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Hello reader! This is MSG: The RPG! Basically a Homebrewed Mech RPG I have been
putting spare time into and testing and running to try makin a system that will allow people to
play gundam themed tabletop RPGs(made this before i heard of Mekton Z). Currently, it has
stats and weapons for Mobile Suits, characters, and basic weapons. This system is based off of
2 systems i have most experience with, which are Only War, and Anima, which both use a D100
system. More is explained below in the rest of the Doc.
Enjoy!!
`Player Name_________________________________
Character Name_____________________________
Age:_______ XP:________
Rank:____________ Level:________
Agility
Strength
Perception
Willpower
Charisma
Intelligence
Leadership
Reflexes
Shooting
Melee
Traits
Drawbacks
Mobile Suit(Designation)______________________________________________________
Armor____________
Endurance_________
Actions_________
Agility______
Strength______
Reactor
Reactor Power Produced
Total Power__________
Equipment
Weapons
Weapon Damag Attributes
e
Mobile Suit(Designation)_Ms-06 Zaku II_______________________________________
Armor__4__________
Endurance__30______
Actions__2_______
Agility__30____
Strength________
Reactor
Reactor Power Produced
Zaku II Reactor 15
Total Power____15______
Equipment
Knuckle Shield Shield: 10/small: roll Piloting to block attack1
Weapons
Weapon Damage Rang Attributes
e
Rapid Fire- you roll to fire 2 times when the weapon is fired and roll to hit 2 locations when
weapon is used
Anti-Ship- deals 10 damage unaffected by armor, but when fired against mobile suits, takes a
-60 penalty to aiming
Explosive- Instantly cripples any body part of a mobile suit the weapon hits
Reaction Shot- roll a hard Shot when missile weaponry is fired at you to shoot down incoming
missiles
Overheats- roll d6 every time it is fired or counted as firing. Should you roll a 1 or 2, the weapon
overheats and cannot be fired for 1d3 rounds to cool down
Beam Weapon- ignores half of armor and rolls 1d6 on hitting an enemy limb. On a 5 or 6 the
part is severed off or destroyed, shooters choice
Holding- Roll next round to hold the continuous fire on the enemy, dealing base damage plus
1d6 per turn held
SingleShot- A weapon which cannot be reloaded, and has One shot for the Mission it is used in.
Spray Gun- deals 1d6 more damage for every 1 range closer from max accurate Range
Close Range- Gets +20 to shooting when firing from within 2 hexes range
Armor Piercing- Halves the armor of the enemy when counting damage
Character Creation
Create a name, age and backstory for your character. As for your stats, roll 10 d100s and reroll all rolls
less then 30, except for the lowest roll, even if it is under 30, do not reroll that one, instead add 5 points to
its value. Assign these 10 rolls on whatever stats you'd like
Combat Rules
Skirmishes or combat will be resolved using a d100 system, based off rolling
for the action, while adding your skill in it to the base roll. For example,
Bill in his old Zaku II is engaging a federation GM in combat, and fires his bazooka
at the GM. He rolls a 75 off his d100, and adds his shooting skill to this, which is 70. His
total roll is 145. The GM pilot rolls evasion, rolling a 50, but adding his piloting skill of 30,
as well as his mobile suits mobility, which is 30 in this case to his roll, totaling up to 110.
The Rocket hits; However, the GM uses it shield to absorb the hit, which is destroyed by
the rockets impact, which has the Explosive Trait, that instantly destroys any part it hits.
After hitting a target, a roll is made to determine the hit location, going off
the table included in the Damage and Health section of the Manual. Once a hit
location has Been rolled, the damage is resolved. Damage is usually a roll of the
weapons damage die pool, such as a 3d6+3,adding modifiers from traits, like AP,
which reduces enemy armor value, then subtracting the targets armor value. The
attack then, if it does deal damage, subtracts from the enemy mobile suits’
Endurance, which is the equivalent to HP. dealing 20% of an enemy Mobile Suit’s
Endurance in one hit destroys the Limb it hit, while shots to the reactor or cockpit
of a Mobile Suit totalling over 5 damage Cause the Reactor to explode, or for the
cockpit, kill the pilot, leaving the MS available for salvaging. Shields help increase
the survival rate however, as they add a buff to piloting rolls to defend
Surrender
It is possible to make enemies surrender, however, to succeed, they must have at least half their
endurance depleted, or under special circumstances determind by your DM, and you must make
3 successful charisma checks, against their willpower, and they will be rolling to succeed 3
checks against you to continue fighting. During a turn of trying to convince enemies to
surrender, said pilot will be focussed on persuading said enemy.
Head 1-10
Chest 11-40
Special 91-100
Mobile Suits
Every MS(Mobile Suit) is a model built with a purpose or general design
concept in mind, leading to each model type having unique statistics and strengths,
as well as holdable weaponry. Each mobile suit has 5 main stats:
Armor: The ability of a mobile suit’s body to absorb incoming attacks without
taking Damage. The armor value reduces damage dealt by the armor value plus any
traits the increase or lower armor.
Endurance: The endurance of a Mobile Suit is its ability to take damage before
being destroyed or crippled. Endurance is essentially health, and also affects how
easy it is to remove limbs or body parts from a Mobile suit
Actions: Actions are the amount of things a Mobile suit can do in the time of a
turn, with more actions meaning more can be done. Certain skills can increase or
decrease the number of actions
Agility: The Agility of a mobile suit is its ability to move around, which affects its
movement range, and it’s dodging ability. The 10 place of the Agility is the amount
of cm a Mobile suit can move with 1 action, while the Agility score is added to
dodge rolls
Strength: Strength is the ability of a mobile suit’s internal motors and joints, and
thus its ability to grab, punch, or overpower other mobile suits.
Reactor: The Reactor of a mobile suit affects its performance by determining if it
can use beam weapons, or what strength beam weaponry it can use. 20 Reactor
energy is required at least to use beam guns, but more reactor power means more
powerful beam guns.
MS Customization
Lv. 1 Ace Custom Add 2 extra armor or +10 agility to your mobile
suit
Lv. 2 Hardened Veteran You continue fixing up your MS to your
personal specifications, adding +1 action to your
MS, or a subarm on the back that can fire
another weapon simultaneously to your others.
Lv. 3 Increased thrusters
Lv. 4
Newtype
Fighter
Lv. 1 Overwhelming Fire Allows you to fire 2 shots in 1 action once per
turn
Lv. 2 Stabilizing The use of advanced computers and upgraded
equipment joints allows your MS to fire at longer more
accurate ranges. Add +5 range to any ranged
weapon you use, and add +10 to shooting from
Heavy Weapons
Lv. 3 Massive Barrage Once per session, you can fire all of your
weapons at a single target within your longest
ranged weapons range, with no accuracy penalty
Lv. 4
Commander
Weapon information
Levelling up
Lv.1-100
Lv.2-300
Lv.3-600
Lv.4-1000
Lv.5-1500
Lv.6-2100
Lv.7-2800
Lv.8-3600
Lv.9-4500
Lv.10-5500
Lv.11-6600
Lv.12-7800
Lv.13-9100
Lv.14-10500
Lv.15-12000
Lv.16-13600
Lv.17-15300
Lv.18-17100
Lv.19-19000
Lv.20-21000
Lv.21-23100
Lv.22-25300
Lv.23-27600
Notes:
Charisma mechanism figured out/nerfed
1
1
MAKE charisma nerfed by method of, pilot focusing on persuading enemy, must persuade one on one
with the person being tried to persuaded against, but before charisma can occur