Monday, July 8, 2019

Robomeck RPG: Appeal Rolls

Robomeck RPG Index

Appeal Rolls
Rule One here: Do not roll every time a Character asks an NPC for something.  If it’s something reasonable, and/or in NPC’s best interest, they just do it.  There should only be a roll if the NPC is in opposition to the Character at least on this specific issue, or they want something back from the Characters.  The Character needs to gain something; the NPC gives up something.  NPC’s will have their own motivations involving the Characters, but will not roll dice.  Further, Characters don’t roll dice against each other in personal situations.  In those two situations, you’ll have to convince a Character without the dice. 

The Appeal roll involves the Player choosing a type of Appeal, based on their Character’s stats, the NPC’s motivation, and the situation.  They can use whatever Appeal they want, but will have to justify it.  The Ref sets the DC.  If the Ref decides that the situation is complex (certainly 3 XP events qualify), after the roll, they can have the Player roll again to confirm the result or shade it.  Ironically, though personal relationships can pay XP, Characters cannot use FP or XP in an Appeal roll.  (Let the tears commence.) 


Types of Appeals

Muscular Appeal ½ level + (Cha + Str)/2
The Character is trying to look powerful.  This can include showing off muscles or picking up something heavy or grabbing a girl up in your arms.  This can include physical intimidation like against thugs and such.  Warning: Do not attempt to physically intimidate anyone with a higher rank.  That’s a trip straight to the brig.

Gracefulness Appeal ½ level + (Cha + Dex)/2
The Character is trying to look proficient with their reflexes and being smooth.  Yes, this can include strutting, dancing, and even playing video games (“In my off duty hours, I’m a major streamer on Twitch, baby.”) 

Athletic/Robust Appeal ½ level + (Cha + Con)/2
The Character looks very fit or alternately, very hale and stout, and is trying to impress someone with a physical activity like running or swimming or even eating and drinking and just looking sturdy.  A Player planning on using this option is likely going to have to make a choice as to what kind of body type their Character has before play.  (One’s capacity for inebriation isn’t necessarily tied to their size.  This stat however measures how well someone can still be charming while drinking.  It’s a Fort Sv to stay conscious if you’re just drinking.) 

Intellectual Appeal ½ level + (Cha + Int)/2
The Character is attempting to make a logical argument.  It may not even be logical, it just needs to sound logical and hopefully the other person doesn’t think it through.  Just making the roll isn’t enough.  The Player, through their Character, will actually have to say something.  Actually, don’t let them roll until they say something cogent.  In-Character lies and deception are perfectly acceptable.  Remember that NPC’s do not have the omniscient knowledge of the Ref; they can be fooled (or pretend to be, keep the results of the roll secret if need be). 

Emotional Appeal ½ level + (Cha + Wis)/2
The Character is attempting to make others feel sympathetically like they do.  Love, lust, hate, feed the starving children, take care of the abandoned pets, etc.  This skill also applies to trying to psychologically intimidate someone.  As above, if the Character is making a verbal emotional appeal, they will have to say something.  Don’t let them roll until they . . . emote (Acting!).

Pure Charisma Appeal ½ level + Cha
The Character is trying to do it on charm, to get the person to like them and want to please them.  Perhaps the Character is cool, good-looking, or has an engaging personality.

Pity Appeal
For those Characters with Sub-Normal abilities, this one’s for you.  If the Character uses or is forced to use a Sub-Normal ability in a task, the Player may ask that the NPC’s be forced to make a DC 12 Will Save with their Sub-Normal modifier added to the result.  Upon success, the NPC laughs or such.  Upon failure, the NPC is moved to help or think better of the Player Character.   


After the Player decides on how the Character wants to Appeal to an NPC, the Ref will decided on the DC for the roll.  Here’s some general guidelines.

DC 12 Sympathetic, good mood, helpful, lower or same rank, good past experience with Character, you’re famous/they’re not, predisposed to liking people like your Character. 

DC 18 Apathetic, bad mood, hostile, higher rank, bad previous experience with Character, they’re famous/you’re not, predisposed to hating people like your Character.

Of course, you can use other DC numbers.  If the NPC has mixed feelings about the moment or the Character, split the difference and go with DC 14 or 16.  The DC should not be set for less than 12 or more than 18.  In those circumstances, don’t roll.  The event either automatically happens or has no chance.  There should not be more than one quick argument allowed over setting the DC.  Any more than that and the attempt automatically completely fails.

Along with the NPC’s feelings, the situation in which the Appeal is being made should be considered.  Is the type of Appeal inappropriate for the situation?  Is the NPC in an abnormal situation where they might not make the same decisions that they would normally? 

Moreover, an Appeal roll might not always be just success or failure.  It could be shades of it.  The Ref may call for a second roll to confirm the result, especially if it involves an important NPC, an important moment, or is a conflicted situation.  (Don’t be a d*ck about it if it’s a minor event or an unimportant NPC.)  If the result stays the same, then it stands as is.  If it’s different, then it’s a success, but with complications, or it’s a failure, but with a chance of redemption. 


Awarding XP for Social Interactions
XP generally works the same way for personal encounters as combat ones.  Award 1 XP for minor successes, 2 XP for moderate ones, and 3 XP for major accomplishments.  Let’s look at dating for example, 1 XP for getting introduced, 2 XP for a successful date (your call on “success”), and 3 XP for actually being a couple.  But that’s only under average circumstances.  If the prospective date is a celebrity or an enemy ace, it’s going to be 3 XP to just get the date and probably several steps to get to that point.

Converting an enemy or a rival adversary to your cause should definitely be hard and worth 3 XP.  Rallying some cowardly locals to fight the Hive would be a 3 XP effort.  Placating a miffed girlfriend or wife would be worth 2 XP.  I would say that a Character/NPC relationship that “fails” and is over, should award 1 XP, just for the experience learned.


