Greetings!
Long time lurker here that finally decided to sign up and starts a game right away...I understand that for some people this might be a reason not to join since those kind of guys usually disappear within 3 posts but I promise that this will not be the case here. Although English is not my first language I speak (and write) it quite fluently, still, please excuse any obvious grammar mistakes that might be present.
Now, if you clicked on the headline you are probably interested in the kind of setting described here, so I will say something about what kind of game thiis is going to be. Basically this will be a P&P style game with a heavy focus on Roleplaying based on the Mekton Zeta rulebooks, however, you won't need any of the rules for now and you won't need them later on aswell since everything you need for character creation is down below and I won't let you design your own Mech (yet).
As of the setting I decided to use the Gundam franchise as my basic outline of how mechs will look and act, but I will come up with a completely new storyline that has nothing to do with the others although it will play in the actual timeline of earth (A.D.) Mekton Z usually uses hexes for combat, but I will completely disregard that in favor of freedom of movement and actions for the players. You want to grab a large rock on the beach and throw it at another Mech? Well, cool enough for me to let it happen. As for my general style of doing things....if it's overly stupid and there's no reason for it you will die. If it's just stupid and your character has a very good reason I might let it happen. At least at the beginning your character are not going to be top notch gundam pilots or something like that, still, what would a Mecha RPG be without ridiculous maneuvers and characters throwing their life on the line for their ideals. Even though I'm going to use the Mekton Z rules to resolve combat and all that shit, I will fudge rolls to my liking depending on if I think it might add Drama, make the fight way much cooler or whatever, never will I simply kill of a character with a fudged role though, so that shouldn't be a concern.
Before you consider joining however, I'm european and as such I would like my players to be close to my timezone, or able to post in the european timezone. I will try to get updates out twice, maybe three times a day if it's a combat scene, as long as we are on base or something you can feel free to just post all the RP stuff you want. If the players are up for it I might even designate a certain date for us to meet in Chat and do some progress through IM- that's up to you though, will include a poll in character creation.
The last thing that I have to say is that I'm a GM that heavily relies on story. If there's a lock on the door in front of you and there is absolutely no limit to how long you can try to lockpick it- I will let you succeed because rolling for the heck of it is the most idiotic thing ever. If there's a time limit however it makes sense to roll since it makes the situation more tense, so stat's might not be as important as actual RP in my games.
So now that all of this is gone, let's head straight to the introductionary story.
We write the year 2282...mankind, although split into three large factions has expanded into space. Most of the former NATO countires have created the Earth Sphere Alliance (ESA) and were the first to reach out to other planets, however the People's Union (PU) spearheaded by the former countries of Russia and China and most of the East followed. Surprisingly though a third large force has risen quickly, the African Arabian Federation (AAF), mostly due to the fact that they have easy access to solar energy which is the main source of power in this new world. Fighting on earth has ceased 18 years ago with a peace treaty between the three factions, this peace treaty however only limited the use of weapons on earth's surface, and so the fight over mineral asteroids and colonies in space still rages on. These wars are fought with Mobile Suits...mechs in humanoid form, giant steel beasts armed to the teeth with whatever weapons their factions may provide. Arround earth several fragments have been found, the so called Technology Sparks, noone knows where they come from but the include the secrets to better equipment and so all of the three factions fight once one of them has been discovered. The way technology is right now ballistic weapons, missiles and melee weapons are still the common equipment for Mobile Suit's though. This is the time when a group of promising new teenagers completes their secret training...Right. Story, done. Still reading? Great! Let's get to the character creation which is ripped straight from the Mekton Z rulebook with a few limitations. All of you will be playing 16 year old teen's at the start, however, sometimes it will require months or even years to get somewhere, so expect them to age rather quickly during the story. Everyone of those teen's had a tragic anime backstory...or not, that's up to you to decide. It's perfectly normal for 40% of parents on the planet to die, loose their children or simply disappear after all. You will fight for the army of one of the big factions in the beginning, which one is up to you, we'll do a vote on that stuff.
