Thursday, June 20, 2019

Robomeck RPG: Support Characters

Robomeck RPG Index

NPC Supporting Characters
Part of this game (and a lot of the original series) is also what goes on in-between mecka combat missions.  There are rules for Social Interaction between the Characters and NPC’s which can tangibly benefit the Characters.  In other words, you can earn XP for dating you min-max’ing bastards.  Supporting Characters are Characters that the Player Characters have ongoing relationships with.  These relationships don’t have to be personal, but don’t have to be all business either.  There are two types of Support Characters: Combat and Non-Combat based. 

The Players should establish some initial relationships during Character creation.  While the Ref will be presenting additional NPC’s that the Player Characters will interact with, it should be the Player’s decision as to whether those NPC’s become Support Characters.  (Don’t try to force any relationships.) 

Certainly Support Characters will have minds, backgrounds, and agendas of their own.  They should have ambitions: personal, professional, and even inappropriate.  Playing out those backgrounds and agendas could involve the Characters.  Helping out Support Characters in their love life, their job, or even getting mixed up some in some shady dealings could happen.  (Nearly everyone in the Zee Reconstruction or Hive occupation eras is going to have a tragic backstory and a sketchy background.)  Remember, adventures outside your mecka pay XP too. 

Support Characters will have 1 + 1d2 Fate Points.  These are their Fate Points for the entire adventure session and not each encounter.  You might question why a “Narrative” Character controlled by the Ref needs this.  It’s to keep their existence honest and some of these Non-combat Characters are going to be fragile, super fragile.  Even if you’re planning on them meeting a tragic end, the Ref should still be playing them as smartly possible, like they are their own Characters.  For important recurring Support Characters you should give them a Perk and a Secondary Skill.  These can be left undefined and made up in play as needed instead, but can’t be changed once defined.


Combat Supporting Characters
These are Supporting Characters that will regularly be getting into combat.  These include squadron mates (or fellow rebel mecka pilots) and typical combat troopers (which could also include mercenaries, police, and private security personnel).  This class can also include recurring enemy opponents.  Since they’ll have access to FP, this will give them additional chances of survival and allow for escape from lethal combat.  It is possible that your trigger-happy Players might develop a relationship with someone on the other side under the right circumstances. 

The Ref should actually make up these kind of Characters like a Player Character.  First level pilots are included in the Mecka section, if you need something quick.  The squadron leader should be at least a fifth level pilot.  There are also level tables for troopers in the Mecka section.  Stats for enemy forces are also listed there.

Unless the NPC is fighting directly side-by-side with Characters, you shouldn’t bother rolling out combat for them.  If they’re fighting in the same combat zone as the Characters, their combat should likely be narrative-based or some simplified roll-off taking their FP into account.  Should a Combat Support Character be allowed to die “off-screen?”  That’s up to you, but if they’re in the same fight as the Player Characters, play them honest. 

While like a regular Character, they shouldn’t be advanced in level like one.  Only increase their level or promote them for narrative reasons or to have them keep up with the Player Characters (but don’t let them outshine the Player Characters.)  Attrition of your comrades should be a fact of life during a war, so don’t get too attached.    


Non-Combat Supporting Characters
There should be other NPC’s around the Characters who are not going to be involved in combat (or at least not want to or shouldn’t be).  These Characters won’t have full Character classes, because they’re really more for making skill rolls (great skills in fact) and as plot devices.  These Characters can have Perks and Secondary Skills, but they probably shouldn’t be combat-oriented ones.  (Note that any Secondary Skills are at +2 only.)

I’ve given a set of stats for each of type of Non-Combat Supporting Characters.  (You’re free to come up with more types as you think of them.)  These stats are static.  They don’t improve, because these Characters don’t have class levels.  You can modify them and possibly advance them as you will, but on some level, they don’t matter. 

These Characters shouldn’t be exposed to combat situations on a regular basis.  Their main purpose is to use their skills and to interact with the Player Characters.  Their stats are only for times they might find themselves caught in combat or some other dangerous situation.  If you want one of these types of Characters to routinely engage in combat, you should make up a trooper Character and just give them the specialized skills on top of that.  (If the Character is a rebel and you’re planning on them being recruited and becoming a pilot, give them pilot-level stats.) 

These kind of Support Characters should only be keeping their heads down if caught in a combat situation.  Under normal circumstances, any intelligent foe is probably going to see the Player Characters or other armed combatants fighting them as their main targets.  Support Characters shouldn’t be directly attacked unless they are the target (for capture, assassination, or mass terrorism), or if they’re fighting back with lethal force, no matter how badly.

