FBH robot wars system workshop

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Basic and needing fleshing out, dice and specifics to be determined.


Human Stats

Attitude Your general personality, gives bonus. PCs grade people have 2, elite mooks 1.
Smug: You get a large, flat bonus until you fail at something, then you get a penalty
Hot Blooded: You gain an escalating bonus depending on how damaged and outpowered you are
Laid back: Gain a bonus after each successful role you make
Serious: Gain a bonus to everything that's less than other attitudes situational bonus
Plucky: Gain a bonus every time you fail to do something
Traumatized: You may damage yourself (mental stress) for a bonus
Intense: Pick a certain objective each battle (Defeat a particular opponent etc.) gain a bonus towards that objective, but a penalty to everything else

Template

Transhuman templates give you a bonus to some stats, or maybe a penalty to others.


Attributes

Force

Force is the trait which defines the abilities of an aggressive, direct and relentless pilot. Frontal assaults are not automatically effective but a character with Force can make them work with their talent, not merely exercising power but also managing it skillfully. High-Force characters can press opponents into a corner and keep them there, wearing down their wits and stamina until they make a mistake, and thrive at the epicentre of large melees.

Force is used for:

  • Any melee combat.
  • Direct, frontal assaults.
  • High-G evasive maneuvers and other speed-based defense.
  • Direct social actions where charisma and force of personality are critical.

The archetype for Force is the Steamroller.

Cunning

Cunning is the trait which defines the skills of imagination, improvisation, deception and concealment. As the best laid plans of mice and men may go awry, intellect but also flexibility are necessary for gambits to pay off. High-Cunning pilots are tricksters of the highest sort, using terrain to outflank their enemies, tricks and gadgets to befuddle and misdirect. Although they may not have the most impressive skills, their wit is such that any encounter will be in the terms they have set and go as they please.

Cunning is used for:

  • Surprise attacks and maneuvers on unwary or distracted targets.
  • The use of countermeasures, EWar systems and disruptive weapons.
  • Tactical retreats and other defenses that emphasize positioning, cover and line of sight.
  • Deception, smooth-talking and manipulation.

The archetype for Cunning is the Bushwhacker.

Finesse

Finesse is the trait that defines precise gunnery, maneuvering and the knowledge and spatial sense needed to negotiate combat at extreme distances. Rather than depending on trickery and surprise to outflank and outmaneuver to defeat their opponents, high-Finesse characters simply remain far outside the normal range of combat and destroy the opposition with superior firepower and accuracy. When locked into singular combat, they have the ability to end it decisively before their opponent can put them on the defensive.

Finesse is used for:

  • Any ranged combat.
  • The use of sensors, C3 systems and indirect fire weapons such as missiles.
  • Most technical work.
  • Social actions where providing the correct information is critical.

The archetype for Finesse is the Sniper.

Poise

Poise is the trait which defines skilled defense, temperament and endurance in combat. Poised characters may not be the best at any singular aspect of piloting, but their balanced skills and steely wills allow them to bear the most grueling encounters alive. A high-Poise character will often spend combat on the defensive, pursued by an opponent at close range or locked into a long-range duel, holding on until the enemy makes a critical mistake they can quickly capitalize on.

Poise is used for:

  • Any defense action or counterattack.
  • Any physical action taken to protect a teammate.
  • Resisting noxious or distracting effects such as injury, esper powers and ECM.
  • Any social action where resilience, dignity and respect matter.

The archetype for Poise is the Plugger.

Esper

With the power to read minds and expand their consciousness beyond what the first five human senses, Espers were a new phenomenon at the beginning of the war. Appearing at a rate of around one in a million, they were regarded as oddities in most countries until a certain far-east country with a large population began collecting their Espers and training them to become psychic soldiers. A wealthier country an ocean away countered by effectively buying them out of pauper nations, finally resulting in an arms race between all the great powers of the world.

The emergence of Espers throughout the great war that proceeded the Brave New Era varied greatly due to their treatment. While some where able to have children and led to the rise of Esper political and military families most died young, used as the centerpieces of great superweapons and then discarded or allowed to die as the stepping-stones to the next innovation. Some powers even found taboo ways to artificially apply Esper factor to unborn children through in-utero treatments and more disastrously, techniques to do the same to adults who completely lacked the potential.

