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Showing posts from June, 2021

Mech Battle Character Generators

Weapon: Weapon: System: System Weapons Chart: Accelerator: 1d10 damage, range 1 Blade: 2d6 damage, +1 die from weapon mod effect Blaster: 3d4 damage, ignores 1 armor Cannon: 2d6 damage, range 1 Missiles: 4d4 damage,  Mortar: 1d12 damage, can only attack at range 2 (no closer) Saw: 2d8 damage, (melee) Impactor: 1d12 damage, (melee) [Mod]gun: 2d6 damage, choose an additional weapon mod Rockets: 1d10 damage, range 1, explosive (hits everyone in target area, both allies and enemies) Drill: 2d6 damage, +1 die each round it’s used on an enemy in the same zone without changing zones Anti-Armor: +1 die vs targets with a Chassis value of 6 or more. Blitz: +1 die against a target that hasn't been hit yet this round. Burst: +1 die vs targets who've taken 4+ damage this round. Chemical: +1 die against Mechs with a Core Breach. Combo: +1 die when fired alongside a Combo weapon on another mech. Both mechs must be in the same zone and acting in the same phase. Make both attacks simultan...

Rumble! Auxiliary Rules

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 1. Mooks Mooks don't have limb health. They have two points of health total, and 1-2 tags in 1-2 limbs. Sometimes they've got some special feature too. Here's an easy generator for Mooks--  you could probably ignore the special abilities because they're specific enough that they'd probably be something you can only do if you're from a school:  What the Mook Doin? 2. Rooms Rooms are kind of abstract-- its just the nearby environment you're fighting in. They can be divided into any number of sections, which can be asymmetric, whatever. Divide them into sections based on what would take a meaningful amount of time to move between. Each section of the room has interactables in them. Interactables will tell you how you can interact with them, or you can just ask the GM what they're going to allow. The goal of this is that players can play within an extremely abstracted environment if they want to, where your surroundings aren't of primary importance. ...

Rumble! The Core Rules

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 Rumble is a GLoG hack for martial arts games in the style of Jackie Chan, Samuel Yao, Donnie Yen movies. It seeks to streamline martial arts combat while still making it fun and interesting. Because everyone loves fun and interesting! But not everyone loves crunch and built-in complexity. Stats You have five stats: Arms , Legs , Hands , Head , and Core . When making your character, choose six Tags and distribute them across your stats. Each stat has to have at least 1 Tag or otherwise you're not being fun >:(. The available tags are: Enduring , Powerful , Precise ,  Quick , and Reactionary. Each of them does something different.   Arms Reactionary : attacks to this area are easier to dodge. You’re good at blocking hits within arms’ reach and moving attacks away from your body.  Block a mook’s all-out assault with one hand. Powerful : punches and slaps thrown deal more damage. You’re able to lift things better with your arms, and wield heavier weapons. Punches bre...

Handler Class

This class would be ridiculously strong.  A: The Hound, Programs, Thetur-Enhanced Brain, WolfWhistle B: Enhanced Wolfwhistle, Mod 1, gain two abilities at rank 1 C: Enhanced Motility, Rank up an ability and gain another at rank 1 D: Mod 2, Rank up two abilities E: Rank up two abilities, then gain all abilities you don't have at rank 1. The Hound You have a Hound, a cybernetic canine that is has 5 HD, weighs 300 pounds, AC of Plate, is about the size of a wolf, and moves 30ft per turn. When it changes size, it might not necessarily be a model of a dog anymore. Small ones go down to Puppy size, and large ones can be as big as a bear. You command it using your Wolfwhistle and a set of Programs which translate audio cues into action. Your Hound always goes immediately after you in combat. Hounds always have a bite attack. When they bite an enemy, they can Grapple them. Protocol You have 1 Protocol per Template in Handler. Protocol details a list of actions your Hound can take, the orde...

Three Other Handlers

You should go back and read the  original post  for context if you haven't seen it yet. Krule Corso, & Ripper. Krule made it BIG TIME selling the military blueprints he obtained from the humans to his native Thetians. Now he runs a huge mercenary syndicate with his Hound, Ripper. Ripper is the second largest of the Hounds, well over the size of a wolf. And, of course, he kept a spare copy. Ripper's modifications and size make him a fearsome opponent. His Blink Drive allows him to teleport 10ft at will, which always proves useful in combat. His Emotional Scanner allows him to read his opponents for their emotional states, something it uses frequently in combat. - Emotional scanner: can read emotions. Some say it's linked to Krule's headset. Some say he's really good at reading emotion. Either way, he can read emotion too. Krule Corso HD  1 AC Chain Move  30ft Attacks  Laser pistol Wolfwhistle . Krule can change Ripper's protocol for the next turn with an acti...