------------------------------------------------------------------------------------------- VIRTUAL MEKTON: "Tokyo City Rule"(Ver 1.44) ------------------------------------------------------------------------------------------- As a mecca for VR game lovers, Japan has biggest number of VRcade and players all over the world. Although, VM League Japan setting most strict VM regulation in the world. In foreign VRcades, regulation is different among every VRcade. But here, the compartibility of VM data is kept among VRcade all over the area under the supervision of VM League Japan. Major Japanese cities have hundreds of VRcade. Most overcrowding "Otaku Area" like Shinjuku or Ikebukuro has over 20 VRcades within 1km square area. That's why Japanese gamers need solid conpertibility. Without it, they can't run VRcade-crawling. VM players call the regulation "Tokyo City Rule" from the name of capital city. ------------------------------------------------------------------------------------------- *** Building Your VM *** Your VM is created by this order: 1: Culcurate Max CP can be used on a VM 2: Draw "Blueprint". 3: Earn and spend CPs. 4: Roll skills. 5: Apply Bugs(if any) 6: Complete. ------------------------------------------------------------------------------------------- 1: Culcurate Max CP can be used on a VM *** How many CPs can be used? *** This is depend on your skill. The maximum CP a character can spend on a VM is culculated by the formula below: Max CP= {INT+TECH] x [VM Design] x [VM Design] +200 Example: Maki Akanezawa have INT 7, TECH 8, +7. She can create up to 935CP VM. Typical "VM Maniac" have INT 5, TECH 5, +3. He can create up to 290CP VM ------------------------------------------------------------------------------------------- 2: Draw a "Blueprint" Create a mecha as is written in Mekton Zeta Plus book. Although, there are some restriction on the construction. Basically, only Mekton scale(1:1) things are allowed. NO OUT-OF-SCALE THINGS. Otherwise, all options are allowed unless listed in below. *** Servo *** VML Japan have unique "Minimum Weight" regulation. A VM's total weight of Servoes must have at least [Torso's Weight x3.3t]. For example, a Tank VM with MH Torso(11t) and Head(5.5t) have total weight of 16.5t. But, the servoes treated as 36.3t(11 x3.3). This is the reason VM players in Tokyo prefer Humanoid-type VM. People tend to have Servoes rather than getting dead-weights. And, that's the objective of this rule. *** ARMORS *** Use standard rule on MZ+. *** WEAPONS *** Weapon's damage is limited to 20K. Weapon with Entangle effect mod can have over 20K for Range purpose, but its Damage is limited to 20K anyway. Some of effect modifiers are shared among all weapon types. SHARED EFFECTS The listed effects don't need x1.33 Special Effect Weapon modifier. Armor-Piercing Attack Factor Blast Radius(of Missiles)# Burst Value Disruptor Entangle Fragile Handy Hyper## Mega Beam Quick Range(of Missiles)### Shock Warm-up Time Wide Angle # : Double the modifiers when applied on Projectile Weapon's Ammoes. ## : Hyper effect is usable only with EMW and Melee Weapons. ###: Only allowed on Beam Weapon, Projectile Weapon, and Missile Weapon. Ignore Range:0% effect at Beam and Projectile weapons. RESTRICTED/CHANGED EFFECTS These effects are not allowed or have different effect. All-Purpose : Not allowed. Anti-Personnel : Not allowed. Anti-Missile&Personel : Not allowed. Nuclear : Not allowed. Skill(Missile) : 12+ is maximum skill allowed. Tangler : Changed. See below. Shock : Changed. See below. Beam Shield : Changed. See below. Tangler Tangler ammo does no damage but instead acts as a Grappling attack. Escape difficulty is [Kill +10]. The max difficulty is limited to 20. Shock Since the nature of Virtual Reality, Shock Weapons cause paralysis on VM, not on pilot's BODY stat. Instead, use [Torso Kill x1/2] as BODY stat to resist Shock Effect. Note that he "lose action" effect applied to entire VM controls, both Pilot and Internal Automation. If the result of resistance roll was below zero, all systems are down while the VM is in "losing action" status. The VM fall down and become totally helpless. It cannot make any move or evasive manuevers. Also, all energy-based systems such as EMW w/Attack Factor, Active/Reactive Shields, Reflector, etc are deactivated. Beam Shield Beam Shield is considered as "abrative" as Reactive Shield. Beam Shield have Kill Capacity of [Damage Kill x3]. Disruptor weapon does x2 damage to Beam Shields. If doubled damage destroy the shield but the remaining shield Kill Capacity is bigger than the original damage of the weapon, it just evaporate shield but not cause damage to the VM