The Premise
Some time ago, a cybertronian scientist by the name of Shockwave attempted to collapse all universal streams into a singular point. He succeeded, and for a short while all that was, is, and will blended together. He was quickly stopped by Optimus Prime, but the damage was done: Universes unrecognizably scrambled, out-of-place artifacts entering timelines in which they had no right to exist.
You have been flung to such a universe, and have found a place onboard the Macross-Class battleship "Wavemaster" as an unofficial peacekeeping force. With nothing to your names but a shaky non-aggression pact and your own machines, you seek to bring order to a world gone mad. Whether you succeed or fail, only time will tell.
__________
Some time ago, a cybertronian scientist by the name of Shockwave attempted to collapse all universal streams into a singular point. He succeeded, and for a short while all that was, is, and will blended together. He was quickly stopped by Optimus Prime, but the damage was done: Universes unrecognizably scrambled, out-of-place artifacts entering timelines in which they had no right to exist.
You have been flung to such a universe, and have found a place onboard the Macross-Class battleship "Wavemaster" as an unofficial peacekeeping force. With nothing to your names but a shaky non-aggression pact and your own machines, you seek to bring order to a world gone mad. Whether you succeed or fail, only time will tell.
__________
Creating Pilots:
1. The Basics: List your character's name, age, sex, appearance, and concept. If you like, you can include their series of origin, too.
2. Stats: You have five stats which each start at 1 point, and you have ten points to distribute between them. The highest any stat can be is 5.
3. Skills: Each stat has three skills linked to it. You have 15 points, total, to distribute between skills. The highest a given skill can be is 5. You can also freely add new skills (such as "newtype" or "idol singer"), but your point budget remains the same.
4. Relationships: You have six points to divide between your Relationships, which can be pretty much anything your character cares deeply about. People, ideologies, even a treasured item. Make sure to add a little explanation of each one and how it applies.
Creating Mecha:
1. The Basics: Give your Mecha's name, appearance, and origin- that is to say, how and why it came to exist. This is roughly equivalent to a concept, but for your machine. You may also include your Mecha's theme if it has one. Finally, write down the name of your Mecha's Finishing Move.
2. Assign Hit Locations: You have ten hit locations to assign to various important parts of your Mecha. For each hit location assigned to a given part, that part receives five points. A higher point total increases the effectiveness of the abilities assigned to that part, as well as its overall durability. Points can be spent to buy additional Qualities or Extras, at a rate of 1 point per Extra rank or additional Quality. A part cannot have more than ten points, nor can it have more than four hit locations assigned to it.
3. Assign Qualities: There are three types of Qualities: Attack, Defend, and Useful. By default, each part has one free quality, and further qualities can be bought at a cost of one point per extra Quality. These abilities dictate what actions your parts can take- the Attack quality means it can be used offensively, the Defend quality means it can be used defensively, and the Useful quality is a catch-all for abilities that don't fall into the other two categories.
4. Assign Extras: Extras are additional modifiers that can be assigned to a part to increase base abilities or provide new effects. Each rank of a given extra costs one point. These are listed under the "Extras" tab.
Extras
Area: Area attacks are attacks that hit in a large radius. Parts with Area can damage multiple targets, up to a maximum of (Area Rank)+1. They can also be used to cause massive collateral damage in an (Area Rank)*5 meter radius.
Advanced: One rank in Advanced allows the part to make called shots, aiming for a specific location. Two ranks in Advanced allow you to guarantee at least one degree of success on normal actions using the part in question. A part can have a max of two ranks in Advanced.
Burn: This represents an attack with a damage over time effect, be it acid, fire, or a rusting agent. Player characters and strong enemies can stop this effect by not taking any actions for a round, but mob characters aren't so lucky.
Strong: The attacks this part makes are stronger than normal, and thus deal an extra point of damage upon connecting for each rank of Strong taken.
Spray: This ability offers a chance to hit multiple times when attacking with the part in question.
Tough: The part in question receives one less point of damage from attacks for each Tough rank applied.
Fast: This extra means that actions using this part act more quickly, increasing both speed and success chance (for Defend actions) as well as accuracy (for Attack and Useful actions).
Reflect: This extra is for parts with the Defend quality. A part with this extra has a chance of reflecting damage when it succeeds on a defense action.
