JAEVA: Giant Robot RPG system: Difference between revisions
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JAEVA: Giant Robot RPG is meant to be a deceptively simple game that runs off the idea of d10 pools established by games like [[World of Darkness]] and made to work (optionally) with the crossover setting of the [[JAEVA project]], which combines the universes of Neon Genesis Evangelion and the excellent Pacific Rim franchises into a single world plagued by massive alien monsters, out of control powers-that-be, and the collateral damage wrought by massive (usually) humanoid robots. Characters have a list of attributes and skills with dots that, when added together, give a number of dice a character uses for an average roll. Unlike other games, however, when you are in a robot/Jaeger/EVA, you use their physical attributes instead of your own. | JAEVA: Giant Robot RPG is meant to be a deceptively simple game that runs off the idea of d10 pools established by games like [[World of Darkness]] and made to work (optionally) with the crossover setting of the [[JAEVA project]], which combines the universes of Neon Genesis Evangelion and the excellent Pacific Rim franchises into a single world plagued by massive alien monsters, out of control powers-that-be, and the collateral damage wrought by massive (usually) humanoid robots. Characters have a list of attributes and skills with dots that, when added together, give a number of dice a character uses for an average roll. Unlike other games, however, when you are in a robot/Jaeger/EVA, you use their physical attributes instead of your own. | ||
== | == PDF Compilation and Condensation == | ||
There will be be a | There will be be a PDF made that has the all the rules formatted in a manner that is a bit more pleasing and accessible than this current wiki scrolling format, and condensed, that shall be shared here soon. | ||
== The Basics == | == The Basics == |
Revision as of 18:04, 24 October 2019
JAEVA: Giant Robot RPG is meant to be a deceptively simple game that runs off the idea of d10 pools established by games like World of Darkness and made to work (optionally) with the crossover setting of the JAEVA project, which combines the universes of Neon Genesis Evangelion and the excellent Pacific Rim franchises into a single world plagued by massive alien monsters, out of control powers-that-be, and the collateral damage wrought by massive (usually) humanoid robots. Characters have a list of attributes and skills with dots that, when added together, give a number of dice a character uses for an average roll. Unlike other games, however, when you are in a robot/Jaeger/EVA, you use their physical attributes instead of your own.
PDF Compilation and Condensation
There will be be a PDF made that has the all the rules formatted in a manner that is a bit more pleasing and accessible than this current wiki scrolling format, and condensed, that shall be shared here soon.
The Basics
As just mentioned above, a standard test requires you to roll a number of D10s equal to the sum of an attribute and a relevant skill to get a result of successes and failures. A target number is the number on the die which you must meet or exceed on the facing side of any rolled dice to determine if a roll is indeed a success or failure.
- The way to determine the target number to meet or exceed is to compare 5 as the average. Finding the difficulty of an enemy means subtracting the player's level from the enemy and adding the difference to 5. (a level 5 enemy against a level 3 player has a difference of 2, thus has a target number of 7 for the player to hit. in contrast, a level 3 enemy against a level 5 player has a target number of 3 for the player.
- Rolling a 10 “explodes” and gives an extra die to the roll, allowing a chance for an extra success or more exploding successes. if they fail it still counts as a failure.
- Rolling a 1 removes the highest success from the roll, always taking 10s first
- The average test's difficulty is a 5, 4, 3, and 2 are progressively easier, and 6, 7, 8, and 9 are progressively harder. give a test that fits the difficulty. no test should be as easy as a 1, and no test should be as hard as a 10.
- Rolling 5 or more successes and still beating the target number of successes results in an exceptional success for the test. In combat, do what the Exceptional success description of your weapon says.
Subtract any further modifiers from the successes. If they are over 0 you have succeeded and (if in combat) may now go to the Damage roll, otherwise you have simply passed: Add these successes and the bonus on your weapon's stats (these are considered automatic successes) and subtract them from your opponent's armor of the hit location you targeted, or rolled for on the hit location table. The result is what damage you do to that area, which may result in that appendage/part being destroyed, crippled, or simply damaged.
Personality
Personality of a character (or even robot!) can effect a lot both in roleplay and gameplay. The most basic way to describe a personality is using the color wheel to the left which uses an easy way to describe a character's personality in a single word by seeing which feeling they connect with most. These are, from the top, clockwise: Optimist, Passionate, Furious.
When dealing with, piloting alongside, or trying to convince other characters, characters will take a +1 bonus for rolls dealing with characters who have personalities next to theirs on the chart, and +2 for dealing with those who have personalities identical to their own. alternatively, characters dealing with their exact opposite personality (the one across from theirs on the chart) get a penalty of -2 to rolls dealing with these characters, and take -1 penalties when dealing with characters that are next to their opposite on the chart For example: if a pessimistic character is trying to pilot a robot alongside an optimistic character, they would be at a -2 on all their rolls to work with that character due to how little they understand them. On the flipside, if the optimistic character was working with another optimistic character, they would be at a +2, and would be fighting better if the person understands them.
This is the concept of synchronicity, and the idea of it is to bring a more psychological element to the game, where a two pilots can have a hard time getting along with each other and have it reflect in their performance.
- [NOTE: At the moment Personality is a very simple mechanic. there is intent to eventually change this into a "mood shift" mechanic where a character has a defending mood, and will change depending on the situation they find themselves in. It is currently a very confusing idea that keeps us from simplifying it, so until we are able to find a simpler solution, personality it is.]
Triggers and Insanity
What's that? Evangelion's involved?
That's right, you saw this coming if you know anything about NGE. There's no absolute cause of insanity. Perhaps something traumatic happened in the character's past they go insane remembering, or see something right in front of them that they can't believe. Whenever your character sees something like a tank of naked clones of their mother that look like their crush, gets psychologically triggered by one of their RABITs, or has some other pants-shittingly weird thing happen that gives them a total mindfuck, they get a point of insanity and roll a sanity test at +1 difficulty and needed success for every point of insanity they have (3 sanity points would give a difficulty of 3 and 3 successes needed to pass), against their Composure+Wits. Failing the roll results in rolling on the insanity table (below) which gives conditions or actions for them to follow through on, such as going bezerk, or having a breakdown and doing nothing. However, succeeding in the roll removes that point of insanity.
