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Culture Documents
Battle Century G is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/.
(That means you may copy and share the text of this manual as-is for noncommercial purposes; attributting the author of
the original work; and using the same license.)
Credits
Author: Juan Herrera.
Editor: Juan Herrera.
Proofreading: Jason Quintanilla, Fearghal Casey, Connie Tang, Trevor Dennis.
Graphic Design: Connie Tang.
Original Art: Demonic Brute.
Playtesting: Every single player of Battle Century G who contributed with their feedback to the creation of this Remas-
tered version.
Special Thanks: All backers of the original Battle Century G and everyone in the Discord server. This is for you.
Even More Specialer Thanks: Jason Quintanilla, Marcel Hauptmann, Beacon of Chaos, NeonGames, Amos Defamos,
Karthik Adda.
2
INTRODUCTION
TABLE OF CONTENTS
Using This Manual 3 Typecast Theme 48
The Three Fundamentals 3 Bane Theme 48
Chapter 1 - Playing the Game 4 Genre Powers 49
The Core Mechanic 4 Default Powers 50
Episodes in a Nutshell 5 Alternative Powers 51
Scenes 5 Champion Powers 52
Pilot Attributes 6 Trickster Powers 53
Mecha Attributes 7 Tactician Powers 54
Advancement 8 Miscellaneous Powers 55
Power Levels 9 Rush Powers 56
Genre Themes and Genre Points 9 Restoration Powers 56
Tests 10 Boost Powers 57
Advantages and Disadvantages 10 Limit Powers 57
Defense and Damage 11 Power Level Adjustments 58
Intermissions 11 Roleplaying Details 58
Matches 14 The Character Sheet 58
Zones 15 Example of Character Creation 59
Match Actions 15 Chapter 3 - Building the Mecha 60
Damage and Defeat 16 Mecha Construction Summary 60
Proxies 16 Mecha for Everyone 60
Operations 17 Mecha Points 61
Zones and Ranges 17 Mecha Attributes 61
Operation Actions 19 Areas 62
Offensive Actions 19 Upgrades 63
Utility Actions 20 General Upgrades 63
Damage and Maiming 21 Active Defenses 67
Characters vs Mecha 21 Restoration 69
The Core 21 Mobility 70
The Dramatic Finish 22 Support 71
Terrain 23 Extra Areas 73
End of Operation 24 Alternate Forms 74
Chapter 2 - Writing the Character 25 Combination 75
Character Creation Summary 25 Features 77
Character Concept 25 Design Flaws 79
Character Points 26 Weapons 80
Character Attributes 26 Weapon Keywords 80
Skills 27 Default Weapons 81
General Skills 28 Equippable Melee Weapons 82
Miracle Skills 32 Equippable Shooting Weapons 84
Traits 37 Equippable Beam Weapons 86
General Traits 37 Power Level Adjustments 88
Equipment 41 The Personal Touch 88
Deathblows 44 The Mecha Sheet 88
Anomalies 45 Example of Mecha Construction 89
Alien Anomalies 46 Chapter 4 - Running the Show 90
Genre Themes 47 The Supporting Cast 90
Reason Theme 47 Grunts 90
3
INTRODUCTION
TABLE OF CONTENTS
Rivals 90
Bosses 91
Squad Power Ratings 92
Enemy Features 93
Boss Traits 94
Boss Powers 95
Boss Upgrades 98
Boss Weapons 101
Boss Capstones 103
Allied Reinforcements 105
Reinforcement Powers 106
Troubleshooting 108
Chapter 5 - Introductions are in Order 112
Episode Summary 112
Other Preparations 112
Background Information 113
A Faction-driven Game 114
Themes and Aesthetics 115
First Meetings 116
Here There be Dragons 116
When Suddenly... 117
Battlefield Setup 117
In-Battle Events 118
Some Additional Combat Advice 118
What if the PCs Lose? 118
Collateral Damage 119
The Epilogue 119
Kendra Nikeja (PC) 120
SDG-011 Swordrake (Player Mecha) 121
Akishiro Kobayashi (PC) 122
SDG-012 Gundrake (Player Mecha) 123
Nilu Flores (PC) 124
SDG-013 Ringdrake (Player Mecha) 125
Charlotte Astalion (PC) 126
SDG-014 Firedrake (Player Mecha) 127
TKD-02 Cannonbot (Grunt) 128
TKM-01 Executioner (Rival) 129
Player Sheet 130
Mecha Sheet 131
4
INTRODUCTION
Chapter Three: Building the Mecha meanwhile is about Dramatic Plays: Every PC in Battle Century G has a
creating a giant robot for your PC to ride. Your Mecha is a variety of moves to change failures into successes, buff
character in its own right, so it gets a whole chapter to itself a super attack, interrupt enemy actions and more. These
just like Characters do. abilities can be combined to create deadly finisher moves
or to render a boss monster’s lethal attack harmless. By
Chapter Four: Running the Show contains the rules for choosing when and how to use said abilities, you can set
the creation and use of NPCs. It is primarily meant for the up every fight to guarantee you’ll have a cool moment.
GM, though other Players may read it, it just isn’t expected By playing intelligently, coordinating with your team and
of them. exploiting weaknesses in the enemy’s plan you can control
the flow of gameplay and make every battle be a kick-ass
Chapter Five: Introductions are in Order presents a sin- and cinematic experience.
gular episodic (or “one shot”) scenario in a prewritten world
with four example Characters and Mecha ready to play.
5
INTRODUCTION
Conflict resolution in this game is simple. You roll 1d10 If you’re ever confused about how the rules work, it helps to
and then check your result against the Difficulty Num- keep in mind the following four principles:
ber (DN) of what you are trying to do. If your result is equal
to or greater than the DN then your action is a Success. Rulings Trump Rules:
The act of rolling to determine the outcome of a situation is While Battle Century G is designed to be a relatively airtight
called a Test. You almost always want to roll high; and the rules system, it can’t possibly cover for absolutely every
higher, the better. scenario that might come up during a game. You will prob-
ably at some point find yourself in a scenario not covered
All Characters have different odds to succeed at different in the rules, or perhaps one where even the rules make
things. A soldier is better at using firearms than a surgeon, no sense. In these cases, the GM is encouraged to either
but when the soldier gets shot, the surgeon is who they make a ruling on the spot so as to uphold the spirit of the
will turn to for help. To represent this, all characters have rules or to ignore the rules entirely and declare what hap-
bonuses to their rolls called Attributes that are added pens instead. This is especially true if someone is trying to
to their die rolls. The better your character is at doing exploit the rules by using some sort of loophole they found.
something, the higher the Attribute bonus and the better the The GM has authority over the manual to say said exploit
result of the Test. does or doesn’t work, depending on what the rest of the
group and themselves think is best.
Often you will have an Advantage or a Disadvantage to
your Tests, these represent factors that make it easier or Specific Trumps General:
harder to succeed without bending the odds too much. Whenever the rules text of a character’s special ability con-
tradicts a general rule of the game, the ability wins. Most
An Advantage lets you roll an additional d10 at the time PCs will have multiple abilities in their sheets that break the
of making a Test, and you then keep the best (higher) rules in some way. Some are very minor, but others are the
result out of all the dice rolled, discarding the lesser re- thing that can turn a weak character into a powerhouse. If
sults. A Disadvantage works similarly, but in reverse, you your only weapon is a sword, but you have a special ability
roll additional die and keep the worst (lower) result out that lets you attack from farther away than usual, then your
of the many presented. sword has the reach of a gun or better.
That about sums it up. You will find a few exceptions to Halve After Adding/Substracting:
these general rules here and there, but in the overwhelming If you ever have to halve a number that has bonuses
majority of circumstances that’s all you need to know. or penalties to it, the halving happens at the end of the
operation. For example: If you would deal 10 Damage but
an energy barrier reduces that Damage by 4 and then the
enemy halves all remaining Damage with some kind of
defensive ability, then the final Damage dealt is 3 (10 minus
4 is 6 which halved is 3).
6
INTRODUCTION
When this first Scene is finished, the GM will either have Players who request Scenes might want to follow up on the
a new prompt for the whole group or will ask them if they main plot or the Episode’s first Scene, or may further their
have things they’d like to do, together or individually. own personal subplots. Other Players may also participate
in these Scenes if the GM and the Player who request it
If the PCs need to take turns having Scenes then don’t agree this is reasonable.
separate the players, instead have them be the audience
for each other’s Scenes. This can be in any order. Going Players will have to speak in character. Which is to say,
clockwise from the GM’s perspective or using alphabetical they need to be mouthpieces for their PCs and maybe do
order in the chatroom’s user list are two such ways to do it. some acting or funny accents if they feel like it. Instead
of saying what your character does, you should say that
At some point during an Episode the PCs will board their you’re doing the thing. And so on.
Mecha, either in response to an enemy attack or because
they’re doing the attacking themselves. This switches them Scenes do not necessarily occur in real time. A single
from Intermission Scenes to an Operation Scene. scene may take up to an hour of playtime but only consist
of ten adrenaline-fueled minutes in the narrative, or it could
Before the Operation proper starts though, the players summarize hours of hard work for the PCs with just five
should be informed of who they are fighting and why, where minutes of play time.
and when the battle will take place, and any special condi-
tions for victory and defeat. This can be an in-character but Scenes often have a specific purpose in mind, in them the
it can also be a quick out-of-character description. PCs have a goal, which can be low or high stakes. PCs do-
ing maintenance on their Mecha while having a conversa-
The Operation itself is an action Scene and it’s when the tion is a fine low stakes Scene, for example.
giant robots fight each other. Most Operations go on until
all enemies have been destroyed or retreat. There can be In higher stakes Scenes though, the PCs don’t always get
other, more varied objectives that can end a mission such what they want. Sometimes they win, sometimes they lose,
as the extraction of a VIP, destruction of a supply line, etc. and sometimes they scrape by just enough to make things
work out.
After the Operation ends you might want to have one last,
very short Intermission Scene just to wrap it up, such as That’s where the rules come in. Characters are measured
a debriefing for the PCs. Ask the players for their closing in what they can do and how well they can do it through
statements or actions of the Episode, and end it there. their Attributes, which are used to perform Tests.
Episodes can last more than one session. If you want to have multiple sessions with only a single Operation in the middle
of them that’s fine. Many rules in BCG care about the duration of an Episode though, just make sure that everyone knows
when an Episode ends and a new one begins.
7
INTRODUCTION
Pilot Attributes
Attributes describe the raw qualities of a character. They measure a character’s physical and mental aptitudes, as well as
their social standing. They are the fundamental building blocks of a character, on top of which you add details about your
character. Attributes are measured in a scale from 0 to 10, and the higher the number the better the Attribute in question.
Fitness Awareness
Fitness measures a character’s physical ability. It is the Awareness keeps someone attuned to their surroundings,
Attribute a character uses to pull of feats of raw strength, making one perceptive and memorious of small details.
gymnastic flexibility, and long-term endurance. Fitness It also gives an empathic understanding of other people,
makes a character good at traditional heroics like winning a telling the truth from lies through body language alone.
street brawl against a bunch of thugs. Paranoid characters often think themselves to have Aware-
ness when, the truth is, they don’t.
Characters with high Fitness often live healthy lives and
often look the part. Characters with low Fitness are likely Characters with high Awareness will notice things that most
short, overweight, or even suffer some kind of debilitating people miss and pick up on hidden clues to help solve a
condition. mystery or notice an ambush. Those ungraced with a good
Awareness tend to blunder into traps – both the literal and
Intellect figurative type.
Intellect handles being knowledgeable plus a dose of
worldly awareness. Intellect correlates to but is not neces- Willpower
sarily caused by formal education. A character might just Willpower is a combination of a character’s toughness, com
have poor book learning abilities but still have enough wits posure and morale. It helps them stand their ground
to spare in tricking others. against things that wish they rather didn’t. Willpower means
pushing through adversity to get your way.
Characters with high Intellect tends to be critical and objec-
tive, always eager to further educate themselves and firmly Characters with high Willpower keep their head cool in the
believing knowledge is power. Those with low Intellect tend face of danger and resist blows that would have have
to barely know enough to get by... And aren’t very curious knocked out the average person. Characters with low Will-
about learning new things either. power are frail of body and mind, getting knocked out from
a good punch and running away screaming when faced by
Charm an alien monster.
Charm helps a character perform well socially. With Charm
a character knows exactly who they should talk with to get Resources
things done. Unsurprisingly, they tend to have more friends Resources represents how well grounded a character is
than enemies. from an economic and social standpoint. It does this in the
form of material wealth, possessions and their social con-
Charming characters are savvy at the social arts and the nections.
one to whom others can’t help but pour their life stories to.
Without Charm, characters tend to be ignored at best and Those with high Resources own a private residence they
despised at worst for being a mix of rude, boring and an- can call their own home and have many people eager to do
noying. them favors. Those without Resources have no economic
fallbacks to resort to in a time of need and very few people
they can ask for help with such a thing as well.
8
INTRODUCTION
Mecha Attributes
Like Pilots, Mecha have their own Attributes. These are more limited in nature, because giant robots are fighting machines
and thus their Attributes revolve around combat. Measuring how good an individual Mecha is at blowing stuff up or how
fast it can fly is more important than measuring how pretty it is or how expensive its component parts are. Mecha Attrib-
utes are also measured from 0 to 10.
Might Energy
The Attribute that gives big guns to make big explosions Energy is consumed every time the Mecha uses certain
and big hands to rip and tear into enemies. It also covers abilities, like energy barriers or beam weapons. Mecha will
things like efficient targeting systems. Might gauges just replenish their Energy reserves constantly, the Attribute just
how good the Mecha is at defeating other Mecha, basically. measures their total output. Energy is a supportive Attribute
that doesn’t do anything by itself but instead can enhance
A Mecha with high Might will have an easier time landing all other Attributes given the right gear.
hits on targets and punching through their armor, literally or
figuratively. Conversely, low Might Mecha make poor front With high Energy, Mecha can use all sorts of equipment
line fighters. and can use more of them at the same time. With low
Energy most special equipment will perform suboptimally or
Guard be straight-up unusable.
Guard is the counterpart to Might. It makes Mecha harder
to damage through a combination of evasiveness and Systems
armor. It makes Mecha capable of avoiding or shrugging off Sometimes you use your Mecha for things that require a
attacks, essentially. touch of precision and technical know-how. Examples in-
clude detecting hidden enemies, managing fire suppression
A Mecha with high Guard is not just resilient, it may even systems or performing emergency repairs. Systems also
seem invincible once it has a forcefield or other such defen- enhances the range of many weapons and equipment.
sive upgrade equipped. A low Guard Mecha should avoid
being the center of Enemy attention and is going to need Above average Systems makes for versatile Mecha that
allies to provide cover for them. may use support equipment competently. Below average
Systems reduces the range of many weapons and the ef-
Threshold ficiency of specialized equipment as well.
Threshold is the second half of making a giant robot that
can withstand enemy attacks. It represents how sturdy the Speed
Mecha’s internals are and how it holds against damage To no one’s surprise, giant robots are faster than people.
taken. It is, effectively, a Damage Threshold that works The method doesn’t matter—Mecha can fly, run or hover
like “HP” (or Life Points, Hearts, etc.) does in most action around—but this Attribute is what gauges it. Speed also
games. handles the Mecha’s reaction times to the pilot’s com-
mands and is the primary factor in moving before the op-
With high Threshold, Mecha can take multiple hits before ponent does during turn-based combat.
the pilot considers getting repairs or retreating. With a low
Threshold, Mecha that make a single mistake are doomed High Speed is what lets Mecha break the speed of sound.
to an explosive fate. Low Speed means that a giant robot will walk only slightly
faster than a regular person runs.
9
INTRODUCTION
Rank 5 or 6: Good - The character either has a solid natu- To put it simply, your XP can be used to power up your Pilot
ral talent or has trained themselves considerably. Their skill and your Mecha in equal measure. The process of learning
level is enough to stand out from the crowd. new Skills, installing new Upgrades, or whatever it is you
are spending your points on is entirely abstracted for sim-
Rank 7 or 8: Notable - The character is distinguished plicity’s sake.
among peers for their abilities. They are obviously excep-
tional in skill but also practice often to remain at the top of You may roleplay testing out new weaponry or practicing an
their field. art you want to learn. Or you could simply have your pow-
erups occur offscreen, it is up to you. Just make sure the
Rank 9 or 10: Outstanding - The character has achieved GM has an idea of what it is you are trying to do with your
a level of adroitness only obtainable through impressive character’s progression, so they can guarantee your new
natural gifts and extensive practice. Few reach this point, toys will see use.
and those who do are usually famous for it.
10
INTRODUCTION
Level 2: Heroic (60-89 XP) - You have earned a name as Your starting number of Genre Points each Episode is
someone of considerable skill. Your Mecha has improved equal to your Power Level. There is no upper ceiling for
performance cosiderably over the norm and, thanks to you, how many you can stockpile, but Genre Points are reset
can show its true power. back to your Power Level when a new Episode begins.
Level 3: Elite (90-119 XP) - You are now a master of your A PC may earn a Genre Point through roleplaying Themes
domain or a true jack of all trades, with your Mecha reach- on their own initiative, but situations that make Themes rel-
ing its expected peak of power. If you started at Level 1 or evant can be instigated by the GM, other players, or come
0, then a mid-season upgrade is in order. up entirely unplanned and by coincidence. Sometimes the
character is not aware or agreeable to these developments,
Level 4: Mythical (120-149 XP) - As a mover and shaker such as when their biggest character flaw draws the worst
yourself, you are admired by allies and feared by enemies. from them, but the owning Player gets the points for going
Your Mecha is an early next generation model, or at least with it anyway.
the practical equivalent.
Themes naturally change over time. A character’s convic-
Level 5: Godly (150+ XP) - You and your giant robot are tions pursued too strongly can become no different than
considered utter badasses and weapons of mass destruc- their vices. A weakness that is solved with the help of
tion. Your power is such that you are the equivalent of a someone else turns into a bond between them.
small army on your own.
Other times, though, you just aren’t having fun with your
Note that all characters start with at least 100 XP. This Themes. If you don’t like how the Themes you’ve chosen
starting XP does not count towards Power Levels. That are playing out, you can change them during the downtime
means a PL5 PC has 250+ XP total and one with 120 XP is between Episode Arcs—think it over and give them a last
not PL 4, but PL 0 instead. chance before doing the change.
Level 0 is better reserved for very special types of games where death is always around the corner and the PCs are com-
plete nobodies that struggle to do anything. The recommended starting point for groups of new Players is Level 1. If you
would like a game where the PCs are already well-rounded and competent characters, start at Power Level 2.
Generally speaking, games should take the PCs up one or two Power Levels from the one they started in. There is no
need to have the PCs reach Level 5, it is just there as an option in case you need it. Indeed, at Level 5 everyone is so
powerful that the game can get a bit difficult to handle. Generally speaking, you should not go over Power Level 3 unless
you know most of the game’s rules by heart, otherwise there’ll be too much going on and everybody will be too powerful
to keep the game balanced.
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CHAPTER 1 - PLAYING THE GAME
If your result is equal to or higher than the DN, you have Having a Disadvantage means you roll two dice but keep
succeeded at what you were trying to do. Depending the worse roll of the two. They stack just like Advantages
on how much you rolled over the result, you might have do, making Tests with multiple Disadvantages likely to roll
flaunted your skills or barely managed to avoid failure. under a 5.
Here is a list of example DNs for use with a variety of Tests. Should a Test be affected by both Advantages and Dis-
Note that these are just examples, and Tests could very advantages at the same time, each instance of both will
well have a DN that is not a multiple of 5. cancel out until the balance is broken.
DN 5: Easier in Fiction than Real Life - Distracting a A single circumstance generally does not add more than
crowd, shooting blanks with a gun accurately, crafting a one Advantage or Disadvantage to a Test, but having multi-
Molotov cocktail. ple factors making things easier or harder will do.
DN 10: Leave it to the Experts - Finding shelter in the wild Players may trade in their Advantages for a bonus of +2 to
during winter, disarming a bomb, seducing someone for the result. The GM may also trade away a single Disadvan-
information. tage a PC is suffering to give that PC a penalty of -2 to
the result. Four Advantages would grant a +8, being under
DN 15: Really Impressive Stuff - Kicking open a rein- three Disadvantages means you’re at a -6 penalty, etc.
forced door, fooling prison guards into coming inside your
cell, understanding and translating a book in a language Generally speaking, you want to use your first one or two
you’d never seen before. Advantages to better your odds as extra dice, but Advan-
tages after that should be converted into a flat bonus.
DN 20: Against all Odds - Building a giant robot in a cave
with a box of scraps, resuscitating someone who was just Note that when you have an Advantage you keep the better
reported to be clinically dead, distracting the big bad with a result, not the highest one. That means you can choose to
monologue of your own. keep a lower one if it would be more beneficial to you.
Some abilities behave differently when you roll an odd or
Important rule of thumb: Most things you do as a PC will even result and others hurt the user if the result of the Test
not be Tests. You only roll Tests if what a PC is doing puts is too high. Having the opportunity to choose a lower result
them in danger, someone else is trying to stop them or can prove crucial in the middle of battle.
there would be negative consequences for failure. Cleaving
robots in two with your giant sword is a Test, crossing the In the same fashion, when rolling with one or more Disad-
street is just a thing you narrate. vantages, the GM can make you take a higher result if it
would be more inconvenient than a lower one.
Tests made when you are trying to affect more than one
character at once can end up with a different amount of Ad-
vantages or Disadvantages for each target. When that
happens you should make the roll only for the primary
target then convert the extra Advantages or Disadvantages
against secondary targets to +2 bonuses or -2 penalties
respectively.