With the Brave New Era, many of the esper families have united under the banner of a handful of autonomous city-states across the New Order's territory, now known as the Peers.

Esper is used for:

  • Using Esper powers.
  • Operating mind-operated remote combat drones.
  • Making use of enhanced mind-machine interfaces.

The archetype for Esper is the Lynx.

Derived Attributes

  • Health is Poise + Esper.
  • Duel Defense is (Force + Poise) x1.5.
  • Brawl Defense is (Cunning + Poise) x1.5.
  • Skirmish Defense is (Finesse + Poise) x1.5.
  • Esper Resistance is Esperx2.

Talents

Universal/Generic

Talents with a * cost double, ** cost triple, etc.

Superior [Attribute] Combat
Adds +3 per rank to the results of all combat actions with the selected attribute.
Superior [Attribute] Social
Adds +5 per rank to the results all social actions with the selected attribute.
Improved Dueling
Adds +4 to the Duel defense. Can be repurchased up to (Force or Poise) times.
Improved Brawling
Adds +5 to the Brawl defense. Can be repurchased up to (Cunning or Poise) times.
Improved Skirmish
Adds +6 to the Skirmish defense. Can be repurchased up to (Finesse or Poise) times.
Dueling Master* (3 Ranks)
Requires 3+ ranks of Improved Dueling. In any Duel-range combat where a character has a Dueling Master trait, the character with the highest rating receives +5 defense per rank and all enemies with lower ratings receive -5 defense. Equal ranks cancel eachother out.
Brawling Master* (3 Ranks)
Requires 3+ ranks of Improved Brawling. In any Brawl-range combat where a character has a Brawling Master trait, the character with the highest rating receives +5 defense per rank and all enemies with lower ratings receive -5 defense. Equal ranks cancel eachother out.
Skirmish Master* (3 Ranks)
Requires 3+ ranks of Improved Skirmish. In any Skirmish-range combat where a character has a Skirmish Master trait, the character with the highest rating receives +5 defense per rank and all enemies with lower ratings receive -5 defense. Equal ranks cancel eachother out.
Bonus [Attribute] Reaction
Gives the character an additional reaction point for that attribute, can be used with any type already unlocked with talents.
Idol* (6 Ranks)
The Idol talent makes the character a superb propagandist, self-promoter or icon as part of their respective movement or organization. During downtime, an Idol character can undertake actions to mitigate the New Order's propaganda efforts against the rebellion and improve their reputation. Depending on the rank, the character may take different actions. Higher ranks can take the actions of lower tiers.
Rank 1:
Rank 2:
Rank 3:
Rank 4:
Rank 5:
Rank 6:
Researcher* (6 Ranks)
Rank 1: Can choose research direction based on available materials instead of being random.
Rank 2: Research tree visibility extends one more after any available technologies.
Rank 3: Can make use of NPC or PC assistants with the Researcher talent, each one adding a 10% reduction to research time (maximum 50%). Additionally, can do non-exotic research without salvage or special materials.
Rank 4: Can research any visible technology while ignoring prerequisites at a cost of research taking 50% longer.
Rank 5: Research tree visibility extends three more points (includes Rank 2 bonus).
Rank 6: Can engage in two projects at once, and ignore requirements for exotic materials for all research.
Financier* (6 Ranks)
Higher ranks can take the actions of lower tiers.
Rank 1:
Rank 2:
Rank 3:
Rank 4:
Rank 5:
Rank 6:
Scavenger* (6 Ranks)
Depending on the rank, the character may take different actions. Higher ranks can take the actions of lower tiers.
Rank 1:
Rank 2:
Rank 3:
Rank 4:
Rank 5:
Rank 6:
Technician* (6 Ranks)
Depending on the rank, the character may take different actions. Higher ranks can take the actions of lower tiers.
Rank 1: Personal vehicle is always supplied and repaired as long as group supply minimums are met.
Rank 2: Whole unit's vehicles are always supplied and repaired as long as the group's supply minimums are met.
Rank 3: Personal vehicle is automatically equipped with chosen equipment after one maintenance cycle, as long as the expense for gear is paid in materials or money. Additionally, personal unit gains +10% internal and +25% internal spaces.
Rank 4: Whole unit's vehicles are automatically equipped with chosen equipment after one maintenance cycle, as long as the expense for gear is paid in materials or money. Additionally, personal unit gains +25% power capacity.
Rank 5: Build projects are 50% cheaper in materials. Projects which do not incorporate exotic materials are double-yield.
Rank 6: All build projects are double-yield regardless of materials, and projects which consume downtime actions to complete (vehicle construction) take 50% less time.
Vitality (2 Ranks)
Rank 1: Character gains one extra health point, and regenerates health every combat refresh interval.
Rank 2: Adds another attribute dependency of the player's choice to the Health pool, can be any of the attributes besides Poise and Esper.

