Don't yell at me
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