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Very Hot Topic (More than 25 Replies) ATTACK of the REALLY BIG THING! (Read 35189 times)
Majestic
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Re: ATTACK of the REALLY BIG THING!
Reply #35 - Jul 6th, 2013 at 2:52am
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I agree that the "standard" is to treat them as 4th Level, but (OTOH), the rules are clear that only captured opponents (villains) that are turned into the authorities are what gain a character XP (other than donating $).

You could collect all the chihuahuas you want, but (as GM), I'd just laugh at you and calmly explain that they aren't "opponents" or "villains".

Now for RBTs, one can certainly make the argument that they're true adversaries (truly being "opponents") and now seems as good as any of a time to define exactly how much XP characters should get for them.

I've had to face such a thing before in my games.  Consider the Star-Devourer (from a published adventure, even if it was only from a magazine), as well as the giant tree creature from "In Broad Daylight" (from Monkey House).

I'd recommend doing something along the lines of 1/100th, if it is truly defeated (perhaps even somewhat defined, as getting a lucky KO in V&V should hardly count against something this massive).  Obviously it would be difficult to turn something this large over to the authorities (where would they put it?  On an island with all the other monsters? Cheesy)

BTW, I'm still waiting to hear what page of the 2E rules that giant mecha is from?  I've looked through both the 1E and 2E rulebooks and can't find it (but it does seem familiar; I just can't place where I've seen it!).
  
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Majestic
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Re: ATTACK of the REALLY BIG THING!
Reply #36 - Jul 6th, 2013 at 2:58am
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Gotta say I love your idea for size of counters.  Cool

I haven't got a chance to read through everything yet, but one thing you should really consider (which I'd recommend as a rule for ALL RBTs):

I think they should (generally) be immune to the standard "Paralysis Ray".  Perhaps even to Gravity Control and Transmutation as well.  The logic being that:

a) They're way too massive for these attacks to affect more than a tiny portion of their total area
b) It's way lame to have any single character take one of them out with a single hit.
« Last Edit: Jul 6th, 2013 at 2:58am by Majestic »  
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Re: ATTACK of the REALLY BIG THING!
Reply #37 - Jul 6th, 2013 at 4:08am
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I reckon ANYTHING can be used in and belong to V&V..... This is coming from a man who lives in Australia.... one of the weirdest places around Smiley
  
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Re: ATTACK of the REALLY BIG THING!
Reply #38 - Jul 6th, 2013 at 8:17am
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Majestic wrote on Jul 6th, 2013 at 2:58am:
I haven't got a chance to read through everything yet, but one thing you should really consider (which I'd recommend as a rule for ALL RBTs):

I think they should (generally) be immune to the standard "Paralysis Ray".  Perhaps even to Gravity Control and Transmutation as well.  The logic being that:

a) They're way too massive for these attacks to affect more than a tiny portion of their total area
b) It's way lame to have any single character take one of them out with a single hit.

Good points. After I have more coffee, I'll ponder them a bit more. "Death Touch" would be lumped in there as well. Of course a character with Height Factor 5 could probably use these attacks successfully on a character with Height Factor 10.

I had some coffee, and a thought or two (really off the top of my head, so they may be odd):
  • Death Touch: Use the table for finding the "Range Multiplier", but swap attacker and defender (same as finding "% to Detect Hidden Multiplier").  Multiply the number of saving throws by this number (round to nearest whole number). So, HF 1 attacks a RBT with HF 10. Instead of two saving throws (one vs END, and one vs AGL), the RBT gets 20 saves (10 vs END, 10 vs AGL). If the result is an odd number drop one save from the lower of the two basic characteristics. The RBT still only needs to make 2 saves, but now he has a lot more opportunity to do so. When Larger attacks Smaller, the standard rue applies. Besides, if HF 10 attacks HF 1, and actually lands an HtH hit, the HF 1 character is likely jelly anyway.
  • Paralysis Ray: Multiply the PR cost by the % to detect Multiplier (as above). If the attacking character does not have sufficient POWER, the attack simply does nothing, but the attacking character will have to expend all of his power to learn that lesson.
  • Revivication: Same as above
  • Gravity Control: Similar to above but CUBE the % to Detect Multiplier (Weight Factor is Height Factor Cubed) to get the Power Cost.
  • Transmutation: No change - it does 2d8 damage per attack, meaning it changes up to 16 hp worth of monster into "other stuff" per attack, so it would take at least  17,226 hits to convert Gorilasarus to "Other Stuff". 8,613 to convert him half way.


