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Anime superobots


RosenMcStern

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And if the Kaiju are here, can the superobots be far away? Certainly not. Here is the classic one, complete with weapons and pilot.

MAZINGER Z

[table]Stat||Melee|Ranged|Location|AP/HP

STR 160|DB 16d6|1–4 |1-3|Right Leg |50/39

CON | |5–8 |4-6|Left Leg |50/39

SIZ 115|HP 115|9–11 |8-10 |Abdomen |50/46

INT||12 |11-15 |Chest |50/46

POW 65|PP 65|13–15|16-17 |Right Arm |50/29

DEX||16–18 |18-19 |Left Arm |50/29

APP|Mov 120|19–20|20|Head|50/39[/table]

[table]Weapon |Damage |Range|Cost|Type

Brawl |1d3+16d6|close ||

Rocket Punch |15d6 |200 |1 PP| knockback

Photon Beam |10d6 |200 |1 PP| physical

Rust Hurricane |10d6 |50 |5 PP| corrosion

Navel Missile |20d6 |100 ||physical

Breast Fire |20d6 |60 |10 PP| heat[/table]

Armour: Super Alloy Z (50 pts).

Powers: Super characteristics (STR, CON, POW), Adaptation (Heat, Cold, Radiation, Electrical), Resistance (Physical 30, Heat 30, Cold 30, Radiation 30, Electrical 30, Corrosion 20), Leap 2. With attached Jet Scrander: Flight 400, Extra Energy 200.

Description of Powers:

Adaptation: when the superobot is hit by any form of radiating energy, such as heat, electricity or radiation, the pilot may be exposed to it, up to a maximum of 1/10 of the damage done to the mecha. Activation of the Adaptation power protects the pilot from this adverse effect.

Resistance: the superobot's armor protects it from the specified types of damage.

Leap: the superobot can leap up to the specified distance using its foot-mounted jump jets. This costs it 3PP.

Flight: the superobot can fly at the specified speed, but only when attached to its special flying harness (Jet Scrander). Attaching it requires usage of the Leap power and a successful Pilot (Mecha) roll. Flying costs 1 PP per round, but the Jet also stores a 200 PP reserve usable for this purpose only. The superobot can hover in the air and use all of its weapon while doing so, but it can only use certain weapons while flying at full speed. When the harness is attached, the superobot hit locations are those of a winged humanoid.

Description of Weapons: all weapons are fired using the pilot's Projection skill, except when the superobot is flying at full speed, in which case the roll is also limited but the pilot's Pilot (Spacecraft) skill.

Photon Beam: a basic, low energy cost weapons fired from the superobot's eyes. It does not do any special damage, but it can be used also when the superobot is flying at full speed.

Rocket Punch: The superobot's forearms detach and fly towards the enemy at incredible speed, propelled by a rocket device stored in the ankles. This attack does knockback on a special success. Damage and cost refer to launching one punch. Both punches can be used at once for double the power point cost, but each attack must be rolled separately. Punches reattach to the superobot's arms at the end of the Power Phase of the following round. This weapon can be used when the superobot is flying at full speed.

Rust Hurricane: The superobot blows a wind of ionized particles from its jaw, doing corrosion damage to its target. This attack is considered an area attack against anything below SIZ 30, and hits 1d6 hit locations instead of one if used against anything up to SIZ 100. The target armor is damaged first, then its hit points. Once the attack hits, the effect can be prolonged for the subsequent rounds at the basic PP cost, provided the target does not move and the superobot pilot succeeds in an Easy projection roll.

Navel Missile: This missile can be used at no power point cost. The superobot has two missiles stored in its torso.

Breast Fire: the superobot emits intense heat from its chest. This attack is considered an area attack against anything below SIZ 30, and hits 1d3 hit locations instead of one if used against anything up to SIZ 100. Once the attack hits, the effect can be prolonged for the subsequent rounds at the basic PP cost, provided the target does not move and the superobot pilot succeeds in an Easy projection roll.

Other weapons: Mazinger has used other weapons during its career, but they are not described here.

