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Big Robots, Cool Starships (BESM) PDF

114 Pages·1999·20.37 MB·English
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Written by David L. Pulver Tri-Stat System Designed by Mark C. MacKinnon Edited by Mark C. MacKinnon and Karen A. McLarney Cover Illustrations by Theodore Serafica and David A. White Interior Illustrations by Louis Frank, David Okum, Derek T. Stevens, David A. White Playtesting by Lon Braidwood, Leland Carlson, Steve Dickie, John C. Fiala, John Karakash, Karen A. McLarney, George J. Nacke, John W. Nowak, TYey Palmer, Richard Spainhour. Copyright © 1999 by Guardians Of Order, Inc. Guardians Of Order, Big Robots, Cool Starships, Tri-Stat System, and Big Eyes, Small Mouth are trademarks of Guardians Of Order, Inc. All rights reserved. Second Printing — November 1999 All rights reserved under international law. No part of this book may be reproduced in part or whole in any form or by any means, without permission from the publisher, except for personal copies of the character sheet, or brief quotes for use in reviews. Printed in Canada. Guardians of Order, Inc. P.O. Box 25016 370 Stone Road Guelph, Ontario CANADA N1G 4T4 Phone: (519) 821-7174 Fax: (519) 821-7635 ISBN 0-9682431-3-4 [email protected] Product Number 02-002 http://www.guardiansorder.on.ca Foreword I am proud to present the first supplement for Big Eyes, Small Mouth! Guardians Of Order would like to extend a sincere "thank you" to everyone who has patiently waited for us to start supporting the BESM line. I hope you find that this book was worth the wait. When I first published BESM in August 1997, I had only intended to commit myself to the company part-time. In fact, I had hoped to sell the entire first print run of 1000 copies over my lifetime. When the game premiered at GenCon 97, I discovered that I had a hit on my hands. We blew through 125 copies at the convention in three days, and the rest of the print run in less than six months. During that time, BESM also received a nomination for the Origins Award for "Best Role-Playing Game" of 1997 — an honour that I will treasure forever. The game's success prompted me to expand the company's operations, and in January of 1998 we acquired the RPG rights to the popular anime series, Sailor Moon. All throughout 1998, Karen (my VP) and I were forced to split our time between producing the The Sailor Moon Role-Playing Game and Resource Book and our university degrees. Consequently, we could not start directly supporting the BESM line as soon as we would have liked. This is now changed. In November 1998, acclaimed industry writer, David L. Pulver, began work for the company as Associate Line Editor and Senior Staff Writer. David has worked on many GURPS books for Steve Jackson Games (including GURPS Biotech, GURPS Mecha, and GURPS Vehicles) as well as other game companies, including R. Talsorian Games and TSR. David's first task at Guardians Of Order was to develop the best and most complete mecha/vehicle/building multi-genre creation system the gaming industry has ever seen. David worked wonders with the Tri-Stat System, and Big Robots, Cool Starships was the result. I think that this is simply one of the best game supplements ever created. The flexible creation system allows players to design any organic or man-made structure that they can imagine — from the smallest robot to the largest planet-killer, from tenth-century pirate ships to thirtieth-century spaceships. Motorcycles, giant monsters, helicopters, multi-legged walkers, powered armour, steam-punk mecha-dragons, transforming cyborgs, deadly laser weapons, slick sport cars...it is all possible with this single book! Once again, thank you for your support. This company was built by dedicated anime and role-playing fans such as yourself, and we will continue to earn your patronage by producing the best anime RPGs available. Next up: Hot Rods and Gun Bunnies in August 1999 by Jim Crocker — a supplement for the "guys-with-cars and girls-with-guns" anime and Hong Kong cinema genre! Mark C. MacKinnon June 1999 Table of Contents Chapter 1: Introduction 5 The Origins of Mecha 5 Using Big Robots, Cool Starships 6 Chapter 2: Mecha Creation 7 Mecha-Related Attributes 7 Mecha-Related Character Defects 12 Creating Mecha 13 Mecha Creation Flowchart 14 Step 5A: GM Discussion 15 Step 5B: Mecha Outline 15 Step 5C: Mecha Sub-Attributes 17 Structural Sub-Attributes 18 Mobility Sub-Attributes 21 Weapon Sub-Attributes 37 Step 5D: Mecha Defects 46 Step 5E: Mecha Derived Values 55 Step 5F: Mecha Background 56 Sample Mecha Designs 57 Chapter 3: Mecha Combat and Other Actions 65 Combat Ideology 65 Movement in Combat 65 Dramatic Manoeuvres 66 Flying, Jumping, Diving 68 Combat Ranges 69 Mecha Attacks 70 Delivering Damage in Mecha Combat 72 Effects of Damage to a Mecha 72 Occupant Injuries 73 Major Systems Damage (Optional) 73 Crashing and Falling 74 Raming 76 Throwing Heavy Things 77 Fighting Inside