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CHAPTER 1 - PLAYING THE GAME
All Pilots also have a Plot Armor sub-Attribute, representing Attribute Tests
how much Damage they can take before being defeated. Not everything the PCs attempt will have a Skill associated
Plot Armor is measured in Layers, of which every Charac- with it. This is usually the case for tasks that rely solely on a
ter has three. These slowly track Damage as it progresses PC’s innate abilities and lack any kind of formal training.
from a bruise to a flesh wound to a broken bone. Each Examples include using Willpower to resist the effects of
Layer of Plot Armor can withstand an amount of Damage toxins, Intellect to commit the specs of an enemy Mecha to
equal to the character’s Willpower. memory or Awareness to get the gist of what someone is
saying in a language you don’t know.
When you take Damage you remove a number of Plot
Armor points from the topmost Layer, and once it is out of Other than the lack of Skills, they behave identically to Skill
points you move on to the next Layer of Plot Armor. Losing Tests.
each Layer has a chance of you being Defeated, getting
progressively harder until the loss of the third and last
Contested Tests
Layer pretty much guarantees you will go down with it.
Contested Tests are used when you are in a direct competi-
tion against another PC or NPC but are not trying to harm
For Mecha, the amount of Damage they can withstand is
each other. A game of arm wrestling, a chase scene or a
equal to their Threshold Attribute. This works much like
dance-off, for example, would be Contested Tests.
Plot Armor does, except they have four Threshold Levels
and they lose limbs of their mechanical body instead of
In a Contested Test you both roll at the same time, and the
having a chance to be Defeated.
one who rolls the highest result is the winner. If you
were tied, you continue Testing until the stalemate breaks.
The rules for both will be explained in detail later. Damage
dealt to either track is not permanent, and will heal with
Contested Tests do benefit from Skills, if the participants
time, so instead of erasing your values just note down
have any that are applicable. Generally you both will be us-
the damage temporarily and erase it later.
ing the same Attributes and Skills. Exceptions do exist: For
example, you can chase against someone who is on foot
If you’re playing with physical paper sheets, it’s best to
while you are riding a vehicle. Advantages and Disadvan-
have a separate notepad to note Damage taken, so you
tages should be granted to both participants depending on
don’t make a mess of the Character Sheet every battle with
circumstances as appropriate.
constant erasing and writing on the same spot.
Characters involved in a Contested Test can choose to
forfeit and admit their opponent as the victor before making
the first roll or in between rolls.
13
CHAPTER 1 - PLAYING THE GAME
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CHAPTER 1 - PLAYING THE GAME
15
CHAPTER 1 - PLAYING THE GAME
Matches
Matches take place when the conflict in a Scene escalates to the point that two or more characters get overtly violent with
each other, usually lasting until at least one of them can’t fight back any longer. A Match is subdivided in Rounds that keep
track of how long the Match has taken. Rounds are divided into Turns, with one Turn per every character involved in the
Match. During their Turn, a Character takes an Action. Anything of importance that happens during a Turn should be
narrated by the player responsible for said event or by the GM.
Tension
Tension is a dynamic number that increases after every Round has passed, starting at 1 for the first Round. Offensive
Tests, which is to say Tests made to Attack or Suppress an Enemy, add the current Tension to the result of a Test. Tension
bonuses are capped at 10.
Match Structure
Step 0: Surprise
When a Character gets the jump on another, like during an ambush, there is a Surprise Round with a Tension of 0 before
the Match proper begins. The attacking character gets a Turn during this Surprise Round before the defender even gets a
chance to roll for Initiative, and they have an Advantage to any Offensive Tests against those surprised. If multiple charac-
ters benefit from surprise, they go in whichever order they see fit.
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CHAPTER 1 - PLAYING THE GAME
Zones Delay
Choose any other Action and another Character’s Ini-
The areas where the action take place are called Zones; tiative. You take your Action right after that Character’s
a Zone is essentially a small area people can move in Turn. You don’t need to specify how you want to use your
and out of in just a few seconds. For instance a house is Action, you can say you want to Attack but not who you will
broken into individual rooms and hallways, each of which is Attack, for instance.
a different Zone. Characters may only use Tests to attack
Characters in the same Zone. Relocating from one Zone to Suppress
another takes an Action. If you’re using maps, a Zone is a Instead of trying to overpower your foe from the get go, you
square or hex cell. interfere with their game plan and make it harder for them
to fight back. Holding someone down or shooting to provide
Match Actions a friend with cover are good examples.
These are the special things you can do during a Match, You make an Offensive Test as normal but you only deal
but they are not the only things you can do. If you need to half the usual Damage you would do. If you at least meet
do things that don’t involve trying to hurt someone else or the DN, then the Enemy suffers a Disadvantage to all
defend yourself, you can still do those as normal. Tests until the beginning of your next Turn.
If you just barely meet the DN, then it does not have a vis- If what you want is to escape from the Match you should
ible effect. No Damage is dealt, but other secondary effects just use a Contested Athletics Test. Otherwise your pursu-
(if any are applicable) may still take place. ers can just Run themselves to keep up forever with you. If
you are driving a Vehicle, you Test Vehicles instead, gain-
Attacks are not always physical, Plot Armor represents ing an Advantage if the opposition lacks a Vehicle of their
physical and mental health too. A psychic assault will also own—and said opposition suffers a Disadvantage to their
cause harm and may paralyze a character with fear, make Athletics Test as well.
them pass out, or worse.
Aim
You take your time to improve your next Offensive Test.
Choose a target, your next Offensive Test against the cho-
sen target gains two Advantages.
Even if you continue to Aim, you will not gain benefit from
it after the first time. If you take any other Action before at-
tacking them, you lose the benefits of Aim.
17
CHAPTER 1 - PLAYING THE GAME
Plot Armor is subdivided into three Layers. When you take Characters duking it out with their fists can fight until one
Damage, you lose that many points of Plot Armor from restrains the other, one of them passes out, or even until
your first Layer. When a Layer is out of points, the death. There is no strict definition of what it means to ’de-
Layer immediately below it is the one to continue los- feat’ someone, other than them not being able to influence
ing points afterwards, until the three Layers are empty. the rest of the Scene. The outcome that is most reason-
able, and most in line with the rules in general, is for the
When losing a Layer, you must Test Willpower against defeated character to be knocked out temporarily. The
a DN of 5 for losing the first Layer, a DN of 10 for the rules do not actually make it explicit that anyone actually
second layer, and a DN of 15 for the third Layer. Once dies from taking Damage in general, not even if they have
all your three Layers are empty, each instance of Dam- already been Defeated and are at the mercy of a much
age taken requires a DN 20 Willpower Test. Failing any greater foe.
of these Tests means that you are defeated instantly.
This means that all characters are potentially immortal. A
Fortunately, Damage to your Plot Armor heals naturally PC that messes up big time will continue to live, but they
over time. The first Layer of Plot Armor restores all of will have to deal with the consequences of their actions be-
its points between Scenes, the second Layer does so ing injured for a long streak of Episodes.
between Episodes, and the third Layer heals between
Episode Arcs. But such a Character might not be able to move from their
hospital bed, or be locked in a mental institution. This
means they will require Scenes designed around them. The
Proxies group will have to work with the owner of the PC in ques-
tion to keep them engaged and prevent them from getting
Sometimes you don’t take the damage, but an object in bored.
your possession does, like your car when you’re being shot
at during a car chase. In these cases you do battle using This should not be seen as a punishment handed down
Proxies. A Proxy uses your Attributes, Skills, Traits and eve- from the GM, but as a chance for the PC to develop and
rything else that could reasonably apply to an object under come back a stronger person—and maybe try not to make
your control. the same mistakes in the future. If playing through that
sounds too boring, then consider retiring the PC temporar-
You perform the Match just as you would any other, but you ily (perhaps even giving them up for dead) and adopting
don’t suffer the effects of damage yourself at first, instead another Character until the original returns triumphantly
you have a fourth Layer of Plot Armor to represent your several episodes later. The flip side of this is that it also
Proxy. Damage applies to the Proxy until its single Layer of applies to NPCs, and unless the GM clearly shows the bad
Plot Armor is destroyed, at which point the object in ques- guys explicitly dying ‘onscreen’, they could very well be still
tion breaks down and becomes unusable for the rest of the alive and plotting their revenge by the next Episode.
current Episode.
Proxies may benefit from Heal Tests (though they use Skills
like Craftsmanship instead of Medicine) having a DN of 5
to do so, though fixing up an individual Proxy may only be
done once per Episode—more than that is asking for the
items to break down for good.
INITIATIVE TIEBREAKERS
It is inevitable that at some point two or more characters will roll the exact same Initiative. If their controllers insist they
should be the one to go first, use Fitness or Speed scores (depending on whether they’re Characters or Mecha) as tie-
breakers. If they’re still tied, make them them roll another d10 and whoever has the highest result gets to move earlier. If it
is only two Characters then just flipping a coin to see who gets to move earlier minimizes the chances of further ties.
This method can help the GM save time when rolling Initiative for NPCs. You can just roll for all NPCs at once—then
modify as appropriate using their Fitness or Speed. A middle-ground approach is to roll once for every “type” of NPC on
the battlefield, making all identical Grunts share initiative but rolling separately for those with differing builds.
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CHAPTER 1 - PLAYING THE GAME
Operations
Operations are like Matches, but with giant robots and a few special rules of their own. During an Operation, each com-
batant is called a Unit, referring to both the Pilot and Mecha as one entity. Player Character Units are usually Allies.
All Units that are Allies with each other are collectively called a Squad.
Mecha are superior to regular characters in almost every way. They can cover multiple Zones per Turn with ease whereas
a Character on their own can usually only do one, they withstand attacks that would more or less vaporize a regular
person, and are generally in a league of their own. This is why they, for the most part, operate on rules that are similar but
separate to those of the PCs. A Pilot’s Attributes, Skills and Traits have no bearing on Operations, the grand majority
of the time only their Genre Powers will be relevant.
Operation Structure
Step 1: Deployment
At the start of an Operation each Unit deploys in a formation, if there is a Base Unit allied to the PCs it deploys first, usu-
ally at the edge of or near the edge of the battlefield. Afterwards the rest of the PCs may either deploy a number of Zones
away from their Base Unit no higher than their Speed or start Docked inside of it. If there is no Base Unit, the PCs deploy
near one edge of the battlefield and up to their Speed away from the invisible line marking said edge. NPCs may deploy
the same way as PCs, deploy after the PCs (to represent an ambush on the PCs), or be predeployed before the PC’s (to
represent being ambushed) at the GM’s call. Units deploy with their Energy reserves full.
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CHAPTER 1 - PLAYING THE GAME
Battle Century G abstracts distances and treats all Mecha Actions vary greatly on how much time they should reason-
as if they were roughly the same size. Very large or very ably take and there is no arbitrary time limit of how long a
small Mecha are represented through flavorful distribution Turn lasts. Assume that generally a Turn takes somewhere
of Attributes. For example, a small and fast Mecha would between 5 to 10 seconds and that a whole Round is some-
have high Guard and Speed but low Threshold and Might. where between 30 seconds to one minute.
But back to terrain and movement. Every 1x1 square or hex Likewise, taking an Action is an abstraction. Taking a single
of Terrain during an Operation is a Zone, it is a designated Action to attack with a sidearm does not mean the gun fires
area with no clearly defined range in-character. A Zone can only once, just that you will deal Damage once by the rules.
represent a whole city block or just a 10x10 meters square
of land, depending on the circumstances. It only needs to You should feel free to describe that one sidearm attack as
be a distance your Mecha could reasonably cover to strike making several shots, or leading your enemy in a specific
at someone in melee in a few seconds. direction then nailing them with the last bullet, or emptying
all of your ammo then reloading at the end. Do whatever
You can represent a Zone in meters, but it works better if you want through the narration as long as it makes sense
you leave it to the imagination. What matters is that, when and you you don’t change what happens within the rules.
using a map such as a Chess or Hex board, each square or
hex is a Zone. If you want to treat them like a fixed distance The listed Actions are not by any means a definitive list of
you should use a number easy to remember, like making the things anyone is limited to doing, just the ones with
each Zone ten square meters or something like that. support from the rules. Actions with less impact than these
are possible and are colloquially called “Free Actions”
Unlike their Pilots, Mecha can move farther than a single because they, well, don’t cost an Action. Examples include
Zone every Turn, and Mecha Weapons can strike at targets examining your surroundings, switching a held Weapon for
in Zones reaching far beyond the one they’re standing in. one in its holster and, of course, talking.
Units have a movement speed measured by the Mecha’s
Speed, while the reach of their Weapons depends on the Talking does not require the use of an Action, nor is there a
Weapon itself and sometimes on the Mecha’s Systems. limit to when you may talk—it can be at any point during
your Turn or during another’s. As always, however, please
Units can provide cover for each other. This means Weap- exercise common sense and try to make it appropriate.
ons may not target through Zones occupied by En- You can give a dramatic speech to an opponent that you’re
emies to reach other enemies behind them (but they can engaged in single combat with and you can have members
target through Zones occupied by Allies—those just get out of the same Squad shout at each other requesting help or
of the way). You must make your way around them or try to giving orders or the like. What you can’t do is give a lecture
break through enemy lines by moving into the same Zone about the types of Greek columns and their use during the
as the Unit providing cover, or past it. Renaissance as a Free Action between attacks.
Units cannot share Zones unless they’re Engaged in a Duel In the same way, just because most guns in the game don’t
with each other (or one of them has an ability like Base Unit have a stated amount of supplied ammo, it does not mean
or Colossus, which allows Units to share the same space). that they may be fired for hours and hours on end. The
rules of the game are guidelines for fair play and for what
might make a better experience, they are not the physics of
the game world and you should never treat them as such.
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CHAPTER 1 - PLAYING THE GAME
21
CHAPTER 1 - PLAYING THE GAME
22
CHAPTER 1 - PLAYING THE GAME
Mecha have a Defense equal to their Guard plus 5. “Maims” in this game represent damage that disables
A success with your Might Test will inflict Damage equal equipment in those limbs, without necessarily having the
to how much the roll beat the Defense by, reducing the limb itself destroyed. So if your Mecha’s Legs are Maimed,
defender’s current Threshold Level by that much. Mecha anything installed there no longer works, but that does not
have four Levels of Threshold. make the Mecha topple over. In the same fashion the Torso
can be Maimed without the body exploding. Otherwise,
All Damage that reduces the defender's Threshold combat would consist entirely of making called shots at an
down one Level will Maim one of the defender's Areas, enemy’s weak point to finish them off ASAP. That might be
disabling any Upgrades and Weapons installed there. The fun once or twice but would get old and repetitive very fast.
affected Area is dependent of the total amount of Damage
that was dealt. An odd Damage total will Maim an Area With that said, you can narrate the loss of entire limbs if
of the defender’s choice, and an even Damage total will you can make it work narratively—maybe your Mecha can
Maim an Area of the attacker’s choice. regrow limbs, has telekinetic equipment, or something else.
Generally speaking, it’s best if the defender explains how
Areas that have already been Maimed cannot be chosen the Maim happens, though they should take the attacker’s
twice. In the case that a single instance of Damage would input into consideration. You can say you tried to parry a
take down multiple Levels of Threshold, the defender and blade and it cut of your Mecha’s fingers, or you tried to
attacker alternate who gets to choose. jump out of the way of an explosion and it caught your
legs, or that you ducked under the giant energy beam but
When the Damage that causes a Maim is inflicted by the weren’t fast enough to save the head. Some descriptions
environment or by the damaged Unit themselves, then they will be more obvious than others, be creative.
choose the Area that will be Maimed.
When you lose one of your Areas you will want to sacrifice
However, like any good heroic protagonist, characters will one that will not be of much use for the rest of the fight, and
fight more fiercely the closer they are to defeat. The first when you Maim an opponent you should go for the most
time that a PC loses an individual Level of Threshold threatening or important Area. The narration will often make
during an Operation, they gain a Genre Point. This these Areas obvious, like when your opponent shoots la-
applies to the first three Levels, not the fourth. Losing the sers from their eyes or tries to crush you with a giant claw.
fourth Threshold Level simply Defeats you. When it is not so evident, you can either guess or use the
Knowledge is Power ability to peek at the enemy’s sheet.
When a Mecha loses all four Levels of Threshold and has
all of its non-Core Areas Maimed, it is Defeated and the The Core
Core ejects immediately. All Damage taken is repaired
away between Operations and Maimed Areas are likewise The Core is what holds the Mecha’s critical systems, such
restored to normal working condition. as the very Pilot riding it. The Core has the following rules:
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CHAPTER 1 - PLAYING THE GAME
The description should be appropriate to the result of the Might Test. An attack that massively overkills the enemy de-
serves a more grandiose description than one that barely gets the job done. If there was no Might Test, judge it entirely
based on the Damage dealt. Additionally, Suppression attacks are by definition more controlled and cause less collateral
damage, which should be taken into account as well.
Below you’ll find some examples of how to narrate a Dramatic Finish with your attacks, taking the above criteria into con-
sideration. Do also keep in mind that the appropriateness of a Dramatic Finish depends on the tone of the game and the
tech level of its setting. The group should have discussed, before starting the campaign, the levels of realism and serious-
ness that people should work with for their descriptions.
Low (15-) Might Test Without Spillover Damage: Your Low (15-) Might Test Without Spillover Damage: Your
sword locks against that of your adversary and it doesn’t shot missed the mark, but the bullet ricocheted multiple
look like you’ll be able to beat them in a swordfight. So you times in a frankly unbelievable fashion managing to hit the
grab their other arm, pull them in closer and proceed to enemy where their armor was most worn-off already, leav-
punch and kick until their mech is a pile of scrap metal. ing them unable to move. That was 100% intentional, you
swear.
High (31+) Might Test with 10+ Damage Overkill: Your
super robot burns bright red with a fiery battle aura. Pour- High (31+) Might Test with 10+ Damage Overkill: You
ing your soul into a mighty battlecry, you punch the enemy bet everything on your beam cannon, bypassing all limiters
into a mountain so hard that it makes the mountain partially and overloading your reactor to fire a single all-or-nothing
collapse, if not outright implode, on top of them. shot. The beam is so massive it is as wide and tall as your
mech, and so powerful it goes over the horizon and makes
Somewhere Between the Above: You stab your opponent random civilians far away from the battlefield think they saw
with your beam saber, pumping the mech’s power reserves a shooting star crossing the sky.
into it. The saber explodes outwards, energy piercing a
hole through the enemy, large enough that what is leftover Somewhere Between the Above: You dodge enemy with
of it serves as a windowed shield. a gracious somersault while spinning up your gatling gun,
landing right next to your target. Half a second after land-
Suppression Finish: You use your sword to cut the enemy ing, you annihilated them with a furious barrage of bullets
over a dozen times at lightning-fast speeds. You’ve system- that left their mech with more holes than a piece of cheese.
atically dissassembled their mech with such precision that
you can probably use most of the remains as spare parts.
Suppression Finish: You duck in and out of cover, taking
potshots at the enemy with your hand cannon, until eventu-
ally you catch them right as they’re exposing themselves.
With the accuracy of a competitive shooting champion, you
pick off their limbs until they’re just a harmless torso and
limp on the ground.
OPTIONAL RULE: MOBILE CORES
By default, Cores have no Speed score, and thus cannot move around. The pilots within are sitting ducks until rescued,
though they’re still more protected from collateral damage that way than they would be on foot.
You may want to change this by giving ejected Cores their Mecha’s Speed to let PCs and named NPCs be able to escape
from the battlefield on their own merits. You can accomplish this by saying the Core is a cockpit with jets installed and can
be flown like a plane, or by making the Core into a suit of power armor that regularly uses a combination of motion and
mental controls.
These mobile Cores are a good excuse for GMs to allow their PCs to go nuts with Dramatic Finishes against NPCs who
intend to use Live Another Day. Yes, you totally punched your rival with a missile that exploded on their face, obliterating
their mech, but they ejected seconds before that and escaped during the explosion.
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CHAPTER 1 - PLAYING THE GAME
Withering Terrain
Difficult Withering Terrain prevents giant robots (or your game’s
Rocky and uneven hills, deserts that clog your Mecha’s equivalent) from functioning properly. This could be a
joints with sand and bodies of water waist that force you strong magnetic disturbance, a swarm of critters that leech
to awkwardly swim your way around. These are all good on a mech’s power source or strange glowing crystal for-
examples of Difficult Terrain, known for how much it com- mations that cause your giant robot’s systems to malfunc-
plicates the lives of those trying to cross it. Units Halve tion. Whatever it is, Mecha in Withering Terrain are notice-
their Speed while they are within Difficult Terrain. This ably weakened.
means that for each Zone of Difficult Terrain you attempt to
cross, you have to spend two units of movement instead of When you start your Turn within Withering Terrain you only
one. regenerate half your Energy Attribute during that Turn.
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CHAPTER 2 - WRITING THE CHARACTER
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CHAPTER 2 - WRITING THE CHARACTER
Character Points
Characters can do anything, but not everything, and each thing they can do has a price in Character Points (CP). All
Player Characters have 100 Character Points to spend improving themselves. Creating a Character who is average
in all matters costs just a few points, but an invincible superhuman needs a lot of CP. You can spend your CP on three
things: Attributes, Skills and Traits. This chapter will teach you all there is to know about those. Don’t worry if you end
up with leftover CP, you can spend it later during the course of the game but they don’t count towards your Power Level.
Character Attributes
After picking a Concept, it is time to assign Attributes. No PC will never be The Very Best At Everything, so you will have
to prioritize some Attributes over others. It should be easy as long as you know your PC’s strongest and weakest points.
