F.H. Zebedee
2007-02-19, 12:31 PM
Well, a close friend of mine requested that I design a mecha game system for her, and I complied, whipping this sucker up. It's a pretty long read, and I don't have the mecha piloting system/mechas up yet (though I finished the piloting system, it's kinda hard to comprehend until I finish a few mechas), or the ranged attack formula, or armor and weapons. (All of those will take days to do, so they'll be up later.) Right now, I've got the basics for hand to hand combat up, though there's a few tweaks on it that I want to do. (Collision Damage, Team Attacks, etc.)
It's designed to basically give the feel of a cross between Evangelion/Big O, more towards the latter. Mecha are not flying ships in humanoid form (Gundam, Megas), but moreso gigantic juggernauts that tank their way through combat, with some quicker ones that can rush the enemy at ludicrous speeds. Pilots can pilot their mecha by hand (Activation) or hook it into their nervous system (Synch) or a combination of the two.
The game is not meant to balance the mecha against eachother. If one side has a bunch of high end mechas, and the other one matches them with low-end, obsolete models, it will most likely be a slaughter. Pilots are important, but if they have nothing to work with, the odds get a lot worse. Pilots are not balanced against eachother, either. The goal of this system is to make pilots competent in the area of their expertise, and no more. A man trained in the martial arts, with his physical stats beefed up, should always totally own the mechanic, but will be less useful at repairing mechas or making weapons. The perfect fighter, will in turn, be nowhere near as good as a masterful pilot in mecha combat.
My goal is to give the player as many options as possible, give roles so that people can cover all sorts of situations in battle. With no further ado, here it is.
WHAT EACH STAT MEANS
Level: This is an indicator of a Pilot’s experience in combat and other areas. It determines how many Points they get for modifying their statistics.
Low 0
This character is green, and fairly inexperienced.
Medium 50
This character is seasoned and well versed in the ways of combat.
High 200
This character is a grizzled veteran and knows combat better than almost anybody else.
Head: This is the sturdiness of a character’s head.
Torso: This is the sturdiness of a character’s torso.
R.Arm: This is the sturdiness of a character’s right arm.
L.Arm: This is the sturdiness of a character’s left arm.
R. Leg: This is the sturdiness of a character’s right leg.
L. Leg: This is the sturdiness of a character’s left leg.
Speed: This is an indicator of how quickly a Pilot moves. It determines how often they may act without a Mech or a vehicle.
Low 4
This character is capable of moving well.
Medium 6
This character moves much faster than others.
High 12
This character moves so swiftly that it’s hard for the eye to follow.
Evade: This is an indicator of how hard it is to hit a character. It determines if attacks hit this character or not.
Low 25
This character is light on their feet.
Medium 50
This character is good at dodging attacks and getting out of the way.
High 148
This character can dodge virtually anything thrown at them.
Accuracy (Melee): This is an indicator of how well a character connects their attacks. It determines if this character’s Physical Attacks hit or not.
Low 0
This character is decently accurate.
Medium 50
This character is capable of hitting evasive opponents.
High 105
This character is capable of easily striking even the most dodgy of enemies.
Accuracy (Range): This is an indicator of how well a character connects their attacks. It determines if this character’s Ranged Attacks hit or not.
Low 0
This character is decently accurate.
Medium 50
This character is capable of hitting small targets at a distance.
High 105
This character is capable of easily striking moving targets at long range with little effort.
Will: This is an indicator of how determined a character is. It determines how much mental damage and pain they can withstand.
Low 50
This character can withstand moderate amounts of pain.
Medium 50
This character can take large amounts of pain.
High 250
This character can withstand incredible amounts of pain, even torture.
Activation: This is an indicator of how well this character can input commands and control machinery. This determines how accurately a character can control a Mech or vehicle.
Low 25
This character has some competence with controls.
Medium 50
This character is familiar with most control schemes.
High 90
This character can pilot virtually anything without making mistakes.
Synch: This is an indicator of how well a Pilot can control something hooked into their mind. This determines how accurately a character can control a Mech or vehicle.
Low 25
This character has some competence with mental controls.
Medium 50
This character can control things well with their mind.
High 120
This character can pilot virtually anything mentally without making mistakes.
Experience: This is the measure of how long until the character gains another level.
Mechanical Skill: This is an indicator of how talented a character is working on machinery. This determines their skill at making repairs and reconfiguring systems.
Low 0
This character is unfamiliar with mechanical workings.
Medium 75
This character has some knowledge of how to perform repairs.
High 200
This character can fix almost anything with little effort.
Hacker Skill: This is an indicator of a character’s skill with computers. It determines their talent when it comes to programming computers, creating viruses, or hacking into other computers.
Low 0
This character has only a basic familiarity with computers.
Medium 75
This character is well versed in computer technology.
High 200
This character is a wizard with computers, capable of doing virtually anything they want with a system with little effort.
General Skill: A measure of the miscellaneous knowledge a character has gained throughout their life. It determines how many Skills they can learn.
Traits: A measure of distinctive personality traits a character has. It determines how many Traits a character can have.