a Mecha 78 Destroying Buildings 79 Escaping a Destroyed Mecha 79 Mass Mecha Destruction 80 Mecha with Multiple Crew 80 Space Movement 82 Mecha Repairs 83 Chapter 4: Mecha Campaigns 85 Mecha Campaign Settings 85 Game Seeds 87 Chapter 5: Sample Adventure 91 Red Planet, Blue Helmets 92 Index 104 Personality Profiles 106 Mecha Design Character Sheet 108 The Origins off Mecha "Mecha" is the term used by animators and fans to refer to the mechanical designs that appear in Japanese anime and manga. A mecha often invokes images of giant robots, but it can actually refer to any mechanical device, including spaceships, normal automobiles, jet planes, or even motorcycles. This book provides a means to describe and design mecha within Big Eyes, Small Mouth's Tri-Stat System, with simple, playable mechanics for using them in anime-style role-playing adventures. The use of mecha in anime can be traced back to 1963. Mushi Production's Tetsuwan Atom, (dubbed into English as Astro Boy), featured the adventures of a super- powered android boy. This series was not only the first robot-mecha, but also the very first Japanese animated television series. Tetsuwan Atom was followed by many other shows that featured high-tech vehicles and robots, including the famous Mach Go Go Go! (1967; dubbed into English as Speed Racer) with its super-powered race car, and Iron Man 28 (1966; dubbed into English as Gigantor), whose boy hero operated a giant remote-control robot. When people think of Japanese anime today, one of the most enduring images is the giant humanoid robot, inside which rides the heroic pilot. This idea originated with ace creator Go Nagai and his pioneering mecha television show Mazinger Z (1972; dubbed into English as TranZor Z). With a human in the cockpit, action could now take place on two levels: dynamic mecha battles, and dramatic soap operas involving their ordinary human pilots. Later series introduced combining and transforming robots that could shift forms, merge together, or do both. An entire anime genre was born — teams of agents using super-powered robots — which soon began a craze that even spread to North America with shows such as Transformers (1984). Space Cruiser Yamato (1974) was another seminal work. Dubbed into English as Star Blazers, it was a sprawling space opera in which a spacefaring battleship (and its fighter squadron) was sent on an epic quest to save a dying Earth from a hostile space empire. The series won dedicated fans for its complex continuing story arc and changing characters, a feature that has also garnered critical acclaim for American television shows such as Babylon 5. Big Robots, Cool Starships Mobile Suit Gundam (1979) was a different kind of big robot show: a realistic science fiction war story. Instead of robots that were unique inventions run by secret agencies, they were mass-produced combat machines, fighting in battle alongside tanks and jet fighters. While retaining the trappings of 20-metre tall robots and dramatic space battles, its core was a hard-edged SF story focusing on character development in the crucible of war. Although slow to find an audience, Gundam (like the original Star Trek series) became wildly popular once it was released in syndication; this created a surge in the popularity of media shows, including the very successful Super-Dimensional Fortress Macross (1982; dubbed into English as Robotech). More importantly, it opened up an untapped market for anime aimed at an older teenage audience, paving the way for the wide variety of action and drama series seen today, not to mention the many RPGs, novels, and computer games. Of course, mecha anime need not focus on fantastic robots and science fiction vehicles. Anime shows such as Area 88 (1985; mercenary fighter pilots in the Middle East), 801 TTS Airbats (1994; more pilots, in the Japanese air force), Riding Bean (1989; cops, crooks, and car chases in modern-day Chicago), Silent Service (1995; Tom Clancy- esque submarine duels), and Porco Rosso (1992; the adventures of a flying boat pilot in 1920's Italy) demonstrate that anime offerings are not lacking in mecha action. Using Bid Robots, Cool Starships Big Robots, Cool Starships (BRCS) is a multi-genre anime supplement that adds mecha design and combat rules to the Big Eyes, Small Mouth role-playing game (BESM) and Guardians Of Order's Tri-Stat System. With these rules, the GM has more detailed mechanics to run a mecha-heavy campaign, featuring the exploits of angst-ridden robot pilots, sleek combat cyborgs, bold starship captains, and many other anime mecha archetypes. This supplement is not just for mecha battle campaigns, however. Nearly all anime settings include some form of vehicle action. BRCS is designed to be flexible enough to give the GM the freedom to create almost any vehicle's game Stats in a few minutes, and then help resolve car chases, starship crashes, or pirate attacks quickly and cinematically. While BRCS adds some extra detail to