Non-Combat Support Characters are assigned a skill level to reflect their expertise in their given field.  There are three Skill Levels: Beginner (+4), Expert (+6), Master (+8).  Given time and proper equipment and a task in their specific skill area, don’t even bother rolling for skill use.  Only roll for rushed, poor or stressful conditions, not having the right equipment, or in field-related, but unfamiliar circumstances.  (Hey, Tony Stark made an Ironman suit under those conditions.  Anything’s possible.)  It’s up to you which level the Support Character starts at, but they’re not going to be gaining levels, unless you decide to do so for narrative reasons.

Special Note on Skill Use: No adventure should ever come to a stop because of a failed technical skill roll.  This goes double for skill rolls by NPC’s.  There should be a cost for failure, such as making events harder to deal with, having to come up with a Plan B, or having to having to track down additional materials or help, but there should always be another way to accomplish the task.


For example: There’s a failed repair check on salvaging your mecka.  You need to track down a rare part to try again.  A hacking attempt fails on a remote computer.  You then have to break into the physical facility to get access.  An Investigation attempt fails to uncover a clue.  You have to track down an informant who might know something and that person doesn’t want to be found.  

Wednesday, June 19, 2019

Robomeck RPG: Era Kits and Secondary Skills and Perks

Robomeck RPG Index


All forces Kit
Survival knife 1d6 + Str bonus
Canteen, water purifier, 3 days rations
100 ft rope and grapple
Flashlight
3 signal flares
Binoculars
Work coveralls

Space War I Earth Mecka Defense Force (EMDF) Kit
Pistol: 2d6, 12 shot clip, S, 2 extra clips
M-16A2 Rifle: 30 rd clip, M, 2 extra clips
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Deva Fighter mecka (Other types of mecka would be by special assignment.)

Space War II Army of the North Star (ANS) Kit
ANS Body Armor MHP 2 (this includes the shield), this armor will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp.  +3 to AC with shield, +2 with just armor
ANS Laser Pistol M1, 10 rds/clip, officers
ANS Laser Rifle M1d2, 15 rds/clip, troopers and tank pilots
Hoverchopper
Tankers: AG Tank mecka
Fighter Pilots: Invader or Hornet (issued later in the war) mecka  

Space War III Earth Expeditionary Force (EEF) Kit
EEF Body Armor MHP 2, this armor will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp.  +2 to AC.
G3 Personal Weapon System: This was the EEF standard-issue weapon.  It had three modes of fire
Normal Damage Mode, effectively unlimited ammo, S in pistol, M with rifle stock, can fire at L range with stock, but only single shots (sniper)
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage)
2d8 x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage)
M-Laser Pistol M1, 10 rds/clip
M-Laser Rifle (with rifle stock) M1d2, 15 rds/clip
Typhoon combat cycle mecka (type by preference)
Delta Fighter mecka (Omega Bomber booster attachment is a promotion upgrade, Delta Black Stealth Fighters would be assigned later in the war)

Rebel Fighter Kit
Their gear would be appropriate to their era.  They should certainly start off with a personal weapon.  Mecka and armor could be given at the beginning, but it might be more interesting to make an introductory adventure out of recovering such gear and equipment.

Other Personal Gear
Let the Characters have whatever they want or is reasonable for their starting situation, certainly common items.  If you’re a rebel on the run or only have a bunk on board a ship, your possessions are going to be limited.  If you’re stationed at a base (even having your own home off base) or have your own cabin abroad the SDC-1, you could have more.  On an adventure though, Characters will have to expend FP to come up with a needed item on the spot.

I’d encourage the Players to choose a special item or group of items that fits their Character.  This could include a motorcycle, a home (if you’re married), a sports car, a full suite of survival/camping gear, collectibles, a chemical lab, a computer lab, or anything else that makes sense to the Character’s personality and situation. 



Secondary Skills and Perks
Given that all the Players are more-or-less playing the same Character with minor differences stat-wise, this is another way differentiate them.  (Your Characters should also have backstories and personal motivations to make them unique.)  Secondary Skills are skills that the Characters have some proficiency in, but aren’t specialized in.  Perks are bonuses to the Character’s stats or their equipment. 

The Players may choose one skill and one perk for their Character.  Characters might also pick up perks from gameplay, but those have to be earned or come with a price.  This listing is by no means comprehensive.  The Ref and Players are encouraged to make up their own and work together in creating them.  You could even leave them undefined and make them up during play, but once established, they can’t be changed. 