Insanity can spring up any time, but it's not suggested that GMs overuse it when running games, as it can render characters uncontrollable. Insanity points can be gotten rid of through therapy, which can be whatever makes sense for the character and whatever the GM sees fit.
Insanity Table
Roll a D10 and follow the result. Only roll on this table if your character has failed a Sanity test (above). Effects without a specified duration are left to gm discretion, and will usually last the duration of a scene.
- Mood Shift: The character's personality shifts by one step on the personality wheel (direction should be decided based on the cause of the insanity test).
- Shell Shock: The player loses their next X actions, where X is equal to their current insanity points.
- RABIT Event: Traumatic RABITs begin flowing in both directions on the Drift, potentially revealing secrets, adding penalties to actions, or forcing the player to make an additional insanity test.
- Blind rage: The character goes into a berserk rage, and can only take aggressive actions against nearest ally/enemy. Allies no longer exist.
- Personality break: see below (specialized to individual personalities) [under construction]
- Optimistic: Hysterics. the character begins laughing maniacally, everything always ends up ok in the end... right?
- Apathetic: ((Recommend: Sloth. Who cares? Cannot take actions for two turns. If they do, take another point of insanity.))
- Melancholic: ((Recommend: Depression. Sorrow and pity for all the world. Cannot take aggressive action.))
- Pessimistic: ((Recommend: Dying of the light. The worst possible outcome is the only possible outcome. All interactions this character makes or that are made with this character suffer a -2 penalty, regardless of personality.))
- Furious: ((Recommend: Bloodlust. I MUST TASTE COMBAT! The character must deal damage in close combat within 2 turns, or else they gain another insanity point (the effect persists until they have dealt damage), Damage can be against any living being, ally or enemy.))
- Passionate: ((Recommend: Perfectionist. The next check that the character attempts must be done very well (for instance, not just repairing a bit of wiring but improving it or making it "like new." Mechanically, this means getting a roll above the DC of the check). If this doesn't happen on the next check, gain an insanity point.))
- Mad World: The character begins experiencing hallucinations, and is unable to tell them apart from reality.
- Shattered Mind: (under construction)
- Catatonic State: The character falls unconscious.
- Mental Relapse: Repeat the effects of a previous failed insanity test, and roll again. Both effects take place simultaneously.
- Madness: Roll again. This effect is now permanent (psychological help can reduce and eventually remove this.
Character Advancement
Unlike a certain other RPG franchise, where EXP needs to be in the thousands to get anywhere, JAEVA sits more in the area of Numenera, where you only need a few EXP to advance. How does it work? Well, you start at 0 EXP at level 1, then 5 EXP later you're at level 2 with a couple more dots in your character sheet and some requisition points in your pocket, and now you are 5 EXP away from level 3. Here's how to earn EXP:
- Show up to a session and participate: 1 EXP
- Win a combat outside of the giant robot: 1-3 EXP
- Win a combat with a kaiju (or other bot): EXP equal to twice the kaiju's level
- Uncover a conspiracy, or discover something about the Kaiju or their origins: 1-3 EXP
- Complete one of your character's goals: 1-5 EXP
- Complete a GM intrusion: 1-3 EXP
Levels advance at double the EXP whatever the last one was. starting at 5 EXP for level 2, third level is 10, fourth level is 20, fifth level is 40, and so on. With every level a character gains they get 30 character points to invest in their stats, and 30 requisition points to invest in their bot.
Characters may also be awarded an extra character point from the GM every time they do things the GM finds interesting, impressive, or creative in the game. extra requisition points may be earned for completing missions and killing kaiju by collecting the price on their head.
Jaeger/Eva advancement
Robots don't advance like people do: they require immense funding to repair their massive and rare parts, and upgrades to increase their effectiveness. A battleworn machine in JAEVA will have many unique weapons and pieces of gear that turn it from something fairly normal into something wildly different by the end of a campaign. This is done through Requisition points, which are an easy way to account for, and pay for, the massive funding these programs need to sustain themselves, usually paid for through taxes, imaginary created money sending future generations into a swirling vortex of debt (but hey, it's all for them, right?), and the United Nations. Each requisition point is worth quite a bit of money, though the amount is vague to keep the paperwork down
so how do you get them? Here's how:
- Kill Kaiju: you saw this coming. What use are giant robots if they don't defend the cities from massive beasts? Every Kaiju you fight will have a price on his head of around 10 Requisition points per level. kill it, and you get some points, however....
- Don't cause collateral damage: that's what the kaiju are here to do. causing collateral damage gets points docked from your pay. Don't sweat the small stuff though; crushed cars, massive footprints in the streets, and broken windows/lamp posts are covered by the UN, no questions asked. but the golden gate bridge? tokyo tower? empire state building? the forbidden city? that comes out of your pay. flattening an entire city block isn't what they hired you for, so don't fuck up. GMs will subtract fitting amounts of requisition from your bounty if you cause wanton destruction.
- Keep it intact: Guess what? Hannibal Chau and his compatriots want those kaiju corpses for sellin' purposes, and he has more actual money than most countries at this point. The more intact a dead kaiju is, the more they are likely to pay (and thus more of a bonus you and your team are likely to get). keep that in mind as you weigh the risks of blowing the head off one. They also come in handy for research purposes too, I guess, but scientists are cheap-asses.