Splash: When an ability with this part connects, the effect spreads to an adjacent hit location. The ability effects an additional hit location for every rank in this extra.
Aim: For each round this part is not used, the part gains a 1-point bonus on its next action, up to a maximum of 3. For example, if a part was not used for two consecutive rounds, and was then used to attack on the third round, it would gain a +2 bonus.
Size: This Extra works a bit differently; by buying this extra on all hit locations, the Mecha's size increases by 1. Size is explained in the Combat section.
Combat:
Initiative: Your initiative score is equal to the total of your pilot's Brains + Out-Think. In combat, characters declare actions in order of lowest to highest initiative. This is followed by a mediation phase in which the GM dictates the results of actions taken based on various criteria.
Disengaging: A character can disengage from an enemy at any time. However, unless a successful roll with an appropriate Useful part is made (see below), the opponent can make a free attack.
Attack: Attack actions inflict damage on enemy Mecha. To perform an Attack action, declare which target your Mecha is attacking, as well as any relevant information such as part being used or called shots in the case of Advanced.
Defend: Defend actions represent blocking or dodging attacks from enemy mecha, and allow the user to mitigate or prevent damage entirely. To perform a Defend action, simply state you are defending, and with which part.
Useful: Useful actions are a little tricky. Depending on context, a successful Useful action can provide a number of effects. Several examples are listed below.
-Stun: Temporarily prevent a part from taking action for a number of rounds equal to its degree of success.
-Distract: A successful Distract will allow the Mecha to disengage without being attacked.
-Restrict: A successful Restrict can apply a negative modifier to enemy actions for a number of rounds equal to its degree of success.
-Hold: A successful Hold will prevent an enemy from disengaging for a number of rounds equal to its degree of success.
Damage: When a part takes damage, it loses points equivalent to the damage sustained. When a part reaches zero points, it becomes Burned Out and can no longer be used for the rest of the combat. When three or more of a Mecha's parts become Burned Out, the Mecha can no longer function, and must retreat. Damage inflicted on hit locations that are already Burned Out transfers over to the closest adjacent location.
Taking Multiple Actions: A Mecha can take multiple actions during a round, but there are some restrictions. The first is that a Mecha is limited to one action per part. The second is that each extra action taken applies a penalty to all actions taken in the same round.
Size: For each degree of difference in Size rating, the smaller Mecha gains one rank of Fast on all parts, and the larger mecha gains one rank of Strong and one rank of Tough on all parts. By default, a Mecha is Size 2, and a human is Size 0. The maximum Size a player mecha may be is 5.
Relationships: When contesting an action or taking an action in combat, you also have the option of adding a Relationship rating to your total assuming you have appropriate justification to do so. If you fail to succeed while using a Relationship, though, it will degrade and have to be mended during downtime.
Pilot Actions: Each round, the pilot can also take a single action supporting their Mecha. The effects of these actions depend on context, but as a general rule:
-Brains Actions - Gain information on target Mecha.
-Face Actions - Target Mecha receives a malus on defensive actions for a round.
-Hands Actions - Target Mecha receives a malus on offensive actions for a round.
-Guts Actions - Target Mecha receives a bonus on offensive actions for a round.
-Feet Actions Target Mecha receives a bonus on defensive actions for a round.
Finishing Moves: This is your O Spark, your Hell and Heaven, your Final Stage. It's big, loud, flashy, and probably causes millions in damages when it's used. You may declare a part with the Attack quality to be using your Finishing Move once per combat. A Finishing Move is resolved the same as a normal attack, but the difference is that your Finishing Move is allowed to go over the points cap. A Finishing Move has two conditions: One, you must at the very least scream it at the top of your lungs in-character when using it (and out of character too if you want). Appending a silly monologue or catchphrase is encouraged but not required. Two, a Finishing Move can only be used on the third round of a combat or later.
Advancement: This system does have an advancement mechanic, but I feel like it'll cause problems for everyone if I actually explain how it works, so I won't. It does exist, though.
1. The Basics: List your character's name, age, sex, appearance, and concept. If you like, you can include their series of origin, too.
2. Stats: You have five stats which each start at 1 point, and you have ten points to distribute between them. The highest any stat can be is 5.
