Super Robot Taisen Iwaku: Difference between revisions
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Revision as of 01:59, 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.
Pilot Creation CONCLUSION
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
Gameplay Mechanics
In SRW Iwaku, the battle rules mainly cover missions, otherwise called battles. Actions in battles are organized into turns.
Turns are split in 2 phases.
- Your phase
- Enemy phase
After the Enemy phase ends, a new turn begins with your next phase.
Moves during your Phase
During your phase, a unit first gets to roll for passive restore or use seishin (provided you have it) then, you can make one move in the form of your functions - either an assault, or one of any special functions you have. As soon as your unit uses up this move, you move on to the next allied unit, until you haven no more allied units to control.
Then the enemy's phase begins.
The enemy phase is the same as your phase, except the opponent's units perform their moves.
Using a Function
To attack a target, you simply select a function and specify the target. Then you pay any energy requirements or armor requirements required for the function.
Example: Paorou decides to use his EN2 special attack function - Manifold Perception Barrage Rank 5on a target battleship. He uses up 2 energy from his 5 energy stores.
Then, you start Narrating how you perform your function on your target. Narrating determines how much 6-sided dice you can roll, decided by the GM. The best way to determine dice is to count the details of your narration - done by the GM, or arbiter.
Example : "Paorou takes in the surroundings, and simply stares ahead, subconsciously making calculations with his eyes. The psy-sensitive screen reflects his calculations and this information sends the Perception Drones to their respective locations. The individual units around him begin to glow, and unleash charged crimson beams at the target, perforating it."
The above narration can grant about 6-10 dice, depending on the GM.
Now, the total dice is divided by 2. One half is called the Pilot Dice Pool and the other half is the Mecha Dice Pool. This simply means that one half of the total dice shall be rolled with the aim of falling under the rank of the most relevant pilot trait used/narrated in the function, and the other half is rolled with the aim of falling under the rank of the function's rank itself.
These two dice pools must be separate because there are specific mechanics for each. Example: Paorou divides the 8 dice from above into two groups. 4 dice will be rolled under his Attack Pilot Trait Psy Calculation Rank 4, and the other 4 under his SP ASSAULT EN2 Function Manifold Perception Barrage rank 5.) He rolls 4 six sided dice under Psy Calculation 4 and gets 2,3,1,5. He rolls 4 six sided dice under Manifold Perception Barrage 5 and gets 4,4,6,2.
Total dice number under each pool is called Maximum Dice. Each die that falls under the target rank of the pool it has been allotted to is called a success. The total number of successes in each pool is called a success rate.
It is normally portrayed as this: Successes/Max Die. (For example, 7 successes and 10 Max Dice would be 7/10.)
Example: Paorou has 3/4 success rates in both pools.
Usually the total of successes from both pools is compared against a number, representing difficulty or an opposing success rate. The moment it overcomes this number, it means that the function is successful.
Example: Paorou's score of 6 overcomes the battleship's Defense of 5. The battleship is hit squarely by the beams!
But the specific Success Rates for Dice Pools usually determine degrees of success (see Combat Resolution and Function Effects below) so individual success rates are important as well.
Example: Paorou's pilot pool has a score of 3 while the opposing captain's has a score of 3. His function score, however, has a score of 3 while the opponent has just 2. Due to the tie of one dice pool, he only deals one damage to the battleship's armor.
Having a low success rate may lead to defeat, hence the use of multiple pilot traits and the assisting ability of the passive functions.
Multiple Pilot Traits
With multiple pilot traits, you can increase the chances for additional successes in your success rate. However, the function must allow the use of said trait. Using an attack trait with a defense function, for instance, isn't allowed. Please refer to mecha creation guide for function type descriptions.
These bonuses can be used, provided the trait in question was mentioned in the narrative. Also, the usage of traits in any of these bonuses still consider requirements to allow usage.
If it is the same pilot trait of a lower rank, you can opt to re-roll one your dice under the most relevant pilot trait's rank. (i.e. the original pilot dice pool's trait.) This however, still counts under the Maximum Dice.
Example: From Paorou's above problem with the battleship, he may opt to reroll his last die with another attack trait of a lower rank - Trance State rank 3. He can, however, roll it under the original Psy Calculation's rank 4 instead. He rolls a 2, falling under rank 4, and gets 4/4 as his success rate. Since both pools are now over the success rates of the opposing pools, he can deal 2 damage as per overpowering damage rules.
If it is the same type of pilot trait of the same rank or higher, you can opt to gain an immediate success. However, this still counts under maximum dice. Example: From Paorou's above problem with the battleship, he may opt to reroll his last die with another attack trait - Trance State rank 5. Due to it's rank being higher than the original trait's own, it immediately reflects as a success. He gets 4/4 as his success rate. Since both pools are now over the success rates of the opposing pools, he can deal 2 damage as per overpowering damage rules.
