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JAEVA: Giant Robot RPG system
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== Rules Appendix == Here you will find lists of weapons/equipment, tables, an other rules not found previously detailed in the rules. === Insanity Table === Roll a D10 and follow the result. Only roll on this table if your character has failed a Sanity test (above). Effects without a specified duration are left to gm discretion, and will usually last the duration of a scene. # Mood Shift: The character's personality shifts by one step on the personality wheel (direction should be decided based on the cause of the insanity test). # Shell Shock: The player loses their next X actions, where X is equal to their current insanity score. # RABIT Event: Traumatic RABITs begin flowing in both directions on the Drift, potentially revealing secrets, adding penalties to actions, or forcing the player to make an additional insanity test # Blind rage: The character goes into a berserk rage, and can only take aggressive actions against nearest ally/enemy. Allies no longer exist. # Personality break: see below (specialized to individual personalities) # Mad World: The character begins experiencing hallucinations, and is unable to tell them apart from reality. # Shattered Mind: (under construction) # Catatonic State: The character falls unconscious. # Mental Relapse: Repeat the effects of a previous failed insanity test, and roll again. Both effects take place simultaneously. # Madness: Roll again. This effect is now permanent (psychological help can reduce and eventually remove this. === Damage types [under construction] === Every weapon has it's own type of damage. more detail to come (some immunities cancel out some damage types, possibly exceptional success effects) *Chemical - Poison and acid *Slashing - Blades, claws *Ballistic - Cannons *Blunt - Fists, clubs *Heat - Flamethrowers, lasers, plasma weapons *Electrical - Tesla weapons *Cold - Masers *Explosive - launchers, grenades === Weapon Types === These are the basic types of weapons that jaegers, EVAs, and Kaiju can use. A weapon cannot be more than one of these types. all weapons can be thrown and must be retrieved unless "built-in", and thus cannot be thrown. for price adjustments, -1 Req. for each size lower than 5 the bot it is being added to is. alternatively, +1 Req. to the price for each size above 5 the user (bot/kaiju) is. (making or grafting on huge weapons for can cost quite a bit, this reflects that). ==== Basic melee ==== Fisticuffs, hand to hand, weapon-free close quarters combat tools. all of these automatically have the "built-in" descriptor and take one slot from your arm/leg's built in weapons. basic melee weapons are rolled by using your Strength+Brawl stats *Claw/Fang Price: 9 Req. Damage Bonus: +2 Range: short Exceptional Success: Auto-grapple the target from the affected hit location, no opposed roll. Additional info: Automatically "built-in", slashing damage. *Fist Price: 8 Damage Bonus: +1 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else Additional info: Automatically "built-in", blunt damage ==== Melee weapons ==== Close range weapons, handheld or built-in use Strength+Weaponry. throwing any of these uses Dexterity+Weaponry. *Blade: price: 10 req. Damage Bonus: +3 Range: short Exceptional success: do half the damage of the limb's total damage track, rounded down (if the limb had a total of 20 on it's damage track, it takes 10 damage) Additional info: slashing damage *Club: price: 10 req. damage bonus: +3 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else. Additional info: -1 when thrown, blunt damage *Shield price: 9 req. Damage bonus: +1 Range: short Exceptional success: target is automatically shoved to medium range or stunned (see above). Additional info: target adds a +2 to difficulty when attempting to be hit, blunt damage *Spear price: 10 req. Damage bonus: +2 Range: short Exceptional success: ignores armor of target when calculating damage. Additional info: +1 when thrown, piercing damage ==== Ranged weapons ==== *Cannon price 9 req. Damage Bonus: +2 Range: medium Exceptional success: either double the damage to the targeted area, or extend the same amount of damage to an adjacent hit location (e.g., aiming for torso can do damage to any other hit location, while doing damage to any other hit location may only extend damage to the torso) Additional info: -1 to being thrown, base ammo capacity 6, ballistic damage *Launcher price 9 req. Damage bonus: +2 Range: medium Exceptional success: automatically hit everything in the area of effect. Additional info: launchers are used to hurl explosives and chemicals at enemies, inflicting the damage to all within a short range of the target if they hit, requires descriptor. base ammo cap: 6 damage type: descriptor. === Weapon Descriptors === Descriptors describe the weapon in question in detail. they may be bought with requisition points earned throughout the game. Weapons are limited to 3 descriptors each. just like the last section, +1 req. to the price for every size the thing you're buying it for is are above 5, -1 req. for every size below 5 the thing you are buying it for is. *Acid: ''A spray of green erupts from the cannon that dissolves alloy and flesh all the same.'' Price: 9 Damage