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- SRWG2 / SRWQ-RP House Rules and Guidelines.
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- Initial Skill Pyramid level: +5
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- -Standard Skills-
- Athletics
- Armour
- Blast (Shooting)
- Computers
- Contacts
- Crafts
- Cunning (Deceit)
- Daunt (Intimidation)
- Drive
- Empathy
- Investigation
- Larceny (Burglary)
- Lore
- Medicine
- Melee (Fighting)
- Notice
- Pilot
- Rapport
- Resources
- Ride
- Stealth
- Survival
- Swagger
- Vigor (Physique)
- Will
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- -"Special" Skills/Abilities-
- Absolute Territory
- >(For Angels: A skill By Order: Warrior/Smiter/Messenger and by Chior: Guardian/Guide/Ruler)
- >(For Awakened: Take a specific aspect based extra, and gain certain effects to certain existing skills based on awakened classes (1 Primary, 2 secondary per Aspect spent). Mender - Medicine, Sage - Lore, Seer - Notice, Shaper - Crafts, Telepath - Empathy, Traveler - Zeal, Weaver - Will)
- >(For Break-R Elementals: Take a Specific Aspect for your ability to use The Elements. (only 3 of them can be used to full effect, the others are limited.) (Fire - Swagger, Water - Survival, Air - Zeal, Earth - Medicine, Metal - Crafts, Light - Will, Darkness - Lore.)
- >(For Evangelion Pilots: Use the Armor skill with the Core System in the Evangelion to use AT powers based on a class. If the pilot is also an Apostle, they gain access to 1 AT skill as well.)
- Clarity
- >The "Amnesia" Skill, must start at +1
- Einst Physiology
- >Take a specific aspect based extra. Grants Special abilities for Vigor and Empathy.
- Innovade
- >Take a specific aspect based extra. Grants Special abilities for Notice and Empathy.
- Ki User
- >Take a specific aspect based extra. Grants Special abilities for Melee, Will, and Blast.
- Magecraft
- >Take a specific aspect based extra. Grants Special abilities for Lore involving your magecraft.
- Magius Sorcery
- >Take a specific aspect based extra. Grants Special abilities for Lore involving your Grimiore
- Nanites
- >Take a specific aspect based extra. Grants Special abilities for Vigor and Lore.
- Newtype
- >Take a specific aspect based extra. Grants Special abilities for Notice and Empathy.
- NEXT
- >Special Skill. See Interface (Core book, extras) and Armor (Camelot Trigger)
- Papermaster
- >Take a specific aspect based extra. Grants Special abilities for Lore.
- Seal
- >Special Skill. Allows use of special abilities, including certain GM-Approved Awakened abilities.
- Sorcery
- >Take a specific aspect based extra. Grants Special abilities for Lore involving your one of the 5 Magics.
- (there will be more, just not sure *what* yet.)
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- -CHARACTER CREATION-
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- Extras Allowance:
- All PCs are given the following for the purpose of purchasing Extras. If not used, these are wasted. All Extras must fit the character AND must be approved by the GM. You can skip this step if you wish.
- >1 Aspect
- >2 Refresh
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- Mecha Creation:
- All Mecha Have an Aspect, 6 Systems, and 1 Special System that cannot be disabled.
- Mecha can also be "Upgraded". When upgraded, they gain 2 additional Systems, 1 Additional Special System and one more Aspect.
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- -Generic Stunts and Systems-
- Now... its possible to make complicated Stunts and Systems... but thats not for everyone. So I decided to put together this little list of possible stunts to give people a little help.
- BASIC Stunts/Systems
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- >The Ability to use one skill in place of another in certain situations.
- >An External system (Remember, A mech can grant you a skill at +4 that does not stack with your normal skill for a system slot.)
- OVERCOME Stunts/Systems
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- >+2 to a Skill to Overcome a Certain Type of obstacle (such as Rough Terrain, Magic, Target Locks, so forth.)
- The ability to get an free Situation Aspect with a Free Invocation when Succeeding with Style on a certain type of Overcome check.
- The ability to get a free attack against an enemy when Succeeding with Style on a certain type of Overcome check.
- ADVANTAGE Stunts/Systems
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- +2 to Creating an a specfic type of Advantage
- +2 When Invoking a specific type of Advantage
- The ability to "Create an Advantage" to get free Invocations for a Mech or character Aspect.
- The ability to gain additional free invocations of certain types of Advantages.
- The Ability to attempt to Create an Advantage when a certain Trigger Happens.
- ATTACK Stunts/Systems
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- +2 to attacks at a Certain Range (non-fighting only)
- +2 to attacks When in certain situations (Outnumbered, in same Zone as Target, Attacking an Entire zone, etc...)
- +2 to attacks while a specific Situation Aspect is in play.
- The ability to get an free Situation Aspect with a Free Invocation when Succeeding with Style on an attack.
- DEFEND Stunts/Systems
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- +2 to defenses from attacks at a Certain Range
- +2 to defenses When in certain situations (Outnumbered, in same Zone as attacker, enemy attacking whole zone, etc...)
- +2 to defenses while a specific Situation Aspect is in play.
- The ability to get an free Situation Aspect with a Free Invocation when Succeeding with Style against an Enemy Attack.
- SUPER MODE Systems
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- Energy Drive/Super Mode (Stuff Like A GN Drive, The Super Modes from G Gundam, An Overloaded GS-Ride, A Berserk Furher charging for a Charged Particle Cannon so on and so Forth)
- +2 to Creating an a Powered Up/Special Mode/Super Mode Advantage
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