3. Skills: Each stat has three skills linked to it. You have 15 points, total, to distribute between skills. The highest a given skill can be is 5. You can also freely add new skills (such as "newtype" or "idol singer"), but your point budget remains the same.
4. Relationships: You have six points to divide between your Relationships, which can be pretty much anything your character cares deeply about. People, ideologies, even a treasured item. Make sure to add a little explanation of each one and how it applies.
Creating Mecha:
1. The Basics: Give your Mecha's name, appearance, and origin- that is to say, how and why it came to exist. This is roughly equivalent to a concept, but for your machine. You may also include your Mecha's theme if it has one. Finally, write down the name of your Mecha's Finishing Move.
2. Assign Hit Locations: You have ten hit locations to assign to various important parts of your Mecha. For each hit location assigned to a given part, that part receives five points. A higher point total increases the effectiveness of the abilities assigned to that part, as well as its overall durability. Points can be spent to buy additional Qualities or Extras, at a rate of 1 point per Extra rank or additional Quality. A part cannot have more than ten points, nor can it have more than four hit locations assigned to it.
3. Assign Qualities: There are three types of Qualities: Attack, Defend, and Useful. By default, each part has one free quality, and further qualities can be bought at a cost of one point per extra Quality. These abilities dictate what actions your parts can take- the Attack quality means it can be used offensively, the Defend quality means it can be used defensively, and the Useful quality is a catch-all for abilities that don't fall into the other two categories.
4. Assign Extras: Extras are additional modifiers that can be assigned to a part to increase base abilities or provide new effects. Each rank of a given extra costs one point. These are listed under the "Extras" tab.
Extras
Area: Area attacks are attacks that hit in a large radius. Parts with Area can damage multiple targets, up to a maximum of (Area Rank)+1. They can also be used to cause massive collateral damage in an (Area Rank)*5 meter radius.
Advanced: One rank in Advanced allows the part to make called shots, aiming for a specific location. Two ranks in Advanced allow you to guarantee at least one degree of success on normal actions using the part in question. A part can have a max of two ranks in Advanced.
Burn: This represents an attack with a damage over time effect, be it acid, fire, or a rusting agent. Player characters and strong enemies can stop this effect by not taking any actions for a round, but mob characters aren't so lucky.
Strong: The attacks this part makes are stronger than normal, and thus deal an extra point of damage upon connecting for each rank of Strong taken.
Spray: This ability offers a chance to hit multiple times when attacking with the part in question.
Tough: The part in question receives one less point of damage from attacks for each Tough rank applied.
Fast: This extra means that actions using this part act more quickly, increasing both speed and success chance (for Defend actions) as well as accuracy (for Attack and Useful actions).
Reflect: This extra is for parts with the Defend quality. A part with this extra has a chance of reflecting damage when it succeeds on a defense action.
Splash: When an ability with this part connects, the effect spreads to an adjacent hit location. The ability effects an additional hit location for every rank in this extra.
Aim: For each round this part is not used, the part gains a 1-point bonus on its next action, up to a maximum of 3. For example, if a part was not used for two consecutive rounds, and was then used to attack on the third round, it would gain a +2 bonus.
Size: This Extra works a bit differently; by buying this extra on all hit locations, the Mecha's size increases by 1. Size is explained in the Combat section.
Combat:
Initiative: Your initiative score is equal to the total of your pilot's Brains + Out-Think. In combat, characters declare actions in order of lowest to highest initiative. This is followed by a mediation phase in which the GM dictates the results of actions taken based on various criteria.
Disengaging: A character can disengage from an enemy at any time. However, unless a successful roll with an appropriate Useful part is made (see below), the opponent can make a free attack.
Attack: Attack actions inflict damage on enemy Mecha. To perform an Attack action, declare which target your Mecha is attacking, as well as any relevant information such as part being used or called shots in the case of Advanced.
Defend: Defend actions represent blocking or dodging attacks from enemy mecha, and allow the user to mitigate or prevent damage entirely. To perform a Defend action, simply state you are defending, and with which part.
Useful: Useful actions are a little tricky. Depending on context, a successful Useful action can provide a number of effects. Several examples are listed below.
-Stun: Temporarily prevent a part from taking action for a number of rounds equal to its degree of success.
-Distract: A successful Distract will allow the Mecha to disengage without being attacked.
