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- Factors to be used in SRW: Front Missions
- Seishin: the use of SP to use 'spells' or special commands to enhance a pilots ability.
- (possibly class based on how one acquires them..?)
- Definitions:
- AP: Attribute Points, used to upgrade a mechs attributes.
- WP: Weapon Points, used to create and upgrade mech attacks.
- PP: Personal Points, used to purchase various feats and modificitations for pilots.
- HP: A mechs total damage threashold. If a mech reaches 0 HP, it is considered disabled, if it falls to a
- value below 0 totaling their max HP, the mech is destroyed.
- EN: Energy, required to utilize some attacks. Energy is also spent at a rate of 1 per squre moved if the
- mech is flying, and recovers at a rate of 10 per turn.
- Armor: Used to reduce damage delt to mech. To do so; multiply total current armor value by -0.6 and
- add weapon damage. The result is the amount of damage dealt.
- Mobility: Number of squares a mech can move on the field during their turn.
- Sensitivity: A representation of a mech's ability to detect things around it with sensors. It is used
- as a modifier for accuracy in combat.
- Reaction Time: A representation of a mechs ability to react to a pilots commands. It is used as a
- modifier for evasion in combat.
- main stats for your robot are: HP (self explanatory) EN (energy)
- Armor (durf?) Mobility, Sensitivity and RT (Reaction Time), Terrain Affinity, Type
- (Super Robot, Real Robot, Hybrid, Transposer and Fighter: these will determine starting statistic points and
- available weapons / attacks)
- Mecha type base statistics:
- (Note: AP can be purchased at garages & military facilities for 5,000 credits for 5AP)
- Grades: S through F for aptitude based on how growth of mech statistics are rated. Values are as follows:
- S - 2 point difference
- A - 3 point difference
- B - 4 point difference
- C - 5 point difference
- F - 6 point difference
- Super Robots:
- Starting AP: 50
- AP per Level: 15
- HP: 5800 -by 425 per AP Grade: S (Costs: 1 / 3 / 5 / 7/ 9/ 11/ 13/ 15/ 17/ 19)
- EN: 170 -by 15 per AP Grade: B (Costs: 1 / 5 / 9 / 13 / 17/ 21/ 25/ 29/ 33/ 37)
- Armor: 1400 -by 75 per AP Grade: S (Costs: 1 / 3/ 5/ 7/ 9/ 11/ 13/ 15/ 17/ 19)
- Mobility: 4 -by 1 per AP Grade: C (Costs: 1 / 6/ 11/ 16/ 21)
- Sensitivity: -2 -by 1 per AP Grade: F (Costs: 1 / 7/ 13/ 19/ 25/ 31/ 37/ 43/ 49/ 55)
- RT: -3 -by 1 per AP Grade: F (Costs: 1 / 7/ 13/ 19/ 25/ 31/ 37/ 43/ 49/ 55)
- Attack Creation Bonus: +500 Base DMG
- ------------------
- Real Robots:
- Starting AP: 50
- AP Per Level: 15
- HP: 3500 Grade: C (1/6/11/16/21/27/33/40/46/52)
- EN: 260 Grade: A (1/4/7/10/13/16/19/22/25/28)
- Armor: 600 Grade: C (1/6/11/16/21/27/33/40/46/52)
- Mobility: 6 Grade: B (1/5/9/13/17)
- Sensitivity: +2 Grade: B (1/5/9/13/17/21/25/29/33/37)
- RT: +2 Grade: B (1/5/9/13/17/21/25/29/33/37)
- Attack Creation Bonus: +2 Accuracy modifier
- ------------------
- Hybrids:
- Starting AP: 50
- AP per level: 15
- HP: 4500 Grade: A (1/4/7/10/13/16/19/22/25/28)
- EN: 195 Grade: A (1/4/7/10/13/16/19/22/25/28)
- Armor: 900 Grade: A (1/4/7/10/13/16/19/22/25/28)
- Mobility: 5 Grade: B (1/5/9/13/17)
- Sensitivity: +1 Grade: B (1/5/9/13/17/21/25/29/33/37)