Force

Harass
(Reaction) When in Duel range, the character can expend a reaction to attack a target which has committed an action besides attacking them in melee or has successfully disengaged from combat.
Counterattack
(Reaction) Requires Harass. When attacked in Duel range by a melee or ranged attack, the character may spend reaction to make a melee attack after the opponent's attack has resolved. This does not cancel the results of the original attack, but may be executed if the opponent's attack has been interrupted by other effects such as Riposte or Supporting Fire.
Riposte*
(Reaction) Requires Counterattack. When attacked in Duel range by a melee or ranged attack, the character may spend a reaction to make an roll of the character's melee versus the opponent's rolled attack. On a success, the character makes the opponent's attack fail and hits with their net successes.
Martial Arts* (6 Ranks)
The character is especially skilled at melee combat, having mastered the arts of a particular school of martial combat and then their application to mechanized warfare. Unlike other traits higher-rating martial arts negate lower rank, so a character only gains the benefits if attacking a character with a lower or no rating. Depending on the rank, the character may take different actions. Higher ranks can take the actions of lower tiers.
Rank 1: Add +(Force rating) to melee accuracy and subtract it from enemy defense.
Rank 2: Subtract -(Force rating) from the opponent's melee accuracy and add it to the character's Duel defense.
Rank 3: Melee attacks can be downgraded by one level (crit>hit>graze) to instead apply net successes as a negative modifier to the opponent's next action.
Rank 4: Melee attacks resolve their accuracy against a given target twice, taking the better result.
Rank 5: Increase the severity of melee attacks by one.
Rank 6: Melee attacks resolve their damage against a given target twice, three times if a critical.
Charge* (2 Ranks)
Melee attacks can be made at Brawl range at a -5 hit penalty. The character is placed at Duel range to the target after attacking, but can reposition to any point in Brawl or Duel range at Rank 2.
Reckless Charge ** (2 Ranks)
Melee attacks can be made from Skirmish range at a -10 penalty to the attack roll. The character is placed at Duel range to the target after attacking, but can reposition to any point in Brawl or Duel range at Rank 2.
Aggressive Attacker**
The character's effective Duel range is increased by one hex, for the purposes of making melee attacks or using reactions.
Flurry** (2 Ranks)
Requires 3+ ranks invested in Force talents, second rank requires 6+. Make an additional melee attack at no penalty, either on the same target or a second within Duel.
Berserker's Fury***
Requires Flurry and 10+ ranks invested in Force talents. Melee attacks and reactions strike all targets in Duel range. However, all targets apply their defenses separately and all hits on opponents other than the main target have the hit severity reduced one category (crit>hit>graze>miss).

Cunning

Hard Target (3 Ranks)
Every hex a character moves in combat subtracts -1 from the attack roll of the first Duel-range attack at them that round. A repurchase allows this to apply to Brawl attacks. A third applies this to Skirmish.
Take Cover
(Reaction) When the subject of a non-melee attack and within standard movement range of a cover object such as a ship, space debris, asteroids or a structure, the character rolls Cunning and adds the result to the relevant defense. On a successful defense, the attack is negated and the character makes a full movement.
Human Shield
(Reaction) Requires Take Cover. When the subject of an attack and within standard movement range of a hostile enemy, the character may spend a reaction and roll Cunning, adding the result to the relevant defense. On a successful defense, the attack is instead redirected against the enemy used as cover and resolved again. Melee attacks can be defended against with Human Shield, but instead requires a successful melee attack (rolled with Force or Cunning) to grapple the cover target to interpose them. When used to defend against groups of enemies or massed, each additional enemy or salvo adds a penalty of -3 to the defense or melee roll.
Redirection*
(Reaction) Requires Human Shield.
Special Operations* (6 Ranks)
Higher ranks can take the actions of lower tiers.
Shot on the Run* (2 Ranks)
Move 1 hex per rank after attacking in Duel or Brawl range, automatically succeeding on a Disengage action.
Elusive Attacker** (2 Ranks)
Making a melee attack on a character already engaged by an ally makes the attack count as a sneak attack, upgrading the hit one level (graze>hit>critical) if it succeeds and halving the character's static defense values before resolution. Rolled defenses from reactions can still protect against this action. The second rank extends this to ranged attacks in Duel or Brawl range.
Wild Weasel**
(Reaction) When an opposing unit successfully passes a sensors test and detects the character while they were concealed, they are immediately made aware of it. If they spend a reaction, they may make a standard ranged attack against the unit that located them which resolves normally and then roll again to reestablish stealth.
Hide in the Horizon***