-Restrict: A successful Restrict can apply a negative modifier to enemy actions for a number of rounds equal to its degree of success.
-Hold: A successful Hold will prevent an enemy from disengaging for a number of rounds equal to its degree of success.
Damage: When a part takes damage, it loses points equivalent to the damage sustained. When a part reaches zero points, it becomes Burned Out and can no longer be used for the rest of the combat. When three or more of a Mecha's parts become Burned Out, the Mecha can no longer function, and must retreat. Damage inflicted on hit locations that are already Burned Out transfers over to the closest adjacent location.
Taking Multiple Actions: A Mecha can take multiple actions during a round, but there are some restrictions. The first is that a Mecha is limited to one action per part. The second is that each extra action taken applies a penalty to all actions taken in the same round.
Size: For each degree of difference in Size rating, the smaller Mecha gains one rank of Fast on all parts, and the larger mecha gains one rank of Strong and one rank of Tough on all parts. By default, a Mecha is Size 2, and a human is Size 0. The maximum Size a player mecha may be is 5.
Relationships: When contesting an action or taking an action in combat, you also have the option of adding a Relationship rating to your total assuming you have appropriate justification to do so. If you fail to succeed while using a Relationship, though, it will degrade and have to be mended during downtime.
Pilot Actions: Each round, the pilot can also take a single action supporting their Mecha. The effects of these actions depend on context, but as a general rule:
-Brains Actions - Gain information on target Mecha.
-Face Actions - Target Mecha receives a malus on defensive actions for a round.
-Hands Actions - Target Mecha receives a malus on offensive actions for a round.
-Guts Actions - Target Mecha receives a bonus on offensive actions for a round.
-Feet Actions Target Mecha receives a bonus on defensive actions for a round.
Finishing Moves: This is your O Spark, your Hell and Heaven, your Final Stage. It's big, loud, flashy, and probably causes millions in damages when it's used. You may declare a part with the Attack quality to be using your Finishing Move once per combat. A Finishing Move is resolved the same as a normal attack, but the difference is that your Finishing Move is allowed to go over the points cap. A Finishing Move has two conditions: One, you must at the very least scream it at the top of your lungs in-character when using it (and out of character too if you want). Appending a silly monologue or catchphrase is encouraged but not required. Two, a Finishing Move can only be used on the third round of a combat or later.
Advancement: This system does have an advancement mechanic, but I feel like it'll cause problems for everyone if I actually explain how it works, so I won't. It does exist, though.
PILOT
Name:
Sex:
Appearance: Picture or text, spoiler it if it's big.
Concept:
Skills:
Face: Throwing insults and winning people over
-Charm: Getting the other guy to listen
-Bluff: Getting one over on the other guy
-Putdown: Talking shit about the other guy
Brain: Using your head
-Notice: How much information you can process
-Out-Think: Thinking faster than the other guy
-Remember: Thinking better than the other guy
Hands: Manual dexterity and raw strength
-Punch: Knocking that guy's teeth in
-Block: Keeping that guy from knocking your teeth in
-Engineer: Practical machinery skills
Guts: Courage and raw toughness
-Courage: Being a hotblooded badass
-Wind: General health and fitness
-Wrestling: Getting down and dirty with joint locks
Feet: Agility and general athletic ability
-Dodge: Getting out of the way
-Kick: Putting a foot where it'll do some good
-Athletics: Running, jumping, climbing, etc.
Relationships: The power of love, justice, and wanting to screw over that one guy in particular. You've six points to distribute.
MECHA
Name:
Appearance:
Origin:
Theme:
Finishing Move:
Size:
Hit Locations:
Name:
Sex:
Appearance: Picture or text, spoiler it if it's big.
Concept:
Skills:
Face: Throwing insults and winning people over
-Charm: Getting the other guy to listen
-Bluff: Getting one over on the other guy
-Putdown: Talking shit about the other guy
Brain: Using your head
-Notice: How much information you can process
-Out-Think: Thinking faster than the other guy
-Remember: Thinking better than the other guy
Hands: Manual dexterity and raw strength
-Punch: Knocking that guy's teeth in
-Block: Keeping that guy from knocking your teeth in
-Engineer: Practical machinery skills
Guts: Courage and raw toughness
-Courage: Being a hotblooded badass
-Wind: General health and fitness
-Wrestling: Getting down and dirty with joint locks
Feet: Agility and general athletic ability
-Dodge: Getting out of the way
-Kick: Putting a foot where it'll do some good
-Athletics: Running, jumping, climbing, etc.
