More Robot Wars Character Creation

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Basics

You have 70 points to design your character. Any excess points can be saved for increase later.

Level 1 - 1 CP - Hobbyist
Level 2 - 3 CP - Amateur
Level 3 - 6 CP - Professional
Level 4 - 10 CP - Skilled Professional
Level 5 - 15 CP - Experienced Professional
Level 6 - 21 CP - Expert
Level 7 - 28 CP - Master
Level 8 - 36 CP - Ancient Master
Level 9 - 45 CP - Superlative
Level 10 - 55 CP - Unmatched

In short, to improve a stat costs (current level + 1)

Stats

These are the defining 'hard' characteristics of your character.

Pilot

Your character's Pilot rating is an overall measure of how well he or she pilots a mobile suit, covering the breadth of skills as opposed to the specific increases some other stats may provide. It also covers other pilotable things such as shuttles or spaceships as determined by the GM. Low Pilot does not in itself prevent access to a powerful suit, but even tremendous Newtype prowess and bleeding edge technology cannot replace basic proficiency in piloting skills.

Gunnery

You could be the hottest shot to ever shoot hotly, but if you can't put a bullet within a hundred meters of that battleship, you're no good outside the exibition grounds. Because Pilot is the godstat, it's broken in two.

Aleph

Alephs (or colloquially, Newtypes) are, depending on whom you ask, the next stage in human evolution, an ability gained due to the invaders, their faith in God, or something that has been with us all along. Your character's Aleph rating governs her access to "magical" abilities.

Physical

This is the raw physical prowess of your character while she is on her own two feet, governing everything from proficiency with firearms, strength, agility, endurance, athleticism, and skill and/or talent in hand to hand combat. A character with a high rating in this category can make an excellent special forces combatant without other additions. However, it does not reflect her skill with the guns or melee weapons while inside her mecha - unless it has a motion capture system.

Wits

Your innate intelligence, as well as your ability to notice things and act on your feet. It can be treasted a surrogate skill for whenever you're in a situation where instant actions are required (such as rolling initiative). It is one of the Tactical skills, and if Wits is the highest your tactics and strategies will rely heavily on rapid improvisation and (re)actively adapting to circumstances as they come.

Education

How well you paid attention during school; a measure of your book learning. It can be treated as a surrogate stat for whenever you'd be using complex systems, such as electronics. It is one of the Tactical stats, and if Education is the highest your tactics and strategies rely on skill, knowledge and extensive analysis.

Charisma

Charisma measures the likeability of your character in several ways. Although few characters are anything but superior in physical attractiveness, those with high Charisma do tend to be the coolest or hottest, and they do tend to sell more figurines. More importantly though, charisma attracts followers, suitable romantic partners, and helps keep the faction together. Charisma is also the ability that governs your ability to get new or replace old/destroyed humanoid frames. Charisma is the third of the Tactical stats, and if Charisma is the highest your tactics and strategies rely on the fact that you're such an inspiring leader and figure that those under you simply win though guts and determination.

Specialties

You may also buy Specialties, which are substats giving you additional strengths in one field. Each specialty is bought as per regular stats cost and adds during the appropriate situation. For example, if a character has Pilot 4 and Melee Speciality (Pilot) 2, during mecha melee battleships he has effectively Pilot 6.

In especially appropriate situations, Specialties may add even more points to the stat.

Example for Physical: Sniper (superior gunmanship), Duelist (swordsmanship), Big Guy (brawling, clobbering, not-dying), Ballet (looking pretty), etc.

There are also a number of particularly important or common stats that are (almost) always bought as specialties. They are detailed below

Command

Command measures your character's trained proficiency at tactics, strategy, and his or her ability to make awesome plans and have them miraculously flow like water – most of the time. While low Command characters aren't necessarily stupid, high Command characters do tend to be the conspicuously smart or clever ones. Note that Command ability doesn't necessarily have anything to do with rank and is entirely optional - it is normally paired with Rank (see below).

