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  1. Factors to be used in SRW: Front Missions
  2.  
  3. Seishin: the use of SP to use 'spells' or special commands to enhance a pilots ability.
  4. (possibly class based on how one acquires them..?)
  5.  
  6. Definitions:
  7. AP: Attribute Points, used to upgrade a mechs attributes.
  8.  
  9. WP: Weapon Points, used to create and upgrade mech attacks.
  10.  
  11. PP: Personal Points, used to purchase various feats and modificitations for pilots.
  12.  
  13. HP: A mechs total damage threashold. If a mech reaches 0 HP, it is considered disabled, if it falls to a
  14. value below 0 totaling their max HP, the mech is destroyed.
  15.  
  16. EN: Energy, required to utilize some attacks. Energy is also spent at a rate of 1 per squre moved if the
  17. mech is flying, and recovers at a rate of 10 per turn.
  18.  
  19. Armor: Used to reduce damage delt to mech. To do so; multiply total current armor value by -0.6 and
  20. add weapon damage. The result is the amount of damage dealt.
  21.  
  22. Mobility: Number of squares a mech can move on the field during their turn.
  23.  
  24. Sensitivity: A representation of a mech's ability to detect things around it with sensors. It is used
  25. as a modifier for accuracy in combat.
  26.  
  27. Reaction Time: A representation of a mechs ability to react to a pilots commands. It is used as a
  28. modifier for evasion in combat.
  29.  
  30. main stats for your robot are: HP (self explanatory) EN (energy)
  31. Armor (durf?) Mobility, Sensitivity and RT (Reaction Time), Terrain Affinity, Type
  32. (Super Robot, Real Robot, Hybrid, Transposer and Fighter: these will determine starting statistic points and
  33. available weapons / attacks)
  34.  
  35. Mecha type base statistics:
  36. (Note: AP can be purchased at garages & military facilities for 5,000 credits for 5AP)
  37.  
  38. Grades: S through F for aptitude based on how growth of mech statistics are rated. Values are as follows:
  39. S - 2 point difference
  40. A - 3 point difference
  41. B - 4 point difference
  42. C - 5 point difference
  43. F - 6 point difference
  44.  
  45.  
  46. Super Robots:
  47. Starting AP: 50
  48. AP per Level: 15
  49. HP: 5800 -by 425 per AP Grade: S (Costs: 1 / 3 / 5 / 7/ 9/ 11/ 13/ 15/ 17/ 19)
  50. EN: 170 -by 15 per AP Grade: B (Costs: 1 / 5 / 9 / 13 / 17/ 21/ 25/ 29/ 33/ 37)
  51. Armor: 1400 -by 75 per AP Grade: S (Costs: 1 / 3/ 5/ 7/ 9/ 11/ 13/ 15/ 17/ 19)
  52. Mobility: 4 -by 1 per AP Grade: C (Costs: 1 / 6/ 11/ 16/ 21)
  53. Sensitivity: -2 -by 1 per AP Grade: F (Costs: 1 / 7/ 13/ 19/ 25/ 31/ 37/ 43/ 49/ 55)
  54. RT: -3 -by 1 per AP Grade: F (Costs: 1 / 7/ 13/ 19/ 25/ 31/ 37/ 43/ 49/ 55)
  55. Attack Creation Bonus: +500 Base DMG
  56. ------------------
  57. Real Robots:
  58. Starting AP: 50
  59. AP Per Level: 15
  60. HP: 3500 Grade: C (1/6/11/16/21/27/33/40/46/52)
  61. EN: 260 Grade: A (1/4/7/10/13/16/19/22/25/28)
  62. Armor: 600 Grade: C (1/6/11/16/21/27/33/40/46/52)
  63. Mobility: 6 Grade: B (1/5/9/13/17)
  64. Sensitivity: +2 Grade: B (1/5/9/13/17/21/25/29/33/37)
  65. RT: +2 Grade: B (1/5/9/13/17/21/25/29/33/37)
  66. Attack Creation Bonus: +2 Accuracy modifier
  67. ------------------
  68. Hybrids:
  69. Starting AP: 50
  70. AP per level: 15
  71. HP: 4500 Grade: A (1/4/7/10/13/16/19/22/25/28)
  72. EN: 195 Grade: A (1/4/7/10/13/16/19/22/25/28)
  73. Armor: 900 Grade: A (1/4/7/10/13/16/19/22/25/28)
  74. Mobility: 5 Grade: B (1/5/9/13/17)
  75. Sensitivity: +1 Grade: B (1/5/9/13/17/21/25/29/33/37)
  76. RT: +1 Grade: B (1/5/9/13/17/21/25/29/33/37)
  77. Attack Creation Bonus: +250 Base DMG, +2 Accuracy modifier
