Convictor Drive Sheets Package

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FORMS

Illustration Notes

Character Sheet
Personal Data
PC Name Age Gender History Table Roll

Player Name Model Loss Table Roll

Character Details Tragic Circumstances

Job Skills
All job skills start at Lv. 1. During character creation, divide 6 levels between them, with Lv. 4 the maximum possible at this time.

Mastered Mastered
Knowledge Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Brawling Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5

Mastered Mastered
Agility Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Suppression Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5

Mastered Mastered
Negotiation Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Mechatronics Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5

Convictor Data
MAT ENG
Part Classification Name Armor Armor
Reserves Type Cost Target Timing Effect

Head

Body

Arm

Leg

Totals HP 7
+ Modifier
= HP Tracker

Weapon Data
Atk
Name Type Element Load Range Cost
Attack Dice Timing Effect
Flashword Skill Rank Table Making a Standard Check
1. The check starts. The GM will announce
20 S+ the required number of successes.
As I Saw It 19 S 2. Explain what action you're taking and
18 S- which Job Skill you want to use.

17 A+ 3. Declare whether or not you're using


Standby Skills. If you are using them,
16 A explain how.
15 A-
4. If the GM agrees your method is
14 B+ reasonable, make your dice roll. Your
number of successes is equal to the
13 B number of dice that come up 5 or higher. If
12 B- this is higher than the required number of
Checkflow flowchart successes, you succeed at the check.
11 C+
In addition, rolls of 10 are Critical and add
If you want to use Standby Skills, 10 C 2 to the number of successes.
Check Starts announce that before you roll.
9 C-
* PCs who aren't participating in an
8 D+ Investigation Card cannot be involved with
checks related to that Investigation Card.
7 D
Dice Roll
Fail Recovery Check 6 D-
Roll extra dice equal to 5 E+
Recovery checks
1. The PC undertaking the mission fails
the number of successess
their check.
Success 4 E
3 E- 2. Announce that you want to make a
Recovery Check. Explain what action
Success Dice Roll 2 Out of Rank you're taking to help them and which Job
Skill you want to use.

Fail Roll +3D 3. If the GM agrees your method is reasonable, make your dice roll.
The PC undertaking the mission can roll additional dice equivalent to
your number of successes in the Recovery Check.
Getting it
Check ends * Each individual PC may make only 1 Recovery Check per
Done Later
Investigation Card.
If noone is making a recovery check,
skip right to Getting It Done Later. * Standby Skills can be used with Recovery Checks.

* Multiple PCs may make Recovery Checks during the same mission.
Convictor Drive
Activation Condition
Convictor Drive activates when a PC's HP drops to 0 or less.
Getting It Done Later
1. If after Recovery Checks the mission check still hasn't succeeded,
Players may, at any time, have their PC take 1d damage in order to the PC must Get It Done Later.
deliberately lower their HP and activate Convictor Drive.
2. The PC rolls 3 extra dice.
Adept
3. After rolling these dice, add 1 Delay Counter. The GM should keep
This interrupts any action currently taking place. You may track of these.
move up to 2 squares. You may then make an attack at
a cost of 0. This attack has a Critical Value of 7, and you 4. If the required number of successes still hasn't been met, continue
gain +4D to its attack dice. After rolling your attack dice, to Get It Done Later until it has.
you may change the value of one die of your choice to 10.

If any number of PCs have retreated from battle, for each PC who Shooter
has retreated, you may at this same time change the value of one This interrupts any action currently taking place. You may make
die of your choice to 11. an attack at a cost of 0. When choosing targets, ignore the range
of your chosen weapon. Add +3D to your attack dice for this
attack, and decrease the Critical Value by -5.
Runner
This interrupts any action currently taking place. You may move
to any square on the battlefield. You may then make an attack at a
Strength
cost of 0. You gain +3D to its attack dice. After rolling your attack This interrupts any action currently taking place. You may move
dice, you may change the value of two dice of your choice to 11. up to 1 square. You may then make an attack at a cost of 0. You
gain +6D to this attack's attack dice.
combat Sheet
Height Bonus