Martial Knowledge: A measure of how well versed in hand to hand and close quarters fighting a character is. It determines how many Physical Attacks they can learn.
Low 3
This character has average prowess in hand to hand combat.
Medium 5
This character is well versed in hand to hand combat.
High 11
This character is a master fighter. They know many different attacks and how best to utilize them.
Weapon Knowledge: A measure of how familiar this character is with weapons. It determines what manner of weapons this character can use.
Low 2
This character has only a basic idea on how to use weapons.
Medium 4
This character is well versed in many kinds of weaponry.
High 10
This character can use almost any kind of weapon as if it was an extension of their own body.
Rations: A measure of a character’s endurance and health. It determines how quickly they heal, and how well nourished they are.
PILOT CREATION
When creating a pilot, you take their base stats. You may choose either G-type Synch, or randomly select either S, M, C, or P. After this, you may pay points to increase stats. You start with 200 Points. When finished, you may pick Physical Attacks equal to your pilot’s Martial Knowledge, and they learn them. You may pick Skills up to equal to your pilot’s General Skill, and Traits up to your pilot’s Traits, and your pilot gains all Skills and Traits selected. All unused points may be used at a later date at any time. If a stat is changed by using points during a calculation, it takes place at the next occasion where there are no calculations being performed using that statistic.
Pilot Base Stats:
Level: 0
Health:
Body Part
Head 10
Torso 25
R. Arm 20
L. Arm 20
R. Leg 25
L. Leg 25
Statistic:
Speed 4
Evade 25
Accuracy (Melee) 5
Accuracy (Range) 5
Value
Will: 50
Activation: 25
Synch: S/M/C/P/G: 25
Mental
Experience: 0
Mechanical Skill: 0
Hacker Skill 0
General Skill: 4
Traits: 1
Martial Knowledge: 3
Weapon Knowledge: 2
Rations: 5
Stat Increased: Cost in Points
Head +1: 4
Torso +1: 4
R. Arm and L. Arm +1: 7
R. Leg and L. Leg +1: 7
Speed +1: 50
Evade +1 3
Accuracy (Melee) +5: 20
Accuracy (Range) +5: 20
Will +10: 20
Activation +1: 6
Synch +10: 40
Mechanical Skill +1: 1
Hacker Skill +1: 1
General Skill+1: 30
Traits +1: 60
Martial Knowledge +1: 50
Weapon Knowledge +1: 50
Rations +1: 40
Leveling Up: A pilot gains a level every time that they gain 100 experience. When they level up, they gain 1 Point. A pilot may not level up beyond level 200. Experience is gained at the DM’s discretion.
I'll post the rest that I have seperately, for organization's sake.
A lot of this looks kinda sloppy, since it was all tabled out in Word. I am presenting it as close to original form as possible.
It's designed to basically give the feel of a cross between Evangelion/Big O, more towards the latter. Mecha are not flying ships in humanoid form (Gundam, Megas), but moreso gigantic juggernauts that tank their way through combat, with some quicker ones that can rush the enemy at ludicrous speeds. Pilots can pilot their mecha by hand (Activation) or hook it into their nervous system (Synch) or a combination of the two.
The game is not meant to balance the mecha against eachother. If one side has a bunch of high end mechas, and the other one matches them with low-end, obsolete models, it will most likely be a slaughter. Pilots are important, but if they have nothing to work with, the odds get a lot worse. Pilots are not balanced against eachother, either. The goal of this system is to make pilots competent in the area of their expertise, and no more. A man trained in the martial arts, with his physical stats beefed up, should always totally own the mechanic, but will be less useful at repairing mechas or making weapons. The perfect fighter, will in turn, be nowhere near as good as a masterful pilot in mecha combat.
My goal is to give the player as many options as possible, give roles so that people can cover all sorts of situations in battle. With no further ado, here it is.
WHAT EACH STAT MEANS
Level: This is an indicator of a Pilot’s experience in combat and other areas. It determines how many Points they get for modifying their statistics.
Low 0
This character is green, and fairly inexperienced.
Medium 50
This character is seasoned and well versed in the ways of combat.
High 200
This character is a grizzled veteran and knows combat better than almost anybody else.
Head: This is the sturdiness of a character’s head.
Torso: This is the sturdiness of a character’s torso.
R.Arm: This is the sturdiness of a character’s right arm.
L.Arm: This is the sturdiness of a character’s left arm.
R. Leg: This is the sturdiness of a character’s right leg.
L. Leg: This is the sturdiness of a character’s left leg.
Speed: This is an indicator of how quickly a Pilot moves. It determines how often they may act without a Mech or a vehicle.
Low 4
This character is capable of moving well.
Medium 6
This character moves much faster than others.
High 12
This character moves so swiftly that it’s hard for the eye to follow.
Evade: This is an indicator of how hard it is to hit a character. It determines if attacks hit this character or not.
Low 25
This character is light on their feet.
Medium 50
This character is good at dodging attacks and getting out of the way.
High 148
This character can dodge virtually anything thrown at them.