Or you can have a character who is decent at everything but they’re just not the best at anything either.
Attributes start at Rank 0, but you can increase their Rank by spending CP. To increase an Attribute’s Rank you must
spend a number of Character Points equal to the Rank your Attribute will reach. This means that increasing your
Fitness from 0 to 1 costs one Character Point, going from 1 to 2 costs two Character Points, and so on. And because to
get a 2 there you must first earn a 1, the total cost in Character Points from Rank 0 to Rank 2 is of 3 Character Points .
Rank 1 2 3 4 5 6 7 8 9 10
Cost 1 3 6 10 15 21 28 36 45 55
Costs get progressively more expensive because being average at most things is easier than being really, really good at
any one thing. Having one or more Attributes at 11 or higher is possible but prohibitively pricey and not recommended un-
less you are sure that you know what you are doing.
You can have one or more Attributes at 0, but that means the character has a serious handicap of some type. But it does
let you play more unique character concepts, such as a brilliant scientist in a wheelchair. If you want characters with big
strengths and big weaknesses, there you go.
For your convenience here is a quick reminder of what each Attribute does:
Fitness: Awareness:
Fitness is useful for circumstances that need raw strength, Awareness is useful for Scenes that need sharp senses as
quick reflexes and physical endurance. With Fitness you well as instincts. With Awareness you can spot someone
can climb trees, drive a motorcycle, and break down doors. tailing you, investigate a crime scene, and notice someone
Fitness is the primary Attribute used to fight other Charac- is lying. Awareness is a key defensive Attribute because it
tersand contributes to your Initiative during Matches. adds to your Defense.
Intellect: Willpower:
Intellect is the Attribute for circumstances that need training Willpower is used in instances that require patience and
in one or more technical skills as well as broad knowledge sheer stubbornness. With Willpower you can keep your
of theoretical sciences. With Intellect you can hack com- head cool while you’re being shot at or face to face with a
puters, perform f rst aid, and decode ciphered messages. giant monster. Willpower is not just the source of your Plot
Intellect is important because it governs a lot of Skills. Armor, it lets you keep going after you’ve lost it.
Charm: Resources:
Charm is the Attribute that lets you make friends and inf u- Resources handles assets external to your character like
ence people. With Charm you can give rousing speeches money, contacts and status. With Resources you can
and earn the trust of someone you’ve just met. Charm is an get other people to do your work for you or even let your
important Attribute because it lets you talk your way out of money do the talking. Resources can substitute for other
problematic situations before they get violent. Attributes in the right circumstances, making it very useful.
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CHAPTER 2 - WRITING THE CHARACTER
The way Skills work is simple: When you make a Test The second paragraph details the Attributes you usually
belonging to something covered by one of your Skills you would Test when using the Skill in question.
gain an Advantage to said Test. Generalist Skills apply to
any situation in which a Skill can be used, while Specialist Possible Specializations: A few examples of how you
Skills only apply to a single subject within the Skill’s portfo- may Specialize with this Skill. Specializations are not lim-
lio. Specialists only gain an Advantage when using that ited to the presented ones, they are just examples.
skill’s chosen Specialization.
Possible Advantages: Example circumstances during
The Resources Attribute can be used to replace nearly any which your Character would have an easier time, gaining
Skill you do not have, as long as you have enough money, an Advantage to the Test.
friends or influence to back it up—and the time to call
someone to solve your problems for you. In Rules terms Possible Disadvantages: As above but reversed, describ-
this means you can Test Resources in place of another ing circumstances in which you’ve got it harder and thus
Attribute and Skill combination to have someone else suffer a Disadvantage.
do your work, but being successful will inflict a Disad-
vantage to all further Resource Tests for that same Sample Tests: A few typical (and sometimes not-so typi-
Episode. Resources alone can only get you so far. Money cal) appropriate Skill Tests, including the Difficulty Numbers
runs dry and contacts have problems of their own. and type of Test necessary. There are near infinite uses for
every Skill though, these are just a demonstration.
The use of Resources depends on having the time and
means to find the help you need. Some urgencies might
place a Disadvantage to the Test, while others make the
use of Resources outright impossible. You can use Re-
sources in place of Craftsmanship to have someone fix a
broken machine while you’re away doing something else,
but you cannot use it to defuse a bomb that is about to go
off.
One aspect of Mecha fiction—and most fiction in general—that does not often agree with reality is the portrayal of skill-
sets in both theoretical and practical knowledge.
In fiction, most Characters are masters of their fields to a ridiculous degree. A person who is "good at sports" will be good
at all of them at once, the brightest member of the team is an omni-scientist who can juggle most types of applied and
theoretical sciences, and someone with an useful contact will have a network that can conjure favors like they’re magic.
Sometimes this kind of thing is closer to reality. Soldiers are not taught only how to fire a gun without ever touching on
how unarmed combat works, for example. In most cases though, this is not how real skillsets work. A chef is not a mas-
ter of demolitions, the tech support guy is not necessarily a hacker and a chessmaster should not be commanding real
armies.
Battle Century G leaves you to choose how you want to go about things. You may keep the generalist approach and en-
joy all the benefits of the game’s broadly defined Skills or you may choose to use Specializations for a lower CP cost, but
have a harder time when you’re not using your specialty.
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CHAPTER 2 - WRITING THE CHARACTER
Possible Disadvantages: Trying to climb a sheer slope, Sample Tests: Attacking another with a physical weapon
running around debris, swimming against the current. (DN Defense), engaging another in a chess duel (DN Con-
tested Combat), breaking down a creaking wooden door
Sample Tests: Jumping from one rooftop to another (DN (DN 5).
10), a foot chase (DN Contested Athletics), crossing the
English Channel (DN 15). Deception
The art of bluffing, encompassing fast-talk, convincing lies,
Craftsmanship and a fair degree of acting skill. Note that putting up an act
What do painters, masons and engineers have in com- that doesn’t actually do anything but get other people’s at-
mon? This Skill. Those with Craftsmanship are able to tention is the domain of the Presence skill instead.
create and repair physical objects, knowing how to tackle
larger projects like those of architecture or engineering. Deception generally uses Charm, though Intellect can
apply in the case of more technically elaborate and imper-
Craftsmanship Tests are usually Extended. Craftsmanship sonal scams. If you want to intimidate someone with physi-
requires Charm when used to create a work of art, uses cal harm, that’s Fitness. The target of your Deception must
Intellect when planning more mechanical, chemical or Test Contested Awareness to resist.
architectural projects and Fitness when you’re otherwise
working hands-on to fix or craft something simple. Possible Specializations: Disguises, Threats, Seduction.
Possible Specializations: Cooking, Demolitions, Poetry. Possible Advantages: Victim is desperate for what you
have to offer, the person you are impersonating looks like
Possible Advantages: Extremely rare and high quality you, the papers you are forging are the same kind that you
ingredients, you have a bomb defusing manual, someone regularly write officially.
else takes care of your responsibilities for the duration of
your crafting. Possible Disadvantages: There are ‘wanted’ signs with
your face on them, trying to fool a wide audience, you don’t
Possible Disadvantages: Distracting noises all day long, have experience with the papers you are trying to forge.
improvised working area, ingredients are poor quality or
need suboptimal substitutions. Sample Tests: Convincing a guard that you just forgot your
ID, selling fake goods, empty threats and intimidatory bluffs
Sample Tests: Building a tree house (DN 10), disarming a (All DN Contested Awareness).
bomb (DN 15), writing a manifesto that will rally the masses
(DN 20).
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CHAPTER 2 - WRITING THE CHARACTER
Diplomacy Electronics
Diplomacy expresses a sincere desire to win someone This Skill distinguishes those who know how to use elec-
over. It can be used to calm down an angry person, change tronic gadgets of all sorts.You may use Electronics as a
someone’s mind or seduce someone you fancy, but the replacement for other Skills when a computer could do all
interest in doing so must be genuine. the work for you. This will almost always take more time
than if you did so yourself, though.
Diplomacy almost always uses Charm, though Intellect
may be used to overwhelm people with information. You Electronics always uses Intellect.
may also use Fitness to physically intimidate others, but
only if you actually intend to throw down with them should Possible Specializations: Communications, Hardware,
they not back off. The target of your Diplomacy must Test Hacking.
Contested Willpower to resist. Their failure does not neces-
sarily mean they’ve changed their mind, they might back off Possible Advantages: Access to a supercomputer, task is
for now but get mad at you for it. easily automated, vast library of reference material for what
you are researching.
Possible Specializations: Haggling, Negotiating Peace
Talks, Philosophical Debates. Possible Disadvantages: Computer is old or otherwise
subpar, the task is tedious and the computer easily screws
Possible Advantages: Target is greedy and easily bribed, it up if left on its own, slow internet connection.
target respects your good reputation, target fears your
infamous reputation. Sample Tests: Looking up simple information (DN 5), stop-
ping someone trying to hack into your system (DN Contest-
Possible Disadvantages: Trying to sweet talk multiple ed Electronics), disabling a security system (DN 15).
people at once, convincing someone who dislikes you, you
look like a deranged lunatic that hasn’t slept in days. Humanities
The social and behavioural sciences—those that study
Sample Tests: Getting a few free drinks from someone people. Humanities as a Skill is used to research a subject,
you just met, making an emotional appeal to the jury, nego- appraise an antique, and similar tasks that require broad
tiating for a cease-fire (All DN Contested Willpower). knowledge of such subjects. Training in Humanities does
not necessarily make a character older, just more knowl-
Finesse edgeable. Humanities is only for theoretical knowledge, for
Employing flexibility and hand-eye coordination over mus- example a therapist needs real people skills to go with their
cle power and resilience, Finesse is the Skill for pickpocket- book learning, such as Diplomacy.
ing and juggling small objects or for walking on a tightrope.
Humanities will use the Intellect Attribute for all Tests.
Finesse always is paired with the Fitness Attribute since
slipping out of manacles or picking a lock demands more Possible Specializations: Anthropology, Law, Psychology.
physical dexterity than anything else.
Possible Advantages: You know someone who was part
Possible Specializations: Escapism, Lockpicking, Pick- of the cult you’re researching, one of your parents was a
pocketing. lawyer who would handle cases related to these laws, this
exact matter was the subject of your thesis.
Possible Advantages: An object easy to palm, quality
breaking and entering tools, target is distracted. Possible Disadvantages: Trying to research an unusually
obscure topic, the text wasn’t written by humans, you re-
Possible Disadvantages: Handling large objects, restric- member the classes related to this subject and not paying
tive clothing, watchful eyes on object of choice. attention during them.
Sample Tests: Diving for cover when a firefight breaks out Sample Tests: Checking a legal document for loopholes
(DN 5), cautiously stealing a purse (DN Contested Aware- (DN 5), analyze human remains to learn about the culture
ness) cracking open a state of the art safe (DN 15). they came from (DN 10), translating an ancient alien civili-
zation’s hyeroglyphs (DN 15).
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CHAPTER 2 - WRITING THE CHARACTER
Investigation Medicine
The investigator gathers information and filters what is true The old and proud tradition of keeping other people alive
or useful from that which is false or background noise. You and in good health. Medicine also comes with knowledge
may use Investigation to notice a secret passage in the about the capabilities and limitations of the human body
creepy mansion, or to bar-hop and ask if people have seen and mind. The most obvious and common use of Medicine
a missing child. Investigation takes time and is about trial is to diagnose and treat illnesses. These can be physical or
and error, where Diplomacy is more straightforward. mental, but you can also combine it with Craftsmanship to
do pharmacy work.
Investigation uses Awareness at all times, since it is less
about finding new information (which you obtain through Medicine needs Intellect in both its theoretical and practi-
other Skills) and it is more about interpreting details over a cal applications.
period of time.
Possible Specializations: Diagnostics, Forensics, Veteri-
Possible Specializations: Crime Scenes, Interrogation, nary.
Puzzles & Riddles.
Possible Advantages: Helpful assistants, stable and co-
Possible Advantages: Unrestricted access to crime operative patient, access to family medical histories.
scene, the prisoner fears you, a team to help you notice
things or bounce ideas off of. Possible Disadvantages: Treating a patient who is in criti-
cal condition, uncooperative, or with multiple contradicting
Possible Disadvantages: Subjects are unwilling to aid symptoms.
you, looking for impossibly small objects or clues, some of
the evidence is planted. Sample Tests: Diagnosing a patient (DN 5), First aid (DN
10), Eye surgery (DN 15).
Sample Tests: Fishing for information from your contacts
(DN 5), following a paper trail (DN 10), getting information Sciences
from a captive enemy (DN Contested Deception). The scientist is a character who pursues one or more of
the “hard sciences”. This Skill corresponds to activities like
Presence solving a mathematical problem, identifying a rare breed of
Sometimes you just want to get people’s attention, and animal, and reciting the table of elements by memory. Much
Presence does exactly that. When you want to impress like with Humanities, Sciences is not necessarily indicative
others with a performance of song, fast talk or an elaborate of an older character, though it does cause more eye rolling
speech, you use Presence. when given to young characters.
Presence draws from Charm the grand majority of the Sciences will use the Intellect Attribute for all Tests.
time. Intellect applies when trying to confuse people with
jargon or buzzwords. Fitness can also apply to do per- Possible Specializations: Astronomy, Zoology, Physics.
formances via athletic tricks, making a Mixed Test with
Finesse. Possible Advantages: Access to a supercomputer, quiet
working space, lots of reference material.
Possible Specializations: Dance, Speeches, Technobab-
ble. Possible Disadvantages: Subject matter of research is
obscure, analyzing a sample in poor condition or contami-
Possible Advantages: You’ve rehearsed the act previ- nated, dealing with impossible geometry the human mind
ously, the public is drunk and in a good mood, your speech cannot comprehend.
relates strongly to what the audience cares about.
Sample Tests: Identifying a strange animal (DN 5), accu-
Possible Disadvantages: Terrible ambience, poor quality rately predicting the weather for the next day (DN 10), figur-
microphones or other such equipment, hecklers. ing out if and when a meteorite is going to make impact
(DN 15),
Sample Tests: Telling a very good joke (DN 5), Distracting
others through fast talk (DN Contested Awareness), an epic
speech that will make people drop whatever they’re doing
and follow you (DN 20).
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Stealth Vehicles
The stealthy character excels both at not being seen and This Skill is for operating all sorts of vehicles that aren’t gi-
at hiding in plain sight. Stealth can be used to camouflage ant robots. You sail, fly or drive as well as perform mainte-
or hide yourself, but also to shadow someone while con- nance on your machines.
cealing your presence in a crowd. But before you ask, a
character with Stealth cannot just disappear from view Vehicles depends on Fitness when you are operating the
without actually hiding first. machines to move around, and Intellect when you are
working in your garage or equivalent.
Stealth is a Fitness based Skill, for obvious reasons, and it
would require an unusual scenario for that to change. Often Possible Specializations: Helicopters, Motorcycles,
Stealth is used in Mixed Tests, along with the action that is Tanks.
attempted to be taken stealthily.
Possible Advantages: A top of the line vehicle, luxury or
Possible Specializations: Camouflage, Crowds, Shadow- otherwise high quality tools, a vast stockpile of spare parts.
ing, Silent Movement, Smuggling small objects.
Possible Disadvantages: Driving through rocky terrain,
Possible Advantages: Poor lighting, distracted target, toolbox is incomplete or tools are in poor condition, the
soundless environment such as a vacuum. parts required for the fix are difficult to acquire.
Possible Disadvantages: Distinguishing clothes, noisy Sample Tests: Tailing, escaping, or being in pursuit of one
equipment such as body armor, paranoid target. or more vehicles (DN Contested Vehicles).
Battle Century G is not a game that cares about inventory management. Someone trained in a given Skill should pretty
much always have whatever they need on hand to use said Skill without issue. Sometimes, though, the PCs are caught
unprepared or lack the training that entitles them to have said gear. In that case, you may need to reference the list here
below to check whether the PC can use said Skill or not and if they suffer any Disadvantages for it.
Combat suffers a Disadvantage only when you’re using it unarmed against someone else who is armed.
Craftsmanship, Medicine and Survival suffer a Disadvantage if you use them without appropriate equipment.
Electronics and Vehicles, logically, cannot be used at all without the items that they’re named after.
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CHAPTER 2 - WRITING THE CHARACTER
When you train in a Miracle that can be used to perform All uses of Force revolve around Fitness to aim and
Offensive Tests (Electricity, Force, Phantasm, Phas- manipulate all that kinetic energy properly as if it were an
ing, Somatics or Temperature) you may select two 5 CP extension of your own body. You can also use Force defen-
Deathblow Traits or a single 10 CP Deathblow Trait. sively. This is a Maneuver Action that also Tests Fitness
You learn those Deathblows, but may only apply them to inflict a Disadvantage to anyone who attacks you for
to that Miracle Skill. You can still train the Deathblows nor- each multiple of 5 met with the result.
mally to gain additional uses of them. If you pick a Speciali-
zation for those Skills that doesn’t enable making Offensive Possible Specializations: Offensive Tests, Manipulating
Tests, you don’t get the free Deathblows. inorganic matter, Affecting living creatures.
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CHAPTER 2 - WRITING THE CHARACTER
Fortune Matter
Fortune is the ability to manipulate the threads of fate Through this Miracle a character is able to manipulate solid
through good or ill luck. It is a subtle power, making the objects with a touch. They can be anything from complex
user seem to have an uncanny intuition for who to ask metallic alloys to a raw chunk of uranium. Doors can be re-
for assistance or where to look for a plot-critical item. The inforced, swords can be sharpened... And yet turning lead
blessings of Fortune let you find exactly who or what you into gold remains impossible. As a general rule doing any-
need at the perfect time. You will discover rare items on a thing to objects that are large, complex or huge in mass will
garage sale, catch people when they would be most des- be ludicrously difficult to achieve. Matter may only reshape
perate to owe you a favor, and run into your biggest fans things, it cannot create something out of nothing.
whom you never even knew until just now.
Intellect will let you improve anything of solid substance,
Fortune will enhance Resources Tests with an Advan- break it down or reshape it. It can add an Advantage to
tage and makes it a Miracle Test. It does not take an Action uses of the Craftsmanship Skill and reduce the required
to activate. A success earned through Fortune does not time for Extended Tests by one category (from one Week to
make further Resources Tests made during the same Epi- one Day to one Hour to one Minute to Instantaneous) at the
sode to suffer any Disadvantages. cost of one Disadvantage per tier you’d like to decrease.
Matter has no effect on living beings, at most it only works
Possible Specializations: Equipment Tests, Information on dead tissue, and if you use it on anything electronic the
gathering, Hiring someone else’s services.. object will break.
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Phantasm Phasing
You possess the power to craft illusions and mirages You can turn yourself partially insubstantial to pass through
that can be just as convincing as the real thing. You must solid objects like a ghost. This means you can walk through
concentrate and visualize what you want—or don’t want— walls or let speeding cars go through you without harm.
others to perceive. Your illusions are no more or less than While in this state you can effectively make yourself nearly
implanting sensory perception into the victim so thoroughly immune to anything that threatens you. You can choose
that the effects might as well be real. Phantasms may be which parts of you are substantial and which ones aren’t
projected within your line of sight. too, so you won’t fall through the floor or suffer other side
efffects. You can even use Phasing offensively, attacking
Phantasm Tests make use of Awareness and need to beat people through body armor,
the Defense of onlookers to be believable. At the cost of
suffering a Disadvantage, Phantasm may be used as a Phasing through objects requires a Fitness Test. No matter
mental attack, crafting an illusion so realistic others will feel the result you can always choose to let things affect you as
it real (like shooting someone with an illusionary gun) and normal while this Miracle is active. Using it to enhance an
they will suffer Damage like with any Offensive Test. You attack adds an Advantage to a Combat Test. Defending
can also use it defensively, this way you take a Maneu- yourself via Phasing is a Maneuver Action that also
ver Action that also Tests Awareness to inflict a Disad- Tests Fitness to inflict a Disadvantage to anyone who
vantage to anyone who attacks you for each multiple attacks you for each multiple of 5 met with the result.
of 5 met with the result. You cannot protect allies with a Maneuver enhanced
through Phasing.
Possible Specializations: Offensive Tests, Defensive
Tests, Self disguises/invisibility. Possible Specializations: Offensive Tests, Defensive
Tests, Passing through inert objects.
Possible Advantages: Illusion is well suited to the envi-
ronment, victim is in a suggestive state, gear and clothing Possible Advantages: Substance is very small, very soft,
to match your illusory disguise. or not a solid.
Possible Disadvantages: Unbelievable conditions, victim Possible Disadvantages: Substance is very hard, a com-
suspects something is wrong, user has difficulty concen- posite material, or moving at fast speeds.
trating.
Sample Tests: Passing through a single solid wall (DN 5),
Sample Tests: Imitating another’s looks and voice, chang- passing through a vast defensive perimeter (DN 15), de-
ing the writing on a letter (Both DN Defense), creating an fending yourself from enemy attacks (Special, see above).
illusory copy of you to act as a decoy (Special, see above).