If it is a pilot trait of a different type, you can add dice over the maximum die score - This allows you to roll one die of each such pilot trait, under their own ranks.
Example: Paorou has a morale trait - Intimidating rank 3, that he wants to use with his hybrid morale attack. His pilot dice pool success rate was 10/10, but his function's dice pool was at 4/10 - he needs just one more success to overcome the opposing success rate of 14 to deal damage. He may then roll one more die under rank 3 in order to meet that requirement.
Passive Function Assist
When using defense or assault, you may have passive defense/s or offense/s that grant bonuses to your combat functions. Passive Defenses only work with Defense Functions and Passive Offenses only work with Assault Functions.
Note that if these passive functions have any requirements, they must be met prior to applying bonuses. They can also only be activated
Provided the passive function is higher ranked than your most relevant trait's function, you may raise the rank of your primary mecha function by one. This can only be done once in a combat round.
Example: Paorou's Beam Cannon is a rank 2 assault. His Passive Offense Perception Drones are ranked 4. He opts to use their bonus to raise his assault to rank 3, but can no longer use this option for his defense at the latter half of the combat round.
When using a passive function with a lower or equal rank than your most relevant function - you may opt to re-roll an extra die under it's the most relevant trait's rank counted within the maximum dice of the mecha die pool.
Example: Paorou has 2 passive offense traits, Drones at rank 2 and Point Defense Cannons at rank 3. He only got a 4/6 success rate with his Rank 3 Beam cannons. He can re-roll 2 dice under the rank 3 beam cannon trait. He rolls a 2 and a 4, so his success rate is now 5/6.
Regardless of whether a passive trait is lower or higher than a combat function, you may opt to add an extra roll aiming for under it's own rank outside the bounds of the maximum dice. Example: Paorou's assault beam cannon provided a success rate of 5/5. He needs another success and so rolls an extra die under his passive offense perception drones rank 3. He gets a 2, and so gets another success on top of the 5.
Non-combat Function effects
- PASSIVE RESTORE - Uses Passive Pilot Trait. Total successes must surpass current armor/energy to restore one point. In the case of 'both' subtype - each dice pool must be allocated to surpass armor and energy. (Mecha is allocated to repair armor, pilot is allocated to restore energy, etc.) The success of one dice pool means it's allocated stat is restored by one point.
Passive Restore does not use up the turn but must be used prior to any other function.
- Example: Jack Shade has Passive Restore Function Nano-interface rank 2 for both Armor and Energy. He has 2 life and 3 energy left. He assigns his passive pilot trait Paranoid Lookout rank 4 on Armor and his Passive Restore Function to energy. He gets 4/5 and 2/5 respectively. This means he regains armor but doesn't regain Energy.
- SCENARIO ATTACK - Uses Assault Trait, and Possibly Morale if converted to morale or morale hybrid. The opponent may counter using defense rules outlined in COMBAT MECHANICS below. Overcoming the target's total defense success (by at least one point, since equal means successful defense.) means you deal one damage. However, overcoming both of the target's dice pools with your own respective dice pools means you deal 2 damage, as per overwhelming damage rules.
- In the case of Morale Attack, the overcoming a defense means you've deducted the target's morale by 1. Overcoming both of the target's dice pools reduces their morale by another point.
- In the case of Energy Attack, the energy lost after overcoming a defense is dependent on the total number of successes over the opponent's own.
- Example: Captain Nic has Energy SCENARIO ATTACK function ECM torpedoes rank 3. He targets an enemy ship with 6 energy. Using his Pilot Attack Trait Cunning Stroke 4 in conjunction with his ENERGY Scenario Attack rank 3, he rolls 4/6 and 3/6, respectively while his opponent rolls 2/6 and 3/6 as defense. Captain Nic overcame his opponent's defense by 2, and so the opponent loses 2 energy points.
- SUPPORT (Any)- Affected by support pilot trait, and possibly morale. Your total success must overcome the armor/energy/morale of your target. (by at least one.) Overcoming it assures the restoration of one point.
- In the case of Armor, If both dice pools used in the support overcome armor, you restore 2 armor instead of one.
- In the case of Energy, the number of successes over the target amount restore that much energy up until the target's maximum default energy. (determined at mecha creation.)
- In the case of Morale, If both dice pools used in the support function overcome armor, you restore 2 armor instead of one.
- Example: Jack has a MORALE SUPPORT FUNCTION (Other) Heroic Song Emitter 3. He decides to empower Norman's 0 morale score, and uses his Morale Pilot Trait 'Boisterous Cheer' 3. He rolls 2/4 for pilot and 3/4 for mecha. Seeing as both have overcome 0, Norman's morale is increased by 2, so he now has 2 morale.