Accuracy (Melee): This is an indicator of how well a character connects their attacks. It determines if this character’s Physical Attacks hit or not.
Low 0
This character is decently accurate.
Medium 50
This character is capable of hitting evasive opponents.
High 105
This character is capable of easily striking even the most dodgy of enemies.
Accuracy (Range): This is an indicator of how well a character connects their attacks. It determines if this character’s Ranged Attacks hit or not.
Low 0
This character is decently accurate.
Medium 50
This character is capable of hitting small targets at a distance.
High 105
This character is capable of easily striking moving targets at long range with little effort.
Will: This is an indicator of how determined a character is. It determines how much mental damage and pain they can withstand.
Low 50
This character can withstand moderate amounts of pain.
Medium 50
This character can take large amounts of pain.
High 250
This character can withstand incredible amounts of pain, even torture.
Activation: This is an indicator of how well this character can input commands and control machinery. This determines how accurately a character can control a Mech or vehicle.
Low 25
This character has some competence with controls.
Medium 50
This character is familiar with most control schemes.
High 90
This character can pilot virtually anything without making mistakes.
Synch: This is an indicator of how well a Pilot can control something hooked into their mind. This determines how accurately a character can control a Mech or vehicle.
Low 25
This character has some competence with mental controls.
Medium 50
This character can control things well with their mind.
High 120
This character can pilot virtually anything mentally without making mistakes.
Experience: This is the measure of how long until the character gains another level.
Mechanical Skill: This is an indicator of how talented a character is working on machinery. This determines their skill at making repairs and reconfiguring systems.
Low 0
This character is unfamiliar with mechanical workings.
Medium 75
This character has some knowledge of how to perform repairs.
High 200
This character can fix almost anything with little effort.
Hacker Skill: This is an indicator of a character’s skill with computers. It determines their talent when it comes to programming computers, creating viruses, or hacking into other computers.
Low 0
This character has only a basic familiarity with computers.
Medium 75
This character is well versed in computer technology.
High 200
This character is a wizard with computers, capable of doing virtually anything they want with a system with little effort.
General Skill: A measure of the miscellaneous knowledge a character has gained throughout their life. It determines how many Skills they can learn.
Traits: A measure of distinctive personality traits a character has. It determines how many Traits a character can have.
Martial Knowledge: A measure of how well versed in hand to hand and close quarters fighting a character is. It determines how many Physical Attacks they can learn.
Low 3
This character has average prowess in hand to hand combat.
Medium 5
This character is well versed in hand to hand combat.
High 11
This character is a master fighter. They know many different attacks and how best to utilize them.
Weapon Knowledge: A measure of how familiar this character is with weapons. It determines what manner of weapons this character can use.
Low 2
This character has only a basic idea on how to use weapons.
Medium 4
This character is well versed in many kinds of weaponry.
High 10
This character can use almost any kind of weapon as if it was an extension of their own body.
Rations: A measure of a character’s endurance and health. It determines how quickly they heal, and how well nourished they are.
PILOT CREATION
When creating a pilot, you take their base stats. You may choose either G-type Synch, or randomly select either S, M, C, or P. After this, you may pay points to increase stats. You start with 200 Points. When finished, you may pick Physical Attacks equal to your pilot’s Martial Knowledge, and they learn them. You may pick Skills up to equal to your pilot’s General Skill, and Traits up to your pilot’s Traits, and your pilot gains all Skills and Traits selected. All unused points may be used at a later date at any time. If a stat is changed by using points during a calculation, it takes place at the next occasion where there are no calculations being performed using that statistic.
Pilot Base Stats:
Level: 0
Health:
Body Part
Head 10
Torso 25
R. Arm 20
L. Arm 20
R. Leg 25
L. Leg 25
Statistic:
Speed 4
Evade 25
Accuracy (Melee) 5
Accuracy (Range) 5
Value
Will: 50
Activation: 25
Synch: S/M/C/P/G: 25
Mental
Experience: 0
Mechanical Skill: 0
Hacker Skill 0
General Skill: 4
Traits: 1
Martial Knowledge: 3
Weapon Knowledge: 2
Rations: 5
Stat Increased: Cost in Points
Head +1: 4
Torso +1: 4
R. Arm and L. Arm +1: 7
R. Leg and L. Leg +1: 7
Speed +1: 50
Evade +1 3
Accuracy (Melee) +5: 20
Accuracy (Range) +5: 20
Will +10: 20
Activation +1: 6
Synch +10: 40
Mechanical Skill +1: 1
Hacker Skill +1: 1
General Skill+1: 30
Traits +1: 60
Martial Knowledge +1: 50
Weapon Knowledge +1: 50
Rations +1: 40
Leveling Up: A pilot gains a level every time that they gain 100 experience. When they level up, they gain 1 Point. A pilot may not level up beyond level 200. Experience is gained at the DM’s discretion.
I'll post the rest that I have seperately, for organization's sake.
A lot of this looks kinda sloppy, since it was all tabled out in Word. I am presenting it as close to original form as possible.