Character creation stuffAlright, I will include the character sheet at the bottom of this post, most of the stuff should be pretty clear as far as the general things go such as name, hair colour, gender and so on. Keep the backstory within 7-8 sentences if possible, make sure it includes a completely anime reason to be in a promising military academy at the age of 16 though. Now that we are through this, let's get to Stats and skills
StatisticsAlright, each of you will be given 50 stat points to begin with, each of your statistics must have a at least a value of 2 and may at a max be 10. I will give a quick description of what they are used for below.
Attractiveness [ATT]
Used for social skill and total kawaii appeareance.
Body Type [BOD]
Determines how much damage your character can take before he falls over and gives a dramatic long speech before he dies in the hands of (choose one) an ally, girlfriend, mentor, family or whatever the fuck may be important to that char. Also how big the damage is when you punch that idiot in the face who killed a friend, how much you can throw at him or how many rocks you can carry to him in the first place.
Cool [CL]
Is used for most leadership stuff, is also used in quite a lot of social interaction skills.
Empathy [EMP]
Having a shitload of cool might enable you to lead people, but if they don't like you they will still kill you. This stat determines how well you can put yourself into the head of another person and how likeable you are in general.
Intelligence [INT]
How smart you are, how much education you're character got in the first place and how long it will take you to come up with a concept for that totally cool new engine for your mech.
Education
Is a sub-stat of Intelligence, as a house rule of mine it can't be higher than your INT. It functions as a general knowledge skill and will also determine the amount of skill points you get.
Basic point values:
+1 = Grade school
+2 = High School
+3 = College
+4 = Bachelor's degree
+5 = Master's degree
+7 = Trivial pursuit master
+9 = Stephen Hawking
Luck [LUCK - duh]
You can use it to enhance rolls and do awesome shit that makes this stuff more anime. I will refresh it once in a while, I will tell you how to use it in the next post.
Movement Allowance [MA]
How fast you are, how high you can jump and all that other stuff related to doing shit fast while looking cool. (Includes freerunning)
Reflexes [REF]
Used for quite a lot of combat skills, no matter if it's about punching your enemy, dodging his shots or delivering a load of laser beams to his face.
Technical Ability [TECH]
How good you are at repairing mechs, figuring out how they work or putting that new engine into the body that the scientist of the group just developed just to find out that the pilot driving the mech is not emotionally ready for this and as such it won't work. Logic.
SkillsAll right, skills are slightly more complicated, the amount of skill points you get is your INT + Education + 22, I've added 5 points to the usual amount but you MUST use these 5 points on non-combat skills like first aid, repairing, singing, personal grooming, photography etc.
Skills range from 0-10, if a skill is at 0 it doesn't mean you can't do that certain thing at all, it simply means you are not really good at it. For every point up to a value of 5 you have to spend 1 skill points, for every additional point you will require 2 skill points. Example: Alex wants to raise his Dodge skill to 7, he needs to pay 5 points to get up to level 5 and then another 4 (2x2) to get up to level 7.
Skills with an H beneath them cannot go higher than level 5 for starting characters.
You only have to list skills that you take on your sheet, here is the list:
AttractivenessPersonal Grooming
Hair styling and all that stuff that makes you look better than you actually do.
Wardrobe & Style
How good you are at picking the right clothes and appeareance for certain events and everyday life.
CoolInterrogation [H]
How well you can get information out of people's mouths if they aren't willing to give it to you.
Intimidate [H]
Getting poeple to do certain things by fear.
Persuasion & Fast Talk [H]
Talking other people into doing what you want, or making them believe what you say.
Resist Torture/Drugs [H]
Pretty self explanatory, while under drugs you might still be able to control yourself.
Streetwise
How to talk to criminals, find and get out of a bad neighbourhood and how to find the nearest blackmarket.
EmpathyActing
Impersonating another person or appearing in front of huge crowds.
Human Perception
Detecing lies, emotions and other stuff from other humans.
Interview
How to get the officer you hate into telling you all about his illegimate son and the stolen sportscar that he still owns.
