certain point, which then it will reduce damage more efficiently than a barrier
- Equipping this will boost the power of a Sonic Breaker.
- Magical Enhancement (200, Elemental power required): Magic you possess is castable by your robot, and is enchanced and scaled appropriately.
- Spiritual Enhancement (200, Spirit power required): Any powers you own associated with spirits or life force, such as Chi, Stands, or Hamon, can now be
- recreated by your robot and enhanced and scaled accordingly to your robot.
- Note: Any spiritual power enhanced by your robot will be visually manifested for all, including things that are invisible normally, like Stands.
- Co-Developed(300): Your robot takes direct inspiration from or was developed side by side from another robot in your universe. Gain 2 functions associated with
- the robot of your choice. May not take the robot's power source as a trait.
- Additional Bonuses:
- TROMBE! (100): Your theme song will override all enemy and allied themes. Even if the world is tumbling down or if the villain trumpets the end of days,
- your music will play instead.
- Project V (200): Create a mass produced version of your suit by using 3/4ths of the points you used to make yours.
- You may use this version for your imported companions. If so, each companion is limited to 400 CP for background and pilot skills.
- If you don't want to use this, imported companions have 600 points to spend on robot and pilot skills.
- Rising Force(300): Your universe has characters from other Super Robot Wars games,
- Select up to 2 Originals from the series as allies. You may take them as companions later.
- Drawbacks
- Hopelessly Lost (50): Despite all logic and reasoning, you manage to get turned around at every possible occassion.
- Mechanical and human assistance means nothing, you will end up in places you never intended to be when the situation doesn't demand you to be somewhere.
- Missing Budget (50): Everything in this world moves like a no budget anime, the basic concept of movement seems to not exist as everything slides around or walks
- in an awkward fashion.
- Technology Embargo (100): For reasons unknown, you cannot use technology from other jumps
- into this universe. This rule does not apply to technology from jumps if they
- share a series in your universe (examples: Gundam Jump, Full Metal Panic Jump, Macross Jump,
- Vandread Jump if you pay for the costs to add it)
- We are Entering the Age of Fatso (100): Even with the equipment given, your mech doesn't quite
- stack up compared to the others, often in a comedic fashion. Expect to be the Original equivalent of the Boss Borot.
- Overburdened (150, add 2 weapon slots): So you're going to load up on more than the recommended
- amount of weapons? Well your robot is going to be much slower, and much more unwieldy to control.
- Buying a Tesla Drive will negate this effect, at the cost of it not allowing you to fly but rather keep you standing, but you're probably going to spend this on weapons.
- Once the Big Zam is mass produced (200): All enemy factions will immediately be mass producing powerful Ace or Prototype
- tier robots. Massive mobile armors, highly specialized robots, and overall more threatening foes will fight you en masse.
- Singularity (300): Jumping in has caused the universe to shift to the point where everything now revolves
- around you. Whereas plots would be happening at different times and places, everything
- now converges at you. Expect everything from each series to happen at the same pace, and take place
- in the same location as you.
- THIS WAS MY JUMP AS WELL (400): Your presense has attracted Euzeth Gozzo, a man who exists throughout the
- Super Robot Wars multiverse who transfers his memories to each version of himself through the multidimensional portal
- known as a Crossgate. While he will initially be behind the scenes and the cause of everything, and I mean EVERYTHING,
- he'll eventually take charge in his own robot that will utilize technology from all parts of the multiverse,
- along with an army using the same technology as a result of his usage of the Crossgate.
- Be prepared to fight someone who is essentially a Jumper in their own right.
- Note: For simplicity's sake you may say he just uses the Adamatron from OG 2nd.
- Super Villain Wars (600): Wait what do you mean you would rather join the likes of Dr. Hell,
- Emperor Gore, and the Principality of Zeon? Okay, hope you're ready for
- battle hardened protagonists at full power. I mean you CAN try to get the other
- villains to work with you, but do you really think most of them will be willing to cooperate with each other?
- Good luck anyways.
- Post Jump Bonuses:
- The robot will fit in "just right" in your warehouse. It will regenerate in 2 weeks if destroyed.
- Hero's Watch : A mysterious watch based on one owned by a universe traveler.
- Besides being self powered and able to tell the time in any universe, it can summon your robot from the warehouse
- to an empty space in whatever world you enter. You may remote control the
- robot to an extent, but it will be leagues below what you can do if you piloted it.
- Time Diver: You now possess the abilities to jump through the Super Robot Wars multiverse. When using Return to this jump, you may reroll a different cast list,
- or select one of the games to jump in.
- End Choice
- -Go Home: Maybe there was way too much crossover in one jump for you, and you've had enough.
- Return back home with all of your gains.
- -Stay Here: There's a multiverse IN the multiverse! Besides staying in the universe you found,
- your Time Diver perk will allow you to travel across it, allowing for as much heroics or villainous plans
- as you so desire.
- -Go to the Next Jump: While you're done with this universe, there are still many different ones waiting.
- Maybe your newfound robot will provide useful.
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