Don't yell at me

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Plot

In the year one of the new calendar, in an event that became known as the Bloody Sunrise, Earth was struck by a pair of meteors. The force of these strikes was such that it created devastation on a global scale.

As humanity picked up the pieces it realized that these meteors were not simple asteroids but fragments of an alien ship. Using the technology pulled from the wreckage humanity was able to push out towards the stars.

However the separation between space and ground civilizations as well as shortages of resources and nationalistic imperatives caused a steady growth in international tension. That tension is now at its highest point, even as a mysterious signal is detected in the outer regions of the solar system. . .

Rules

Standard Attributes and Skills

You have seven attributes that make up your character. You need at least one point in each.

Grace
Power
Perception
Knowledge
Wits
Charisma
Will: Your ability to withstand mental stress and go for your goal. Acts as your HP
Fortitude: Your physical ability to stand up to strain. Acts as your HP

You have two derived stats
Hit Points: Willpower + Fortitude
Initiative Perception + Wits

You also have a number of skills. Each skill adds 3 dice to a roll.

The amount of points you have to spend on attributes and skills is determined by history paths

Transhumanism

Values

Your character has a set of values which they can channel several times a season in order to boost dice. In character creation you pick three values, each with Five dice which represent the primary strengths of your character's personality.

Example values might be "Defender of the innocent" or "Never let down a friend." or "My country right or wrong."

You can channel values twice times per session per value.

Legend

Your legend is basically how powerful you are as an archetype. A legendary ace might have a very large legend, as might an ordinary highschool student who fell into the cockpit. Your legend is determined by your history paths.

Dramatic Moment

Every so often in a story there will be a dramatic moment. In a dramatic moment you can declare a dramatic moment and to some extent override the side. In a dramatic moment you add your legend score in successes to whatever the dramatic roll you're making is. If your dice are bad you may also get a reroll at the GM's discretion.

There is no limit to the number of dramatic moments you can have a session but you must justify each one based on your character's history and circumstances. For instance if you confront an enemy ace who killed your boyfriend that might be a dramatic moment. However if you confront a pack of mook enemies it probably isn't, unless it's the first time you've done it and you're showing off.

Be warned however that enemies may be able to declare a dramatic moment against you too.

Aleph

You may also have some form of newtype special ability which can boost your rolls. In general aleph is rolled to reduce the difficulty of an action or gain a reroll. Aleph is determined by your history paths.

Advantages

Each person is unique, and not everything can be determined by history. For that reason, each character should pick two special advantages for their character. The effect of these advantages will be determined by the GM.

Character Creation

People do not just appear from nowhere. Instead they are products of a history. To represent this you select a set of history paths for both yourself and your machine.

Pilot History Path

1) Real Robot or Super Robot?

  • Real Robot
You pilot a product of craft, industry and science Go to 2b) and use the real robot paths to generate your machine
  • Super Robot
You pilot a giant walking fortress of metal. Go to 2b) and use Super robot to generate your machine when the time comes

2a) Real Robot Pilot Origin

  • Ordinary High School Student
Your life was ordinary up until a short while ago.
10 Attribute points, 5 legend, 1 skill
  • Military Pilot
You joined the army, and they gave you a robot.
16 Attribute Points, 1 Legend, 2 skills
  • Test Pilot
You get robots to test them.
13 Attribute points 1 Legend, 3 skills
  • Esper Weapon
You're the product of a secret quasi government program to build better pilots
10 Attribute points, 1 legend 1 skill, 2 Aleph
  • Alien
You're from another world or dimension
13 Attribute points, 1 legend 1 skill, 1 Aleph

