Super Robot Taisen Iwaku: Difference between revisions

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*ARMOR REQUIREMENT - Deduct 3SP for each point of armor used for the function.
*ARMOR REQUIREMENT - Deduct 3SP for each point of armor used for the function.


====Mecha Creation CONCLUSION====


By default, your mecha has a Passive Defense function at rank 1. This represents either natural mobility or ability of your mech to deflect blows. Ranking up to rank 2 and beyond is as normal. You can choose to get rid of it and gain an additional starting point to be used for the creation of other functions.
By default, your mecha has a Passive Defense function at rank 1. This represents either natural mobility or ability of your mech to deflect blows. Ranking up to rank 2 and beyond is as normal. You can choose to get rid of it and gain an additional starting point to be used for the creation of other functions.

Revision as of 01:32, 6 June 2009

Super Robot Taisen Iwaku or スーパーロボット大戦曰く (lit. Super Robot Wars Story) is a homebrew system and setting made by Paorou-sama, with the core system borrowing heavily from Dan Bayn's Wushu like most of his games.

The game involves the use of piloted robots called 'mechas' in battles, inspired from mecha anime like Gundam, Evangelion, old 70's robot shows, and even western ones like Battletech and Warhammer 40k's Titans. The setting revolves around the planet 'Iwaku' and the various factions, both local and extraterrestial.

Character Creation

First, you are given a number of starting points for both your character and mecha. You must then divide it between PILOT and MECHA. Depending on what kind of game it is, you can choose to allot more points into pilot, making him a better pilot with whatever mecha he's given. or put more into mecha, if you don't expect to switch around too much. It is recommended just to split it in half.

For entry level games, 20 points is about right.

Creating a Pilot

Typically, points allocated to pilots roughly indicates their skill level.

  • 0 pilot points - Completely dependent on the machine. (Some kind of A.I. or autopilot)
  • 5 pilot points - Rookie / Grunt
  • 10 pilot points - Competent Pilot
  • 15 points - Veteran
  • 20 pilots - Ace Pilot

Traits

When thinking of your pilot, think of traits or how he pilots. Is he angry all the time? Does he make a calculated approach to all his moves? Does he pray to the god of war? Does he fiddle with some doohickey all the time? More importantly, when is he angry? Is it when he is attacking? Is it when he gets hit? Does he cry when he uses a death ray? All these must be taken in consideration when creating traits. When creating such a trait, you usually just write down a phrase:

- Yells when charging his foes.

Then, think of when it activates. To reflect situations, you just choose one or more of the following:

  • Attack - Applies when a mecha uses an attack function. - i.e. Skills/things pilot has that help in attacks, not explicitly on the mech.
  • Defensive - Applies when a mecha uses a defensive function. - i.e. Pilot reacting to attacks, avoiding, blocking, etc.
  • Passive - Applies when a mecha uses a passive attack or defense function. - i.e. things that the pilot does all the time when not actively pressed, or uses something subconsciously.
  • Morale - Applies when a mecha uses a morale function. - i.e. things that deal directly with other pilots rather than mechs.
  • Support - Applies when a mecha uses a support function - i.e. things that deal with repairs, restocking, pilot's attitude towards allies,etc.

Then you write it down, next to the phrase, like so:

- Yells when charging his foes. Activates on attack and morale.

Now you must assign a rank to this trait. A rank indicates how often it helps the character resolve a situation or how dependable it is. The lowest is rank 1 and the highest is rank 6 (Always works). You may pay 1 starting point to raise it by one. From 1 to 4, raising ranks by one costs 1 starting point - raising ranks from rank 4 to 5 and 5 to 6 cost double. Think of how many situations in which this trait kicks in - For each situation/activation type it affects beyond the first, you must pay an additional 2 points. Further additions incur 1 more point over the last, increasing as more types are added. (you pay 2 for the second attribute, 3 for the third, etc.)

For instance, his pilot trait is used when he uses an attack or a morale function. That is two different situations. Hence he must expend two starting points to increase it by one rank. Since traits start at '0', he must expend 2 points to increase it to 1. and 4 to increase it to 2, etc.

