JAEVA Project: Difference between revisions

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Subtract any further modifiers from the successes. If they are over 0 you have succeeded and (if in combat) may now go to the Damage roll, otherwise you have simply passed:  
Subtract any further modifiers from the successes. If they are over 0 you have succeeded and (if in combat) may now go to the Damage roll, otherwise you have simply passed:  
Add these successes and the dice bonus on your weapon's stat (these are considered automatic successes) and subtract them from your opponent's armor of the hit location you targeted, or rolled for on the hit location table. The result is what damage you do to that area, which may result in that appendage/part being destroyed, crippled, or simply damaged.
Add these successes and the dice bonus on your weapon's stat (these are considered automatic successes) and subtract them from your opponent's armor of the hit location you targeted, or rolled for on the hit location table. The result is what damage you do to that area, which may result in that appendage/part being destroyed, crippled, or simply damaged.
=== Personality ===
[[File:Prisim_sync.png|200px|thumb|left|The Personality Table]]
Personality of a character (or even robot!) can effect a lot both in roleplay and gameplay. The most basic way to describe a personality is using the color wheel below which uses an easy way to describe a character's personality in a single word by seeing which word they connect or would describe the majority of their feelings as.
When dealing with, piloting alongside, or trying to convince other characters, characters will take a penalty of -1 to their relevant combined stats (only -1 for the sum, not each) for every space over that character's personality is on the wheel. For example: if a pessimistic character is trying to pilot a robot alongside an optimistic character, they would be at a -3 on all their rolls to work with that character due to how little they understand them. On the flipside, if the optimistic character was working with another optimistic character, they would be at a -0, and would be fighting as if they were one.
This is the concept of synchronicity, and the idea of it is to bring a more psychological element to the game, where a two pilots can have a hard time getting along with each other and have it reflect in their performance.
*[NOTE: At the moment Personality is a very simple mechanic. there is intent to change this into a "mood shift" mechanic where a character has a dominant mood, and will change depending on the situation they find themselves in. It is currently a very confusing idea that keeps us from simplifying it, so until we are able to find a simpler solution, personality it is.]
=== Sanity/Insanity ===
<br>''What's that? Evangelion's involved? '' </br>
That's right, you saw this coming if you know anything about NGE.
There's no absolute cause of insanity. Perhaps something traumatic happened in the character's past they go insane remembering, or see something right in front of them that they can't believe.
Whenever your character sees something like [[a tank of naked clones of their mother that look like their crush]], chases the RABIT (''Random Access Brain Impulse Triggers'', watch Pacific Rim again guys.), or has some other pants-shittingly weird thing happen that gives them a total mindfuck, they get a point of insanity and roll an insanity test at +1 difficulty for every point of insanity they have, against their sanity rating. Failing the roll results in rolling on the insanity table (under construction), which gives conditions or actions for them to follow through on, such as going bezerk, or having a breakdown and doing nothing. However, succeeding in the roll removes that point of insanity.
Insanity can spring up any time, but it's not suggested that GMs overuse it when running games, as it can render characters uncontrollable. Insanity points can be gotten rid of through therapy, which can be whatever makes sense for the character and whatever the GM sees fit.
=== Willpower ===
Willpower:
characters can spend points willpower to add successes to any roll. For every point of willpower spent, they gain one success. If willpower is depleted, the character must wait a full turn resting, then roll a die to see how many points they regain. Between combats and events willpower is regained. you can never regain more than the number of willpower points you have purchased.

Revision as of 22:29, 28 April 2014

JAEVA Project

Imagine, if you will a combination of two of the greatest giant robot tales ever told, Pacific Rim and Evangelion. Now imagine being able to play as pilots in this setting fighting against the Kaiju menace that is at your door. Will you cancel the Apocalypse, or reign it in?

The Fluff

[under construction]

Current Timeline (WIP)


  • 1960s

Following the prophecy of the true Dead Sea Scrolls, the ancient shadow organization SEELE organized an expedition to the Antarctic.


  • 1980s

After 20 years of searching the remains of a monstrous being were discovered buried under the ice, a base is established at the site. Seele establishes a front, the Biotech Firm Gehirn, and sends samples of the Antarctic creature now dubbed “Adam” to Gehirn labs across the world.


  • 1990s

Gehirn develops the MAGI organic computer system based on the brain tissue of the Adam creature.