Command is normally bought for specific (if broad) circumstances, such as Aerospace Operations, Warship Command, Mecha Squadrons, Infantry Combat, etc. General Command can be bought and applies to all situations where Command would be used, but it is treated as being one-half of its stated rating (rounded down, you munchkins), and is generally used to represent a basic amount of training that military officers (or resistance leaders) get before they specialize in any one field.

Conspiracy

While Charisma is a measure of how well you deal with people, Conspiracy is a measure of how well connected you are to the political machinations that underpin the story. In essence, it is how much of the ‘big picture’ the character sees. Conspiracy is an effective way of acquiring information, supplies, allies and even new machines, but remember that depending on who you're aligned with, there may be no loyalty, only self-interest in this.

Conspiracy is normally bought for specific groups ('Conspiracies), ranging from the Solar Federation Senate to INTACT to The Futurists and similar 'true' conspiracies. Likewise, it can be bought in the 'unlimited' format, for those who truly have their fingers in every pie and is treated as having 1/2 of its stated rating, rounded down.

Finally, Conspiracy can be used more generally for investigation, streetwise, simple cover-ups and other general low-level skullduggery.

Tuneup

Tuneup represents your ability to squeeze just that extra bit of effectiveness out of whatever you're flying. Every level of Tuneup gives you one additional Mecha Build Point, to a max of the associated primary stat. Note that in all cases these require a certain level of 'maintenance', be it the only person who repairs (or touches!) your machine to having to spend hours every day flying it to keeping good relations with your secret patron.

Mechanic is Wits-based, and represents tinkering with your own (or someone else's!) robot to make it work better. It most commonly increases melee, firepower or speed.

Engineer is Education-based, and represents applying advanced principles and techniques along with a dose of fancy R&D equipment to your machine. It most commonly increaseses firepower, defense or special.

Crack Pilot is Pilot-based, and represents simply getting every possible sliver of red-lined performance out of a machine. It most commonly increases melee, speed or defense.

Special Connections is Conspiracy-based, and represents someone out there with special interest in you providing you with some nifty toys. It almost always increases special, with firepower and defense being distantly behind.

Extras

These are things that are particularly limited in application or do not necessarily apply to character stats. It can cover things like having a family heirloom of exceptional power, a lot of money in portable format, mutant powers like healing factor, etc. Request one and the GM will provide a cost and effect.

Rank

Rank represents your position in the hierarchy of the organization you're a part of. Rank is always bought in reference to a specific organization, such as INTACT, the Combined ZOCU Militias, the USMC, etc. Depending on the campaign, one or more levels of it may be automatically granted. Rank, essentially, controls how many NPCs you have under your control.

While the specifics may vary depending on the exact organization one is a member of, these are the typical ranks and bonuses. Also note that Rank is fairly interpretive, so it's entirely possible (if fairly implausible) to have a General who is 'Low Ranked', someone who for whatever reason flies alone.

Low Ranked
Cost: 0
This normally represents enlisted or otherwise non-commissioned characters, but also applies equally well to commissioned pilots who have no wingmen (or are wingmen themselves), or simply are part of an all-elite group. Low Ranked is the default.

Mid Ranked
Cost: 5
At this level you either have a single named NPC in a comparable suit who can solidly cover your back and can be trusted to not steal your limelight, or else a three-man element (wingman + additional pair) with inferior skills and equipment - but don't mock the power of numbers.

High Ranked
Cost: 7 points (requires Mid Rankged)
This is generally the level of experience pilots, who will either have a three-man element as above who are of broadly PC grade ability, an entire squadron of inferior NPCs, or else a cruiser (but no NPC pilots - the ship is the NPC 'pilot'). Note that the character themself doesn't have to be the one commanding the warship, just have functional authority or decision-making capability with it - we're in an anime, after all.

