FBH robot wars system workshop

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

Tasks for anyone wanting to be involved Think up more mecha types Think up more attitudes


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

Person

This is the section about you as a person and your life outside a robot.

Born

Your basic stats
((Probably going to be replaced with more Exhackian ones))

Strong: How physically strong you are
Fast: How quick and dexterous you are
Tough: How good your endurance and resistance to damage is
Knowledge: How book learned you are
Planning: How good you are at making judgement calls
Noticing: How good you are at perceptual tasks and noticing
Personable: How good you are at talking to people
Conscious: How good you are at reading social atmospheres and self analysis
Dealing: How good you are at negotiation and instrumental dealing

Learned

Learned have two catagories, broad life skills (which give bonuses across multiple born stats) and special skills and aptitudes which give much higher bonuses in specific situations.

Life Skills

Infantry Training
Gain a +X bonus to rolls in combat
Commando training
Gain +Y bonus to rolls in combat. and anything involving sneaking
Idol
Gain +X bonus to social skills, and enjoy the benefits of fame, as well as its drawbacks
Squad Leader
Gain +X bonus to rolls involving squad leadership or tactics

Specific Skills

Trained by a Master
Once a session you automatically succeed at unopposed roll or gain +X automatic successes on an opposed one in a particular area
WITH A BOX OF SCRAPS
You can negate the normal requirements for materials when repairing or building something
Telepath
Somehow, you can determine the thoughts of others with a successful conscious roll
Bring a Sword to a Gun Fight
Gain X bonus to dodge and attack when you use a melee weapon against someone armed with a projectile weapon

Advantages and Disadvantages

Pilot

Pilot skills are bought with a seperate bucket of points from personal skills. However, most things about piloting a robot derive from your skills as a person.

Control
Your ability to control a robot with a high output, and the currency for maneuvers you have each round.
Aleph
How good a Newtype you are. Gives access to newtype maneuevers
Confidence
How comfortable you are with flying. High Confidence can be applied as a bonus to certain rolls, and makes exceptional rolls count more
Trickiness
Roll this to change maneuver based on what your enemy is doing
Recovery
Your ability to revive a damaged suit and repair temporary damage

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