itself. Also, Beam Shield cannot have Rechargeable effect. *** ENERGY POOL *** The Portfolio Size is limited to 3 at maximum. A VM can have only 1 Energy Pool. Also, Energy Pool cannot emulate another E-Pools too. The points in the pool are a limited resource, a single block. You only have so much to play with at any given time. While each item in the pool can cost up to the available(or even the max)power of the pool, only that one system can be active, because it's using all of the power. So, in a pool with a power available of 30, one could have 2 systems each costing 15CP on at the same time, or one system costing 30CP on period. Additionally, one can extrapolate from the sidebar on limited shot weapons in pools that if a device runs out of shots or is burned out, it takes the pool down with it. So if a reset X sheild is taken down, the entire pool becomes non-operational. Similarly, if a reset 2 sheild were taken down,the entire pool becomes non-operational for 2 turns. And yes, if a weapon needs to charge up to fire, it must have the resources of the pool allocated to it for the duration of it's warm up time. *** SHIELDS *** All Reactive Shields considered to have Ablative("Screen") modifier and its Kill Capacity is [SP x3], not x5 in Standard Rule. Disruptor weapon does x2 damage to Reactive Shields. If doubled damage destroy the shield but the remaining shield Kill Capacity is bigger than the original damage of the weapon, it just evaporate shield but not cause damage to the VM itself. *** FUEL *** Fuel rule is not used. Any propultion system works without fuel. *** POWER PLANTS *** Only Fusion Source is allowed. Bio-Energy, Power-Cell, Combustion can't be used. *** COCKPIT CONTROL *** Manual Control: Oldest configration. Player cannot use Function/Shortcut key commands. You can play VM even in oldest VM VRcade all over the world. Playing Fee: 200yen/play. Old non-pod models are at 100yen/play. Screen Control: Most standard control type. No special equipment needed. Playing Fee: 200yen/play. Old non-pod models are at 100yen/play. Virtual Control: Popular style for VM maniacs. Need special VR-Helmet or Goggle that cost 8000 to 30000yen. Playing Fee: 200yen/play. It doesn't work on old-model pods. Reflex Control: Most expensive style for rich gamers. Need special body-tight suit and newest VM-Pod. Some old or small VRcade won't support this control yet. Playing Fee: 200yen/play. It doesn't work on old-model pods. Thought Control: Most advanced control system currently in testing at VM gear corps. No VRcade support this system yet...officially. Playing Fee: Unknown. It doesn't work on current pods on VRcade. *** COCKPIT ENCLOSURE *** Canopy and Saddle now have special effects: Canopy: This type of cockpit considered to have "Backup" sensor that never affected by ECMs. Saddle: This type of cockpit is not exist in VM setting. *** REMOTES *** Remotes cannot have Internal Automations, and cannot control other Remotes. *** INTERNAL AUTOMATIONS *** Automation Level is limited to 6 and a VM can have only one IA system. Note that IA with VM Piloting never get ACE point even if the AL is 6. Just for your information. *** ESPER LENS *** ESP rule is not allowed(unless GM's special permission). So, ofcourse, no ESPER LENS exists in VM campaign world. *** TURBO CHARGER *** When a Turbocharger become inactive, the VM get Turbocharger Penalties even if it has an another Turbocharger unused. Although, when he activate the another Turbocharger, he can forget panalties and gain full bonuses while it is in effect. Note that VM don't need to go repair facility. It is automatically fixed with other damages when you finished the game. *** TECHNO ORGANICS, LIGHTSPEED, TELEPORTATION *** Not allowed. *** COMBINERS *** Not allowed, for now. It is rumored that VM League Japan testing Combiner system for future release. *** STUPID MEKTON TRICKS *** All SMT are not allowed except listed oned below. Morphable Mecha Ninja Leap Transformations# Tunneling Special Effect Weapons## # : Transformation:Gun won't scale-up its weapon damage scale. ##: Need permission of GM. *** WEIGHT EFFICIENCY *** Any VM cannot apply Weight Efficiency over a half of its original weight. For example, a VM with 60t of original weight can decrease up to 30t. Also, VM cannot decrease its weight below 10t. Any VM must have at least 10t of weight. VM with weight below 10t considered to have 10t when buying Movement systems. *** TARGETING COMPUTER *** Targeting Computer is Cost Multiplier System appeaerd in MZ:Tactical Display. The original rule only allow to raise MV when the mecha use its Ranged Weapons. In VM Tokyo City Rule, there are 3 types of "Targeting Computer"--- For