I've had a recent desire to make a forum game based on the old super robot shows such as Mazinger and Getter Robo, which will (hopefully) involve plenty of shouting, RP and an emphasis on quick, brutal combat (so that I don't get burned out too quickly). I haven't entirely finished writing up the fluff yet (though the game will be set in the future of 200X and have the usual mix of futuristic and 70s technologies) but I would appreciate it if someone were to take a look through the rules and confirm that they're understandable and that I didn't leave anything important floating around my head. I've definitely done that once or twice before when making a game and it is very embarrassing to have happen to you after all.
Character:
Name: What your character is called.
Age: How old your character is. Preferably they should be over 18, but if your background is persuasive enough I will take ages below that.
Appearance: What your character looks like.
Background: What your character did before they joined Fusion Team.
Stats:
You get 12 points to distribute among 4 stats. The maximum you can put into any stat is 5. The minimum is 0, but generally you should put at least 1 into every stat.
Health: Each point gives you an extra point of HP.
Power: Each point increases the damage you do.
Defence: Each point reduces any damage you take.
Maneuver: Each point increases the amount of squares you can move in a turn.
Perk: What perk you want your character to start out with. Note that you will gain more perks as the game progresses, so plan accordingly.
SP Abilities: Select six SP abilities to use in combat. Note that some SP abilities have limitations where they can be used.
Robot:
Name (Single): The name of your robot when it is not combined with another mech. If you're lazy you can make it the same as the combined name.
Name (Combined): The name of your robot when it's fused with another mech. If you're lazy you can make it the same as the uncombined name. Keep in mind that combined robot names are in the form X-Y, where X is the top mech's name and Y is the bottom robot's abbreviation.
Abbreviation: A short string of letters that identify your robot when it is the bottom half of a combined mech. Keep in mind that combined robot names are in the form X-Y, where X is the top mech's name and Y is the bottom robot's abbreviation.
Appearance (Single): What your robot looks when it's not combined with another one. Generally it should take the form of a bulky jet with two limbs sticking out of it.
Appearance (Combined): What your robot looks like when it's the top robot in a combination. Generally this should be the form of a humanoid.
Background: Completely optional. If your robot was not made by Cold Fusion Labs then you should report that here.
Robot Stats:
You get 15 points to distribute among 5 stats. The maximum you can put into any stat is 5. The minimum is 0, but generally you should put at least 1 into every stat.
Health: Each point gives you an extra point of HP.
Power: Each point increases the damage you do.
Evasion: Each point reduces any damage you take. Some enemies target different forms of defence.
Armour: Each point reduces any damage you take. Some enemies target different forms of defence.
Maneuver: Each Point increases the amount of squares you can move in a turn.
Equipment: What piece of equipment your robot starts out with. If you wish you can rename the equipment to suit the fluff of your robot. For example, you can change sword and pistol to rocket punch, lance to drill, etc. Inbetween Missions you may switch what pieces of equipment your robot has if desired.
Combat:
During combat a unit usually gets an action and a movement. The movement can be used to move the unit up to Speed squares before or after taking an action. The action can be used to activate an ability that requires an action, or attack. Unless specified otherwise every unit in the game can attack a target adjacent to them for their base Power, regardless if they're on foot or piloting a giant robot. Units may have additional attacks that affect their Power and range.
When attacking, every point of Power has a 50% chance to be converted to Damage. When defending, every point of Defence has a 50% chance to be converted to Damage Reduction (DR). After any relevant modifiers are applied, DR is subtracted from Damage. If the result is above zero, then the defending unit loses that much HP.
Examples:
Assume that a person with 3 Power is attacking another person with 2 Defence. Each Power has a 50% chance to turn into Damage and each Defence has a 50% chance to turn into DR. Rolling for Power and Defence gives us:
Attacker: [1, 0, 1] -> 2 Damage
Defender: [1, 0] -> 1 DR.
Thus the Defender loses (2 - 1) = 1 point of HP from the attack.
Assume that a robot with 7 Power is attacking another robot with 4 Defence.
Attacker: [0, 0, 0, 1, 1, 0, 0] -> 3 Damage
Defender: [1, 1, 0, 1] -> 3 DR.
Thus the Defender loses no HP from the attack. With such a low Defence he may not be so lucky against further attacks.
Terrain: Most terrain has no effect in the game, but some squares may grant bonuses or maluses to various stats. You are affected by terrain for as long as you stay in its square.