- RT: +1 Grade: B (1/5/9/13/17/21/25/29/33/37)
- Attack Creation Bonus: +250 Base DMG, +2 Accuracy modifier
- ------------------
- Transposers:
- Starting AP: 50
- AP per level: 15
- HP: 3800 Grade: C (1/6/11/16/21/27/33/40/46/52)
- EN: 300 Grade: S (1/3/5/7/9/11/13/15/17/19)
- Armor: 550 Grade: C (1/6/11/16/21/27/33/40/46/52)
- Mobility: 5 (Mech) 6 (Fighter) Grade: A (1/4/7/10/13)
- Sensitivity: 0 Grade: C (1/6/11/16/21/27/33/40/46/52)
- RT: +2 Grade: B (1/5/9/13/17/21/25/29/33/37)
- Attack Creation Bonus: +2 ammo capacity
- ------------------
- Fighters:
- Starting AP: 50
- AP Per level: 15
- HP: 2500 Grade: F (1/7/13/19/25/31/37/43/49/55)
- EN: 350 Grade: S (1/3/5/7/9/11/13/15/17/19)
- Armor: 275 Grade: F (1/7/13/19/25/31/37/43/49/55)
- Mobility: 7 Grade: S (1/3/5/7/9)
- Sensitivity: +3 Grade: A (1/4/7/10/13/16/19/22/25/28)
- RT: +3 Grade: S (1/3/5/7/9/11/13/15/17/19)
- Attack Creation Bonus: -5% EN cost
- ------------------
- Mech Creation Aditional Functionality:
- Flight: 3AP (Can be acquired after initial construction of mech, but requires the GM to initiate some kind
- of event in which the players mecha becomes capable of flight.) A note on Flight for Fighters & Transposers: If
- a player creates a fighter, they acquire the flight function for free. Transposers also do the same so long
- as their vehicle form is a plane of some kind.
- Beam Coat: 30AP (Can be acquired after initial construction of mech, but requires the GM to initiate some kind
- of event in which the players mecha 'reveals its true potential'. Perhaps after the players finisher is unlocked.)
- Force Shield: 30AP (Can be acquired after initial construction of mech, but requires the GM to initiate some kind
- of event in which the players mecha 'reveals its true potential'. Perhaps after the players finisher is unlocked.)
- Stress Response: 25AP
- Adrenalin: 20AP
- Nano-Sew: 10AP
- Energy Transfer: 10AP (can only be used before a move, and unit cannot mvoe afterwards)
- stats for your pilot are: HP,
- SP (Seishin Points), Strength, Dexterity, Vitality, Wisdom, Intelligence, Charisma, Perception and Reflexes.
- Point system to custom build attack list.
- Attack List Categories
- Attack Name, Property (Beam, Melee, Energy Melee, Conventional Ammo, Concussive, Special), Base Damage,
- attack Range, accuracy modifier EN cost, Ammunition, Morale Requirement and
- terrain effectiveness (Land, Air, Sea, Space)
- Weapons:
- MK-I 50mm Cannon
- Conventional
- 725
- 2~5
- +5~+2
- 0
- 5/5
- 0
- LA: A
- SE: C
- AI: B
- SP: A
- ------------------
- Attack Property Resistance Array:
- S: 50%
- A: 25%
- B: 10%
- C: 0%
- D: -10%
- E: -25%
- F: -50%
- Upon initial creation of characters mech, they will be able to raise their weapon property resistances
- from their base of C, by reducing their defensive aptitude in another of the 6 weapon types. IE:
- C becomes D so for melee, so that C can become B for conventional ammo, etc. Players can then use
- AP (attribute points) to raise the resistance grade of a particular weapon type by a single grade if
- they choose to do so.
- This array is also used when calculating terrain effectiveness. Weapons will perform better under
- certain atmospheric conditions than others, and will reference the same chart.