Kabuto Koji

[table]STR 13 |CON 15 |SIZ 12 |INT 17

POW 15 |DEX 15 |APP 15 |EDU 18

DB |+1d4 |HP |14

Move |10 |PP |15 [/table]

[table]Weapon|Skill|Damage

Brawl |60% |1d3+1d4

Energy Pistol |30% |(1d8) |

Energy Rifle |40% |(2d8) |[/table]

Skills: Dodge 65%, Drive (Car) 60%, Drive (Motorcycle) 75%, Listen 50%, Pilot (Mecha) 75%, Pilot (Spacecraft) 60%, Projection 70%, Repair (Electrical, Mechanical) 70%, Repair (Electronics) 60%, Ride (Horse) 50%, Science (Physics) 70%, Science (Astronomy) 50%, Spot 50%.

Notes: Koji is a hotheaded young man, and a bit of a bully, but he is also really brave, and totally loyal to his friends, and even to his rivals, for whom he would risk his life at any moment. Koji uses a small flying craft, the Hover Pilder or the Jet Pilder, to attach to Mazinger's head and control it.

--------------------------------

GREAT MAZINGER

[table]Characteristic | |Melee |Miss. |Location

STR 165 |DB 17d6 |1–4 |1-3 |Right Leg |50/42

CON - | |5–8 |4-6 |Left Leg |50/42

SIZ 125 |HP 125 |9–11 |8-10 |Abdomen |50/50

INT - | |12 |11-15 |Chest |50/50

POW 90 |PP 90 |13–15 |16-17 |Right Arm |50/32

DEX - | | 16–18 |18-19 |Left Arm |50/32

APP - |Mov 130 |19–20 | 20 |Head |50/42[/table]

[table]Weapon |Damage |Range |Cost |Type

Brawl |1d3+17d6 |close

Blade |2d10+17d6 |close |slashing

Blade (thrown) |2d10+17d3 |30 |impaling

Great Boomerang |1d20+17d3 |50 |slashing

Atomic Punch |18d6 |200 |1 PP

Hurricane |30d6 |50 |1 PP |knockback

Navel Missile |20d6 |100 |physical

Breast Fire |20d6 |60 |10 PP |heat

Thunder Beam |20d6 |100 |20 PP |electrical[/table]

Armour: Super Alloy Z.

Powers: Super characteristics (STR, POW), Adaptation (Heat, Cold, Radiation, Electrical), Resistance (Physical 50, Heat 30, Cold 30, Radiation 30, Electrical 30, Corrosion 20), Flight 3300.

Description of Powers:

Adaptation: when the superobot is hit by any form of radiating energy, such as heat, electricity or radiation, the pilot may be exposed to it, up to a maximum of 1/10 of the damage done to the mecha. Activation of the Adaptation power protects the pilot from this adverse effect.

Resistance: the superobot's armor protects it from the specified types of damage.

Alternate Form: the superobot can sprout wings from its back. When the wings are out, the superobot hit locations are those of a winged humanoid..

Flight: the superobot can fly at the specified speed, but only when in winged form. Flying costs 1 PP per five minutes. The superobot can hover in the air and use all of its weapon while doing so, but it can only use certain weapons while flying at full speed.

Description of Weapons: all weapons are fired using the pilot's Projection skill, except the swords and boomerang which use the pilot's Missile and Sword weapon skill. When the superobot is flying at full speed the skill roll is also limited but the pilot's Pilot (Spacecraft) skill.

Atomic Punch: The superobot's forearms detach and fly towards the enemy at incredible speed, propelled by a rocket device stored in the ankles. This attack does knockback on a special success. Damage and cost refer to launching one punch. Both punches can be used at once for double the power point cost, but each attack must be rolled separately. Punches reattach to the superobot's arms at the end of the Power Phase of the following round. This weapon can be used when the superobot is flying at full speed.

Hurricane: The superobot blows a powerful wing from its jaw, pushing back any enemy of SIZ lower than the rolled damage. This attack, however, cannot do any actual damage.

Navel Missile: This missile can be used at no power point cost. The superobot has ten missiles stored in its torso.

Breast Fire: the superobot emits intense heat from its chest. This attack is considered an area attack against anything below SIZ 30, and hits 1d3 hit locations instead of one if used against anything up to SIZ 100. Once the attack hits, the effect can be prolonged for the subsequent rounds at the basic PP cost, provided the target does not move and the superobot pilot succeeds in an Easy projection roll.

Great Boomerang: the superobot can detach its breast panel and use it as a thrown weapon at no power point cost. The Boomerang is back at the end of the following round. This weapon requires that the superobot has a functional arm, and ignores armor as normal on a critical hit.

