This is a continuation of my first look at the mecha rpg: Battle Century G. If you just happened upon this post first, you can read the other shorter post here: Continue to part 1
Tests in this game were described earlier but I did not go into the skills, contested tests extended tests and mixed tests. Skill tests are like normal tests but having the proper skill will grant you advantage. Contests can use skills and the higher roller wins. Extended tests generally take place over time and you may have a limit to the number of rolls it takes to accomplish a goal with each roll representing a unit of time that depends on the task at hand. Mixed tests are weird in that you basically roll for multiple tests at once and taking the average. You also average out the advantage and disadvantage of mix tests with. Difficulty of mix tests being the highest out of all actions you are testing for at once. I honestly don’t get mix tests myself so if the situation calls for it, I will just have my players roll a few more dice. Its not like the engine is super hard or anything.
There are a few more types of tests described. What to do when its just an attribute, helping others (roll for the same task and for each multiple of 10 you get you give the ally one advantage), healing tests which you heal one damage level at a time and only once per story arc and finally equipment tests in which you roll to procure temporary items.
Now on to character creation! Characters are created using a point buy system. You buy your ability scores along with skills, miracles, traits, deathblows and anomalies. Traits comprise of mundane things like having common sense. Miracles are super powers so you can ignore these if you want your mecha more realistic 😉 Though you can actually become a Jedi in this game with the miracle called the force. Deathblows are kind of like special moves that you can apply during a match (combat). Think more like called shots than Omnislash. Anomalies are other odd elements like cybernetics. If I were to offer any complaints, I would say that some of these seem bare bones. I would have liked to see more varieties of deathblows.
Towards the end of the process you select genre themes. These are basically there to help you flesh out your character’s motivations and goals as well as a descriptor that describes how your character compares to the team. The genre reason is why she’s here. Is it vengeance or curiosity? You next set a typecast. This is somewhat like what trope does your character fall under. Are you considered the rival to the other teammates? Maybe the love interest? Finally you select a Genre bane. These are your character’s weaknesses. Perhaps they are very gullible? Are they shy compared to the other squad mates?
Genre themes also exist as a meta reward system that you gain during play for staying true to character. When each are selected, you now have a greater idea on what makes your character tick. But it does not stop there. After you select genre themes, you then select a few genre powers on top of genre powers that PCs start with for free. Genre powers are tools your character can use when the chips are down that they can use during the course of a game by using genre points, which are rewarded by staying true to your character and thus reinforcing themes of the genre itself.
Once themes are done, you are then given some additional character points to finish fleshing out your character. Next time I will continue on to describe mecha creation.