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Mecha TTRPG Ruleset

Introduction
Foreword
I first started writing this system on the 1st of December 2023, with the motivation of
providing a setting-neutral mecha TTRPG where the role-playing inside of a Mecha felt
tangibly different from role-playing outside of it.

What is Mecha TTRPG?


Mecha TTRPG is a table-top role-playing game revolving around mecha and their human
pilots. The aim of this ruleset is to provide an intriguing system to act out your own stories –
whether they be grounded Earth-bound dramas or whimsical space operas.
For those unfamiliar, a table-top role-playing game (shortened to TTRPG) is a game where
the players play the role of characters they create within a larger story which is told
collaboratively between the players.
One of the players will assume the role of the Gamesmaster (shortened to GM), whose
responsibility is to build the world, breathe life into the scenes and Non-Player Characters
(NPCs) the players find and act as a moderator for the rules.
A good way to think about a TTRPG is it is like a structured session of make-believe – where
the actions of the players and GM are grounded by the rules.

What do I need to play?


Mecha TTRPG requires each player to be equipped with a Player Sheet, Mecha Sheet, a
pencil, an eraser and a set of polyhedral dice (d4, d6, d8, d10, d12, d20) and a set of
percentile dice (also called a d100). Each player should also be familiar with the rules, having
read this Introduction as well as the Pilot Creation, Mecha Creation, Pilot Rules and Mecha
Rules sections.
The GM should have a set of notes, a pencil, an eraser and their own set of polyhedral and
percentile dice. Even more than the players, the GM should have a thorough understanding
of the rules, having read this Introduction as well as Pilot Creation, Mecha Creation, Pilot
Rules, Mecha Rules and GM Guide sections.
Whilst this game has rules for grid-based combat, the game can be simply enjoyed with the
theatre-of-the-mind approach where distances are more abstract than literal.
Golden Rules
These are some key rules to reference in cases of conflicts or uncertainties:
1) Specific rules overwrite generic rules.
2) Polyhedral Dice are referred to by their number of faces (e.g. a traditional die is a six-
sided cube, therefore is referred to as a d6)
3) Percentile Dice are referred to as a d100 and typically come in the form of two d10s,
where one represents the tens digit and the other the ones digit. When both dice
land on their 0 face, the roll is 100.
4) If a die roll results in a decimal value, always round up.
5) Most importantly of all, if a rule inhibits fun or feels too cumbersome, either ignore it
or substitute it with one of your own.

Pilot Creation
Overview
Pilots are the protagonists of Mecha TTRPG campaigns and are brought to life through the
players and their interactions between themselves and the broader world.
Pilot Creation is a vital aspect of the game; not only does it influence how pilots act and
what their abilities are outside of their mecha, but it also influences their actions and
abilities inside their mecha.
Pilot Creation can be boiled down into these steps:
1) Come up with a concept for the pilot.
2) Spend the XP granted from your starting level:
a) Set the attribute scores of the pilot to determine their fundamental strengths and
weaknesses.
b) Set the skill scores of the pilot to determine their experience and inexperience in
different areas.
c) Pick up disciplines and the associated bonuses for the pilot.

Pilot Concept
Coming up with a concept for a pilot before anything else will help inform not only how they
will act, but also what strengths and weaknesses they would naturally have as a result.
Questions you should ask yourself while conceptualizing a pilot include:
1) What type of personality do they have?
2) How are they affected by prior experiences?
3) Why do they pilot?
These three questions should make a strong base to build a compelling character from.
Determining Starting XP
During Pilot Creation, it is important to determine which level of experience the pilots are
starting at. As a result, it is possible to start any character from any Rank (detailed in
Advancement) available so long as the XP required to reach that level is granted as their
starting XP.
e.g. a Rank 1 pilot starts with 50 XP and a Rank 2 pilot starts with 100 XP.

Rank 1 50 XP

Rank 2 100 XP

Rank 3 150 XP

Rank 4 200 XP

Rank 5* 250 XP

Rank 6 350 XP

Rank 7 450 XP

Rank 8 550 XP

Rank 9 650 XP

Rank 10* 750 XP

Rank 11 900 XP

Rank 12 1050 XP

Rank 13 1200 XP

Rank 14 1350 XP

Rank 15* 1500 XP


Rank 16 1700 XP
Rank 17 1900 XP
Rank 18 2100 XP
Rank 19 2300 XP
Rank 20* 2500 XP
*Refers to Milestone Ranks, for each Milestone Rank the pilot reaches, they should have gained 1 Milestone
Point, which can be spent to acquire Milestone Abilities for each discipline.

Once the starting XP has been determined, it can now be spent on the Attributes, Skills and
Disciplines below.
Attributes
Attributes are the core stats that define a pilot – their fundamental strengths and
weaknesses.
In Mecha TTRPG, there are 5 attributes:
- Strength (how strong a pilot is)
- Endurance (how much strain a pilot can take, both physically and mentally)
- Dexterity (how fast and flexible a pilot is)
- Intellect (how smart a pilot is)
- Charisma (how good a pilot is with their words)

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