MECHANIKA |
Disclosure: This review includes affiliate links to DriveThruRPG.com. I receive a small percentage if you decide to purchase something from the landing page. Thank you for your support.
Mechanika is
a bit of an odd duck as far as RPGs go. While I wouldn’t disagree that its
theme is steampunk, the more I read and as the pages went by, less did this game
feel like a steampunk RPG. When I
brought out the dice, for character creation, and to test some of the mechanics
all heck broke loose!
As the
author admits, Mechanika is a bit of a mash or perhaps a rehash of many other
RPGs. There is certainly a bit of Fate Core here and a bit a Savage Worlds
there. Add in a hint of gothic fantasy, a little (non-plushy) Call of Cthulhu
and that about sums it up. I’m a bit on the fence with this one, but it is less
about what this game is and more about what it could be, which admittedly doesn’t
give credence to the idea of paying money for it. Steampunk isn’t an RPG genre
I’m too familiar with, but setting wise this RPG is absolutely a mash of many
elements other than steampunk. Gamers familiar with Fate Core or Savage Worlds
might consider giving it whirl, but at the same time Mechanika, is very
different from those RPGs.
Mechanika
utilizes the Xaos system. Dice mechanics are performed with percentile dice
(d10s) and FUDGE dice. If you not familiar with FATE CORE, FUDGE dice are six-sided
die, which are faced with icons instead of numbers. The icons for Fate Core
& Mechanika are plus (+), minus (-) or blank (_); two of each icon on a d6.
Needless to say, but easy enough to simulate on a standard d6 as well,
assigning two numbers to each icon.
Beside the
basic rolls which entail those improved by character skills/attributes/perks,
or challenged by flaws, the Xaos System allows for degrees of success and failure.
In other words, meeting the target number set by the GM is a success, but
exceeding the number may count towards a special success. As such, rolling well
below the target number may count as a “special” failure. Either occurrence encourages
the GM and the players to incorporate some narrative story elements. The Xaos
system also features a luck mechanic for dice rolls called Destiny Points. Those
familiar with Savage Worlds and Fate Core will recognize it, as this mechanic
allows rerolls as well as enables players to “edit a scene,” avoid an untimely
death and a couple of other things. Destiny Points are rewarded to the player
by the GM, mostly in regards to good character play. These points roll over to
experience points for the character if unused at the conclusion of the session.
Speaking of character, let’s make one.
Character
creation with this RPG requires players to create a persona. The concept of this
persona is then mitigated by two character concepts the “higher” and “lower”
self. In essence instead of alignment we have a default character personality
tag. The higher self is just as it seems, your character at his/her best, or
most selfless, the lower self being your character’s worst or most selfish. Players
are charged with creating these three tags and putting them together in a way
that is somewhat reasonable. There are plenty of examples (for newbs) to get
you started, and the concepts in this section are well presented.
Next is selecting a race of which there is a unique variety. Humans make up 80% of the current population of this alternate earth/steam punk setting, but my beloved dwarf is available (so I made one), as well as goblins, moreauvians, sylvans and Dhampyrs. Moreauvians are human/animal hybrids and of many varieties, sylvan are plant or tree like humanoids and dhampyrs are the spawn of vampires. Races have a high number racially specific, drawbacks and benefits. The race template is a bit overloaded in this regard. Thankful I located a pencil that Harley the cat, hadn’t yet had the pleasure of chewing on (don’t ask).
Step three is assigning attributes and wounds. Attributes in Mechanika are the physical and mental aptitude however, a score of zero is considered the human average. With creation, player characters are provided five points to distribute among these attributes, as well as some attributes may be further modified by the race template. Mechanika does not use a typical Hit Point system, instead incorporating a (meticulously written) wound system, which includes three different types of wounds, to show damage.
"Every character in Mechanika has their limits. Every character has a breaking point. This is illustrated by the Wounds system. The Wounds system gives you a visual representation of how injured you are by using damage grids. Each character has three different grids, one for each type of wound you can sustain in Mechanika.” (PG 46)Character’s in Mechanika can take physical damage (Constitution), stress or mental damage (Willpower) and ego or social damage (Presence). The severity of injury for each type of damage is further divided into three additional ranks, each being more severe. The different sorts of damage will play more into the story building aspects, but also have mechanical significance providing penalties and the like.
Next in character creation, is the odd combination of assigning wealth and designating the number of actions available. There is really nothing to choose here, so it is really more of a “to make you aware section.” All characters are suggested at starting out with a -1 wealth rating or in other words, not very wealthy. Characters start the game with three sorts of actions, but may receive more if they have the appropriate ranks in agility attribute.
Rounding it
out is selecting skills, perks, and flaws. These sections are pretty standard
as far as RPGs go. Skills are linked to one or two designated attributes and
help define what characters can and presumably, cannot do; all of these are
based on character knowledge/education. Perks are divided into three
categories: regular, supernatural and by race (race: listed with the race
template). Likely my preference for old school games, but some of these read in
line with what I would say was a skill, others are seemingly genetic graces and
more in line with what I think a perk might be. Flaws can be taken at character
creation, and award Experience Points (EPs), which you can put towards
additional perks and skills during character creation.
Review Featured in KoDT #245 |
Likely the best material to get a feel for Mechanika, are the chapters to do with machina and magic. Interestingly, there is about twice as much content on the chapter for magic then there is for the chapter on machina. That said… the chapter on machina is pretty interesting. Both magic and machina rely on Flux, which is the source of magic energy. For the most part this section provides a handy set of guidelines for Artificers and Tinkerers to construct their own gizmos, which are machines/devices melded with this element of flux. Artifice Houses specialize in creating certain types of machina and each house is provided a treatment specifically describing what can be created as well as provides a few examples.
While
Mechanika is bit wonky, if I had put my money down, there are certainly some
interesting concepts. The writing isn’t terrible, but the overall layout and
presentation could certainly use some additional work. This being a Steampunk
game, as I mentioned in the intro, it’s rather odd. While the games “theme” is
steampunk it’s got a bulky dose of other things, which significantly weigh it
down in regards to mechanics as well as to the core of its role-playing
elements. If Mechanika was developed in the early 90’s no doubt it would have
likely gained a fan base. As is, I’d wait to see if some of these things might
be cleaned up and if it should ever come to pass with a second edition.
No comments:
Post a Comment