Secondary Skills
These skills represent a past career or some training the Character received before becoming a Mecka Pilot.  Use the Sec Skill column on the Character Table.  This list isn’t comprehensive.  Abilities listed with the skills aren’t necessarily comprehensive either.  If a Player wants to use a skill in an unlisted situation, the Ref can rule it out-of-bounds or set a DC and have the Player roll for it.  These skills overlap with some Support Character skills, but the Characters will not be as proficient in them as the Support Characters.  (No, you’re not allowed to make up a super-genius tanker pilot, you min-maxing bastard.) 

Medic (Sec Skill + (Int + Wis)/2): The Character has some emergency medical training.  They can help Stabilize dying Characters and help Heal wounded Characters with a medical kit or medical supplies.  See Recovery Section.

Entertainer (Sec Skill + (Cha + Wis)/2): In a post Zee-devastated/Hive occupied world, your meager entertainment talents may have some use.  The Character used to make a living as a singer, actor, model, pro athlete, Internet personality, etc.  They have some level of fame, but not a big star.  Influence (“Do you know who I am?”) the Character can try to use celebrity to get something or into some place.  DC 12 to use on normal people, DC 18 on well-connected people. 
    
Mechanic (Sec Skill + (Int + Wis)/2): The Character received some training in mecka maintenance and is handy with a wrench in general.  DC 12 to fully Shop Repair or Rearm a mecka in two hours.  For Field Repair, DC 18.  In either case, it’s assumed the Character has access to tools and repair materials and some help.  DC 12 to Scavenge usable materials from a junkyard or battlefield, 1 hour search.    

Special Forces (Sec Skill + Wis): The Character had advanced combat training before becoming a Pilot.  Character has Stealth as a trained skill.  (They add ½ level to attempts.  Stealth is (Dex + Wis)/2.)  Sniper skill, with a successful Stealth roll to get into position, a hit will cause max damage.  (They don’t get the kill shot option.)  Can only be used for one shot attempt in an encounter.  (Neither skill is usable in mecka, even Typhoon battle armor.)  Tracking DC 12 if target not hiding trail, DC 18 against experienced target or in difficult conditions. 

Police Officer (Sec Skill + Wis): The Character was in law enforcement before joining.  Investigation of a scene DC 12 to find clues, 1 turn.  Interrogation (truth, ulterior motive, etc) in conversation DC 12. 

Hacker/Tech (Sec Skill + Int): The Character was highly proficient in computers, perhaps legally, perhaps not.  Hack Computer DC 18/1 turn or DC 12/1 hour.  Electronics Repair DC 12, 1 hour with repair kit. 

Scientist (Sec Skill + Int): The Character had schooling in SCIENCE!  (Purposefully left undefined.)  Hypothesis DC 12 and 1 hour to figure out a scientific phenomenon, process, or device.  Invent/Jury Rig DC 18 to come up with a device, 1 hour with proper materials, will likely only work once before failing.  


Perks
A Perk is essentially a special bonus that a Character starts with.  The Players are free to think of a Perk for their Character, but these Perks might come with obligations and there might be a possibility of losing it too.  A Perk can be a special skill, though there may be complications with using it.  In general, this a grab bag for Players to trick out their Character.  The Ref will have the final say or perhaps put in some limitations (though there doesn’t have to be).  You might consider giving a Character a new Perk with the next rise in level if they’ve lost their Perk from game play, but there will need to be a gameplay explanation. 

These are all just examples.  You can come up with others.

Ability Perks: another Prime ability, a Prime ability boosted to +4, +1 to BAB, +1 to all Saves, 1 extra FP.

Equipment Perks: enhanced mecka (boosted speed, special detection gear, or armor), experimental mecka weapon, Character has a wetware computer interface that always allows them to be at the top of the initiative.

Background Perks: Character is rich or from a rich family, Character is well-connected (socially, military, politically, or academically), Character has a reputation that automatically gets a reaction from NPC’s who’ve heard of them.

Zee Background: (This is potentially a can of worms.  You’re on your own to make up any other alien Characters.)  A half-Zee Character will appear as a normal human (with perhaps an odd natural hair color), but gain a +1 to their BAB, but must make a DC 12 Will Sv if frustrated or aggravated (this doesn’t include combat, unless it’s personal).  If failed, the Ref takes control of the Character for 1 rd and makes the situation worse.  The Character has to continue to roll Will Sv’s, until they make the Sv or the situation is deescalated by outside forces (not more than 3 rds please).    

