Super Robot Taisen Iwaku

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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.

Setting

Link to Main Article: Iwaku Prime

The Setting was made to revolve around the default setting of the planet Iwaku Prime of the Iwaku System, the 2nd planet orbitting the sun of 'Genesis', which they renamed Iwaku as they traded with extraterrestial traders.

Character Creation

First, you are given a number of starting points for both your character and mecha. For entry level games, 30 points is advised.

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.


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 is used to grant stat benefits and more specifically, for Trait and Function Requirements. By default, it is at 0 and is raised or reduced due to various skills and conditions. 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 ses 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)



Creating a Mecha

The starting points given to your Mecha give an idea as to how powerful the machine is.

  • 0-5 points - Crappy machine miraculously held together by the pilot's skill.
  • 6-10 points - Not suited for combat/Scout
  • 11-20 points - Entry Level Battle Mecha
  • 21-30 points - High-end Battle Mecha
  • 30+ points - Experimental, Heavily Customized or Extremely Souped-Up Mecha

Mechas have the following default stats and values :

  • Armor 1 - Represents the mecha's 'life'. The unit is destroyed if this reduced to zero.
  • Energy 0 - An optional stat representing the mecha's fuel/ammunition/special energy source stocks. Mainly used for Function and Trait requirements.
  • Functions - A mecha's options/actions for one turn depend on his Functions. These are usually built from scratch from the section below, but you have 2 functions by default.
    • Offense Function 1 - This represents a default, weak attack, such as the robot's flailing limbs. You have to roll a 1 to count a success when using this function. This can be further upgraded as per Offense Function instructions below.
    • Defense Function 1 - This represents a default, weak defense, such as rudimentary armor. You have to roll a 1 to count a success when using this function. This can be further upgraded as per Defense Function instructions below.
  • Modifications - Represents features and bonuses your mecha can grant in specific situations.


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:

1-4 is lightly armored. 5-9 is average. 10-15 is heavy. 15+ is usually 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 0 to represent this abstract, combined idea. Expending one starting point raises it by 3, 2 starting points raises it by 6, 3 starting points raises it by 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 type of function it falls under:

  • DEFENSE - Abilities/Properties/Equipment that work to avoid attacks, be it armor, high-speed maneuvers or barriers.
    • ABSORB - A function that uses the robot's repair/self-regeneration to aid it's defenses. Allows the use of the Repair Pilot skill to bolster the unit's defenses.
    • MORALE DEFENSE - A function that uses the pilot's will to directly affect his defense, be it through intimidating his opponent or through manifesting his indomitable spirit through his mecha. Allows the use of the morale pilot skill to aid in defense.
  • OFFENSE - Abilities/Properties/Equipment that work to deal damage, be it guns, swords, magic or beam cannons. Due to the sheer amount of modifications one can have for Offense, only the basic, common subtypes will be placed here. Refer to offense section below for add-ons.
    • HYBRID MORALE OFFENSE - A function that deals damage to armor and morale. May represent an intimidating, horrific attack.
    • HYBRID ENERGY OFFENSE - A function that deals damage to armor and energy. May represent a nuclear bomb with an EMP burst.
    • MORALE AIDED ATTACK - A function that allows the use of the morale pilot skill to aid in his attack. For example, a will-powered final move.
  • MORALE - Functions that manipulate Morale. an inspiring song that awes opponents and empowers allies, for instance.
    • MORALE ATTACK - a function purely used to lower morale. An intimidating look over comms, for instance.
    • MORALE RAISE - a function purely used to raise morale. A cheer for your comrades, for instance.
  • REPAIR - A Function that restores Armor. For instance, you have nanomachines that can travel over the air.
    • REPAIR SELF - A Function that restores your own Armor. For instance, you have a backup repair module.
    • REPAIR OTHERS - A Function that restores other allies' Armor. For instance, you have tools for repairing others.
  • ENERGY ATTACK - A purely offensive energy function. For example, an aimed attack to the opponent's energy cells.
    • DRAIN - An offensive energy function that slightly replenishes your own energy. For example, a wired pod that drains and transmits electricity.
  • RESTORE - A function that restores energy. For example, you brought extra energy cells.
    • RESTORE SELF - A function that restores your own energy. For example, you have a backup energy module.
    • RESTORE OTHERS - A function that restores other allies' energy. For example, your mecha carries ammunition for others.
  • SETUP/TRANSFORM - A function which allows you to 'unlock' another function you normally could not have afforded with your starting points. Can only be aided by traits specifically made for this.

