Super Robot Wars 4e
From SimChamber RP Wiki
SUPER ROBOT WARS 4e
Run by Gao/Shiki
On #miko
Contents |
Schedule
- Group A: Wednesdays Starting on 10/22, 10 AM-4:30 PM PST (Temporary)
- Group B: Fridays Starting on 10/17, 10 AM-7:00 PM PST (Temporary)
Please try to be in the IRC channel at least 1 hour before the game starts, so that we can sort out MapTool's bullshit beforehand. We've already seen how MapTool can be a very fickle program when it comes to servers and connections, working just fine one week and screwing up big time the next.
11/18: Newest version of MapTool, 1.3.b48 (delete all your old MapTool folders before installing this): http://rptools.net/dist/zip/maptool-1.3.b48.zip <-- BING UPDATE AGAIN
Character Basics
"Official WotC material" here refers to anything made by Wizards of the Coast for 4.0. This includes the three core books (the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual), Dragon Magazine articles, Dungeon Magazine articles, WotC website articles, and errata to any of the above.
- Starting Level: 8
- Ability Scores: Use the funky point buy system in the Player's Handbook, which is 10/10/10/10/10/8 (not in that order, of course) with 22-point buy.
- Backgrounds: You may have any one background from the Forgotten Realms Player's Guide, even though you're probably not from FR, or a background from that one article in Dragon magazine.
- Races: Any from official WotC material. You may have the racial stats of any race, while actually being of a different shape cosmetically and conceptually. This allows you, for example, to have the stats of an elf while still playing a human character, or to have the stats of a bugbear while remaining as a (fairly large and bulky) human.
- Classes: Any from official WotC material.
- Alignment: Use the 4.0 alignments instead of the old Planescape-style alignments. In before bawwwww.
- Deities: Any deity you can come up with, and you can declare your character to be devoted to no single deity in particular. You can even choose a Channel Divinity feat that doesn't match your deity (a cleric of Kord taking Armor of Bahamut, for example), but you can only have one Channel Divinity feat.
- Feats: As per the Player's Handbook, you have 5 feat slots (6 feat slots if you are a human) to spend as a level 8 character. Remember that you can retrain feats into higher-level feats as you gain levels.
- Powers: As per the 4.0 Player's Handbook, you have this power progression that I can't be arsed to explain right here. Use the handy reference table on page 143 of the 4.0 Dungeon Master's Guide if you can't figure it out yourself, though keep in mind that you may elect not to replace your lower-level powers.
- Equipment: As per the 4.0 Dungeon Master's Guide, as a level 8 character, you own one level 9 or lower magic item, one level 8 or lower magic item, one level 7 or lower magic item, and 2600 gp which you may spend on other assorted magic items. You have to shell out +500 gp from that 2600 gp if you want a permanently silvered weapon for whatever reason. You can even spend money on consumables such as poisons from the 4.0 Dungeon Master's Guide or consumables. You also have 100 gp to spend on mundane adventuring gear, which you probably will need.
- Fluff: Jesus christ you're piloting giant fucking robots the fluff's already fucked. Make up your own.
House Rules and Such, Copypasta'd from every other 4e #miko game
- It's never lupus.
- Augment is available to all characters. Once per encounter, you can augment any attack power that you use. To augment a power, you must expend an encounter attack power that you haven’t used yet during the encounter. If you don’t have any encounter attack powers left, you can’t augment the power. You must choose to augment before you resolve the success of the attack. When you augment a power, you may apply one of the following effects (chosen when you decide to augment):
- Increase the damage dealt by the power by an amount equal to the power expended to augment it. (For example, if you expend a 3rd-level power to augment your fireball, add +3 to the damage.)
- Increase the range of the power by 5.
- Increase the burst or blast size of the power by 1.
- Seal of Binding is b&.
- Sudden Assault chains with a pair of level 30 warlord Demigods abusing Divine Miracle are also b&.
- Divine Miracle counts only encounter attack powers, meaning you have to exhaust only your encounter attack powers to trigger it, but it cannot refresh encounter utility powers and racial encounter powers. I know Murmur asked CustServ and they replied saying that Divine Miracle can in fact refresh encounter utility powers and racial encounter powers, but I'm sorry, I just have to b& this abuse. Elves are already considerably powerful with Elven Accuracy and Elven Precision, but using those two with Divine Miracle to reroll each and every one of your attack rolls at a +2 attack bonus is just faggotry. Especially if it's an elf warlord/Battle Captain/Demigod who's also spamming Inspiring Word to give his allies surefire attack bonuses. Gao Edit: I don't really care, since I know nobody's going to pull this shit anyways. Right?
- Short rests are effectively gone in the sense that you need not take a 5-minute breather after every fight. After each encounter, you automatically receive the benefits of having taken a short rest, such as all of your encounter powers being refreshed and you being able to spend healing surges to recover lost hit points.