Relationships: The power of love, justice, and wanting to screw over that one guy in particular. You've six points to distribute.
MECHA
Name:
Appearance:
Origin:
Theme:
Finishing Move:
Size:
Hit Locations:
PILOT
Name: Koji Kabuto
Sex: M
Appearance:
Concept: A hotblooded highschool student and sworn enemy of Dr. Hell, Koji is also the son of a long line of mad scientists and kind of a raging asshole.
Skills:
Face: 1
-Charm: 0
-Bluff: 0
-Putdown: 3
Brain: 4
-Notice: 2
-Out-Think: 1
-Remember: 2
Hands: 3
-Punch: 0
-Block: 0
-Engineer: 3
Guts: 4
-Courage: 3
-Wind: 1
-Wrestling: 0
Feet: 3
-Dodge: 0
-Kick: 0
-Athletics: 0
Relationships:
Dr. Hell 2: The fourth or maybe fifth greatest scientist in the world who commands an army of mechabeasts in a bid for world domination. Koji hates his guts.
Sayaka 2: Koji's on-and-off tomboy love interest who finds herself attracted to him despite all the reasons why she shouldn't be.
Boss 2: Koji's rival/friend who is kind of a fat idiot and hated by just about everyone for no particular reason. He's mostly in it for the bitches.
Mecha
Name: Mazinger Z
Origin: The invincible super robot with the power of a god and devil, Mazinger Z was created by Koji's grandfather to combat the forces of Dr. Hell and a bunch of dirty Greeks.
Theme: youtube.com/watch?v=bKy7IcufUH0
Size: 2
Finishing Move: All-Out Rocket Punch
Hit Locations:
1-2: Legs: Defend (Dodge), Useful (Rocket Boosters), Tough 2, 7 Points
3-5: Torso: Attack (Breast Fire!), Useful (Photon Power Plant), Tough 3, Strong 4, 7 Points
6-8: Arms: Attack (Rocket Punch!), Defend (Block), Strong 2, Fast 2, Tough 2, 8 Points
9-10: Head: Attack (Rust Hurricane!), Useful (Absolute Zero Beam), Useful (Pilder On!), Tough 2, Burn, 5 Points
Name: Koji Kabuto
Sex: M
Appearance:
Concept: A hotblooded highschool student and sworn enemy of Dr. Hell, Koji is also the son of a long line of mad scientists and kind of a raging asshole.
Skills:
Face: 1
-Charm: 0
-Bluff: 0
-Putdown: 3
Brain: 4
-Notice: 2
-Out-Think: 1
-Remember: 2
Hands: 3
-Punch: 0
-Block: 0
-Engineer: 3
Guts: 4
-Courage: 3
-Wind: 1
-Wrestling: 0
Feet: 3
-Dodge: 0
-Kick: 0
-Athletics: 0
Relationships:
Dr. Hell 2: The fourth or maybe fifth greatest scientist in the world who commands an army of mechabeasts in a bid for world domination. Koji hates his guts.
Sayaka 2: Koji's on-and-off tomboy love interest who finds herself attracted to him despite all the reasons why she shouldn't be.
Boss 2: Koji's rival/friend who is kind of a fat idiot and hated by just about everyone for no particular reason. He's mostly in it for the bitches.
Mecha
Name: Mazinger Z
Origin: The invincible super robot with the power of a god and devil, Mazinger Z was created by Koji's grandfather to combat the forces of Dr. Hell and a bunch of dirty Greeks.
Theme: youtube.com/watch?v=bKy7IcufUH0
Size: 2
Finishing Move: All-Out Rocket Punch
Hit Locations:
1-2: Legs: Defend (Dodge), Useful (Rocket Boosters), Tough 2, 7 Points
3-5: Torso: Attack (Breast Fire!), Useful (Photon Power Plant), Tough 3, Strong 4, 7 Points
6-8: Arms: Attack (Rocket Punch!), Defend (Block), Strong 2, Fast 2, Tough 2, 8 Points
9-10: Head: Attack (Rust Hurricane!), Useful (Absolute Zero Beam), Useful (Pilder On!), Tough 2, Burn, 5 Points
PILOT
Name: Ryoma Nagare
Sex: M
Appearance:
Concept: A dangerously psychotic karateka with a pathological hatred of lizards and aliens. He lives for the chance to inflict injury on others, but somehow he's always on the side of the good guys.