- Yells when charging his foes. Activates on Attack and Morale, rank 5 - expended 10 starting points.

With this taken into consideration, you can now list down traits and allocate starting points. Also, by default you have a free trait:

A PASSIVE Pilot Trait at rank 1.

Having multiple traits of the same type and using both of them (when possible) grant additional bonuses. If you're really descriptive of the character, you get higher chances. There is also an alternative use for multiple traits. (see below.)

Feel free to allocate extra points to increase the effectiveness of certain traits. You may choose to make traits cost less by making them more specific:

- For each function subtype removed - deduct 1 point from the starting point cost of the trait. (For instance, remove defense from the passive - the trait now only works during passive attack.) See the function traits in the mecha creation guide below for a better idea on the subtypes.

- You may add a morale requirement (see morale below) which means that your trait requires you to get 'fired up' or get 'into it'. For every +1 morale requirement, deduct 1 point from the starting point cost of the trait. (Morale is at 0 by default - so this actually means you need to be at 1 morale, etc.)

- If the trait is mechanical or somehow linked to the mecha's energy source, you may add an energy requirement for every use of the trait. For every 1 energy required to use this trait, deduct 1 point from the starting point cost of the trait.

Morale Gain

If you still have starting points reserved for your character left, you must now decide how your character gains Morale. By default you can choose ONE of these for free; Any further additions cost 5 starting 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)

Beyond these, the GM decides when you gain or lose Morale. This is just your 'default' morale gaining method.

Seishin

Under construction. Might be included much, much later.

Example: Let's say I made a pilot with 10 starting points. I'll name him John.

  • John subconsciously taps his fingers on the steering device while he flies around. PASSIVE rank 4 - 3SP
  • He whistles and makes sarcastic remarks as he narrowly avoids danger . DEFENSE rank 3 - 3 SP
  • John makes fun of his enemy/ies, criticizing their skills as he guns them down. ATTACK Rank 4 - 4SP
  • John gains morale for dealing the destroying blow to his opponents.

Creating a Mecha

The starting points given to your mecha give an idea as to how powerful the machine is. (standalone)

  • 0 pilot points - Crappy machine miraculously held together by the pilot's skill.
  • 5 pilot points - Not suited for combat/Scout
  • 10 pilot points - Entry Level Battle Mecha
  • 15 points - High-end Warmachine
  • 20 pilots - Experimental, Customized or Extremely Souped-Up Mecha

Armor

Armor represents how much solid hits your mecha can take after they have bypassed your defenses. By default, a Mecha has 1 armor. This means if 1 hit gets through to it, it gets reduced to zero - which means your mecha is out for the battle (see combat resolution below). You can raise this by paying one starting point to grant 2 additional armor. Every point spent this way increases it by another 2. For an idea of what armor represents:

1-3 is lightly armored. 4-6 is average. 7-9 is heavy. 10-above usually is already a battleship or something that large.

Energy

Energy represents special munitions, fuel, etc. Reserved for functions which have an energy requirement. Running out of energy simply means you can't use those functions any more. By default, all mechs have a score of 2 to represent this abstract, combined idea. Expending one starting point raises it by 3, 2 starting points 6, 3 starting points, 9 and so on and so forth.

Functions

Mechas also have traits called FUNCTIONS. These are basically the actions a mecha can use in battle. and are ranked from one to 6, with 6 being the most effective. Here is a list of the general ideas for the Functions:

Think of what your mecha can do. Does it have cannons? Does it fight in melee? Does it have nanomachines? Does it have an alternate form? Just like pilot traits - functions give a general idea of your mecha's abilities. A good way to start is to write down the abilities of your mecha in a broad fashion. (or a very specific one, if thats your taste.)

Then decide what function it falls under:

---PASSIVE FUNCTIONS--- Refer to functions that are constantly on-going in the mech. All these use the passive pilot trait.

