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Mecha Rules |
What is a Basic O.B.R.?
The Stats listed under the Character Attribute
O.B.R. gets you the most basic MECHA possible for that level. With these
rules you can add, augment and change these basic systems for something
a little more personal, a little more powerful.
Basic O.B.R.
Number of starting Weapons equals Level of
O.B.R. Atttibute.
Damage in the O.B.R. attribute is expressed
as a range. The first weapon does the maximum damage in that range, the
last weapon does the minimum damage in that range, with the rest doing
damage that falls somewhere within that range. Here is the damages I use:
Level 1 OBR
1 Weapon (Dam: 1-8) |
Level 2 OBR
2 Weapons (Dam: 8-12) |
Level 3 OBR
3 Weapons (Dam: 12-20) |
Level 4 OBR
4 Weapons (Dam: 20-30) |
Level 5 OBR
5 Weapons (Dam: 30-60) |
Weapon 1:
8 Damage |
Weapon 1:
12 Damage |
Weapon 1:
20 Damage |
Weapon 1:
30 Damage |
Weapon 1:
60 Damage |
Weapon 2:
8 Damage |
Weapon 2:
16 Damage |
Weapon 2:
27 Damage |
Weapon 2:
50 Damage |
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Weapon 3:
12 Damage |
Weapon 3:
24 Damage |
Weapon 3:
45 Damage |
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Weapon 4:
20 Damage |
Weapon 4:
40 Damage |
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Weapon 5:
30 Damage |
Energy Points
Most mecha do not have energy points. However,
Magical or sentient Mecha do and these points can be used as a Power source
for certain weapons or for the Mecha itself.
Mecha Combat Value.
All Mecha Pilots must take "Focused Combat:
Mecha". Their resulting Combat Value, plus any bonus added by the suit
becomes the total Combat Value when the pilot is in the mecha.
Pilot Damage
A pilot in Type A armor can take damage
while inside a Mecha if their opponent scores a Critical Hit.
-A roll of 1-3 on the Critical Damage table
will inflict double damage on the Mecha and 10 points of Damage to the
pilot. Psychic pilots must make a Mind roll to avoid falling unconscious.
-A roll of 4-5 on the Critical Damage table
will inflict triple damage to the Mecha and 15 points of damage on the
pilot. Psychic pilots must make a Mind roll +4 to avoid falling unconscious.
-A roll of 6 on the Critical Damage Table
will shut down the Mecha, do 25 points of damage to the pilot and automatically
render psychic pilots unconscious.
Contructing and Customizing Your Own Mecha |
First, the GM chooses how many points they will give to the characters. 5, 10 or 15 points are recommended, but the final number is up to the GM. The players can then begin to choose to spend those points on Attributes and Defects for the Mecha. If only one character in a group is given a Mecha, it is usually a good idea to award the other players a few extra points to put into their character so that the characters do not start off completely unbalanced.
If a specific type of Mecha is required, then a certain amount of pre-planning may be required and careful consultation with the GM may be required, but sometimes its fun just to choose Attributes at random to see what you come up with.
Once the Mecha is finished then its ready to play. If the GM chooses, players can put Experience points into the Mecha instead of their characters.
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