Skills:
Face: 1
-Charm: 0
-Bluff: 0
-Putdown: 2
Brain: 1
-Notice: 1
-Out-Think: 2
-Remember: 0
Hands: 4
-Punch: 3
-Block: 0
-Engineer: 0
Guts: 5
-Courage: 2
-Wind: 1
-Wrestling: 0
Feet: 4
-Dodge: 0
-Kick: 2
-Athletics: 2
Relationships:
Hayato 3: Pilot of the Getter-2. A skilled fighter and tactician. He's also the smartest guy on the team, but that really isn't saying much.
Musashi 3: Pilot of the Getter-3. The token fat guy, and an expert in judo. You'd think he was indestructible, but he's actually always the first to die.
MECHA
Name: Getter Robo
Origin: A transforming robot built by Dr. Saotome for the purposes of space travel, later repurposed into a dinosaur-killing machine. It runs on Getter Rays, so at some point down the line it's probably going to ruin absolutely everything for everyone. It'll be a pretty sweet ride up until that point though.
Theme: youtube.com/watch?v=tS6cwTphZTw
Size: 3
Finishing Move: Shine Spark
Hit Locations:
1-4: Getter-1: Attack (Getter Beam, Getter Tomahawk), Defend (Open Get!), Useful (Getter Wing!), Useful (Spaceflight), Useful (Getter Rays), Strong 4, Fast 2, Advanced 1, Tough 1, Size 1, 7 Points
5-7: Getter-2: Attack (Getter Drill, Getter Storm), Defend (Open Get!), Useful (Tunneling), Fast 4, Spray, Size 1, 7 Points
8-10: Getter-3: Attack (Getter Missle, Hammer Throw), Defend (Open Get!), Useful (Getter 3 is king in the water!), Tough 2, Strong 2, Area 2, Size 1, 6 Points
Name: Ryoma Nagare
Sex: M
Appearance:
Concept: A dangerously psychotic karateka with a pathological hatred of lizards and aliens. He lives for the chance to inflict injury on others, but somehow he's always on the side of the good guys.
Skills:
Face: 1
-Charm: 0
-Bluff: 0
-Putdown: 2
Brain: 1
-Notice: 1
-Out-Think: 2
-Remember: 0
Hands: 4
-Punch: 3
-Block: 0
-Engineer: 0
Guts: 5
-Courage: 2
-Wind: 1
-Wrestling: 0
Feet: 4
-Dodge: 0
-Kick: 2
-Athletics: 2
Relationships:
Hayato 3: Pilot of the Getter-2. A skilled fighter and tactician. He's also the smartest guy on the team, but that really isn't saying much.
Musashi 3: Pilot of the Getter-3. The token fat guy, and an expert in judo. You'd think he was indestructible, but he's actually always the first to die.
MECHA
Name: Getter Robo
Origin: A transforming robot built by Dr. Saotome for the purposes of space travel, later repurposed into a dinosaur-killing machine. It runs on Getter Rays, so at some point down the line it's probably going to ruin absolutely everything for everyone. It'll be a pretty sweet ride up until that point though.
Theme: youtube.com/watch?v=tS6cwTphZTw
Size: 3
Finishing Move: Shine Spark
Hit Locations:
1-4: Getter-1: Attack (Getter Beam, Getter Tomahawk), Defend (Open Get!), Useful (Getter Wing!), Useful (Spaceflight), Useful (Getter Rays), Strong 4, Fast 2, Advanced 1, Tough 1, Size 1, 7 Points
5-7: Getter-2: Attack (Getter Drill, Getter Storm), Defend (Open Get!), Useful (Tunneling), Fast 4, Spray, Size 1, 7 Points
8-10: Getter-3: Attack (Getter Missle, Hammer Throw), Defend (Open Get!), Useful (Getter 3 is king in the water!), Tough 2, Strong 2, Area 2, Size 1, 6 Points