Mazinger Blade: the superobot can sprout a sword from each of its hips during the Power phase of a round. This counts as a normal Ready Weapon actions, thus allowing it to attack at the pilot's DEX Rank minus five during the action phase of the round. The sword can be used as both a slashing and an impaling weapon in melee, and as an impaling weapon when thrown. The superobot can fight with two swords making an attack with each, but this requires a Difficult skill roll. When a sword is stuck in an impaled enemy's body, all attacks made with the Thunder Beam (see below) ignore electrical resistance.

Thunder Beam: The superobot calls lightning from the sky and directs it at the enemy with a finger. This weapon requires that the superobot has a functional arm. It strikes automatically the biggest hit location of the target, and if it reduces it to zero hit points, the target explodes.

Tsuruji Tetsuya

[table]STR 15 |CON 17 |SIZ 15 |INT 13

POW 17 |DEX 16 |APP 11 |EDU 13

D B |+1d4 |HP |16

Move |10 |PP |17 [/table]

[table]Weapon|Skill|Damage

Brawl |100% |1d3+1d4

Energy Pistol |90% |(1d8) |

Energy Rifle |90% |(2d8) |[/table]

Skills: Dodge 90%, Drive (Car) 50%, Drive (Motorcycle) 90%, Listen 70%, Martial Arts (Karate) 50%, Pilot (Mecha) 90%, Pilot (Spacecraft) 60%, Projection 90%, Repair (Electrical, Mechanical) 40%, Spot 50%, Weapon (Sword) 80%, Weapon (Missile) 80%.

Notes: Tetsuya never knew his actual family, and was raised by Doctor Kabuto to be a fighting machine. He is loyal and brave, but also a hothead. He usually overestimates his capacities to the point of jeopardizing his life and his mecha. Tetsuya uses a small flying craft, the Brain Condor, to attach to Mazinger's head and control it.

------------------------

KOOTETSU JEEG

[table]Stat||Melee|Ranged|Location|AP/HP

STR 165|DB 16d6|1–4 |1-3|Right Leg |40/40

CON | |5–8 |4-6|Left Leg |40/40

SIZ 120|HP 120|9–11 |8-10 |Abdomen |40/48

INT||12 |11-15 |Chest |40/48

POW 80|PP 80|13–15|16-17 |Right Arm |40/30

DEX||16–18 |18-19 |Left Arm |40/30

APP|Mov 110|19–20|20|Head|40/40[/table]

[table]Weapon |Damage |Range|Cost|Type

Brawl |1d3+13d6 |close

Dynamite Kick |1d6+18d6 |close

Jeeg Beam |5d6 |50 |1 PP

Magneto Ropes |grapple |50 |1 PP

Knuckle Bomber |15d6 |50 |1 PP |knockback

Spin Storm |20d6 |50 |5 PP

Magneto Pressure |20d6+13d6 |20 |20 PP |electrical

Mach Drill |30d6 |30 |5 PP |impaling

Jeeg Bazooka |40d6 |200 [/table]

Armour: Super Alloy (40).

Powers: Super characteristics (STR, POW), Resistance (Physical 40, Heat 30, Cold 30, Radiation 30, Electrical 30, Corrosion 20), Alternate Forms. With Mach Drill: Flight 2000, Extra Energy 100.

Description of Powers:

Resistance: the superobot's armor protects it from the specified types of damage.

Alternate Form: The superobot head is an alternate form of the pilot that connects magnetically to the body part. Even if destroyed, the superobot can regenerate from a new set of body parts. As long as the head is undamaged and it is supplied with new parts, it is undestructible. Alternate sets of body parts can be attached to the superobots, two of which are described here.

Description of Weapons: all weapons are fired using the pilot's Projection skill, except the brawl and kick.

Knuckle Bomber: The superobot's hands detach and fly towards the enemy at incredible speed, propelled by a rocket device stored in the wrists. This attack does knockback on a special success. Both punches must be launched at once. A new set of hands regrow from the wrists at the end of the Power Phase of the following round.

Dynamite Kick: The superobot leaps and hits its target with a flying kick, increasing its damage bonus by half against.

Magneto Ropes: The superobot chest emits four energy lassos with a total STR of 200 and 50 armor points that can entangle the enemy.

Jeeg Beam: The superobot emits energy beams from the eyes. This attack can be used by the detached head, too.