- SET UP/TRANSFORM - Affected by one pilot trait of the player's choice. (Decided at mecha creation) no further bonus pilot traits or functions can assist in transformation. To succeed in transformation, the successes must meet at least half the LOCKED Trait/s's cost. Transformed units cannot make any counterattacks or defense movements after a successful transformation. Meeting the whole cost of the LOCKED Trait/s overcomes this. Not meeting even half means the transformation has failed, but the mecha can still use counterattacks or defense functions for the next enemy phase.
- Example: Arachnion has a LOCKED SCENARIO ASSAULT Hi-Mega Cannon Multi-target +1 at rank 5 which costs 14 SP. His SET UP Mega Cannon function is at rank 3, and his chosen pilot trait is his PASSIVE Worry at rank 5. He rolls 6/7 and 3/7, a total of 9 successes. He can use his hi-mega cannon next turn, but cannot make any counterattacks or defenses for this next turn.
COMBAT MECHANICS
This section deals with the combat round and the functions used.
A Combat round is called when a player declares an attack on a target. This attack can only be in the form of an Assault. If a unit does not have an assault function, it cannot call combat on it's turn.
Attacker
The COMBAT round begins with the attacking character using an ASSAULT function as per the Using functions rules above. The Defender must then perform a defensive move, either by PASSIVE DEFENSE, or by allocating his counter-action as a pure DEFENSE. Otherwise, the target is defenseless, and you deal 2 damage by default.
Overcoming the opponent's total defense means you already deal 1 damage to the target. This initial damage can be increased with the special effect 'Increased Damage'.
Now, if you compare your individual dice pools with your opponent's and find that you have overcome both of them, you may deal OVERWHELMING DAMAGE. This means you deal an extra one damage to your target. This is unless the trait has a special effect called Improved Critical, which adds damage for performing overwhelming damage.
- In the case of an opponent with counterstrike, the roles are reversed. The Defender will attack the Attacker first, and he will be forced to use Passive Defense, if available.
After calculating this, you have reached the 2nd half of a combat round.
- If the opponent's Armor Points are Zero or less, he may no longer make his counterattack, and is destroyed. Combat Ends.
- If the opponent's morale has reached -5 or less, he does not perform a counterattack and escapes from battle. Combat Ends.
- If the opponent still has armor and enough morale, he may perform a counterattack in the form of an Assault or a Passive Offense function. It is then your turn to perform a Defense in the form of Passive Defense. If you have no such function, you are considered defenseless and take 2 damage by default.
After this,
- if you have 0 armor or less, your unit is destroyed.
- if you have -5 morale or less, your pilot pulls out of battle.
- if you still have armor and morale, your unit survives and it's turn is used up.
Defender
If the attacker is the opponent, calling combat during the enemy phase, you have the option of defending or counterattacking.
Defending allows you to mainly use a DEFENSE function rather than a passive defense, which can only be used for assist bonuses. However, you can no longer counterattack using an ASSAULT. You can still use a PASSIVE OFFENSE as your counterattack, if available.
Counterattacking allows you to use an ASSAULT function after the opponent has attacked. However, you must only rely on your PASSIVE DEFENSE if available.
Being the defender, your roles are reversed when compared to the attacker mechanics above; However, using a counterstrike ASSAULT function will undo this.
A person who has not yet been attacked during the enemy phase, may opt to defend your unit. In this case, the user literally takes your position during the first half, including taking damage to armor, morale or energy. You may counterattack as normal after.
Round Conclusion
- After both sides have performed their functions, combat round is over.
- Add morale to all concerned units if a condition is met.
- GMs may want to assign points if they have character/mecha growth in mind. See next section - UPGRADING AND IMPROVING for more details.
Example of Combat
Pilot Paorou with the traits: *PASSIVE Daydreaming 2 *ATTACK Posing 5 *ATTACK Angry 3 *Gains +1 Morale For taking damage.
Mecha BIG-THING-01 with the traits:
- Armor 3
- Energy 2
- PASSIVE DEFENSE Deflector armor 2
- ASSAULT Punch 2
- 1MOR ASSAULT Really Strong Punch 4
VS.
Pilot Derpman with the traits:
- Passive Harp-playing 1
- Defense Darting back and forth in his seat 4
- Attack picks his nose 2
- Gains+3 MOR at the start of battle.
Mecha D3RPS with the traits:
- Armor 3
- Energy 5
- PASSIVE DEFENSE Flyin' 1
- 1EN DEFENSE Flyin' faster 4
- 2MOR ASSAULT Shootan' 4
Turn 1: Paorou's phase
Paorou attacks Derpman with PUNCH and starts narrating:
"Paorou angrily pushes his maneuvring sticks forward and poses in his cockpit, stubbing his thumb. With all the pent up rage in him, he shouts for his Robot to attack with a strong punch, pressing the buttons madly. the BIG-THING-01 lunges at D3RPS and makes a gigantic robot fist!"
