Campaign:SUPER ROBOT WARS Ω: Difference between revisions
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Latest revision as of 19:08, 1 July 2023
Campaign Info[edit]
It is the year 21XX.
In the past hundred years, thanks to new amazing discoveries in the field of aerospace technology, humanity has almost entirely colonized the solar system. Everything, from the blasted deserts of Mercury to the remote observation posts of Pluto and Eris, bears the mark of human civilization.
Much like the nations of Earth in past times, each planet boasts its own independent government. Strife and rivalry is inevitable, as is war. Vast fleets of starships and forces of mecha face each other in this cosmic arena, doing battle for glory, money, honor, justice, supremacy, a wide array of contrasting ideals.
However, the balance between the planetary superpowers is about to be broken by the realization that we are not alone in the vast, cold reaches of the galaxy.
Not by a long shot.
Della's BESM super robot campaign, Super Awesome Super Robot Wars: Battle of the Universe: Orchestra of Steel: Infinity and Beyond: Stellar Rhapsody Omega: No More Princesses: Desperate Teaparty.
Super Robot Wars Ω.
Wednesdays, 2200 GMT, on #robots.
Character Creation[edit]
Characters are built with 300 points with a special limitation: they all have 100 points invested in the "Item" attribute in order to have a Giant Robot (conveniently called "mecha")
This means characters are made with 200 character points, plus 200 character points of mecha.
Characters ON THEIR OWN (i.e. "on foot") must follow Heroic limitations:
Attribute cap: 4 Combat Value cap: 8 Hit Points cap: 100 Damage Multiplier cap: 6
Characters + Mecha, being 400 points, instead follow those specific limitations:
Attribute cap: 10 Combat Value cap: 9 Damage Multiplier cap: 7
Character Point Cost for Skills is, of course, "Futuristic Mecha". (Page 91 in the book. -Silv)
Every robot should be able to hold his own in combat. Support rules and other secondary stuff is fine, but the point of having a robot is to use it to kick ass on the front lines.
Instead of using the Spaceflight attribute, we will use Flight for space travel as well.
Keep in mind that ranges and distances IN SPAAAACE work differently. No atmosphere, no friction, and so on.
All speeds, distances and so on IN SPAAAACE are multiplied by 10.
In addition, nothing has a "cutoff range" IN SPAAAACE. Radio transmissions just keep going, even if maybe a bit disturbed, lasers and beams might spread out and lose energy but continue, and missiles might burn out propellant but, unless they self-destruct, won't stop.
If possible add an image of your character and your mecha to the sheet.
Houserules[edit]
A special houserule is in function, concerning relationships and combination attacks.
Relationships are one-way (As in, if A has a relationship with B, B doesn't necessarily have the same relationship with A. You keep track only of your own relationships.)
You start with a number of unassigned relationship points equal to your Soul, and can assign those freely among all the people you know.
In combat, you can spend a temporary relationship point you have with someone in one of these three situations:
- he is attacked by a non-area attack: the attack targets you instead.
- he attacks: you add +1 to his damage multiplier, even beyond the cap.
- You want to use a Seishin that has effect on an ally: 1 Relationship point counts as 10 Spirit.
If you want a certain level of sentience from your mecha, you should buy the Features attribute: With 1 rank, it'll be a basic IA. This IA won't talk much and won't do much, but will make the mecha "alive" and capable of limited independent action.
Mechas start with 150 HP off the bat. Armor doesn't add extra HP, but you can buy Tough for more.
Spaceflight is reserved for large, long-range crafts. (i.e. starships and not mecha)
For combat stuff, assume for simplicity that a tactical speed of 1 kilometre per second is a combat speed of 1 meter per round. For a roughly 6 second round and accounting for acceleration, deceleration and maneuvre corrections, this is sort of accurate. We'll play fast and loose anyway.
Seishin[edit]
The Seishin, also known as Spirit Commands, are the true power of the real man. (or woman, or alien, or whatever).
Everyone starts with CONCENTRATION (shuuchuu) for free. All other Seishin cost Character Points to acquire. You can acquire a Special Seishin only if you already have at least other 3 normal Seishin (including Concentration).
- ACCEL (Kasoku): Mecha Land Speed increases by 4 ranks for 5 Rounds. Or, Mecha Flight increases by 1 rank for 5 rounds. Or, personal running speed (normally 3km/h times Body) becomes 30km/h for 10 rounds. Costs 10 Spirit. Buy: 2 CP
- AWAKEN (Kakusei): Gain 1 extra attack. Costs 10 Spirit. Buy: 7 CP
- BLESS (Shukufuku): An ally within 100 meters (or 1 km in space), for 1 Round, gains 5 rerolls. Unused rerolls are lost. Costs 20 Spirit. Buy: 3 CP
- CONCENTRATION (Shuuchuu): +1 to a roll (any roll) for every 10 spirit spent. Buy: Free
- DIRECT HIT (Chougeki): For 1 Round, a Weapon gains Penetrating 5 and Piercing 5. Costs 10 Spirit. Buy: 2 CP.
- FIGHTING SPIRIT (Toushi): For 5 Rounds, gain the Combat Techniques "Critical Strike", "Deflection", "Multiple Targets" and "Dead Eye" Costs 10 Spirit. Buy: 2 CP
- FLASH (Hirameki): For 1 Round, gain 2 extra defences. Costs 10 Spirit. Buy: 2 CP
- GUTS (Konjou): Heal 10 HP. Costs 10 Spirit. Buy: 3 CP
- INSPIRATION (Kannou): An ally within 100 meters (or 1 km in space) gains +1 to all attacks for 2 rounds. Costs 20 Spirit. Buy: 4 CP
- IRON WALL (Teppeki): For 2 Rounds, gain the "Force Field" attribute at rank 3. Costs 10 Spirit. Buy: 2 CP
- HOT BLOOD (Nekketsu): +1 to Damage Multiplier. Costs 10 Spirit. Buy: 2 CP
- LOCK ON (Hicchuu): For 2 Rounds, +1 to all attacks. Costs 10 Spirit. Buy: 3 CP
- LUCK (Kouun): For 1 Round, gain 5 rerolls. Unused rerolls are lost. Cannot benefit from more than 5 rerolls given by this Seishin each day. Costs 10 Spirit. Buy: 2 CP
- TRUST (Shinrui): An ally within 100 meters (or 1 km in space) heals 10 HP. Costs 20 Spirit. Buy: 4 CP
Special Seishins:
- COURAGE (Yuuki): For 2 Rounds, +5 ranks to a Weapon and +1 to Damage Multiplier. Costs 20 Spirit. Emotional 1. Buy: 10 CP
- LOVE (Ai): For 2 Rounds, gain Damage Conversion (internal) lvl2. Costs 20 Spirit. Emotional 1. Buy: 10 CP
The Cast[edit]
SilverMyr as Kenta Tadashi, a Shonen Space Janitor with a Mecha from an asteroid.
Ralewyn as Rick Calburn, a semi-psychotic hacker, mekboy, and nerd extrordinaire with a high-end support unit.
Jeanstealer as Atacanth, an alien princess who headbutts earthlings.
Astra as Emerald A. Gem, a kid from an order of robot-worshiping nuns with a ninja mecha from said order.
Mokuren is Ramza Masri Graedenbolg an alien princess who can only enjoy cold things and can manipulate jealousy. Jeans' rival.
Zeplin is Xerxes Quintas, junk lord and ex-military badass from Saturn.
Draw is Herod Hahn the military convict-turned-Captain America Mars, forced to pilot a deadly new prototype for an oppressive space regime parody.
Current CP Tally: 11 Current MP Tally: 6