· 8 years ago · Mar 02, 2018, 03:52 PM
1 MechaCentury RPG v0.9
2
3-----------------------------------------------------------------------
4_______________________________________________________________
5
6Table of Contents:
7I. MechaCentury Basics
8 1 - Basic Premise
9 2 - Concepts
10 a. Realism
11 b. Map
12 c. Customization
13II. Characters (And changed things from ORE)
14 3 - Playing the Game
15 4 - Creation Guide
16 5 - Leveling Up
17III. Mechs
18 6 - Core Mech Stats
19 7 - Special Features
20 8 - Weapons
21 8a - Example Weapons
22 9 - Dodging
23 10 - Shields
24 11 - Critical Hits
25______________________________________________________________________________________________________________________________
26
27
28Basic Premise
29MechaCentury RPG is a simple, adapted D% system for roleplaying in a mecha universe. Reccomended players: 2-10 plus the DM.
30
31THE BASE MECHANIC
32
33Rolling in MechaCentury uses d%. When making a skill check, if you roll equal to or under your skill percentage, then you succeed the check. Rolling an 01 is a critical, which has an effect depending on the skill or weapon you are using. Rolling a 100 is a critical failure, which also has an effect depending on the skill or weapon you are using.
34_______________________________________________________________
35
36MechaCentury Concepts
37
38Realism is important, but fun and simplicity are more important:
39If you can justify anything either in the core rules, or of your own creation by realism, then that may take into account of how much the item/concept is implemented in gameplay, but not to a point where it complexes the system or is too specific.
40
41No movement squares or distances on the map: In MechaCentury, speed is kept using a relative system of points, which give the DM knowledge on how units move in relation to game mechanics. In addition, movement speeds complicate combat, and generally add unnessecary calculation that could easily be estimated.
42
43Customization: The aim of MechaCentury is to allow players to create any type of mech they want within the game's setting.
44______________________________________________________________
45
46Playing the Game
47
48In MechaCentury, players use Actions (A). A number of Actions may be used per turn, determined by the DM.
49
50An action may be something like:
51
52- Looking carefully around the battlefield
53- Moving your mech. (Or flying.)
54- Taking off or landing.
55- Shooting a weapon
56- Using a special feature.
57
58At the DM's discretion, he may restrict players to a number of a specific action per turn, such as only one movement action per turn.
59
60_______________________________________________________________
61
62Character Creation Guide
63
64Other than actual numbers, be sure to write down the name of your character, and any other relevant information, such as background, etc.
65
66The only mechanic besides mechs that exists in MechaCentury is skills. Note that no skill may be higher than 75 at character creation, but they may be higher later. Note that you must specify for any skill group.
67
68Skills:
69
70NON MECHA-COMBAT SKILLS:
71
72Your character has 150 points to distribute between the skills below.
73
74Knowledge (Must Specify Type)
75 (Examples)
76 Cryptography
77 Language (Specify)
78 Navigation
79 First Aid
80 Electronics
81 Mechanics
82Sense (Must Specify Type)
83 Sight
84 Smell
85 Taste
86 Touch
87 Hearing
88Bluff
89Concentration
90Intimidation
91Charm
92Lying
93Leadership
94
95MECHA COMBAT SKILLS:
96
97Your character has 150 points to distribute between the skills below.
98
99Marksmanship (Must Specify Weapon Type)
100 (Examples)
101 Sniper Rifles
102 Machine Guns
103 Heavy Laser Cannons
104Dodge/Feint (Must Specify Action Type)
105 (Examples)
106 Dodging Single-Shot Weapons
107 Dodging Rapid-Fire Weapons
108 Dodging Area Weapon
109 Feint
110 Reaction Time
111
112And that's it.
113_______________________________________________________________
114
115Leveling Up
116
117Every time a skill is used in a session of MechaCentury, you roll a d%. If the result of the roll is above the skill level, then that skill gains 1 point. If the result is below the skill level, the skill gains no points. Extra points may be awarded by the DM for phenomenal feats, good roleplaying, or anything else he wants.
