Editing
Super Robot Taisen Iwaku
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Creating a Pilot=== Typically, points allocated to pilots roughly indicates their skill level. *0-5 points - Completely dependent on the machine. (Some kind of A.I. or autopilot) *6-15 points - Rookie/Grunt *16-25 points - Veteran /Competent Pilot *26-35 points - Ace Pilot *35+ points - Legendary Pilot They have the following stats with these default values: *'''Morale Level 0''' - Represents the current morale of your character. At -5, your character can no longer fight and flees the battle. *'''Morale Gain''' - Represents how your character gains morale in battle by default. You have one free morale gain at character creation. *'''Defensive 1''' - Represents Defensive capability. Score represents number of dice produced for Defensive Functions. *'''Offensive 1''' - Represents Offensive capability. Score represents number of dice produced for Offensive Functions. *'''Morale 1''' - Represents Capability with Morale. Score represents number of dice produced for functions that reduce or raise morale. *'''Repair 1''' - Represents Capability with Supportive activities. Score represents number of dice produced for functions that repair armor or restore energy. *'''Traits''' - Traits represent specific items/features/abilities your pilot has that activate on specific situations/functions. These come in the form of extra dice, and are an optional means to further customize your character. See trait creation below for more information. *'''Seishin''' - Abilities that grant various bonuses in battle. By default you can get a free 1 starting point cost Seishin ability. *'''Seishin Points 3/3''' - Refers to an 'energy pool' for your seishin. Determines how many times or by how much you can use seishin in a battle. ====Morale Level==== Morale represents a character's willingness to fight or to perform feats he would normally not do otherwise. By default, it is at 0, representing a neutral state. This can then be raised or reduced due to various skills and conditions. It is used to grant stat benefits and more specifically, for Trait and Function Requirements. Morale naturally rises when: * The Battle rages on, represented by +1 every turn... Unless the battle has a special condition or if the GM decides to scrap this rule. * Destroying or aiding in the destruction of 3 enemy units gives you +1 morale level. * Being lowered to 1/4 or to just 1 of your armor points gives you +1 morale level. * Being attacked 3 times, regardless of enemy's success/failure gives +1 morale level. * Being repaired or restored 3 times within a battle via the restore/repair function. * Other situations the GM mandates that raises morale. Default morale can be increased by one at the cost of 5 starting points. However, it is advisable for GMs not to have default morale modified at character creation, and it is encouraged for GMs to simply decide a 'common' default morale on a case to case basis. (depending on mission/situation.) ====Morale Gain==== These are optional abilities, representing the character's inborn ability to gain morale. Adding these costs 5 points. * Gain +2 at the start of battle. * Gain +1 for the destruction of one of your allies. * Gain +1 for getting damaged. * Gain +1 for the destruction of an enemy. * Gain +1 for avoiding damage. (Defense/Passive Defense) * Gain +1 for successfully using a restore/repair function. Beyond these, the GM decides when you gain or lose Morale. This is just your 'default' morale gaining method. ====Defensive==== Defensive is a piloting skill that determines the amount of dice produced when using a function that reduces or avoids damage. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score. ====Offensive==== Offensive is a piloting skill that determines the amount of dice produced when using a function that deals damage to armor/energy/morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score. ====Morale==== Morale is a piloting skill that determines the amount of dice produced when using a function that raises or reduces morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score. ====Repair==== Repair is a piloting skill that determines the amount of dice produced when using a function that repairs or restores energy or armor. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score. ====Traits==== Traits are optional bonus stats that only produce bonus dice in specific situations. To create one, simply think of a pilot trait/tool he would use that isn't necessarily part of the mecha. Then, allocate it to activate on one of your mecha's functions, giving it a cost of 1 starting point for a score of 1. For each function it is added to in this way, it costs an additional 1 starting point to raise it by a score of 1. ''EXAMPLE: Paorou has a special visor for sniping, which he uses for his mecha's ultimate cannon attack. Said attack is an Offense function at rank 5. Since he only uses it for this function it only costs 1 starting point to raise it to a score of one. Since he has 3 starting points left, he can raise it up to a score of 3. That means he can produce an extra 3 dice whenever he uses his ultimate cannon attack.'' You can also reduce the cost of a trait by applying a morale, armor, or energy requirement. this means that