Here’s some more example social situations: Maybe the Characters want to transfer into an elite front-line squadron (will have to prove themselves with smaller missions first and then appeal to the CO of the unit).  Maybe they’re trying to get access to an experimental weapon or mecka (will have to convince the scientist in charge, maybe do some favors).  Perhaps the group may be infiltrating a Hive sympathizer group (will have to find a contact, get their confidence, get introduced to their leadership).   

Saturday, July 6, 2019

How I Spent My Summer Vacation June 2019

I’ve been on vacation from writing at least for a month.  Maybe this is a sabbatical then.  I’ve still been watching and enjoying sports during this time, but hadn’t felt any desire to write about it until this weekend.  I’d like to say I’ve been relaxing, but that hasn’t really happened.  I finished reading some stuff that had piled up earlier this year inside of a week.  I’ve spent some time working on a fiction story that I started somewhere in the 90’s.  Needless to say, it’s still frustratingly not coming together.  I also got knocked out by a cold last weekend.  This weekend, after a busy night doing quarter end duties at work, I couldn’t get to sleep for the 100 degree heat.  I think I’ve lost two full nights of sleep over the last two weeks and still haven’t caught up.   

Before this weekend, I’ve seen and listened to some interesting events.  I discovered there are two professional lacrosse leagues.  (One of which plays in NHL hockey rinks and the other plays games in Cowboys Stadium.)    On June eighth, I heard the Rangers win a day/night double header over the A’s on the radio.  This was in addition to watching two baseball games on TV and listening to a Chihuahuas’ game.  This was my idea of a great weekend.  I heard some good Chihuahuas games during the month, but so many that they’ve all blurred together.  This is why I was writing up summaries on a daily basis.  They did have 29-4 and 19-9 wins in June over the Rainiers and the OKC Dodgers respectively.    

Years ago, I got to hear a bit of the radio coverage of the 24-hours of Le Mans race from France.  I’ve never actually seen the race.  When I got access to a home Internet connection earlier this year, I looked up when Le Mans was going to be on and anxiously waited two months for it.  When the day came (6-15-19), even better, I found the Eurosport video feed and got to watch. 

I missed the beginning (which was early in the morning) and the end (also really early), but I did get to see the night time stint, which was spectacular.  That 8-mile track isn’t really lit well or at all in places.  The big, bright headlights on the cars were essential given the racecar speeds they were going at.  Little wonder some drivers, generally a brave group of people, begged off of doing the night shift.  Overall, the cars were cool, the racing was fast and good, and I enjoyed the heck out of it.  I even learned that they have to actually change the brakes on the car during the race to give you an idea of how hard they’re driving those cars. 

However, there was 24-hour competition for the race.  Twitch streamer, Gibi, had hit two million subscribers on her ASMR Youtube channel and scheduled an all-day stream at the same time as the race.  I did see the beginning of her stream and the ending (where she was singing Closing Time).  This was fun, too.  Gibi’s such a sweetheart.  I think I watched about 18 hours of the race and the stream.  Running these two streams for hours on-end might have been the precipitating factor in losing my access to that open Wifi connection shortly thereafter.  Oh, well.  If I’ve gotten another Internet connection by June next year, I may try to stay up and watch whole Le Mans race.  (There will likely be some napping involving.)   

I suppose the biggest event that I’ve watched during this time has been the Women’s World Cup.  I’ve watched four of the five games in June during the day.  (One of the games was on cable for some reason and I couldn’t watch that one.  I don’t understand Fox’s scheduling there.)  I’ve had some deeply ambivalent feelings for the US team.  I’m not going to root against a US team in international competition, but this team is really making it hard to root for them.  This is coming from a guy with a huge crush on Alex Morgan.  (By quick count, I’ve mentioned her 21 times on the blog, err . . . 22 now.)  I’m not even sure if I like her anymore.  Alex’s carefully cultivated brand (a role model for little girls and a sex symbol for guys), much like Taylor Swift’s, has been soiled with her fans over what she’s said and been a part of.  I’m really disappointed in her. 

They are greedy, they have no patriotism, and they are bitterly politically partisan.  Anyone on the team not acting the same seems to be discriminated against by the team.  On field, they have displayed poor sportsmanship (13-0?) and have gotten by in later harder games largely thanks to the refs.  This US team is fully deserving of getting beaten, but I just can’t root for it.  It’s disgusting having your own patriotism used against you by people who hate America.  The team’s animus against President Trump (and half of America) has been met with scorn by him and others.  Graciously, he’s invited them to the White House, win or lose (more gracious than I would have been). 

I remember some individual players on some championship teams in other sports did decline to visit the White House while Obama was in office.  Generally, I don’t think they got any accolades for it and their teammates told them afterward that they should have gone.  The NBA and the NFL have both had issues with Trump, which I’m not bothering to get into here.  For a US national team to do this, and certain players getting away with it only because they’re stars, is despicable.  All this team can do now is win the tournament or they are laughingstock failures.  Even then, they’re not making any new fans with Americans.   

What finally got me to put pen to paper was this Saturday’s (6-29-19) Yankees/Red Sox game.  Normally, this isn’t news and I couldn’t care less.  Today, however, this game was being played in London.  Nice going, MLB.  The NFL sends scrub teams to London, you guys sent marquee teams.  Complete upstaging.  I was exhausted from work the night before and a lack of sleep, but I got up to watch this.

The field inside London Stadium looked small, and was, but actually wasn’t the smallest in the MLB.  Centerfield was only 385’ away, but was protected by a 16’ wall.  Foul ground, however, looked like about a half mile from the baselines to the stands.  The PA repeatedly told fans that they could keep the balls going into the stands if a ball made it that far.  Still, it was a good-looking temporary facility. 