Majestic wrote on Jul 6th, 2013 at 2:52am:
BTW, I'm still waiting to hear what page of the 2E rules that giant mecha is from?  I've looked through both the 1E and 2E rulebooks and can't find it (but it does seem familiar; I just can't place where I've seen it!).
It's in the FGU second edition, page 31, bottom right corner.

I only used the small dogs to make a point --- but what if there were a plague of Chihuahuas?
« Last Edit: Jul 6th, 2013 at 10:58am by Ironnerd »  

Modifiers.pdf ( 25 KB | 16 Downloads )

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Re: ATTACK of the REALLY BIG THING!
Reply #39 - Jul 6th, 2013 at 11:14am
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I used some of the ideas above with a character in Enter the Gene Pool. It makes sense that certain powers might have limited effevt on targets og a signigicantly large scale.
  
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Re: ATTACK of the REALLY BIG THING!
Reply #40 - Jul 6th, 2013 at 11:12pm
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It seems as though you are talking about "Plant-Thing" there. I understand that his partial immunity to transmutation it's part of it's mutant power. It raises a question, but I am fine with the power as descried. What I would like to avoid is having every RBT have the same or similar statement in it's power description. The table (though I did try to avoid the tables) allows for a class of character to have the same special "invulerabiities". Also, Plant-Thing's partial immunity to Transmutation seems to assume that any attacking Player-Character would be normal human size. It is possible that a 30-foot-tall PC would attempt to turn Plant-Thing into so much Instant Hot Cocoa powder. With the above, a normal-sized character can't do a whole lot to a big character, but a fairly big thing can do some damage to a really big thing.

Actually Gorillasaurus started out with "Invunerability", but when held up to his massive hit points and healing rate - it really didn't do much of anything for him.

In studying the genre, it seems to me that Godzilla and Gamera (and all their associates) are not "Immune" to attacks from small things. Were they immune to the rockets, rays, and bullets, they would not expend the energy required to turn battle tanks and fighter planes to slag. It seems more "realistic" that these attacks are like us being bitten by gnats and mosquitoes - maybe even bee stings. One or two are not that bad, but take enough hits and you may be in trouble.
« Last Edit: Jul 6th, 2013 at 11:13pm by Ironnerd »  

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Re: ATTACK of the REALLY BIG THING!
Reply #41 - Jul 7th, 2013 at 2:23am
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We talked about this some today (at our Star Wars session, before we began play) and one of my players threw out Death Touch (before I'd seen or read your post on that, Yp!).  Good catch!

I don't know about your way of doing Death Touch.  Firstly, it's a lot of work/math to figure (more than I want to do at the table, to be honest).  And secondly, the more saves you give the defender means all the more chance of them losing all their Hit Points and being knocked unconscious! (remember, all they have to do is fail one roll).

Re: that picture on p. 31, I'd looked at it a couple of times, but didn't realize that was a giant critter.  But I think you're right; it does look sort of like a Godzilla-like monster (before I'd thought it was just a paranormal crouching on a rooftop).
  
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Re: ATTACK of the REALLY BIG THING!
Reply #42 - Jul 7th, 2013 at 2:25am
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Ironnerd wrote on Jul 6th, 2013 at 11:12pm:
It seems as though you are talking about "Plant-Thing" there. I understand that his partial immunity to transmutation it's part of it's mutant power. It raises a question, but I am fine with the power as descried. What I would like to avoid is having every RBT have the same or similar statement in it's power description. The table (though I did try to avoid the tables) allows for a class of character to have the same special "invulerabiities". Also, Plant-Thing's partial immunity to Transmutation seems to assume that any attacking Player-Character would be normal human size. It is possible that a 30-foot-tall PC would attempt to turn Plant-Thing into so much Instant Hot Cocoa powder. With the above, a normal-sized character can't do a whole lot to a big character, but a fairly big thing can do some damage to a really big thing.