  • PASSIVE DEFENSE - Refers to the mecha's natural defenses. Be it ECM jamming, Extra Armor plates or simply boosting out of the way at the last second - the passive defense handles avoiding damage when a DEFENSE function isn't used, and helps when it is being used. It is also used by default against SCENARIO attacks. Cost 2 starting points to rank up until 4. It costs 3 to rank up to 5 and 4 to 6. EXAMPLE: Your mecha has a barrier that's always on. It can block small anti-armor bullets, but can't deflect much else. That would make it a passive defense rank 2 with a cost of 4 starting points.
  • PASSIVE OFFENSE - Refers to the mecha's natural ability to deal damage without using any effort. Be it an automated cannon orbitting your mech, some kind of radiationbeing emitted, or being constantly on fire - the passive offense deals damage to opponents when an ASSAULT function isn't used, and helps when it is. Having passive offense means you can deal damage, even if you're not making an effort to attack.Cost 2 starting points to rank up until 3. It costs 3 to rank up to 5 and 4 to 6.Example: Your mecha has small automated drones armed with miniature cannons that attack of their own volition. That would make it a passive offense rank 3 with a cost of 6 starting points.
  • PASSIVE RESTORE - Refers to the mecha's natural ability to restore armor or energy. Be it nanomachines or some kind of perpetual motion machine - the mecha makes a free move to restore itself at the start of every turn. You must decide if it restores Armor, Energy or Both via an open-close parenthesis next to the function type. This function can only restore a maximum of 1 point, regardless of success rate. Armor costs 3 starting points to rank up to a maximum of 4, Energy costs 2 points to rank up to a maximum of 4, and Both costs 4 points to rank up to a maximum of rank 3.EXAMPLE: Your mecha has nanomachines that actively repair your mecha in battle. That would make it a passive restore of the (Armor) type rank 2 with a cost of 6 starting points.

---COMBAT FUNCTIONS--- refer to functions that can only be used when combat is called. (see combat rules below)

  • DEFENSE - Refers to a function that reduces damage performed on the mecha during the enemy player's phase, and gains extra dice with the presence of a passive defense function. The defense function can be used to assist other mechas. (Passive defense does not allow this on it's own.) This trait can be modified to become a SCENARIO DEFENSE for the cost of an additional 1 starting point - which only works against SCENARIO ATTACKS, or a REFLEX DEFENSE for the additional cost of the starting points paid for the trait - which deflects both ASSAULT and SCENARIO attacks. Affected by Defense pilot trait and possibly the passive pilot trait. Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5 and 6.EXAMPLE: your mecha has a retractable energy shield, which can be turned on or off. This can be a rank 3 defense with a cost of 3 starting points.
  • ASSAULT - Refers to a function that deals damage to a target. Can be done on both player and enemy phases, and gains extra dice with the presence of a passive assault function. The assault function has the most 'add-ons' and special effects' of the functions - owing to the variety of weapons a mecha can wield. Affected by assault pilot trait. Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5, and 3 to rank up to 6.The Assault add-ons are:
    • Morale Assault - the attack uses normal combat rules but deals damage to Morale rather than Armor. Costs 1 additional starting point for conversion.
    • Energy Assault - the attack uses normal combat rules but deals damage to Energy rather than Armor. It also deducts energy per successful die over the opponent's defense roll. Costs 1 additional starting point for conversion.
    • Hybrid Morale - reduces opponent's morale by one when the attack success rate is at least double the opponent's defense rate (or defenseless). Adding this allows the function to be affected by Morale function. Costs 3 starting points to add on.
    • Hybrid Energy - reduces opponent's energy by one when the attack goes through. Costs 2 starting points.
    • Counterstrike - The usage of this attack takes precedence when assaulted during the opponent's turn. Costs 2 starting points to add on.
    • Multi-target - The assault allows the addition of another target during the attack. The additional targets on top of the 'primary' one may only use passive defenses - only the primary target can counter-assault or use defense functions. This addon adds one more target for the attack, and can be added on repeatedly, provided the cost of 3 starting points is covered per iteration.
    • Stunning - The target cannot take any further actions for the rest of the phase if the attack successfully hits. This means they cannot make any more counterattack moves if you're assaulting during your phase, and can be further attacked during your turn without any counter-action (Passive functions will always work, however.) Can be added for the cost of 4 starting points.
    • Increased Damage - Increases initial damage done by this attack by +1. Costs 4 starting points to add on.
    • Improved Critical - Increases Overwhelming damage done by this attack by +1. Costs 2 starting points to add on.