these traits can only be used if the character meets a specific morale level or if he uses up armor or energy. The costs are below: * For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required level>MOR. (i.e. 1MOR) * For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required points>EN (i.e. 2EN) * For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required points>ARM (i.e. 3ARM) * Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow. ''EXAMPLE: Paorou's visor above is actually used for 2 functions, the ultra mega cannon, and a laser rifle. That means he has to pay 6 starting points to have a score of 3 in this trait. He decides to reduce the score to 2, reducing the cost to 4. However, he's still short by one point. He decides to add a requirement of 1 morale to reduce the starting point cost to 3.'' In the case of a trait linked to a function that has multiple pools (for example, a hybrid morale offense), you must decide which pool gains the bonus dice linked to the trait, prior to rolling for the function. The effects of Effort, Cheer and Accelerate only occur after this has been done. ====Seishin==== Seishin are pilot abilities that bestow bonuses and specific effects to help in battle. They use seishin points upon activation in battle. Unless specified in the effects, Seishin cannot be used twice in the same turn. By default, you can get a free 1 starting point for the purpose of purchasing seishin. Each seishin has a different starting point cost, seishin point use, and effect that lasts for the rest of the turn, so refer to the list below for more information: FORMAT: Starting Point Cost - Name - Effect - Seishin Point Cost *1 - Invincibility - Take no damage on your next failed defense. - 1SP *1 - Flash - Automatically succeed the next defense. - 1SP *1 - Analysis - The GM reveals information on the stats of a target. You gain a +1 success to offense rolls made against that target until end of turn. Can be used multiple times, but not on the same target/s. - 1SP *1 - Accelerate - Gain +1 die for all your actions until end of turn. In the case of functions with multiple pools, this grants the bonus for all pools. - 1SP *2 - Concentration - Add +1 success to all your defense and offense roll until end of turn. - 1SP *2 - Lock-on - Automatically succeed your attacks until end of turn. If you have failed an attack roll, you may replace your success rate with a success rate equal to the opponent's defense rate plus one. - 2SP *2 - Iron Wall - Take only 1 damage from each failed defense until the end of turn. - 3SP *2 - Focus - Increase your own morale level by 1 point. Can be used multiple times. - 4SP *3 - Intuition - Activate Lock-On and Flash's effects until the end of turn - 3SP *3 - Guts - Restore 1/3 of your own armor points, rounded down. Can be used multiple times. - 3SP *3 - Trust - Restore a target's Armor by 2 points. Can be used multiple times. - 3SP *3 - Direct Hit - If successful, the next attack is automatically a critical. - 3SP *3 - Inspire - Grant the effects of Lock-on to an ally until end of turn - 4SP *3 - Hot Blood - Double the damage of your next successful attack. - 4SP *4 - Luck - You may re-roll your next failed action. This is prior to any +1 successes, so you may still keep these bonuses after. - 4SP *4 - Effort - You gain +5 dice for your next action. In the case of functions with multiple pools, this grants the bonus for all pools. - 4SP *4 - Guts+ - Fully Restore your own Armor. - 5SP *4 - Resupply - Restore a target's energy to full. Can be used multiple times. - 5SP *4 - Bonds - Restore 1/2 of a target's armor, rounded down. Can be used multiple times. - 6SP *4 - Vigor - Raise your morale by 2 points. Can be used multiple times. - 6SP *5 - Empower - Restore an ally's Seishin points by 5. Can be used Multiple Times. - 6SP *5 - Soul - Multiply the damage of your next successful attack by 2.5, rounded up. - 6SP *5 - Friendship - Fully restore a target's Armor points. Can be used multiple times. - 7SP *5 - Rouse - Grant the effects of Hot-Blood on an ally - 8SP *5 - Cheer - Grant the effects of Effort on an ally. - 8SP *6 - Courage - Activate the effects of Accelerate, Invincibility, Lock-on, Direct hit, and Hot Blood on Self - 9SP *6 - Love - Activate the effects of Accelerate, Flash, Lock-on, Hot-Blood, Luck and Effort on self. - 9SP *6 - Zeal - You may take another action this turn - 9SP ====Seishin Points==== Seishin Points are a score that represents how much Seishin you can use in a battle. Upon activation of a seishin, it's Seishin Point cost is deducted from the Seishin Point Pool. Seishin Points can be restored by other seishin, and fully restored at the completion of every battle. By default you have 2 seishin points. You can increase this by 2 points through paying 1 starting point. ====Pilot Creation CONCLUSION==== ''Example: Let's say I made a pilot with 15 starting points. I'll name him John.'' ''John'' *''Morale Level 0'' *''Morale Gain for avoiding damage (5)'' *''Defensive 5 (4)'' *''Offensive 3 (2)'' *''Morale 1 (0)'' *''Repair 1 (0)'' *''Trait: Sarcastic Remarks 2 - (Defense Function - Maneuver) (2)'' *''Seishin:'' **''1 - Accelerate (1)'' **''1 - Analysis (0)'' *''Seishin Points 4/4 (1)'' ''(Total: 15)''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information