60,000 people showed up for the game.  They said 70% of the tickets went to Londoners.  Of those, many were ex-pats.  There was team gear for the Yankees and Red Sox in the crowd.  I also saw a Rockies hat and some other teams represented.  I usually frown on third party gear at a game, but given the circumstances, it was totally appropriate here.  Of note in the crowd, Prince Harry and Meghan Markle were out with some kids to throw out the first pitch.

A British a capella group, the Kingdom Choir, performed a pair of tremendous national Anthems (the US one and God Save the Queen, which sounds a lot like My Country Tis of Thee, just saying, there might be a copyright issue).  Use this group again next year when the Cubs and Cardinals are playing.  (I presume the Dodgers and Giants will be on tap the year after.)

Both teams wore their home white uniforms, but the Red Sox were the home team.  Neither team had player names on the back, so I hope everyone had a program.  In the first inning, the Yankees scored 6 runs and the Red Sox starter didn’t make it out of the inning.  In the bottom, the Red Sox scored 6 runs and the Yankee starter didn’t make it out of the inning.  Okay, that’s all of the play-by-play I’m doing for this game.  Let’s just say the pitchers didn’t react to the trip as well as the hitters.  (The Red Sox even took a luxury jet liner coming over.)  Beforehand, I was worried how they were going to explain the infield fly rule to the London crowd.  I chuckled at the time.  Strangely, that rule did come up in the first inning.  I was shocked. 

The second inning started an hour later.  Good thing the crowd may have been expecting something like a Cricket match; this was going to take a while.  Actually, I read an article and saw a video on the MLB website explaining that baseball actually originated in 1700’s England.  It was even mentioned in a Jane Austin novel.  (You know, the one where the heroine has a torrid, scandalous affair with Derek Jeter, North Yankee Abbey.)  What the heck happened?  Obviously, the English played a different style of game than we do.  Their version of baseball had the players kicking a ball into a net. 

Let’s focus on some other aspects of the game.  OMG!  There was a sign for Taco Bell UK displayed behind home plate.  Wow, it’s the worst of Mexican food, combined with terrible English cuisine.  Frightening.  MLB brought The Freeze in for the weekend.  In his skintight body suit, The Freeze can usually beat any fan in a sprint, even giving the fan a good head start.  Amazingly, the fan, from America actually, won the race.  He was a big, unassuming guy.  He took big strides and didn’t seem to be running hard.  The Mascot Race later featured Henry VIII, the Loch Ness Monster, Winston Churchill, and Freddie Mercury, who won.  I wonder what Londoners thought of the spectacle given that the mascot choices had all the earmarks of being picked by Americans. 

The main blemish on the coverage was that Joe Buck was broadcasting, but him and John Smoltz did a decent job.  They had dinner delivered to the booth and got something like a hot dog, but it was huge like Rangers’ “Boomstick.”  I didn’t find out if that was usual London Stadium fare, or something that was brought over special.  In the pregame, Alex Rodriguez was shown having a good time going around London.  This guy might have a better chance of getting into the Hall of Fame as a broadcaster if he works at it more. 

Three hours in, it was 15-6 Yankees and maybe the seventh inning.  Smoltz did make the comment earlier that he thought this could be a signature win for the Red Sox this season after their first inning comeback.  Needless to say, the game ran over the PGA Senior Championship coverage.  It wasn’t over yet though!  The Red Sox made a comeback in the eighth and got it to 17-13.  They even left the bases loaded in the inning.  In the bottom of the ninth, Aroldis Chapman had to come in to finish the game for a 17-13 Yankees win.        

A game montage was played to the tune of Yakety Sax, the Benny Hill Show theme, but there were no errors.  A great double play even ended the game.  The game went 4 hours, 42 minutes.  That was 3 minutes short of the longest 9-inning game ever (a Yankees/Red Sox game of course).  37 combined hits.  16 pitchers (8 for each team) were used.  DJ LeMahieu for the Yankees was the star of the game going 4 for 6 with 5 RBI’s.  Obviously, he’s just hitting well at Coors Field and isn’t actually doing anything special this year.  (Why couldn’t you have hit this well with Rockies, DJ!)  Was this an abnormal baseball game to introduce England to?  In terms of the teams playing, not by much, but certainly it was a heck of an epic game to expose a first-time fan to.

The Rangers’ broadcasting crew was amazed by the game too.  I started listening to them partway through the London game.  I was briefly wondering if the Rangers/Rays game would finish first, though it started a couple of hours later.  Brendan McKay for the Rays, making his first Major League pitching appearance, had a quick perfect game going into the sixth inning.  Eric Nadel informed us that Bumpus Jones has the only Major League no-hitter in his first appearance, though that was in the 1800’s.  The effort was broken up in the sixth and the Rays won 5-2.

Fox had a day/night double header today.  I was briefly concerned that the London game might overlap the evening game between the Dodgers and the Rockies.  I had gotten to watch their game last night at work on MLB.TV, which graciously decided not to locally blackout the game (though I can’t get the game locally).  It was an epic battle, complete with a lightning delay.  The Rox finally broke their 12-game losing streak to the Dodgers, 13-9.  


I’m still not doing play-by-play, but the Rockies won on Saturday 5-3, with Jon Gray beating Clayton Kershaw.  Given how high-scoring other two games in this series were, Fox might have been disappointed, but this lower-scoring game was definitely a more intense, sweeter win.  Joe Davis and AJ Pierzynski did a great job on the commentary.  Mike Hill and Dontrelle Willis were excellent in studio.  I may have been exhausted, but what a great day of baseball.  And with that, I’m going back on sabbatical for a while.