With Requisition you will buy repairs, custom weapons, and equipment for your bot that will make them your own. Weapons work on a point-buy system: simply buy the basic weapon type (cannon, launcher, blade, fist, club, spear, shield) which as a very basic set of stats, and then buy descriptors which give the weapon a number of options, but not all descriptors are available to every type of weapon (you won't have an automatic blade, or a piston cannon. What the hell would those even look like?). Weapons are limited to 3 descriptors each. Gear and equipment add to your bot in a similar way to how descriptors add to your weapon; each gives new abilities or enhances old ones. Equipment like the Rear Jets would allow a bot to move from medium range to long range in a single action, while equipment like a targeting system would increase the accuracy of the user, a full and ever-expanding list will be ready at the bottom of this page that will have all weapon/equipment types, their requisition price, and their effects.
Creation of Characters, Evas, and Jaegers will all be covered in a later section.
The Character Sheet
Every player needs one to be able to play the game. Here are the stats you will see on the character sheet:
Basic Info
Your character's name, height, weight, gender, Level, EXP, Goals, and other information go up here at the top. you always begin at level 1 with 0 EXP.
Attributes and Skills
Characters have nine attributes, three physical, mental and social. These are: Mental: Intelligence, Wits, Resolve. Physical: Strength, Dexterity, Stamina. Social: Presence, Manipulation, Composure. all attributes begin at 1 automatically and can be upgraded to a max of 5 in character creation and between sessions with points they are awarded. [NOTE]: While piloting, a character will use the bot's physical attributes in place of their own.
Skills are more numerous, yet all are useful in some way. they begin at 0, and each can be upgraded to 5. the skills are; Physical: Athletics, Brawl, Firearms, Larceny, Pilot, Stealth, Survival, Weaponry. Mental: Academics, Computer, Crafting, Investigation, Medicine, Religion, Politics, Science. Social: Animal ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise,
Health and other aspects
Your health is tracked through damage boxes on your character sheet. you begin with 20 boxes and can upgrade this to the full track of 30 boxes in character creation and between sessions. Once you take damage (subtracting your armor) you add the damage to your track, marking down the highest box on the left, and going to the right. once you have gone all the way to the right you begin on the next line. If you have a box filled on a line that says "-1/-3/-5" you take that penalty to all rolls, this represents pain taking your attention away from what you are doing (or in the case of a jaeger/eva, damage done to your systems only allowing a few signals through).
Jaegers, EVAs, and Kaiju have similar boxes, except they have one for each part of the body and only take the modifier when using a weapon or piece of gear on that area of the body.
Armor is right below this, and represents the armor that you buy with requisition points (usually used on jaegers/evas). The amount of armor you have lowers the amount of damage you take by 1 for each point of armor you have. armor begins at 0.
Initiative Mod.
Face it, some people and things are just faster than others, to reflect this, players begin at 0, a player may buy an initiative modifier of +1 die for every 2 character points spent on it. Alternatively, a player may sell 1 point for a -1 modifier that yields 2 character points to add to their stock. Add one success for each +1 on your initiative mod, or subtract one success for every -1 on your initiative mod.
Personality
This is a character's personality, which, despite how they may be at some times, this is their basic outlook on the world that they return to. looking at the personality chart above, write down their modifiers when dealing with other personality types. (example, an optimistic character would write: Optimistic: +2, Passionate: +1, Apathetic: +1, Furious: -1, Melancholic: -1 and Pessimistic: -2.)
Insanity and Triggers
Psychological triggers, known as RABITS (Random Access Brain Impulse Triggers) affect a character's mental state. A character does not have to begin with any triggers whatsoever, but having a trigger does not only add depth to a character, but also gives extra character points to improve your stats, showing that a person who has more experiences will do better in stressful situations, provided they don't get triggered. Players get 5 character points per trigger, at a maximum of three triggers at start, and one insanity point per trigger.
Whenever a character is triggered by seeing something similar to a past traumatic experience, or having to relive those experiences with a new drift partner, they add an insanity point to their sheet and take an insanity test (composure+wits) at a +1 difficulty for each insanity point they have on their sheet. Failing makes them roll on the insanity table and succeeding removes an insanity point if they succeed. As mentioned in the basics, insanity points can be shed off through therapy, which is whatever the GM feels will work for the character in question.
Size
Size effects the evasiveness and difficulty to hit/ease to wound that changes up combat depending on what you are fighting. humans start at size 2 (equivalent of 5-6' tall), and can be as big as size 3 (over 6', to ~7' tall) and can be as short as size 1 (as low as 3', the size of a child). True Jaegers, EVAs, and Kaiju begin at size 5 (around 100 feet for the smaller ones), and can go up to size 9. There is no definite size for each level up, so use common sense and decide the size of your beasts and bots using this scale. (For further reference, the baby Kaiju found in Otachi would be size 4.)
For every size lower a character is to you, add a success when determining damage. When fighting something larger than you: subtract a difficulty to a minimum of 1 (ones being exceptional failures) on your hitting roll, and subtract a success from your damage determination. This represents what might happen if a human attempted to attack a kaiju without a bot, still giving them a chance to succeed (as seen with Eureka Striker's team in Pacific Rim, using flare guns to attack Leatherback). it's hard to damage a massive beast or bot due to their thick hide/armor, but sometimes it's worth a shot. This also gives adventure opportunities to fight enemies above the size of a human, but not quite the size of a kaiju, (something that many other RPG systems just don't do). Being outside of a bot isn't a preferred situation when fighting massive beasts, but sometimes you just have to work with what you've got.