SP Abilities: At the beginning of combat everyone starts with 0 SP unless they have the Extra Special perk. At the start of every turn (including the first) every player gains +1 SP. Additionally, for every point of HP you lose you gain a point of SP. During their turn, pilot may use SP abilities by spending SP. Unless otherwise noted, SP abilities do not stack if applied multiple times. Note that some abilities have restrictions in which you may use them.
Combined Robots:
During mecha combat, as an action two robots may combine to form one robot. To do so, both must be adjacent to each other and neither must have taken another action this turn. Their turn ends immediately after combining unless either pilot has the Rapid Combine perk. At any time either pilot may decide to separate, automatically splitting the robot apart. A combined robot may not take an action before it separate, but if either pilot has the Rapid Combine perk they may take an action after they separate.
When combining, one pilot is considered the top pilot and the other the bottom pilot. The top pilot controls the robot as usual, while the bottom pilot distributes any damage taken between the two combined robots. Any perks the pilots have apply to the combined robot and may stack if applicable. A combined robot is considered to have both pieces of equipment that the mechs which comprise it have, but it still may only attack once per action if it is equipped with two weapons. Both pilots may use SP abilities as normal, but using the same ability on the combined robot does not stack unless otherwise mentioned.
A combined robots stats is as follows:
HP: The HP pool of a combined robot is equal to the HP of the two robots that comprise it. Any damage taken is distributed among the mecha by the bottom pilot. Note that skills like Unbreakable apply before damage is divided.
Power: The Power of a combined robot is equal to the Power of the robots that comprise it.
Evasion: The Evasion of a combined robot is equal to the Evasions of the robots that comprise it.
Armour: The Armour of a combined robot is equal to the Armours of the robots that comprise it.
Maneuver: The Maneuver of a combined robot is equal to the Maneuvers of the robots that comprise it divided by two. Thus combining a fast robot with a slow robot would produce one with normal Speed.
Derived Stats:
HP: Equal to the Health of a unit plus one, so that you won't instantly die if you put zero points into Health. A combined robot's HP is comprised of the HP pools of the robots that are its component parts.
Damage: During an attack, each point of Power has a 50% chance to be converted to Damage. Additional abilities or effects may affect the Damage of an attack further. Negative Damage is equivalent to 0 Damage.
Damage Reduction (DR): When taking damage, each point of Defence has a 50% chance to be converted to DR. A robot's Defence is equal to its Armour, Evasion, both defensive stats or neither depending on the attack. Additional abilities or effects may affect DR further. Negative DR is equivalent to 0 DR.
Speed: A unit's Speed is equal to its Maneuver plus 2. This affects how many squares a turn the unit can move.
Equipment:
Acid Blast: This robot can attack an enemy at a range of 3 with -3 Power. Additionally the target suffers -2 DR until the end of their next turn, even if they did not receive damage from the attack.. Does not stack.
Assault Cannon: This robot can attack enemies with a range of 5.
Axe: This robot can attack an enemy at melee range with +2 Power.
Electro Web: This robot can attack an enemy at a range of 3 with -3 Power. Additionally the target suffers -1 Damage and Speed until the end of their next turn, even if they did not receive damage from the attack. Does not stack.
Lance: This robot can attack enemies up to two squares away from them orthogonally (meaning not diagonally). If another enemy is in between the target and the robot, then they are hit by the attack also and rolls separately for DR.
Radar: Once per battle this robot can use an action to reveal the stats and abilities of one enemy unit.
Railgun: This robot can attack enemies at a range of 8 with +1 Power, provided that they don't move this turn.
Rocket Boosters: This robot gains +1 Speed.
Shield: This robot gains +2 Armour.
Sword and Pistol: This robot can attack enemies at a range of 3. It can also spend an action to make two attacks, one with a range of 3 and the other at melee range. Both attacks have -2 Power and count as separate attacks for the purposes of damage boosting abilities. You may use SP abilities inbetween both attacks if desired.
Perks:
Ace Pilot: You may distribute an additional 4 points among your robot's stats. These bonus points cannot push any stat above the stat cap.
Boast: If you took no damage from an attack last turn, you may boast about your abilities, your target's weaknesses or something similar. If you do so, you gain 1 SP. You may only boast once per turn, regardless of how many attacks failed to damage you.
Coordination: Instead of attacking, you may select an enemy within range. If an ally attacks that enemy before the turn ends, you automatically add half your Power to theirs and thus overwhelm the enemy's defences. This perk cannot be used as the bottom pilot of a combined robot.
Emergency Repairs: By spending an action your robot may gain a point of HP if they have not been healed by this perk before. If you are part of a combined robot, then both robots gain a point of HP by using this perk if they have not been healed before.
Extra Special: You start each battle with 2 SP, and can pick a seventh SP ability to use.
