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Wild Talents One-Roll Engine Mecha
Wild Talents One-Roll Engine Mecha
Wild Talents One-Roll Engine Mecha
MECHA
“O.R.E. Mecha” adapts the One-Roll Engine of Wild Talents:
BY KEVIN PEZZANO
Level and the Mecha Power Level need to be set. Any combina-
Superhero Roleplaying in a World Gone Mad to the giant robot tion of Pilot Power Level and Mecha Power Level can be selected.
action of manga and anime. You can create any style of mecha A hardcore, realistic military mecha campaign, like Armored
game with all the speed and ease of the Wild Talents rules, or Trooper Votoms, would likely have gritty pilots with mass-
incorporate mecha easily into a superhero game. produced mecha (or maybe prototype mecha for aces), while
inexperience pilots in control of massively powerful mecha, like
Mecha Characters Gunbuster or Mazinger Z, would have gritty or cinematic pilots
with super mecha. A campaign with incredibly powerful pilots in
Creating a character in “O.R.E. Mecha” is actually the creation of
even more powerful mecha, like Five Star Stories, would natu-
two separate characters: the pilot and the mecha itself.
rally have kaiju pilots in super mecha.
Pilots Pilot Power Level
While some pilots do have remarkable abilities of their own,
The Pilot Power Level determines what skills, stats, and miracles
ranging from superhuman reflexes to incredible magical powers,
a pilot can purchase, as well as the pool of points pilots have for
the pilot of a mecha is normally just a regular man or woman (or
these purchases.
boy or girl, depending on your campaign’s setup). The only thing
all pilots have in common is the possession through one means
or another of a giant robot, and the skills necessary to control it
Gritty
This is a realistic, low-powered type of mecha campaign, prob-
in action. Pilots are built on a et number of points, based on the
ably focused on a squad of military mecha. For pilots, hyperstats
Pilot Power Level of the campaign.
should be rare, and miracles practically nonexistent—pilots are
just normal joes who only have their mecha and each other to rely
Mecha on if they want to survive the harsh realities of warfare. No dice
Mecha are a collection of miracles and extras that enhance the
options are used in a gritty campaign. Think Band of Brothers
native abilities of their pilots. Pilots, of course, can’t access any
with mecha, or 08th MS Team. Gritty pilots are built with about
of their mecha’s abilities unless they are actually at its controls (or
100 points.
riding its shoulders, or wielding its Command Staff), and most
mecha are just immobile lumps of alloy without their pilots. Each
mecha is built on a certain number of points, determined by the
Cinematic
In a cinematic campaign, heroic deeds and daring actions are
Mecha Power Level of the campaign.
more commonplace, but combat is still a brutal and often-lethal
Mecha Campaigns affair. One or two hyperstars are common among lead characters,
and miracles are a little more common. It’s common to use expert
Before a pilot and mecha can be created, the basics of the cam- dice instead of hard dice for skills (see the sidebar on page 10 of
paign have to be established. The basic world and technology lev- Wild Talents). Most action anime that make at least an attempt at
el need to be established, such as near-future earthbound military, realism, such as Gundam 0083 or Vision of Escaflowne, are at this
super-mecha in the far future, or magical mecha in the modern level. Cinematic pilots are built with 150 to 200 points.
day. This determines what sort of mecha are best for players to
create, since a military mecha that transforms into a space fighter Kaiju
won’t exactly fit into a fantasy epic with castles and wizards. In a kaiju campaign, almost anything goes. Pilots are often ex-
Once the parameters of the campaign are set, the Pilot Power tremely powerful beings even outside their mecha, and the mecha
Revised December 26, 2006. “O.R.E. Mecha” is by Kevin Pezzano, © 2006. Wild Talents is © Dennis Detwiller and Greg Stolze.
Buy Wild Talents at www.arcdream.com/wildtalents.
themselves are usually capable of taking on entire armies of con- Plus, the entire genre is named after them, and in most anime
ventional tanks, or battling hordes of mile-long enemy starships. where they appear, they get top billing in the name of the show
Any level of stat, skill, or miracle is allowed, subject only to the itself (Gundam, Gunbuster, Escaflowne, Rayearth, Macross,
GM’s specific campaign restrictions. This level of power is best Mospeada, Evangelion, RahXephon, Giant Robo, Patlabor . . .
suited to emulate the superheroics of Five Star Stories, Magic the list goes on and on). Given this, it seemed fitting that mecha
Knights Rayearth, or even Mighty Morphin Power Rangers. Kaiju in O.R.E. Mecha should be built more like characters than simple
pilots are built with 300 to 500 points. tools or vehicles.
Of course, there’s still a place for foci and vehices from the
Mecha Power Level Wild Talents rulebook in “O.R.E. Mecha.” Foci straight out of the
Not every mecha is created equal. Some are unique powerhouses, book are excellently suited to model the armored battlesuit type
while others are cheaply run off by the thousands. While mecha of mecha, as opposed to the giant cockpit-driven robots the me-
level is often directly related to the experience and skill of the pi- cha construction rules create. If you want to play in a campaign
lot (newbies are usually given the cheapest equipment, after all), where all the characters are armored-suit-wearing vigilantes, a
that’s not always the case; anime is replete with utterly inexperi- la Bubblegum Crisis, build their suits using the Focus rules (an
enced pilots suddenly finding themselves thrust into combat at the excellent example of a battlesuit can be found on p. 97 of Wild
controls of powerful giant robots built by their scientist fathers. Talents). Vehicles, from p. 74 of Wild Talents, are best used for
Depending on the campaign, the points can then be used to cus- the disposable transports for mecha, such as the high-speed sleds
tom-build a mecha, or to select a mecha pre-built by the GM. used by mobile suits in the various Gundam anime.