Friday, July 5, 2019

Robomeck RPG: Social Interaction

Robomeck RPG Index

Social Interaction
For all my effort in writing out the mecka stats, this is not just a giant robot combat game.  It is a simulation of an 80’s giant robot show.  What that means is that what happens outside of the robot is as important, if not more than, what happens inside of the robot.  If you think back on the show, a good deal of the most memorable moments were the Character moments, not just the scenes where things bulged and then exploded.  (Those were great too, of course.)  Simply, this game will fail as an RPG if you’re just running it for giant robot combat scenarios (though that might be fun too, but in a different way).

The Player Characters should have meaningful interactions with each other, with the NPC’s that they know inside and outside of their military organization, and even with enemies that they might not meet face-to-face for several sessions.  Players will want to because it will make the game more involving and, probably more importantly, it will pay XP.   

Let’s look at some of the main Character relationships from the show.

Lt. Richard Huntsman
No parents or siblings shown other than “Pops” who ran an air show.
Goals: Defend the earth from the Zee, be with Ling Ling, be with Mise, thrust into a leadership role with subordinates
Character Links:
          Lt. Cmdr. Ronald Messerschmitt-“Big Brother,” commanding officer who was involved with a bridge officer, died in combat, inherited his mecka, Richard has to take over his command as well
          Cpl. Max Silver-subordinate, better pilot, involved with an enemy ace, Richard has to figure out what to do about that      
          Pvt. Benjamin DOA-subordinate, died under his command, Richard has to deal with this
          Cmdr. Mise Haysa-commanding bridge officer, romantic entanglement (somewhat inexplicable)
          Ling Ling-would be girlfriend, famous, Richard has trouble getting time with her and any commitment
          Ling Kyle-romantic rival for Mise and Ling Ling (neither of which makes any sense), ideologue opposed to military, better hand-to-hand fighter, more charismatic, Richard has to prove to be more mature and sensible than his rival
          Cmdr. Maitai-enemy commander turned ally, Richard has to earn his respect
          Cmdr. Centaurus-implacable, psychopathic enemy commander, goes after Richard personally, Richard has to defeat him
         

Lt. Daena Silver
Half-alien background (subject to prejudice and has to prove herself), parents left her on earth (abandonment issues?), has two siblings, meets little sister in a psychic vision (didn’t meet her in the movie, which was a missed opportunity, but they did meet in the comic book prequel in an unsatisfactory fashion), unnamed little brother (they tried to explain this away in the books, but it’s a true loose end)
Goals: Stop the Overlords’ invasion, unlock the mystery of Qor, thrust into a leadership role
Character Links:
          General Bell Howell-father figure, commanding officer, Daena needs to earn his respect and confidence (which is hard, because she’s kind of ditzy)
          Pvt. Davie Grant-also left behind on earth by parents, friend, subordinate, involved with an alien, Daena has to deal with his insubordination at times
          Sgt. Jesus Dante-subordinate, second in command, by the book guy, big brother-ish or unrequited romantic entanglement (it was hard to tell between those two), certainly a rival or obstacle to being with Qor, Daena has to deal with him undermining her authority and being jealous of Qor
          Cpl. Luis Nicholas-genius subordinate (one questions why he was in a frontline combat unit, as he would be way more valuable in a support role), Daena has to get the most out of his technological work, while quelling his ethical concerns
          Pvt. Sam Phillips-subordinate, but former commanding officer (the show never made much of that), involved with professional rival (Maria), Daena has to show her subordinates that she’s a good officer too and not let Sam undercut her
          Qor-captured alien enemy ace, amnesiac, romantic entanglement, Daena is trying to figure him out and seduce him
          Supreme Commander Elmore-commanding officer, hates aliens (like Daena), Daena has to deal with a commander that she can’t impress with her abilities or accomplishments
          Lt. Maria Jade-officer in Aero-Space Force, friend, professional rival, involved with one of Dana’s subordinates (Sam), Daena has to work with her while being sabotaged by her
          Lt. Aileen Satori-officer in Military Police, friend, professional rival, suspicious of everyone (part of her job), especially Davie, since he’s involved with an alien, Daena finds herself having to hide things from her
         

Lt. Cmdr. Scott Ranger
No parents or siblings mentioned, born off earth (maybe, who knows?  The timeline on the show is impossible)
Goals: Destroy the Hive, get revenge for lost fiancée, be with Maryann/Elsa
Character Links
          Maryann: fiancée, died in combat, Scott has to deal with this and it motivates all his actions on earth
          Elsa: amnesiac alien agent initially named “Maryann” after Scott’s lost love, romantic entanglement, Scott has to get over Maryann to love her (One of his rebel subordinates would also have a relationship with a Hive Humanoid warrior)
          Rebel group: commands a collection of non-regular forces (including a transvestite and a loud-mouthed kid, WTF!), they take orders conditionally and Scott has no means to coerce them, Scott has to show he’s a competent commander and that they should follow him in their common goal of driving off the Hive
          Subjugated Humanity on earth: these people are mostly beaten and only fight against each other over what’s left, Scott either has to motivate these people or keep from getting betrayed to the Hive by them
          Zorg: implacable enemy ace (not much was made of this relationship on the show, Zorg could have been a noble enemy, loyal to the Hive, but not necessarily a human extermination-ist), Scott has to stop his homicidal schemes    


You still think the show was just about giant robots?
         
Let’s see what we have here: romance with people inside and outside of the military and even with the enemy, professional rivals, hostile commanders, personal rivals in romance, enemy rivals, inter-group conflict, deceased comrades (superior and subordinate), missing parents, sole survivor/background isolation.  That’s just looking at the three main Characters!
 
Notice how some Characters have goals that work in direct opposition to each other, such as the consistent theme of “loving the enemy.”  That’s not a mistake.  That’s Character building.  The Ref should take whatever the Players give them in Character beliefs and set up situations that challenge those beliefs.  Feel free to give the Characters conflicted loyalties.  Keep in mind, some members of the alien forces have these same problems.  They are repressing human emotions and trying to stay loyal to their cause.   