I alluded to Plant-Thing only to point out that some ideas similar to yours had crossed my mind when building the character -- not to say that Plant-Thing exactly matches your optional guidelines. For example, Plant-Thing's immunity to transmutation still holds even if the attacker is 30-feet tall; the resistance is based on the character's potentially permanent metamorphosis rather than the character's height.
« Last Edit: Jul 7th, 2013 at 2:29am by polarboy »  
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Re: ATTACK of the REALLY BIG THING!
Reply #43 - Jul 7th, 2013 at 2:34am
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I'm still not clear on what "table for finding the "Range Multiplier" you're meaning.  I thought at first you meant the Range Modification chart on p. 23 (of Revised 2E), but I don't think that's the one you mean.  Looking at Size Change, there doesn't seem to be a Range column or table.

[Late Edit: I hadn't seen that PDF you'd attached before; I'm thinking that's the chart you're referring to.]

One thing to keep in mind with V&V and RBTs is that - despite the massive amount of Hit Points - these beasts are still very vulnerable to regular attacks, if you choose not to give them Invulnerability.

Personally, I think you should make some "standard" rules that apply to all RBTs.

Immunity to those powers we talked about (the players should simply have to figure out some other way to take them out) would be one.

Secondly, I'd give them all Invulnerability, probably less than the standard 3d10.  My suggestion would be 1d10, but make it per hit, rather than per turn.

Otherwise, any hero can get lucky with any roll, and when the RBT rolls a 01-05% on their knockout chance, they go down.  Not to mention when somebody hits them with a much larger blast or blow (perhaps 15+ points), they're going to have a much larger chance of dropping.  That's just not what you typically see in comics, movies, or the like with these massive beasties.

What I've typically done is also make a ruling that they can't be knocked out with the standard KO rules, at least not until X amount of damage is done.

Otherwise, you end up with really anti-climactic battles, where the first attack by Hero A drops King Kong with his first attack, perhaps only hitting for 3 points of damage.
« Last Edit: Jul 7th, 2013 at 2:36am by Majestic »  
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Re: ATTACK of the REALLY BIG THING!
Reply #44 - Jul 7th, 2013 at 2:56am
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The original rules had some interesting guidelines regarding To-Hit bonuses among large characters. In that 1979 edition, characters with Size Change/Larger were from 2 - 10 times larger than average.

In that edition, the combat table used percentage dice instead of d20. Characters who were larger size gained +2.5 percent to hit per height factor.

HEIGHT FACTOR
1 = not applicable
2 = +5% to hit (or +2 on 1d20)
3 = +7.5% to hit
4 = +10% to hit (or +2 on 1d20)
5 = +12.5% to hit
6 = +15% to hit (or +3 on 1d20)
7 = +17.5% to hit
8 = +20% to hit (or +4 on 1d20)
9 = +22.5% to hit
10 = +25% to hit (or +5 on 1d20)
  
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Re: ATTACK of the REALLY BIG THING!
Reply #45 - Jul 7th, 2013 at 9:46am
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Majestic wrote on Jul 7th, 2013 at 2:34am:
Personally, I think you should make some "standard" rules that apply to all RBTs.

Immunity to those powers we talked about (the players should simply have to figure out some other way to take them out) would be one.

Secondly, I'd give them all Invulnerability, probably less than the standard 3d10.  My suggestion would be 1d10, but make it per hit, rather than per turn.

Otherwise, any hero can get lucky with any roll, and when the RBT rolls a 01-05% on their knockout chance, they go down.  Not to mention when somebody hits them with a much larger blast or blow (perhaps 15+ points), they're going to have a much larger chance of dropping.  That's just not what you typically see in comics, movies, or the like with these massive beasties.

What I've typically done is also make a ruling that they can't be knocked out with the standard KO rules, at least not until X amount of damage is done.

Otherwise, you end up with really anti-climactic battles, where the first attack by Hero A drops King Kong with his first attack, perhaps only hitting for 3 points of damage.


I ran into this problem with the module - In Broad Daylight at a Con I ran the game in. The pre-gen characters were the Indestructibles from the module. Every turn they would be successful on the KO rules. So the Giant Villain would make it wake up roll (Yes I cheated) and then be KO again.

Finally I declared it defeated in a rather easy battle.

Next time I will use an alternate KO rule for it. "Whenever the Giant Character loses more that half it remaining Hit Points in a single phase, it is KO".

