A downloadable Tabletop RPG

Buy Now$14.99 USD or more

Battle Century G Remastered is the definitive edition of the game, combining the contents of Battle Century G and Battle Century Z then improving upon them for a cinematic action experience in the style of mecha anime & videogames.

Express your creativity without mechanical restrictions. The game is effects-based, so how you do something does not matter as much as what you do. And what you do is pilot a kickass Mecha, command a badass Battleship, or ride a terrifying Kaiju.

Employ tactics and teamwork to defeat your enemies. Enemies in Battle Century G are powerful, you'll have to adapt on the fly to their weapons and schemes, watch each other's backs with your allies to ensure no one gets shot down, and employ synchronized combination attacks to defeat superbosses.

Explore a solarpunk future. The setting included in this 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 GundamNausicaa of the Valley of the WindDune and Sid Meier's Alpha Centauri.

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.
  • Setting-agnostic mechanics that can function in any kind of mecha game and are easily reskinned to other genres, from magical girls to tokusatsu heroes.
  • 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 custom 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.

Battle Century G Remastered is a game best suited for 3-5 players plus a GM.


Purchase

Buy Now$14.99 USD or more

In order to download this Tabletop RPG you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:

Battle Century G Remastered v1.84.pdf 7.3 MB
Battle Century G Remastered Character and Mecha Sheets.pdf 819 kB

Development log

Comments

Log in with itch.io to leave a comment.

(+1)

Something I just noticed, having bought this new edition a few months ago: the Psycho Rival, at the very least, has a Mecha Point deficit.  Just tried punching everything into a function on a CS made in Google Sheets to calculate all the MP costs, and without any Design Flaws, the Psycho Rival's final MP balance comes out to -10 at PL0.  Feel free to reference my work below to verify if desired:

Starting allowance for Rival NPCs: 100MP at PL0

Might and Speed cost: 21MP each at PL0 for a stat of 6

Guard and Threshold cost: 15MP each at PL0 for a stat of 5

Energy cost: 3MP at PL0 for a stat of 2

Systems cost: 0MP at PL0 for a stat of, well, 0

Experimental Reactor: 20MP

Reactive Booster, Beam Saber, and Beam Rifle: 5 MP each

f=100 -(21+15+15+3+0+21)-20-(5x3)

100-75-20-15

25-20-15

5-15

-10

Your math is correct. But there is more. Looking at it in detail now, at PL5 there's an additional 4 extra points given, totaling to a -14 deficit. This mistake is unfortunate as I don't have the working files for Remastered anymore, and I'd have to redo the entire manual from scratch (without some of the original artwork, even) to fix it.

A quick and dirty fix (without redoing the whole build and using the round attribute costs rule) to each of the PLs would be:

PL0-1 Guard and Threshold -1 each.

PL2-4 Remove Versatile Model.

PL5 Might and Systems -1 each.

Recover Guard and Threshold  by PL 2 and regain Versatile Model by PL 5, obviously. 

Boy I sure hope this is the one build with mistakes and that the rest are fine.

Thanks for pointing this out!

(1 edit)

Psycho Rival was the only one I noticed with this MP deficit problem.  All the others looked like they checked out just fine according to the mental math I was running at the time, but I could also be mistaken.  Will take a thorough look and a calculator through the prebuilds sometime and let you know if I discover any other point deficits in the pre-built NPCs before you do.

(+1)

So, continuing on from what I mentioned yesterday, I've decided to take a look through the rest of the Rival NPC prebuilds, as well as those for the Grunts, and have discovered a few other units with MP Deficits (only 4 when not counting the Psycho Rival).  I've compiled a Google Doc of both my findings, as well as potential spot-fixes for the MP deficits I found, for your review and judgement.

Looks about right at a glance. Let this be a lesson about doing the math for 30 builds in a single day: Triple-check your math! Will certainly be doing more of that in the future.

Good job with the spot-fixes, the reasoning for them is solid enough and you've saved me the time of doing them myself.

(+1)

Woah!! Lookin' sick bro!!

(+1)

I compiled earlier changelogs into a singular list for convenience' sake. It is in gdoc form because it is 12 pages long.

BCG rules v1.2 to v1.7 changelog

I am a fan of the original game from back in the day. What was changed, generally, from 1st edition to 2nd Edition? I purchased it but it can be hard to tell such changes from a glance.

A lot! It is structurally the same game but there's significant tweaks to every section. Just off the top of my head (some of this will be repeating the store entry bullet points):

  • A myriad balance changes for individual weapons, powers, etc.
  • Better rules for on-foot combat.
  • Alt rules for Critical Failures, Failing Forwards and Exceptional Success in chapter 1.
  • A "Dramatic Finish" rule to make defeating enemies narratively spectacular.
  • An expanded alt rules chapter, I believe custom weapons and corruption were already mentioned but those are the standouts among the new stuff.
  • A jillion more premades.
  • The setting! ft. Cool Fungus Facts!