  • 2000s

At the SEELE Antarctic site something is found buried several miles under the ice, the ancient breach now frozen and abandoned. It is quickly reburied and placed under heavy guard, SEELE moves to stage two of their plan.

Evangelion Project is started, with Gehirn attempting to clone a lobotomized version of the Adam creature. Utilizing technology originally developed for the MAGI system, a human could be "synced" with the clone's dormant mind, allowing the human to take control of the body as if it were their own.


  • 20XX

After dozens of failed attempts, Gehirn finally succeeds in growing the EVA series prototype, Unit-00.


  • 2012

Unit-00 sent on secret mission through the Antarctic Breach by SEELE, it returns with a captive Precursor/Engineer codenamed “Lilith”. It is stored in stasis at one of the new Geofront facilities, at the lowest level. Not even high ranking NERV personnel know of Lilith’s existence.


  • 2013

K-Day, the Kaiju Trespasser comes ashore on the California coast. After six days of battling the beast with conventional weapons, the US military finally attacks and kills Trespasser with a nuclear strike. The California Bay Area is totally destroyed, and contaminated with the toxic substance Kaiju Blue. Tens of thousands of people are dead, hundreds of thousands wounded, millions are now homeless.


  • 2014

Three additional Kaiju attacks are unleashed on coastal cities of the Pacific and Atlantic, all three must also be put down by nuclear weapons. Jasper Schoenfeld proposes the Jaeger Program during a special UN general assembly session on the Kaiju threat.


Pressured by the sudden appearance of the Jaeger Project, Seele dissolves Gehirn and transfers all personnel and assets to the new agency NERV. Which goes public with the EVA program as its own solution to the Kaiju threat.


  • 2015

American Jaeger prototype Brawler Yukon engages Kaiju Karloff and is victorious.

Japanese Jaeger prototype Jet Alone is deployed in Tokyo Bay to intercept Kaiju Onibaba. Disaster strikes as a glitch in the Drift software results in the death of both pilots, disabling Jet Alone and leaving Tokyo defenseless. NERV springs into action by deploying prototype EVA Unit-00, managing to bring down Onibaba. The incident is shrouded in controversy, with accusations of sabotage and incompetence thrown to both sides. In the end Japan terminates its Jaeger program, and orders Jet Alone scrapped. Mysteriously, the ship transporting the Jaeger never arrived at its destination.

The UN Security Council is impressed with both systems, and approves both. The PPDC received funding for 30 Jaegers across 5 production lines, and NERV approval for one additional prototype and 18 full production Evangelions.


  • 2016

6 Mark I Jaegers enter service. EVA Unit-01 Finished


  • 2017

6 Mark II Jaegers enter service.

EVA Units 02, 03, and 04 finished

While originally intending to operate both Evangelions and Jaegers, the United States abandons its EVA program after a disaster involving the NERV facility at Area 51. In the wake of an unsanctioned experiment involving Unit-04 and a prototype power source, the entire facility and everything within 100 miles is atomized. NERV was kicked from the country, and America’s remaining EVA Unit was donated to Egypt.


  • 2018

6 Mark III Jaegers enter service.

EVA Units 05, 06, 07, 08, and 09 finished.


  • 2019

6 Mark IV Jaegers enter service.

EVA Units 10, 11, 12, 13, 14, and 15 finished


  • 2020

Heavily over budget, only one Mark V Jaeger is produced, the rest of the line canceled. An additional 6 Mark IV Jaegers are built instead, ending the first Jaeger production order.

EVA Units 16, 17, 18, 19, and 20 finished. The first EVA series production order is complete.


  • 2021

Just as it seemed Humanity might have the upper hand, the frequency and severity of Kaiju attacks begin to escalate. Casualties begin to mount for both Jaegers and EVA Units.

The PPDC opens the Oblivion Bay facility in the ruins of Oakland to house Jaegers wrecks damaged beyond repair, while NERV stores the shattered remains of defeated EVAs in Graveyard facilities in the deepest depths of the Geofronts.


  • 2024

An unprecedented 15 Kaiju emerge from the Rifts in one year, all stronger than the ones that came before. By the time the year ends, 12 Jaegers and 5 EVAs are destroyed. In addition to the losses mounted over the previous few years, only 2 Jaegers and 2 EVA Units are still intact.

The UN Security Council decides both programs have become unsustainable.