This will make the battle last a while but will not force the players to eliminate every single HP to win. Hopefully making it a single phase will reward players for working together and coordinating attacks.
« Last Edit: Jul 7th, 2013 at 9:49am by The Cougar »  

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Re: ATTACK of the REALLY BIG THING!
Reply #46 - Jul 7th, 2013 at 11:31am
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Majestic: The table is in the Free pdf. What you do is start with the attacker's Height Factor, then the Defender's Height Factor. Where they intersect you will find a number. Multiply the range between the two by that number, then use the "Total Effective Range" table on page 23, to get the To Hit modifier for range. This approximates the reality that it is easier to hit a big thing than a small thing.

Example: Mega-Goose has a Height Factor of 7, while Gorilasaurus has a Height Factor of 10. Mega-Goose launches an attack against Gorillasarus, and they are 40 inches apart, normally a -1 to hit modifier. We look at the table and see that the Multiplier for HF vs HF is 0.7 - making the modified range 28". Looking at the table on pg 23, we see that Mega-Goose's range modifier to hit is "0". When Gorillasaurus attacks Mega-Goose, the multiplier is 1.4. So the ACTUAL range is now 45 inches, but the modified range is 63 inches (45 x 1.4 = 63). The modifier for range for this attack is -2.

For "Normal Man" vs Mega-Goose we get the following: Normal Man HF=1, Mega Goose HF=7. Actual Range = 31 inches. When Normal Man attacks, the modified range is 31 x 0.14 = 4.4" (round to 4") changing the To Hit modifier for Range from -1 to 0. Mega-Goose attacking Normal Man at the same range has a modified range of  31 x 7 = 217" for a To Hit Modifier of -3.


I wouldn't think very many Vigilantes have Death Touch, but you do make a good point. The example RBT, "Gorillasaurus" would heal back nearly 16,000 HP in a day, meaning he would be back up and crushing stuff pretty quickly. Since Healing rate is directly related to Basic Hits, the bigger the RBT the faster more HP it recovers per day. Still - it seems like pretty easy way to rack up a bunch of EXP.

I think the other powers are pretty well covered - if the attacking character lacks the power to do the full effect upon an RBT, then the attack does nothing at all. I think this would work for Death Touch as well. Incidentally, Devices can only do rated damage unless the character can invent a way for to amplify the device's power.

Example: Death Guy vs Mega-Goose. Death Guy's HF is 1, Mega-Goose's HF is 7. Death Guy decides to use his "Death Touch". Normally the attack woul require 10/20 power points. Death Guy has plenty of power for this under normal circumstances (his Power is 65), but since Mega-Goose is 7 times larger than Death Guy, the attack will require at least 70 power (to eliminate Mega-Goose's HP) or 140 Power Points. Since Death Guy does not have enough power to perform the attack, he'll have to find another way... 

ALL:
I plan to revise the freebie so that all RBT's are similarly effected when it comes to certain powers. (Force Field may also be an issue).

The same table I mentioned above can be used to find multipliers for relative size when attempting to find hidden characters or the power cost of delivering certain attacks to RBT's, by swapping Attacking and Defending characers' HFs. But it turns out that it is used enough to warrant its own table - so I attached it as a PDF to the above post.

If King Kong were hit with 3 points of damage, there would be a 3% chance that he would be rendered unconscious. That's not "Damage per turn" or "Damage per Phase", it's "Damage per hit". I have never interpreted the "KO" rule to have the 5% auto-fail/succeed (it's not a save). We can either make the "Wake Up" roll easier, or make it harder to KO that RBT. So how bout this: Whenever a character takes damage to his Hit Points, there is a 1% chance per point of damage taken divided by the defenders height factor (rounded down) that the character will be rendered temporarily unconscious.

So, let's say King Kong has a height factor of 4ish (He's supposed to be about 25 feet tall), so that 3 points of damage (which I'm assuming went straight to his HP) is 3 divided by 4 for a total of a 0.75% (rounded to 0%) chance of being KO'd. If he had taken between 4 and 7 points of HP damage there would be a 1% chance of being KO'd.

I would like to keep the ability to KO an RBT since even Godzilla, Gamera (and I think the Cloverfield monster) have been temporarily KO'd during the movie/adventure/story
« Last Edit: Jul 7th, 2013 at 3:03pm by Ironnerd »  

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Re: ATTACK of the REALLY BIG THING!
Reply #47 - Jul 7th, 2013 at 4:58pm
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I just re-read a bit farther back.

In answer to Majestic's question about where would they keep such a RBT if captured.

