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Convictor Drive Sheets Package

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FORMS
Notes
Illustration
Character Sheet
Personal Data
PC Name
Age
Gender
Player Name
Model
History Table Roll
Loss Table Roll
Character Details
Tragic Circumstances
Job Skills
All job skills start at Lv. 1. During character creation, divide 6 levels between them, with Lv. 4 the maximum possible at this time.
Mastered
Knowledge
Lv. 1
Lv. 2
Lv. 3
Lv. 4
Agility
Lv. 1
Lv. 2
Lv. 3
Lv. 4
Negotiation
Lv. 1
Lv. 2
Lv. 3
Lv. 4
Lv. 5
Mastered
Lv. 5
Mastered
Lv. 5
Mastered
Brawling
Lv. 1
Lv. 2
Lv. 3
Lv. 4
Suppression
Lv. 1
Lv. 2
Lv. 3
Lv. 4
Mechatronics
Lv. 1
Lv. 2
Lv. 3
Lv. 4
Lv. 5
Mastered
Lv. 5
Mastered
Lv. 5
Convictor Data
Part Classification
Name
MAT
Armor
ENG
Armor
Reserves
Type
Cost
Target
Timing
Effect
Head
Body
Arm
Leg
Totals
HP
7
+
=
Modifier
Weapon Data
Name
Type
Element
Load
Range
Atk
Cost
Attack Dice
Timing
Effect
HP Tracker
Flashword
Skill Rank Table
As I Saw It
Checkflow flowchart
Check Starts
Dice Roll
If you want to use Standby Skills,
announce that before you roll.
Fail
Recovery Check
Roll extra dice equal to
the number of successess
Success
Success
Dice Roll
Fail
Check ends
Roll +3D
Getting it
Done Later
If noone is making a recovery check,
skip right to Getting It Done Later.
Convictor Drive
Activation Condition
Convictor Drive activates when a PC's HP drops to 0 or less.
Players may, at any time, have their PC take 1d damage in order to
deliberately lower their HP and activate Convictor Drive.
20
S+
19
S
18
S-
17
A+
16
A
15
A-
14
B+
13
B
12
B-
11
C+
10
C
9
C-
8
D+
7
D
6
D-
5
E+
4
E
3
E-
2
Out of Rank
Making a Standard Check
1. The check starts. The GM will announce
the required number of successes.
2. Explain what action you're taking and
which Job Skill you want to use.
3. Declare whether or not you're using
Standby Skills. If you are using them,
explain how.
4. If the GM agrees your method is
reasonable, make your dice roll. Your
number of successes is equal to the
number of dice that come up 5 or higher. If
this is higher than the required number of
successes, you succeed at the check.
In addition, rolls of 10 are Critical and add
2 to the number of successes.
* PCs who aren't participating in an
Investigation Card cannot be involved with
checks related to that Investigation Card.
Recovery checks
1. The PC undertaking the mission fails
their check.
2. Announce that you want to make a
Recovery Check. Explain what action
you're taking to help them and which Job
Skill you want to use.
3. If the GM agrees your method is reasonable, make your dice roll.
The PC undertaking the mission can roll additional dice equivalent to
your number of successes in the Recovery Check.
* Each individual PC may make only 1 Recovery Check per
Investigation Card.
* Standby Skills can be used with Recovery Checks.
* Multiple PCs may make Recovery Checks during the same mission.
Getting It Done Later
1. If after Recovery Checks the mission check still hasn't succeeded,
the PC must Get It Done Later.
2. The PC rolls 3 extra dice.
Adept
This interrupts any action currently taking place. You may
move up to 2 squares. You may then make an attack at
a cost of 0. This attack has a Critical Value of 7, and you
gain +4D to its attack dice. After rolling your attack dice,
you may change the value of one die of your choice to 10.
If any number of PCs have retreated from battle, for each PC who
has retreated, you may at this same time change the value of one
die of your choice to 11.
Runner
This interrupts any action currently taking place. You may move
to any square on the battlefield. You may then make an attack at a
cost of 0. You gain +3D to its attack dice. After rolling your attack
dice, you may change the value of two dice of your choice to 11.
3. After rolling these dice, add 1 Delay Counter. The GM should keep
track of these.
4. If the required number of successes still hasn't been met, continue
to Get It Done Later until it has.
Shooter
This interrupts any action currently taking place. You may make
an attack at a cost of 0. When choosing targets, ignore the range
of your chosen weapon. Add +3D to your attack dice for this
attack, and decrease the Critical Value by -5.
Strength
This interrupts any action currently taking place. You may move
up to 1 square. You may then make an attack at a cost of 0. You
gain +6D to this attack's attack dice.
combat Sheet
Height Bonus
High Sky
Area
7
8
9
+ 1D
Midair
Area
4
5
6
+2D
+ 1D
Ground
Area
1
2
3
Reserves Tracker
Enemy
Initiative
Reserves
Enemy
Initiative
0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19
Starting
Position
Threat
Level
Name
HP
Weapon
Type
Attack
Dice
Weapon
Element
Range
MAT
ENG
Movement
Situational
Delay I
All PCs take a -1 penalty to their
maximum Reserves.