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Portal Probing
Your hands can rip open wormholes in spacetime, creating The most basic use of this Miracle is reading the minds of
oval-shaped glowing “Windows” that lead to other places. people and communicating with them telepathically. But it
You can step through these Windows to go to the other can also manipulate others with the art of suggestion, play-
side, but both Windows must be set in advance at the spe- ing the role of the whispering devil sitting on their shoulder.
cific locations. You cannot set more than two Windows at You must have line of sight with the subject.
a time. You may also use Portal to create your own pocket
dimension in which you can hide objects, yourself or even You can send telepathic messages in the form of a voice,
have incoming attacks flail harmlessly at the void. text or images through Charm. The next type of Test is one
of Awareness versus a Willpower Test from the subject
Portal Tests are always made using Awareness. To set a to read their surface thoughts. Finally, you may also Test
Window you must press your hands against the surface Charm against Contested Willpower to plant thoughts
of a solid non-living object. If the object is destroyed, so is inside someone’s head. Repeated failed attempts, unsubtle
the Window. You don’t have to maintain the existence of a comments or questions, and generally suspicious uses of
Window with further Actions and can dismiss an existing this Miracle will make the subject thing something’s up, and
Window or pocket dimension at any time without having to once they become paranoid they will intuitively know you
spend an Action. When you dismiss a pocket dimension, have something to do with it.
anything that was inside of it reappears where it was last
seen. Defending yourself via Portal is a Maneuver Ac- Possible Specializations: Telepathy, Mind Reading, Sug-
tion that also Tests Awareness to inflict a Disadvantage gestion.
to anyone who attacks you for each multiple of 5 met
with the result. Someone punching through your pocket Possible Advantages: Subject is unconscious, has good
dimension won’t take damage from it, they’ll just punch reason to do what you are suggesting or to think about
nothing before pulling their arm back. what you want to ask them.
Possible Specializations: Setting Windows, Pocket Di- Possible Disadvantages: Subject is very focused on the
mensions, Defensive Tests. task at hand, decidedly against the suggestion, or even of
exploring a question.
Possible Advantages: Placing a Window in an area you
know well and access frequently, hiding an object the size Sample Tests: Reading another’s mood, finding out what
of your palm or smaller, defending against projectiles. accomplishment another person is most proud of, giving a
sleeping victim nightmares (All DN Contested Willpower).
Possible Disadvantages: Placing a Window in an area
that is new to you or that you can’t access easily, Hiding an
object larger than yourself, defending against an explosion
or some other kind of attack larger than your body.
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Sight Temperature
Your Extra Sensory Perception provides you with subtle This Miracle controls the unseen thermal forces around
clues about specific things and warns you of impending your person. You can make the environment and objects
danger, but it does so in odd manners. Perhaps you feel cooler or hotter, even using it to attack enemies, but it
a certain pressure from important people, or you can hear draws power from your emotions. It is easier to go cold if
the ringing of a bell when something is threatening you, you are calm and to go hot if you are excited. You need to
or you suddenly recall seeing yourself how to do this in a be within an environment with oxygen in order to use this
dream. power, and it will not work even in a partial vacuum.
Sight adds an Advantage to any Awareness Test and You may use Charm to influence your surroundings, gener-
makes it a Miracle Test (if it isn’t already). It does not take ally no further than your current Zone. This Skill can burn or
an Action to activate. freeze others, but it will require the environment to provide
a bonfire or windy frost to draw power from. Attempting an
Possible Specializations: General Skill Tests, Miracle Offensive Test in an improper environment will be at a Dis-
Skill Tests, Unskilled Awareness Tests. advantage. You may create these conditions on your own,
but you need to stop maintaining the effects to make your
Possible Advantages: As Awareness Tests. attack, effectively using them up.
Possible Disadvantages: As Awareness Tests. Possible Specializations: Offensive Tests, Cold, Heat.
Sample Tests: As Awareness Tests. Possible Advantages: A suitable environment (a sub zero
room or one on fire), being in the proper emotional state
Somatics (smooth or furious) or affecting materials that react easily
Somatics strengthens your body with superhuman power to temperature (nitrogen or flammables) according to the
for a few moments. With it you will punch holes into con- desired effect.
crete, outrun vehicles, and shoot targets blind.
Possible Disadvantages: Improper environment, emotion-
The use of Somatics adds an Advantage to any Fitness al state, or materials for the effect you are trying to achieve.
Test. and makes it a Miracle Test. It does not take an Ac-
tion to activate. Sample Tests: Making people feel uncomfortably hot or
cold to vacate an area (DN 10), creating the conditions for
Possible Specializations: Offensive Tests, General Skill an Offensive Temperature Test (DN 15), creating a bridge
Tests, Miracle Skill Tests. of ice or melting a steel door (DN 15).
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CHAPTER 2 - WRITING THE CHARACTER
Common Sense
General Trait (5)
Effect: Once per Episode the GM may discreetly inform
you that you are about to act on an idea that is not very
well thought-out or give you a clue as to where you should
go next if you are stumped for ideas. You should probably
pay attention when they do that.
You are fortunate enough to possess that which is the most
uncommon of all senses. You question things that other
people take for granted and make well-grounded decisions
thinking with your feet firmly on the ground.
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A Character trained in a Skill is assumed to have what they Call System (Specialist)
need to do their jobs. A nurse should have access to at Equipment Trait (5)
least a first aid kit, a computer technician to their laptop, Effect: Choose a Superior Proxy you own when you take
and a car mechanic should have a car to drive. Address this Trait. At any time, when you don’t have said Equipment
with your GM just what your PC has on hand or can re- on hand, you may have it come to you. Test Resources with
quest, if there is any doubt. a DN of 10, if you succeed the chosen Equipment is deliv-
ered to you at the beginning of your next Turn, otherwise it
Anything else that you want to have, especially if it wasn’t is delivered to you at the end of the current Scene.
predetermined beforehand and having it would get you out Your equipment delivers itself to you with the press of
of a jam, requires a Resources Test. Success means you a button, following the signal from a specially designed
either have it on hand or can buy/borrow it swiftly. watch.
Otherwise, the rules here deal with Equipment that is Possible Specializations: Smart Car (Vehicles), Automat-
special enough to be worth purchasing it as a Trait. Equip- ed Surveillance Drone (Investigation), Wilderness Exosuit
ment may also be obtained through Equipment Tests or (Survival).
by roleplaying, borrowing it from powerful friends or loot-
ing it from enemies. These items are temporary and stop Ether Drive (Specialist)
working, goes missing, must be returned to their owner, or Equipment Trait (5)
something to that effect at the end of an Episode. Unless Effect: Choose a Miracle Skill and one Specialization when
you have purchased your Equipment as a Trait, it is you take this Trait. You may use said Miracle’s Specializa-
not going to be a permanent feature. If you do purchase tion, though without any Advantages to Tests. If this Spe-
Equipment with CP and the item is consumed on use, cialization can make Offensive Tests, you get the bonus
breaks down, or has become otherwise useless, it can Deathblows as well. The Ether Drive will act as a Proxy
be replaced with a new one (or repaired back to function) taking the Damage in your stead.
between Episodes. These are experimental Exosuit add-ons of Steel Dragon
Industries’ R&D. Created from body parts of particularly
Multiple Equipment Traits that grant Advantages to the dangerous Mechabeast types, they can approximate
same Skill do not stack. You can still benefit from other psychic phenomena without any kickback or addictive ef-
secondary effects, but you only get Advantages to Skill fects on the user. The tradeoff is that they’re much more
Tests from one of them at a time. expensive to produce than Glow and their internal batteries
are not efficient enough to be used more than a handful of
times per day.
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Deathblows
How a Character fights is not really all that important to the game’s rules. You can shoot a gun, a sword or yo-yos and it
all means the same thing. Most of the time, anyway. Deathblows are the thing that makes combat specialists stand out
from everyone else, they are special techniques that add unique effects to the results your regular Combat Test. Before
rolling an Offensive Test, you may call out a Deathblow to grant the Test in question its effects. Deathblows may
apply to the Combat, Vehicles and some Miracle (Electricity, Force, Phantasm, Phasing, Somatics or Temperature) Skills.
A Deathblow represents you putting extra effort into your assault to make it more effective. It can be can be anything from
deciding you want to unload your whole cartridge at once to chucking your melee weapons at some poor sap. The use of
a Deathblow grants an Advantage to the Offensive Test if it has a cost of 5 CP or two Advantages if it costs 10 CP.
Each Deathblow may only be used once per Episode. Mecha are immune to Deathblows, they just have no effect on
giant robots.
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Anomalies Technobane
Anomaly Trait (0)
In a similar vein to Miracles, Anomalies are Traits for those Effect: Once per Episode you may disable any modern
characters who can do things that should by all means be piece of machinery or electronics no larger than yourself
impossible. Unlike other Traits, Anomalies do not cost any in your presence, causing it to malfunction or outright
CP, but they have a hefty downside to them. breaking it for the duration of a Scene. All Tests using the
Electronics or Vehicles Skills, or those involving Equipment
Traits are at a Disadvantage.
Cyborg
You have cybernetic implants to create a miniature and
Anomaly Trait (0)
short-lived electromagnetic pulse with which to disrupt
Effect: You are immune to damage from vacuums, toxins
modern appliances. Unfortunately, this appears to have
and illnesses plus you do not need to eat or sleep —though
an effect even when you’re not trying to make use of it,
doing so does helps you keep your sanity. You suffer a Dis-
as even your own appliances tend to not work properly or
advantage to the use of Charm with any Test, as well as to
break down faster than usual around you. Thankfully, you
any Awareness Test made to contest Diplomacy or Deceit.
do not have any effect on anything bigger than yourself,
You’re the owner of a body more metal than meat. You
such as mechs.
could be one of the rare people who prefer cybernetic mod-
ifications over mycoware, or one of the rare cyborgs that
escaped the Technocracy’s conditioning to join the Grid. Wild
Anomaly Trait (0)
Nightmare Effect: You gain an Advantage to all Awareness Tests and
Anomaly Trait (0) uses of the Survival Skill in the wild. You may speak with
Effect: Once per episode you may Test Charm and Pres- mundane Earth animals, translating sounds they make into
ence as an Offensive Test against any number of charac- simple and short sentences in your head—think “Master is
ters that can see or hear you. Any characters that aren’t angry” or “Timmy fell down the well”. This grants you an Ad-
defeated by this Offensive Test will suffer a Disadvantage vantage to interactions with them. All Tests using Intellect
to all Tests for the rest of the Scene. Any uses of Charm for or Resources that don’t fit the previously mentioned criteria
purposes other than intimidation are at a Disadvantage. are at a Disadvantage.
Your body has been modified to look particularly intimida- You have been genetically engineered with traits taken
tory in some way. Your modifications make it difficult to from other animals rather than fungus-based mycoware.
socialize normally, but weaponize your natural charm to This has made you an excellent survivalist with a natural
paralyze or induce panic in your enemies with a look. talent to communicate with plants and animals. Yes, even
Mechabeasts. The cost of this advantage is that you strug-
gle to deal with abstract concepts, impacting your ability
Undying
to socialize and function in a society defined by things like
Anomaly Trait (0)
“morality”, “economy”, and “identity”.
Effect: At the end of a Scene in which you took Damage
past your first Layer of Plot Armor, you are fully healed
back to normal. But for each Layer beyond the first healed
this way you suffer a Disadvantage to all Tests for the rest
of the Episode.
Most mycotypal humans have a stronger immune system
and a faster metabolic healing rate compared to traditional
humans. In extremely rare mutations, that trait is even
more potent, to the point of being able to regrow missing
limbs. The problem with this ‘advantage’ is that such re-
generation is a notoriously painful and exhausting process
that takes several days of rest. Regenerative Mikes tend to
eat twice as much as other people (or require twice as long
under the sun as other Mikes) to fuel an ability that they
probably don’t even need unless they’re part of the armed
forces and are getting shot at or blown up regularly.
Miracles and Anomalies may or may not be allowed depending on the game’s setting. A grim and dark war drama going
for realism would not be much of one with characters who can fly, regrow missing limbs, and read other’s thoughts. More
than that, they should be true to their names and feel Miraculous or Anomalous. Rare and unique superpowers stop being
special when every PC and NPC has them, after all.
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CHAPTER 2 - WRITING THE CHARACTER
Alien Anomalies
These Anomalies are a little bit different. When you take one of them, you gain one of two Miracles it offers you without
having to spend any CP to purchase it. You may purchase the same Miracle later with CP to lose the Anomaly and not
have to suffer its downsides anymore. These Alien Anomalies are not compatible with the Enhanced Human Trait.
Alien Anomalies are harsher than other Anomalies and will make PCs have considerable trouble passing as normal hu-
mans. With that said, most have a comedic tone to their flavor text because they’re meant for PCs whose troubles to fit in
result in whimsical shenanigans rather than serious drama. This is ideal for spies in games with lighter tones, where literal
extraterrestrials could send someone over to live among the humans and said spy does silly things like eat food wrappers
or walk into the wrong bathrooms. Alien Anomalies come with their own clause to get rid of them as a way to represent
how the PC finally adjusts to society, as is common for characters of this kind to do in fiction.
As always, remember you can take advantage of the effect-based nature of the system and change the flavor of these
Traits to better suit your character. Some are appropriate for humans coming from (very, very) different cultures and you
can justify the free Miracles as sufficiently advanced technology, instead of being a biological difference.
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CHAPTER 2 - WRITING THE CHARACTER
If you’re making a character by yourself, then you should Point is, a PC has something that keeps them going and
consider pausing the process right now. The next step will drives them forward. It can be a tangible goal (To avenge
be at the very least difficult to do without knowing what kind their family) or something abstract like a personal code
of game you will be in and what group of characters you’ll (To uphold the truth over all else) Discuss your idea for a
play with. A big part of this step is figuring out what will Reason with the GM and make sure it has a place in the
make for the most fun group dynamics. game. A PC will earn Genre Points from their Reason when
they actively pursue it, going through hardships for what
Genre Themes, or just Themes, are the core of what your they believe in.
PC’s life revolves around when off the battlefield. They’re
the patterns, cliches, or leitmotifs that your PC will explore EXAMPLE REASONS
through the course of Episodes. Genre Themes come in
three kinds: Reasons are the PC’s personal motivation, Justice: You act out of a deep personal sense of what is
Typecasts are your PC’s role within their group, and right and wrong. This may entail making a few enemies out
Banes are your PC’s most fatal flaw. You need one of of people you’d otherwise have no need to cross and resist-
each for your PC. ing offers to look the other way when they come up.
Whenever you roleplay in a way according to your PC’s Knowledge: The world is full of mysteries and you can’t
Genre Themes and it advances the plot, makes scenes help but to search for answers, then share them with oth-
more interesting, or gets the PC in trouble you gain a ers. Sometimes your inquisitiveness overwhelms your
Genre Point. The more a character struggles to overcome sense of self preservation or makes you vulnerable to hold-
the trials and tribulations in their way, the more they grow ers of secrets whose temptations you struggle to resist.
and change as a person and the more Genre Points you
get. Themes benefit you, the Player, even if they tend to be Nature: You want to protect the environment as a whole.
a complication for the Characters themselves. This means you go to great lengths to minimize damage to
areas with abundant wildlife and oppose those who disre-
The GM can also use Genre Themes to try and compel gard damage (intentional or otherwise) to local ecosystems
PCs to act in a certain way. At any time the GM can offer a with their actions.
Player a single Genre Point in exchange for their PC taking
a certain action related to their Themes. Heir: You are the heir of important figures, seen as heroes
in their own right by many, and carry the burden of expecta-
This way the GM can persuade PCs into doing what is tions on your shoulders. In trying to live up to said expecta-
convenient for their plan or to roleplay in a way that the GM tions, sometimes you bite more than you can chew or do
thinks will be more interesting, while the PC gets to make what your parents would have done, instead of what you’d
more use of their Themes as well. Everybody wins! prefer to do.
Ultimately, keep in mind that Genre Themes serve two Duty: You are the exemplar soldier, a true believer in your
functions: They facilitate roleplaying and help the PCs tilt faction’s ideals who honorably serves their cause. You will
the game’s difficult fights in their favor. If your group does stand up for them when they come under criticism and are
not need the roleplaying guidance that Themes provide and even willing to take the fall for any controversies that arise if
prefer their fights to be on the harder side, you can ignore it means protecting public opinion of them.
Genre Themes entirely.
Family: You are doing this to protect your closest loved
ones, for whom you are responsible. The greater good of
the whole world is fine and all, but some people mean more
than the world to you.
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CHAPTER 2 - WRITING THE CHARACTER
The Typecast can be a general attitude with the entire Consider what you think The PC’s worst problem could be,
group (“I am your leader”) or a specific relationship with one and maybe even think about what is the worst ending their
member of the group (“Protective older brother“). Consult story could have, then discuss it with your GM to agree on
with the other Players to see whether the Theme will be ef- how this Bane will make your PC’s life that much harder. A
fective or not. The Typecasting can be one-sided or mutual, Bane only rewards Genre Points when it gives a PC trou-
it can be positive or negative. As long as a Theme causes ble, meaning it should be comparable in importance for the
interesting things to happen, you still get the Genre Points. PC as their Reason, so that if the two of them clash the PC
has to struggle to not succumb to their Bane.
EXAMPLE TYPECASTS
EXAMPLE BANES
Leadership: You are—or think you are—a born leader,
and will direct this troupe of unruly jerks to success even Failing Body: Your body can’t keep up with what you ask
if it is the last thing you do. Chances are that you adopt a of it. Maybe you’ve got a debilitating condition or it is the
bossy tone with the rest of the PCs, and tell them what they act of piloting your robot that impacts your health. Whatever
should be doing more often than they’d like. the case, you’ll be bedridden much of the time that you’d
otherwise be spending doing things.
Rookie: You are the new recruit on the team and you’re
going to try way too hard to impress everyone else so they Phobia: You suffer from a crippling phobia that threatens to
stop seeing you as a rookie. You could end up disobeying make you panic at the worst of times. You could be afraid of
orders to try and show off or end up being a doormat doing spiders, the ocean or even of being alone. Conveniently for
doing other people’s work for them so they’ll like you more. the narrative, the object of your phobia tends to conspicu-
ously show up every few sessions.
Peacemaker: No fighting allowed in this house! You have
made it your mission to make sure everyone gets along Addiction: You suffer a compulsion to engage in an activity
and cooler heads prevail when things could get heated. You or to consume a substance. You could be addicted a drug
might end up giving everyone personal counseling to help that gives you confidence and focus or to crushing others in
them get their issues in order. your favorite competitive game, for example. Whatever it is,
you feel like you can’t live without it, will do the impossible
Rivalry: You feel an intense rivalry for a certain other PC to get your fix and will react badly when you can’t get it.
or NPC, so much that foiling their plans and proving your
superiority makes every day that much more enjoyable. Berserker: You have either a short fuse or a legendary
This may be a real feud or an act that you play up for your wrath that knows no end. This can manifest as having to
own entertainment, shared between you two or a single- fight (or at least insult) any who offend, cross or provoke
sided affair. you to their face. Your rage might also be like a volcano,
dormant until it explodes in destructive fury.
Jokester: You are the least serious person in the group,
often embarrassing or annoying others for no good reason. Grandeur: You are exceedingly proud of yourself and your
When your presence lightens the mood or clears an uneasy competence, and like to boast about your accomplishments
tension, everyone is glad to have you around. Other times, which might or might not even be real. Naturally, this leads
though, you go too far and (deservedly) get your comeup- your mouth to writing checks that you can’t cash.
pance for it.
Softhearted: You are too kind for the trials and tribulations
Love: You are romantically interested in another PC or of war, and your pacifist tendencies will make you do some-
NPC. Whether this relationship is reciprocal or not, you’d thing stupid eventually. You may go out of your way to save
do anything for them. enemy lives or show mercy to someone who will make you
pay for it in cold-blooded revenge.
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Genre Powers are some of your character's most powerful Genre Powers are a big component of Battle Century G
abilities. fueled by Genre Points. The use of a Genre Power combat and they are a lot of fun to work into the narrative.
is a tilt in the balance of the fight, such as an improvised Here are a few ideas to get you started on how to do so.
new technique to overcome enemy defenses, a hidden
shield that stopped what would have been a lethal blow, or Cutscene: Your attack stands out because you narrate it
even a dramatic speech that encourages battered allies to in down to every detail, from how your bullets pierce the
rise and keep fighting. enemy’s own in mid-air to the use of multiple weapons into
one combo string for a particularly flashy finisher. Don’t
Genre Powers come in two types, each of which may be forget the speed lines in the background.
used at different times. Setup Powers can only be used
during your own Turn and before you take your Action, Technobabble: You explain, with all the pseudoscience
while Reaction Powers can be used any time. Reaction and made up words necessary, exactly why your super
Powers may be used in response to an enemy’s Actions move is incredible and no one could possibly have seen it
or even to other Genre Powers, and take effect before the coming or prevented it from being effective. Sometimes it is
thing they are responding to resolves. Some are so power- okay to tell rather than show.
ful and represent tricks so difficult to pull off that you can
only use them once per Operation. Flashback: You build up your badassery by remembering
at that exact moment a particular training lesson, emotive
All Genre Powers require you to spend one of your Genre moment, or other such memory that could provide an extra
Points to activate them. Remember that you start each oomph to overcome a great foe.
Episode with a number of Genre Points equal to your
Power Level. All PCs have the six Default Genre Pow- Secret Weapon: You did not wish for it to come to this, but
ers, plus you can pick and choose a number of addi- it has, and now you must unveil the forbidden secrets of
tional Genre Powers equal to your Power Level when your Mecha. Alternatively, you come up with a new way to
you create a Character. These bonus Powers can be from use your old weaponry that the Enemy just cannot escape
any of the various Power Categories. because they cannot improvise like you do.
You can’t take a Power multiple times unless it is marked Rousing Speech: There is too much at stake to let hard-
with (Specialist) next to the name. Similarily to Specialist ships overpower you. And you are going to make sure
Traits, you can have multiple versions of that Power if you those that would like to stop you know why it is not going
make a different choice each time you take it. to work. Feel free to elaborate about the meaning of love,
courage, hard work, memories, songs, or whatever it is that
fancies you best as a personal leitmotif.