118_______________________________________________________________
119
120Mechs
121
122CORE MECH STATS
123
124Players have 120 points to spend on these statistics.*
125
126*See DM's Guide on lowering or raising this value.
127
128Major Stats
129
130Stats are assigned a number between 1-100. Typical starting values are about 30 for each statistic, 100 for Size.
131
132Speed - These determine the maximum speed of your AC. This number is relative to other mechs. The true speed of your mech is determined by the setting of the game.
133
134Body - This is how much armor and structure a mech has.
135
136Shield - This is the value, in percentage, of enemy damage that is absorbed by your shield. Note that this may be removed or toned down for a campaign as a DM sees fit. Note that shield by itself can be reduced by attacks, and cannot be regenerated without repairs unless the mech has a special feature that regenerates shield in combat.
137
138Load - This determines how much weight your mech can carry. This number is equal to the maximum Load of the weapons it can carry. If you go over this limit, your mech can only move at half speed, and can only spend half the number of rounds in the air he/she would normally. If you go over two times this limit, your mech cannot function.
139
140Size - This attribute starts at 100. For every point put into this stat, it is reduced by 1. When enemies attack you, if any attack rolls are above this number, they are negated by the size of your mech. However, you may also take away points from this stat, raising it above 100. This is the only attribute that you may do this with. When you have a Size stat above 100, any attack roll below (Size-100) automatically hits, no matter how well you roll dodge. For example, if i had a size of 120, any roll under 20 would automatically hit. Note that a roll of 100 always misses.
141
142Special Features
143
144At the Dm's discretion, players have 150 points to spend on special features of their mech. Special features succeed if the player rolls under the number of points spent on it. The following are examples.
145
146Shield Regenerator - On a successful roll, this feature regenerates a number of shield points equal to the roll. A critical hit means all shield is regenerated, and a critical failure means this feature is disabled until repairs are made.
147
148ECM - On a successful roll, this prevents any weapons that have to hit rolls higher than the roll to miss the mech. A critical hit means no weapons hit the mech this turn. A critical failure means this feature is disabled for three turns.
149
150Advanced Radar - On a successful roll, all hostiles within a number of kilometers equal to the number rolled are visible on the mechs radar. A critical hit means all hostiles within 100 miles are detected. A critical failure means this feature breaks, and must be repaired.
151
152You get the point. Use your imagination.
153_______________________________________________________________
154
155Weapons
156
157Players get 500* points to spend on weapons using the formula below.
158
159*can be modified for different campaigns. This value gives every player about 2 good weapons or 1 very good weapon & 1 poor weapon or 4 poor weapons.
160
161[(Damage x Range) x *WeaponProperties*] - (Weight x *WeaponDrawbacks*)
162
163All weapons must cost at least one point.
164
165Damage
166
167Damage is a number between 1-100 that is the number of damage the weapon does when a certain weapon hits.
168
169Range
170
171Range is a number between 1-100 that determines the relative range of the weapon in the setting. Note that if you want to make a minimum range, such as 10, with a maximum range of 50, then the final range is only 40.
172
173Weapon Properties
174
175Weapon Properties determine special factors for a specific weapon. When two weapon properties are chosen, the multipliers are added, not multiplied to get the final "*WeaponProperties*" multiplier.
176__________________________________________________________
177
178Area - Weapons with this ability do an amount of damage equal to x within a range of y, where x and y are variables relating to the invidual weapon. The area property multiplier is equal to the average of x and y. (Round Down)
179
180Example: A cannon has area 3-5. Tony fires this cannon and gets a 71, which is barely within his skill rate at 75. The weapon does 3 damage to anything within a range of 5.
181_______________________________________________________
182
183Rapid Fire - Weapons with this ability fire multiple times and do a number of damage dx where d is the second number in the roll, and x is the damage of the weapon. The Rapid Fire property multiplier is 5.
