Mecha Musume Rules

Rules for playing a mecha musume class and race, such as the characters from Kantai Collection. This was initially intended to be used as a player class for a D&D KanColle game I was planning on running, but I figured that it could be expanded to cover other similar types of characters as well.

Mecha Musume

Ability Score Improvement

At 1st level, you gain a +2 to your Dexterity score, and a +1 to another score of your choice.

Resource Generation

You rely on a distinct pair of resources in order to utilize your abilities. Similarly to how a wizard uses spell slots to cast spells, you have two resources: Fuel and Munitions.

Fuel is used to power most of your utility abilities, such as being able to take evasive maneuvers, use a speed boost, or reinforce your armor.

Munitions are used to power your offensive abilities, the most obvious being to fire your primary weapon, but also for using secondary weapons, or delivering larger and more devastating attacks.

The amount of resources you may store at a single time is listed under the Stockpile column of the Mecha Musume table. You may store any combination of Fuel and Munitions as you choose, so long as the combined total does not exceed the number listed under the Stockpile column.

Resources are not generated automatically. You may spend an hour to generate a number of either Fuel or Munitions in any combination, up to the amount listed in the Resource Generation column of the Mecha Musume table. This may be done during a short or long rest, including while sleeping.

Combat Type

At 1st level, you choose from one of three types to embody; an Air, which excel at aerial combat, Land, which are better armored and armed, or Sea, which typically mount the largest weapons.

Air

Land

Sea

Upgrades

You have access to a large number of possible upgrades, which you gain access to at certain levels. These will be detailed on a separate page, here.