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Divine Armor - Medieval Mech RP

pyrak Apr '16  /  edited Feb '18
"Welcome Gifted ones, to Redhill Castle Academy! You have the ability to summon divine armor suits with powerful weapons beyond the magnitude of humankind. However this power comes at a cost, for only you and other Divine Armor wielders can fight against the Darkness which would otherwise crush mankind. You are here to learn how to use your Divine Armor and to become humanity's protectors and guardians.

"Now first off there are three different primary classifications of Divine Armor, Knights, Rangers, and Wizards. While a few will lean strongly towards one or another archetype, many with be more of a mix or be a balance of two of them. However in the end it's often decided based on your combat style and your Divine Armor's capabilities."
- Professor Alrik Martikhan Headmaster of Redhill Academy

==Character & Mecha Creation!==

Description (really this needs happening before the bonus traits part)
Pilot Name:
Age: (14-20 please)
Gender:
Appearance: (desc or link)
Quick Bio: (what have you been doing before coming to Redhill Academy)

Mecha Name: (make it cool sounding, you'll be yelling it a lot)
Mecha Type: (Which type are you? pick one if you have two 3 base stats)
Mecha Color: (necessary, can't be black or even really dark colors)
Mecha Appearance: (not entirely necessary, they should look like Infinite Stratos armor and the likes, though try to make it not to ecchi looking).

Statistical Stuff

HP/PP is FT standard, and you get two starting Bonus Traits (or one +2)
Bonus Traits: These should all have some sort of value in combat in some way or another, and I'd prefer it if they were aspects of your mecha rather than your character's skills. Additionally, you should leave a way for them to upgrade in some fashion other than just having another die added to the roll. There will be a few examples further down on the page.

Bonus Trait limitations by Mecha Type:
Knights: Melee Weapons only, can have two of them, a large one (takes up two traits when maxed) or one and a shield. They may also have one moment assisting Bonus Trait.

Rangers: Direct fire ranged weapons only, may have two of them or a large one (takes up two traits when maxed). My have one moment assisting Bonus Trait (which may include flight).

Wizards: Area of Effect, Indirect/Self Propelled weapons only, may have three of them.

(yes you may use them or some variant, though coming up with your own ideas would be better):
- Might/Knight example Bonus Traits:
Red Hot Sword: 1 - Melee attack & negates 1 block star
Flaming Sword: 2 - Melee attack, negates 2 block stars, & inflicts Burn = to half the damage dealt.
Inferno Sword: 3 - Melee attack, half the damage auto hits, and inflicts Burn damage dealt.

- Agility/Ranger example Bonus Traits:
Lighting Bow: 1 - Deals damage to both HP and PP.
Lightning Ballista: 2 - Deals damage to both HP and PP. If the target doesn't have any PP deals, it is dealt 1.5 (rounded up) damage instead.
Thunderbolt Gun: Deals damage to both HP and PP. If the target doesn't have any PP deals, it is dealt 2X stars damage instead.

- Wisdom/Wizard example Bonus Traits:
Magnetic Bolas: 1 - When hits causes damage and 1/2 stars of immobilization (I#)
Electric Bolas: 2 - Can't be dodged, damages & 1/2 stars of immobilization (I#)
Electric Net: 3 - Can't be dodged, damages & immobilization (I#)

Static Shield: 1 - You can roll Wis + SS for additional defense against ranged attacks against you.
Static Field: 2 - AoE 4. You can roll Wis + SF for additional defense against ranged attacks against you and allies in AoE.
Tesla Field: 3 - Wisdom attack, AoE 4 & You can roll Wis + SF for additional defense against ranged attacks against you and allies in it's AoE.
pyrak Apr '16  /  edited Feb '18
Aura Effects:
Core
(Blue) Water/Ice (reduce target's movement by 1 per 3 stars)
(Yellow) Electricity (reduce target's attack dice by 1 per 3 stars)
(Red)Fire (deal 1 bonus damage (isn't effected by armor) per 3 stars at the beginning of their turn)

Uncommon
(Orange) Earth: Force the target away from you 1 square per 2 stars
(Green) Corrosion/Acid: Drops target's Armor by 1 per 4 stars until your next turn.
(Purple) Venom/Poison: Target looses 1 Power per 3 stars from this attack.

Rares
White: Can heal target for 1 life per 2 stars rolled instead of damaging them.
Gold: Aura Effect immunity.

Aura dictates what affects basic attacks will have.
pyrak Sep '17  /  edited Feb '18
New Mecha RP idea.
Set Up
10 total Life & Power
7 Main Trait Points
2 Bonus Traits

Attributes

Strength (Melee Damage Bonus + Max Carry Capacity Bonus
Speed (How far you may move in one turn)
Evasion (Chance of evading an attack)
Accuracy ( How good you are hitting things with direct fire and melee weapons)
Shroud (Chance of not being detected)
Detection (Chance of detecting stuff)

Combat!
There are two base types of attacks, Melee and Ranged.

Melee attacks may only be made against adjacent tiles. Melee attacks need an ((Accuracy ) + (melee attack roll)) total greater than the target's Evasion #. If a hit is scored the attack deals Strength + Stars Rolled damage.

Ranged attacks can be made against any target that the attacker has line of sight on. Ranged attacks need an ((Accuracy ) + (melee attack roll) - (Distance Modifier)) total greater than the target's Evasion #. If a hit is scored the attack deals damage equal Stars Rolled.

Distance Modifier: Ranged attacks get -1 to accuracy for every two tiles of distance between the attacker and the target.

Levels = Ranks

Squire (Level 1)
Knight (Level 2-4)
Knight Captain (level 5)

Alternate Way
Main Traits
Bonus Traits are the Mecha's systems
No defense dice, only Armor and sucky aim (bad attack rolls)
person's body becomes immortal

Special Moves (attacking multiple targets ect) & a Finisher Move (powerful 1 shot that has downsides to failing).

=:= Description =:=
Pilot's Name:
Apparent Age: (14-20 please)
Gender:
Sex:
Sexuality:
Appearance: (desc and or picture)
Quick Bio: (what have you been doing before coming to Redhill Academy)

Mecha Name:
Activation Phrase: (Standard is Initiate (mecha's name))
Mecha Appearance:

=:=Notes=:=
Armor:
Movement:
Aura Color: (Down Below)

Special Move 1:
Special Move 2:
Finisher Move:

GEAR
- (will there be any?)
pyrak Nov '18  /  edited Nov '18
Guess What, Another Idea (when will I pick one?)

BT are equpment

I make all the special abilities and weapons, and stick them into specific classes. Of course that means I need to cook everything up of course...

Weapon & Shield
2 Handed
Dual Wielding

##Combat##
Attack Roll

##Main Trait Roll Thingies##
Two Handed weapons are Might based
Single Handed Weapons are Agility based
Auxiliary Weapons are Wisdom based

(Starting) Armor Class is 1 (+ Shield)
Base Movement is 4

Weapon & Shield
- Shield # = +# AC

2 Handed
- Weapon #/2 = Pierce

Dual Wielding
- One Attack for each Weapon BT (with star subtraction)

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