Full Zee stats are in the Zee section.  A Zee Character would probably be a Flight Pod Pilot, retrained as a Deva Pilot.  They will have +2 Str, Con, and Dex (no roll) and use d12 for their HD.  Their other stats will be at 0.  For such a Character to be successfully integrated into human society, they are likely on behavioral medication.  In stressful situations (again, not combat, unless it’s personal), they must make a DC 12 Will Sv or become violent or blindly rage (again, the Ref takes control of the Character for 1 rd).  The Character has to continue to roll Will Sv’s, until they make the Sv or the situation deescalates by outside forces (not more than 3 rds please).  If off their medication, the roll is DC 18 (and they have no positive Wis modifier).      


Perk Skills

Detection: Pilots often have a “sixth sense” about impending danger (such as ambushes) and a very good perception for details.  The Pilot has Detection as a trained skill and adds ½ level to attempts.  Detection is (Int + Wis)/2. 

Lucky: On the first hit in an encounter that would cause lethal (0 or less hp or MHP) damage to the Pilot or their mecka, a Pilot can attempt a DC 12 Will Sv to avoid that damage.  Any other such critical hits in an encounter cannot be avoided.

Crack Shot: The Character can make a Called Shot with a single successful attack roll.  They may also fire into a crowd or at someone holding a hostage and will either hit the opponent or miss everyone else.

Streetwise: Character can pick up street-level information in shady spots, has underworld contacts, can identify dangerous urban situations before they happen, and other such reconnaissance.  They also gain the following skills:

● ½ level + (Int + Wis)/2: Detection (Traps, ambushes), Detection (Trapped items), Find (Secret doors and items)
● ½ level + (Dex + Wis)/2: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
● ½ level + (Cha + Wis)/2: Disguise

Tuesday, June 18, 2019

Robomeck RPG: Mecka Pilot Class

Robomeck RPG Index


Robomeck Pilot
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Sec. Skill
1st
+1
+0
+2
+2
+0
2nd
+2
+0
+3
+3
+0
3rd
+3
+1
+3
+3
+1
4th
+4
+1
+4
+4
+1
5th
+5
+1
+4
+4
+2
6th
+6
+2
+5
+5
+2
Description:  Robomeck pilots are able to master the art of transforming and fighting in humanoid mecka.  More than any other sort of pilot, they are at one with their machine.  While this class does assume a military background, rebel freedom fighters with the same Prime abilities and trained by a qualified military instructor (having a command rank like Lt. Cmdr or Cpt.), can be mecka pilots as well.
     
Hit Die: d8.
Hit Points (hp):
● First level hp: Max HD + Con Bonus.
● After first level roll HD + Con Bonus or take ½ HD + Con Bonus, whichever is greater.
Armor Class: Base 10 + Dex Bonus + ½ level + any Armor Bonus

Prime Abilities: Int and Dex.  Player’s choice for an additional Prime ability if they take on a Sub-Normal ability. 

Weapon and Armor Proficiency: A Pilot is proficient with normal modern weapons from their era.  Troops from some eras will be trained to wear armor and use shields specific to their periods.    

Salary: Fighter Pilots were well-paid for members of the military, though certainly not well off, unless they came into the service in such a state.  They have little time or opportunity to spend money in any case.  They should be able to handle any minor expenses and a little splurging.  Rebel fighters aren’t going to be making anything, unless their group has some outside skills, like being a singer, but will probably have some minor salvaged script.    

If the Character needs to make a sudden splurge or take out a loan, make a Money Check.  Rank Level (not their Combat Level) + Wis vs DC 12 to 18, depending on the amount.  (Military Characters start at Rank 2 for these purposes.)  They won’t be able to make another Money Check until their next payday.  Rebel Characters aren’t going to be taking out any loans, but if they ever need a wad of cash equivalent and have a lead on where to find it (like in a lost mine or in a bandit camp), that sounds like an adventure hook to me.   

Mecka Pilot: A Robomeck Pilot is able to pilot Proto-fueled humanoid robot vehicles.  An EMDF pilot (Space War I) is specialized in flying Devas and is able pilot single-seat Robomecks as well.  Space War II tankers and mecka fighter pilots can also pilot Battler Meckatecks, though not each other’s mecka*.  EEF pilots (Space War III) can fly Deltas and Omegas, but are not usually trained in EEF-era Robomecks. 