Command Ranked
Cost: 13 points (requires High Ranked)
You're the Big Cheese. You've got a squadron of reasonably skilled NPCs at your beck and call, or two squadrons of inferior NPCs and a cruiser to carry them around in, or else a battleship with escorts. At this level it would not be unreasonable to have another PC with High Ranked as the Wing CO, if the Battleship option is taken. In really weird cases it could even take the form of a quirky miniboss squad flying midseason uglies, fully the match of any PC with their own names, unique and powerful mobile suits and special attacks. Oh, and character shields.

Traits

Traits are particularly exagerated aspects of your character. All Traits are free, and while multiple can be taken, they should make sense.

Veteran
While most protagonists tend to be relatively new at this whole ‘heroing’ thing (though not, let it be known, does this mean it is solely the domain of the young – see James Links) there are some who have had their time in the spotlight in the previous anime. These characters are better pilots, generally higher ranked and simply more skilled, having had an entire season or more of combat under their belt (or the backstory equivalent, if you’re Roy Fokker). They get +1 to Piloting and +1 Gunnery or Command (specific). Unfortunately, all Veterans suffer a -2 penalty to their effective Aleph Potential.

Hot-Blooded!
God certainly must protect fools and lovers, because you're a fool that loves a good challenge. Your entire life is a litany of guts, determination and sheerest foolhardiness. For any one turn you can channel your hot-bloodedness to survive any (reasonable) amount of enemy fire. However, you can be psychologically vulnerable and be easy prey for enemy deception and tricks. You're also unable to understand that your subordinates might not be able to keep up with you or that your commanding officer has a plan more subtle than 'Charge and win!'.

No Such Thing As Overkill
You love big guns, though you'll also gleefully accept lots of guns. In any mecha with a firepower rating or 5 or more, for one turn you can do an 'Alpha Strike' which significantly boosts firepower at the expense of speed - you're too busy shooting to move! Unfortunately, you ignore melee weapons as useless and always act at -1 melee.

Blademaster
The way of the (beam) sword is the one you follow, and you have become particularly skilled in deflecting enemy melee attacks by doing a continuous parry and dodge. This gives you the ability to increase your defense in melee by sacrificing your opportunity to attack. You will either have a specially modified machine or simply ignore range weapons if possible, giving you a -1 to effective Firepower. Additionally, if properly equipped with energy melee weapons or similar, you can even potentially defend against ranged attacks with your melee power.

Made Of Iron
Your character shields are so strong they extend to your mecha, like some sort of slasher film bad guy. And like them, whatever you're flying just seems to soak impossible hits as it cra-a-a-a-awls across the screen. Maybe you know how to angle your torso unit just right so the shots deflect. No matter how you do it, anything you're flying acts at +1 armor and -1 speed the moment you get behind the controls.

Paragon Interrupt
Your past includes some notable incident of heroism in the line of duty. Perhaps you held the line around the perimeter of the refugee camps on Rwanda Minor, or saved the Loum Colony from crashing. No matter the specifics (which should be detailed in your bio) you are seen as an exemplar of proper behavior. This gives you a charisma bonus in most situations, especially where being a hero would be relevant and even your enemies will give you a certain amount of respect. The downside is that you are bound by honor and the expectations of your history; there are few things more despicable than a fallen paladin. Note that this does not imply a code of honor - a code of honor is internal to the character, whereas Paragon Interrupt is the expectations of others.

Rival
In the past you’ve cultivated a rivalry with another skilled pilot, often the inevitable side-effects of not managing to finish the job in the previous season. They will often bedevil you and while they can cause serious setbacks, they also mean that you can have episodes centered upon you and only you. Plus, spoiling their undoubtedly villainous plots is sweet sweet victory.