  • 2025

The present day, only the Shatterdome and Geofront facilities located at the Panama Canal remain active. The UN has diverted funding from both NERV and the PPDC to the Wall of Life project. In 2026, both organizations are scheduled to be disbanded.

The Crunch

[under construction]

JAEVA is meant to be a deceptively simple game that runs off the idea of d10 pools established by games like World of Darkness. Characters have a list of attributes and skills with dots that, when added together, give a number of dice a character uses for an average roll. Unlike other games, however, when you are in a robot/Jaeger/EVA, you use their physical attributes instead of your own.

The Basics

As just mentioned, a standard test requires you to roll a number of D10s equal to the sum of an attribute and a relevant skill to get a result of successes and failures.

  • The way to determine the target number to meet or exceed is to compare 5 as the average. Finding the difficulty of an enemy means subtracting the player's level from the enemy and adding the difference to 5. (a level 5 enemy against a level 3 player has a difference of 2, thus has a target number of 7 for the player to hit. in contrast, a level 3 enemy against a level 5 player has a target number of 3 for the player.
  • Rolling a 10 “explodes” and gives an extra die to the roll, allowing a chance for an extra success or more exploding successes.
  • Rolling a 1 removes the highest success from the roll, always taking 10s first
  • the average test's difficulty is a 5, 4, 3, and 2 are progressively easier, and 6, 7, 8, and 9 are progressively harder. give a test that fits the difficulty. no test should be as easy as a 1, and no test should be as hard as a 10.

Subtract any further modifiers from the successes. If they are over 0 you have succeeded and (if in combat) may now go to the Damage roll, otherwise you have simply passed: Add these successes and the dice bonus on your weapon's stat (these are considered automatic successes) and subtract them from your opponent's armor of the hit location you targeted, or rolled for on the hit location table. The result is what damage you do to that area, which may result in that appendage/part being destroyed, crippled, or simply damaged.

Personality

The Personality Table

Personality of a character (or even robot!) can effect a lot both in roleplay and gameplay. The most basic way to describe a personality is using the color wheel below which uses an easy way to describe a character's personality in a single word by seeing which word they connect or would describe the majority of their feelings as.

When dealing with, piloting alongside, or trying to convince other characters, characters will take a penalty of -1 to their relevant combined stats (only -1 for the sum, not each) for every space over that character's personality is on the wheel. For example: if a pessimistic character is trying to pilot a robot alongside an optimistic character, they would be at a -3 on all their rolls to work with that character due to how little they understand them. On the flipside, if the optimistic character was working with another optimistic character, they would be at a -0, and would be fighting as if they were one.

This is the concept of synchronicity, and the idea of it is to bring a more psychological element to the game, where a two pilots can have a hard time getting along with each other and have it reflect in their performance.

  • [NOTE: At the moment Personality is a very simple mechanic. there is intent to change this into a "mood shift" mechanic where a character has a dominant mood, and will change depending on the situation they find themselves in. It is currently a very confusing idea that keeps us from simplifying it, so until we are able to find a simpler solution, personality it is.]


Sanity/Insanity


What's that? Evangelion's involved?
That's right, you saw this coming if you know anything about NGE. There's no absolute cause of insanity. Perhaps something traumatic happened in the character's past they go insane remembering, or see something right in front of them that they can't believe. Whenever your character sees something like a tank of naked clones of their mother that look like their crush, chases the RABIT (Random Access Brain Impulse Triggers, watch Pacific Rim again guys.), or has some other pants-shittingly weird thing happen that gives them a total mindfuck, they get a point of insanity and roll an insanity test at +1 difficulty for every point of insanity they have, against their sanity rating. Failing the roll results in rolling on the insanity table (under construction), which gives conditions or actions for them to follow through on, such as going bezerk, or having a breakdown and doing nothing. However, succeeding in the roll removes that point of insanity.

Insanity can spring up any time, but it's not suggested that GMs overuse it when running games, as it can render characters uncontrollable. Insanity points can be gotten rid of through therapy, which can be whatever makes sense for the character and whatever the GM sees fit.

Willpower

Willpower: characters can spend points willpower to add successes to any roll. For every point of willpower spent, they gain one success. If willpower is depleted, the character must wait a full turn resting, then roll a die to see how many points they regain. Between combats and events willpower is regained. you can never regain more than the number of willpower points you have purchased.