Ranged, Melee, and Evasion. Targeting Computer:Ranged is usual TC appeaerd in Tac Display. The pilot can improve his VM Gunnery and VM Missile skills by an amount of TM. Targeting Computer:Melee improve VM Fighting and VM Melee, and Targeting Computer:Evasion improve VM Piloting skill. ------------------------------------------------------------------------------------------- 3: Earn and spend CPs *** How long does it take to build a VM? *** Characters gets certain CPs for every days/hours to spend for construction. When all CPs are paid up, CP per Day(8hours)= [INT +TECH +(VM Tech x2)] x3 CP per hour: x1/8(frictions rounded down) to "CP per Day" rate. Basic VM Kit 0(Must have for VM Construction!) Advanced VM Editor +4CP/day(0.5CP/hour) Professional VM Editor +8CP/day(1CP/hour) If he try to work over 8hours a day, roll or skill against Difficulty as [Working Time] every hour. Ex, when a VM designer work 9hours a day, he must roll 9+. If he work 20hours a day, he must roll 20+!. Failure means he couldn't get any CPs at the hour. Critical Failure means he lost [CP per hour]x1/2CP by bug or careless misstake. *** Team-up to build a VM *** Characters can team-up to build a VM. In such case the leader roll skill against target number of [Number of group member x4]. If successful, the group member can use highest INT, TECH, and skill in the group, with modifications below. In addition a half(round down) of skill is added to TECH. If failed, the group must take lowest skills and stat in the group for the day. Only one VM Editor bonus applied at a time. Member with same skill level as the highest of the group :+1 Member with lower skill level but above half of the highest :+0.5 Member with lower skill and below half of the highest :+0.2 Member with no or skill :+0 Ex: Knights of the Wind team: Rio(Leader): INT 7, TECH 4, +3, +3, +5 Maki : INT 7, TECH 8, +7, +7 Rena : INT 8, TECH 7, +3, +3 Chisato : INT 8, TECH 9, +2, +2 Leon : INT 5, TECH 5, No or skills. Rio just forget about Leon's help. She is no use here. The number of the member is 4. Target number of skill roll is 16. Max CP= {INT:8 +TECH:9 +(Leadership:5 x1/2)] x [VM Design:7.6] x [VM Design:7.6] +200 =1297.44CP CP per Day(8hours)= {INT:8 +TECH:9 +Leadership:2 +(VM Tech x2:15.2)] x3 =102.6CP Bonus from VM Editors applied last. Characters can add bonus of all Editors they used(only 1 Editor per Character). In the example above, Maki had Professional Editor, Rio and Chisato had Advanced Editor, Rena had Basic Editor. The bonus is 8+4+4+0=16. Their CP per Day is 118.6CP, now. *** Are you hurry? *** You can get more CPs from an hour of construction work. You can get x2 CPs from the hasted hour. But everytime you does it, your difficulty of VM Construction roll raise by +1. *** Are you not haste? *** You can get -1 bonus to later and rolls Difficulty for every 50 extra CP you spend for "Debug". The CP is lost after the and roll. You must spend another CPs to get the bonuses again. ------------------------------------------------------------------------------------------- 4: Roll skills Now you must make roll against Difficulty below. The skill roll is made by a Leader when characters create the VM by team. The leader can use highest TECH and skills among the team. The skills are modified as is written in "Team-up to build a VM" article above: CP Difficulty up to 150 10 151 to 300 15 301 to 500 20 501 to 750 25 751 to 1000 30 1001 to 1250 35 1251 to 1440 40 Modifiers to Difficulty: VM's CP is below the half of the Max CP of creator: -5 VM's CP is below the 1/4 of the Max CP of creator: -10 VM's CP is below the 1/8 of the Max CP of creator: -15 Used Advanced VM Editor:* -3 Used Professional VM Editor:* -5 Every 1 hour hasted: +1 Every 50CP used for "Debug": -1 *: Apply most advanced system used among the team Example: Maki trying to build a 350CP VM. She get modifiers that -5 from"below the half of her Max CP", -5 from Professional Editor. Also, she got +5 because she hasteed 5 hours. The final Difficulty is 15. If your character success the skill roll, your VM Construction is complete. Congraturations! If you failed... go to next chapter. Don't forget how many points you failed. ------------------------------------------------------------------------------------------- 5: Apply Bugs(if any) If your character missed roll above, your VM contains "Bug". Check out the charts below for how severe the Bug is. GM roll the chart and keep it secret to players until it actually happens: FAIL Number of Bugs 1 1 3 2 6 3 10 4 15 5 Next, roll 1D6 to see which System contain the Bug: 1D6 SYSTEM 1 Weapons 2 Sensors 3 Powerplant 4 Armor 5 Movement System 6 Hydraurics Next, roll 1D6 for every System contains the Bug. All results are cumlative: WEAPONS 1 Weapons become useless after 1D6 turn. 2 All weapon suffer -2WA penalty. 