Rivalries made up a lot of tension on the show.  A rivalry would be people on your own side that you’re having a conflict with.  They may have conflicting goals and ideals and might even just have personal grudges.  This is an enemy you cannot fight like you do the alien enemy.  Daena had some petty and some legitimate inter-service rivalries.  Not to mention, her and her troops ended up in the middle of her superior officers feuding.  Scott had conflict inside his group, not to mention conflict with the people they were trying to liberate.  Poor Richard, not only were both of his love interests enamored with another guy, this guy hated the military (who were protecting all of them) and later become an alien rights activist.  (Oh, and he could have kicked Richard’s ass in a fight too!)       

Politics were mostly in the background for Space War I and II (and I’d say should have been featured in the EEF’s civilian Oversight Council with the fleet as they made several very important decisions).  If the Characters have some connections or even ambitions, there’s no reason that politics couldn’t be much more prominent (other than we get enough of this in real life).  Certainly the commanders in charge of the conflict are going to be under intense political pressure, which will influence their strategic decision-making (which will filter right down to the Characters).

We can add situations that weren’t in the show too of course.  What about dealing with an NPC (or even a Character) who is an actual Proto-Flower addict.  They have some minor psychic powers, but are always looking for their next hit.  What if a Character is married with kids (cheating spouse, tempted by someone else, teen kids getting trouble, known family problems could be used against them by rivals).  Maybe the Character could have overbearing parents interfering with their lives (actually Mise’s father could qualify as that).  How about the media or even social media?  What if the Characters cross paths with hostile reporters or snarky social media mavens who are undermining the military or the rebellion?  (I think that little seen theatrical movie had a plot involving a reporter.)   

I hope this section impresses upon you how important personal relationships were on the show and gives you some ideas for the personal side of the campaign (otherwise I’ve wasted a bunch of time here). 


Relationships
Ideally, if the game group is on board with playing this game, the first session should decide on the era and general setting.  The Players should make up their Characters and relationships with each other, personal relations (like parents, siblings, friends, relatives, object of desire, boy/girlfriend, lover, spouse, children), and professional relationships (subordinates, superior officers, other personnel like mechanics or the quartermaster, even your bartender). 

The Players should make some suggestions about what their Characters would like to accomplish and what kind of NPC’s they’d like to interact with.  The Ref should take this information and twist it in the worst possible way and use that to make up the first adventure session.  (Well, maybe not that extreme, but are these Players really your friends?)  The Ref actually shouldn’t make the relationships difficult, but should make them interesting.  The Ref can set the nature of the relationship for example: trouble, an enemy, helpful support, attraction, love, a rival, and whatever else.

All Characters should start with at least three initial relationships: one with a squad member, one with a military member outside of the PC group, and one with someone outside the military (a personal relationship).  The Ref will present new NPC’s for possible relationships during play and the Players can choose to further interact with them as they will.  Players are free to set goals with their initial relationships and state goals with new NPC’s they meet (or not).   

Remember that relationships go both ways and will inevitably come with strings.  If the Players create an NPC attachment for their Characters, the NPC might come calling for favors too.  Maintaining and advancing any relationship will also require some effort.  Loved ones will make demands on your time.  Some NPC’s may be a bad influence and get your Character in trouble.  What if a love interest is actually obsessed with your Character?  Worst of all, if your personal relationships interfere with your flight duties or rebel missions, you could get grounded or booted from the group.  So, be careful in choosing your associations.  

Thursday, July 4, 2019

Robomeck RPG: Mecka Combat-Missiles, Ranges, Speed, HTH

Robomeck RPG Index

Additional Mecka Combat Rules

Surprise
Combatants firing longer range weapons than their opponents have detection capabilities (and without any radar support) will always seem to attack without warning.  (Delta Black stealth fighters have some special rules attached to them as well.)  Mecka forces can also be hidden before combat action for an ambush (mecka cannot sneak and hide in combat), such as underwater, under dense brush, or mixed in among large amounts of debris.  Such forces may be able to attack from Surprise.  Detection and setting of ambushes are the same as in Personal Combat. 


Mecka Destruction
For mecka out of MHP (and Character and important NPC pilots out of FP and XP), their craft is destroyed.  For common opponents, the pilot is likely also killed with the destruction of their craft.  For Characters and other NPC’s, they can roll a Pilot Check.  With a roll of at least 12, the Character survives (ejects or some other means of escape), but are stunned for 1 rd.  If the roll is 18 or more, the mecka is actually crash-landed (or is still flight-worthy, but not combat capable) and is salvageable. 

This rule also applies to normal vehicles, cycles (including Typhoons in either cycle or battler modes), and even horses.  However, in this case, the vehicle is always ruined.  With a DC 12 Pilot Check, the driver (or passenger) survives, but is at 0 hp and knocked out for 1 hour (barring treatment).  If the roll is 18 or more, the driver or passenger is somehow only scratched and just stunned for 1 rd.  (Please apply some situational common sense to this very broad rule.  Actually, you can apply that maxim to just about every RPG rule.)     

A Character losing their mecka will face an inquiry with a senior officer and a JAG auditor (who will be hostile).  Am I going to have to pay for this?  (Never pass up an opportunity to make the Players squirm.)  One hopes that the Character’s squadron leader and wing mates will back them up.  If you die with your mecka, you’re a hero.  If you come back without your mecka, you might get a bill.  Grounding is a definite possibly if a Character’s mecka was destroyed recklessly or from poor skills.

(This is really just here to keep the Players honest.  Yeah, let them fly again after crashing, but if it was avoidable, there should be some punishment, like demotion.  Hey, it could be worse.  If you’re a ship captain and lose your ship and survive, you get court marshaled.) 