Leadership
Leading and convincing people to follow you
IMPORTANT: Leadership can be used with EMP or COOL, it does not matter. If you use it with EMP people follow you because they like you, with COOL because they know you will win the upcoming battle.
Seduction
How likely you are to get a NPC to engage with you in a relationship, or how good you are at getting that quartmeraster to give you a certain object by other means than simple trading.
Social
How good you are at judging social environments and the proper manners. (For example at +5 you can talk with nobles and statesman without problems)
IntelligenceAwareness/Notice
How well you can spot hidden items, clues, shadows and other stuff.
Compose/Write
Writing books or musical pieces (+4 would be a respected piece, +8 and your book/music will be commonly known on earth)
Disguise
How to use make-up and acting to your advantage if you want to appear as somoene else than you actually are, be it a mere civilian or a VIP.
Expert
Choose a suspect, you know now a lot of shit about it. This is how hard science (chemistry, biology, botany) is bought. +3 is a local expert, +6 has written a few books on the subject and a +8 might know more than anyone else about it. This also includes stuff like poststamps, mechas and so on. It may be taken multiple times for different areas.
Gamble [H]
How to figure out odds and play a game of chance succesfully. +6 would be a proffesional poker player, +9 would win every tournmanet he participates in.
Know Language
The knowledge of foreign languages in general. At +2 you can roughly tell what language people arround you are speaking and quickly learn the basic interaction, you also know up to 2 other languages than english. +5 means you know up to 4 languages and can quickly figure out how other languages work in terms of grammar and at a +8 you are a complete genius and can learn languages in a matter of weeks.
Programm [H]
Programming, hacking and repairing the software side of computer systems.
Shadowing/Avoid Pursuit [H]
Following people and how not to be followed by others.
Survival
How to survive in the wild, +3 would be a average military or boy scout, +6 a green beret and +9 bear gryll's himself.
Teaching [H]
How to share your knowledge with others if you have a higher skill than the student. +3 would be a high school teacher, +6 a professor and at +9 the learning institutes of the whole world would do anything just for a single speech at their unviersity.
Reflexes (Personal/Non-Mecha combat)I guess I don't have to explain much in those.
Automatic Weapon
Blade
Dodge & Escape
Handgun
Hand to Hand
Rifle
Reflexes (Mech-Combat)Mech-Fighting [H]
Punching, kicking or grappling your opponents while in a mech.
Mecha Gunnery [H]
How to fire 50mm automatic cannons, plasma guns, beam weapons and all the other stuff
Mecha Melee [H]
Using physical and energy melee weapons, is used for throwing stuff in mech combat, too.
Mecha Missiles [H]
Being the missileboat that sits back and laughs as all the rockets rain down on their targets.
Mecha Piloting [H]
Actually flying the damn thing you are in, also used for delicate maneuvers like picking up people with those large metal claws.
+1 means you can go from place to place
+3 is your standard military pilot
+6 is a veteran pilot and
+9 a gundam pilot that is known for his superb skill and outdone by none.
Reflexes (Non-combat)Aircraft pilot [H]
The skill to piloting aircraft and shuttles. May be used for Mobile Suits that can transform into planes, or your mecha piloting skill, whichever is higher.
Athletics
Throwing stuff arround, climbing walls and balancing yourself.
Dance
How not to put shame on yourself while lots of people watch you spinning arround solo or with another person on a dancefloor. +4 could dance for payment in small clubs, +6 is a proffesional and +9 might compete for the world championship.
Driving
How well you can handle vehicles and race in them. +3 is a very proffesional "civilian" driver, +6 lets you participate in proffesional races and at +8 you might participate in the Formula 3000 GT. This also allows you to drive tanks because why the fuck would you have an extra skill for that.
Stealth [H]
Moving silently without being seen by guards and whoever may try to spot you.
Swimming
Diving and swimming in open waters.
Zero G
How well you can maneuver in SPAAAACCCEEEE. If you don't have it thats a -4 for all rolls in those environments, +2 is a -2 roll and +3 is no penalty. +8 and above means you are so good that you get a +1 for all movement and combat in SPAAAAACEEEEE.