Size Categories
sizes are split into 10 different steps, and three scale categories (Regular, Huge, and Massive) these categories help divide the sizes of things up so that combat with multiple scales (next section) makes a bit more sense and is easier to run.
sizes:
Regular sized characters:
1. something with the mass of a child or smaller
2. something around the mass of an adult human or bigger (lamp posts, food stands, cars etc)
3. something around the mass of a bus or bigger
4. something around the mass of a small building or bigger
Huge sized characters:
5. something around the mass of a mk. 1 jaeger or category 1 kaiju (100~ feet tall)
6. something around the mass of a medium building or standard EVA (~200 ft tall)
7. something around the mass of a mk 3 jaeger (or any you see in the movie, ~300 feet tall)
8. something around the mass of a Category 5 Kaiju (~400 ft tall)
9. something around the mass of a large building (~500 feet tall)
Massive sized characters:
10+. something impeccably large, at least double the size of your average jaeger
Scaled ranges
If a character in a Godzilla movie attempted to hit the aforementioned massive beast with a gun, he would have to stay at least a medium range away to avoid being squished by falling debris and the footsteps of the mighty beast. to show some realism like this, for every scale category a bot or beast is above something they are attacking, subtract a range increment from the range the target considers himself from you (a huge monster who is considered to be at short range from a regular sized target at his own scale, will be considered to be at medium range at the target's scale. a massive monster that considers a regular sized target to be at short range at his own scale will be considered to be at long range at the target's scale. if a regular sized character wishes to get into a range (at their own scale) of the huge/massive thing that may harm them, they must try to dodge debris by rolling their Stamina+Survival each range closer they get at the huge/massive thing's difficulty, rolling a number of successes equal to or better than the GM decides. if they fail, they take a number of damage points to their damage track (after subtracting their armor) equal to the number of extra successes they would have needed to dodge the entirety of it.
If a huge robot attempts to squish a human sized thing, chances are they'll squish a lot more than they intended. to show this, all attacks done by attackers one category bigger than their target (huge to regular, massive to huge) does area damage to everything and everyone within short range (at the target's scale category, not the attacker's scale category.) If an attacker is 2 categories bigger than the target (massive to regular) then their attacks do area damage to everyone and everything within medium range of the target at the target's scale. However, if a creature another scale category up was attempting to hit only a specific person in that area without destroying the block (think Gypsy Danger trying to squish otachi jr.) then they would have to add 1 to the difficulty of the attack roll for each size they were above the target (Gypsy would be size 7 against otachi jr.'s size 4. the difference is 3, so this is added to the difficulty determined by the difference in levels, mentioned earlier in the rules)
Willpower
Willpower: Players can spend points willpower to add successes to any roll. For every point of willpower spent, they gain one extra die on their roll. this can be done to a maximum of 3 per roll. If willpower is depleted, the character must wait a full turn resting, then roll a die to see how many points they regain. Between combats and events willpower is regained. You can never regain more than the number of willpower points you have purchased. Each point of willpower costs 8 character points.
Weapons and Equipment
Characters can carry weapons and equipment just like the bots they control, but these are not customizable and they can only carry two of each.
Modifiers
Simply a space to write down what modifiers you have against what at the moment. This makes it a hell of a lot easier to keep track of things in a fight.
Combat
Combat in JAEVA is handled with less detail than most games, allowing for better narrative action and descriptions from the players and GM about what is going on and how they are handling it.
Ranges
Range in JAEVA is very simple: there are a total of 4 ranges you can be at from your allies and enemies.these ranges are only suggestions of distance to keep things simple They are:
- Short: within reach or hitting distance. not far at all. all melee weapons have this range. Ranged weapons firing at this range have a +2 to accuracy.
- Medium: this is between just out of reach and just short of long range. for scale, it's the distance Gypsy Danger dragged the boat to smash across Otachi's face, or when Asuka ran forward to pounce on one of the Mass-Produced EVAs and break it's skull. If it's not close enough to hit with a melee weapon, but not far away enough that you wouldn't be able to brisky walk there in a few seconds, then it is at medium range. you may always walk from medium to short range in one movement action. thrown weapons can hit this range at a -2, range weapons hit this range with no penalty
- Long: this is range just out of a short walking distance, around the scale distance of a city block compared to a human, but not up to extreme range. weapons can be shot to a long range at a -2 penalty to both accuracy and damage.
- Extreme: Extreme range is around the length of around a mile away, hitting something this far would require a ranged weapon, as no weapon can be thrown this far. Ranged weapons firing this far are at a -4 penalty to accuracy and damage. a comparison of scale would be the Evangelion fight with Ramiel, where Shinji was equipped with a positron rifle. that fight would have been juuust within extreme range.
GMs: do not overly abuse the use of range to ridiculous amounts, as mentioned before, it is just a vague indication of range. Because of this, it is suggested that GMs equip the table with a map of the city or area they are in and simply use markers or miniatures to note down where characters and enemies are to get a basic sense of scale and distance.
Initiative
Players and enemies roll their Dexterity + Athletics at a difficulty of 5, add up the successes, and compare the number to the other combatants. the one with the highest number of successes goes first.
The Structure of a Turn
What can you do in a turn? the answer: any combination of two of these actions:
- A standard action: attacking, doing a maneuver, and other simple things that take a short time to complete are only worth one of your two actions.
- A movement action: moving from medium to short range (or any single increment of range as mentioned above) is only worth a single action.
- A slow action: slow actions, which are actions that take time and effort, such as aiming a difficult weapon or pulling up a building and throwing it are strenuous and difficult to achieve. these are worth both your actions if you are wanting to complete the slow action on your turn, or if you do one action and initiate the slow action, it takes effect as a free instant action on your next turn. the downside of these is, while you are finishing the action waiting for your next turn, you can be interrupted. Interruptions are made by attacking the character doing the slow action, or a strong enough distraction must be made to distract the character from their goal somehow within the narrative (a character's friend is attacked and nearly dead, a kaiju causes a massive explosion, etc).
a Resolve+Composure roll must be made at the difficulty of the enemy causing the distraction, or the difficulty of the distraction itself (when the distraction isn't caused by an enemy) when a strong enough attempt to distract is made. if the character has at least 3 successes, they continue the task as normal, if they have less than 3 ,the slow action is canceled.