Kamikaze
Flying into a ship requires a successful attack roll at full speed.  The Kamikaze will go last in the rd, so the target will have an opportunity to shoot it down.  Missing means the attacker has hit the ground or only clipped the ship, either way their craft is destroyed.  The damage caused by a successful hit is M2d10 x 10.  A Character or important NPC can eject before mecka destruction with a DC 12 Pilot Check, otherwise you’re in the explosion.     


Missile Usage
Volleys of missiles (more than 1) either all hit their target or all miss.  Make 1 attack roll per volley, not per missile. 
Damage from a volley of missiles is not per missile.  Roll damage for 1 missile.  Each additional missile adds a static amount of extra damage.  +1 for Short Range Missiles, +2 for Medium, and +3 for Heavy for each additional missile in the volley.  If you need a rational explanation for this, the first missile exploding prematurely detonates the others.  (Game-wise, rolling for each missile takes a lot of time and causes too much damage to account for.) 
Missiles and groups of missiles can be fired at multiple targets in the same rd.  Make a separate attack roll for each target. 
Micro and Mini missiles may be used for Called Shots on other mecka.  Larger missiles can only be used for Called Shots on ships and other large targets.
Micro and Mini missiles can be fired at Close range.  Larger missiles fired at Close range will cause ½ damage to the attacker.
Missiles can only be targeted as far as they have guidance.  This is to say that an L range missile needs to be guided by an L range radar system to hit something at L range.  The radar can be on the firing mecka, or the mecka could be tied into an L range radar system (an Eagle Eye craft, a ship, or a ground base).  Micro and Mini missiles are only line-of-sight guided.  


Ranges and Speed
Speed ratings only apply to which mecka acts first in combat.  It doesn’t actually quantify how far the craft is going in a rd.  For game purposes, all mecka can traverse 1 range increment to the next in 1 rd.  So, a mecka at long range can move to medium range the next rd and so on.  However, faster mecka will still outrun slower mecka or will close in on slower mecka after 1 rd.  (Faster mecka will move out of attack range, or will be able to engage after 1 rd.)  Almost needless to say, land mecka cannot chase after or run away from flight mecka.  Whenever a detectable craft enters into a craft’s radar range or support radar range, the Ref must announce it.     

Ranges
VL- Very Long Range, beyond attack range, ground-based radar, ship-based, or dedicated radar support craft can see it
L- Long Range, distant, perhaps barely visible, only a radar target
M- Medium Range, threatening, visually identifiable
S- Short Range, dogfighting range, markings on craft will be visible
C- Close Range, HTH combat range


Speeds
VF- Very Fast, can reach escape velocity into orbit
F- Fast, usual combat fighter speed
M- Medium, usual land mecka speed or slow air/space craft
S- Slow, speed for large, bulky craft


Called Shots
As in Personal Combat, a Called Shot in mecka must be declared before the attack.  The attacker has to succeed at two attack rolls to hit, otherwise it is a miss.  Other than mini and micro missiles, larger missiles can’t be used for Called Shots on small targets.  When a mecka shoots at a specific area of a ship (or other large object), it is a Called Shot if the area is smaller than the mecka itself, otherwise it is a normal attack.  So, large Zee turrets or engines and such are not Called shots, but just a regular shots.  Shooting off the arm of a Hive Drone Warrior holding a captive using a cannon pod would be a Called Shot.

Cockpits can be targeted as Called Shots (assuming the mecka has a discernible cockpit).  If successful, the Pilot must make an immediate DC 18 Pilot Check to avoid crashing or completely losing control of their craft.  If successful, they regain enough control to continue operating.  If not, they’ll likely need a Pilot Check to eject (perhaps needing to use XP).  Generally, only an ace or equivalent enemy pilot would try this tactic and likely only with a Close range shot.


Mecka Point Blank Shots
If mecka are engaged in HTH or circumstances allow two mecka to be directly next to each other, a Point Blank shot may occur.  No attack roll is made, just roll damage, unless you’re attempting to hit a certain spot on the mecka which would then make it a Called Shot.  Using missiles at this range will cause the attacker ½ damage. 


Mecka HTH Combat
A mecka needs to have some humanoid features in order to engage in hand-to-hand combat.  Mecka such as EMDF Battlemecks have weapon arms, which are not designed for HTH and will be damaged if used as such. 
  
Grab: Assuming the mecka has prehensile hands, they can make a normal attack roll to grab on to or ahold of something resisting them.  If they’re trying a grab a non-resisting object, it’s a Dex check.  Figure DC 12 to 18 depending on the object. 

Grapple: Like in Personal Combat, the attacker must make a successful melee attack roll and a Str check to pin their opponent.  They will also always go last in combat initiative.  The Str check is DC 12 + defender’s Str.  Most mecka have a +2 Str, except where noted.  Failing either means the attack has totally failed.  If other attackers, who are holding their attacks, are assisting (up to three more), add their Str scores to the Str check. 

The grappled opponent has to make a successful Str check to throw off the grappler(s).  The DC rating is DC 12 + the attackers’ Str.  (The Escape Artist skill does not apply in mecka.)  A defender who is unable to get free is pinned.  The grappler can then make a Point Blank attack to score damage (this depends on available weapons).  Attacking a mecka with missiles while grappling it will cause the grappler ½ damage.  A Called Shot or even a Point Blank shot can also be made on the grappling mecka (which will also be unable to move). 

Attacks on man-sized opponents: Unless the opponent has a MAC, they going to be killed by any hit.  The mecka (or giant Zee) can make a non-lethal slap or such.  If the man-sized opponent is hit, they must make a DC 18 Con Sv or be knocked unconscious 1 turn.


