ROBOMECK CHARACTERS
All
the Characters are Mecka Pilots. Realistically, even rag-tag rebel Characters
need to be pilots to get in on the main action.
Non-pilots can be NPC support personnel for the group, though they
should stay well-away from mecka combat.
Rolling up a
Character
Abilities
Normal
Abilities: 9 + 1d4
Prime
Abilities: 13 + 1d4
If you roll a 17, roll 1d2, on a 2, you get
18
Sub-Normal
Abilities: List as 9
Int and Dex are rolled as Prime abilities. All Pilots
must have these two stats as Prime. Roll
the other abilities as Normal and arrange as you like. Players may choose to have a Sub-Normal
ability to gain one more Prime ability. (Military
pilots with any discernible Sub-Normal abilities would not have qualified to
get flight training, so there should be a backstory as to how they got by with
one.)
Read
the Social Interaction section
before making your choices for ability scores.
Every stat has value depending on how you want to play your Character
outside of combat. Social encounters are
an important part of this game.
●
Strength (Str): Physical
prowess. Add bonus to physical melee
attacks and damage (not mecka melee).
●
Dexterity (Dex): Hand-eye Coordination
and balance. Add bonus to ranged attacks
(which includes all mecka attacks), AC, and Reflex saves.
●
Constitution (Con): Physical
stamina. Add bonus to hp and Fort
saves.
●
Intelligence (Int): Knowledge,
training, practice, and learning ability.
This is used for any technical skill rolls.
●
Wisdom (Wis): Experience, intuition,
and empathy. Add bonus to Will
saves.
●
Charisma (Cha): Forcefulness or
persuasiveness of personality. This is
used to measure the Character’s charm.
These
abilities all tie into the Character’s Social Interaction skills. These will be described in the Rules section.
Ability Deficient
Score Bonus Abilities
Penalty
10-11
0 9-8 -1
12-13 +1 7-6 -2
14-15 +2 5-4 -3
16-17 +3 3 -4
18 +4
Ability
scores could be reduced from play, like specific injures and using XP to save
your Character. A 3 in any Ability
(especially Prime ones) means the character is seriously disabled and cannot
use mecka or probably even function at all without assistance.
Weapon and Armor
Proficiency
Characters
are trained with the mecka, personal weapons, and any armor appropriate to
their era. With some training, much of
the equipment should be useable by Characters from different eras. Using a non-proficient weapon gives the user
no bonuses to attack. Using
non-qualified armor, the wearer will not have their Dex bonus to AC and cannot
run.
Fortune Points (FP)
Characters
and important NPC’s have the ability to change dice results with Fortune
Points. Use of FP will be described in
more detail in the Rules section. For
now, Characters have FP equal to 1d2 + ½
level (round up). This number will
go up by 1 each time the Character gains an odd level number. NPC’s may roll or have static number assigned
to them by the Ref. The FP # is the
number of times a Character can change dice results in an Encounter. These refresh
after a short rest between encounters.
There is no penalty against the Character or NPC for using FP. This might seem a bit soft, but you haven’t
seen the lethality of mecka combat yet.
Experience Points
(XP)
The
Ref should award XP for each group member for accomplishing tasks, as
determined by the Ref and/or the players' own stated intentions. It is recommended that the Players should
definitely have a hand in determining what their main goals are, while the Ref determines
the minor ones on the way to those main goals.
These should be graded based on the level of the characters and the
magnitude of the accomplishment. What is
a major task for low-level characters is probably a minor one for higher level
ones (4th and up). Giving out
at least 1 XP to everyone at the end of a session, regardless of what happens,
would probably be a good policy.
Award
1 XP for a minor task, 2 for a tough task, and 3 for a major one. No more than one major award (if that) should
be given out per adventure session. A
major task should qualify as an accomplishment the characters could brag about
to their peers without embarrassing themselves.
Very large tasks, like saving the earth from alien invasion, should be
broken down into a multitude of major accomplishments.
Low-level
example: Shaking down an informant for information on a Zee secret jungle base
(1 XP), driving off a Red Biomeck and his squad at an encounter (2 XP),
destroying a Hive Mound (3 XP). Any
encounter where the group risks danger or failure with consequences should pay
XP to them. Complications in an
encounter should still pay XP if the group achieves some success, but at a
lesser rate. If a group completely fails
an encounter and survives (necessarily, dead Characters don’t earn XP) or
totally blows a non-combat objective, the Ref could still award 1 XP for a
good, valiant effort.
XP
are also awarded individually for the Characters’ relationships with others
outside of combat. The Players will set
the goals for their Characters’ personal lives.
The Ref may dangle possibilities in front of them, but can’t force the
Players into them like combat missions.
This will require a longer explanation and will be described more in the
Social Interaction section.
Level Advancement
I’d
recommend immediately handing out any XP earned at the end of an
encounter. Players pay XP to gain the
next level, one level at time. They must
also complete a major task in order to advance, even if they already have the
XP to level up. The cost may seem pretty
low, but as detailed later, Characters may also be using XP to influence events
in the game and to save themselves when facing certain death (though that comes
with consequences, unlike using FP).
Refs, it is also recommended that new Characters be given the
opportunity to earn a couple of easy XP up front.
Levels 2 – 6
2nd
15 XP/1 Major Task
3rd 15 XP/1 Major Task
4th 15 XP/1 Major Task
5th
20
XP/2 Major Tasks
6th
20 XP/2 Major Tasks
(I’m
going to post a separate “commentary track” on writing these rules on my blog,
but I’ll go ahead and comment on this right here. This game only goes up to sixth level because
the math breaks down at higher levels.)
Notes
●
All calculations involving ½ level or two abilities averaged are to be rounded up. Always at least +1, if more than 0. Essentially skills increase by one, every odd
level.
●
Natural Roll: The number as rolled on the dice without modification.
●
"Ref" is the game referee. NPC
is a Non-Player character controlled by the Ref.
●
BAB is Base Attack Bonus. Rd is
Round. AC is Armor Class. DC is Difficulty Check. HTH is Hand-to-Hand combat. Sv is Saving Throw.
●
M# (like M1d4) Mecka Damage, MAC Mecka Armor Class, MHP Mecka Hit Points
●
The DC’s for skill use are generally listed as either 12 for hard tasks, 18 for
very hard tasks. The Ref is free to set
more variability in those numbers for different situations. I would recommend not bothering to roll for
anything less than DC 12 or setting a task above 18.
● I’d also recommend not setting any AC or MAC
above 20, even if the math says so.
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