  78. ------------------
  79. Transposers:
  80. Starting AP: 50
  81. AP per level: 15
  82. HP: 3800 Grade: C (1/6/11/16/21/27/33/40/46/52)
  83. EN: 300 Grade: S (1/3/5/7/9/11/13/15/17/19)
  84. Armor: 550 Grade: C (1/6/11/16/21/27/33/40/46/52)
  85. Mobility: 5 (Mech) 6 (Fighter) Grade: A (1/4/7/10/13)
  86. Sensitivity: 0 Grade: C (1/6/11/16/21/27/33/40/46/52)
  87. RT: +2 Grade: B (1/5/9/13/17/21/25/29/33/37)
  88. Attack Creation Bonus: +2 ammo capacity
  89. ------------------
  90. Fighters:
  91. Starting AP: 50
  92. AP Per level: 15
  93. HP: 2500 Grade: F (1/7/13/19/25/31/37/43/49/55)
  94. EN: 350 Grade: S (1/3/5/7/9/11/13/15/17/19)
  95. Armor: 275 Grade: F (1/7/13/19/25/31/37/43/49/55)
  96. Mobility: 7 Grade: S (1/3/5/7/9)
  97. Sensitivity: +3 Grade: A (1/4/7/10/13/16/19/22/25/28)
  98. RT: +3 Grade: S (1/3/5/7/9/11/13/15/17/19)
  99. Attack Creation Bonus: -5% EN cost
  100. ------------------
  101.  
  102. Mech Creation Aditional Functionality:
  103.  
  104. Flight: 3AP (Can be acquired after initial construction of mech, but requires the GM to initiate some kind
  105. of event in which the players mecha becomes capable of flight.) A note on Flight for Fighters & Transposers: If
  106. a player creates a fighter, they acquire the flight function for free. Transposers also do the same so long
  107. as their vehicle form is a plane of some kind.
  108.  
  109. Beam Coat: 30AP (Can be acquired after initial construction of mech, but requires the GM to initiate some kind
  110. of event in which the players mecha 'reveals its true potential'. Perhaps after the players finisher is unlocked.)
  111.  
  112. Force Shield: 30AP (Can be acquired after initial construction of mech, but requires the GM to initiate some kind
  113. of event in which the players mecha 'reveals its true potential'. Perhaps after the players finisher is unlocked.)
  114.  
  115. Stress Response: 25AP
  116.  
  117. Adrenalin: 20AP
  118.  
  119. Nano-Sew: 10AP
  120.  
  121. Energy Transfer: 10AP (can only be used before a move, and unit cannot mvoe afterwards)
  122.  
  123.  
  124.  
  125. stats for your pilot are: HP,
  126. SP (Seishin Points), Strength, Dexterity, Vitality, Wisdom, Intelligence, Charisma, Perception and Reflexes.
  127.  
  128. Point system to custom build attack list.
  129.  
  130. Attack List Categories
  131.  
  132. Attack Name, Property (Beam, Melee, Energy Melee, Conventional Ammo, Concussive, Special), Base Damage,
  133. attack Range, accuracy modifier EN cost, Ammunition, Morale Requirement and
  134. terrain effectiveness (Land, Air, Sea, Space)
  135.  
  136. Weapons:
  137.  
  138. MK-I 50mm Cannon
  139. Conventional
  140. 725
  141. 2~5
  142. +5~+2
  143. 0
  144. 5/5
  145. 0
  146. LA: A
  147. SE: C
  148. AI: B
  149. SP: A
  150.  
  151. ------------------
  152.  
  153.  
  154. Attack Property Resistance Array:
  155. S: 50%
  156. A: 25%
  157. B: 10%
  158. C: 0%
  159. D: -10%
  160. E: -25%
  161. F: -50%
  162.  
  163. Upon initial creation of characters mech, they will be able to raise their weapon property resistances
  164. from their base of C, by reducing their defensive aptitude in another of the 6 weapon types. IE:
  165. C becomes D so for melee, so that C can become B for conventional ammo, etc. Players can then use
  166. AP (attribute points) to raise the resistance grade of a particular weapon type by a single grade if
  167. they choose to do so.
  168.  
  169. This array is also used when calculating terrain effectiveness. Weapons will perform better under
  170. certain atmospheric conditions than others, and will reference the same chart.
  171. ------------------
  172.  
