Super Robot Wars: Original FBH
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
Traits give a general set of benefits and flaws to flesh out the character. You may have up to three traits.
Cool Secret You have some kind of a cool secret which makes you more relevant to the plot and will no doubt be awesome when people find out... though they may want to kill you.
Code of Honour You are an honourable person, and Karma tends to pay you back for it.
Fan Favourite' No matter what happens to you, you can't die, even when you really should.
Government Agent You're an agent of a powerful group who'll help you out and require you to do missions.
Licence Holder You're an agent of a powerful group who gives you get out of jail free cards.
Love Interest You have a useful love interest who you'll either assisted by or fight harder for.
Loved and Heroic Everyone likes you except the villains, you get free drinks at bars and maybe invited to conventions.
Important NPCs You have a support team of important NPCs who help you out. If combined with the important NPCs gained from Ground Controlled your NPCs are even better.
Plot Important You're important to the plot. You might not be the main character but you and your actions are an important driver for getting things moving.
Rival You have a nasty rival who dogs your every move, thus getting you more screen time and forcing your wingmates to help bail you out (you jerk).
Right Place, Right Time Somehow you always end up at the right place in the right time for plot to happen to you.
Subplot You have an important subplot (getting revenge for your family, taking over Zeon etc.) which you're pursuing.
Signature Move You have some kind of awesome signature move like transforming in mid air which allows you to gain tactical advantage.
Tactical Insight You have a unique insight into the battlefield, and can ask the GM questions which the GM will have to answer honestly.
Non-mecha skills
You have 30 points to generate non-Mecha skills
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)
Physical=
How physically strong and tough you are.
Education
How well educated and analytic you are.
Wits
How quick on your mental feet you are.
Willpower
How good you are at coping with trama and the like.