- An Instant action: instant actions cost no actions for your turn. insignificant or easily done things on the fly such as talking to allies or finishing a slow action cost nothing. your GM will tell you if he allows an instant action of a certain complexity or requires it to be a standard action.
- Readied actions: a player may ready an action with specific things to trigger it (much like how Gypsy Danger raised it's sword at the right moment when crippled and being attacked, leading to a certain kaiju being cut down the middle). readied actions may be performed at any time they are triggered, often on ally and enemy turns. readied actions may be used to interrupt slow or standard actions if set up properly. a readied action is usually a standard action, but can be a slow action if it has been waiting to be used.
- Specific actions: actions such as disarming and grappling are deliberate attempts to do something specific, so such actions must be handled differently:
- Grappling: roll your Strength+Brawl against an opponent's roll of Dexterity+Athletics. a roll with more successes than the opponent wins and the losing character is grappled. A failure means they escape the grapple attempt while grappled you cannot move, you may only attack your assailant at a -2, and may try to escape with an opposed roll by force (strength+brawl) finesse (Dexterity+athletics) or by outlasting them (stamina+survival). While grappled, an enemy is at a +4 to hit. when making grapple rolls, apply size bonuses/penalties directly to the roll, rather than damage (since no amage is done simply by grappling).
- Throwing: if a character is grappled and you wish to throw them, use another action to make another Strength+Brawl roll against one of the opponent's escape rolls (look in grappling, right above). you need at least one success over the opponent's number of successes to throw them one range increment (at your scale), and an extra 2 successes for every subsequent range increment. apply damage is done the same way, applying size modifiers to the number of successes and subtracting them from the target's armor.
- Disarming: roll your Strength+Brawl opposed to an opponent's roll of Strength+athletics, winning the roll means the victim is disarmed, and the assailant may take the weapon as a standard action (if they have a free hand). failing the opposed roll allows the victim to keep their weapon.
While actions are often varied, you can usually tell what type they will be. any combination of 2 (plus any free instant actions) is the composition of your turn. if more specific actions are thought of, be creative, combine whatever attributes and skills that make sense.
Attacking
To attack, first find the defender's difficulty. Reiterating previously mentioned rules, this is simply adding the difference of the defender's level to the attackers level to 5, giving a resulted target number (level 3 player attacking a level 5 enemy would have a target number of 7, flip the levels and he would have a target number of 3.) Roll on the hit location table, then adding size modifiers and any other modifiers you have, roll your relevant stats (Strength+Brawl for unarmed melee, Strength+weaponry for armed melee, Dexterity+Firearms for ranged weapons, Dexterity+Weaponry for thrown weapons, etc. Whatever makes sense. if you are in a bot, you will roll any attributes or skills they have in place of your own).
If any successes pass the difficulty of the enemy, add your weapon bonus to them and find a total. subtract the enemy's armor of the hit location and find the amount of damage done to that part. mark down damage on the sheet.
Hit chart:
roll a 1d5(1d10/2 rounding up)
1-head
2-arms(roll 1d2, 1=right)
3-legs(see arms)
4-torso
5-your choice
Defending
Defending is a passive thing that gives the enemy a difficulty for them to hit, the way of finding the difficulty is mentioned in the "attacking" section above.
Moving
you may move your character one range increment for each action they spend moving, if the legs of your character are taken out, they must take 2 actions to move one increment instead. Also see the kaiju traits list for flying rules.
[UNDER CONSTRUCTION]
Character Creation
Character creation is easy, once you understand it. You upgrade your character's stats with "Character points", and it is suggested that you use all of the ones you get in the character creation process. you will get more of these points as you progress through levels. The Character Sheet (coming soon) has everything you see in the character sheet section on it. stats that have dots have different prices for each stat, and stats that use points.
Characters begin with 225 character points, and gain 30 character points per level they gain. if you wish to begin beyond level 1, give your players an extra 30 points per level you plan on raising them.
the Price of your stats are as follows:
- 15 per attribute dot
- 5 per skill dot
- 8 per extra health dot (maximum 30 total)
- 8 points per dot of willpower
- 2 points per +1 initiative mod.
- You can get some extra character points by having RABITs, giving an extra 5 points per trigger, maximum 3 triggers to start, also giving you an automatic 1 insanity point for each trigger (which may be shed with enough therapy)
- Lowering your initiative mod extra 2 character points per -1 modifier you take
You may now decide the size of your character, between sizes 1, 2, and 3. Being size one means you are petite and around the mass of a child. Being size 2 means you are the mass of a normal human. And finally being size 3 means that you can Rip and Tear a normal human to pieces in a fight.
Finally, choose your personality, then follow the charts and see what modifiers you have when dealing with other personalities (an optimistic character would have a +2 dealing with optimists, a +1 when dealing with apathetic and passionate people, a -2 when dealing with furious and melancholic people, and a -2 when dealing with pessimistic people.
(weapons, armor (which may not exceed 10 on anything!), and equipment are bought with requisition points, the same that are used for buying upgrades for your Jaeger/EVA, and may be used similarly, but to scale accounting for your size)
Bot creation
Just like character creation, Bot creation works in the same way, however instead of using character points, you use Requisition points (which are the equivalent of large amounts of money, money that would be far too cumbersome to count in dollar amounts.) Requisition is given out from killing kaiju, finishing missions for clients, and leveling up. If you are beginning at Level 1 you get 285 requisition points to invest in your bot, (and for yourself, buying weapons, equipment, and armor for your character is done with requisition points rather than character points). GMs: if you are intending to let your players begin at a higher level, give them an extra 30 points per level they go above 1.
You begin with a basic frame for your bot, a simple skeleton that has whatever sizes the GM sees fit for the story he plans to tell (see the size section for full rules on the advantages and disadvantages based on your size). The GM may also roll for personality of the bot if it's applicable. if a pilot is using an EVA or other bot with somewhat of a mind of it's own the bot will have a personality, however if it is clear the bot is simply a tool like a jaeger, (which will require two pilots) or a more generic bot, you will simply put "N/A". From here you will buy upgrades and build your bot from the ground up.
