gunwave_in_a_nutshell
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- | In Gunwave, you play with a pilot character and a mecha. | ||
- | Each **pilot character** has the following stats: | ||
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- | * Name | ||
- | * **Race** — Human (flexible), Augmented (uses psychic blasts), Super Human (has various psychic abilities), Mutant (super-strong), | ||
- | * **Specialty** (class) — Brawler (fighter), Infiltrator (spy), Cyborg, Munitions Expert (destructive), | ||
- | * **Stats** — Body, Brains, and Charisma | ||
- | * 0 — Average | ||
- | * 1 — Good (works out at the gym; above-average IQ) | ||
- | * 2 — Excellent (wrestler or full-time negotiator) | ||
- | * 3 — Amazing (world-class bodybuilder or genius) | ||
- | * 4 — Nearly superhuman (Einstein or Jackie Chan) | ||
- | * **Skills** — Acrobatics, Diplomacy, Dual Mecha Weapons, Dual Personal Weapons, Hacking, Insight, Martial Arts, Massive Machinery Operation, Mecha Intuition, Perception, Ship Schematics, Stealth, and Toughness | ||
- | * **Traits** — Twisted Psychic Blast, Rescue of a Loved One, Mutated Power Boost, Unbelievable Domination, Making It Hurt; about 5 available, from a pool of about 75. Some can be used every turn, some once per battle, and some only once a day. | ||
- | * A **Background Trait**, which is some event in your past or present that gives you a special ability now. Examples include Parents Killed, Was Super-Soldier, | ||
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- | Each **mecha** has the following stats: | ||
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- | * **Type** — Bio Armor (Evangelion), | ||
- | * **Stats** — Armor (how much damage it can take), Energy (how long it will last in battle), and Speed (how fast it can move) | ||
- | * **Traits** — Missile Barrage, Fist Rocket Attack, Massive Bombardment, | ||
- | * **Weapons** — Up to three at a time, choosing from 13 energy weapons and 5 ballistic weapons, with 9 different kinds of ammunition. | ||
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- | In **combat**, you use a weapon' | ||
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- | You can have as many weapons active as your mecha has hands (usually two). However, each active weapon consumes **energy** during every turn it's out, and consumes the same amount of energy every time it's fired. Your mecha also consumes energy for every square it moves. | ||
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- | Outside of combat, when performing a **difficult operation** you use one of your traits (such as Acrobatics or Perception) to get a count of how many six-sided dice you roll. If any of the dice roll 5 or 6, you succeed. Extremely difficult maneuvers may require multiple 5's or 6's. If you roll many 5's or 6's, you may succeed beyond your expectations. | ||
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- | As with D& | ||
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- | At the beginning of every day, your character gets a **Hero Point**, which you can trade in to re-roll any dice pool, or to take an extra attack/heal action. More Hero Points are earned by exemplary playing. | ||
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- | Several **different universes** are available for you to play in, depending on your play style and story preferences. Detailed universes include Angsty Military (Gundam), Epic Space Action (Robotech), Freewheeling Mercenaries (Outlaw Star), Hulking War Machines (BattleTech), | ||
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- | You can also pilot **other vehicles**, such as fighter jets, hovertanks, and space yachts. See the Vehicle Compendium for a list of vehicles. |
gunwave_in_a_nutshell.1286037359.txt.gz · Last modified: 2011/06/10 22:11 (external edit)