  173. On pilot HP: Each character class is assigned a hit dice (or HD for short) Upon character creation,
  174. players refer to their classes HD and get the max amount possible on that dice, as their current HP total
  175. then add their vitality modifier to it. The end result is your final HP total. Upon a character attaining
  176. a new level, they then roll their HD and add their vitality modifier to whatever value they have rolled up.
  177. The total from this is how much HP they gain for that level.
  178.  
  179. On pilot SP: Much like HP, character classes will have a Seishin Dice, or SD. Instead of adding their
  180. vitality modifier to it however, they add their total willpower saving throw to the dice roll and make
  181. that their current or bonus to SP.
  182. ------------------
  183. Perception & Reaction are used in two ways. The first is during mech combat for a modifier during attack
  184. and defense. The second is as a skill check while out of mech combat.
  185.  
  186. On Perception: This statistic is a direct representation of your characters ability to percieve all around
  187. them. Thus, their wisdom modifier IS their Perception.
  188.  
  189. On Reflexes: This statistic is a direct represenation of your characters ability to react to sudden
  190. events, and is directly their entire Dexterity modifier.
  191. ------------------
  192.  
  193. Attack Creation:
  194. Upon creation of their characters and mecha, players will be able to create custom attacks for their mech
  195. utilization WP (or weapon points). These points will be spent on a variety of fields and the costs for
  196. everything necessary to create an attack can be found on the table below.
  197.  
  198. Attack Types & Ranges:
  199.  
  200. Base Accuracy & Range of the weapon go hand in hand. The accuracy of an attack reduces by 1 for every square
  201. away from the closest point an opponent is. Meaning if your weapon has a range of 1~6, and an accuracy mod
  202. of +3, attacking a foe 5 spaces away would give you a -2 to your attack roll.
  203.  
  204. Terrain Affinities: When dealing with terrain affinities of attack types during combat, it is key to note
  205. that the different terrain types of Land, Sea, Air and Space refer to the location of the attacks target
  206. and not the player.
  207.  
  208. Melee Attack: (Punch, Kick, Sword, spear, staff, etc.) Cost: 1WP, Default Range: 1~1, Max Range: 1~1, Base
  209. Accuracy Mod: +2, Base Ammunition Capacity: 0, Max Ammunition Capactiy: 0, Base Terrain Affinities:
  210. LA: B
  211. SE: B
  212. AI: B
  213. SP: B
  214.  
  215. Ranged Melee: (Flying Kick, Grapple, Tackle, etc.) Cost: 2WP, Default Range: 1~4, Max Range: 1~6, Base
  216. Accuracy Mod: +1, Base Ammunition Capacity: 0, Max Ammunition Capactiy: 0, Base Terrain Affinities:
  217. LA: B
  218. SE: C
  219. AI: A
  220. SP: B
  221.  
  222. Firearm: (Handgun, Machinegun, etc.) Cost: 2WP, Default Range: 1~6, Max Range: 1~8, Base Accuracy Mod: +2
  223. Base Ammunition Capacity: 5, Max Ammunition Capacity: 50
  224. Base Terrain Affinities:
  225. LA: B
  226. SE: D
  227. AI: A
  228. SP: A
  229.  
  230. Longshot: (Rifles, etc.) Cost: 3WP, Default Range: 1~7, Max Range: 1~12, Base Accuracy Mod: +3
  231. Base Ammunition Capacity: 2, Max Ammunition Capacity: 25
  232. Base Terrain Afffinities:
  233. LA: B
  234. SE: C
  235. AI: B
  236. SP: B
  237.  
  238. Cannon: (Beam, Bazooka, etc.) Cost: 3WP, Default Range: 2~4, Max Range: 2~10, Base Accuracy Mod: -2
  239. Base Ammunition Capacity: 2, Max Ammunition Capacity: 15
  240. Base Terrain Affinities:
  241. LA: A
  242. SE: C
  243. AI: B
  244. SP: A
  245.  
  246. Concussive Projectile: (Missiles, grenade launchers, etc.) Cost: 2WP, Default Range: 1~4, Max Range: 1~6
  247. Base Accuracy Mod: 0, Base Ammunition Capacity: 5, Max Ammunition Capacity: 10
  248. Base Terrain Affinities:
  249. LA: B
  250. SE: C
  251. AI: A
  252. SP: A
  253.  
  254. Throwing Weapon: (Axe, Boomerang, lance, etc.) Cost: 2WP, Default Range: 1~2, Max Range: 1~5 Base
  255. Accuracy Mod: -1, Base Ammunition Capacity: 5, Max Ammunition Capacity: 15
  256. Base Terrain Affinities:
  257. LA: B
  258. SE: D
  259. AI: A
  260. SP: B
  261.  
