Tempted to do a Gurren Lagann team-based Arena.
1. Rolls And You- Kicking Logic to the Curb and Doing The Impossible
I'm super tempted to do a 1d4(d4) system for most actions, aside from simple combat, which are duelling d6s.
Each player starts with 80% Spiral Power. Taking excessive damage will lower it, along with failing (1s in combat).
It goes up every time you do damage, starting at 5% increase, increases every time you roll a 6 on simple combat, and destroying an enemy also boosts it. Once you reach 100%, you can start using it- hit 50%, and you'll take -1s in all rolls, and at 0%, you're finished.
Spiral power can be spent on "doing the impossible". Overcharged attacks (remember that time there were excess of 50 drills on screen? That's what I mean. Also, GIGA.... DRILL.... BRRREEEEEEAAAAAAAAAKKK!!!), as well as anything else that wouldn't be within the realm of simple combat- the plan is given a rating, and the 1d4(d4) are rolled. For every 20% over 100% you have, you'll get a +1. Actions like "Hit everything, past, present, future, in all spaces" (as seen on TV) may require absurd rolls to obtain- then again, there's no limit to your spiral power...
2. But What About Stats? Where's My HP?
You don't have HP. Everything pivots on your spiral power.
3. OK. So What Makes My Mecha Mine?
Simple Combat has a few elements, depending on what you laid out for your mecha. First, you get 3 weapons systems.
Weapons Systems are simple- they get a Type.
Ranged, Ballistic, and Personal. (Yes, Personal. When you bring a knife to a mecha fight, you can't deny it's personal.)
Ranged beats Ballistic, Ballistic beats Personal, Personal beats Ranged. If two enemies attack each other with different types of weapons, the player with the top weapon is guaranteed first hit, and a +1.
Secondly, when in combat, you declare the weapon and a style to attack:
You can attack Boldly, ignoring caution and saftey,
you can attack Actively, moving and attacking, or
you can attack Precisely, taking aim and making sure to connect.
Bold beats Active, Active beats Precise, Precise beats Bold.
This factors in to the weapon stats as such:
Winning the "style" RPS grants you a +1 if weapons are equal or above the enemy choice.
Winning with a weapon that lost in type denies them their bonus, though they still get first hit.
Tying with any previous result grants nothing
Losing the "style" RPS grants you a -1.
4. So my Ganmen is Just It's Weapons?
Yes and no. You may give any features of your Ganmen, and even include them as a weapon. Good at kicking? You can kick for a weapon. Don't have kicking as a weapon but want to try it? You'll need to have Spiral Power at 100% and attempt a d4(d4) roll, but such a move won't require a very high roll.
5. You Said "Teams"?
Yes. Humans vs. Beastmen. The setting will change based on a few things, but it starts off in the middle of nowhere- a desert.
6. What if I want a Bigger Ganmen?
You can upgrade in size and ability, but you must reach Spiral Power thresholds.
Once you reach one and choose to transform, you lose your energy but not your transformation. You get a permanent larger die (d6, d8, d10, d12, d20...), and death simply results in reverting back to your old form. I may place some more complicated die (4d4 before d20, for instance) for balance, but once you get to the last die and evolve, you've won the game.
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7. Can I do Some Awesome Things With My Team?
Yes.
Focus Fire: Two opponents attacking the same target not only use the best result (weapons wise), but they also incur a +1 if the result not used was above 3. (Teammates get a 5 and a 4, they attack with the better weapon with an extra +1)
Combination Attack: Using Spiral Energy:
Do something batshit for extra damage. Throw a melee user at the enemy's weak point for massive damage. If both of you are at 100%+ Spiral Power and are the same size class, you both roll, and if either of you are successful, the attack is successful.
Fusion/Duality:
It's possible to combine, but there can only be one set of commands. If you've got a total of 300% spiral power between you, you can fuse, retaining some things and losing others while also gaining a size class. Generally, this is reversible, unless done when a player leaves or if players alternate turns or something. Up to the GM to implement, as it's more a social dynamic.
8. This is a Team Arena, Right? What do we Have to Look Forward To?
Sub-bosses, bosses, changes to setting/arena, occasional diversions, anything that could have happened in Gurren Lagann (read: anything).
9. GIVE ME A CHANCE TO PILOT THAT THING RIGHT NOW.
Well, I don't know if I'll run it any time soon, but I guess you can play around with the creator:
First, give a description of your three weapons, mostly including what they are and what they do as well as their type.
Then, describe the actual Ganmen. You can include whatever, so long as it adheres to the base rules- which means, sure you can do it at any time, it's just if you have the Spiral Power or not. So yes, your ganmen can launch bendy death drills in the description, but you wouldn't be doing it in game without energy.