SRW v.2 rules

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Your Character

You have 70(?) points to design your character. Any excess points can be saved for increase later.

Level 1 - 1 CP
Level 2 - 3 CP
Level 3 - 6 CP
Level 4 - 10 CP
Level 5 - 15 CP
Level 6 - 21 CP
Level 7 - 28 CP
Level 8 - 36 CP
Level 9 - 45 CP
Level 10 - 55 CP

In short, to improve a stat costs (current level + 1)

Stats

These are the defining 'hard' characteristics of your character.

Pilot

Your character's Pilot rating is an overall measure of how well he or she pilots a mobile suit, covering the breadth of skills as opposed to the specific increases some other stats may provide. It also covers other pilotable things such as fighters or shuttles as determined by the GM. Low Pilot does not in itself prevent access to a powerful suit, but even tremendous Newtype prowess and bleeding edge technology cannot replace basic proficiency in piloting skills.

Aleph

Alephs (or colloquially, Newtypes) are, depending on whom you ask, the next stage in human evolution, an ability gained due to the invaders, their faith in God, or something that has been with us all along. Your character's Aleph rating governs her access to "magical" abilities.

Physical

This is the raw physical prowess of your character while she is on her own two feet, governing everything from proficiency with firearms, strength, agility, endurance, athleticism, and skill and/or talent in hand to hand combat. A character with a high rating in this category can make an excellent special forces combatant without other additions. However, it does not reflect her skill with the guns or melee weapons while inside her mecha.

Smarts

Your innate intelligence, as well as your ability to notice things.

Education

How well you paid attention during school; a measure of your book learning.

Charisma

Charisma measures the likeability of your character in several ways. Although few characters are anything but superior in physical attractiveness, those with high Charisma do tend to be the coolest or hottest, and they do tend to sell more figurines. More importantly though, charisma attracts followers, suitable romantic partners, and helps keep the faction together. Charisma is also the ability that governs your ability to get new or replace old/destroyed humanoid frames.

Specialties

You may also buy Specialties, which are substats giving you additional strengths in one field. Each specialty is bought as per regular stats cost and adds during the appropriate situation. In especially appropriate situations, Specialties may add even more points to the stat.

Example for Physical: Sniper (superior gunmanship), Duelist (swordsmanship), Big Guy (brawling, clobbering, not-dying), Ballet (looking pretty), etc.

There are also a number of particularly important or common stats that are (almost) always bought as specialties. They are detailed below

Rank

Rank is a fairly straightforward rating of how much ‘pull’ you have in your armed forces. Sergeants don’t command battleships (except under exceptionally unusual circumstances) and Admirals do not go on infiltrations on foot. At higher levels it grants mook underlings and improved equipment.

Command is always bought in reference to a specific organization, such as INTACT, the Combined ZOCU Militias, the USMC, etc. Depending on the campaign, one or more levels of it may be automatically granted.

Command

Command measures your character's raw proficiency at tactics, strategy, and his or her ability to make awesome plans and have them miraculously flow like water – most of the time. While low Command characters aren't necessarily stupid, high Command characters do tend to be the conspicuously smart ones. Note that Command ability doesn't necessarily have anything to do with rank.

Command is normally bought for specific (if broad) circumstances, such as Aerospace Operations, Warship Command, Mecha Squadrons, Infantry Combat, etc. General Command can be bought and applies to all situations where Command would be used, but it is treated as being one-half of its stated rating (rounded down, you munchkins), and is generally used to represent a basic amount of training that military officers (or resistance leaders) get before they specialize in any one field.

Conspiracy

While Charisma is a measure of how well you deal with people, Conspiracy is a measure of how well connected you are to the political machinations that underpin the story. In essence, it is how much of the ‘big picture’ the character sees. Conspiracy is an effective way of acquiring information, supplies, allies and even new machines, but remember that there is rarely any loyalty, only self-interest in this.

Conspiracy is also normally bought for specific circumstances, such as Spymaster, Dirty Secrets, Infiltration, Overt Political Power, etc. Likewise, it can be bought in the 'unlimited' format, for those who truly have their fingers in every pie and is treated as having 1/2 of its stated rating, rounded down.

Tuneup

Tuneup represents your ability to squeeze just that extra bit of effectiveness out of whatever you're flying. Every level of Tuneup gives you one additional Mecha Build Point, to a max of the associated primary stat. Note that in all cases these require a certain level of 'maintenance', be it the only person who repairs (or touches!) your machine to having to spend hours every day flying it to keeping good relations with your secret patron.

Mechanic is Smarts-based, and represents tinkering with your own (or someone else's!) robot to make it work better. It most commonly increases melee, firepower or speed.

Engineer is Education-based, and represents applying advanced principles and techniques along with a dose of fancy R&D equipment to your machine. It most commonly increaseses firepower, defense or special.

Crack Pilot is Pilot-based, and represents simply getting every possible sliver of red-lined performance out of a machine. It most commonly increases melee, speed or defense.

Special Connections is Conspiracy-based, and represents someone out there with special interest in you providing you with some nifty toys. It almost always increases special, with firepower and defense being distantly behind.

Extras

These are things that are particularly limited in application or do not necessarily apply to character stats. It can cover things like having a family heirloom of exceptional power, a lot of money in portable format, mutant powers like healing factor, etc. Request one and the GM will provide a cost and effect.

This section needs fleshing out.

Races

Grounders (Baselines)

Most of the human population of known space inhabit planets and have minimal if any genetic alteration. Classed as E-Types in the Solar Federation, these baseline humans are generally known as Grounder, and get a +1 bonus to Physical.