Mecka Notes
Some mecka have different modes of operation.  Transforming mecka may change modes as a free action at the start of their turn. 
Generally, mecka may only use one weapons system at a time, except where noted on individual mecka. 
Mecka can use Cover as in Personal combat, however, that cover usually destroyed with the first hit on it.
Mecka are not able to sneak around (Stealth skill) near enemy forces, even those using personal Typhoon Battle armor.  Sniping attacks can only occur when a mecka fires from cover or outside of their opponent’s detection range.
Mecka do add a Str bonus to their HTH damage.  This is listed with the Mecka’s damage.  Mecka hitting each other always causes damage.  Mecka can restrain other mecka, but can’t “box” or some other type of non-lethal combat.
Mecka can be knocked down, but not stunned or knocked out, unless the pilot is directly attacked.
Mecka can be “blinded,” which includes visual sensors and radar detection and even the pilot being blinded. 
Mecka can’t be coup de graced, but can take point blank attacks in the manner as described above. 
Mecka may make stunt attacks, but what they can do depends on how humanoid in shape they are.  Use some common sense.

Wednesday, July 3, 2019

Robomeck RPG: Mecka Combat-MAC, MHP, MD and Sequence, Initiative

Robomeck RPG Index

MECKA COMBAT

Mecka Armor Class, Mecka Hit Points, and Mecka Damage
Realistically (discussing realism in a tabletop RPG is absurdist I realize), some weapons aren’t going to affect some types of craft.  Certainly bullets aren’t going to do any good against a tank.  With that in mind and some skepticism, mecka and various normal vehicles and aircraft will have Mecka Hit Points (MHP) and Mecka Armor Class (MAC).  High-powered weapons will do Mecka Damage (M).  This will represent a shorthand of sorts for craft that may be generally invulnerable to hand-held weapons and for weapons that are capable of damaging those craft.

The base value Mecka Armor Class represents a mecka’s potential agility, armor, and ECM (electronic countermeasures).  The full MAC value is the base + pilot Dex + ½ pilot level for most mecka.  Certain slower, bulkier mecka may only have a base value or negate the pilot’s Dex.  It’s the mecka’s ability to avoid taking a hit or ability to survive one.  Mecka Hit Points work like Character Hit Points.  A mecka is fully functional until it runs out.  At 0 or less MHP, the mecka will cease to function, perhaps even exploding altogether. 

Figure that normal cars and even certain weak spots on mecka at rest (not moving) are vulnerable to normal gunfire.  However, it’s going to take a hail of gunfire to stop a car (unless you make a called shot on the tires or the driver) and a mecka is likely only going to be slightly disabled (unless you perhaps make a called shot on the cockpit with a high-powered firearm).  It is at the Ref’s discretion how effective such attacks would be.  (I’m not going to break down every possibility on every mecka.)  So while regular damage might damage some types of craft with Mecka Hit Points and Mecka Armor in certain weak spots, it’s going to take a Mecka damage weapon to actually bring them down.

There are Personal Armor options that have an M-rating for damage.  However, the wearer is not invulnerable to normal damage.  They can take a good hit, but anything over that in a rd causes damage to the wearer.  Details are listed in the Mecka section.


Mecka Combat Sequence
Initiative
The mecka firing the longest range weapons will fire first.
Mecka with Surprise will have a free rd to attack.  Craft with long range radar support (like an Eagle Eye craft or ground radar) will not likely be surprised. 
Air mecka attacking ground mecka will have initiative over them when within range of their weapons.
For combatants within mutual combat range, the mecka with the highest mecka speed rating goes next.
Mecka Pilots with enhanced Dex ratings (+3 and +4) will go next.  Do a roll off between combatants with the same Dex rating with a d20.  No ties.
For the rest of the mecka involved in combat, do a roll off with between them for the next in order with a d20.  No ties.  For simplicity, groups of similar opponents could share the same roll.

Attack Phase
The attacker rolls 1d20 + BAB + Dex.  The roll is compared to the defender’s MAC.  If the attack roll is equal to or greater than the MAC, the defender is hit.  Unlike other D20 games, Natural 1’s and 20’s are not automatic misses and hits.  See the Missile Section for further details.

Damage
For energy and projectile weapons and single missiles, just roll the listed damage value.  For missiles fired in a volley (more than one), extra damage is scored depending on the missile type and number of missiles fired.  Damage is subtracted from a craft’s MHP.  At 0 MHP, the craft is destroyed and the pilot may or may not survive (see below).   

FP and XP

Characters and important NPC’s who have FP may choose to use them here to negate any damage taken from the attack.  Characters out of FP might use their XP, but there will be Ref-decided consequences for doing so. 

Tuesday, July 2, 2019

Robomeck RPG: Fortune and Experience Points and Skills

Robomeck RPG Index

Using Fortune (FP) and Experience Points (XP) In Play
Characters and important NPC’s can cheat fate by using Fortune Points.  Under the below listed conditions, an FP can be played to avoid damage and make skill and ability rolls successful without any penalty.  Additionally, Characters (but not NPC’s) out of FP can use Experience Points (XP) in the same manner.  However, the use of XP comes with Ref-decided consequences, which could be permanent for the Character.

Fortune Points (FP)
Players roll up FP when generating their Character.  The number of FP they have goes up as they increase in level.  This is the number of FP that a Character has access to in a non-combat turn or a combat encounter.  Their FP refresh after at least 1 turn of rest.  FP can be used after the results of a damage roll are known.  (To move the game along in any RPG, you really should be rolling attacks and damage at the same time.)  Important NPC’s will be assigned their FP by the Ref, either randomly rolled or given a number. 

It is recommended that Players always keep one FP or XP available in a fight to save themselves, either to eject or to recover from deadly damage.  Blowing a saving roll in a lethal situation will kill your Character.  There’s no Wishes or Raise Dead in this game.  

FP can be used to change fate under these conditions
May be used to make a skill use a success.
May be used to make a physical feat a success.
May be used to make a Saving Throw successful. 
May be used to make a hit by an enemy a miss. 
May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or some minor bit of necessary help.  (Not the cavalry showing up, see below.)