2
Situational
Delay II
All PCs take a -1 penalty to their
maximum Reserves.
3
Situational
Delay III
All PCs take a -2 penalty to their
maximum Reserves.
4
Extra
Firepower I
The boss gets +1D to their attack dice.
5
Extra
Firepower II
Up to 2 enemies of Threat Level 4 or
below get +1D to their attack dice.
6
Extra
Firepower III
One enemy of Threat Level 3 or below
gets +2D to their attack dice.
7
Last Stand I
A random PC takes a -1 penalty to their
HP.
8
Last Stand II
A random PC takes a -1 penalty to their
HP.
9
Last Stand III
Two random PCs take a -1 penalty to
their HP.
10
Despair
Roll 1D twice more and apply penalties
from this table as rolled.
For each Delay Counter the PCs have, the GM rolls 1D and
applies the indicated penalty from this table.
If the GM rolls a Delay Event that has already happened in this
combat, ignore that roll and do not apply the penalty again.
If a penalty would cause a PC's maximum Reserves to
decrease below 7, set their maximum Reserves to 7 instead.
If a penalty would cause a PC's HP to decrease below 4, set
their HP to 4 instead.
Behavior
Flight
Effects
Flow of Combat
Delay Event Table
1
Initiative
Taking Turns
A turn is the unit of time during which each PC, and also each
enemy, can take actions. It's always the turn of the character
with the highest Reserves. During turns, PCs may take the
following actions in the following order.
I. Movement
The PC may move to any square of their choice. Each square
moved costs them 2 Reserves. However, if a PC without
equipment that says "You may enter the High Sky Area" is in
the High Sky, they can't voluntarily move and thus will fall. PCs
cannot move after having attacked on the same turn.
II. Attacking
The PC may declare that they are making an attack with a
weapon of their choice.
They should then roll the weapon's listed attack dice. They do
damage to their target corresponding to the number of dice
equal to or above the target's armor. Make sure that you use
the armor value matching the attack's element.
After performing both actions, the PC pays the cost of those
actions from their Reserves, and their turn ends. If there is
another PC with the same amount of Reserves as the previous
PC started their turn with, it becomes that PC's turn next.
Once all PCs with a given Reserves number have taken their
turns, if there's an enemy with Initiative matching that
Reserves number, that enemy may take a turn.
PC Name
record Sheet
Commendation points & Use Record
Rank
Callsign
CP Award Criteria
Current / Total
Owned Convictor Parts
CP Usage Table
Personalize a weapon
8 pt
Boost a weapon's firepower
12 pt
Acquire a Convictor part
4 pt
3 pt
Make Active Mode
customizations
12 pt
Had their character sheet ready
1 pt
12 pt
Wasn't late to the session
2 pt
Make Standby Mode
customizations
Improve a job Skill
6 pt
Didn't use Convictor Drive
2 pt
Master a job Skill
12 pt
Survived the session
7 pt
Took part in the feedback
session
3 pt
Served as the Coordinator
Owned Weapon Data
Head Parts
α
β
γ
Body Parts
α
β
γ
Arm Parts
α
β
γ
Leg Parts
α
β
γ
Name
Standby Mode
Customizations
Active Mode
Customizations
Cleared Scenarios
Player Name
Notes
Personal Nickname
Firepower Boosts
Scenario Title
Player Count
Numebr of Investigation Cards
Estimated Play Time
Number of Intel Cards
Summary for Players
Summary for Game Masters
The Mastermind's Plot
Ending
Climax Phase
Opening Phase
Scenario Title
Investigation Card
1
Investigation Card
Abandoned Complex
2
Weird Rampaging Robots
Reveal Condition
N/A
Minimum PCs
2
Favored Skills
Reveal Condition
Minimum
PCs 2
Agility, Suppression,
Negotiation
Overview
Favored Skills
Brawling, Agility, M
Overview
During the 6 months spent by Drive to investigate
THUNDER,
they
haveexoframes
discoveredrampaging
a high amoth
There
is a sighting
of odd
Objective
Find any traces of THUNDER.
Objective
Stop the exoframes.
Investigation Card
3
Investigation Card
Intercept a THUNDER Convoy
Reveal Condition
Minimum PCs
2
Favored Skills
Overview
Reveal Condition
Minimum PCs
Favored Skills
Overview
A convoy of unmarked vehicles has been detected within the premises of Yokohama Zone, high a
Objective
Stop the convoy!
Objective
Intel Card
A
THUNDER's recruitment methods
Reveal Condition
Reveal Along Investigation Card 2
Overview
Intel Card
B
THUNDER Bioframes
Reveal Condition
Reveal along Investigation Card 3
Overview
THUNDER has a rather peculiar method of recruitment,
rather
than gathering
from willing
THUNDER
has seemed
to be developing
theirparti
ow
Intel Card
C
Intel Card
THUNDER's current location
Reveal Condition
Reveal Condition
Complete Investigation Card 3
Overview
Overview
After reviewing the kidnapped victims as well as their captors, DRIVE is able to triangulate the lo
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