A Bot begins with three physical attributes, Strength, Dexterity, and Stamina, all of which begin at 1 dot automatically and have a maximum of 10 dots. you also have 6 hit locations, each with their own damage track: Head (Starting damage: 20, max damage 30), right/left arms (Starting damage: 20, max damage 30 each), Left/right legs (Starting damage: 20, max damage 30 each), and lastly Torso: (Starting damage: 25, max damage 40). you must choose one of these hit locations to be your cockpit location (this is usually the Head or Torso, due to how well protected they are compared to the rest of the bot.).
On each of these hit locations, you have weapon/equipment slots, these are used to hold your various upgrades. most of the weapon and equipment upgrades you have must be built-in to your bot. for if you have a fist as a weapon you may use it to carry weapons that are not built in. the weapon slots are split like so: Head: 2 slots, Torso: 2 slots, Arms: 3 slots each, +1 slot for handheld weapons if you took one of your built-in slots for a fist or claw weapon, Legs: 1 slot each.
Requisition costs
Requisition points may be spent on bots (and human weapons/equipment) in the following ways, for every size under 5 your bot/character is, subtract a requisition point from the price. for every size up your bot/kaiju is from 5, add 1 requisition point to the price (this represents the difference in cost of making something sized for a massive bot, or sized for a human):
Bots/kaiju only:
- Attribute point (Strength, Dexterity, Stamina): 20 requisition each
- Durability (+1 dot to the damage track of a specific hit location on the bot): 10 Requisition each
Characters and bots:
- Armor: 12 Requisition each point
- Equipment: Varied, see list in Rules Appendix
- Weapons and Descriptors: Varied, see list in Rules Appendix
Rules Appendix
Here you will find lists of weapons/equipment, tables, an other rules not found previously detailed in the rules.
Insanity Table
Roll a D10 and follow the result. Only roll on this table if your character has failed a Sanity test (above). Effects without a specified duration are left to gm discretion, and will usually last the duration of a scene.
- Mood Shift: The character's personality shifts by one step on the personality wheel (direction should be decided based on the cause of the insanity test).
- Shell Shock: The player loses their next X actions, where X is equal to their current insanity score.
- RABIT Event: Traumatic RABITs begin flowing in both directions on the Drift, potentially revealing secrets, adding penalties to actions, or forcing the player to make an additional insanity test
- Blind rage: The character goes into a berserk rage, and can only take aggressive actions against nearest ally/enemy. Allies no longer exist.
- Personality break: see below (specialized to individual personalities)
- Mad World: The character begins experiencing hallucinations, and is unable to tell them apart from reality.
- Shattered Mind: (under construction)
- Catatonic State: The character falls unconscious.
- Mental Relapse: Repeat the effects of a previous failed insanity test, and roll again. Both effects take place simultaneously.
- Madness: Roll again. This effect is now permanent (psychological help can reduce and eventually remove this.
Damage types [under construction]
Every weapon has it's own type of damage. more detail to come (some immunities cancel out some damage types, possibly exceptional success effects)
- Chemical - Poison and acid
- Slashing - Blades, claws
- Ballistic - Cannons
- Blunt - Fists, clubs
- Heat - Flamethrowers, lasers, plasma weapons
- Electrical - Tesla weapons
- Cold - Masers
- Explosive - launchers, grenades
Weapon Types
These are the basic types of weapons that jaegers, EVAs, and Kaiju can use. A weapon cannot be more than one of these types. all weapons can be thrown and must be retrieved unless "built-in", and thus cannot be thrown. for price adjustments, -1 Req. for each size lower than 5 the bot it is being added to is. alternatively, +1 Req. to the price for each size above 5 the user (bot/kaiju) is. (making or grafting on huge weapons for can cost quite a bit, this reflects that).
Basic melee
Fisticuffs, hand to hand, weapon-free close quarters combat tools. all of these automatically have the "built-in" descriptor and take one slot from your arm/leg's built in weapons. basic melee weapons are rolled by using your Strength+Brawl stats
- Claw/Fang Price: 9 Req. Damage Bonus: +2 Range: short Exceptional Success: Auto-grapple the target from the affected hit location, no opposed roll. Additional info: Automatically "built-in", slashing damage.
- Fist Price: 8 Damage Bonus: +1 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else Additional info: Automatically "built-in", blunt damage
Melee weapons
Close range weapons, handheld or built-in use Strength+Weaponry. throwing any of these uses Dexterity+Weaponry.
- Blade: price: 10 req. Damage Bonus: +3 Range: short Exceptional success: do half the damage of the limb's total damage track, rounded down (if the limb had a total of 20 on it's damage track, it takes 10 damage) Additional info: slashing damage
- Club: price: 10 req. damage bonus: +3 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else. Additional info: -1 when thrown, blunt damage
- Shield price: 9 req. Damage bonus: +1 Range: short Exceptional success: target is automatically shoved to medium range or stunned (see above). Additional info: target adds a +2 to difficulty when attempting to be hit, blunt damage
- Spear price: 10 req. Damage bonus: +2 Range: short Exceptional success: ignores armor of target when calculating damage. Additional info: +1 when thrown, piercing damage
Ranged weapons
- Cannon price 9 req. Damage Bonus: +2 Range: medium Exceptional success: either double the damage to the targeted area, or extend the same amount of damage to an adjacent hit location (e.g., aiming for torso can do damage to any other hit location, while doing damage to any other hit location may only extend damage to the torso) Additional info: -1 to being thrown, base ammo capacity 6, ballistic damage
- Launcher price 9 req. Damage bonus: +2 Range: medium Exceptional success: automatically hit everything in the area of effect. Additional info: launchers are used to hurl explosives and chemicals at enemies, inflicting the damage to all within a short range of the target if they hit, requires descriptor. base ammo cap: 6 damage type: descriptor.