- Sleep makes the target's mech go through temporary shut down, ala leaving Windows on for a while without touching it, following the rules for sleeping and waking up in the Player's Handbook. This means that the target wakes up immediately upon taking damage from the coup de grace, but can be woken up prematurely by an ally who shouts at it as a free action or shakes it (the ally must be adjacent for this) as a standard action. Sleep is supposed to be only a level 1 daily, after all.
- On a side note, Ad Slahnit happens to be a sleep spell from the PS2 monster catchan game Jade Cocoon 2. It hit the enemy's entire side and had a disturbingly high success rate (roughly ~80%), and it allowed your side to auto-crit the sleeping enemies to wake them up. Due to the way the monster abilities worked in the game, you could spam it over and over again.
- Gauntlets of Destruction and Vorpal weapons require you to manually reroll your damage rolls. I suggest asking Unearthly to use his script for Gauntlets of Destruction and Vorpal damage, or settling for average damage on all damage rolls (http://forums.gleemax.com/showthread.php?t=1044906), except crits, of course:
- Average Damage with Vorpal per Die:
- d4: 3.33; Increase of +0.83 over 2.5
- d6: 4.2; Increase of +0.7 over 3.5
- d8: 5.14; Increase of +0.64 over 4.5
- d10: 6.11; Increase of +0.61 over 5.5
- d12: 7.09; Increase of +0.59 over 6.5
- Average Damage with Gauntlets of Destruction and Vorpal per Die:
- d4: 4.5; Increase of +2 over 2.5
- d6: 5; Increase of +1.5 over 3.5
- d8: 5.83; Increase of +1.33 over 4.5
- d10: 6.75; Increase of +1.25 over 5.5
- d12: 7.7; Increase of +1.2 over 6.5
- Average Damage with Vorpal per Die:
- On Death: You are considered inactive for d3 missions, as your mech is being rebuilt. Your character is restricted to the sidelines for this time, and the cost for reviving a character is applied. If you are killed outside your mech, there is a fairly high chance that you will not make it back. If you somehow do, you are restricted to the ICU, revive costs are doubled, and unlike when your mech is destroyed, you are unable to even assist from the sidelines. Provided your allies recover your body.
XP and Loot Tracker
You get XP even if you weren't present for the session, just to maintain a uniform level for all the characters. Don't pull this shit too often, it's not easy running people and it makes me feel bad when people no-show, it also is detrimental to your team members's success.
- Session 0: Everyone starts halfway through level 8.
- Session 0.5: Everyone gets +400 xp for participating in the Prologue.
- Session 1
- Real Route Nets the group +410 xp for their first fight, and +380 xp for their second fight, totaling +790 xp. They also collected a Level 12 item Ticket, and a Level 11 item ticket. Both Battle Mastery points were obtained.
- Super Route Nets the group +410 xp for their first fight, and +650 xp for their second fight, totaling +1060 xp. They also collected a Level 12 item Ticket, and a Level 11 item ticket. Both Battle Mastery Points were obtained.
- Level up! Both teams get the remaining, unreceived spoils for their level encounters; a Level 10 item Ticket, a Level 9 item Ticket, and 6800 GP each.
- Session 2
- Real Route Nets the group 366 xp. They also collected a level 13 item ticket, and accomplished Battle Mastery!
- Super Route Nets the group +500 xp for their first fight, and +1,033 XP for their second fight, totaling +1533 xp. They also collected a level 12 item ticket, a level 11 item ticket, and 1/1 Battle Mastery!
- Session 3
- Real Route Nets the group +379 xp for their first fight, and +716 xp for the second fight, totaling +1095 xp.
- Level Up! Both parties finishes their loot amounts for this level: Real Route recieves +1 level 12 item ticket, +2 level 11 item tickets, +2 level 10 item tickets, and 8,400 GP. Super Route gets 1 level 12 item, 1 level 10 item, and 8,400 GP.
- Super Route got pwnt due to lol computer problems.
- Real Route Nets the group +379 xp for their first fight, and +716 xp for the second fight, totaling +1095 xp.
- Session 4
- Real Route Nets the group +533 xp, +1 Level 14 Item ticket, and 1/1 battle mastery!
- Super Route Nets the group +1033 xp for their first fight, +1000 xp for their second fight, +1 14th level item ticket, +1 13th level item ticket, and 2/2 Battle Mastery!
- Session 5
- Real Route Nets the group +413 xp and +1 level 13 item ticket for their first fight, and +1 12th level item ticket and +607 xp for their second fight, and 2/2 Battle Mastery!
- Super Route Nets the group +1183 xp and +1 12th level item ticket, and 1/1 battle mastery!