184
185Example: Stella fires a machine gun with damage d3 and rolls a 43. Since her machine gun skill is only 40, she misses the attack. Had she succeeded she would have done (4)3 = 12 damage.
186_____________________________________________________________
187
188Stun - Stun weapons, such as bazookas, stop the affected Mech once the weapon has hit, denying them any movement or dodge for the remainder of the round. Stun weapons have a multiplier of 2.
189_______________________________________________________________
190
191Auto-Tracking - Auto-Tracking weapons automatically hit unless the target deliberately dodges the roll. Such weapons might be things like missiles, or anything that has a complex targeting system. The multiplier for Auto-Tracking weapons is 3.
192_______________________________________________________________
193
194Piercing Shield - Weapons with this property ignore 10% of shield. The multiplier for this property is 2. This property may be taken consecutively, and the effects stack. (but so does the multiplier.)
195______________________________________________________________
196
197Reducing Shield - Weapons with this property reduce 10% of shield per successful hit BEFORE damage is applied. The multiplier for this property is 2. This property may be taken consecutively, and the effects stack. (but so does the multiplier.)
198____________________________________________________________
199
200More Effective - Weapons with this property do triple damage, but are reduced by 3x the strength of the enemy shield, as if the enemy had a shield three times as strong. The damage of the weapon cannot be reduced below 0. The multiplier for this quality is 2. This property may be taken consecutively, and the effects stack. (but so does the multiplier.)
201______________________________________________________________
202
203Weapon Drawbacks
204
205Weapon Drawbacks determine special factors for a specific weapon. When two weapon properties are chosen, the multipliers are added, not multiplied to get the final "*WeaponDrawbacks*" multiplier.
206_____________________________________________________________
207
208Slow - Weapons with this ability require a number of rounds x to reload. The Weapon Drawback multiplier of Slow is equal to (x+1).
209
210Example - If a weapon with this tag has fired, it may not fire again until the player's next turn, plus X. Effectively, this means that Slow weapons have a fire rate of once every x+1 turns.
211_______________________________________________________________
212
213Charge - Weapons with charge take x number of rounds to charge up a shot upon activation. Players cannot "hold" the charge if they don't want to fire. Charge weapons have a drawback multiplier of (x+1).
214_______________________________________________________________
215
216Ammunition - Weapons with this drawback have ammunition, which means that a successful critical hit on the weapon might destroy the ammo supply, damaging the mech. Weapons with ammunition have a drawback multiplier of 2.
217______________________________________________________________
218
219DM's - Feel free to add or remove any property/drawback entries as you see fit.
220
221EXAMPLE WEAPONS
222
223Thunderstorm X-10 Heavy Laser Cannon
224
225[(20 x 50)] - (70 x *10*) = 300 Pts.
226
22720 Damage
22810-60 Range
22970 Load
230Ammunition
231Slow 3
232Charge 3
233
234This weapon does immense amounts of damage with a great range. However, it takes 3 turns to hit, you have to wait 3 turns before firing it again, and it has ammunition in the form of an easily-visible battery on the exterior of the mech. Additionally, it is extremely heavy, to the point where only the mechs with the highest Load points could carry it. Enemies scoring a critical hit might do you in for good, and you're going to be taking up most of your load with this weapon. Finally, it has a minimum range, which means mechs that can close the gap can easily negate the dangers of this weapon.
235
236Enterra-P Laser Sword
237
238[(10 x 5) x *4*] - (10 x *2*) = 180 Pts.
239
24010 Damage
2415 Range
24210 Load
243Reduces 20%
244Slow 1
245
246This weapon does great damage, is very light, reduces 20% of the enemy shield before every hit, and costs little. However, after each swing, the mech must spend one round charging the sword, and the range means only speedy mechs will be likely to close the gap to use this weapon.
247
248Slixx-CX Minigun
249
250[(3 x 20) x *5*] - (30 x *2*) = 260 Pts.