Magneto Pressure: the superobot emits a powerful magnetic field that engulfs its target and then attempts to grapple it. If the target's STR is overcome by the superobot's POW+STR the target cannot move or react, and damage is done to the target's biggest hit location. Damage is done starting on the second round of grappling and is cumulative each round if the target cannot break free, until the target explodes.

Spin Storm: the superobot emits a powerful energy stream from its navel.

Mach Drill: the superobot can detach its forearms and attach two rocket-shaped boosters to its arms. These boosters allow it to fly at a cost of 1 PP per round, but have an additional storage of 100 PP that can be used for this purpose only. The drills on the booster heads allow Jeeg to move underground at walks speed, too. The superobot can also shoot them as thrown weapons, exploiting the drill rocket speed and their drill warheds. The mach drills do not come back if thrown.

Jeeg Bazooka: the superobot can detach its right forearm and replace it with a huge rocket launcher. This artillery weapon does an incredible amount of damage and has 12 shots.

Shiba Hiroshi

[table]STR 13 |CON - |SIZ 15 |INT 12

POW 13 |DEX 13 |APP 13 |EDU 10

DB |+1d4 |HP |15

MOV |10 |PP |33 [/table]

[table]Weapon |Skill |Damage

Brawl |60% |1d3+1d4

Sword |30% |1d8+1+1d4 [/table]

Skills: Dodge 50%, Drive (Car) 150%, Drive (Motorcycle) 100%, Listen 40%, Repair (Electrical, Mechanical) 70%, Spot 50%.

Special: Alternate Form (Cyborg), Alternate Form (Mecha Head), Armor (Concussion) 20, Extra Power Points 20.

Notes: Hiroshi was transformed into a cyborg by his father when he was a baby. An ancient item of power from an inhuman civilization, the Yamatai Bronze Bell, was embedded into his body to fuel his superhuman capabilities and prepare him to fight against the return of the bell's creators. His invulnerability is active also when he is not in his alternate forms. Hiroshi is rather a never-do-well, and needs someone else's guidance to put his courage and strengh to good use.

------------------------------------

UFO ROBOT GRENDIZER

[table]Stat||Melee|Ranged|Location|AP/HP

STR 188|DB 19d6|1–4 |1-3|Right Leg |70/43

CON | |5–8 |4-6|Left Leg |70/43

SIZ 138|HP 138|9–11 |8-10 |Abdomen |70/56

INT||12 |11-15 |Chest |70/56

POW 180|PP 180|13–15|16-17 |Right Arm |70/35

DEX||16–18 |18-19 |Left Arm |70/35

APP|Mov 330|19–20|20|Head|70/43[/table]

[table]Weapon |Damage |Range|Cost|Type

Brawl |1d3+19d6 |close

Hand Beam |5d6 |50 |1 PP| 2 shots

Dizer Beam |10d6 |200 |1 PP

Antigrav Beam |40d6 |30 |1 PP |knockback

Screw Crusher Punch |15d10 |200 |1 PP

Space Thunder |20d10 |200 |20 PP |electrical

Shoulder Boomerangs |2d20 |30 |10 PP |special

Double Harken |2d20+19d6 |close |10 PP |special

Double Harken, th. |2d20+19d3 |30 |10 PP |special[/table]

Armour: Space Alloy Gren.

Powers: Super characteristics (STR, POW), Adaptation (Heat, Cold, Radiation, Electrical), Resistance (Physical 70, Heat 40, Cold 50, Radiation 40, Electrical 40, Corrosion 30), Leap 10. With Spazer: Flight 7500.

Description of Powers:

Resistance: the superobot's armor protects it from the specified types of damage.

Adaptation: when the superobot is hit by any form of radiating energy, such as heat, electricity or radiation, the pilot may be exposed to it, up to a maximum of 1/10 of the damage done to the mecha. Activation of the Adaptation power protects the pilot from this adverse effect.

Leap: the superobot can leap up to the specified distance using its foot-mounted jump jets. This costs it 3PP.

Alternate Form: The superobot is normally stored in a space saucer called the Spazer. While in this form the superobot cannot use some of its weapons, but can fly and travel in space, as well as use the Spazer weapons.

Description of Weapons: all weapons are fired using the pilot's Projection skill, except the brawl and Double Harken that use the appropriate melee skill (70% for Daisuke).