3 All weapon damage is halved. 4 Weapons explode and does full damage to own Servo that carry the weapon when pilot roll natural "1" at his Attack or Parry roll. 5 A biggest weapon's Space is doubled(before Space Efficiency applied). 6 A heaviest weapons weight is doubled. SENSOR 1 Sensors dead after 1D6 turn. 2 Ranged weapons at 1/2 range. 3 Ranged weapons at -3 to hit. 4 The VM suffer -2 to Evade and Parry roll. 5 Sensors at 1/10 Sensor Range. 6 Comm system broadcast reveal whereabout of the VM. Cloaking, Stealth, Shadow Imager, etc, lose its effect. POWER PLANT 1 Overheat: Mecha shut down after 1D10 turns. 2 -1 from MV 3 Engine underpower: Land MA is halved. 4 Powerplant explode when it use Turbo Charger, Booster Pack, or Reactive Shields. 5 Beam and EMW at 1/2 damage. 6 XS +5. ARMOR 1 SP of a random location is at 1/2. 2 -1SP from 1D6 random locations 3 Armors disappeared after a first hit on the location. 4 All armors have x2 weight 5 Badly placed armors: -1MV, and -100% MP 6 Badly placed armors: No external space available, and Weapon Mounts and Quick Change Mounts are useless. MOVEMENT SYSTEM 1 Movement Systems cut out after 1D10 turns of use. 2 MA is halved 3 Roll 1D6: 1-3:the VM can't turn Right 4-6:the VM can't turn Left. 4 Turning radius increased by 1 hex 5 Movement Systems only usable once in 2turn 6 The Movement System is always in ON. The VM always move at maximum speed. HYDRAURICS 1 VM unable to move after 1D10 turns. 2 Lose use of 2 random locations(and equipments in the servo) after 1D6 turns. 3 Lose use of 1 random location(and equipments in the servo) after 1D6 turns. 4 All Melee, Hand-to-Hand weapons damage is halved. Grapple is at -2WA. 5 -1 MV 6 All handheld weapons at -2 to hit *** Fix a Bug *** A character can reroll by spending 50CP. You can get modifiers as is written in [4: Roll skills] section. The success remove 1 bug from the VM. If you failed, you waste the 50CP, and must reroll after you pay another 50CP. If you fail the Bug-Fix roll badly(again!), you'll happen to get another bug. Consult the chart below: FAIL Number of Additional Bugs 5 +1 10 +2 15 +3 You can "haste" your bug-fix(+1 for every 1 hour hasted) or debug carafully(-1 for every extra 50CP used) or get help of your teammates as is VM Construction, ------------------------------------------------------------------------------------------- 6: Complete You finished VM Construction. Congraturations! Enjoy your battle! ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- CHANGED RULES ------------------------------------------------------------------------------------------- *** INDIRECT FIRE AND AREA EFFECT *** Indirect Fire and Area Effect Weapon rule is changed. Any VM that is in Blast Radius can try to evade the blast. Make an Evade Roll just as if dodging usual gunfires. If success, the VM can evade the blast and receive no damage. Note that A-P or Distupter on AEW won't effect on the blast damage. It only applied to "direct hit" damage. *** LIMITATION ON LUCK *** Strangely, effect of LUCK is limited in Japanese territory and VM Server(Oriental Mystery!). Any character can use LUCK point AFTER rolling die. But they can only spend 1 point of LUCK at a time when used OFFENSIVELY(Ex:Attack Roll, VM Construction roll). Characters can use unlimited number of LUCK for DEFENSIVE rolls(EX: Evade Roll, resisting Intimidation). The rule also applied to use of ACE Points. *** NEW WEAPON EFFECT *** This is imported from Gundam Senki: Hot-Cutter: -2SP: x1.5 -4SP: x2.0 Weapons like Heat-hawk, Heat Rod or Heat Saber in Gundam World has this effect. Hot-Cutter cut through armor just like the proverbial "hot knofe through butter", treating all armor as being at -2 or -4SP, ecxept for Reactive Shields and Beam Shields. Minimum SP is zero. When using a Melee Weapon with Hot-Cutter effect to Parry, its Damage rating is treated like the SP of a Shield. The weapon Kill get lowered only when the attack does more Damage than the Damage of Melee Weapon with Hot-Cutter, and it lowers its Kill by one. Note to VM players: The Hot-Cutter can be used by Melee Weapon and Missile Weapon. You'll ask me "Why Missile?". The reason is existance of Shot-Lancer appeared in Gundam F91. It was a big missile that has BeamSaber-like penetrater on its head. ------------------------------------------------------------------------------------------- SPECIAL THANKS: People of VMML, Brian Gilmore of ARG, and players of my VM campaign -------------------------------------------------------------------------------------------