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 Maneuver +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. +3 XP gain
- Hot Blooded
- You scream like a man +2 Close Combat +1 Position +1 Luck
A-4) Mecha
- Union Flag
- You fly a top range mass production suit (Mass Production Suit: 5 abilities +1 Maneuver +1 Luck)
- Experimental Prototype
- You pilot a newly created prototype suit created by your state or organization (Experimental Prototype 5 abilities)
- TEXAS MACK
- You fly a flag draped super robot. It probably has a cowboy hat. (Super Robot: 3 abilities)
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
- Rated Unreliable
- Your Eccentric Personality has led you to be distrusted by high command.
- Sadist
- You're a Magnificent Bastard. This increases your coolness but also makes others react badly
- Old War Wound
- You have an old wound that reappears at the worst times
- Can't back down
- You are incapable of backing down from a fight if your mecha is functional.
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
- More than Mook's the Eye.
- You're some mook who just happens to be plot important +2 Luck
- Hot Blooded Youngster
- AAAAAAAAAAAAAAAAAAAARGHHH! +1 Close Combat +1 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 (Experimental Prototype: 7 abilities)
- Super Robot
- You've ended up piloting a super robot, Dad made it (Super Robot: 5 abilities)
- Gainax Super robot
- You've got a super robot, unfortunately it's a particularly weird one (Super Robot: 6 abilities, 1 flaw)
- Mook Suit
- You're stuck in a mook suit, and win only through true grit and luck. (Mass Production Suit 3 abilities)
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.
- Gravion
- You're not the main pilot. You're just the left leg
- Gendo
- Your parent or parents hate you.
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 (Mass Production Suit, 5 abilities +Esper controls)
- Psychogundam
- You have a giant super robot (Super Robot 5 abilities +Esper Control)
- Kshatriya
- You have a swift, nasty experimental (Experimental Prototype 5 abilities +Esper control)
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
- you have an evil (or good) side which comes out every now and again.
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.
Idealist
You're an idealist, and possibly a bit naive, however idealism means you're likely to be able to reshape the world.
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.
Tall Dark and Brooding
You're a badass antihero type, and scowl a lot. You're popular with fans, so protected from death, and you're better at fighting on your own than most. You may also change sides.
Tall Dark and Bishojo
Female only: You're particularly popular with other girls, and gain major bonuses when talking to them.
Transhuman
You're a proper transhuman, with cybernetics and similar abilities
Non-mecha skills
You have 30 points to generate non-Mecha skills
Basics
You have 45 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.
Charisma
How good at talking to people 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.
Mecha
The Giant Robot you pilot is far more than a simple vehicle, it is a suit of armour, the face you show others on the battlefield. Rather than being defined statistically, your mecha has a series of traits which define it. First it is a particular type of robot, from the mass production units produced in vast numbers by all significant militaries to maintain the bulk of their operations to experimental prototypes created in the lab and barely flight tested, and super robots the size of large buildings created by mad inventors and government agencies with nothing better to do with their time.
Each suit then has its own set of abilities which define its
Mass Production Machine
Mass production machines are the most common type of units. They include both simple mook units and more elite combat frames reserved for specialist units or operations. While a single mass production machine is likely to be unable to hold up against an experimental or a super robot, there's never one of them, and even the most powerful single machines maybe harried to death by a squadron of Mass Production Machines.
There are two types of mass production machines:
Mook Suit
A Mook suit is the lowest of the low, a standard combat frame with few additional abilities. It's pilots are often cut off in the middle of talking.
All mook suits have the following abilities:
Solid and Reliable
One thing you'll never have to worry about in a mook suit is it going wrong. You could bury it in a hole for ten thousand years and it'd come out just fine.
Action Survivor
Assuming you are a main character, if you're in a mook suit you're likely to survive, even if all around you are being blown away by an alien super robot.
Elite Suit
Elite Suits are specialist devices used by elite squadrons or in different environments like under the sea, or by airborne formations or the like.
all Elite Suits have the following abilities:
Really Fast Or Really Tough
Elite Suits are either really tough or really fast, really tough mook suits are extremely hard to put down even if you're fighting them in a gundam. Really fast ones can almost match the speed of an experimental.
Huge Guns Or Giant Melee weapon
Elite suits are also equipped with either some kind of massive cannon (such as a Bazooka, a large energy rifle or a mega-particle beam) or a massive melee weapon such as a lance, sword or axe.
Mass Production Abilities
Environmental Tolerance
Your mobile suit is very capable in a particular environment, such a underwater, in the air or in space.
Transformable
Your giant robot can transform into a plane or a tank or something.
Endurance!
No matter what, your suit endures! Even with all it's arms and legs blown off.