2b) Super Robot Pilot Origin

  • Ordinary High School Student
Your life was ordinary up until a short while ago.
10 Attribute points, 5 legend, 1 skill
  • Ascended Fan(boy/girl)
Your life was ordinary but you always dreamed of something more
10 Attribute points, 4 Legend, 1 skill
  • Family/Friend of the Professor
You are the friend of a scientist who is somehow associated with the robot
10 Attribute Points, 4 Legend, +3 mecha build points
  • Esper Weapon
You're the product of a secret quasi government program to build better pilots
10 Attribute points, 1 legend, 1 skill, 2 Aleph
  • Alien
You're from another world or dimension
13 Attribute points, 1 legend 1 skill, 1 Aleph

3a) Real Robot Pilot Training

  • Fell into the Cockpit
You had no training up until you landed up here
1 skill unrelated to mecha +2 Legend
  • Standard Pilot Training
You got the standard course
+3 Attributes +2 skill
  • Secret Military Program
You were part of some kind of program to bring out the potential of military pilots
+3 attributes +2 Aleph

3b) Super Robot Pilot Training

  • Fell into the Cockpit
You had no training up until you landed up here
1 skill unrelated to mecha +2 Legend
  • Self Taught
Your reflexes have been honed by years of video games
+2 skills +1 Legend
  • Secret Military Program
You were part of some kind of program to bring out the potential of military pilots
+1 skills +2 Aleph

4) History Part 1
Where did you come from?

  • Spacenoid
You are a child of the space colonies and their genetic engineering programs
Pick a Transhuman template.
  • Groundsider
You grew up on earth, and benefited from it's vast culture and learning.
+1 Skill
  • Child of Poverty
The Bloody Dawn Events threw many into poverty
+1 Legend
  • Foreigner
You've only just arrived from somewhere else
+1 Aleph

5) History Part 2)
What happened between then and now?

  • Nothing
You Just started
+1 Legend
  • Top of your Class
Whatever Training you did you aced it
+3 Attributes
  • Celebrity
Not only do you pilot a mecha you're also famous
+1 skill related to your celebrity, useful contacts
  • Relative of Famous Person
You've got big shoes to fill
even more useful contacts

6) History Part 3
What have you done so far?

  • Nothing
You just started
+4 Legend
  • Established Ace
You've made a name for yourself
+3 Attributes +1 Skill +1 Legend
  • Awesome in Theory
You have never been bested in simulated combat
+6 Attributes +2 skill

Robots

Robots are extensions of their pilots. This means that you'll be using your pilot stats in giant robot combat too. However giant robots also augment the pilot. For this reason most giant robots add their own statistics to those of their pilots.

Like a pilot, each giant robot has two core values which can be used to add +4 to any roll up to twice per session.

Robots have two additional statistics that humans don't.

Armour: this score is removed from any damage suffered
Integrity: this score is rolled to keep the robot functional even if it's taken damage that should shut it down

Real Robot

Real Robots tend to be fast and manoeuvrable but are not as able to take damage as their super robot brothers and sisters. It costs half as much (rounded down) to buy grace and perception for a real robot.

Real Robot Types

Mass Production Mook Type

An absolutely standard Frame
Gain +2 Legend for the Pilot. Build on 5 attribute points
No Advantages

Mid Season Ugly

But it's the start of the Season :(
Build on 10 Attribute points
Pick three advantages

Mass Production Ace Type

You have a mass production version of last season's prototype
+1 legend for the pilot. Build on 10 Attribute points
Pick one advantage

Prototype

This season's super prototype
Build on 15 attribute points
Pick two advantage

Super Robot

Super Robots are capable of tanking even the heaviest weapons fire but are not particularly manoeuvrable. Super Robots start with 3 in armour and integrity, and 3 additional hit points.

Super Robot Types

Built by (Mad) Scientist

Some mad scientist built you a robot
15 Attribute points
One advantage

Inherited from previous pilot

A last generation design with a rich history
+2 Legend build with 5 attribute points
One Advantage

Found in a hole

You dug the robot up
12 Attribute points
Two Advantages

Came from another dimension

It just dropped out of a vortex somewhere, possibly with you in it
10 Attribute points
Two Advantages