Spacers

Spacers have lived out in space on orbiting platforms, asteroid cities and the like for generations, generally the descendants of colonists who arrived in systems with no viable planets. All Spacers get +1 Education and +1 Zero-Gravity, but suffer -1 Physical. The Solar Federation generally labels these O-types, though few call themselves citizens of the Federation.

Low Transhumans

Earlier or less drastic enhancements to humans resulted in people that were only mildly changed from their parents. In the Solar Federation these are typically ranked as C or D type and get a +1 bonus to Physical and Smarts.

High Transhumans

The cautious early steps in human augmenation soon gave way to more drastic and significant upgrades to the human condition. At this point inherent biological immortality (or at least exceptionally long lifespans) became the norm. In the Solar Federation these are ranked A or B types and gets a +2 bonus to Physical, +1 to Smarts and +1 to Charisma.

Superior Transhumans

The pinnacle of the Solar Federation's power pyramid, Superior or S-Type transhumans are better than humans in almost all measurable ways. Living in the lap of power has given them a nearly universal sense of arrogance and confidence, one well-warranted by their immense personnel power. S-Type transhumans get a +3 bonus to Physical and a +1 to Smarts, Charisma, Education and Aleph.

Aleph Powers

Level 1 - 0 Aleph Points
Level 2 - 1 Aleph Points
Level 3 - 3 Aleph Points
Level 4 - 6 Aleph Points
Level 5 - 10 Aleph Points
Level 6 - 13 Aleph Points
Level 7 - 16 Aleph Points
Level 8 - 18 Aleph Points
Level 9 - 20 Aleph Points
Level 10 - 22 Aleph Points

Abilities

Each ability costs a varying number of Aleph points to purchase. Many also have a minimum Aleph rating. Check with your GM to see if all powers are acceptable - Alephs may be capable of incredible mental feats like traditional psychics, or may be limited to specific 'Newtype'esque abilities.

Peak Senses

Aleph Points: 1

Your natural senses are incredibly tuned and the smallest detail will not escape you. Not too useful inside a giant robot but you’re a commando leader’s wet dream.

Spatial Awareness

Aleph Points: 2

You have tremendously heightened spatial awareness. Your judgement of speeds, distances and dimensions is superhuman.

Newtype Flash

Aleph Points: 2

When in immediate mortal danger, even when unaware or only vaguely aware of it, you may suddenly get the instinct to dodge, get out of the way, or otherwise remove yourself from danger instinctively.

Empathic Detection

Aleph Points: 3

You resonate empathically with other Alephs in a particularly strong manner. You can usually feel one if he or she is nearby, although being around other Alephs regularly may provide some cover from your senses. You may also be able to judge their moods or emotions.

Empathic Manipulation

Aleph Points: 4
Minimum Aleph: 5

You can manipulate the emotions of those around you, reinforcing the words or actions of you or others. You can calm a crowd with a reasonable speech, or inflame them with a rousing diatrabe.

Inspirational Aura

Aleph Points: 6
Minimum Aleph: 6

Your merest presence kindles the fighting spirit in those around you, giving sheep the courage of lions.

Telepathy

Aleph Points: 4
Minimum Aleph: 5

You can communicate telepathically with other Alephs, and at higher levels, all humans, and finally, anything that has a mind.

Mental Domination

Aleph Points: 8
Minimum Aleph: 8

With just the power of your will you can enforce your thoughts upon others, though this is taxing, tiring, requires physical contact and can result in nasty psychic backlashes.

Mind Trick

Aleph Points: 3

'These are not the droids you're looking for'. Not guaranteed to work on alert individuals.

Illusion

Aleph Points: 4
Minimum Aleph: 6

You can cloud the minds of others, filling them with the cotton-candy confectionaries of their wildest dreams or darkest nightmares. It helps to be telepathic (or at least empathic) to pull this off successfully.

High Level Control

Aleph Points: 3

You are exceptionally talented with machine interfaces. You can expand your mind to control drones, guide missiles, or even control extra limbs or something.

Limit Break

Aleph Points: 2

Everyone can go a bit beyond their usual their abilities with an adrenaline rush. This goes way further. When in desperate straits, you can really push yourself way beyond what you ought to be able to manage, to the extent you may well seriously damage your physical body. Stock footage of a seed exploding into a rainbow optional.

Body Control

Aleph Points: 3

You can meditate and fortify your body with your own psychic potential, letting you purge your body of poisons, heal at an accelerated rate and go without air, food or water for extended periods of time.

Clairvoyance

Aleph Points: 6
Minimum Aleph: 7

Out and out scrying. This may or may not be a voluntary, controllable thing, but you can sense events with amazing acuity without being anywhere near them.

Aleph Boon

Aleph Points: 8
Minimum Aleph: 8

You can 'lend' powers that are no more than 1/2 your Aleph Rating to others.

Telekinesis (minor)

Aleph Points: 3
Minimum Aleph: 4

Moving small things with your mind.

Telekinesis (major)

Aleph Points: 8
Minimum Aleph: 8

Moving big things with your mind.

Mind Bolt

Aleph Points: 4
Minimum Aleph: 4

A mental 'bolt' that can stun people. Generally requires some form of physical contact or close proximity and is very tiring.

Machines

Mecha Build Points

Level 1 - 7 MBP
Level 2 - 10 MBP
Level 3 - 13 MBP
Level 4 - 16 MBP
Level 5 - 20 MBP
Level 6 - 24 MBP
Level 7 - 28 MBP
Level 8 - 32 MBP
Level 9 - 36 MBP
Level 10 - 40 MBP