Mecka Pilots can probably figure out mecka from other eras with a DC 12 Skill Check and at least 1 turn to familiarize themselves with the controls.  Using such a mecka in combat with proficiency would take at least an hour of practice and instruction by an experienced pilot of that mecka.  0 BAB without such practice. 

Non-military Characters learning how to fly mecka in combat is . . . hard to realistically imagine.  Nonetheless, it was in the show.  You might either have the Characters start off knowing how to use their mecka (and come up with a backstory for that) or they acquire their mecka in play and have to be taught.  Perhaps there’s a tragic, lovelorn military Character in the group who is capable of teaching everyone.  Or, you could have an adventure trying to find an instructor and have to convince them to teach your Characters.  In any case, figure a week of downtime training and an opportunity to do some Character-building outside of combat.  I’m not putting any hard and fast rules on this because it’s not realistic at all.   

(*It’s a real stretch to see tank pilots flying mecka fighter jets and even the reverse, since AG Tanks are pretty different than other mecka.  You can if you want; I’m not telling you not to.  NPC comrades should be getting jealous that the Characters get to have two mecka.  You might allow Players to have two Characters, one in each service, but I wouldn’t allow them to be used at the same time, except under special circumstances.  I’d rather have a squadron of NPC’s from the other service than the Characters backing them up in combat and maybe being rivals outside of combat.)   

Ace Pilot Status: After attaining at least fifth level with at least 10 mecka kills, a pilot is considered an ace.  With Ace status, a pilot may take two actions once per encounter.  This includes making two attacks or even a double move to exit combat without penalty.         

Mecka Pilot Skills: In situations where their piloting skills are tested, the Pilot adds ½ level + (Dex Bonus + Wis Bonus)/2 to attempts.  In general, figure DC 12 for difficult tasks; DC 18 for very dangerous tasks.  Don’t roll for easy tasks.  

Pilot Other Aircraft: As incorrect this assumption would be in real life, Robomeck Pilots should be able to fly just about any kind of aircraft.  Figure a DC 12 Mecka Pilot Skill Check and at least 1 turn to familiarize themselves with the controls for a small civilian aircraft.  Figure DC 18 for a jet liner or small space craft and 2 turns of orientation.  Using such an aircraft in combat with proficiency would take at least an hour of practice and instruction.  0 BAB without such practice.  (Again, ANS tankers are probably not pilots, unless they have a Secondary Skill in it, which would allow them to pilot a small civilian craft at most.) 

Survival Skills: Pilots are trained in wilderness survival, including living off the land, camouflage, and evasion.  In urban or more exotic environments, they will make an effort to blend in or hide.  (Rebels naturally acquire this skill.)  The Pilot adds ½ level + (Int Bonus + Wis Bonus)/2 to attempts.  In general, figure DC 12 for difficult situations; DC 18 for very dangerous situations.  Don’t roll for uncontested situations. 

HTH Trained: Military pilots and rebels are trained in hand-to-hand combat.  They will always have the initiative over the untrained in HTH, except for surprise situations.  This also applies to mecka combat, though pretty much all mecka pilots are going to be HTH trained.  In personal HTH combat for the trained, any attack roll that adds up to 18 may produce an immediate knockout or max damage, depending on the weapon.  (This rule hopefully keeps any odd melee engagements from taking forever to play out.)  There are more details in the Personal Combat section.   

First Aid: A Pilot knows how to apply first aid to heal the wounded.  This is used to aid healing and to stabilize a dying person.  Usage is described in the Recovery and Death Rules Section.

Secondary Skill and a Perk: Characters have a secondary skill to complement their piloting skills and a special enhancement.  This will be described further later.

Issues
If a Player wants one more Secondary Skill or Perk for their Character, they can take on an Issue.  In certain stressful situations with certain triggers, the Character must make a DC 12 Will Save.  If successful, the Character is only stunned for a rd.  If unsuccessful, the Player loses control of their Character for that rd (or turn if out of combat) and the Ref makes a decision for them.  The Player will have roll again the next rd (or turn) to regain control.  This condition only lasts for three rds or turns regardless.

Obviously, this is going to require some cooperation between the Ref and Player to set up an Issue and then to adjudicate it.  (Also, if your Character doesn’t have a good Will Save, you might want to pass on this.)  The Ref is commanded to not be a jerk about calling for rolls and making up difficult situations, but the Issue has to be real and have the potential of derailing the Character.  (You’re doing it right, if the Player acknowledges a roll is appropriate without argument.)    