- Level up! Both parties finish their loot amounts for this level; that's one 11th level item for Super Route, and 10,000 GP; for Real, it's 2 11th level items and 2 12th level items, and 10,000 GP!
- Ladies and Gentlemen, welcome to the Paragon tier. Enjoy your stay.
- Practice Extra Fights!
- Fight 1
- Participates: Jeremiah, Ammy, Aya, Artelia, and Puru 17. Gained 325 xp for all, and one Level 9 Item Ticket for each group, and 1/1 Battle Mastery.
- Fight 2
- Participates: Puru 17, Wisp, Saya, and Hisayo. Gained 412 xp for all, and one level 12 item ticket for each group, and 1/1 Battle Mastery.
- Fight 3
- Participates: Puru 17, Wisp, Saya, Mikhail, Artelia, Ammy, and Aya. Gained 500 xp for all, and 1 level 13 item ticket for each group, and 1/1 Battle Mastery.
- Fight 1
You should have 26,000 XP. You are each 6000 XP from level 12. You have 14/14 Battle Masteries so far.
Real Route should currently have 81672 gp out of 263670 gp given, and Super Route should have 0 gp out of 164530 given.
Money Splits for Squad A
- MEL-F (Lumi): Needs to claim 15,900 gp
- Lune (Mai): Needs to claim 6,400 gp
RP and Character Development
Players and Availability
Gao/Shiki, the DM
- Availability:
- Sunday: 6:30 AM PST to 1 AM PST
- Wednesday: 10 AM PST to 1 AM PST
- Friday: 10 AM PST to 1 AM PST
Group A
Adslahnit/Mirabelle/Adelle
- Availability: Here (in UTC +8, but will be converted to PST later)
- Pilot Name: Jeremiah Lee Hartnett
- Mecha Name: NYA-72 Ruach ha Qodesh
Nacht
- Availability:
- Monday: Available
- Friday: Available
- Sunday: Available
- Pilot Name: Saya Ó Rinn
- Mecha Name: MS-ZHIO007
Lumi
- Availability:
- Sunday to Friday: 12:10 PM PST to 5 PM PST
- Pilot Name: MEL-F
- Mecha Name: DNS/DGM - Donasdogama
Anise
- Availability:
- Monday-Thursday: 11 AM PST to as needed
- Friday: 11 AM PST 1 PM PST
- Saturday: 9 AM PST to as needed
- Pilot Name: Hisayo Inoue
- Mecha Name: YHIDRA
MaiKobayashi
- Pilot Name: Luné Andou
- Mecha Name: Valsione-R2
Group B
Arcueid
- Availability:
- Tuesday: "All day"
- Wednesday: 4 PM PST to 6 PM PST / 5 PM PST to "sleep"
- Friday: "All day" to 7 PM PST
- Saturday-Sunday: 11 AM PST to 7 PM PST (uncertain)
- Pilot Name: Ammy Akechi
- Mecha Name: CTHU-045FF Weiss Flatgn
- Tokens: Media:Bigfau.png Media:AmmyAkechi.png
Thirdtwin
- Availability:
- Sunday to Thursday: 2 PM PST to 7 PM PST
- Friday: 9 AM PST to 11 PM PST
- Saturday: 9 AM PST to 6 PM PST
- Pilot Name: Mikhail Ilych Arkhanov
- Mecha Name: CTGH-5207 Fomalhaut
Sachiko/Shinki
- Availability:
- Monday to Friday: "Available" (strict times, 2 PM PST is a good option, Fridays are favored)
- Pilot Name: Sousei Nakajima
- Mecha Name: Brave Banner MoonCresta
Spec/Puru
- Availability:
- Sunday to Friday: 3 PM PST to 11 PM PST
- Pilot Name: Puru Seventeen
- Mecha Name: RX-78GP02B Gundam Physalis II
Vega
- Availability:
- Sunday: 9 AM PST to 10 PM PST
- Monday: 2 PM PST to 10 PM PST
- Tuesday: 9 AM PST to 10 PM PST
- Friday: 11 AM PST to 7 PM PST
- Saturday: 9 AM PST to 3 PM PST
- Pilot Name: Aya
- Mecha Name: AZTH-002-EX Black Frame
- Tokens:Aya Sakurano:Media:Sakurano.png, The Black Frame:Media:Gespy_RV_2.png
Patchoulli
- Availability: Tuesdays, Thursdays, Fridays, Saturdays. Most times on other days, too.
- Pilot Name: Wisp
- Mecha Name: Cybuster
Regris
- Availability:
- "Weekday": Classes Mon-Thur 12-2 PM, Mon/Weds 5-7 PM
- "Evenings" PST (avoid Saturday/Sunday, Friday is optimal)
- Pilot Name: Artelia Lexecn
- Mecha Name: AT02-S Eolia