251
2523 Damage
25320 Range
25430 Load
255Rapid Fire
256Ammunition
257
258This weapon does good damage for a weapon it's size, and has a decent range. However, it has ammunition, meaning critical hits are liable to explode the ammo. It's a good basic weapon, but the weapon's limited damage output leaves much to be desired. Fortunately, it leaves enough points for another weapon.
259______________________________________________________________
260
261DODGING
262
263Dodging is simple. You may dodge as many times as you like in a round (it does not require an action), and you must roll below the attack number rolled against you. Note that your Dodge skill must be higher than the roll if you wish to succeed, meaning you must roll below the attack number and your Dodge skill.
264
265EXAMPLE: Cindy fires a cannon at Greg and rolls a 54. Greg rolls to dodge, and manages to roll a 49! He would normally dodge the cannon, but his dodge skill is only 45, meaning the dodge fails, and the cannon shot hits him.
266______________________________________________________________
267
268SHIELDS
269
270Shields on a mech are always expressed as a percentage, indicating how much of incoming damage is absorbed by the shield. A shield of 20% would block 2 damage out of 10 damage of a weapon fired at the mech.
271
272EXAMPLE: Fred fires a Rifle with 4 damage at Rob. Rob's shield is 40%, so he blocks 2 of that damage (Actually 2.4, but always round DOWN.) from Fred.
273
274However, a shield can be pierced or reduced by certain weapons, ignoring or destroying a number of shield, expressed in a percentage.
275
276EXAMPLE: Fred's rifle has a pierce rating of 50%. Linda's shield, at 70%, would block 3 of his 4 damage normally, but since the weapon has Pierce 50%, the weapon ignores the first 50% of shield, so effectively Linda's shield only has a rating of 20% against the weapon. Fred does 3 damage.
277
278EXAMPLE: Fred's minigun has a reduce rating of 20%, and does 2 damage. Linda's shield, at 70%, would normally block both points of damage, but since the minigun reduces 20% of her shield before the attack, it only blocks 1 of the 2 damage.
279
280Finally, shields can only be regenerated by successful Repair checks or full repairs, unless the mech in question has a special feature that regenerates shield.
281______________________________________________________________
282
283CRITICAL HITS
284
285CRITICAL HIT TABLE -
286
28701 - Mech Explodes!
28802-10 - Mech Disabled
28911-25 - Weapon Destroyed
29026-55 - Limb Destroyed
29156-60 - Ammo Destroyed
29261-100 - 2x Damage
293
294Usually critical hits just do 2x damage, followed by limb destruction. Events in the table are in order of severity, not chance of occurence.
295
296Whenever a critical hit is scored, the player rolls a seperate roll to determine the effect:
297
298Mech Explodes! - The mech is completely destroyed, by either a critical shot to the engines, a destruction of the cockpit or computer system, or just so much damage it blows up. The pilot ejects.
299
300Mech Disabled - The mech is disabled for the rest of the fight by a chance shot to a vital system. It shuts down immediately, but sustains no damage.
301
302Weapon Destroyed - The attacking player picks a weapon of the opposing mech (or the DM) and that weapon explodes. This does no other damage to the mech.
303
304Limb Destroyed - Whether it is destroying a wing, a leg, a tire, or a track, this slows the mech down by half. If the mech was already overweight and slowed down by half by Load requirements, it immobilizes the mech.
305
306Ammo Destroyed - This only applies if the mech has a weapon with ammunition. The critical hit destroys the weapon supply, and the mech takes damage equal to a critical hit with the linked weapon.
307
3082x Damage - The damage is rolled normally, but it is multiplied by 2.
309
310______________________________________________________________
311
312CRITICAL FAILURES
313
314CRITICAL FAILURE TABLE -
315
31601 - Weapon hits target with Critical Hit!
31702-10 - Weapon Destroyed
31811-25 - Ammo Explodes! (Critical to Operator)
31926-55 - Weapon Disabled (Needs Repairs)
32056-60 - Damages Operator! (Normal Damage)
32161-100 - Nothing (No Effect)