Friday, June 26, 2020

You Don't Make Friends With Magnets














Roll 1d6+stat when success isn't guaranteed, but still possible
1 or less: failure
2-5: partial success
6 or more: success

Rolling a 1 or a 6 on the die gets that result anyway
Depending on the situation, you might just succeed or fail
Go with whatever makes sense, rather than what the rules say

Roll +aim to try hit something far away, to hit an exact point, or when hitting a barn-sized kaiju is questionable
1- : Whiff
2-5: Close enough
6+ : Bullseye!

Roll +reliable when acting under non-optimal circumstances or repairing
1- : What's that burning smell?
2-5: Normal wear-and-tear
6+ : Smooth sailing

Roll +speed to act before something happens
1- : No chance
2-5: Almost too late
6+ : Just in time

Roll +ammo to see if you need to reload (might be bullets, missiles, fuel, recharging)
1- : *click-click-click*
2-5: One more shot
6+ : Plenty of juice

Roll +defence when you get hit somewhere. Take -1 to the roll per Category (see below)
1- : *crunch*
2-5: It can be fixed...
6+ : You're fine

Roll +cost when you repair or resupply (this stat is backwards)
1- : You're good for it
2-5: It's on your tab
6+ : Time to pay up

Deal 1d6+damage when you attack a kaiju's Weak Point
Otherwise, deal 1 damage
Using a weapon in an advantagous way deals 1+damage, or sometimes 1d6+damage
The Weak Point of a kaiju is usually exposed just after they use their Special Ability

Deal +[element] (fire, electric, acid, poison) instead of +damage when you attack a kaiju that is weak to that element.


Here are a few things to kill

Category sizes:
  1. Bus
  2. Building
  3. City Block
  4. Small City
  5. Cloud-scraping
Kaiju can take 6 damage per Category before being harmed by attacks. By default, they destroy pretty much whatever they attack, so it's on you to stay alive. Run away, find cover, sacrifice your weaponry, your mech, your friends. Bait it into using it's Special Move, then go for the throat. Good luck out there.





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