First Aid: Instead of attacking, if you are on foot you may spend an action activate this ability on yourself or an adjacent ally. Gain a point of HP if they have not been healed by First Aid before. Otherwise this ability does nothing.
Gun License: You start with a revolver during on-foot combat. The revolver has 6 rounds and infinite range. Attacking with the revolver does +1 Damage.
Intercept Attack: Whenever an ally takes damage (after rolling for defence) and you are within Speed squares of them, you may activate this ability to swap places with them and take the damage instead. Your defence is not rolled to reduce the damage taken, but other abilities can reduce it. This perk cannot be used as the bottom pilot of a combined robot.
Knows Kungfu: You may distribute an additional 3 points among your character's stats. These points cannot push any stat above the stat cap.
Rapid Combine: When your robot combines or separates in combat, you may take another action during your turn. Additionally, if you have not moved then you may also do so. This perk still applies if you are the bottom pilot of a combination and the top pilot lacks this perk.
Unbreakable: Whenever you take more than one point of damage, you may declare how it won't be enough to stop you or something similar. If you do so, the amount of damage is reduced by one. This effect activates after DR has already been applied. If you are the bottom pilot of a combined robot you may activate this perk, but must do so before dividing the damage.
Yelling: Whenever you attack, you may yell the name of the maneuver/technique/weapon you're using. If you do so, then you gain +1 Damage for that round of combat.
SP Abilities:
Accel (1 SP): Your Speed increases by 3 for this turn. Cannot be used on foot.
Acrobatics (0 SP): When moving, you may choose to vault off of an ally, gaining extra movement equal to that ally’s power divided by two (rounded down). When vaulting you ignore any effects of moving through terrain. Can only be used on foot. Can only be used once a turn.
Alert (1 SP): Until the start of your next turn, a point of Defence is automatically converted into DR when you are attacked. Can only be used if you’re the bottom pilot of a combined robot.
Command (3 SP): Until the start of your next turn, all allies automatically convert a point of Defence to DR when attacked.
Confuse (3 SP): Target enemy loses half of its Power (rounded up) until the start of your next turn.
Counter (1 SP): The next time you are attacked by an enemy who is within range of one of your attacks, you automatically get a free attack on them if you survive their attack.
Distract (5 SP): Target enemy loses half its Defence (rounded up) until the start of your next turn.
Enable (7 SP): Target ally gains an extra turn. Cannot be used as the top pilot of a combined robot.
Guard (4 SP): Until the start of your next turn, half of your Defence (rounded down) is automatically converted to DR when you are attacked.
Hope (4 SP): Target ally gains 3 SP. Cannot be used as the top pilot of a combined robot.
Hot-Blooded (3 SP): For the next attack you make, half of your Power (rounded down) is automatically converted to Damage.
One-Inch Punch (1 SP): The next time you hit an enemy in melee, they are knocked back a number of squares equal to your Power. If this causes them to hit another unit or obstruction, then they automatically stop and take an additional point of Damage. The unit they impacted against (if any) takes a point of Damage too. Can only be used on foot.
Prayer (2 SP): Negate all negative effects on an ally. Cannot be used as the top pilot of a combined robot.
Rage (8 SP): Every unit on the battlefield loses 1 HP, including allies and yourself. Cannot be used as the bottom pilot of a combined robot.
Riposte (4 SP): Until the start of your next turn, you get a free attack on all enemies who attack you provided that they are in range of one of your attacks. Cannot be used as the bottom pilot of a combined robot.
Resolve (1 SP): Negate all negative effects. Can only be used on foot or as the top pilot of a combined robot.
Roundhouse (3 SP): Your next melee attack hits all enemies that surround you (adjacent and diagonal). Can only be used on foot.
Sprint (0 SP): Your Speed increases by 1 for this turn. Can only be used if you’re the bottom pilot of a combined robot or if you are on foot.
Snipe (1 SP): All attacks with a range greater than 1 (except for the Lance), have +1 range until the start of your next turn. Can only be used if you’re the bottom pilot of a combined robot.
Targeting (0 SP): For the next attack that the robot makes, one point of Power is automatically converted into Damage. Can only be used if you’re the bottom pilot of a combined robot.
Ultimate Technique (8 SP): For the next attack you make, all of your Power is automatically converted to Damage and you deal +1 Damage. Shouting the name of your ultimate technique reduces the cost to 7 SP. Cannot be used as the bottom pilot of a combined robot.
Zeal (6 SP): Gain an extra turn after you finish your current one. Cannot be used as the bottom pilot of a combined robot.