bonus: +2 Compatible weapons: Launcher. Effect: if the weapon has done 3 or more points of damage, the user can elect to instead lower the target's armor of that area by 3. *Automatic: ''"Say hello to my little friend!"'' Price: 8 req. Effect: +3 to hit with this weapon. *Built-in: ''The appendage transforms as it reveals a weapon hidden within.'' Price: 8 req. Compatible weapons: all Effect: weapon is now built into the hit location it is attached to, and the user of this weapon cannot be disarmed of it without destroying the hit location. All Kaiju weapons are considered "built-in", as are claws/fangs and fists. *Heavy: ''"...I have to admit, I envy the size of your rifle."'' Price: 7 req. Compatible weapons: all Effect: +2 damage bonus, -2 Initiative mod. *Long: ''"That's not a knife... this, is a knife."'' Price: 8 req. Compatible weapons: Blade, Claw, Cannon, Spear. Effect: +2 to hit with this weapon, +1 damage bonus. *Piston: ''The weapon's hit connects, then it hits even harder.'' Price: 8 Compatible weapons: Fist, Spear. Effect: +3 to damage bonus when hitting with this weapon. *Plasma: ''Blue light bathes the area as the weapon discharges arcs of electricity.'' Price: 9 req. Compatible weapons: Cannon, Blade. Effect: +2 to damage bonus, extra +1 bonus if in short range, attacks from this weapon now do Heat damage. *Rocket: ''A gout of orange thrust erupts from the back of the weapon as it hurdles toward the enemy at an astounding rate of speed.'' Price: 8 req. Compatible weapons: Fist, Launcher, Spear. Effect: +2 to damage bonus, +1 to hit with this weapon. Fists with this descriptor are no longer "built-in" but still take up a spot on the "built-in" weapons slot instead of the regular weapon slot. fists may now do "thrown" attacks with a medium range, but must be retrieved like any other thrown weapon. a player may repurchase "built-in" to regain the benefit, but the fist would then no longer be able to make ranged attacks *Scatter: ''A dozen balls of iron explode toward a nearby enemy, tearing it to pieces.'' Price 6 req. Compatible weapons: Cannon. Effect: +2 when attacking with the weapon, random hit location, weapon is now one range increment shorter than it was originally. *Syringe: ''The massive needle penetrates the skin, unleashing a torrent of toxic liquid into it's bloodstream'' Price 6 req. Compatible weapons: spear, blade, claw/fang Effect: weapon may now take a descriptor that does Chemical damage. *Twin: ''"You know what they say- two barrels are better than one."'' Price: 8 (requires identical weapon (type and descriptors, including this one) compatible weapons: any Effect: failures made with this weapon can be rerolled once. Requires a weapon slot that has an identical weapon to take this descriptor. More to come. === Improvised Weapons === Remember this scene? : [[File:boat_sword.gif]] You can do that too. Using an improvised weapon is easy, though your ability to use it may be the problem. Much like figuring out difficulty of an enemy, the difficulty of a weapon is a similar: subtract your character/bot's size from the object's size, the difference + 5 is the difficulty (an object 2 sizes smaller than you is -2 + 5= difficulty 3). Roll your Dexterity + weaponry at the difficulty, you need however many successes the GM tells you to be able to wield it as a weapon, as some objects of similar mass will be more difficult than others. the bonus the weapon gives is equal to it's size (a lamp post would be size 2, and provide a +2 bonus to damage, added to size bonus/penalty of the character/bot wielding it.) GMs, be realistic on the number of successes they need. you won't have a human who can wield a container ship, and you won't have a jaeger that can't throw a car. lacking successes on something under your size means it either broke, or slipped out of your hands. Size: # something with the mass of a child or smaller # something around the mass of an adult human or bigger (lamp posts, food stands, cars etc) # something around the mass of a bus or bigger # something around the mass of a small building or bigger # something around the mass of a mk. 1 jaeger or category 1 kaiju (100~ feet tall) # something around the mass of a medium building or standard EVA (~200 ft tall) # something around the mass of a mk 3 jaeger (or any you see in the movie, ~300 feet tall) # something around the mass of a Category 5 Kaiju (~400 ft tall) # something around the mass of a large building (~500 feet tall) # something impeccably large, at least double the size of your average jaeger And the list keeps going on. this is a game of big things hitting each other, you'll get some huge stuff. use your head and creativity. I'm sure you can come up with a lot. As a general rule, improvised weapons break after a few hits, so GMs: give them at least one or two successful hits before they break, players: use them creatively while you have them. === Equipment and Gear === [under construction] the gist: these are things added to your EVA or jaeger to boost their effectiveness or change their role entirely. *--Shield Generator-- (X Req): A machine, usually embedded into a robot, that generates a passive force field. Grants Y armor to all locations if part of the robot itself. In this case, X = 3*Size*Y, thus if you want to put it on a Size 6 robot you'll need to