"Big Eyes, Small Mouth"
Pilot Barraks 
v1.2
by Matthew Webber
File:3
ACCESS FILE:1. Mecha Contruction Rules
ACCESS FILE:2 Mecha Attributes and Defects
ACCESS FILE:4  Mecha Bay
 
 
Strife Path Generator 
 
Starting Point
1. You have an enemy. Go to the Enemy section.
2. You are involved in a love affair. Go to the Romance Section. 
3. You have a mental problem. Go to the Mental section 
4. You have a family problem. Go to the Family section.
5. You have a weird problem. Go to the Weird section. 
6. Roll twice. Ignore any further 6 results. 
Enemy Section
Your enemy is ... 
1. An alien
2. A former friend
3. A relative
4. A criminal mastermind
5. Someone on your side (possibly another PC)
6. A former lover

Now go to the Motive section

Romance Section
The object of your affection is...
1. A teammate
2. A friend
3. An alien
4. A criminal
5. An enemy
6. A relative or lover of a friend. 

Now go to the Complications section. 

Family Section
the family member is...
1. Your brother
2. Your father
3. Your sister
4. Your mother
5. Your cousin
6. Your in-laws

Now roll on the Family Troubles section

Mental Section
Sometimes you...
1. Think everyone is out to get you
2. Develop a phobia
3. Suddenly change personalities
4. Become obsessed with someone, or something.
5.  Suffer a change in emotions
6. Suddenly become completely insane.

Now go to the When section.   1

Weird Section
Something strange is going on...
1. You are cursed. 
2. You have been contacted  by aliens from another planet/dimension
3. You loose an Attribute and gain a new one.
4. Non-living items can talk to you. 
5. You have a psychic connection to (Animator's choice)
6. If your Health Points reach 0, something strange happens
End.
Motive Section. 
Your Enemy hates you because... 
1. You defeated him in combat
2. You accidentally killed a member of his family.
3. You stole his lover
4. You sent him to jail
5. You foiled his plans
6. You are what he secretly wants to be. 
End. 
Family Trouble
the family member is... 
1. In trouble with the law
2. Is working for Aliens or a criminal mastermind
3. Is in financial trouble.
4. Has gone crazy
5. Has disappeared
6. Has become the Criminal Mastermind.
End. 
The When Section. 
Your mental problems occur...
1. When you get in/ out of  your Mecha. 
2. When you go into combat
3. When you see a certain thing
4. When you alone 
5. When a certain person is around
6. When you are wounded. 
End. 
Complications Section
Your love affair is complicated by... 
1. He/she doesn't know you exist.
2. His/her family hates you
3. You're completely mismatched. 
4. Your family hates him/her
5. You don't know that he/she loves you.
6. You have a rival for his/her affections. 
End. 

Mecha Malfunction Table
 
Based on "The Dreaded ‘Uh Oh, Equipment Failure' Table" in the "Tooniversal Tour Guide" Mektoon section by Rrobert Cross, with some Anime-esque modifications. 
Roll on this chart whenever the player rolls a 12. If an attacking character chooses, they can roll on this chart instead of Critical Damage Table. 
To roll on this chart, use 2D6, designating one die the "Ones" and another "Tens" and roll like you would roll 2D10 to get a D100 result. 
(ie, one die rolling a 4, and the other a 3, would yeild a result of 43, or 34.) 

11 Random weapon stops working
12 Limb freezes up and won't move
13 Limb falls off
14 Viewscreen only displays in black and white
15 Viewscreen only displays "Fist of the Northstar" 
16 Weapon gets hot, can only be fired once every two rounds or it will melt. 
21 Mecha is knocked over
22 Sound receptors shut off. All combat rolls are +3
23 Mecha cannot walk, and runs at full tilt when it moves
24 Mecha stops halfway through a tranformation (if transformable, if not, roll again)
25 Powerpack explodes. Mecha takes 15 damage an cannot move
26 Mecha becomes SD 
31 Targeting computer malfunctions. +3 to hit
32 Mecha will no longer transform (if tranformable, if not roll again)
33 Power source malfunctions, will lose all power in 1D6 rounds
34 Air conditioner shuts off. +2 to all rolls
35 Air conditioner won't turn off, +1 to all rolls. 
36 Limbs only function on a roll of 6 or less. (Roll 2d6 for every movement)
41 Head is damaged, mecha takes double damage. If the pilot is in head, then they take 10 damage. 
42 Mecha will keep repeating its last movement until the Pilot can roll a 2. 
43 Entire team's viewscreen will show only the shocked faces of their teamates
44 Mecha can only walk backwards
45 Random weapon explodes. Does 10 damage 
46 Short circuit in electrical system . Pilot must make  body roll every round  or suffer 5 damage 
51 Pilot is unconscious for 2d6 round.
52 Communications with other pilots are out
53 Viewscreen displays "Brave Fencer Musashi"
54 Mecha can only fire all weapons at once
55 Targeting computer malfunctions, and begin to target other teammates. 
56 Mecha changes movement modes randomly
61 Limb explodes. Does 15 damage
62 Weapon falls off
63 Cooling systems malfunction. Mecha will overheat and shutdown in 2D6 rounds
64 All controls go dead for 1 round every 1D rounds
65 Communication system malfunctions and broadcasts all transmissions on an open frequency. 
66 roll again, twice

ACCESS File:1 Mecha Contruction Rules
ACCESS File: 2 Mecha Attributes and Defects
ACCESS File: 4 Mecha Bay

Check out Mark Tassin's Page for an alternate set of "BESM" Mecha Rules. Plus an excellent "Magic Knight: Rayearth" section.  
 
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