V&V does not seem to have a shrink ray power as such.  I'd recomend having a variation of Shrinking with effect other (or Transformation > Shrinking > periodic reapplication).  There could be an entire miniature menangerie of these critters in the end Smiley

Just waiting to escape en masse  Grin
  
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Re: ATTACK of the REALLY BIG THING!
Reply #48 - Jul 7th, 2013 at 5:32pm
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I am thinking that just stopping the thing or driving it away might be enough. If you Incapacitate one, the Authorities are likely to come to you.
  

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Re: ATTACK of the REALLY BIG THING!
Reply #49 - Jul 8th, 2013 at 1:10am
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So, if you can't use Paralysis Ray on a RBT because it's too big... should a P-Ray have a greater effect on a RST (really small thing)?

Just asking.

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Re: ATTACK of the REALLY BIG THING!
Reply #50 - Jul 8th, 2013 at 8:07am
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The effect is the same, and there would be no power cost change going from larger to smaller. You can use paralysis ray on an RBT, it will just have a higher Power cost. It is, admittedly, a less-than-optimal solution, but it does simulate the relative "invulnerability" that RBT's have to these attacks.

Part of the logic behind this is that a smaller "thing" will normally have fewer HP. Smaller size = lower body weight = fewer basic hits = fewer total hit points. RBT's already have a HP advantage. If you also make it "easier" for a RBT to use a power to do harm to RST's then any hope for balance is gone. Unfortunately, the "To Hit" mods due to low agility and the modified range don't quite make up for all those hit points.

Of course, the entire idea of the Freebie is to get as many play testers to try it out as possible. When it's played at my table, I find a few small things. Reactions from Good and Evil were not an issue, since it was assumed that the Player-Characters would not side with the big monster that is wrecking up the place. When other issues come up at the table I can just quickly explain them and we move on. The trick, however, is having rules that anyone can follow without having to call the writer. An example is the conversation about what level a non-sentient character is.

With that in mind, I am trying to generate a set of guidelines for Really Big Characters that are 1) playable, 2) at least similar to the existing rules, 3) understandable by people who do not have access to the writer.

If the whole thing proves unworkable, I'm okay with that. I needed an excuse to get Yad to practice layouts anyway.

I had the feeling I was opening a can of worms with this, but wanted to give it a try anyway. So far this has proven to be "educational".
« Last Edit: Jul 8th, 2013 at 1:01pm by Ironnerd »  

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Re: ATTACK of the REALLY BIG THING!
Reply #51 - Jul 8th, 2013 at 1:49pm
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So far I think it's been a great discussion.

One thing to consider is Gravity Control.  As per the RAW, the "area" of the Gravity controller isn't really defined, so it's one I think should be specifically spelled out.  Otherwise, any Gravity Control character can likely easily lock down any beast, no matter how large (unless their augmented Strength is super high).

Ypsilante, when you get a chance, could you post all of the "basic rules" you've come up with that you think should apply to RBTs?  I know it's still a work in progress, but I'm working on the latest version of our Supplemental Rules, and some of this has inspired me to address some of these issues.  If they end up getting covered in this document (down the road), no need to duplicate them.
  
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Re: ATTACK of the REALLY BIG THING!
Reply #52 - Jul 9th, 2013 at 1:30pm
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OOhhh... Gravity Control... That is another one that needs have the PR multiplied by Defender's HF / Attacker HF (may not be less than "1").

I know it seems pretty "mathy", but you really only need to do the math once - unless your character has size change, or the RBT can change sizes.
  

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Re: ATTACK of the REALLY BIG THING!
Reply #53 - Jul 10th, 2013 at 8:54am
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OH GODS!!! Thank you Sooo MUCH!  I'm so using this!  My players after a 10-round grueling battle with the STAR DEVOURER finally managed to get a hit on it AND get it to fail one of its saving throws against Death Touch to down it... then "killed"/'Banished it back to its nether realms with Devitalization Ray... its power points are very low.  But the whole event left me feeling...less than satisfied.  These rules would have helped a lot!