Finesse

Reaction Fire
Overwatch
Suppress*
Marksmanship* (6 Ranks)
Sensors Operations* (3 Ranks)
Sniper* (2 Ranks)
Spotter* (2 Ranks)
Weakpoints**
Double-Tap** (2 Ranks)
Alpha Strike***

Poise

Evasion
Defensive Posture
Flash Parry*
Vanguard* (6 Ranks)
Sentinel*
Emergency Override** (2 Ranks)
The character's unit receives an additional 5 'phantom' health points which allow it to continue functioning even if critically damaged- but the unit will be unsalvageable if these points are lost. A second rank requires 7+ points invested in Poise talents and increases the phantom health points to 15. Additionally, successfully ejecting from the unit is penalized by the amount of phantom health points sustained.
Ready Defender**
Requires 3+ ranks in Poise talents. A character's pool for poise reactions is doubled and Sentinel no longer requires spending both the standard reaction type and Poise- instead the character may spend one or the other if they defend others.
Feint Trap**
Successfully defending allows the character to immediately make a ranged or melee attack against the original attacker. Counterattacks made this way can be rolled with Poise instead of the normal attribute.
Last Dance***
If the character is incapacitated or their unit is critically damaged, the character may make any single action as though they were at full health and reactions. This action automatically succeeds as a critical, although it may be evaded or resisted with reactions. If the character's unit was destroyed and they are still in a state where they may act, they may still attempt an ejection roll.

Esper

Advantages and Disadvantages

Transhuman Template

Everyone gets one of these free. S-class transhumans are better


Robot Stats

Robot Level

This represents the ability of suits within a level of technology.

Inferior: Anfs, Mobile Workers, Zaku 1s and other vehicles that use mobile suit rules but are super duper bad for their tech level. Example: LEV
Requires Control 0
Grunt: Standard grunt suits for normals. Example: Zaku GM, Jeagen, Raptor
Requires Control
Upgrade: Better versions of standard Grunt Suits. Examples: Tieran high mobility type, ECOS Jeagan
Requires Control
Ace: A mook suit that's been upgraded for an ace. Examples: Red Zaku, Stark Jeagan
Requires Control
Superior: Not a Zaku, but also not a Gundam. A limited production run suit for elite units. Examples: Gouf, ReZeEL
Requires Control
Elite:
Requires Control


Master: Miniboss level suits, used by named characters. Examples: Delta
Supreme: Gundams and other end boss suits. Example: The original gundam, the psycho-gundam. Jehuty and Anubis

Archetype

Each robot has two archetypes, which may be the same. An archetype is its role, design philosophy or the like, and gives bonuses outside of the stats. All archetypes have a cardinal statistic, which allows someone with lower pilot skill to get more out of them.

Generalist
A all purpose type suit with no particular strong or weak points. No bonus, no penalties. It's cardinal statistic is balanced, gain +X effective control if you have all stats within 2 of one another
Armoured
A big tough suit
Fast
A sleek, fast suit
Light
A highly agile F-16 suit
Heavy Weapons
A suit the carries big guns
Sniper
A suit that carries a big sniper rifle
Close Combat
A suit designed for melee fighting
Psi
A suit designed specifically for an esper weapon
Stealth
ECM

Non-Giant Robot vehicles

Non-Giant robot vehicles such as mobile armour, smaller robots, tanks, gunships and jets have special rules

Technology

Level 1
First War
Level 2
Second war
Level 3
Modern
Level 4
Mid Season Uglies
Level 5
Advanced Prototypes

Combat

Maneuvers