Advantages

Type Master
Cost: 3
You’ve intensive trained, having never been defeated in 2000 simulated engagements. Unfortunately your winning streak comes to an end when you encounter a Gundam. But just wait until you face off against a force of Mobile Dolls . . . You are particularly skilled against a particular type of unit or pilot, such as Mobile Dolls, Super Robots, Mobile Armors, Gundams, Newtypes, etc. You can expect to have the equivalent of at least one rank increase in your piloting skill if facing off against said, due to your almost instinctive understanding of their strengths and weaknesses. Note that ‘Conventional Mecha’ is not a valid choice. This stacks with both Pilot and any pilot specialty, making it particularly useful.

License Holder
Cost: 4
For whatever reason, you’ve been issued a ‘License.’ This effectively grants you autonomy from the command structure; you still get all the perks of your rank, but you can also chose to hare off on your own wild misadventures. While in theory a license holder answers to no-one but those who issued it, in practice excessive abuses will result in consequences. Having a License generally comes with being a fairly important conspirator; nobody gives one of these to a wet-behind-the-ears novice.

Cybernewtype
Cost: 4
You’re a government experiment in pilot uniform. You got the benefits of being able to control funnels, dodge incoming blasts you shouldn’t really be dodging, but you also got the downside of ranging from ~moe pill~ addition, being eccentric to outright batshit crazy and also technically being government property. You automatically get the Aleph Skills Newtype Flash and High Level Control at no Aleph point cost and may exceed whatever usual Aleph restrictions may otherwise apply.

Fan Favourite
Cost: 6
You are The Patrick. You might not be omnicompetent and flying the top-end craft like some, but your popularity ensures that you’ll survive all but the most ridiculous situations (or, of course, deliberate self-sacrifice). Note that generally this advantage won’t apply if you’re already just that awesome; Yazan Gable never needed to be a Fan Favourite to survive and kick ass even when surrounded by Newtypes.

Disadvantages

Obsession
Bonus: 3
Perhaps you're a (very) persistent womanizer (no matter your gender), mechaphile or have some other sort of very noticeable personal trait. Essentially have acquired an (un)healthy interest in someone or something else to the level that you have little self-control when faced with it. This goes far beyond schoolgirl yuri or a wandering eye; at the extremes it can reach the level of creepy stalker crush.

Code of Honor
Bonus: 5
You abide by a code of honor consisting either of one huge schtick (never kill anyone – just disable their suits) or a general mode of behaviour, such as being polite at all times, not taking advantage of people when they're down and so on.

Intolerant
Bonus: 3
You hate some group. Maybe baselines killed your father, or your little sister was captured by pirates. You never associate with them, abuse them if they're prisoners, and always go after them in combat with extra berserk.

Adventurous
Bonus: 3
Whenever in a situation where direct instruction from higher command or even when direct instruction is somewhat interpretable, your instinct is to go ahead and drag along a partner along if you have one! This will put you in a lot of dangerous situations, though you will also have a useful streak of fearlessness.

Damaged Goods
Bonus: 3
At some point in your past, you encountered something terribly traumatic that set your angst temporarily at 11. You may pick a circumstance, though if the GM doesn't think it'll affect things enough, he may pick one for you or expand on it. Often, people with this disad are very bright and cheerful but may have constant nightmares, try to keep themselves, and suffer debilitating flashbacks, seizures, or freezeups during battle.

Type Failure
Bonus: 3
Your training had gaps, perhaps due to a rushed schedule or simple lack of experience. There’s one type of enemy unit or pilot that you simply cannot handle. You are particularly unskilled against a particular type of unit, such as Mobile Dolls, Super Robots, Mobile Armors, Gundams, etc. You can expect to have the equivalent of at least one rank decrease in your piloting skill if facing off against said, due to your limited skillset, and it must be something that you can plausibly be pitted against.

Berserker
Bonus: 4
You go crazy in battle, forget to cover your friends and kill more shit then you need to. Even when you’re not in a berserker rage, you’re not likely to be terribly subtle. You may have a hair-trigger temper, or you just might have some ‘buttons’ that get pressed often.