Reading Powers
One Liner: Anything you do is automatically more awe-
All Powers follow an identical template. There are not many some if it is accompanied by a catchphrase, witty retort, or
rules to them other than their speed/type and Effect, so it’s bad pun. If you’ve got the advantage then you may also
a pretty short and simple entry. engage in more traditional trash talking. But that is a thing
that suits villains more; You don’t want to be caught saying
Power Name that your rival is ten years too early to defeat you, no?
Power Type
Effect: This block of text defines what happens when you
use the Power in question.
Each Power has an example of how to narrate their use.
You should go ahead and use them however you wish,
though. Just remember to make them cinematic!
Normally, Genre Powers are not diegetic elements. (Diegetic elements of a story are those that exist in-universe, which
Genre Powers, as narrative twists, are not) but you can make them diegetic if you’d like to. If your setting has psychic
powers, then Genre Powers are an ideal manifestation of each PC’s psychic ability manifesting in combat. Otherwise, they
can represent moves and skills like a signature technique, practiced formation between allies, or something else like that.
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Default Powers
These are the Powers that every PC gets for free, and they’re some of the most useful. Make sure you familiarize yourself
with them and keep them in mind at all times, because they will save you more often than you imagine.
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Alternative Powers
Alternative Powers aren’t acquired like other Genre Powers, instead you can exchange your Default Powers for them.
Each one has a direct analogue in one of the six Default Powers and you can give up one of those for its equivalent Alter-
native Power. The equivalences are listed at the end of each entry.
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Champion Powers
Champion Powers make the user an offensive and defensive powerhouse, and are thus useful to pretty much all PCs. A
good number of them are so powerful they may only be used once per Operation, so don’t plan to rely too much on them
and consider diversifying a little into other Power types.
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Trickster Powers
Trickster Genre Powers are a toolbox for special circumstances where you just need a very specific effect that is com-
pletely outside the reach of other Powers. They might not seem like much at times, but they can prove vital in overcoming
unexpected complications.
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Tactician Powers
Tactician Powers help you control how the battle is going. They keep friends in top fighting condition and weaken your
foes to make them easy pickings. You can mess with the battle plan of enemy forces, disable special abilities or just turn
the tide by empowering your weakened friends.
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Miscellaneous Powers
These Powers are a little bit loopier or more situational than the rest. They need a bigger emphasis on strategy and long
term thinking, working very well with some builds or against specific enemies, but not so well the rest of the time.
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You can spend these points on Attributes (using the rules found after the Attribute templates) or get more Skills and
Traits. The choice is yours, but don’t forget to note down this bonus CP so you don’t lose track of your Power Level.
Roleplaying Details
A PC is more than a collection of numbers. They are people with their own strengths and weaknesses, quirks endearing
and annoying alike. You should strive to make them feel like three-dimensional characters to further bring them to life.
The most crucial of these details is your Character's name, after which come other factors such as age, ethnicity, gender,
mannerisms, favorite food, clothes and whatever else you feel could ever be relevant.
If you are confident in your ability to improvise, leave most of these details blank and come up with them later. That way
you can adapt to what happens in the middle of a gaming session with whatever is most interesting at the time.
Talk with your fellow Players and see if there's any way in which you can use each other's ideas to build up a team that
works well together. Then feel free to go back and change your Attributes, Themes, Powers, and whatever else you want
to change after having this conversation.
The end of Chapter 6 has a Lifepath series of tables that can generate random character names, backstories, etc. Even if
some of the results don’t fit your setting, you can still use the tables as inspiration.
The Character Sheet will be there to remind you of what your PC can do when you’re stumped. It is also useful to keep
track of numbers, like how much XP you’ve earned.
It has enough space for a good number of Skills and Traits as well as a short description of what they do. You don’t
haveto get into details, just note down the basics. Note down any Specializations for your Skills or Traits as well, since
those are important.
• What are the Character's age and gender? Do they look and act the part?
• What are the Character's height and weight? Are they below average, above, or just in the middle?
• What is the Character's ethnicity? Do they have any culturally stereotypical physical and personality traits?
• What does the Character look like? Are they attractive? What is their color of hair, eyes and skin?
• How does the Character carry themselves? Are they confident, unassuming, or perhaps an attention seeker?
• What is the Character's social standing? Are they part of a ruling elite? Are they hard-working underclass?
• What did the Character do with their life before piloting a Mecha? Do they still do that? Were they good at it?
• How educated and savvy is the Character? Do they have a Ph.D? Are they street smart?
• What was it like for them to grow up? What was their family situation? Did they have many friends, few, any at all?
• Is the Character religious or spiritual? Do they like to think about metaphysics? Do they like to discuss philosophy?
• Is the Character politically engaged? What aspect of the system would they like to change?
• What does the Character do in their spare time? Do they have a hobby or are they workaholics?
• Is the Character an introvert or an extrovert? If they’re in the middle, what do they prefer?
• Does the Character respect tradition and the letter of the law? Do they believe that right and wrong are immutables?
• Is the Character imaginative and insightful? Do they help others realize their potential or do they help themselves?
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The first step are Attributes. Roland is a trained soldier who’s gifted with machines so his highest Attributes should be Fit-
ness and Intellect. Awareness, while less important, also suits an experienced and attentive man like him. The rest don’t
really matter as much and can take whatever leftover points are left. Fitness and Intellect will be at 5, while Awareness will
be at 4, for a total of 40 CP.
Then come Skills. Roland should have Fitness, Electronics and Craftsmanship (With a specialization on Engineering) to
represent his Concept. That was an easy 25 CP.
Few Traits stand out for his concept so we’re going to get creative and expand said concept a little bit. Roland is going to
have a Comrade, a woman by the name of Bertha Solaris who will be the captain of the battleship he’s on. Usually, they’d
be acquaintances, but the purchase of the Trait guarantees a closer and more meaningful relationship. That’s another 10
CP spent on Traits.
So far we’ve only spent 75 CP of the 130 that Roland gets, so we go on a bit of a spending spree making him stand out a
bit more. We end up with 5 Fitness, 5 Intellect, 4 Charm, 5 Awareness, 4 Willpower and 4 Resources for 75 CP on Attrib-
utes. Roland will be given the Combat Skill to become a decent hand-to-hand combatant and specialist. There’s still points
left, so we’ll also give him a form of psychic empathy that can read surface thoughts (Probing with a Specialization on
Mind Reading) for a total of 45 CP on Skills. We keep Traits as they are and, voila, 130 CP spent.
On to calculating his Defenses and Plot Armor. His Awareness is 5, plus 5 that makes Defense a 10. Roland’s Willpower is
5, so every Layer of Plot Armor can take up to 5 points of Damage for a total of 15.
As a PL1 Character, Roland is entitled to a single Genre Power. Usually, we would wait until we’re finished with the mech
to do this, but I’m going to spoil you: He’s going to take Trump Card (Finger Net & Bombardment) to represent the two
weapons he’s adding to his machine.
Our choice of Themes are Kindness, Love and Overworked. Roland is a complicated man, whose compassion for others
can be a source of strength and weakness. We’ve also made his personal life more complicated by giving him a romantic
interest in his boss, who doesn’t reciprocate—or at least not yet. Lastly, Roland is something of a workaholic who is al-
most always tinkering with one or more machines, losing sight of other things. The Character side of this PC is complete!
Below are some useful guidelines to keep in mind when doing the mechanical side of your Character:
Exceptions to the above guidelines do exist. Characters with high Resources or Jack of all Trades can get by without buy-
ing Skills, for example.
Unlike their mechs, the pilots are not guaranteed to see any direct combat. Talk with the GM and the rest of the group
about the likelihood of using the Match rules before anyone invests heavily into things like Deathblows or leaves their
Awareness and Willpower both at 1.
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Mecha Points
Much like with the Character, you can create and customize your Mecha to your liking. The process is exactly the same
as the one for the pilot, but using Mecha Points (MP) instead of Character Points. You get 100 MP to spend on Attrib-
utes, Upgrades and Weapons all three of which are explained in this same chapter. Remember that if you end up with
leftover MP you can still spend them later during the game, they just won’t count towards your Power Level
Mecha Attributes
Mecha Attributes are assigned exactly the same way you do Character Attributes, but the Attributes themselves are differ-
ent. To refresh your memory, all Mecha Attributes start at Rank 0, but you can increase them with MP.
Rank 1 2 3 4 5 6 7 8 9 10
Cost 1 3 6 10 15 21 28 36 45 55
Your Mecha’s first point in Guard will boost the Attribute from 0 to 1 for a cost of 1 MP. Enhancing their Energy from 0 to 4
will cost 10 MP because you have to pay for four individual increases of 1, 2, 3 and 4 MP.
You can try to take Mecha Attributes to Rank 11 and beyond if you want to, but much like with Character Attributes it will
be very costly and probably not worth the sacrifice. An Attribute at 0 represents a glaring weak point in the Mecha, either
as a design flaw or as a calculated risk. Certain Mecha might not need any Might or Energy at all, while others could get
by with low Systems or Speed. Having no Guard or Threshold is suicidal though. Don’t do that.
And here you can reference what each Mecha Attribute is good for in case you need a reminder:
Might: Energy:
Might is a pretty straightforward Attribute: You use it to Energy is the most versatile of Mecha Attributes, but also
shoot your Weapons. You could also use it to lift fallen the one that does the least on its own. You have to buy Up-
buildings or to carry a friendly deactivated Mecha, when grades and Weapons that require Energy in order to make
you’re not actively fighting. It is a crucial Attribute if you any use of it. All spent Energy regenerates back to full at
intend to use missiles, beam sabers, laser cannons or any the beginning of your Turn.
other direct method of attack.
Systems:
Guard: Systems is the most subtle Mecha Attribute, intended for
Guard is part of what makes your Defense. You are never use with support-oriented Upgrades and Weapons. With
going to roll a Guard Test, but it is an extremely important Systems you can extend the reach of Weapons, repair your
Attribute. Without any Guard you will be suffering more Allies out in the battlefield and call for support from NPCs.
Damage and will be shot down or forced to retreat more
often than others. Speed:
Speed does what its name says. It determines your Initia-
Threshold: tive and how many Zones you can Move with your Actions.
Threshold is your other defensive Attribute, being entirely Without a decent Speed Attribute you cannot chase down
the foundation of your four Threshold Levels. Threshold is Enemies who keep their distance and will always go last in
never rolled during Tests either, but it is still of utmost im- the Initiative Order.
portance to all Mecha. With low Threshold you will explode
after being hit once or twice.
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Areas Core
The Core is the cockpit of the Mecha, functioning as both
Mecha are a lot more resilient than people. They can the brain and heart of the mechanical body. Many of the
lose one or more limbs and keep fighting, then spend a more powerful Upgrades can only be allocated to the Core,
few days at the workshop and return good as new. In fact but no Weapons may be installed on it.
Mecha do get beat up and lose the function of their body
parts quite often during battle. Bullets pierce a joint and the Head
limb begins to malfunction. Sensors are burnt out rendering Serving thematically as a secondary Core of sorts, the
guns that relied on them unusable. And of course some- Head is usually for utility systems, like sensors or jammers.
times a giant beam sword chops off your arms and legs. It It is also a good location for cool but impractical weapons
just happens. like eye beams or mouth flamethrowers.
Battle Century G is an effects-based game. This means it is easy to ‘reskin’ anything a Mecha can do. To ‘reskin’ some-
thing is to change its narrative aspects, but leave the rules aspects intact. You can turn a Rocket Punch into a giant boo-
merang, for example. Since they both more or less do the same thing and the rules make sense for both, this works out
fine. Reskinning does not change the rules of the game at all, so you should go ahead and do it as much as you want.
Upgrades and Weapons aren’t the only things you can reskin. Areas can be interpreted differently as well, which is
crucial in order to make sense of Mecha with forms that aren’t entirely humanoid. Mecha can have different Left Arm and
Right Arm Areas without Legs, or Wings instead of a Head or even have all Areas renamed to Bow, Starboard, Stern and
Port sides to represent a battleship. Play around with the descriptions of Areas until you get something that you like.
Because Pilot Attributes, Skills and Traits don’t influence directly Mecha performance, you’re free to make any kind of
Character without worrying that they will not be a good pilot. Does this mean you can theoretically play an Intellect 2
Character who operates a Systems 8 Mecha? Yes it does. If you think you can make the idea work, go for it. It is your
responsibility to make a Character who is believable. Battle Century G gives you the freedom to play any concept you can
imagine. Use that freedom responsibly.
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Master Technician
Internal Upgrade (10)
Effect: When you use a Technique, you may spend 2
Energy to restore it after use, treating it as if its one-time
Tension bonus hadn’t been spent. If you used Missile Mas-
sacre, you don’t suffer Disadvantages to future attacks
against the target.
Your Gear has combat subroutines installed in it to facili-
tate pulling off tricky combat maneuvers more than once.
This way you can repeat supermoves in a sequence of
cinematic explosions.
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The optimal way to use Absorbing Armor and Custom Defense and is to take them twice and choose two opposite types
of Weapons (Melee and Shooting or Beam and non-Beam) so that they protect you against all Weapons when put to-
gether.
We could simply have had one Upgrade that costs 10 and protects against everything, but there are two good reasons we
didn’t:
Flexibility: You can mix and match different Active Defenses or even make a build with only 5 MP in Active Defenses if
you’re really pressed for MP.
Flavor: It lets you make each Active Defense more narratively important by giving them a different purpose and installing
it on a different Area.
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Restoration Resupply
External Upgrade (10)
Restoration Upgrades enable your unit to support others in Effect: As a Utility Action, you may restock any number of
the battlefield by performing quick repairs, handing off extra One Shot Weapons or Support Upgrades that have been
ammunition or charging them up with bonus energy during spent, spending that many of your available Restorations
a battle. You may use Restoration Upgrades a number per Operation instead of just one. You may use Resupply
of times equal to your Systems per Operation. This limi- on yourself or an Ally within 5 Zones, but all Weapons and
tation is for all Restoration Upgrades you own as a whole, Upgrades must belong to the same Unit.
not for each of them individually. You have a comically big backpack with all the supplies you
and your team could ever need to keep their weapons func-
G-Charger tional. It does not slow you down much, but it does stick out
External Upgrade (5) like a sore thumb so be careful to not letting it get caught in
Effect: As a Utility Action, you may increase your available the crossfire.
Energy by 5 until your next Turn.
You carry a multitude of batteries that can be activated to NICHE RESTORATIONS
boost your Gear with a surge of short-lived power.
The Restoration Upgrades with a 5 MP Cost are more
limited than the others. They’re primarily meant for the
Reload Subpilots of Combiner Units, for whom Reload is a cheaper
External Upgrade (5)
Resupply and the G-Charger gives the lead bonus Energy
Effect: As a Utility Action, you may restock a single One
during their Actions.
Shot Weapon or Support Upgrade of yours that has been
spent.
You’ve got magazines attached to your arms, backup
drones in your backpack, and more extras of everything
you use that you could possibly need.
Jury Rig
External Upgrade (10)
Effect: As a Utility Action, you may spend any amount of
Energy to restore that much Threshold to yourself or to any
one Ally within 5 Zones.
You carry a dispenser of fast-repair nanomachines and
enough metaphorical (or literal) duct tape to keep allies
from falling apart.
Regenerative
External Upgrade (10)
Effect: At the beginning of your Turn you may spend any
amount of Energy to restore that much Threshold to your-
self. This Upgrade uses two of your available Restorations
per Operation instead of just one.
The Familiar brand of mechs, those made from Mecha-
beasts, often have astounding regenerative properties to
fix their vital areas. These are greatly supplemented by
nanoskin alloy systems that also fix their armored shells.
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Mobility Overbooster
External Upgrade (10)
Mobility Upgrades enhance your... well, your mobility. They Effect: At the beginning of your Turn, you may spend 1 En-
let you bypass difficult environmental conditions, move ergy to Move up to 3 extra Zones with your next Action this
around in ways you normally wouldn’t be able to, or just Round, or 2 Energy to Move up to 5 extra Zones instead.
bump up your speed considerably. Originally thought up as a way to help with space explora-
tion and colonization, the Overbooster has been repur-
Maritime Module posed to provide Gears with frankly excessive bursts of
External Upgrade (5) speed in any environment.
Effect: At the beginning of your Turn, you may spend 1
Energy to gain the following benefits until the beginning of Reversible Thrusters
your next Turn: External Upgrade (10)
• You may ignore the effects of Difficult and Withering Ter- Effect: Anytime you take an Offensive Action, you may
rain. Move backwards during it. The target must remain within a
• You may halve all Damage you would take from Extreme valid range after moving.
Terrain. These let you move at full speed to get away from the en-
This Upgrade only works in water Terrain. emy without having to turn your back on them.
Your Gear is designed to thrive in aquatic environments
where others can’t even move properly. It can even with- NO FLIGHT IN WATER AND SPACE
stand deep sea pressure.
The Maritime and Zero-G Modules grant benefits similar to
Zero-G Module flight in Terrains where flying is usually impossible. Be-
External Upgrade (5) ing similar, however, does not make it the same. Anti-Air
Effect: At the beginning of your Turn, you may spend 1 Missiles and Ensnaring Trap do not treat the user of the
Energy to gain the following benefits until the beginning of aquatic and space-based Modules as if they were Flying.
your next Turn:
• You may ignore the effects of Difficult and Withering Ter-
rain.
• You may halve all Damage you would take from Extreme
Terrain.
This Upgrade only works in space Terrain.
Your unit is outfitted with multiple systems to improve its
performance in space. It comes with two sets of rotating
vernier thrusters to facilitate maneuvering in a vacuum and
its G-Reactor produces a shield to protect the Gear from
space radiation.
Anti-Gravity
External Upgrade (10)
Effect: At the beginning of your Turn, you may spend 2
Energy to Fly until the beginning of your next Turn. Flying
has the following effects:
• You may ignore the effects of Difficult, Defensive, Ex-
treme, Impassable and Withering Terrain (unless they’re
Anti-Air Terrain variants).
• You may shoot through a Zone occupied by an Enemy to
reach another behind it as if they weren’t there. Enemies
may also ignore any cover that you would provide for your
Allies or that your Allies and Impassable Terrain would
provide for you.
• You cannot benefit from Defensive Terrain (unless it is the
Anti-Air Terrain variant).
This Upgrade has no effect in water or in space Terrain.
This system grants the Gear freedom of movement in three
dimensions. It’s only complication is that it doesn’t allow the
unit to higher than a few hundred meters even in optimal
conditions. This means Gears cannot fly over mountains.
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Let’s say you want a new Mecha. Maybe your last one got destroyed, or you want to steal a specific enemy model, or
perhaps your giant robot is simply not that fun to play with any more. Whatever the reason, you want to change your build.
If you have been keeping track of CP and MP separately (which you should have been) then rebuilding from scratch up to
your current XP will be easy enough. Talk it out with your GM so that they may incorporate the change into the story in a
suitably dramatic way.
One way to do so would be to make the change with the use of the Mid-Scene Upgrade Genre Power, but instead of
purchasing another Upgrade you board a new Mecha entirely—it is at full Threshold and Energy, ready to kick ass. By the
same logic, you can use the Mid-Scene Upgrade to try out new things if your current Mecha isn’t quite working for you.
Instead of picking up a new ability during an Operation you can use it to trade out equipment before deploying. Exchange
one Upgrade or Weapon for another worth the same cost in MP or less. You get back your old stuf after the Operation
ends, of course.
This is an optional rule for special circumstances, not a hardcoded one. If you want to have multiple loadouts permanently
you should get Frames or Trump Card.
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Extra Areas
Extra Areas don’t benefit your unit directly but instead provide you with additional space for External Upgrades and Weap-
ons. The main draw of Extra Areas is that your Enemy cannot Maim them and thus everything they hold is safe.
The Expansion Pack is one of the best ways to represent the common mecha trope of equipment that can be purged to
make the unit faster. The ‘shield’ of the Expansion Pack makes for better gameplay than sacrificing your Weapons and
Upgrades to move a little bit faster which can be done more easily via the Overbooster.
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To get the most bang for your buck when using Alternate
Alternate Forms let you shuffle your Attributes around at
Forms you want to grab Superior Morphing and give at
your convenience, making you a lot more versatile than
least one of your Alternate Forms a Feature. Features are a
other Mecha. All Alternate Forms with the same owner
couple of pages later, but they represent things like plane,
count as one Unit. You may only have one type of Alternate
animal or maritime Mecha for a cost of 0 MP, and instead
Form.
have a downside like not being able to move on land. They
are a match made in heaven with Alternate Forms, just turn
Frame them ‘on’ when you need them and off when they would get
Internal Upgrade (5) in the way.
Effect: Choose two of Might, Guard, Systems or Speed
when you take this Upgrade. You switch the value of the By default you can only have two forms, but you can obtain
chosen Attributes around when you Equip this Frame. You more by spending extra MP. You basically just buy multiples
may equip or unequip this Frame before deployment or as of the same Alternate Form and choose one of them to be
an Action while Docked inside your Base. the Default one. When you switch Attributes around, you
You have modular equipment that you can switch around are always using those of the Default Form as a baseline.
between missions to sport a stronger or sleeker build when If you have Superior Morphing, then your extra Transforma-
it is necessary to do so. tions also benefit from the 10 MP granted by that Upgrade,
but you will have to spend another 5 MP to grant bonus
Transformation Frames this extra MP. This is entirely a balance mechanism
Internal Upgrade (10) so that Mecha with many Frames don’t end up receiving
Effect: Choose two of Might, Guard, Systems or Speed ‘free’ MP from Superior Morphing, since it would be spend-
when you take this Upgrade. You switch the value of the ing 5 MP to earn 10 MP with each new Frame.
chosen Attributes around when you Transform. You may
switch back and forth from this Transformation at the begin-
ning of your Turn by spending 2 Energy or as an Action.