By default, you have an OFFENSE at rank 1, and a DEFENSE at rank 1. Feel free to modify these further.


REQUIREMENTS

Each individual Function has the option of adding requirements to lower their cost. Most functions also need to have requirements to unlock the higher to maximum ranks.

These are the universal requirements:

  • 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.

These requirements can be used for any function below:


DEFENSE

Refers to a function that works to avoid or reduce damage with the use of a defense roll. It works by rolling a number of 6-sided dice equal to the pilot's defensive skill, and counting how many dice fall under this Function's rank. This number must then be equal to or over the opponent's attack success rate to completely avoid damage. If you are attacked during your enemy's phase, you have the option of using Total Defense rather than Counter-attack, which grants you either +1 die to your defense roll or by reducing the damage received by one.

Base Cost: Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 starting points to rank up to 5 and then 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above defense function.

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.

Add-ons:

  • ABSORB/ REPAIR DEFENSE - Add the repair pilot skill to your defense rolls. Cost: Value equal to half the function's base cost. (It's rank cost without addons.)
  • MORALE DEFENSE - Add the Morale pilot skill to your defense rolls. Cost: Value equal to half the function's base cost. (It's rank cost without addons.)
  • REDUCE DAMAGE - If it fails the defense roll, the function reduces the received damage by 1. Cost: 3 starting points.
  • CRITICAL DEFENSE - If the opponent succeeds his attack roll against this function and is able to deal critical damage, reduce damage equal to his critical damage. This means an overwhelming attack's bonus damage is reduced to half. Cost: 3 starting points.
  • SUPPORT DEFENSE - Provided you have not yet been targeted or attacked this turn, you may defend an ally with this defense function. For the defense portion of the combat round your unit literally takes the place of the ally's unit, and you will take damage if you fail the defense roll. Cost: 1 Starting Point.
  • TOTAL DEFENSE - This Defense can only be used with the Total Defense Command. You may not use this defense when counter-attacking or during the defense portion of your attack. Cost Reduction: Reduce starting point cost by half the function's base cost. (It's rank cost without addons.)


OFFENSE

Refers to a function that deals damage to a target's armor. It works by rolling a number of 6-sided dice equal to the pilot's offensive skill, and counting how many dice fall under this Function's rank. This number must then surpass the opponent's defense success rate to deal at least one damage. If your successes are double or more than the opponent's own, you deal CRITICAL DAMAGE, which is another point of damage by default. If your attack's successes is triple or more than your opponent's defense you deal CRITICAL DAMAGE once more, which is by default, another point of damage. This is called an Overwhelming Attack. An opponent who has no successes during his/her defense is considered defenseless, and you deal overwhelming damage by default.

OPTIONAL RULE: If the total numerical results on your dice are higher than your opponent's dice, but you have just performed an overwhelming attack, The opponent is instantly destroyed (No more damage calculations) by an Anomalous Paradox. This represents the unstable and surprisingly violent nature of the RB Particle in Iwaku's Orbit.

If you are attacked during the opponent's phase, you may use an offense function as a counter-attack. This basically means you can damage the opponent during their own phase.

Base Cost: Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5 and to 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above offense function.

EXAMPLE: Your mecha has a powerful, tracking laser cannon. It can be best reflected as an EN1 Rank 5 Offense Function.

Add-ons:

  • HYBRID MORALE - The attack now deals damage to morale as well as armor. This works by rolling two attack rolls, one using the offense skill and the other using the morale skill, both rolling under this function's rank. The offense skill attack roll works as a base offense function, complete with critical damage rules. If the morale skill attack roll overcomes the defense, the opponent loses one morale point regardless of success rate. However, the morale attack roll is completely independent of the offense attack roll - it can still deal morale damage when the normal offense has failed. Cost: Value equal to the function's base cost. (It's rank cost without addons.)
  • HYBRID ENERGY - Reduces opponent's energy by 1 if the attack roll is successful. Cost: Value equal to half the function's base cost. (Rank cost without addons.)
  • MORALE-AIDED - The attack roll now includes morale skill to increase the dice of the armor attack roll. Cost: Value equal to half the function's base cost. (Rank cost without addons.)
  • COUNTERSTRIKE - The usage of this attack takes precedence when assaulted during the opponent's turn. Cost: 2 starting points.
  • MULTI-TARGET - The attack allows the addition of another target for your attack roll. The single attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary' one may only use total defense command if they do not have a support attack - by default, only the primary target can attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid damage as per support defense rules. Cost: 3 starting points per additional target.
  • LONG-RANGED - When used during your phase, the opponent cannot use the counter-attack command unless he uses a function similarly modified with the Long-ranged add-on. Cost: 5 starting points.
  • STUN - If the attack successfully hits, the target cannot take any further actions for the rest of the turn. They may only make defense rolls when attacked. Cost: 4 starting points.
  • INCREASED DAMAGE - Increases base damage done by this attack by +1. Cost: 3 starting points for each iteration.
  • IMPROVED CRITICAL - Increases Critical damage done by this attack by +1. This is doubled when the unit achieves Overwhelming attack. Cost: 2 starting points for each iteration.
  • SUPPORT ATTACK - Allows you to attack in place of an ally with this function, provided you have not yet attacked or used a function that expended your turn. This can be used when your ally has gone with the total defense command. Cost: 1 starting point.