Renegade Interrupt
Bonus: 4
You've been implied, accused or caught on tape doing something not quite sufficient to get you discharged but certainly enough to merit a bad reputation. While some may applaud you doing 'what needed to be done', most will ask 'did you have to do it that way?' Expect to be distrusted, even by those in your own chain of command and charisma penalties will be common. This can synergize well with License, in which case you're probably very dedicated (or simply promised a rich reward) to The Cause, to the detriment of your relations with those in your public association.

Races

Yes, you're seeing this right. There is no point cost for races, even though S-types are vastly superior to grounders. The Solar Federation is an intrinsically inequal system. Of course, it's expected that an S-type will save the world twice before dinner, whereas a Grounder doing the same is a true hero.

Grounders (Baselines)

Most of the human population of known space inhabit planets and have minimal if any genetic alteration. Classed as E-Types in the Solar Federation, these baseline humans are generally known as Grounder. They get no modifiers

Low Transhumans

Earlier or less drastic enhancements to humans resulted in people that were only mildly changed from their parents. In the Solar Federation these are typically ranked as C or D type and get a +1 bonus to Physical and Wits.

High Transhumans

The cautious early steps in human augmenation soon gave way to more drastic and significant upgrades to the human condition. At this point inherent biological immortality (or at least exceptionally long lifespans) became the norm. In the Solar Federation these are ranked A or B types and gets a +2 bonus to Physical, +1 to Wits and +1 to Charisma, with a minimum of 4 in Wits, Physical and Charisma. They also have a maximum of Aleph 6.

Superior Transhumans

The pinnacle of the Solar Federation's power pyramid, Superior or S-Type transhumans are better than humans in almost all measurable ways. Living in the lap of power has given them a nearly universal sense of arrogance and confidence, one well-warranted by their immense personnel abilities. They also automatically get +1 Conspiracy for whatever Solar Federation organization they are in, thanks to preferential politics and recruitment. The following Races are all considered S-Class.

Outlier Superior

Many different projects, bloodlines, and retroviruses are at work in the human population. Just as humans may gain superlative abilities through chance of birth, effort, or cybernetics, S-class transhumans represent the leading edge of the curve. They enjoy a +3 bonus to Physical and a +1 to Wits, Charisma, Education and Aleph, with a minimum of 4 in Wits, Charisma and Education and 5 in Physical. they also have as one free +1 to assign to Wits, Charisma or Education.

Seraph

Project Seraphim's goal is the mass production of S-class transhumans through human and alien technologies. Their successes display a +2 bonus to Physical and Aleph, and a +1 bonus to Education, Wits and Charisma, with a minimum of 4 in Physical, Wits, Charisma and Education. True Seraphs (iow, those actually part of the Seraphim Organization in some fashion) also gain +1 Conspiracy: Seraphim.

Rim Transhumans

Outside of the pseudo-standardization of the Solar Federation, many colonists have taken their own paths towards perfection.

Spacers

Spacers have lived out in space on orbiting platforms, asteroid cities and the like for generations, generally the descendants of colonists who arrived in systems with no viable planets. All Spacers get +1 Tuneup (Mechanic) and +1 Zero-Gravity, but suffer -1 Physical. The Solar Federation generally labels these O-types, though few call themselves citizens of the Federation.

Alpha

A generalized blend of transgenic traits, broadly comparable to the B ranked transhumanis of the Solar Federation. Alphas have +1 to Physical, Wits and Charisma, with a minum of 4 in those stats.

Ishtar

The Ishtar upgrade was intended to result in an individual with exceptional warms and personality and is found throughout the Zodiac Union. They get +2 Charisma, +1 Wits and +1 Physical, and must have a minimum of 5 in Charisma.

Omoikane

One of the more common upgrades in the Zodiac Union, Omoikanes give +2 Education, +1 Wits and +1 Charisma. Omoikanes must have a minimum of 5 in Education.