High Sky
Area 7 8 9
+ 1D

Midair
Area 4 5 6 +2D

+ 1D

Ground
Area 1 2 3
Reserves Tracker
Enemy
Initiative

Reserves
0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19
Enemy
Initiative
Starting Threat Weapon Attack Weapon
Position Level
Name HP Type Dice Element
Range MAT ENG Movement Initiative Behavior Flight Effects

Delay Event Table Flow of Combat


Situational All PCs take a -1 penalty to their
1 Delay I maximum Reserves. Taking Turns
A turn is the unit of time during which each PC, and also each
Situational All PCs take a -1 penalty to their enemy, can take actions. It's always the turn of the character
2 Delay II maximum Reserves. with the highest Reserves. During turns, PCs may take the
Situational All PCs take a -2 penalty to their following actions in the following order.
3 Delay III maximum Reserves.
Extra I. Movement
4 Firepower I
The boss gets +1D to their attack dice. The PC may move to any square of their choice. Each square
moved costs them 2 Reserves. However, if a PC without
Extra Up to 2 enemies of Threat Level 4 or equipment that says "You may enter the High Sky Area" is in
5 Firepower II below get +1D to their attack dice. the High Sky, they can't voluntarily move and thus will fall. PCs
Extra One enemy of Threat Level 3 or below cannot move after having attacked on the same turn.
6 Firepower III gets +2D to their attack dice.

7 Last Stand I
A random PC takes a -1 penalty to their II. Attacking
HP. The PC may declare that they are making an attack with a
weapon of their choice.
A random PC takes a -1 penalty to their
8 Last Stand II
HP. They should then roll the weapon's listed attack dice. They do
Two random PCs take a -1 penalty to damage to their target corresponding to the number of dice
9 Last Stand III
their HP. equal to or above the target's armor. Make sure that you use
the armor value matching the attack's element.
Roll 1D twice more and apply penalties
10 Despair
from this table as rolled. After performing both actions, the PC pays the cost of those
actions from their Reserves, and their turn ends. If there is
For each Delay Counter the PCs have, the GM rolls 1D and another PC with the same amount of Reserves as the previous
applies the indicated penalty from this table. PC started their turn with, it becomes that PC's turn next.

If the GM rolls a Delay Event that has already happened in this Once all PCs with a given Reserves number have taken their
combat, ignore that roll and do not apply the penalty again. turns, if there's an enemy with Initiative matching that
Reserves number, that enemy may take a turn.
If a penalty would cause a PC's maximum Reserves to
decrease below 7, set their maximum Reserves to 7 instead.

If a penalty would cause a PC's HP to decrease below 4, set


their HP to 4 instead.
PC Name
Player Name

record Sheet Rank


Callsign

Commendation points & Use Record CP Award Criteria CP Usage Table


Current / Total Survived the session 7 pt Personalize a weapon 8 pt

Took part in the feedback Boost a weapon's firepower 12 pt


3 pt
session
Acquire a Convictor part 4 pt
Served as the Coordinator 3 pt Make Active Mode
12 pt
customizations
Had their character sheet ready 1 pt Make Standby Mode
12 pt
customizations
Wasn't late to the session 2 pt
Improve a job Skill 6 pt
Didn't use Convictor Drive 2 pt Master a job Skill 12 pt

Owned Convictor Parts Owned Weapon Data


Head Parts Name Personal Nickname Firepower Boosts
α β γ
Body Parts α β γ
Arm Parts α β γ
Leg Parts α β γ

Standby Mode
Customizations

Active Mode
Customizations

Cleared Scenarios Notes


Scenario Title

Player Count Numebr of Investigation Cards

Estimated Play Time Number of Intel Cards

Summary for Players

Scenario Title
Opening Phase

Climax Phase

Ending
Summary for Game Masters

The Mastermind's Plot


Investigation Card Investigation Card

Reveal Condition Reveal Condition

Minimum PCs Favored Skills Minimum PCs Favored Skills

Overview Overview

Objective Objective

Investigation Card Investigation Card

Reveal Condition Reveal Condition

Minimum PCs Favored Skills Minimum PCs Favored Skills

Overview Overview

Objective Objective
Intel Card Intel Card

Reveal Condition Reveal Condition

Overview Overview

Intel Card Intel Card

Reveal Condition Reveal Condition

Overview Overview

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