- ------------------
- On pilot HP: Each character class is assigned a hit dice (or HD for short) Upon character creation,
- players refer to their classes HD and get the max amount possible on that dice, as their current HP total
- then add their vitality modifier to it. The end result is your final HP total. Upon a character attaining
- a new level, they then roll their HD and add their vitality modifier to whatever value they have rolled up.
- The total from this is how much HP they gain for that level.
- On pilot SP: Much like HP, character classes will have a Seishin Dice, or SD. Instead of adding their
- vitality modifier to it however, they add their total willpower saving throw to the dice roll and make
- that their current or bonus to SP.
- ------------------
- Perception & Reaction are used in two ways. The first is during mech combat for a modifier during attack
- and defense. The second is as a skill check while out of mech combat.
- On Perception: This statistic is a direct representation of your characters ability to percieve all around
- them. Thus, their wisdom modifier IS their Perception.
- On Reflexes: This statistic is a direct represenation of your characters ability to react to sudden
- events, and is directly their entire Dexterity modifier.
- ------------------
- Attack Creation:
- Upon creation of their characters and mecha, players will be able to create custom attacks for their mech
- utilization WP (or weapon points). These points will be spent on a variety of fields and the costs for
- everything necessary to create an attack can be found on the table below.
- Attack Types & Ranges:
- Base Accuracy & Range of the weapon go hand in hand. The accuracy of an attack reduces by 1 for every square
- away from the closest point an opponent is. Meaning if your weapon has a range of 1~6, and an accuracy mod
- of +3, attacking a foe 5 spaces away would give you a -2 to your attack roll.
- Terrain Affinities: When dealing with terrain affinities of attack types during combat, it is key to note
- that the different terrain types of Land, Sea, Air and Space refer to the location of the attacks target
- and not the player.
- Melee Attack: (Punch, Kick, Sword, spear, staff, etc.) Cost: 1WP, Default Range: 1~1, Max Range: 1~1, Base
- Accuracy Mod: +2, Base Ammunition Capacity: 0, Max Ammunition Capactiy: 0, Base Terrain Affinities:
- LA: B
- SE: B
- AI: B
- SP: B
- Ranged Melee: (Flying Kick, Grapple, Tackle, etc.) Cost: 2WP, Default Range: 1~4, Max Range: 1~6, Base
- Accuracy Mod: +1, Base Ammunition Capacity: 0, Max Ammunition Capactiy: 0, Base Terrain Affinities:
- LA: B
- SE: C
- AI: A
- SP: B
- Firearm: (Handgun, Machinegun, etc.) Cost: 2WP, Default Range: 1~6, Max Range: 1~8, Base Accuracy Mod: +2
- Base Ammunition Capacity: 5, Max Ammunition Capacity: 50
- Base Terrain Affinities:
- LA: B
- SE: D
- AI: A
- SP: A
- Longshot: (Rifles, etc.) Cost: 3WP, Default Range: 1~7, Max Range: 1~12, Base Accuracy Mod: +3
- Base Ammunition Capacity: 2, Max Ammunition Capacity: 25
- Base Terrain Afffinities:
- LA: B
- SE: C
- AI: B
- SP: B
- Cannon: (Beam, Bazooka, etc.) Cost: 3WP, Default Range: 2~4, Max Range: 2~10, Base Accuracy Mod: -2
- Base Ammunition Capacity: 2, Max Ammunition Capacity: 15
- Base Terrain Affinities:
- LA: A
- SE: C
- AI: B
- SP: A
- Concussive Projectile: (Missiles, grenade launchers, etc.) Cost: 2WP, Default Range: 1~4, Max Range: 1~6
- Base Accuracy Mod: 0, Base Ammunition Capacity: 5, Max Ammunition Capacity: 10
- Base Terrain Affinities:
- LA: B
- SE: C
- AI: A
- SP: A
- Throwing Weapon: (Axe, Boomerang, lance, etc.) Cost: 2WP, Default Range: 1~2, Max Range: 1~5 Base
- Accuracy Mod: -1, Base Ammunition Capacity: 5, Max Ammunition Capacity: 15
- Base Terrain Affinities:
- LA: B
- SE: D
- AI: A
- SP: B
- MAP Attack: (Anything that has an area of effect) Cost: X-WP, Default Range: N/A,
- Max Range: N/A (DM's advise in the creation of MAP attacks. Allow your players to draw a diagram of how
- they'd like their MAP attack to function on the field, and charge 2WP per square.) Base Accuracy Mod: -3
- Base Ammunition Capacity: N/A, Max Ammunition Capacity: N/A
- Base Terrain Affinities:
- LA: N/A
- SE: N/A
- AI: N/A
- SP: N/A
- (DM's advise in the creation of MAP attacks. Allow your player to describe what the MAP attack would physically
- do, and use that to determine the kind of terrain effectiveness it would have. DM's should also advise on
- ammunition capacities of MAP attacks.)