If a Character can successfully roll a couple of initial Issue saves (not saves after they’ve already failed one) in a single gaming session that should be worth 1 XP.  If something traumatic happens because of multiple blown Will Saves, this could trigger an intervention or some deep reflection later.  The Player can choose to try a DC 18 Will Save to rid themselves of their Issue at that point.  There should be complications and temptations later, but the Character gets to keep their extra skill or Perk (and gain 2 XP).     

A few examples: alcoholism (being around people drinking or after a stressful event; will neglect duties or being unable to fight effectively with a hangover, no BAB), loss of a loved one (being reckless in combat trying to get revenge or becoming catatonic), authority issues (becoming rebellious when given even reasonable tasks), relationship issues (can’t decide between two women, neither of whom would be a good match for you, Richard; interferes with your duties and judgment), mysterious past/amnesiac (can’t remember things because you’re being mind-controlled at times, Qor; subject to blackouts).   

Call Sign (Character Nickname)
This is given to the Character from the Ref (via an NPC) or from the other Player Characters.  The Ref and the other Players have to agree to use it for it to stick.  The Player of the Character in question gets no say in it. 

Rank
Character level is the measure of a Character’s martial skills.  Their rank shows their level of command authority.  Military Characters start off play as junior officers.  Which Service the Characters belong to determines their rank title.  Characters operating from space carrier ships would have a Naval rank (and are officially titled “Aviators,” instead of pilots).  Land mecka pilots would be Army.  Flight mecka pilots operating out of an airbase (even on the moon or a permanent orbital platform) would Aero-Space Force.

Characters might be promoted for various reasons such as displaying leadership (in and out of combat), heroic action, officer attrition, and taking command of a new unit.  Characters may also be demoted for insubordination, not following orders, losing too many mecka (losing a third craft will get you grounded), and perhaps even petty office politics.  (You’ll also notice that the Characters do not start play at the bottom rank, so they can be demoted, but still be in their squadron.  Characters losing their officer commission will lose their ride altogether.)

Naval Mecka Aviator Ranks
Ensign—Flight qualified Pilot
Lieutenant (jg) (junior grade)—Combat Pilot, starting Character rank
Lieutenant—Flight leader (about 4 mecka)
Lieutenant Commander—Squadron XO (Executive Officer) (2 flights)
Commander— Squadron leader (about 4 flights)
Captain—Air Group Commander (CAG) (all flight craft aboard a carrier), equal in rank to the ship’s captain
Admiral (various grades)—In charge of a fleet or fleets

Army Mecka Corps/Aero-Space Force Mecka Pilot Ranks
(Warrant Officer—Usual rank for most non-transforming non-flight mecka pilots, such as Meckatecks and Battlers)
Second Lieutenant—Flight qualified Pilot
First Lieutenant—Combat Pilot, starting Character rank
Captain—Squad/Flight leader (about 4 mecka)
Major—Battalion XO/Squadron leader (2 squads/flights)
Lieutenant Colonel—Battalion CO (Commanding Officer)/Group leader (about 4 squads/flights)
Colonel—Brigade CO/Wing Commander (all mecka at a base)
General (various grades)—In charge of a base or an entire theater of war
  
These ranks are not meant to be achievements for the Players to unlock.  Promotion is NOT to be handed out with advancement in Character level.  Rank should be seen as more of a narrative tool in the campaign.  A Character might start with a goal of promotion and leadership, but there’s not going to be a straight line way of achieving it once play starts.  Events in play may cause unwanted promotion or demotion. 

This game does not have mass combat rules, so constant promotion may not be desirable.  (I’d suggestion some form of narrative mass combat that comes down to a roll off between one commander’s flight skill versus the other, perhaps modified by force numbers and quality of mecka and pilots.)  The Characters might not want promotion, since it will involve increased responsibilities, including life and death decisions about other Characters and NPC’s.  However, Characters will be interacting with NPC’s of higher rank, so these tables give you an idea of what they’ll be dealing with.   


Rebel Characters won’t have a formal rank, but someone will be in charge and there will be subordinates.  Even if they held rank in the military, that rank won’t matter unless they’re reattached to the military.  Unlike the military, rebel leaders will need the consent of their followers before taking orders.  If the group is part of a larger rebellion, then they may be a cell taking orders from a hidden leadership.  

Monday, June 17, 2019

Robomeck RPG: Generation and Stats

Robomeck RPG Index

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.