pay 18 Requisition per point of Armor you want it to provide. *--Shield Booster-- (30 Req, Requires Shield Generator): An upgrade for a S.G. that allows for a temporary increase in shield strength. Requires a Standard Action to activate. Causes the Shield Generator to grant 2Y armor. (Where Y is the normal value of the robot's Shield Generator.) This armour "boost" lasts for two turns and after those two turns are up the shield generator goes down and cannot be used for two more turns, after which the shield can be re-activated as a standard action, the shield boost can be used after the reactivation immediately but the same effects still apply. *--Jet pack/Rocket pack-- (X Req) : Just what it sounds like, it is a pack of jets or rockets that propel you or your robot. The cost is represented by this equation : (2S)F)=X where s equals size and f equals how many trips or jumps in the pack. The pack allows you to move 2 ranges and/or gain the fly trait(found in kaiju traits section) in one action instead of 2, each action spent spends a fuel, which is a non renewable resource that you go into combat full if you spent 1 req point before combat. you can also renew it if you get a supply drop in combat and replace the tanks of fuel. You can do 2 actions with this spending the appropriate amount of fuel. If you end your turn in the air(flying) on your subsequent turn you need to spend 1 fuel, and then either spend an action and a fuel to land, or spend an action and a fuel to maintain flight. If you run out of fuel in air you refer to the flight trait for fall damage. You can also land on an opponent to negate fall damage(refer to kaiju traits), if you use the regular jump to enhance a melee attack the bonus is +5. === Kaiju Creation === A kaiju is, mechanically, a mix between a character and a bot. they act on their own, and thus need a full set of attributes and at least some skills to work with. because of this they get both character and requisition points, the amount completely depending on their level. for killing a kaiju you receive a reward of requisition listed on their level amounts. causing collateral damage lowers the amount of requisition you receive for killing them. you may get extra requisition for killing them, but leaving their bodies mostly intact. The compisition of a kaiju sheet: 9 attributes: Mental: Intelligence, Wits, Resolve. Physical: Strength, Dexterity, Stamina. Social: Presence, Manipulation, Composure. all attributes begin at 1 automatically and can be upgraded to a max of 10, 10 skills (no mental ones due to the lack of capacity, social skills are usually limited to intimidation and communicating with their own kind): Physical: Athletics, Brawl, Firearms, Larceny, Stealth, Survival, Weaponry. Social: Empathy, Expression, Intimidation. Health begins the same as a bot, except a seventh hit location is added (for those that have it): tail. tails begin at 20 damage and can be maxed out at 30, and provide a single weapon slot. armor begins at 0. Initiative modifiers may be bought/sold as well at the same price of -2/+2 character points. a kaiju may be any size, thought it is recommended that you begin at whatever the average size the average size of the group's bots are, this effects requisition prices the same as always. Kaiju can buy willpower just like a regular character can, for the same price. Creating a kaiju is almost identical to creating an EVA or Jaeger, all the weapons are the same, the only difference is that all of them are automatically considered "built-in" for the purposes of being organically part of the monster. also, instead of just making up requisition values and levels, each kaiju has a number of requisition points to buy it's pieces dependent on it's level. when buying health for a kaiju, always spend requisition, not character points. when buying attributes, always spend character points. Players who kill kaiju, earn EXP equal to twice the Kaiju's level. Kaiju Level/character points/requisiton/reward (for each level, add 30 character and requisition points, and 10 requisition to the reward): *1/225cp/300req/10rew *2/255cp/330req/20rew *3/285cp/360req/30rew *4/315cp/390req/40rew *5/345cp/420req/50rew *6/360cp/450req/60rew *7/390cp/480req/70rew *8/420cp/510req/80rew *9/450cp/540req/90rew *10/480cp/540req/100rew Each kaiju gets a special trait to make it unique, it gets an additional one every 4 levels. Traits: lumbering on after death, head and arms must be max damage to be defeated and the kaiju gets one last turn. Flight, the kaiju(or robot or person) is capable of flight, it comes naturally to them and either can fly at 1 range an action or 2 range an action for 10 Cha points or 10 Req points. The flight trait adds an extra range table to play, the height range, you use this and the regular range during play, its the same mechanically except for every range past short you get +1 to hit the enemy, and if you stop flight and fall you take 1d10 damage for every range increment above short(ignoring armour), or if you land on an enemy you get +5 damage if you hit per every range increment above short instead of the damage. you can carry something up to your own size but you have to make a strength check, for every size lower you get +1 die. (under construction)
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