EXAMPLE: For instance, your mecha has a machine gun he can quickly use for strafing, always firing first. It falls under an Assault Function with Counterstrike at rank 2, which costs 4 starting points. (2 ranks in attack +2 for counter)

---SPECIAL FUNCTIONS--- These are functions that operate outside combat, but are triggered, rather than passively on-going.

  • SCENARIO ATTACK - Refers to an attack function done outside combat. This means the target cannot shoot back and can only use scenario modified DEFENSE functions or a PASSIVE DEFENSE function. This cannot be used during enemy phase, like all special functions. Affected by assault pilot trait. Costs 2 starting point to raise the rank up by one, until rank 4, and costs 3 to rank up to 5, and 4 to rank up to 6. Like assault traits, it can be modified with special effects:
    • Morale Assault - the attack uses normal combat rules but deals damage to Morale rather than Armor. Costs 1 additional starting point for conversion.
    • Energy Assault - the attack uses normal combat rules but deals damage to Energy rather than Armor. It also deducts energy per successful die over the opponent's defense roll. Costs 1 additional starting point for conversion.
    • Hybrid Morale - reduces opponent's morale by one when the attack success rate is at least double the opponent's defense rate (or defenseless). Adding this allows the function to be affected by Morale function. Costs 3 starting points to add on.
    • Hybrid Energy - reduces opponent's energy by one when the attack goes through. Costs 2 starting points.
    • Counterstrike - The usage of this attack takes precedence when assaulted during the opponent's turn. Costs 2 starting points to add on.
    • Multi-target - The assault allows the addition of another target during the attack. The additional targets on top of the 'primary' one may only use passive defenses - only the primary target can counter-assault or use defense functions. This addon adds one more target for the attack, and can be added on repeatedly, provided the cost of 3 starting points is covered per iteration.
    • Stunning - The target cannot take any further actions for the rest of the phase if the attack successfully hits. This means they cannot make any more counterattack moves if you're assaulting during your phase, and can be further attacked during your turn without any counter-action (Passive functions will always work, however.) Can be added for the cost of 4 starting points.
    • Increased Damage - Increases initial damage done by this attack by +1. Costs 4 starting points to add on.
    • Improved Critical - Increases Overwhelming damage done by this attack by +1. Costs 2 starting points to add on.

EXAMPLE: For instance, your mecha has a powerful wave cannon which can hit up to 3 units. It falls under an SCENARIO ATTACK Function with Multi-target +2 at rank 3, which costs 12 starting points. (6 starting points for 3 ranks - then 2 additional targets for another 6.)

  • SUPPORT - Refers to a function that restores armor, energy or raises morale. Furthermore, it can be modified to only affect self, others, or both. Affected by support pilot trait and possibly morale. First, decide what the support affects: Restoring Energy costs an additional 1 starting point, and an additional 1 if the trait is rank 4 or above. Armor costs 2 starting points to have and an additional 1 if rank 4 or above. Raising Morale allows it to be affected by the morale pilot trait, and costs 3 starting points to have, with an additional 1 for rank 3 or above. The support's rank costs are then dependent on the target: For self, it costs 1 starting point to rank up until 4, 2 to rank 5, and 3 to rank 6. For others, it costs 2 starting points to rank up until 4, 3 to 5, and 4 to 6. For both it costs 3 to rank up until 4, 4 to 5, and 5 to 6.EXAMPLE: you mecha has a repair tool for servicing other mechs in battle. That would make it an armor support function for other targets. It could be at rank 3 with a starting point cost of 8. (6 for 3 ranks + 2 for armor.)
  • TRANSFORM/SET-UP - Refers to a function that allows the creation or 'unlocking' of an additional pre-determined function/s that would have otherwise not been available with the starting points. Basically, what you have to do at character creation is to make a function (or functions) without worrying about your starting points, and count how much starting points it cost. This is called a LOCKED function. This starting point cost is divided by 5, rounded up, which now represents how much each rank in this TRANSFORM trait costs, doubling at ranks 5 and 6. Using this trait means the successful results must match at least half (or lower/higher depending on GM's discretion) the points allocated into the creation of that function, this trait can only be affected by one pilot trait of the player's choice.