Weapon Descriptors
Descriptors describe the weapon in question in detail. they may be bought with requisition points earned throughout the game. Weapons are limited to 3 descriptors each. just like the last section, +1 req. to the price for every size the thing you're buying it for is are above 5, -1 req. for every size below 5 the thing you are buying it for is.
- Acid: A spray of green erupts from the cannon that dissolves alloy and flesh all the same. Price: 9 Damage bonus: +2 Compatible weapons: Launcher. Effect: if the weapon has done 3 or more points of damage, the user can elect to instead lower the target's armor of that area by 3.
- Automatic: "Say hello to my little friend!" Price: 8 req. Effect: +3 to hit with this weapon.
- Built-in: The appendage transforms as it reveals a weapon hidden within. Price: 8 req. Compatible weapons: all Effect: weapon is now built into the hit location it is attached to, and the user of this weapon cannot be disarmed of it without destroying the hit location. All Kaiju weapons are considered "built-in", as are claws/fangs and fists.
- Heavy: "...I have to admit, I envy the size of your rifle." Price: 7 req. Compatible weapons: all Effect: +2 damage bonus, -2 Initiative mod.
- Long: "That's not a knife... this, is a knife." Price: 8 req. Compatible weapons: Blade, Claw, Cannon, Spear. Effect: +2 to hit with this weapon, +1 damage bonus.
- Piston: The weapon's hit connects, then it hits even harder. Price: 8 Compatible weapons: Fist, Spear. Effect: +3 to damage bonus when hitting with this weapon.
- Plasma: Blue light bathes the area as the weapon discharges arcs of electricity. Price: 9 req. Compatible weapons: Cannon, Blade. Effect: +2 to damage bonus, extra +1 bonus if in short range, attacks from this weapon now do Heat damage.
- Rocket: A gout of orange thrust erupts from the back of the weapon as it hurdles toward the enemy at an astounding rate of speed. Price: 8 req. Compatible weapons: Fist, Launcher, Spear. Effect: +2 to damage bonus, +1 to hit with this weapon. Fists with this descriptor are no longer "built-in" but still take up a spot on the "built-in" weapons slot instead of the regular weapon slot. fists may now do "thrown" attacks with a medium range, but must be retrieved like any other thrown weapon. a player may repurchase "built-in" to regain the benefit, but the fist would then no longer be able to make ranged attacks
- Scatter: A dozen balls of iron explode toward a nearby enemy, tearing it to pieces. Price 6 req. Compatible weapons: Cannon. Effect: +2 when attacking with the weapon, random hit location, weapon is now one range increment shorter than it was originally.
- Syringe: The massive needle penetrates the skin, unleashing a torrent of toxic liquid into it's bloodstream Price 6 req. Compatible weapons: spear, blade, claw/fang Effect: weapon may now take a descriptor that does Chemical damage.
- Twin: "You know what they say- two barrels are better than one." Price: 8 (requires identical weapon (type and descriptors, including this one) compatible weapons: any Effect: failures made with this weapon can be rerolled once. Requires a weapon slot that has an identical weapon to take this descriptor.
More to come.
Improvised Weapons
Remember this scene? :
You can do that too. Using an improvised weapon is easy, though your ability to use it may be the problem. Much like figuring out difficulty of an enemy, the difficulty of a weapon is a similar: subtract your character/bot's size from the object's size, the difference + 5 is the difficulty (an object 2 sizes smaller than you is -2 + 5= difficulty 3). Roll your Dexterity + weaponry at the difficulty, you need however many successes the GM tells you to be able to wield it as a weapon, as some objects of similar mass will be more difficult than others. the bonus the weapon gives is equal to it's size (a lamp post would be size 2, and provide a +2 bonus to damage, added to size bonus/penalty of the character/bot wielding it.) GMs, be realistic on the number of successes they need. you won't have a human who can wield a container ship, and you won't have a jaeger that can't throw a car. lacking successes on something under your size means it either broke, or slipped out of your hands.
Size:
- something with the mass of a child or smaller
- something around the mass of an adult human or bigger (lamp posts, food stands, cars etc)
- something around the mass of a bus or bigger
- something around the mass of a small building or bigger
- something around the mass of a mk. 1 jaeger or category 1 kaiju (100~ feet tall)
- something around the mass of a medium building or standard EVA (~200 ft tall)
- something around the mass of a mk 3 jaeger (or any you see in the movie, ~300 feet tall)
- something around the mass of a Category 5 Kaiju (~400 ft tall)
- something around the mass of a large building (~500 feet tall)
- something impeccably large, at least double the size of your average jaeger
And the list keeps going on. this is a game of big things hitting each other, you'll get some huge stuff. use your head and creativity. I'm sure you can come up with a lot.
As a general rule, improvised weapons break after a few hits, so GMs: give them at least one or two successful hits before they break, players: use them creatively while you have them.
Equipment and Gear
[under construction] the gist: these are things added to your EVA or jaeger to boost their effectiveness or change their role entirely.
- --Shield Generator-- (X Req): A machine, usually embedded into a robot, that generates a passive force field. Grants Y armor to all locations if part of the robot itself. In this case, X = 3*Size*Y, thus if you want to put it on a Size 6 robot you'll need to pay 18 Requisition per point of Armor you want it to provide.
- --Shield Booster-- (30 Req, Requires Shield Generator): An upgrade for a S.G. that allows for a temporary increase in shield strength. Requires a Standard Action to activate. Causes the Shield Generator to grant 2Y armor. (Where Y is the normal value of the robot's Shield Generator.) This armour "boost" lasts for two turns and after those two turns are up the shield generator goes down and cannot be used for two more turns, after which the shield can be re-activated as a standard action, the shield boost can be used after the reactivation immediately but the same effects still apply.