Full-Body Cyborg

Those not born with the abilities of an S-class are not incapable of gaining something similar. A dangerous and expensive surgical procedure may remove a person's brainstem, then install it in some form of mechanical body. The most experimental and powerful of these rival or even surpass the superlative abilities of an S-class. Full-Body Cyborgs have +2 bonus to Physical, +3 bonus to Physical: Big Guy and +1 to Education: Computer Operation. They get +1 Conspiracy for whatever Rim organization they are in.

Careers

Careers represent what your character does for a living. Like Races, they provide bonuses and penalties to stats and specialties; again like Races these modify the final value, not the inherent value (eg, what you calculate cost to buy with). Some Careers might also have minimum stats - nobody's going to make it through special forces training with a physical of 1.

Solar Fleet Pilot

The many, the proud. All SolFleet Pilot PCs are assumed to have already distinguished themselves in some way. They get +1 Pilot, +1 Gunnery and Mid Rank, and all but the most exceptional cases will be at least Low Transhumans.

Solar Fleet Officer

The brains of the most powerful war machine humanity has ever seen, commanding warships against the SolFed's foes. To carry out their task they have +1 Command (Spaceships), +1 Command (Mecha), +1 Education (Intelligence), +1 Education (History), +1 Conspiracy (Solar Fleet) and High Rank.

INTACT Lictors

Lictors are the public face of INTACT, front-line warriors and troubleshooters. Due to stringent testing and requirements, most Lictors are S-type transhumans, with a few A-types and some truly skilled 'lessers'. There are actually many different training paths for Lictors, but the kind you'll be playing get a +1 Pilot, +1 Pilot (Mobile Suit), +1 Gunnery (Mobile Suit), +1 Charisma (Diplomacy) and +1 Conspiracy (INTACT).

INTACT Censor

Those few humans who have been born with exceptional Aleph powers are often enrolled in INTACT to serve as Censors. These mentalists recieve special training to focus their neuroquantum powers. As such, they recieve +1 Education, +5 Aleph Points and +2 Conspiracy (INTACT), and require a minimum of Aleph 5.

INTACT Legate

The Legates are the commanders and leaders of INTACT, typically having authority over one or more warships, bases or ground operations group. They recieve +1 Command (Universal), +1 Education (Politics), +1 Charisma (Diplomacy), +2 Conspiracy (INTACT) and High Rank.

League Combatsystem Operator

The League has few pilots, instead having 'operators' acting as telepresent squad leaders. These men and women are rigorously trained to capably time-share their attention between various viewpoints and react to shifting engagements from a rear-area perspective. Combatsystem Operators recieve +1 Tuneup (Engineer), +1 Education (Computers), +1 Command (AI Mecha) and Mid Rank.

League/Union Battlemanagement Director

With the League's predisposition towards automated weapons, their leaders must be just at home managing complex info-combat systems as they are at managing people. Battlemanagement Directors recieve +1 Command (Universal), +1 Education (Computers), +2 Conspiracy (League Military) and High Rank.

Union Mechanized Vanguard

Union command frames are typically piloted by Alphas, leading squads of robotic soldiers into combat. To this end they have +1 Pilot (Mecha), +1 Gunnery (Mecha), +1 Command (AI Mecha) and Mid Rank.

Republic Fleet Officer

The Republic entrusts these officers with some of the most powerful weapons ever invented by man. To defend the Republic's interests, Republic Fleet Officers have +1 Command (Spaceships), +1 Education (History), +1 Conspiracy (Republic Fleet) and Command Rank.

Royalty

The extended de Godsforde royal family of the White Rose kingdom are accountable to no one. They are trained to lead and maintain the interests of themselves, their subordinates, and ultimately the state through policy. (+1 Charisma, +2 Conspiracy (White Rose), High Rank, License Holder)

Special Forces

Not everything happens in space and all polities in the universe require personnel whose foremost proficiency is on conducting operations on his her feet. (+1 Physical, +1 Physical (Chosen Specialty), +1 Wits (Alertness), +1 Smarts (Security))