BESM, it avoids complex war-game mechanics or formula-heavy mecha design rules. Instead, the system addition is a simple but very flexible mechanic that allows players and GMs to create just about any kind of mecha without sacrificing imagination in favour of realism or play balance. After all, no matter how awe-inspiring the mecha, it really only has one goal: to propel the character into the adventure, and make the action that much more dramatic!! Big Robots, Cool Starships This chapter provides simple, yet comprehensive, rules to help you create big robots, cool starships and many other different types of mecha. New and expanded descriptions of mecha-related Character Attributes and Defects are also provided. These rules are designed to enhance the mecha or cybernetic body design process if you acquire the Own A Big Robot or Cybernetic Body Attributes for your character. Approximate Conversion Notes: 1metre=l yard=3.5 feet; 1 kilogram=2 pounds; 1Litre=0.25 US gallons; 1 tonne=2000 pounds; 1kilometre=0.6 miles (kph=kilometres per hour) Mecha-Related Attributes Unlike the rules presented in BESM, the Cybernetic Body and Own A Big Robot Attributes now range from one to six Levels, and work somewhat differently. With GM approval, two new Character Attributes are also available to you during mecha creation — More Powerful Robot (or More Powerful Cyborg) and Personal Gear. Cybernetic Body (2 Points/Level) Type: BESM Attribute Relevant Stat: None If a character possesses the Cybernetic Body Attribute (see BESM, page 18) he or she can "Be a Big Robot" (with GM's permission), which involves building the robotic body as if it were a mecha. The character may be a true cyborg (having both organic and machine components) or an intelligent robot (all machine). Characters receive 10 Mecha Points per Level as outlined below, with the option to acquire Mecha Defects to get additional Mecha Bonus Points. Cybernetic bodies are designed after Step 5 but before Step 6 of Character Creation, using the Creating Mecha rules (page 13). This Attribute is only recommended in campaigns where the character will face suitably strong opponents, such as cyborgs, mecha or people with super powers. Big Robots, Cool Starships Level 1 Modest cyborg. 10 Mecha Points for Sub-Attributes. Level 2 Somewhat powerful cyborg. 20 Mecha Points for Sub-Attributes. Level 3 Moderately powerful cyborg. 30 Mecha Points for Sub-Attributes. Level 4 Highly powerful cyborg. 40 Mecha Points for Sub-Attributes. Level 5 Extremely powerful cyborg. 50 Mecha Points for Sub-Attributes. Level 6 Super cyborg. 60 Mecha Points for Sub-Attributes. Own a Big Robot (OBR) (4 points/Level) Type: BESM Attribute Relevant Stat: None This Attribute (see BESM, page 28) allows the character to own a personalized robot or other mecha. The details of design, storage, and game impact are determined using the mecha creation rules in this chapter. Characters must possess at least one Level in this Attribute to possess a mecha. Although titled "Own a Big Robot", you can use this Attribute to acquire any other type of vehicle or structure. Players may freely interpret the Attribute as Own A Cool Starship, Own a Fast Car, Own an Army Tank — even Own a Big House! Using the new creation system, each Attribute Level now gives the player 20 Mecha Points (MP, different from Character Points) to use in the construction of a balanced mecha design. Mecha Points are used to acquire various Sub-Attributes that give the mecha particular customized abilities. Mecha are designed after Step 5 but before Step 6 of Character Creation, using the Creating Mecha rules on page 13. Multiple Mecha — A player may use Mecha Points from the Own a Big Robot Attribute to acquire more than one mecha for his or her character. For example, a player could spend the majority of points on a big starship, and the few remaining points on its shuttlecraft. Each mecha must require at least one Mecha Point, however. Shared Mecha — With the GM's permission, two or more players can pool some or all of their character's Mecha Points to acquire a more powerful mecha, or a group of mecha they own and operate in common. Level 1 Modest mecha. 20 Mecha Points for Sub-Attributes. Level 2 Somewhat powerful mecha. 40 Mecha Points for Sub-Attributes. Level 3 Moderately powerful mecha. 60 Mecha Points for Sub-Attributes. Level 4 Highly powerful mecha. 80 Mecha Points for Sub-Attributes. Level 5 Extremely powerful mecha. 100 Mecha Points for Sub-Attributes. Level 6 Super mecha. 120 Mecha Points for Sub-Attributes. Big Robots, Cool Starships

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"Big Robots, Cool Starships" is the multi-genre mecha design and combat supplement for the "Big Eyes, Small Mouth" Japanese anime RPG and the Tri-Stat System. The book contains the necessary mechanics to run a mecha-heavy campaign featuring the exploits of angst-ridden robot pilots, sleek combat cyb
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.