Screw crusher punch: The superobot's forearms detach and fly towards the enemy, spinning at incredible speed, after projecting forward a crown of sharp blades. This is a perforating attack and does not do knockback on a special success. Both punches can be launched at once. The forearms reattach at the end of the Power Phase of the following round.

Hanjuuryoku (anti-grav) beam: The superobot projects a force beam from its chest that knocks back and lifts from the ground its target. This weapon cannot do actual damage and cannot be used from Spazer.

Hand beams: The superobot's hands project beams of low-power energy, useful against smaller targets.

Dizer beam: The superobot emits energy beams from its eyes.

Space Thunder: the superobot emits a powerful stream of electricity from its horns. This weapon cannot be used underground or underwater, but is extremely effective in space.

Shoulder boomerangs: the superobot shoots two blades of solid energy from its shoulders. Due to the semi-material nature of the blades, the target is protected by the lower value between half of its physical armor or its electrical armor. Each boomerang attack is rolled separately. The boomerangs reattach to the shoulders at the end of the power phase of the subsequent round. This weapon cannot be used from Spazer.

Double Harken: the superobot can attach its shoulder blades of solid energy to a haft and use them as a scythe-like, double-bladed melee weapon. Due to the semi-material nature of the blades, the target is protected by the lower value between half of its physical armor or its electrical armor. The Harken can also be thrown. The PP cost is paid only to activate the weapon, which counts as a standard weapon readying action: each round of subsequent usage costs Grendizer no PP.

Umon Daisuke (Duke Fleed)

[table]STR 21 |CON 9 |SIZ 14 |INT 16

POW 25 |DEX 23 |APP 18 |EDU 30

DB |+1d6 |HP |12

Move |30 |PP |25 [/table]

[table]Weapon|Skill|Damage

Brawl |65% |1d3+1d4

Energy Pistol |70% |(1d8) |

Energy Rifle |80% |(2d8) |[/table]

Skills: Command 40%, Dodge 50%, Drive (Motorcycle) 75%, Insight 90%, Knowledge (Animals) 50%, Listen 80%, Pilot (Mecha) 75%, Pilot (Spacecraft) 90%, Projection 75%, Repair (Electrical, Mechanical, Electronics) 70%, Repair (Quantum) 60%, Ride (Horse) 70%, Science (Physics) 90%, Science (Planetology) 90%, Science (Astronomy) 90%, Spot 90%, Weapon (Harken) 70%.

Powers: Intuition 50%, Leap 10, Super Speed.

Notes: Duke Fleed was the heir to the throne of a faraway planet in the Southern Cross constellation, but his home was ransacked by an enemy planet and he fled to Earth, where he pretends to be Professor Umon's son, Daisuke. He brought Grendizer, his people's greatest weapon, with him. Duke is a very kind and peace-loving person who will never pick up a fight if there is another way to settle a matter. He suffers from a radiation wound, taken when his homeworld was invaded, that undermines his health. Like all people of his race, Daisuke has limited psionic capabilities, as well as increased strength and the ability to make giant leaps and move at a speed that is impossible to humans due to the heavier gravity of his homeworld.P.S.: Nagai-san, please address all suits for copyright infringement to me and not to Trif.

Edited by RosenMcStern

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In fact the last image of the first crossover shows there is a difference in heigth, but not more than 10-20%. This is fine for the data I have for heigth, but not for mass (Mazinger Z 18m/20t, Great Mazinger 25m/32t, Grendizer 30m/280t).

The SIZ value I have given for Mazinger Z is the value found in the SIZ table of BRP 1 for 20 metric tons or slightly bigger. The 280t for Grendizer are out of scale, though - I'd go with 40-50 ton maximum. But there are other inconsistencies in the "official" data. Oh, and there is a third crossover made in the 21st century, plus an electronic manga called Dynamic Heroes, that show that all superobots are approx. the same size, +/- 10%.

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The animated shorts in the end of Neo Getter Robo Versus Shin Getter Robo had them all pretty much the same size, save for Gloizer X ( SP?) and Shin Getter Robo, which was a bit bigger I think. I've not seen this electronic Manga though...

Hmm, looking at the size maximums, I think robots like Daitarn 3 and Gunbuster are out out of the question. :P

Edited by Negative_Thac0
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Battletech is off limits for me: it is the only game I consider more dumb than D&D. And believe me, I have played it.

Robotech/Macross is more interesting but I do not know the setting well enough to provide sensible stats.