Your Gear is a transformer, going from flying robot to a
faster plane form or a sturdier tank form.
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PCs that become Subpilots can still take Actions during their Turns, but they can only be Utility Actions and the Subpilot
may not Move the Unit along with it. They will have to Boost if they want to make any Movement at all.
Actions from specific Upgrades like Restoration or Support Upgrades may be used this way, whether they belong to the
Unit in the lead or to a component. Pilots of Unison Combiners may give up the chance to take the lead during their own
Turn to instead act as Subpilots for the current form, without transformng the Mecha to their corresponding form.
Note that because you are now a single Unit, the Pilot in the lead does benefit from Genre Powers that you use as a Sub-
pilot to power yourself up. You may be the same Unit, but you are still different Pilots, so Powers with a limited number of
uses are counted separately for each Pilot.
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Features Flyer
Internal Upgrade (0)
Most Mecha are assumed to be bipedal humanoids that Effect: You always move by Flying. Flight has the following
work somewhat like giant suits of powered armor. Features effects:
let you represent other things, such as giant spaceships • You may ignore the effects of Difficult, Defensive, Ex-
and animal Mecha. Features are unique abilities with both treme, Impassable and Withering Terrain (unless they’re
an upside and a downside, like Anomalies, and just like Anti-Air Terrain variants).
their Trait equivalents cost no MP. • You may shoot through a Zone occupied by an Enemy to
reach another behind it as if they weren’t there. Enemies
Some Features can be combined with each other. Cer- may also ignore any cover that you would provide for your
tain combinations make sense when combined, such as Allies or that your Allies and Impassable Terrain would
Extreme Fortification and Terrain Specialist. Some Fea- provide for you.
tures do not make sense to combine, Flyer and any type of • You cannot benefit from Defensive Terrain (unless it is the
Terrain Specialist being the most glaring example. These Anti-Air Terrain variant).
combinations are subject to the GM’s approval. You may not Move as part of your Actions while in water or
after being forced to land.
Some Features might be available to take as temporary You are capable of atmospheric flight, but it is the only
equipment through the Mid-Scene Upgrade Genre Power way you can get around. This can be used to represent any
for that one Operation. If the GM wants to run an Operation method of flight as long as it is the only way the machine is
that takes place on the skies, PCs may be allowed to bor- capable of moving.
row a flying platform that grants them Flyer at the cost of a
Genre Point. Oldtype
Internal Upgrade (0)
Base Unit Effect: You cannot use Default or Alternative Genre Pow-
Internal Upgrade (0) ers other than Live Another Day and Parting Shot. Whenev-
Effect: Any allied Unit within Move Distance may choose to er you lose a Level of Threshold, all damage carrying over
Dock inside you as an Action. They may redeploy outside from the same instance of Damage to the next Threshold
with another Action, launching a single Zone away from Level is halved.
you. If you are ever Defeated, so is your Squad. Base Units You’re hardier and more stubborn than most, much like
cannot Engage in or be Engaged into a duel. your Gear, The downside is that you’re stuck in your ways,
Your unit is the carrier that your entire allied formation remaining incapable of adapting to unexpected circum-
revolves around. That makes you the primary target to any stances in battle.
and all enemies, so do try to be careful.
Omnienvironmental
Extreme Fortification Internal Upgrade (0)
Internal Upgrade (0) Effect: Ignore all negative Terrain conditions except
Effect: You halve all Damage you would usually take Extreme and Impassable Terrain, but only have half your
from any source that isn’t a Might Test, but your available Energy Attribute to spend every Round.
Energy is halved. This also works for abilties that are a Your mecha was made not to do battle but for scouting op-
secondary effect of using a Weapon but separate from the erations and is adapted to all sorts of environments. It is
Might Test itself. not shielded for extreme conditions, but the added maneu-
You are reinforced internally and externally, at the price of verability is very helpful there.
having to use smaller and less powerful energy reactors.
Through this method, you can survive in the most inhospita Power Suit
ble places known to mankind and weather some pretty Internal Upgrade (0)
heavy attacks as a bonus. Just watch your energy re- Effect: This Unit does not lose any abilities allocated to
serves. its Areas from Maiming. Instead each Area lost to damage
halves one of your Attributes. Losing the Head halves your
Systems, the Torso halves your Guard, the Arms halve your
Might and the Legs your Speed.
Instead of a Gear of your own you ride a more powerful
Exosuit into battle. It is somehow tough enough to stand up
to the big kids of the playground, but the smaller size has a
disadvantage in that direct hits hurt that much more.
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Sibling Model But the most dangerous of all Features is Unstable Re-
Internal Upgrade (0) actor. A PC with Unstable Reactor is a serious threat to
Effect: Synchro Attacks increase the result of your Might everyone around them, enemy and ally alike. It is entirely
Test by 5 for each participating Ally instead of gaining two possible that a Genre Master will back down from harming
Advantages. You can only Synchro Attack with other Sib- PCs that have it it because they don’t want to kill one or
ling Models. more PCs accidentally. While this makes sense in charac-
Your unit is part of a series, designed with combination ter because nobody wants to set them off and accidentally
attacks in mind. The movements of individual models flow get caught in the blast, it also means that a PC just got a
smoothly into those of its sibling Gears... As long as every free boost to Energy. This breaks the balance between PCs
single one of them is in sync. Otherwise it is just a mess. and potentially ruins combat as a whole.
Unstable Reactor
Internal Upgrade (0)
Effect: Increase your available Energy during your Turns
by 1. When you lose your fourth Level of Threshold you
cause a massive explosion dealing your Threshold At-
tribute, your available Energy, and the current Tension to
everything within 5 Zones. The blast includes your ejected
Core and this Damage cannot be prevented, not even Live
Another Day.
Your Gear runs on something that R&D should have known
better than to try. Your power output is unparalleled, but
you know any mistake you make could be your last.
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Design Flaws
Design Flaws are similar to Features, giving your Mecha a critical weakness but granting bonus MP to spend on it instead
of having a predefined positive half to them. Design Flaws must be taken during the Mecha construction process, they
cannot be taken later. The Mecha Points granted by Design Flaws are added to your initial Mecha Points pool of
100 and it does not count towards Power Levels. You cannot participate in Combinations if you have a Design Flaw.
Grunt and Boss NPCs may not have Design Flaws. You may pay the cost of your Design Flaws in MP at any point
to remove them from your Mecha.
There are two reasons to take Design Flaws: You take them because their flavor lets you represent your Mecha concept
better or you take them for the extra MP and try to minimize their negative effects as much as possible. The first approach
is fine, but the second merits some discussion. There are certain Mecha builds that can essentially turn Design Flaws into
‘free’ MP. This makes it possible for some PC Mecha to be much stronger than those of their companions and to over-
shadow them, which is not a good thing. GMs must decide on their own whether they want to allow Design Flaws to be
used this way in their game or not. If the whole group agrees to optimize their Mecha as much as possible and wants to
push the system to its limits, it’s perfectly fine. If only one person wants them though, they should probably be banned.
Unarmed Berserker
Design Flaw (+10 MP) Design Flaw (+10 MP)
Effect: You have no Default Weapons, suffer a Disadvan- Effect: As long as there are Enemies remaining on the bat-
tage to all Might Tests and may not participate in Synchro tlefield, you must take an Offensive Action against the En-
Attacks. emy closest to you during your Turn and attempt to Engage
This is one of those rare mecha incapable of direct combat. them in a Duel when possible. If there are multiple Enemies
It may be capable of indirect combat, however. at the same distance, you may choose which one to pur-
sue. If you can’t reach any Enemies to attack this Turn, you
Miniature Model must Aim while approaching the one who is closest.
Design Flaw (+20 MP) You pilot a giant monster that has been restrained and your
Effect: Halve all of your Movement, Upgrade and Weapon control interface can barely keep in check. The fury of the
Ranges. Maximum Weapon Ranges are rounded up in- beast within will only cease when all threats to it have been
stead of down. destroyed.
Small Gears emphasize evasive maneuvers, precise at-
tacks and energy efficiency to make up for their lesser Limited Battery Time
mobility and reach. On the plus side, they also make you Design Flaw (+20 MP)
the cool underdog fighting giants with a tiny machine. Effect: You gain no benefits from Tension. At the begin-
ning of your Turn, if Tension is 5 or higher, you take enough
Precious Snowflake Damage to lose your current Level of Threshold.
Design Flaw (+30 MP) This is a prototype so experimental that it cannot run for
Effect: You may never ignore the effects of Maiming, can’t more than a few minutes at a time. If forced to participate
use Extra Areas and can’t gain Upgrades or Weapons in combat for a long while, its limbs will power down one by
through Genre Powers. one until it can’t move anymore.
A super prototype full of one-of-a-kind expensive technolo-
gies to improve its peak performance at the cost of making Walking Coffin
the internal systems a mess to work with. When everything Design Flaw (+30 MP)
goes well, this Gear is a thing of beauty. When things start Effect: Double all the Damage that you take (after applying
to go wrong, they usually snowball out of control. Active Defenses).
Your Gear is a fragile little thing. The designers have made
it a testbed of every feature they could think of, but appar-
ently forgot to armor it with more than aluminum foil and to
fill the tank with something other than explodium.
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Crippling
These Weapons add insult to injury restraining the enemy
on hit or by damaging their internal systems. Crippling
Weapons always have the benefits of the Suppress Ac-
tion but without the penalty to Damage. Instead, if the
Enemy chooses to Move, they will suffer Damage equal
to the distance Moved.
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Line Remote
These are short range crowd control tools, like shotguns or Remote Weapons are attack drones, capable of moving
flamethrowers. Line Weapons target an individual Zone and attacking on their own via remote control. At the begin-
or an Enemy, making a single Might Test against all ning of your Turn you may deploy them in your own Zone,
units in a line extending from you towards the target and may retrieve them the same way.
until the end of Weapon’s Range. Lines do not differen-
tiate between friend or foe and attack enemies within the Remote Weapons have their own Guard and Speed
same Zone as you, but will not attack you. Attributes, share your Might and Systems and their
Threshold and Energy is 0. They run off your own avail-
Long Range able Energy and are destroyed after taking a single point of
Long Range Weapons strike much farther than others. Damage.
Increase the Weapon’s Maximum Range by an amount
equal to your Systems beyond the norm for other Remote Weapons require your direct control and you must
Melee or Shooting Weapons. When you take the Aim spend your own Actions to attack and move with them.
Action with one of these Weapons, their Maximum Range Once destroyed, Remote Weapons can be repaired by any
increases by an additional 5 Zones. effect that can reload or resupply a One Shot Weapon.
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You can spend these points however you like. To raise your Attributes, use the same rules that Characters use to do so,
just spending MP instead of CP. You can also get more Upgrades and Weapons.
This step can be as superficial or crucial to the game as you want it to be. You could go to great effort to describe its
unique equipment via appropriate technobabble, tie its tech to the plot and to your PC’s Themes. Or you can just do the
parts of the questionnaire to the right without bothering much about the details. It is up to you, and to the rest of the group,
how much effort you want put into this.
The Lifepath tables at the end of Chapter 6 also include a subset of Mecha tables. Just like with the Character tables,
these can be useful inspiration even if some of the results in them don’t fit your setting.
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Since we want a balanced and well-rounded unit, we’ll start with Might, Guard, Threshold and Speed at 4. We’ll do Energy
and Systems last once we’ve figured out the Ivory Drake’s external equipment. So far we’ve spent 40 MP.
On to the mech’s Weapons. Dueling Blade and Rail Bazooka allow the Ivory Drake to have options for duels in melee
as well as multiple targets at a distance. RR’s Genre Power gives him two more in Finger Net and Bombardment via the
Trump Card Genre Power so he doesn’t need to buy any more. 10 MP was spent on Weapons.
For Upgrades, we’re going with the simplest of the Active Defense combinations in Custom Defense (Melee and Shoot-
ing). No fancy tricks or complicated math, just big Defense bonuses. The Ivory Drake has three different Blast Weapons
so we also buy Expert Support to exclude friendlies from the area-of-effect of said Blasts. That’s 20 MP spent on Up-
grades.
This amounts to 70 MP spent already and leaves us with 60 MP left considering the PL adjustments. After some quick
mental math, we raise Might to 7, Guard and Threshold to 6 and Speed to 5. With our leftover 9 points, we get 3 Energy
and 2 Systems and that’s all our MP.
Before we forget, let’s write down the mech’s Defense (6 + 5 = 11) and its four Threshold Levels with 6 points each.
Now we install these Upgrades and Weapons: Expert Support is Internal, so it must go in the Core. Everything else is
External, so we have to choose external Areas. We could represent Custom Defense as separate defensive systems (like
a shield for Melee and a chaff dispenser for Shooting) but we’ll keep it simple and represent them both as forcefields going
in the Torso. Both Weapons will go in the arms section, giving us two Areas (Head and Legs) that can be safely Maimed.
Because the Weapons given by Trump Card don’t go in any Areas, they cannot be Maimed, so they can be activated as a
failsafe should the Ivory Drake be otherwise disarmed.
Narratively, we say that Roland Rey’s modifications to his Drake consisted of a magnetic coating applied to his unit’s joints
to reduce friction and increase reaction times by 25%. Additionally, he developed Gear-scale grenades for his mech to
throw in battle. These narrative flourishes represent the mech’s Attributes being well above average as well as the Weap-
ons gained via Trump Card. Roland Rey and the Ivory Drake are ready to see play now!
Below are some useful guidelines to keep in mind when doing the mechanical (pun not intended) side of your Mecha:
Exceptions to the above guidelines do exist. Support and The Beast specialists do not need to buy Weapons, for exam-
ple.
Mecha are expected to face a variety of challenges, many of which will put them at a disadvantage if they’re hyper-spe-
cialists who only know how to do one thing. Strongly consider shoring up your weaknesses or having a secondary func-
tion before you invest into Attributes over 8.
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Most of the NPCs that interact with PCs during Intermis- Starting Points: 50 CP and MP.
sions do not have Mecha to call their own. These are Advancement: 30 CP and MP per Power Level.
known as Non-Combatant NPCs. We’ll just call them Genre Points: None.
Non-Combatants to make things simpler. Other NPCs are Genre Powers: None.
defined by the fact that they are faceless Enemies during Balance: Two Grunts are equal to one PC.
Operations and thus lack Pilot rules. These we’ll call NPC Special Rules: During Intermissions, Grunts have only
Enemies or Allies depending on their role. The most import- one Layer of Plot Armor and are automatically Defeated
ant NPCs are those that take part of both Intermissions and when it runs out of points. During Operations, they have
Operations, and that have reasons to make rolls. Those access to the Paired Attack Action.
use the rules for both PIlot and Mecha.
Paired Attack
Grunts fight very well in numbers, making up for being
NPC Tiers weaker with superior teamwork. A Grunt can spend an
Action to give another identical Grunt Unit within 1
Individual NPCs are just as varied as PCs if not more, and
Zone two Advantages to Might Tests during their next
the same could be said of their Mecha if they have any.
Turn. Pairing up with another Grunt counts as an Offensive
NPCs can advance over time, improving their performance
Action. Teamwork has its limits though, two is company,
in similar ways as the PCs do. But not all NPCs are created
but three is a crowd. The same Unit cannot be Paired with
equal. There are Three Tiers for NPCs, each best suited for
more than one another each Round.
different roles both in the story and during combat Scenes.
They are called Grunts, Rivals and Bosses.
Tier 2: Rivals
When creating an NPC, whether they’re intended for use Virtually equals to the PCs in all but ownership, a Rival is a
during Intermissions, Operations or both, you go through recurring NPC that is more often than not an Enemy. Some
the same process you would for creating a PC but apply a of them are allies, very few of them are non-Combatants,
few special rules in between depending on their Tier. and even less of them serve as Allies during Operations.
Because Rivals are created and advance over time just
NPCs don’t necessarily have to be humans, nor are they as PCs do, they take a bit more effort to prepare than the
restricted to humanoid mechs, so they get a couple extra other NPC Tiers, which are simpler affairs to build.
Features unique to them to represent those concepts.
Starting Points: 100 CP and MP.
Advancement: 30 CP and MP per Power Level.
Genre Points: Same as Power Level plus Gaining a Point
when they lose a Level of Threshold.
Genre Powers: Default Powers plus one per Power Level.
Balance: One Rival is equal to one PC.
Special Rules: You may give Rivals Genre Themes to
make them gain Genre Points if the PCs interact with them
during Intermissions, but it is not necessary.
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Boss Character Advancement This helps Bosses have a little more variety in their build
Level 1: 15 bonus CP to spend on Attributes, One Boss options for games where you use Bosses more than Grunts
Trait. and Rivals. It helps avoid repetition and keeps things fresh.
Level 2: 15 bonus CP to spend on Attributes, 30 bonus CP The existing variety of abilities should let you create nearly
to spend on Skills and Traits. any kind of enemy, especially once you get the hang of
Level 3: 15 bonus CP to spend on Attributes, One Boss reskinning. Of course, if you want to go the extra mile, you
Trait. can just modify the existing content or create entirely origi-
Level 4: 15 bonus CP to spend on Attributes, 30 bonus CP nal Powers, Weapons and more for your NPCs,.
to spend on Skills and Traits.
Level 5: 15 bonus CP to spend on Attributes, One Boss SAVING TIME AND EFFORT WITH NON-COMBATANT NPCS
Trait.
Just because there are rules to give NPCs Attributes, Skills
Boss Mecha Advancement and Traits does not mean they need to have them. If you
Level 1: 15 bonus MP to spend on Attributes, One Boss write up every single NPC, you’ll be there all day. The rules
Upgrade. are there in case you want detailed statblocks for your
Level 2: 15 bonus MP to spend on Attributes, One Boss NPCs, usually for Matches.
Weapon.
Level 3: 15 bonus MP to spend on Attributes, One Boss Oftentime it’s much easier to assume any random given
Power. NPC has a 4 or 5 in any given Attribute that they’re not
Level 4: 15 bonus MP to spend on Attributes, One Boss particularly good or bad at. Give them a 6, 7 or 8 plus Skill
Upgrade. Training if they’re good at it and a 1, 2 or 3 if they’re bad.
Level 5: 15 bonus MP to spend on Attributes, One Boss
Capstone. If you have an important NPC who is supposed to be a
reference and expert in their field, they can have Attributes
As is the norm, higher Levels have everything from the at 8, 9 or even 10 plus the Skill Mastery Trait to show how
lower ones, so for example a Level 2 Boss Mecha has two good they are at their jobs.
Weapons, one Power and one Upgrade plus 130 MP to
spend on Attributes, while a Level 5 Boss Mecha has two
Powers, Upgrades and Weapons plus a Capstone in addi-
tion to a ginormous 175 MP to spend on Attributes.
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A PC’s Power Rating is equal to their Power Level times two, plus four. A Grunt is their Power Level plus two, and a Boss
is Power Level times four plus eight. Rivals have the same Power Rating as PCs. Use the table below for ease of refer-
ence.
This means that a Level 1 PC is the equivalent of Level 2 Grunt and a Level 0 Boss is a fair fight for a Level 2 PC. You
can use this table to challenge a Squad of 4 PCs at Level 3 (Total Power Rating of 40) with one Level 5 Boss and two
Level 4 Grunts (Power Rating of 28 + 6 + 6 = 40).
Power Ratings let you get more creative with the types of challenges you can use against your PCs as long as you don’t
mind doing a little math. However, Power Ratings do not take into account Terrain composition nor Genre Points earned
from Roleplaying, so they are ultimately a guideline for what should make a difficult but winnable battle.
You could also give each individual Operation its own difficulty. This way you can make skirmishes with Grunts relatively
easy encounters, then ramp up the difficulty for the big Boss battles to make them stand out more. You may also want
to take the game’s tone and mood into account—bloody combat against all odds suits gritty narratives better. The table
below offers a good starting point for adjusting the Power Rating of your Operations individually.
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Enemy Features
Some enemies use Mecha rules but are not normal giant robots. They might actually be giant monsters, stationary build-
ings armed to the teeth, or perhaps squadrons of conventional mechanized weaponry. Features can be used to represent
all these various enemies, and you can mix and match them with the ones available to PCs to make some interesting
foes.
These are special Features just like those available to PCs that, for one or more reasons, are better reserved for the use
of Enemies. At the GM’s prerogative, some of these Features might be available to PCs in special cases.
Biological Invasive
Internal Upgrade (0) Internal Upgrade (0)
Effect: At the beginning of your Turn you may spend any Effect: Halve all Damage you do to Enemy Mecha. At the
amount of Energy to restore half that much Threshold to end of your Turn, if you’ve dealt 3 or more Damage to any
yourself. Whenever one of your Areas gets Maimed, one Enemy Units, those Enemy Pilots lose one Layer of Plot
of your Attributes is halved. Losing the Head halves your Armor. Pilots damaged this way Test Systems instead of
Systems, the Torso halves your Guard, the Arms halve your Willpower to avoid defeat. For each 3 additional points of
Might and the Legs your Speed.You ignore the Ejection Damage dealt during that Turn, Enemies suffer a Disadvan-
rules, and losing the fourth Level of Threshold kills you. tage to the Systems Test.
The larger Mechabeasts will heal any wound that is not Some Mechabeasts can psychically attack Gear pilots,
fatal, if given the time to do so. Fortunately, removing their incapacitating them without having to destroy or cripple the
limbs weakens them enough that it should take them a long robot itself. Even more worrying is that the Technocracy
while to regain their full power. has been fielding prototypes using simlar technology.