The GM gives him 10 dice to use, and makes RAGE the most relevant pilot trait. Paorou uses multiple trait bonus on his pilot dice pool - ensuring one success. He rolls 4(+1)/5 for pilot dice pool and 2/5 for mecha dice pool. This gives him a total of 7 successes.
Derpman says he'll go for Total Defense, uses up 1 energy point, and counter-narrates:
"D3RPS is fast and takes to the air, narrowly evading the punch. He begins to rock back and forth in his pilot seat, making dramatic gestures as he moves back and forth wildly in his cockpit. The D3RPS makes a back flip in the air, giving Paorou the finger as it makes a wild pose."
The GM gives him 10 dice. Derpman decides to use the Passive function's assist to add an extra die outside the maximum dice of 5. He rolls 4/5 for pilot, 3/5 for mecha. His extra die doesn't succeed. Since it's an exact 7, no damage goes through and the defender is safe.
Combat is over, and no more units can move on Paorou's side. Turn 1: Derpman's phase
Derpman decides to attack Paorou with his shootan' function. He narrates:
"D3RPS makes a wild barrel roll, then Derpman picks his nose. It suddenly nosedives towards Paorou, as a hail of bullets rain upon the target."
The GM gives him 4 dice to roll. Derpman rolls 2/2 and 2/2.
Paorou decides to counterattack with Punch, so he uses a passive defense to avoid damage. He then narrates:
"Paorou is thinking about how cool it would be to be lying on the grass and blogging on the net at a time like this, while bullets impact against his deflector armor. He makes a weird smile as he remembers his childhood."
The GM gives Paorou 4 dice, but Paorou only gets 1/2 and 0/2. He suffers 2 damage due to overwhelming attack, reducing his armor to one.
Paorou grits his teeth and narrates his actual attack:
"Paorou snaps out of it and finds out that his robot has been reduced to the RED ZONE. this makes him seethe with anger and he makes a marvelous pose, signifying his justice. He then presses buttons FABULOUSLY, making the robot prance freely through the air like a bird, and land a powerful punch."
The GM decides to give Paorou 8 dice. He also tells Paorou that his main Pilot trait will be Posing. Paorou decides to use the multiple pilot trait to grant an extra die on top of the 5 maximum. Paorou rolls 4/4 + 1 for pilot and 3/4 for mecha.
Derpman breaks in a cold sweat and narrates his defense:
"Oh shi, says Derpman as he flies through the skies. He hopes his boosters can make it and avoid the attack, and so plays a harp for good luck."
The GM grants him 6 dice for effort. He rolls 0/6 for both dice pool. He then suffers the loss of 2 armor points due to overwhelming damage rules.
Combat Round Ended. Paorou has taken damage so he gains 1 Morale Level. Derpman has no more units that can act this turn. TURN 2: Paorou's Phase
Paorou uses his 1MOR Assault Really big Punch. He narrates:
"Paorou decides to end this ONCE and FOR ALL. Making a great pose, he unlocks the ultimate big huge fist hidden in his robot - making it spin wildly as he makes the Saturday night live stance. His anger, passion, tears and sexy time are all poured into this one attack. With a roar of FURY, the fist streaks through the skies!"
The GM decides to give him 12 dice, and assigns RAGE as Paorou's main pilot trait. Paorou decides to use the multiple pilot trait and use POSE rank 5 as an ensured success die. He rolls 4(+1)/6 and 4/6, a total of 9 points.
Derpman decides to use total defense. He narrates: "Not going to be outdone by a gigantic fist, Derpman begins to throttle around his pilot seat, wildly maneuvering his machine out of Paorou's way. He begins to yell in annoyance and the D3RPS' boosters burn to their full capacity, the huge pillar of smoke making him seem like a rocket taking off."
The GM gives him 12 dice, and Derpman uses the passive defense function assist as an extra die outside the defense roll's maximum dice score. He rolls 4/6 and 4/6, but his extra die doesn't pass.
Paorou deals one last damage to D3RPS, destroying it. The GM lets Paorou do the honors of narrating how he defeated his foe, and he concludes it with:
"The large punch was too fast, however, disintigrating metal on impact. With a final pose, the D3RPS was reduced to a pillar of flame. Paorou's mecha was seen walking out of the explosion as a menacing black silhouette."
'Paorou wins the battle, since Derpman has no more units on the battlefield.
Battle Conclusion
By default, a Battle concludes in your victory when there are no more enemy units on the battlefield. Whether you do this by demoralizing the opponents, or by plain destroying their robots, or by forcing them to surrender - is up to your mecha's abilities.