FP cannot be used for
Any Social Interaction rolls.  No fudging when asking the idol singer out for a date.
To make an attack roll in a combat encounter a success.   
To increase damage caused.
To decrease damage taken.
In other words, you can decide to use FP after damage is rolled, but you can’t alter the amount of damage.

Experience Points (XP)    
When a Character runs out of FP, they can exchange their unused XP to change their fate under the same rules as FP.  Only XP that hasn’t been used to raise the Character's current level may be used.  The Ref does have the option of narrating complications from the use of XP (such as unconsciousness, left for dead and captured, weapon broken, or even permanent ability decreases).  Use of XP does allow for one special type of fate changing that may be used even if the Characters have FP left. 

● XP may be used to call upon Outrageous Good Fortune.  This option may only be used once per adventure session for the entire group.  This would be for times such as a possible TPK or other such catastrophes.  The group is saved by reinforcements, a miraculous event, or a sudden change of strategy by the enemy.  This should definitely come with complications of a long-lasting sort, but not necessarily bad, just overly interesting. 

Example: The group is saved while making a last stand and suddenly become heroes with tons of publicity.  Social parasites suddenly graft onto them.  High command knows that they actually screwed up, but is only promoting them for PR purposes and won’t give them any more good missions until they prove themselves.  Alternately, command thinks they’re more competent than they are and starts sending them on virtual suicide missions. 


SKILLS
Roll 1d20.  Add appropriate ability modifier (or addition of modifiers divided).  Add 1/2 level if the Character has it as a trained skill.  Add in additional modifiers if more than one Character is attempting the task (if allowed).  Match or beat the Difficulty Class (DC) number: Hard task DC 12, Very Hard task DC 18.  These are suggested target numbers.  The Ref may pick DC numbers in between based on the situation.  Don't roll for simple tasks (below DC 12) and anything above DC 18 should be ruled impossible. 

Untrained skills, namely Stealth, Detection, Climb, and Acrobatics, can attempted by any Character.  However, only Characters that with those skills listed can add ½ level to their ability scores, and thus improve at them.  Trained skills, such as Lockpicking and First Aid, cannot be used by the untrained.

Physical Feats: Pick an appropriate ability and add the bonus to the DC roll. Examples: force door (Str), snatching something out of mid air (Dex), resist cold, fire, smoke (Con).  If appropriate, additional assisting characters may add +1 to the roll, if they have a bonus in the ability.


VARIOUS COMMON SKILLS
(Int + Wis)/2: Detection (Traps, ambushes), Find (Secret doors and items).  If a group is heading into an ambush or looking for something, have the Character with the highest chance making the roll.  Add +1 to the roll per additional Character, if they have more than +1 for the skill.  Figure DC 12 for an amateur ambush and DC 18 for an expert ambush.

(Dex + Wis)/2: Stealth (Hiding, sneaking) This skill doesn’t work when using mecka, period, even just Typhoon mecka armor.  Figure DC 12 for opponents in a relaxed, unaware state, DC 18 for opponents on alert.  For a group, whoever has the highest Stealth rating rolls for everyone.  Anyone with more than +1 in the skill can add +1 to the roll.  However, anyone in the group that has a negative Wis mod must roll a DC 12 Will Sv to successfully hide.  Anyone with a negative Dex mod must make a DC 12 Ref sv to successfully sneak.

Note: For Detection and Stealth, the Characters always make the roll, not their opponents.  The Player Characters either Detect an opponent trying to use Stealth on them or attempt Stealth against an opponent.

(Dex + Str)/2: Acrobatics (Balancing, jumping), Climb  

Monday, July 1, 2019

Robomeck RPG: Saving Throws, Recovery

Robomeck RPG Index

SAVING THROWS
A successful Save negates or halves damage depending on the effect.  The DC for the Save depends on the effect and its power. 

Fortitude (Fort)
Use Fort Sv value + Con bonus against attacks affecting the body, such as poisons (including alcohol) and environmental effects.

Reflex (Ref)
Use Reflex Sv value + Dex bonus against attacks that can be dodged.

Will
Use Will Sv value + Wis bonus against mental and psychological attacks. 


RECOVERY

First Aid or Medic-trained Character Aid
If applied within 1 turn of damage and the Character has at least 1 hp, they automatically regain 1/2 of lost hp with 1 turn of rest.  Recovering all lost hp requires 8 hours of rest.  One person may be treated per turn. 

Medic or Doctor Aid
If applied within 1 turn of damage and the Character has at least 1 hp, they automatically regain all of lost hp with 1 turn of rest. 

Natural Recovery
With 1 turn of rest within 1 turn after wounding, a Character may regain 1/2 of lost hp with a DC 12 Fort Save.  This does not combine with the First Aid skill.  All lost hp are regained with 1 day of rest.


DEATH

0 hp
Unconscious.  Character will naturally recover to consciousness and 1 hp in 1 hour. 

Below 0
Dying.  If untreated within a turn, the Character will need to use an FP or an XP (with consequences) to survive.  The Character recovers to 0 hp and is unconscious and recovers as above.

Stabilizing
Character is below 0 hp.  If the First Aid skill is applied within a turn of going below 0 hp, the Character must roll a DC 18 Fort Save to regain consciousness.  If failed, the Character is dead (and entitled to any last words), unless they use FP or XP.  If successful, the Character is unconscious and recovers as above. 

A Medic-trained person treating a dying Character gives that Character a DC 12 Fort Save chance to recover.  A Medic or Doctor treating the Character will automatically bring the Character to an unconsciousness condition without needing to roll for it.

Negative Damage Greater Than 10 hp
Decapitated, disemboweled, cleaved in twain, chopped to bits, blood puddle, vaporized, given up the ghost, gone, no recovery (without XP intervention, which will have permanent consequences).  A Character-less Player is entitled to a round of applause from everyone at the table.