EXAMPLE: you can't afford to have a powerful electro net, your most powerful sure-kill attack. you want it to be a Rank 6 assault with stunning, but can't have it because it costs 13 starting points to have. You only have about 6. You may then make this move LOCKED - and assign a transformation/setup function which unlocks it. You can make a SET UP function which unlocks this move - by dividing the cost by 5 rounded up. That means it costs 3 starting points for one rank in this transform function, and you must have at least 8 successes to successfully get the trait.

- You may reduce the cost of the transform/set up function by allocating the removal of one of the starting functions upon usage of this function. The starting points put into the the removed function can be deducted from the total starting points cost of the LOCKED function prior to division. Simply write the removed functions next to the SET UP/TRANSFORM's description.

EXAMPLE: that the above net is still too expensive. You decide that the transformed mode loses a DEFENSE function, your retractable shield at rank 3. You decide to remove it, lowering the LOCKED cost by about 3 points. This reduces the SP cost for each rank of the Transform function to 2 SP up until rank 4, and doucle for 5 and 6. You now only need 5 successes to transform.

- Transforming can be undone starting on the next turn. It counts as a function similar to transform, which uses up the turn, but automatically succeeds, returning the allowed use of REMOVED functions and reverting LOCKED functions.

Requirements

You can also reduce the starting point costs for each trait by allocating REQUIREMENTS. Requirements mean that you have to use up energy or have a certain morale score before you can use the function.

- You may require a morale level (represented as 1MOR or 2MOR depending on additional morale requirements, etc.) to use the function, for each additional morale level required, reduce the function's starting point cost by -2.

EXAMPLE:, an assault function with stunning rank 3 costs 7 starting points. You can add a morale requirement of 2, to lower this cost to 3 starting points. This, however, means that his morale should be at level 2 before he can use it. - You may require that energy be expended whenever the function is used. (represented by 1EN or 2EN depending on how much energy is used) If so, reduce the starting point by -2 for each energy point lost this way. Cannot be used for passive restore (energy) and support self (energy). For example, a REFLEX DEFENSE function rank 4 costs 8 starting points. You can add an energy requirement of 2, to lower this cost to 4 starting points. This, however, means that he uses up 2 energy every time he uses this.

- You may require an Armor Point loss for the usage of a function, (represented by 1AR or 2AR) and reduce starting point by -3 for each armor point lost this way. Cannot be used for passive restore (armor) and support self (armor). EXAMPLE: a SCENARIO ATTACK function with stunning rank 4 costs 12 starting points. You can add an armor loss requirement of 3, to lower this cost to 4 starting points. This, however, means that he deals 3 damage to his own armor every time he uses this.

- In the case of transformation function, you may add these requirements to both the LOCKED trait and the TRANSFORM trait itself. It simply means that you must meet the requirements to use the transformation itself, and meet the requirements of the LOCKED function to use it after transformation.

EXAMPLE: the LOCKED function is a SCENARIO ATTACK with stunning at rank 6 at 19 points. You decide to reduce this by applying a morale requirement of 3, reducing it to 13 points. Divided by 5, this means that the necessary SET UP/TRANSFORM function's ranks cost 3SP each. You then decide to give it 4 ranks, making it cost 12 SP. You can still reduce it by making an energy requirement of 2, making the final cost 8SP.