- --Jet pack/Rocket pack-- (X Req) : Just what it sounds like, it is a pack of jets or rockets that propel you or your robot. The cost is represented by this equation : (2S)F)=X where s equals size and f equals how many trips or jumps in the pack. The pack allows you to move 2 ranges and/or gain the fly trait(found in kaiju traits section) in one action instead of 2, each action spent spends a fuel, which is a non renewable resource that you go into combat full if you spent 1 req point before combat. you can also renew it if you get a supply drop in combat and replace the tanks of fuel. You can do 2 actions with this spending the appropriate amount of fuel. If you end your turn in the air(flying) on your subsequent turn you need to spend 1 fuel, and then either spend an action and a fuel to land, or spend an action and a fuel to maintain flight. If you run out of fuel in air you refer to the flight trait for fall damage. You can also land on an opponent to negate fall damage(refer to kaiju traits), if you use the regular jump to enhance a melee attack the bonus is +5.
Kaiju Creation
A kaiju is, mechanically, a mix between a character and a bot. they act on their own, and thus need a full set of attributes and at least some skills to work with. because of this they get both character and requisition points, the amount completely depending on their level. for killing a kaiju you receive a reward of requisition listed on their level amounts. causing collateral damage lowers the amount of requisition you receive for killing them. you may get extra requisition for killing them, but leaving their bodies mostly intact.
The compisition of a kaiju sheet:
9 attributes: Mental: Intelligence, Wits, Resolve. Physical: Strength, Dexterity, Stamina. Social: Presence, Manipulation, Composure. all attributes begin at 1 automatically and can be upgraded to a max of 10, 10 skills (no mental ones due to the lack of capacity, social skills are usually limited to intimidation and communicating with their own kind): Physical: Athletics, Brawl, Firearms, Larceny, Stealth, Survival, Weaponry. Social: Empathy, Expression, Intimidation.
Health begins the same as a bot, except a seventh hit location is added (for those that have it): tail. tails begin at 20 damage and can be maxed out at 30, and provide a single weapon slot. armor begins at 0. Initiative modifiers may be bought/sold as well at the same price of -2/+2 character points. a kaiju may be any size, thought it is recommended that you begin at whatever the average size the average size of the group's bots are, this effects requisition prices the same as always. Kaiju can buy willpower just like a regular character can, for the same price.
Creating a kaiju is almost identical to creating an EVA or Jaeger, all the weapons are the same, the only difference is that all of them are automatically considered "built-in" for the purposes of being organically part of the monster. also, instead of just making up requisition values and levels, each kaiju has a number of requisition points to buy it's pieces dependent on it's level. when buying health for a kaiju, always spend requisition, not character points. when buying attributes, always spend character points. Players who kill kaiju, earn EXP equal to twice the Kaiju's level.
Kaiju Level/character points/requisiton/reward (for each level, add 30 character and requisition points, and 10 requisition to the reward):
- 1/225cp/300req/10rew
- 2/255cp/330req/20rew
- 3/285cp/360req/30rew
- 4/315cp/390req/40rew
- 5/345cp/420req/50rew
- 6/360cp/450req/60rew
- 7/390cp/480req/70rew
- 8/420cp/510req/80rew
- 9/450cp/540req/90rew
- 10/480cp/540req/100rew
Each kaiju gets a special trait to make it unique, it gets an additional one every 4 levels.
Traits:
lumbering on after death, head and arms must be max damage to be defeated and the kaiju gets one last turn.
Flight, the kaiju(or robot or person) is capable of flight, it comes naturally to them and either can fly at 1 range an action or 2 range an action for 10 Cha points or 10 Req points. The flight trait adds an extra range table to play, the height range, you use this and the regular range during play, its the same mechanically except for every range past short you get +1 to hit the enemy, and if you stop flight and fall you take 1d10 damage for every range increment above short(ignoring armour), or if you land on an enemy you get +5 damage if you hit per every range increment above short instead of the damage. you can carry something up to your own size but you have to make a strength check, for every size lower you get +1 die.
(under construction)
Crafting
Keeping it simple, you can use the crafting skill to get discounts on items that require requisition points.
To do this you have to spend at least one requisition point(for parts and the like) and make a crafting skill test(difficulty 5), the number of successes on that test is multiplied by two and that number is now requisition points you can spend on one item(and one item only) to make it cheaper or get it for basically nothing. You cannot save leftover requisition points made in this manner and can only use them on one item, if you were to use crafting on another item you would have to make another crafting test.
See Also:
- JAEVA Project The fluff that inspired the system! combining the worlds of Pacific Rim and Neon Genesis Evangelion into a single crossover
- Adeptus Evangelion A previous homebrew by /tg/ of a different flavour that inspired this one. More geared toward Evangelion than this more generic system is. Check it out if you want just EVA and you like/understand the Dark Heresy system (Also more tables for insanity 'n shit. if thats what you want). give it a look and see how much work went into it at the very least.
Gallery
Edits currently needed and suggested ideas for the Beta:
As we are in the pre-alpha stages of the game, I thought I would make it a point to make a list of currently unmade sections that need detail before being put into action:
- the character sheet needs to be fixed so that the mental skill "crafting" is replaced with "awareness" for perception checks (which are wits+awareness). also, the character sheet's current damage track needs replacing with the newest damage track (which now has 10 more boxes).
- we NEED weapon descriptors and equipment ideas before attempting the alpha. get to it people
- Anything that says [under construction] needs to be fleshed out further.
- we eventually need a "Settings" section that gives ways to play a campaign in certain settings, providing plot ideas, rules additions, and details about the robots and characters limitations and direction.
If you have any suggestions for an edit, place them below:
pilot affinity? increasing the effectiveness of a bot much like how the personality system does depending on the pilot
P.S. sorry if my edits to add some features don't get received so well. feel free to delete them if they don't fit or are just bad -denny's billionaire