As soon as I've finished running  a ... Certain Nazi filled adventure I'm testing... I'm so going to do a "Pacific Rim" style adventure where Doctor Apocalypse finds the 'Apocalypse Stone' on Easter Isle and unwittingly summons forth the Kaiju servitors of the Race of Other-dimensional god/demons who led him to his Gem Stone!  He has unwittingly let the 'weapons' of his imprisoned masters free to wreak Havoc and conquer in their name!  That cannot be allowed... "The EARTH BELONGS to APOCALYPSE!"  But even vast as his powers are...he must seek aid from self-styled 'heroes' to stop this Armageddon {he's certainly not going to risk himself overmuch!}.  Of course only he has the Giant Robot and Mecha Tech of sufficient power to fight these otherworldly conquerors... hehe... and OF COURSE... the Doctor is working an angle to take advantage of this... {Evil Grin!}   Wink

Think I'll call this Series of Episodes - "Deal With the Devil..."
« Last Edit: Jul 10th, 2013 at 10:57am by Thunderbolt »  

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Re: ATTACK of the REALLY BIG THING!
Reply #54 - Jul 10th, 2013 at 10:54am
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Whoa... you are quite welcome

Enjoy the NAZIs Smiley
  

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Re: ATTACK of the REALLY BIG THING!
Reply #55 - Jul 10th, 2013 at 1:28pm
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That sounds awesome, Thunderbolt! (I always loved Doctor Apocalypse).  Cool

One of our most recent adventures ended up being called "Demon's Deal".
  
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RETURN of the ATTACK of the REALLY BIG THING!
Reply #56 - Jul 13th, 2013 at 11:37am
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I have re-assembled the beta-test rules for Really big things, made a few corrections and added a few bit here and there.

Rather than make James re-post this to the FGU site, and have Yad rework the layout (he's pretty busy on my other projects right now), I figured I would post the revision here.

Thank-you all very much for the input. It was appreciated (and I look forward to more... maybe "brace myself" is the better term there).

Hope you approve.
« Last Edit: Jul 13th, 2013 at 11:40am by Ironnerd »  

RBT_002.pdf ( 373 KB | 21 Downloads )

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Re: ATTACK of the REALLY BIG THING!
Reply #57 - Jul 13th, 2013 at 9:05pm
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It *is* posted to FGU's site.
  
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Re: ATTACK of the REALLY BIG THING!
Reply #58 - Jul 14th, 2013 at 3:11am
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Just got home from seeing Pacific Rim (and it's not a Polynesian Porn flick after all.....)  Grin

Was thinking about this pdf during the movie.  Cool!!!
  
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Re: ATTACK of the REALLY BIG THING!
Reply #59 - Jul 14th, 2013 at 5:51am
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Display Name wrote on Jul 13th, 2013 at 9:05pm:
It *is* posted to FGU's site.


That's the original version. The file attached to reply #56 is the revised version.


SuperWannabe wrote on Jul 14th, 2013 at 3:11am:
Just got home from seeing Pacific Rim (and it's not a Polynesian Porn flick after all.....)  Grin

Was thinking about this pdf during the movie.  Cool!!!


I am going to go see that today. No doubt I'll be thinking of the PDF as well.
« Last Edit: Jul 14th, 2013 at 5:53am by Ironnerd »  

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Re: ATTACK of the REALLY BIG THING!
Reply #60 - Jul 14th, 2013 at 11:13am
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Ironnerd wrote on Jul 14th, 2013 at 5:51am:
That's the original version. The file attached to reply #56 is the revised version.


This is a pre-production.  Did you resubmit it?
  
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Re: ATTACK of the REALLY BIG THING!
Reply #61 - Jul 14th, 2013 at 8:13pm
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Yes, it's pre-production. The file on the FGU site is also pre-production. That's why I had Yad put "Experimental" on the cover, and why the text states that is it not yet canon and is for play testing. I plan to resubmit a revised file in a few weeks when Yad has his other work finished.

I don't have access to enough play-testers to get the big bugs out of this set of rules, so I put it up as a freebie to get it out in the hands of players everywhere. Since I updated it, I posted the revision here since it seems as though everyone who downloaded the file is on this forum.


Also: "Pacific Rim" was quite entertaining - not "Amazing" but worth the price of a matinee.
« Last Edit: Jul 15th, 2013 at 11:22am by Ironnerd »  

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Re: ATTACK of the REALLY BIG THING!
Reply #62 - Jul 16th, 2013 at 3:32am
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Agreed.  I got in on one of the Half Price Days for Pacific Rim.  Giant Robots Vs Giant Monsters..... can't go wrong half price.
  