- ------------------
- Terrain Effectiveness and Beam weapons: All beam weapons, because of their nature; function poorly while under
- water. Because of this, even if your attack is a Melee, or Fire arm; if it uses the 'Energy Melee' or 'Beam'
- property type, its terrain effectiveness for Sea is an F.
- Terrain Effectiveness and Concussive Projectiles: Because of their nature, missiles and the such will not
- function completely well under water, however; a special exception is noted here for torpedos. If a players mech
- has an attack that specifically utilizes torpedos instead of regular missiles, they may change their terrain
- effectiveness for Sea from C to B. However, this then requires the attack to be used against enemies in water
- ONLY, and cannot be used as a missile against a target in any other terrain type.
- Terrain Effectiveness and Flight: If a players mech does not have the ability to fly, it is unable to perform
- melee, or ranged melee attacks on targets in the air unless their attack utilizes a ranged grapple which can be
- purchased using WP during attack creation.
- ------------------
- On Energy Costs: Energy affects beam and special weapons only. The base cost for an attack is 1 EN per 100
- base damage it has, and 1 EN for every square of max range it has. For example, if an attack does 8000 points
- of base damage, and has a max range of 6, it will cost 86 energy to perform this attack.
- On Morale Requirements: Only attacks of or over 5000 damage, and finishers, have morale requirements. At
- this point, the morale requirements for the attack is 1 for every 125 base damage the attack does rounded up.
- ------------------
- Basic Attributes:
- (All attacks automatically have a base damage of 100 to begin with.)
- +125 Damage: 1WP
- +1 Range: 1WP
- +1 Accuracy Modifier: 2WP (To a max of +10)
- -5 EN cost: 5WP
- -2 Morale Requirement: 5WP
- -1 Crit Range: 5WP (To a minimum of 15)
- +1 to single Terrain Effectiveness Grade: (Cannot be applied to Beam or Energy Melee) 3WP
- +1 Ammunition Capacity: 1WP
- ------------------
- Additional Functionality:
- Move & Attack: 3WP
- Ranged Grapple: (For melee or ranged melee only) 2WP
- Pierce Beam Coat: (For Beam and Energy Melee only) 10WP
- Pierce Beam Coat on Critical Hit: 5WP
- Pierce Force Shield: (For melee, concussive & conventional weapons) 7WP
- Pierce Force Shield on Critical: 3WP
- Ignore Seishin - Flash: 20WP
- ------------------
- Base Starting WP: 50
- WP per level: 15
- Feats:
- Concussive Force: Deals 0.2% of total damage to target mech's pilot in the form of non-lethal damage.
- Lethal Force: Deals 0.2% of total damage to target mech's pilot in the form of lethal damage.
- ------------------
- Races:
- Humans: (Mech: +250 HP, +5 WP) (Pilot: +1 Will, +1 CHA)
- Aero-Gaters: (Mech: +10 WP, +1 RT) (Pilot: +1 DEX, +1 WIS)
- AI: +2 Sensitivity, +2 RT, +1 WIS, +1 INT
- Cyborg: (Mech: +300 HP, +25 EN) (Pilot: +1 Perception, +1 Reaction)
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