Technical AbilityBasic Repair
Repairing and building simple mechanical devices like TVs, cars, PCs and all that other stuff. +3 means you can do basic repairs on cars, at +6 you can build most things and at +9 you could developd a race car engine.
First Aid
How good you are at treating injuries in the field. At +1 you have a basic military training which includes wrapping band-aids and throwing in Aspiring, at +5 you can deal with minor gun wounds and at +8 you can remove almost any shrapnel from a body.
Jury Rig
How good you are at fixing things in a matter of seconds. At +3 you can make almost anything work temporarily work with duct tape, at +6 you can get that engine to run for a moment and at +9 you can have a whole ship functioning with half the components missing.
Mecha Design [H]
How good you are at designing new mechs, +3 means you can come up with a basic design, at +7 you have a well known reputation for coming up with innovative new designs and at +9 you have the knowledge to create mechs that outperform even the best of military technology.
Mecha Tech [H]
How good you are at actually repairing and building new mechs. At +3 you can build a basic suits, although it will be nothing exceptional, with a +6 you are considered a capable mecha mechanic and at +9 the government offers you your own giant mechbay to build their newest designs for them.
Medical [H]
How good you are at performing surgery and similiar stuff. A +4 is a regular doctor, +6 a surgeon and at +10 you could replace somoene's brain without a problem.
Musical instrument
With a +4 you could professionally play at gigs and concerts, at +7 you are well known for your songs and works and at +10 you are the most important musician on the planet.
Paint or Draw
A +3 is good enough to have a living by drawing stuff, at +6 your art might even be shown at exhibionts and similiar stuff and with a +9 other artists study your style and you can live really well off a few paintings.
Photography and Film
With a +2 you can make some decent home movies, at a +4 you might win some amateur contets and at a +8 you will be internationally known for your work.
Pick Lock [H]
Breaking into stuff. +3 breaks most simple locks, +6 means you can get most safes and electronic locks open and at a +8 you are widely known in the scene and famous.
Pickpocket [H]
Picking pockets without being noticed.
Sing
At a +4 you are a proffesional singer and with a +8 you may be recognised on the streets and internationally known.
Character sheet
[b]Name:[/b]
[b]Age:[/b] (16-18)
[b]Gender:[/b]
[b]Born in:[/b]
[b]Hair colour:[/b]
[b]Eye colour:[/b]
[b]Skin colour:[/b]
[b]Background:[/b]
[b]Health/Hitpoints[/b] (Will be filled out by me)
Head:
Torso:
Limbs:
Additional effects:
[b]Stats[/b]
Attractiveness:
Body type:
Cool:
Empathy:
Intelligence:
Luck:
Move Allowance:
Reflexes:
Technical Ability:
Education:
[b]Skills[/b]
(List them in any order you want, although I fould favor one by skills or alphabetical)
Not them in this fashion: Skill name is the name, LvL the value of the skill, XP for keeping track of level ups for that skill and TOTAL is your skill + the stat it belongs to. So if you have Mecha Piloting on 3 and Reflexes on 8 then your TOTAL is 11
Skill Name / LVL / XP / TOTAL
[b]Equipment[/b]
-Regular military uniform
-Service pistol
-3 basic items of choice (2 must be stuff like a first aid kit, a repair tool or something like that and 1 shall be a personal item like the father's ceremonial sword, the ring of a loved one and so on)
[b]Weapons[/b]
(If your personal item is a weapon then I will come up with stats, stats will be explained in the second post.)
Service pistol / +1 WA / 15/50m / 2D6 / 15RND
And the last thing to do is a basic vote:
1. Which faction do you want to play for?
A) The ESA
B) The PU
C) The AAF
2. Would you want to have a certain date for doing RP through means of a chat? (Most likely Roll20 or similiar) This would be additional to the regular gameplay and a summary of the actions would be posted by me afterwards.
A) Yes
B) No
C) I don't care.
As for mechs, I will come up with a few basic designs and will post them, you will be able to choose the one you want when we start!