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Re: ATTACK of the REALLY BIG THING!
Reply #63 - Jul 18th, 2013 at 7:47am
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While watching it, I found my self doing two things:

1) Accurately predicting upcoming events (although I was surprised by Ron Perlman)
2) Thinking of the RBT rules and checking off the stuff in the movie that the game already covers


Just on a lark, I added a "Really Big Robot". It's inspired by certain robots in Pacific Rim. It may be totally out there, but it was fun to put together. Unfortunately, I don't have "Deathduel with the Destroyers" in front of me right now. I may make some changes once I re-read that adventure.
« Last Edit: Jul 18th, 2013 at 1:07pm by Ironnerd »  

Nomad_Peril.pdf ( 154 KB | 19 Downloads )

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Re: ATTACK of the REALLY BIG THING!
Reply #64 - Jul 24th, 2013 at 8:40am
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I'm on vacation right now, so I don't have full access to all of my files, but I re-read this thread, and I think I can do a few more very minor refinements to the guideline to make it a bit smoother. Like stating that there is a 1% per full HF of damage taken that a RBT will be KO'd.

I'll clean it all up, and probably post a new version of the same rule here in a week or so. Then once Yad is caught up on art I'll have him re-layout the guidelines and put the latest rev up on the FGU site for "peer review". What happens beyond that is up to the powers-that-be. OF course, you cats can always avail yourselves of anything I post up here, or as a freebie on the FGU site.

I also wanted to thank all you'se guys for the input. I really look at you as a tremendous asset in writing for the system. I think I have something workable here, even if it is a bit clunky. I could create something a bit smoother, but that would require re-writing parts of the core rules, and I REALLY do not want to do that. Still I do not figure that RBT's will be very common, so a little clunkiness may be acceptable for something that is not used in very many campaigns.

  

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Re: ATTACK of the REALLY BIG THING!
Reply #65 - Jul 25th, 2013 at 5:49pm
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It's interesting, but somebody over on RPG.net just asked the question about what supers game was best for supers vs. monsters.

Just thought it was interesting, given the timing of this.
  
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Re: ATTACK of the REALLY BIG THING!
Reply #66 - Jul 25th, 2013 at 10:59pm
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Did you refer them to this thread?
  
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Re: ATTACK of the REALLY BIG THING!
Reply #67 - Jul 26th, 2013 at 9:42am
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Probably someone who recently watched "Pacific Rim".
One strength of V&V is that it is not as "Complete" as many other games. Most games tell you exactly what you can and cannot do, while V&V [apparently] recognizes the wide-open nature of the super hero genre, and is itself pretty wide open.

I have read a bunch of games and have not found one yet that does giants as easily as V&V. I know there have been a couple of dedicated Kaiju Games, but I never got my hands on them. I don't know if they worked well with both "normal" and "Kaiju" scale characters. I know R Talsorian's "Mekton" can handle normal-scale and gigantic-scale, but it is a "Mecha" game at it heart, and the combat system can be frustrating (this is partially addressed in some expansions). Big Eyes, Small Mouth also does normal to huge. It's better than V&V in some ways, not as good in others - and also has hints of V&V throughout. It's also out of print (and 3rd edition is kinda "meh").

I was actually very surprised at how easy it was to create Kaiju (and Jaegers) using V&V - Big starships are also pretty easy to do. I have not yet tried a planet-sized character/mecha though. Actually, I have no desire to do a "Death Star", as it's just a planet with a big gun stuck to it and the ability to move - not all that hard to approximate in the V&V system.

  

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Re: ATTACK of the REALLY BIG THING!
Reply #68 - Jul 26th, 2013 at 6:11pm
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Display Name wrote on Jul 25th, 2013 at 10:59pm:
Did you refer them to this thread?


I didn't.  V&V hasn't even been mentioned yet, as it seems there are quite a few more popular supers systems out there right now.
  
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Re: ATTACK of the REALLY BIG THING!
Reply #69 - Sep 1st, 2013 at 6:04pm
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I had this thought or so occur to me about RBTs:

Player 1 has Animal Control/Mind Control/Emotion Control/Telepathy.  How do these various powers interact with RBTs?

A group of players attempt to combine their Animal Control powers to seize control of a RBT.  How would this work?

A group of players attempt to combine their Emotion Control, Mind Control, and Animal Control powers (respectively).  How would *this* work?
  
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