Prototype Frame
Highly advanced, mostly unique, and often quirky, prototype
For the frame, select a mecha archetype. This determines what
mecha are much more powerful than the mass-produced models
kind of mecha your pilot controls, which affects the mecha’s
they are developed from, and are usually piloted by aces and
abilities and qualities. The mecha archetypes—biomechanical,
other accomplished types. Prototype mecha are built with 250 to
high-tech, magic and steampunk—are described below.
400 points.
Super
Size
Next, choose the mecha’s Size level. Size costs 15 points per
Your mecha has few equals, and even fewer can stand against
level. A mecha with one or more Size levels does width in Shock
it toe to toe. Be grateful for that, because as a one-of-a-kind
and Killing with unarmed attacks, regardless of its Body stat.
creation, your mecha almost certainly has to face its foes alone.
For each Size level the mecha gains a damage a bonus of +1
Super mecha are built with 400 to 1000 points.
Shock and Killing to all melee attacks—the bigger the mecha, the
harder it hits.
Mecha in Wild Talents In addition, for each Size level the mecha automatically gains
While most “O.R.E. Mecha” campaigns will probably focus sole-
one Heavy Armor level.
ly on the giant robot action, superhero comics have no shortage
If no Size level is purchased, the mecha is roughly human
of giant robot characters, such as the Tony Stark-built Red Ronin.
sized ( about 100 kg and two meters tall, presumably an armored
If “O.R.E. Mecha” rules are used with Wild Talents characters,
suit of some kind).
the mecha character can be compared to (and thus balanced with)
Each Size level doubles the mass of the previous level, so a
Talent characters by simply adding together the Pilot Power Level
mecha with Size 1 is 200 kg, one with Size 2 is 400 kg and so on.
and Mecha Power Level point values.
Size represents an approximation, to show scale, and is expo-
Mecha, Battlesuit nential because in anime mecha are usually human sized, building
sized, mile sized, or planet sized, with little variation in between.
or Vehicle? Not every Size 3 mecha is exactly 800 kg; it could be anywhere
from 500 kg to 1,500 kg. The exact size doesn’t matter as much
Wild Talents describes the Focus flaw for miracles (page 72). So as the fact that a Size 3 mecha is much bigger than a Size 2 me-
why aren’t mecha built using it? Well, they certainly can be, but cha, while being much smaller than a Size 4 mecha.
mecha in the source material are more than just equipment for If you have a specific size in mind for your mecha, simply pur-
the characters to use. They’re often characters in their own right. chase the Size level that is closest to height and weight you want.
Elasticity Invisibility
Rare for standard, constructed mecha types, Elasticity may be Stealth-oriented mecha of all types may make good use out of
used to represent the malleable form of a nanotech biomechanical Invisibility. Whether it’s alchemical Stealth Mantles, high-tech
mecha, or the shapeshifting nature of a magic mecha. ECM, psychic Mind Clouding, or mystic shadowing, all of these
are represented by various permutations of Invisibility.
Extra Tough
It’s a rare mecha of any type that doesn’t have this ability. Mecha Jinx
are usually built very large, very strong, and very tough, after all. Like Aces, this ability is unlikely to be possessed by mecha.
Flight Metamorph
Another ability common to mecha of all types, whether the Mecha of types other than magic are not likely to have this ability,
mecha surfs ether waves, rides the air currents, floats on spirit though it can be used quite effectively by magic mecha.
energy, or uses good old-fashioned rocket boosters.
Mecha Bayonet (Deadly 6 (+3 Killing damage) and for hand-to- Molecular Slicer [Harm 3wd] (A, R; Extra: Non-Physical, x2;
hand attack only; 12 points.) Flaws: Expensive, –1/2/4; Obvious, –1/2/4; 48 points.)
Attack summary: width + 7 in Shock and width + 10 in Killing Attack summary: width in Shock and Killing, ignores armor.
damage.
Vibroknife (Deadly 3 (+1 Shock and Killing) and Penetration 4
Light-Enhancing Camera [Perceive Very Low Light Levels] with melee attacks; 18 points.)
4d] (U, R; Sensitive, –1/2/4; 8 points.) Attack summary: width + 12 in Shock and Killing, Penetration 4.
Titanium-Ceramic Interlaced Armor Weave [Heavy Armor 5] Armor Bindings [Heavy Armor 3] (D, R, U; 18 points.)
(D, R, U; Hi-tech, –2/4/8; Flaw: Ablative, –2/4/8; 10 points.) Total HAR 14.
Total HAR 12 with 5 ablative.
Alien Musculature [Extra Tough 7] (D, R, U; 28 points.)
Reinforced Frame [Extra Tough 5] (D, R, U; 20 points.)
Bio-Regeneration [Regeneration 2] (D, R, U; Biomechanical,
Biobeast Gamaliel (400 points) –1/2/4; +1 Shock, +4 points; Extra: Affects either the pilot or the
Cloned from the gigantic creature found inside a wrecked alien mecha, x2; for 2 Energy the mecha or pilot recovers 2 Shock and
starship, and enshrouded in armor plating to help keep the beast 1 Killing; 20 points.)
under control, this mecha could be as dangerous to the Earth