  262. MAP Attack: (Anything that has an area of effect) Cost: X-WP, Default Range: N/A,
  263. Max Range: N/A (DM's advise in the creation of MAP attacks. Allow your players to draw a diagram of how
  264. they'd like their MAP attack to function on the field, and charge 2WP per square.) Base Accuracy Mod: -3
  265. Base Ammunition Capacity: N/A, Max Ammunition Capacity: N/A
  266. Base Terrain Affinities:
  267. LA: N/A
  268. SE: N/A
  269. AI: N/A
  270. SP: N/A
  271. (DM's advise in the creation of MAP attacks. Allow your player to describe what the MAP attack would physically
  272. do, and use that to determine the kind of terrain effectiveness it would have. DM's should also advise on
  273. ammunition capacities of MAP attacks.)
  274.  
  275. ------------------
  276. Terrain Effectiveness and Beam weapons: All beam weapons, because of their nature; function poorly while under
  277. water. Because of this, even if your attack is a Melee, or Fire arm; if it uses the 'Energy Melee' or 'Beam'
  278. property type, its terrain effectiveness for Sea is an F.
  279.  
  280. Terrain Effectiveness and Concussive Projectiles: Because of their nature, missiles and the such will not
  281. function completely well under water, however; a special exception is noted here for torpedos. If a players mech
  282. has an attack that specifically utilizes torpedos instead of regular missiles, they may change their terrain
  283. effectiveness for Sea from C to B. However, this then requires the attack to be used against enemies in water
  284. ONLY, and cannot be used as a missile against a target in any other terrain type.
  285.  
  286. Terrain Effectiveness and Flight: If a players mech does not have the ability to fly, it is unable to perform
  287. melee, or ranged melee attacks on targets in the air unless their attack utilizes a ranged grapple which can be
  288. purchased using WP during attack creation.
  289. ------------------
  290.  
  291. On Energy Costs: Energy affects beam and special weapons only. The base cost for an attack is 1 EN per 100
  292. base damage it has, and 1 EN for every square of max range it has. For example, if an attack does 8000 points
  293. of base damage, and has a max range of 6, it will cost 86 energy to perform this attack.
  294.  
  295. On Morale Requirements: Only attacks of or over 5000 damage, and finishers, have morale requirements. At
  296. this point, the morale requirements for the attack is 1 for every 125 base damage the attack does rounded up.
  297.  
  298. ------------------
  299. Basic Attributes:
  300.  
  301. (All attacks automatically have a base damage of 100 to begin with.)
  302.  
  303. +125 Damage: 1WP
  304. +1 Range: 1WP
  305. +1 Accuracy Modifier: 2WP (To a max of +10)
  306. -5 EN cost: 5WP
  307. -2 Morale Requirement: 5WP
  308. -1 Crit Range: 5WP (To a minimum of 15)
  309. +1 to single Terrain Effectiveness Grade: (Cannot be applied to Beam or Energy Melee) 3WP
  310. +1 Ammunition Capacity: 1WP
  311.  
  312. ------------------
  313. Additional Functionality:
  314.  
  315. Move & Attack: 3WP
  316. Ranged Grapple: (For melee or ranged melee only) 2WP
  317. Pierce Beam Coat: (For Beam and Energy Melee only) 10WP
  318. Pierce Beam Coat on Critical Hit: 5WP
  319. Pierce Force Shield: (For melee, concussive & conventional weapons) 7WP
  320. Pierce Force Shield on Critical: 3WP
  321. Ignore Seishin - Flash: 20WP
  322. ------------------
  323. Base Starting WP: 50
  324. WP per level: 15
  325.  
  326.  
  327. Feats:
  328.  
  329. Concussive Force: Deals 0.2% of total damage to target mech's pilot in the form of non-lethal damage.
  330.  
  331. Lethal Force: Deals 0.2% of total damage to target mech's pilot in the form of lethal damage.
  332. ------------------
  333.  
  334. Races:
  335.  
  336. Humans: (Mech: +250 HP, +5 WP) (Pilot: +1 Will, +1 CHA)
  337.  
  338. Aero-Gaters: (Mech: +10 WP, +1 RT) (Pilot: +1 DEX, +1 WIS)
  339.  
  340. AI: +2 Sensitivity, +2 RT, +1 WIS, +1 INT
  341.  
  342. Cyborg: (Mech: +300 HP, +25 EN) (Pilot: +1 Perception, +1 Reaction)
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