Fortress Squadron
Internal Upgrade (0) Internal Upgrade (0)
Effect: You can not Move as part of your Actions or be Effect: You are immune to Maiming. All Blast, Burst and
Moved by other abilities, but you increase the Maximum Line Weapons gain two Advantages to their Might Tests
Range of all your Weapons by your Speed Attribute. This against you.
only counts your base Attribute, ignoring any modifiers that This is not one unit but a group of them acting in unison,
increase or decrease it. most often of four. Said units are quite weak by themselves,
This unit is a big and stationary target, either a literal build- having no choice but to emphasize quantity over quality.
ing or so slow that it might as well be a building. On the
plus side, it makes for a fantastic artillery platform.
Damage dealt to the Pilots from Invasive sources can be difficult to make noticeable. The effects are kind of hard to notice
until they get very serious and people are already coughing up their organs. Here you have a few examples to help you
convey how enemies that attack the pilot directly can affect PCs.
First Layer: Constant pain, dizziness or nausea, uncontrollable shivering and shaking.
Second Layer: Blindness, head-splitting headache, temporary amnesia.
Third Layer: Catatonic state, motor function loss, total amnesia.
The first Layer focuses on weakening the PC to the point they’ll struggle to continue fighting, but they will be fine after the
Operation ends. The second Layer introduces complications that will last until the next Episode and the PC should be re-
ceiving treatment by the end of the current Episode. The third Layer is for complications that straight up make it impossible
for the PC to continue their life as before.
If the PCs pass the Systems Test to stay in the fight, you may want to delay the impact of these effects until after the Op-
eration ends or make it so their mech has pilot support systems to make the PC feel fine as long as they stay inside. This
adds another element of drama to the situation the PC is in: They are further dehumanized by becoming inextricable from
their robot, almost like they’re just a biological component to it.
Just in case you’re wondering, any Mecha whose Pilot has been knocked out are inert and no longer participate in the
fight. No rudimentary AI equipped in PC Mecha can compensate for the lack of a pilot. That’s why you should either use
Invasive Enemies sparingly or clearly inform everyone that there will be lots of them during the campaign, because they
can render low Systems builds unplayable.
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Boss Traits
Boss Traits are abilities that go way beyond those of other Characters, be they PC or NPC. Some Boss Traits represent
extraordinary levels of skill or talent, but others only make sense for NPCs that are Miracle or Anomaly users.
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Boss Powers
Characters have a versatile assortment of Genre Powers at their disposal, and Bosses have their own special Genre Pow-
ers on top of that. Boss Powers are very powerful, and can disable certain strategies entirely, punishing PCs that special-
ize too much and don’t cover their weaknesses.
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Boss Upgrades
Boss Upgrades are substantially more powerful than most abilities the PCs have at their disposal. Their one drawback is
that they are not always active. Instead they provide a base ability that ‘Levels Up’ as the Boss takes Damage and loses
Threshold Levels.
Boss Upgrades have no regular effect while a Boss is in the First Level of Threshold, but after entering further Levels (and
for as long as they stay in those Levels) they activate and will likely only get more powerful from there. These abilities trig-
ger immediately after taking enough Damage, using the new Level instead of the old one.
Most of them provide a passive bonus, but some will cause an effect the moment their Threshold Levels are breached.
They will not trigger multiple times if a Boss regenerates health causing it to enter the Level more than once.
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Rules of Nature
Internal Upgrade
Level 2: At the beginning of your Turn, you may spend
2 Energy and choose an Enemy to halve their Might and
Guard until the beginning of your next Turn.
Level 3: As above, but you may spend 2 additional Energy
to also increase your own Might and Guard by the amount
stolen for the same duration. If the Enemy restores their
Might and Guard to normal, you still get this bonus.
Level 4: As above, but you may spend 1 additional Energy
to also deal them an amount of Damage equal to the cur-
rent Tension and restore that much Threshold to yourself.
This world is all about survival of the fittest. The strong
devour the weak, and in the battlefield the strongest one is
none other than yourself.
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Boss Weapons
Boss Weapons are nasty, and in more ways than one. Some disrupt the PC’s game plan, while others are just plain over-
whelmingly powerful. All Boss Weapons are immune to Maiming.
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Boss Capstones
These are the big ones. If Bosses are relatively rare, Bosses with Capstone abilities are the most rare of them all. A Boss
with any of these abilities is the single most powerful entity that PCs will likely ever see. A good number of them have de-
scriptions that cross the line separating technology from magic, because their power simply defies all reasonable explana-
tion. Bosses of Power Level 5 or higher are Enemies with powers vast and unknowable, or so inordinarily powerful that
they are on a league of their own. Use Capstones with care, both because they are very powerful, and because you don’t
want your PCs to treat them like a routine challenge.
Embodiment of Evil
All Becomes Dust Internal Upgrade
Internal Upgrade Effect: Enemies must spend two Genre Points instead of
Effect: At the beginning of your Turn you may spend any one to activate Genre Powers. This effect lasts until you are
amount of Energy to turn all Zones within a number equal destroyed.
to the amount spent into Withering and Extreme Terrain Your hatred for everything that lives is pure and relentless,
until the beginning of your next Turn. You may spare your flowing through all of your being. The heroes think they can
own Zone from this effect. face you with their clever plans, dramatic speeches, and
It is the fate of all things to wane and die, but your footsteps great sacrifices. But you hate them so much that none of
leave only decay behind. Plant life withers, electronics stop those things will matter.
working, and even color itself fades from sight.
Energy Drain
Aura of Misfortune Internal Upgrade
Internal Upgrade Effect: At the beginning of your Turn choose an Enemy.
Effect: All Enemy Weapons gain the Overheating ability if That enemy loses one half of their available Energy and
they’re Beams or the Unreliable ability if they’re not. Weap- you increase your available Energy by that much.
ons that already have one of these abilities will gain the Particularly big Mechabeasts have demonstrated the ability
other instead. This effect lasts until you are destroyed. to make some Gears power down in their presence, tempo-
The mere presence of this Mechabeast causes equipment rarily absorbing a G-Reactors’ output as if it were their own.
to malfunction in horrible ways, always to their benefit.
There has to be some explanation for this, possibly related Hypersonic Striker
to Mechabeast’s relationship with Gravagnium. Alas, it’s a Internal Upgrade
shame the monster keeps trying to eat everyone, otherwise Effect: Anytime you take an Offensive Action, you may also
it might be possible to figure out how it works. Move backwards during it. The target must remain within a
valid range after moving. You also increase the Maximum
Colossus Range of all your Weapons by 5.
Internal Upgrade The big flaw of most big bads is that they play fair, pos-
Effect: You occupy 9 Zones in a shape of your choice, sibly due to some misplaced sense of sportsmanship or a
chosen when you take this Capstone. All Zones occupied need to prove themselves. You don’t. You are an infuriating
by your body count as Extreme Terrain for Enemies in marksman that will do everything in your power to attack
them. You cannot Engage or be Engaged in a Duel, but all with impunity, from angles and distances that make return
your Melee Weapons gain an Advantage to their use, and fire difficult if not impossible.
Shooting Weapons used against you suffer a Disadvantage
to their Might Tests. Abilities that can usually ignore the My Final Masterpiece
effects of Extreme Terrain will not help against you if you Internal Upgrade
have a similar ability that works in the same kind of Terrain. Effect: Create a Grunt of Power Level 5 when you take this
Giant robots are huge, yet you make them look like ants. Upgrade. At the beginning of your Turn you may deploy this
You could raze a city to the ground in minutes just moving Grunt one Zone away from you and it shares your Initia-
around, and without having to fire any of your Weapons. tive. Should either of you two be destroyed, the other may
spend an Action to resurrect their partner with 1 point of
Threshold left. This will not restore abilities with limited use
like Support Upgrades or One-Shot Weapons.
Your last work of art is the most beautiful yet, both perfect
servant and your lifeline to this mortal coil in one. Truly, you
are God among mortals.
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Formation G
Cost: 1 Reinforcement Point.
Effect: One PC gains the benefit of the Aim Action and
their Weapon gains the Crippling ability for their next Of-
fensive Action.
Quadran and Lea trailed behind Meltrania as she gave her
orders. “This is Wyvern 1, I’m going in! Wyvern 2 and 3,
cover me!” Both of them started providing cover fire im-
mediately. “Aye aye ma’am.” “Let’s give ‘em the good ol’
Wyvern Strike!” with their help, Meltrania closed in on the
enemy and carved them up into scrap metal.
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Reinforcement Units have low defensive stats and their better abilities cost them points from their own health pool to use.
As a result, they do not handle focus fire, or really any kind of fire, particularly well. To get the most out of them during
Operations, you must plan around their vulnerability in one of the three following ways:
The simplest and most obvious solution is to just not put them on the battlefield and have them support from behind the
front lines. If you do this, consider making them one or two PLs lower than they would otherwise be, to rebalance them
around the fact they won’t be getting attacked.
The second method is to have all but one or two antagonists prioritize targeting the PCs over the Reinforcement Unit. This
is less interesting from a tactical gameplay standpoint but still makes enough sense narratively. By having a pair of Grunts
or one Rival gun for the vulnerable Reinforcement Unit, you add an element of uncertainty to their safety while still letting
them contribute to the battle.
The third and most involved option is for the GM to inform the Players that the Reinforcements are fragile and in need of
protection, to make guarding them an actual mission objective. This is the most interesting option with the most potential
for fun intersections of narrative and gameplay but it also changes the dynamic of Operations from an all-out brawl be-
tween two sides to a series of escort missions.
All three of these methods work well regardless of whether the GM or the Players are in control of the Reinforcement Unit.
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Take One for the Team and AoEs Using Shielding Aura with area of effect attacks
When shielding an Ally from a Blast, Burst, Line or any Shielding Aura can be used to protect multiple people at
other kind of area of effect that also targets you, you take the same time, including you. Just keep in mind that the
the Damage for you and them both. The Damage redirect- limit of one Active Defense per Unit applies, whether they
ed from shielding your Ally uses their Defense, not yours. own said Active Defense or not.
Default Weapons and Genre Powers Abilities shared between Alternate Forms
Default weapons can be chosen for Genre Powers such as Weapons and upgrades are shared between your forms
Signature Weapon and Twin Strike. In the latter case, you unless specifically acquired through Superior Morphing and
cannot use the same Default Weapon twice. assigned to specific forms.
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Introductions are in Order is an Episodic (also known as This Scenario includes four premade PCs you can share
“one-shot”) scenario for PCs of Power Level 2. It can work with the other Players to make things easier. These come
as the opening act of a longer storyline or be a standalone not just with everything they need to function ruleswise but
romp with giant robots. It is written for use with the four also with their own motivations, backstories and playing
premade PCs at the end of this Chapter, but you can make advice. If you require additional PCs or anyone would like
your own PCs (or let the group do so) just as well if you to make their own, you can use those four as guides.
adjust some names and descriptions accordingly.
You may have noticed said PCs are also lending their
The scenario has two different versions; Full Narrative names (and those of their Gears) to many of the Genre
and Combat Only, with two difficulty settings; Tutorial and Powers in the rules. You can point the players to those if
Challenging. Full Narrative is a longer and more charac- they’d like some additional bits of inspiration for portraying
ter-driven experience meant to immerse the players in their them. These bits of flavor text are just examples of how
roles. Combat Only is for a quick trial of the ruleset’s main the characters can act though, they’re not “canonical” and
attraction - the mecha combat. The Tutorial difficulty is, as should not be treated like fixed historical events. They’re
the name suggests, for groups that are trying out Battle mere illustrative examples, they’re not meant to restrict
Century G for the first time and need some help with learn- anyone’s roleplaying experience.
ing the ropes. Challenging is for groups that don’t want the
GM to leave the training gloves on, even if it means poten- You don’t need to know the fine details of the game’s set-
tially losing in the process. ting to run this Scenario or to make PCs. If anyone has
any questions about it, you can just make something up
that sounds cool. The “plot” of the Scenario is very simple
Episode Summary
and can be adjusted to nearly any circumstance in which a
team meeting for the first time has to jump into the cockpit.
The crew of the battleship Soaring Dragon is putting togeth-
er a team of Gear pilots to field-test Steel Dragon Indus-
Battle Century G is so easy to reskin that you can simply
tries’ new line of mechs. The PCs, four complete strangers
make up your own lore and replace everything you’ve read
of various talents and personalities, were chosen as the
about Synchronizers and Gravagnium with your own termi-
most appropriate for the job. After introductions are made, a
nology and it’ll work out pretty well.
surprise enemy attack sees the PCs deploying for a trial by
fire in their first mission together.
Having said all of that, the Scenario is written with a
specific worldbuilding and lore in mind. You’ll get a more
The plot is very basic and there are no Intermission Tests
consistent experience if you’re all onboard for the official
at all. The Scenario is mostly a platform for players to
Battle Century G Remastered setting. The next two pages
have fun roleplaying their characters for a bit while they go
have a summary of the game’s own fictional universe in
“Wow, cool robot!” until the enemy forces them to scramble.
case anyone’s up for some light reading about an optimistic
solarpunk future with giant robots.
If you intend to run a longer campaign of Battle Century G,
this kind of simple introductory session is a great starting
You can tell the group to read the two pages in advance,
point, because it focuses on the two most important parts of
print the pages and hand them out before the session, or
a good BCG game, which is the characters and the com-
summarize the parts you find interesting for them. Do what-
bat. In future sessions you can introduce them to the rest
ever you find most convenient, up to and including saying
of the rules, maybe even put them through an Intermission
“Screw the lore, I just want to make the robots punch each
fight or two. All that good stuff.
other.” That’s why this Scenario comes in Full Narrative and
Combat Only versions, after all.
At least, that’s for the Full Narrative version. If you’re in
this for the giant robot combat and don’t care about silly
The complete setting is included in the full version of Battle
things like “plot”, “worldbuilding” or “characterization” then
Century G Remastered. You can find further tidbits of lore
none of what is written above is relevant. The Combat Only
in the various flavor text entries of this manual, if you’d like
version of Introductions are in Order is a simple brawl that
to get a further taste of the world and its lore.
starts with the PCs being told they have run into enemies
and must defeat them all to win. There won’t even be any
While reading the Scenario you’ll find gray boxes like this
secondary objectives in that version, so as to not distract
one with text in italics. These sections have in-character
from what everyone is here for.
descriptions of places, events and dialogue.
You can read them out loud, copy-paste them into your
roleplaying server’s chatroom, paraphrase or summarize
them however you see fit.
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Background Information
The setting of Battle Century G Remastered is a solarpunk future that takes place in the post-post-apocalypse. The world
ended a long time ago, but is well on its way to recovery. The game presents an optimistic, inclusive and environmentalist
society opposed against an expanding industrialist empire.
The world is suited for both lighthearted games where straightforward good heroes fight against obviously evil villains as
well as more serious affairs exploring transhumanist and environmentalist themes. It depends on what you and your group
want to roleplay.
Two Thousand Years in the Future. Gravagnium’s Many Applications.
After the apocalyptic event known as the Collapse rendered The Gravagnium fungus is the most important natural re-
the planet uninhabitable, humans hid within underground source in this era and is crucial to humanity’s survival. The
shelters called Arks to survive. Nature has reclaimed the fungus naturally produces crystals, known as Element G. It
world from civilization since then. The greatest capitals of can be transformed into G-Reactors to provide power and
the world have been reduced to piles of stone; Taken over its networks can be used for and instant communications
by dense jungles, sunk beneath the waves or become in- or even matter transmission. Element G can also have
distinguishible grains of sand in vast deserts. Only a hand- profound biological applications: it can be refined into a
ful of landmarks built by human hands still stand. Places drug called Glow, which can grant humans psychic abilities
like Mount Rushmore, the Great Wall and the Pyramids re- such as precognition, telepathy and telekinesis. It can also
main recognizable, though eroded by the passage of time. be used in the manipulation of Gravagnium to create fungal
symbionts which can be used to engineer and direct the
The Planet has Changed. growth of human embryos, granting them powerful physi-
The Earth is a warmer planet now, with higher sea levels cal augmentations, from regeneration to metamorphosis.
and harsher weather. Entire ecosystems have changed; These enhanced humans, known as Mycotypes, Mycos or
many flora and fauna have become either outright danger- Mikes, can even bond with tamed, lab-grown Mechabeasts
ous or highly invasive pests. Most fearsome of all are the to steer them from within. These Mechabeasts think of their
Mechabeasts, biomechanical monsters hostile to human mycotypal humans as family and are very similar in func-
life, which make their homes in massive, city-sized colonies tion to regular mechs, they just have different origins and
of Gravagnium, a fungus with potent energy and medicinal sometimes different specializations.
applications. It’s a lush, green world out there...but also a
hostile one, which humans must learn to adapt to in order The New Weapons of this Era.
to survive. First designed to explore the wilderness, the power armor
Exosuits of Steel Dragon Industries were then upgraded
and repurposed to be used in security against Mecha-
beasts and outlaws. While Exosuits still see use these
days, those who want the best protection available employ
Gears, mechs between six and ten meters tall. Gears use
an advanced control interface known as Synchronizer,
which lets the pilot move the suit as if it were an extension
of their own body. Additionally, Gravagnium technology
allows gravitational manipulation, which can be used for
offense, defense and mobility to let these giant humans fly,
deflect projectiles and many more incredible feats.
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A Faction-driven Game
Battle Century G differs from most roleplaying games in that the PCs need a support structure behind them. In most other
games, the PCs are individuals who might even be constantly traveling around the world without any lasting relationships,
but that’s not possible when your characters are riding giant robots. Mecha need a lot of logistical support, and every
group of PCs needs to have one or more NPCs to help them fix, resupply and transport their robots. Said NPCs also need
food, housing and payment for their work, which means that the group gets even larger.
I say Battle Century G is “Faction-driven” because the PCs are, almost always, part of a greater organization that sup-
ports them. The PCs might have signed up as pilots for ideological reasons or simply because it was the only job they
could get. But they won’t be fighting alone, which is why it’s important to figure out who they’re aligned with. By default,
the PCs belong to the Solar Grid, but they could be Frontiermen or even part of the Holy Technocracy. These groups, plus
another “faction” consisting almost entirely of monsters, are described below:
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To put it another way, they’re what makes Battle Century G feel unique. A Mecha setting several thousand years in the fu-
ture with antagonists both human and monstrous is not exactly an innovative concept. Its the other bits of the setting that
make it stand out. This means that you can change the setting to be radically different just by removing or rewriting a few
of the narrative elements described below. Change the “Heroism” theme for “Gray Morality” and “Super Robot Action” for
“War is Hell” and you’ve got a radically different game. You don’t even need to reskin any Upgrades or Weapons to make
that change, you just have to sell the fighting as a horrible and dehumanizing tragedy where everyone is human instead of
making the baddies over-the-top evil while focusing on how cool the robots are.
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The PCs, all able Gear pilots with varying degrees of expe- On entering the mech bay, hand out the Mecha sheets to
rience and accolades to their name, are being introduced to their respective PCs (if they don’t already have them). If
each other for the first time. Share the following introducto- you’re using the premade Mecha, also read out their de-
ry text (either by reading it or using copy and paste if you’re scriptions here:
playing by text) with the group:
Four robots stand before you. All between 6 to 9 meters
It’s a warm, yet breezy morning. A good day as any to be- tall. The Drakes, the mass-production units that you’re used
gin your new job as a test pilot for the newest and flashiest to piloting, are impressive on their own, but these four have
Gears—that’s the term they use for their mechs—of Steel striking designs that stand out even compared to them.
Dragon Industries. The four of you are gathered outside the
base’s mech bay, where a portly, middle-aged man with a The first is clad in red and gold. It’s a stout unit armed with
dusky complexion and thick eyebrows greets you with a re- a giant sword, retractable claws on one hand and a mount-
laxed smile. His uniform bears the markings of an ace pilot, ed whip on the other.
but he wears the jacket open, casually playing it down. He
is carrying a folder in one hand. The second is blue and white. It is sharp and angular, with
missile launchers mounted on one shoulder plus a sniper
“Hey kids—” he seems like the type that would call anyone rifle and machinegun attached to both arms.
kids regardless of their age “—I’m your executive officer,
my name is Ioseph, but you may call me Io or Coach. It’s The third is an unassuming, smaller yellow mech. Its
what I’m most used to. I’m gonna show you to your Gears weapon seems to be some kind of hose and has a large
now, you guys met each other yet?” backpack with a ring larger than its torso on the back.
This is the prompt for the other players to start talking, The fourth sports a reptilian dark green paintjob. It has a
make their introductions and the such. He wants them to bulky frame with two large shoulder cannons plus a mount-
feel at ease around him, to get to know each other and to ed beam saber and beam cannon in its arms.
gauge their interest in their job as test pilots. Depending on
how much conversation they’re up for, he mightask them Ioseph passes each of you a single sheet of paper from the
what expectations they have and how excited they are folder he’s carrying. They’re the names of your assigned
about it or just hurry everyone on to the next scene. Gears and their specifications.
Studious or older PCs (like Akishiro and Charlotte) know “There we have them. They’re the Swordrake, Gundrake,
this guy. His full name is Ioseph Australis and he’s famous Ringdrake and Firedrake. You were all hand-picked to be
for being one of the first generation mech pilots who helped their pilots, each of you for their own reasons, and once the
establish many piloting techniques that are common nowa- Gears register your biometrics they won’t take anyone else,
days. so treat them well. Any questions?”
