A downloadable Tabletop RPG

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I'm Gimmick, and I've been making TTRPGs about giant robots since 2011. This one is my favorite out of all of them.

Battle Century S is a tactical, mapless, cinematic TTRPG in the sytle of mecha anime & videogames. It is hand-crafted to take the gameplay depth of the tactical TTRPG genre and make the experience much easier to prepare and play for everyone involved, taking advantage of nearly 15 years of experience to make things be as smooth as possible.

The core of it revolves around having both tactical combat scenes and story-driven narrative scenes. There is a clear separation between the pilots and their robots, allowing pilot-based scenes to be simple yet impactful, while the mecha-based scenes offer many options rewarding learning and mastery.

Run and build with ease. There are no battlemaps, character creation has minimal math, the combat simplifies turns to one roll per turn where possible, and outside of combat NPCs impose penalties on PCs instead of rolling dice themselves. This minimizes work for all players, and especially the GM, ensuring the game keeps going at a good pace.

Combine short-term tactics and long-term strategy. Manage your pilot's health, your mech's internal structure and the budget for your operations. Balance doing repairs with gathering intel on the enemy and crafting equipment that you can use later. 

Explore a solarpunk future. While the rules are effects-based and setting-agnostic, the book presents an environmentalist, inclusive and transhumanist society opposing an industrialist empire with the looming threat of kaiju mechabeasts on the horizon. It is inspired by the likes of Turn A Gundam, Nausicaa of the Valley of the Wind, Dune and Sid Meier's Alpha Centauri.

Battle Century S is the culmination of 13 years of distilling the pure essence of how I like to both run and play TTRPGs and polishing it into something anyone can use. 

IN THIS BOOK YOU WILL FIND

● Player Characters that come out of Character Creation being on par with the protagonist of an anime series.

● Fast paced combat that usually ends in three to five turns with no more than one roll per turn. 

● An empowering combat system that let you decide when you're going to have your big cool moment instead of being at the whims of the dice. 

● Balanced PC options to keep all players at a comparable power level.

● Mechanics that can function in any kind of mecha game and are easily reskinned to other genres, from magical girls to tokusatsu heroes, plus obviously things like battleships or kaiju.

● Super robot action that lets you punch mountains so hard they explode and shoot your enemies into the sun.

● Alternate rules modules to tweak the game to your liking, ranging from making your own weapons to corruption mechanics.

● Over 50 premade PC and NPC builds that include playing advice to save you time as a GM or regular player.

● An anarchist, environmentalist, transhumanist society with the benefits and problems that invites.

● Transhuman themes and character options, from hair of a leafy green color that absorbs sunlight to changing your biological sex at will.

● A six-episode anthology series that you can run as a mini-campaign, standalone one-shots, or use as inspiration for your own 

Battle Century S is a game best suited for 3-6 players, counting the GM.

Download

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Click download now to get access to the following files:

BCS v1.0.pdf 47 MB
BCS Character and Mecha Sheets.pdf 44 kB
BCS PC and NPC Ability Appendixes.pdf 959 kB

Comments

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(+1)

Hi! I think there's a discrepancy between the Operation description on page 11 and the turn priority mechanics described later. Page 11 suggests turns proceed clockwise, turn priority suggests an order determined by rolls

The paragraph in page 11 is for Intermission conflict. Intermissions are much more freeform and don't need the structure, which is why it also says that using clockwise or aphabetic order is just a suggestion. Operations always use Priority determined by dice rolls. 

The page 11 paragraph should definitely be more explicit that it is only talking about Intermissions though, thanks for pointing it out.

(+1)

Question, what are the key differences between G and S? o:

(+1)

The joke and short answer is that S is for people who prefer to play games without maps, while G is for people who want maps, minis and all that jazz.

The slightly more involved but still not comprehensive answer (its a 356 page pdf after all) is the maps thing, plus not having to do math when building your mech, the inclusion of long-term resources to manage between fights, and damage/hp values being much better balanced. Those are the most important and most observable differences.

(+1)

I see, thank you for your insight! :D