Universal Century (the Gundam setting) would be more interesting to do, because it has a much bigger fanbase than macross (in most countries at least) and includes a lot of psionics, providing the opportunity to test the rules. And I know it well enough to write down some stats.

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See above for varitech. I am not a big Macross fan, although I appreciated the anime when it was produced 20+ years ago. Besides, there is a Palladium RPG about Macross & C, so a Palladium/BRP conversion should be the best solution for this, not rebuilding the stats from scratch like I did with Mazinger.

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I have some trouble with Grendizer 'cause the official stats say its weight is 280 tons (out of scale with the Mazingers that are rated 20-25 tons), so I'll have to fudge a bit, but its stats are almost ready, too.

Don't feel too bad, I think Go Nagai has the same trouble. Apparently putting Grendeizer in the same setting as Mazinger has caused a bit of trouble.

Chaos stalks my world, but she's a big girl and can take of herself.

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Besides, there is a Palladium RPG about Macross & C, so a Palladium/BRP conversion should be the best solution for this, not rebuilding the stats from scratch like I did with Mazinger.

Not really. The Palladium version is based off of Robotech rather than Macross. The Palladium stats are inaccurate, since much was done without consulting the actual Macross stats but by making stuff up. Some mecha as misidentified, or have the wrong equipment.

THe best solution would probably be to have someone to do up stats from scratch based on the actual data for the mecha.

Not that you have to be the one stat these thing out personally.

Chaos stalks my world, but she's a big girl and can take of herself.

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Not really. The Palladium version is based off of Robotech rather than Macross.

Let us draw a curtain on this sorrow Macross/Robotech story, and its unbelievable Battletech spin-off.

THe best solution would probably be to have someone to do up stats from scratch based on the actual data for the mecha.

Someone who can read Japanese, you mean.

Hmmmm.... Shaira?

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I was thinking of using the a x10 scale, but just "factor it out" before hand. So 15d6 would be 1.5d6, or 1d6+1d3 "mecha scale". When mecha fight mecha, everything would be treated as a normal man vs. man fight in BRP, with much smaller numbers. When the mecha interact with "man scale" items/people, just muttiply the results by 10. That way we can have, say, Great Mazinger, punch an enemy mecha, inflict enough damage to kncock it back through a building, and the mecha fall onto a car and still have everything go fast.

This would also "factor out" the stat differences at mecha scale. a STR 120 mecha vs. a STR 100 one would be treated as a 12 vs. 10 on the resistance table instead of a overwhelming 20 point difference.

A x10 scaling table could be:

1=1

2-1d2

3=1d2

4=1d3

5=1d3

6=1d4

7=1d4

8=1d5

9-1d5

10=1d6

P.S.> WIth the old SIZ chart, a 8*1 scale would have solved this perfectly, since in RQ3 x2 mass was +8 SIZ. There might be a reasonable approximate formula that might make scaling easier for BRP, but it might take a little crunching to find it. I had done some work on a mecha addition for my vehicle design rules, but need to get the rules more in sync with the values used in the publish BRP. That's what I get for writing supplements for a game that hadn't been released yet.

Ideally, I love to get it so people can just plug in the stuff like tonnage, kph, and powerplant ratings and get usable stats for BRP. It would make crossover games a lot easier.

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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I was thinking of using the a x10 scale, but just "factor it out" before hand. So 15d6 would be 1.5d6, or 1d6+1d3 "mecha scale". When mecha fight mecha, everything would be treated as a normal man vs. man fight in BRP, with much smaller numbers. When the mecha interact with "man scale" items/people, just muttiply the results by 10.

I would rather use the x10 damage rule, with 15d6 being (1d8+1)x10. This way you can have more granularity for armor or hit points

This would also "factor out" the stat differences at mecha scale. a STR 120 mecha vs. a STR 100 one would be treated as a 12 vs. 10 on the resistance table instead of a overwhelming 20 point difference.

Smart! This could also solved the "The Thing vs. The Hulk" problem posed in the other thread.

Ideally, I love to get it so people can just plug in the stuff like tonnage, kph, and powerplant ratings and get usable stats for BRP. It would make crossover games a lot easier.

It is not that difficult anyway. SIZ comes out of tonnage, and STR and POW are easily worked out of the reactor output (kW power divided by 10).

She can translate Japanese?

She stated she has lived in the Land of the Rising Sun for some time, so I suppose she knows some Jap.

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