Here are some prewritten lines for Ioseph you can use dur- Ioseph has a few prewritten lines to use in this section:
ing the conversation:
• If they quip about the names of the Gears: Ioseph sighs
• If anyone brings up Ioseph’s credentials: “That’s all in the audibly. “Look, the Steel Dragon people want us to know
past, these days I’m just an officer.” He gives his modest their line of mechs is made by them, so they’re all Drakes.
gut a pat and smirks. “I’m no longer in the shape I used to It stops sounding like a real word after a while.“
be in, so I’ll be making you all do the hard work for me.“ • If they want to change Gears: Ioseph frowns, but doesn’t
• If they have any personal questions for him: “There’ll be sound upset, just serious. “This is not a diner where you
time for that later. We’re here for the Gears now.“ can pick what you want out of a menu. You were selected
• If they ask about the Gears themselves: “We’re getting because your individual skills are suited to each of these
there. These were personally assigned to you four with machines. If you don’t want to do the job we called you for,
input from the development team as well as my own. I think we’ll find someone else.“
you’re gonna like them.” • If the characters want to take them for a ride: “Yeah, we’ll
• If there seems to be friction between members of the be setting up an exercise for this afternoon. Until then just
team and/or someone expresses doubts about their quali- familiarize yourselves with their specs.”
fications or someone else’s: “You kids are just like me and • If you’re playing with the premade PCs: “Oh right, before I
the boys back then. You’re gonna be just fine.“ forget. Charlotte, I’m appointing you team leader. Unless, of
course, you object to that.“
Once the Scene seems like it has run its course, proceed
inside the bay and to the Gears themselves. When the conversation here dies down and/or you’ve
judged it’s time to move on, transition to the next Scene.
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A klaxon sounds across the base. Ioseph freezes for a The enemy roster depends on the chosen difficulty set-
second, then with a look of recognition in his face hurries ting. At Challenging difficulty, the enemies consist of four
off to a communication device on the wall. He picks up the Cannonbot-class Drones (Grunts) and two Executioner-
handset there. “What’s the situation?” He asks. class Machinas (Rivals). If you’re playing this as a Tutorial,
it’s just four Cannonbot Drones.
After they answer him, he gives you four a look. “Got it.”
He covers the receiver to speak to you. “Hey kids, how do The battlefield should be about 20 Zones long (or 20x20 if
you feel about a surprise trial by fire? The enemy is com- you’re using a map). The PCs start 5 Zones away from one
ing here and our other Gears are away on patrol.” He is edge of the battlefield, the Cannonbot Drones are at the
grinning. He knows that sending you off in machines you’ve far other end a full 20 Zones away from the same edge (15
never used is risky, but it’s also the best chance you’ve got Zones away from the PC’s starting positions) and the two
right now. Executioners, if they’re present, are 15 Zones away from
the edge (10 Zones away from the PCs).
This is it, the moment everyone’s been waiting for, the call
to adventure. Six enemies (Four on Tutorial Difficulty) are You can put some patches of Difficult and/or Defensive
heading this way, and no one but the PCs can stop them. Terrain to represent trees and buildings in the area, but it’s
Describe the boarding of the machines like so: not necessary. If this is a Tutorial, everything is better off as
Plain Terrain for the sake of simplicity.
Ioseph waves over half a dozen technicians to help you
get into the machines and to get them ready for launch. The PC’s primary objective this Operation is simply to
Using stepladders, you climb up to the cores—their cock- Defeat all Enemies. Their secondary objective is to protect
pits—located in the chest and sit there. You all know how their base from the enemy. Consider all the Zones behind
Steel Dragon Gears work. You put on a fancy helmet with a the PC’s starting position to be said base. They should
bunch of cables topside, grip the controls and lay your feet avoid fighting on top of the base or very close to it, as that
on the pedals. The system is primarily neurological, so you will result in Collateral Damage. As long as the PCs keep
control the mech with your thoughts as if it were your own away from the area, preferably by moving forward, enemies
body. The various locks on the machines are released and won’t cause any Collateral Damage.
you’re free to walk on them. Just in time.
The Collateral Damage rules will be summarized later, right
“Enemies are less than a minute away!” You hear Ioseph before the epilogue.
call out from the ground. When you start to move, there is
a clear look of relief in his face, like a part of him was not Do let the players know about this mechanic beforehand,
even sure the machines would move at all today. The large don’t spring the Collateral Damage mechanic as a surprise
double doors of the mech bay open for you. It’s time. on them after the fact. Maybe even include Ioseph calling
out to them to watch out for reducing risk to the base. On
What About Genre Points? Tutorial Difficulty, ignore the secondary objective and Col-
lateral Damage as a mechanic entirely.
Combat in BCG is difficult and every single encounter is a
supposedly even match that could go either way depend- And that’s all for preparations. If you’re using a map, have
ing on the PC’s tactics, builds and luck. Part of the reason the PCs place their Units there, aligned 5 Zones away from
Genre Themes exist (other than, you know, roleplaying) the edge of the map. Then place their enemies in their
is to increase the odds the PCs will succeed at any given corresponding starting locations, and point out any notable
fight, by giving them one to three extra Genre Points per Terrain features (including the PC’s base). Then you’re
Operation. Since the Intermission Scene this time was very ready to Test Initiatives and start combat for real.
short and light on content, it’s very possible they won’t have
earned any Genre Poitns through roleplaying. That’s okay. Personally, I like to roll a single die for all Enemies of the
same type and have them act at the same time. You can
The Scenario is purposefully designed to be straightforward also roll a single die for all Enemies entirely, though that
and, even on Challenging Difficulty, not all that hard. If one may lead to every one of them acting at the same time if
or more Players stand out for their roleplaying, do reward their Speed scores are similar and could result in the fight
them with bonus Genre Points for it—especially if it was being too easy (if they’re slow and all act after the PCs) or
consistent with their Themes. They’re heroes and you want too hard (if they’re fast and all act before the PCs). Your
them to feel like it, so making things a little bit easier as a mileage may vary here.
roleplaying reward is alright to do.
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At the beginning of the battle, describe what the PCs see Since this is people’s first time playing the game and it is
as such: a tactically-oriented system, here are some tips for you to
dispense to the other Players when necessary:
You spot four insectoid machines skittering between the
trees in the distance, over a hundred meters away. They • As you set Tension to 1 and begin combat, remind every-
appear to be cannons on legs, like a mobile artillery plat- one that, even if they can’t make an Offensive Action this
form half the size of your mechs. Turn, they can still Boost to move closer to the enemy or
Maneuver to make themselves harder to hit while they get
A more immediate and closer threat are the two giant in position.
robots between you and the drones in the back. These are
sleek, domehead machines with energy blades on their • Always notify the PCs when the Cannonbot Drones are
right arms and an energy shield on the left side. Aiming at them, and tell them the next attack from said unit
is going to be a big one. This gives the PCs the opportunity
The enemies here are on a mission to capture or destroy to prepare for it by Maneuvering, moving into Defensive
the four machines that just arrived to this base. That’s the Terrain or, in Charlotte’s case, even creating cover to ne-
Gears the PCs are piloting. They’ve been told to do this at gate the Aim and possibly even stop the attack entirely.
the cost of their lives, if necessary, and to not allow them-
selves to get captured. • When it is the PC’s turn to choose how to Maim an En-
emy, tell them of the Areas with the Weapons and Custom
The descriptions, rules text and battle tactics of the enemy Defenses that have been used during combat so far.
units are detailed at the end of this Chapter, after the exam-
ple PC’s character and mecha descriptions and rules. • Remind the group that Genre Powers exist when it is
appropriate. If they roll very low on an attack or only miss
Here’s some example lines for the Executioner pilots: making a Maim by 1-2 points, tell them about Try Again.
When the NPCs roll very high attacking them or they would
• When Engaging or attacking in Melee for the first time: critically Maim a PC, tell them about Not So Fast. The lat-
“The god-machine guides my blade. En garde!” ter is particularly important, because BCG is a very lethal
• When using Believe in Myself for the first time: “My system and the only way the PCs can win without suffering
Machina is impervious to your inferior weapons!“ any losses is by backing each other up through smart use
• When Defeated via Suppression: “N-no, my Machina, why of Not So Fast.
won’t you move!? Don’t... Disgrace me like this...!”
• When self-destructing: “GLORY TO DEUS MACHINA!” • After the first use of Electronic Cloaking System, which
and “GLORY TO THE HOLY TECHNOCRACY!” will likely entirely negate an attack, tell them that they can
get around it with a Blast, Burst or Line. And after the first
use of Ground Zero, tell them that the best way to pre-
vent the next one is to destroy the mech before it has the
chance to use it or by waiting for Believe in Myself to run
out then Maim the Torso.
While unlikely, it’s entirely possible that the PCs will all be
Defeated. That’s okay. The story doesn’t have to anticlimac-
tically end on the first session. If you’re on Full Narrative
mode, a secondary team of four allied Gears arrives from
the same direction the enemies came from and promptly
exterminate the weakened enemies with a surprise attack
from behind. This the team that was out on patrol, riding the
basic white and gold Drakes that the PCs used to pilot until
today. This way, you can proceed with the epilogue of this
Scenario as normal.
This sells that the PCs are not alone. They may be the he-
roes of the story, but there’s a lot of people watching their
backs out there. Some NPCs will get to share the glory with
them at times, others will support from the sidelines. But
everybody has a part in this play.
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It’s a given that the enemies will all be defeated, either by If you’re playing this Scenario as Combat Only... That’s
the PC’s hands or by those of allied NPCs. What is not a it! Session end. Everything in this section is for the Full Nar-
given is the state of the base afterwards. rative version.
We’re going to measure how much Collateral Damage the After the dust settles, transition to the aftermath of the fight.
PCs caused (or allowed the enemies to cause) during the Gather the PCs out of their units, outside the mech bay
fight. For this, we’re using the Rules Module of the same where the session started. A few things can happen here,
name in Chapter 5. depending on the events of the battle:
To summarize, Collateral Damage starts at 0 and you make • If any PCs were Defeated and refused to use Live An-
a note of every time one of the following things happen, other Day, they are carried off in stretchers at the beginning
then up the Collateral Damage by that much: of the Scene.
• Missing an Offensive Action with a non-Blast, non-Burst or • If the PCs Defeated one or more Cannon Drones by Sup-
non-Line Shooting Weapon: +1 pression to capture intact Cores, Ioseph mentions these
• A Flying Unit is Defeated without Suppression: +1 can be analyzed for data by the electronic intelligence
• Creating Extreme Terrain: +2 team. Whoever pulled that off earns themselves some
• Using a Blast, Burst or Line ability (whether it is a Weapon props for their good thinking.
or otherwise): +2
• If the PCs Defeated one or more Executioner Machinas
If the PCs lose, increase the amount of Collateral Damage by Suppression to capture intact Cores, Ioseph invites the
equal to the number of enemies left as those get a single PCs to have a look inside with him. Forcing it open, they
turn to wreak havoc before the cavalry arrives. find the pilot inside is a famished, bald husk of a man wear-
ing a skintight pilot suit, his body plugged into the machine
The base is considered Urban Terrain while the outsides of and modified to accept various tubes and devices all over
it are considered Rural Terrain. Track points that happen on the cockpit. He is unconscious. Ioseph explains many ene-
top of the base separately from those that happen else- my pilots fuse with their machines permanently to increase
where. At the end of combat, halve the Collateral Damage their performance. There is clear pity in his voice.
that happened outside the base and add both values up.
That’s the total Collateral Damage inflicted. • If the PCs lost the fight, then the other team of four pilots
is also here. Make up whatever looks, personalities and
And now here’s the Collateral Damage count results: backstories you want for them. Or none, since they are
super minor characters. If your PCs have any important
Collateral Damage 0: Excellent job! The wilderness NPC relations that could pilot mechs, this is a great spot to
around the base might’ve been roughed up a little, which introduce them formally to the plot.
might attract Mechabeasts to the base later, but the PCs
did as well as they reasonably could have under the cir- Work in any details about Collateral Damage you want de-
cumstances. Ioseph and the rest of the base will commend pending on the events of the fight and let the PCs help out
them for their exemplary performance here. with rescue efforts or argue about who really got the most
kills or whatever they want. Then, if they kept Collateral
Collateral Damage 1-4: It is regrettable, but within expec- Damage under 5 and captured an intact Executioner Core,
tations after a surprise enemy attack like that. A handful Ioseph will confide in them that he thinks this attack was
of staff suffered minor wounds but no one is seriously hurt set up by someone inside. There’s a spy somewhere in
and the damaged buildings can be repaired. All in all, they the base that told the enemy four brand new Gears would
did okay and it could’ve been much worse. arrive to the base and that the other team would be away at
this time of the day. So the PCs should watch their backs.
Collateral Damage 5-9: While everyone on base is thank-
ful that the PCs just saved their lives, their reckless fighting
has made a mess of the base. Miraculously, no one died,
but half a dozen people are seriously wounded and it will
take weeks to repair the damage to the base itself.
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Attributes
Might 7 Guard 5 Threshold 5
Energy 6 Systems 0 Speed 6
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Akishiro Kobayashi (PC) Skillset: Akishiro has spent two full decades of his life do-
ing nothing but studying and practicing to become a test
pilot. He barely passed the physical aptitude tests, but his
Power Level: 2 (160 CP)
spatial awareness and Synchronizer control are top notch.
He is also licensed to carry a Cybergun, a tool for the re-
Attributes mote operation of electronic devices, often used in elec-
Fitness 2 Intellect 8 Charm 2 tronic warfare. His aptitude to handle simultaneous move-
Awareness 5 Willpower 5 Resources 5 ment, shooting and the management of finnicky defensive
systems makes him an ideal pilot for the Gundrake.
Skills: Craftsmanship, Electronics, Humanities, Sciences,
Traits: Better Lucky Than Good, Genius, Practice Makes Reason - Patriotic Standards: A true believer of the Solar
Perfect, Ether Drive (Electricity:Electronics Tests). Grid’s stated ideals and a staunch defender of their way
Genre Powers: Knowledge is Power, Live Another Day, of life, Akishiro loathes the threat the Technocracy repre-
Mid-Scene Upgrade, Not so Fast, Synchro Attack, Try sents to humans and the environment. More importantly, he
Again, I’m Breaking Through, My Pain is your Pain. insists on holding himself (and his Gear-piloting allies) as
Power Level: 2 symbols of goodness in the people’s eyes. While he could
stand to chill down a little with the perfectionist discourses,
Description: A skinny and tall man whom his childhood at least his heart is in the right place.
peers mockingly called “The Stork”. Akishiro would be
handsome, with those green eyes of his, if he took better Typecast - Rivalry (Kendra): Akishiro and Kendra are
care of himself and smiled more often. He’s the reserved, similar in many ways but they’re also each other’s opposite
lonesome type who only really gets invested in his job, in just as many. At their best, they’re frenemies who en-
though, so he won’t be doing that. courage the other to perform at 110%. At their worst, they’ll
be too busy sniping and trying to outdo each other to do
Background: Akishiro belongs to a prestigious family of their jobs competently.
Exosuit and Gear developers, growing to idolize not just
the machines themselves but also the ideals they are used Bane - Arrogant Smartass: Akishiro’s greatest character
to defend. The Kobayashis wanted him to take on a less flaw is that he thinks of himself as the smartest person in
dangerous job, but Aki’s passionate idealism would not be the room at all times. He will not hesitate to correct others
stopped. After years of military training, his precise control if he thinks they’re wrong, beginning sentences with the
of the Synchronizer in a combat scenario got him recom- infamous “Actually...” when he does so. Moreover, he can
mended for the field-testing of new Gears. be goaded into picking fights he can’t win by repeatedly
insulting his intelligence or ideals through a combination of
jeers, pedantic technicisms or, worst of them all, pointing
out the Solar Grid’s flaws.
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Core Waist Shoulders Operator’s Guide: The Gundrake requires some finesse
Sniper Model Reflecting Barrier Rail Bazooka to use properly. The Sniper Rifle and Sentry Turret are very
strong against single targets but one requires Aiming and
Nanopaste
Repulsion Field the other is easily destroyed. Superheavy Machinegun
Skeleton
can lay down a curtain of suppressing fire but prevents
Reversible you from moving and the Rail Bazooka is Slow. You need
Thrusters to think tactically, predict your opponent’s actions and
Separate Left Arm Right Arm probably ask for Assisted Targeting, Supply Delivery and
Superheavy Support Fire when appropriate. Reserve My Pain is your
Sentry Turret Sniper Rifle Pain for attacks big enough they take out one or more of
Machinegun
your Threshold Levels, preferably using it in combination
with Reflecting Barrier to hopefully make the enemy destroy
Full Name: Steel Dragon Gears Series Twelfth Unit -
itself. You have a large enough loadout that you don’t mind
Mobile Gunner Type “Gundrake”.
losing some Weapons, but you’re relatively fragile so do
your best to stay away from enemies and use Repulsion
Field on anyone who Engages you. Keep in mind that Su-
perheavy Machinegun and Rail Bazooka can incur friendly
fire, even if you’re suppressing with Superheavy Machine-
gun it will still hit any friendlies in the area of effect, so be
careful when you do use them.
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Attributes
Might 0 Guard 4 Threshold 4
Energy 9 Systems 5 Speed 4
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SDG-014 Firedrake (Player Mecha) Characteristics: Bigger, tougher and stronger than most
other Gears, the Firedrake is a fairly straightforward pow-
erhouse of an unit. Its primary weapon are its Lernean
Power Level: 2 (160 MP)
shoulder cannons, which have two fire modes for short
and medium range fire. Additionally, it is equipped with
Attributes two mounted weapons on the back of its hands, an energy
Might 7 Guard 6 Threshold 4 blade for the unit to defend itself in close quarters and a
Energy 5 Systems 3 Speed 4 long-distance beam rifle designed for marking units so
allies will have an easier time targeting the designated en-
emy. The machine has an experimental G-Reactor model
Upgrades and Weapons that powers up all of its weapons, at the cost of leaving little
to no energy for defensive purposes. Instead of deflect-
Core Waist Shoulders ing incoming attacks, the Firedrake tries to disperse their
Experimental Absorbing Armor impact throughout its shock-absorbing armor. This leaves
Incinerator more power for the Gear to use its high-yield weapons with.
Reactor (Beam)
Superior Absorbing Armor
Double Blaster Operator’s Guide: The Firedrake is primarily a ranged
Integration (non-Beam)
unit, using Point Singularity Projector or the Double Blaster
Separate Left Arm Right Arm to attack from a distance, but keeping the Beam Ripper
Point Singularity or Incinerator as fallbacks for when the need arises, such
Beam Ripper as during a Duel. Your Weapons are all Maim-proof so go
Projector
ahead and choose any Area other than the Waist for your
Full Name: Steel Dragon Gears Series Fourteenth Unit - Maims when you lose a Threshold Level. Also, Charlotte’s
Heavy Weapons Type “Firedrake”. This is my Battlefield is a fantastic battlefield control tool,
creating Impassable Terrain to use as cover or block move-
ment and Extreme Terrain to do potentially massive dam-
age with. If you need a quick justification for the creation of
instances of Terrain such as Impassable or Interference,
have Charlotte topple a bunch of extremely large trees
or borrow one of Nilu’s mines and mess with it to create
some kind of gravity bubble or magnetic disturbance
in the area. The Shoot it Down Power gives you a way to
use your excess Energy during any given Round to protect
yourself or another ally as well, albeit only once per fight.
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Power Level: 2 (110 MP) Cannonbot Grunts each pick one individual PC and Aim
then Attack with their Sniper Rifles at them for as long as
they’re allowed to do so. If the PCs Engage any of them
Attributes into a Duel, they switch to using Riot Weapon. Though they
Might 6 Guard 4 Threshold 4 can use Expert Support to exclude an Ally’s Zone from Riot
Energy 2 Systems 5 Speed 3 Weapon’s area of effect, they will still hurt their Allies with
it if they shoot at a PC that is in the middle of a Duel with
Executioners or other Allies.
Upgrades and Weapons
While half of their Areas are empty and thus ideal choices
Core Cannon Torso for Maims on their side, PCs can critically cripple their func-
Electronic tions by choosing to Maim the Cannon or the Torso. Even
Sniper Model Sniper Rifle
Cloaking System so, Cannonbots will fight until they are Defeated, using their
Expert Support Riot Weapon Vulcans to do so if they must.
Separate Head Legs Because they are A.I. units with no pilot, they have no
Cores to eject with and are destroyed after their Threshold
is zeroed out. If any of them are Defeated with the Sup-
Full Name: TheonKapp AG Drone Series Second Unit - press Action, then they can be disabled and captured for
Gunner Class “Cannonbot”. analysis.
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TKM-01 Executioner (Rival) Genre Powers: Knowledge is Power, Live Another Day,
Mid-Scene Upgrade, Not so Fast, Synchro Attack, Try
Again, Believe in Myself, Stake my Life on It.
Power Level: 2 (160 MP)
Full Name: TheonKapp AG Machina Series First Unit -
Attributes Melee Specialist Class “Executioner”.
Might 7 Guard 5 Threshold 5
Energy 6 Systems 0 Speed 6 Characteristics: The Executioner is assigned to the most
skilled and zealous of the Technocracy’s close-quarters
combatants. It is armed with an energy blade on the right
Upgrades and Weapons arm and an energy shield on the left. It also possesses an
interceptor beam emitter on its dome-shaped head that can
Core Head Torso divert away or sometimes shoot down incoming projectiles.
Custom Defense These units come with self-destruction systems that the pi-
Duelist Model Ground Zero lots of these units will not hesitate to use if they’re going to
(Shooting)
lose, as they would rather die with honor than be captured.
Experimental
Reactor
Separate Left Arm Right Arm
Custom Defense
Beam Ripper
(Melee)
Extending Blade
Executioner Tactics
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