This means that you have to use up two energy to unlock the SCENARIO ATTACK - but need to be at morale level 3 to actually use it.

Recap for Function Costs

  • PASSIVE DEFENSE - 2 SP per rank up until 4, then it's 3 SP for a rank up to 5 and 4SP for rank up to 6.
  • PASSIVE OFFENSE - 2 SP per rank up until Rank 3. 3SP for rank ups until 5 and 4SP for Rank 6.
  • PASSIVE RESTORE (Armor) - 3 SP per rank up until 4.
  • PASSIVE RESTORE (Energy) - 2 SP per rank up until 4.
  • PASSIVE RESTORE (Both) - 4 SP per rank up until 3.
  • DEFENSE - 1SP per rank up until 4, then 2 per rank up until 6.
    • - SCENARIO DEFENSE - +1 SP for conversion.
    • - REFLEX DEFENSE - Multiply Defense Function's SP cost by 2.
  • ASSAULT- 1SP per rank up until 4, then 2SP for rank up to 5, and 3SP for 6.
    • - Morale Assault - 1SP for conversion.
    • - Energy Assault - 1SP for conversion
    • - Hybrid Morale - 3SP for addon
    • - Hybrid Energy - 2SP for addon
    • - Counterstrike - 2SP for addon
    • - Multi-target - 3SP per additional target.
    • - Stunning - 4SP for addon
    • - Increased Damage - 4SP for every additional +1 damage.
    • - Improved Criticals - 2SP per additional +1 damage.
  • SCENARIO ATTACK - 2SP per rank up until 4, then 3SP to rank up to 5, and 4SP for 6.
    • - Morale Assault - 1SP for conversion.
    • - Energy Assault - 1SP for conversion
    • - Hybrid Morale - 3SP for addon
    • - Hybrid Energy - 2SP for addon
    • - Multi-target - 3SP per additional target.
    • - Stunning - 4SP for addon
    • - Increased Damage - 5SP for every additional +1 damage.
    • - Improved Criticals - 3SP per additional +1 damage.
  • SUPPORT (Self) - 1SP per rank up until rank 4, 2SP to rank 5, and 3SP to rank 6.
  • SUPPORT (Other) - 2SP per rank up until rank 4, 3SP to rank 5, and 4SP to rank 6.
  • SUPPORT (Both) - 3SP per rank up until rank 4. 4SP to rank 5, and 5SP to rank 6.
    • - Type Energy Restore - 1SP/2SP if support rank is 4 or above.
    • - Type Armor Restore - 2SP/3SP if support rank is 4 or above.
    • - Type Morale Raise - 3SP/4SP ifsupport rank is 3 or above.
  • TRANSFORM - Create LOCKED Function/s, then divide it's total SP Cost by 5. This will be SP cost for rank up until 4, and is doubled (x2) for ranks 5 and 6.
    • Trait Removal - Deduct starting points allocated to REMOVED traits from LOCKED function/s total SP cost.
  • MORALE REQUIREMENT - Deduct 2SP for each morale level required for the function.
  • ENERGY REQUIREMENT - Deduct 2SP for each point of energy used for the function.
  • ARMOR REQUIREMENT - Deduct 3SP for each point of armor used for the function.

Mecha Creation CONCLUSION

By default, your mecha has a Passive Defense function at rank 1. This represents either natural mobility or ability of your mech to deflect blows. Ranking up to rank 2 and beyond is as normal. You can choose to get rid of it and gain an additional starting point to be used for the creation of other functions.

Example: Let's say you have 10 starting points. Let's make a mecha with what we've learned so far.

John's Akenaton Armor 3 - 1SP Energy 5 - 1SP

PASSIVE DEFENSE - High-Mobility Movement Rank 3 - 4 SP (-2 due to default bonus) DEFENSE (1EN) - Last Minute Burst - 4 - 2SP ASSAULT - Strafing Run - 2 - 2 SP ASSAULT (2MOR 1EN) - Dive bombing - 5 - 0SP

Total used - 10SP