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 and another 2 for counter)


MORALE

Refers to a function that can raise or reduce morale level. It works by rolling a number of 6-sided dice equal to the pilot's morale skill, and counting how many dice fall under this Function's rank. These dice are called successes, and their number is the morale success rate. The effects then depend on the target:

  • In the case of opponents, this calls combat - the opponent can defend and then counter-attack. You might have to perform a defense roll as well. This number must then surpass the opponent's defense success rate by at least 1 success to reduce his morale by one. If your successes are double or more than the opponent's own, you reduce his morale by 2 points. This is called a MORALE ATTACK.
  • In the case of allies, This number must then surpass his current morale level to increase it by one. If all of your dice are successful, you raise it by 2 instead. This is called a MORALE RAISE.

Base Cost: Costs 3 starting points to raise the rank up by one, until rank 4, and costs 4 starting points to rank up to 5 and then 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 4 or above morale function.

Addons:

  • MORALE ATTACK - Convert your morale function to purely affect opponents. Cost Reduction: Reduce this function's cost by half it's base function value, rounded down.
    • MULTI-TARGET - The attack allows the addition of another target/victim for the morale attack roll. The single attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary' one may only use the total Defense command if they do not have a support attack - by default, only the primary target can attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid morale damage as per support defense rules. Cost: 3 starting points per additional target.
  • MORALE RAISE - Convert your morale function to purely affect allies. Cost Reduction: Reduce this function's cost by half it's base function value, rounded down.
    • MULTI-TARGET - The attack allows the addition of another allied target for the morale raise roll. The single attack success rate as a result of the roll is compared with the morale level of each individual target. Cost: 3 starting points per additional target.
  • LONG-RANGED - The opponent cannot use the counter-attack command unless he uses a function with the LONG-RANGED add-on. Cost: 5 starting points.


REPAIR

Refers to a function that restores armor. It works by rolling a number of 6-sided dice equal to your pilot repair skill, and counting how many dice fall under this function's rank.


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 double 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.


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

You can also just take some pre-made Mechas from the setting here: Unity Charter Mechas

Gameplay Mechanics

The primary method of resolving problems in this game is by selecting a function, then rolling a number of dice equal to the relevant pilot skill's score (depends per function and add-on) and counting how many of those dice fall under or on the function's rank. These dice are called successes/successful dice and their count is called a success rate.

If your success rate beats a difficulty score or an opponent's success rate - your function has succeeded. If not, it has failed.

Depending on the function type, the number of successful dice over your opponent's have specific effects, such as criticals and double restoration. These have been detailed in the functions themselves.


Battle Turns

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 can use seishin (provided you have it) then, you can make one move in the form of your functions - either an Offense, or one of any other function (besides defense) you have. As soon as your unit uses up his 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.


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 be in the form of an Offense, Morale, or Energy Attack. The person calling combat is called Attacker, and the target is called Defender. Combat is divided into two 'rounds', with the attacker attacking the defender first, and the defender


Attacker

The Attacker first sees what pilot skills, traits or bonuses he has for this offense function (seishin, add-ons, modifications, etc.) and combines them, coming up with a total number of 6-sided dice for his attack roll. He then rolls these dice and counts how many of them fall under the offense function's rank. this is his attack success rate.

The Defender has to decide if he wants to counterattack or to go total defense. If he decides to go total defense, he can choose to get an extra die for his defense roll, or to reduce damage by one in case the attack goes through. If he decides to counter-attack, he doesn't get such bonuses, but gets a chance to strike back at his opponent during the turn.


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.