Super Robot Wars: Original FBH

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Super Robot Wars System

Making your pilot

Super Robot Wars System

Making your pilot

Archetype

A character's archetype is the most important determinant of their skills. It is not statistically based but rather determined by a series of paths which you select. First select an archetype and then select paths from each level beyond that. This determines statistics.

Statistics

Statistics are determined by your archetype with bonuses from the paths you chose for your archetype. They will increase overtime.

Manoeuvre

Your general skill at piloting

Position

How good you are at putting yourself in an advantageous position in combat.

Close in Combat

Fighting up close and personal

Ranged Combat

Fighting distant and impersonal

Luck

How gosh darn lucky you are

Esper

Your amount of psionics, and ability to use extranormal abilities

XP Gain

How fast you gain XP, each +1 gives a +1 to the XP you'd get otherwise

Ace

Aces are already great pilots at the beginning of the series. They are less likely to yell loudly, and tend to be older, though this is not a requirement.

Basic Stats

Paths

A-1) Persona

Crusty Veteran
You are notably older than the rest of the cast, which may just mean you're a full adult or might mean your hair is already grey. +1 Manoeuvre +1 Close Combat +1 Ranged Combat -1 luck
Cold Blooded Young Warrior
You're young and scowl a lot. You may or may not think you're a giant robot. +1 Ranged Combat +1 Close Combat
Clear Eyed Top gun
You're probably blond and handsome, very popular with the ladies and Yaoi fangirls. You're probably also American. +1 Position +1 Manoeuvre

A-2) Fighting Style

Melee
You fight up close, and are really good with a sword +2 Close Combat
Ranged
You prefer to kill people off at long range with guns or missiles +2 Ranged Combat
Balanced
You can fight at either range, but aren't as good as a specialist at either +1 Ranged Combat +1 Close Combat

A-3) Special Powers

Esper
You have crazy psionic powers, like an esper but weaker +4 Esper
Top Pilot
You're at the top of your class, or possibly the top of your nation +1 Position +1 Manoeuvre +1 Close Combat +1 Ranged Combat
On the Rise
While you're not at the top of your game yet, you'll gradually gain more power as the game goes on. +2 XP gain

A-4) Mecha

Union Flag
You fly a top range mass production suit
Experimental Prototype
You pilot a newly created prototype suit created by your state or organization
Nationalistic Super Robot
You fly a flag draped super robot. It probably has a cowboy hat.

A-5) Flaws

I am Gundam!
You have massive emotional problems. Why the hell did anyone let you operate a giant robot?
I will defeat them with a Flag!
You can never get a proper mecha upgrade, at least until you get your face horrible scarred and adopt a silly name.
Traitor
You're a traitor to your own organization

Loser

You're some loser kid who fell into a gundam's cockpit, or a mook who just happens to be story important, or Patrick. Either way, you're kind of lame but probably plot relevant. Over time you may well become better than the current aces.

L-1) Persona

Uplifted Fanboy
You're some kind of robot fanboy who happens to have good technical skills, possibly due to all the video games you play. +1 Manoeuvre +1 Luck
Recruit with a Destiny
You're destined to greatness and are probably an Esper. Either way you needed to pilot this robot. +1 luck +1 XP gain
Uplifted Mook
You're some mook who just happens to be plot important +2 Luck


L-2) Fighting Style

Hot Blooded
AAAAAAAAAAAAAAAAAAAARGHHH! +1 Close Combat +1 Luck
Sniper
You lure people in and kill them dishonourably. It makes Lt. Jerid hate you. +1 Position +1 ranged combat
Ground Controlled
You mostly get tactical advice from a team of NPCs, who send out the best weapon for you to use in a particular situation. +2 Supporting NPCs

L-3) Special Powers

Hot Blooded
AAAAAAAAAAAAAAAAAAAARGHHH! +1 Close Combat +1 Luck
Esper
You actually have esper powers, though they're not as good as a true espers +2 Esper
Determinator
You're incapable of giving up, no matter how much you get stomped on. +2 Never Say Die

L-4)Mecha

Experimental Prototype
You've somehow ended up with an experimental prototype
Super Robot
You've ended up piloting a super robot, Dad made it
Gainax Super robot
You've got a super robot, unfortunately it's a particularly weird one
Mook Suit
You're stuck in a mook suit, and win only through true grit and luck.

L-5)Flaws

Annoying
Everyone hates you Shinji
Unwise
You constantly go off mission and get beaten down by your commander and or enemy
Bokurano
You're in that kind of show.

Esper

E-1) Persona

Smug
You're insufferably smug. You're probably a conspiracy leader, or an FBH villain. +1 Position +1 Close Combat +1 Ranged Combat +1 Esper -1 Luck
Crazy
You're crazy, and will probably freak out at the first chance you get +2 Esper +1 Close Combat
Emotionless
You have no emotion. You may or may not also like pie. +2 Esper +1 Ranged Combat

E-2) Fighting Style

Vanilla
You fly fairly vanilla, using your esper powers to augment normal piloting +1 Close Combat +1 Ranged Combat
Controller
You control lots of sub-units, be they bits, funnels or mind controlled mooks +1 Esper +2 Speciality (control)
A god I am
You use your esper abilities to attack directly, perhaps boosted by your mecha +2 Esper

E-3) Special Powers

Ace
You're a really good fighter, even without your esper powers. Better than Setuna even +1 Manoeuvre +1 Close Combat +1 Ranged Combat
Cold Blooded Schemer
"Scream all you want. You'll need the practice" -2 Enemy luck when fighting you
Unlimited
Your powers are still developing, who knows where they will end +2 XP gain

E-4) Mecha

Pink Tieran
You have a mass production model specially modified by you
Psychogundam
You have a giant super robot
Kshatriya
You have a swift, nasty experimental

E-5)

Chronic Backstabbing Disorder
Stop betraying everyone Ribbons
Moe
You are likely to fail and get saved
Dependency
You need to take pills all the time or regenerate in a special room
Super powered evil side
Only your evil split personality can use your powers properly.

Traits

Non-combat skills

You have 40 points to generate non-combat skills.