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Post by Goji on May 2, 2010 18:29:08 GMT -5
Name: Godzilla Type: Mutated Dinosaur Stats: Attack: 14 Defense: 14 Agility: 6 Special: 13 HT: 100 Meters WT: 70,000 Tons Average Landspeed: 600 KPH Territory: Previously Tokyo, sealed in Antartica since 2004. Description: Combat Style: A physical juggernaut, Godzilla can give and take damage in massive amounts before slowing or tiring. Though his true weakness lies in his lack of agility, he easily covers this via his near invulnerability coupled with regeneration. Weaknesses: Ice/Extreme Cold/Cryo slows the already slow beast. Enough can freeze him in place, though this does little to actually harm him, it will keep him in a sort of 'lock-down.' Special Attacks and Attributes: - Ogre Strength: Godzilla has incredible strength, able to send great unproportional power into his strikes and lift opponents up over his head. [+5 Attack to power blow/grapple/strength roll]
- Atomic Heat Beam: Standard directed radiation attack, it can fire off a quick weak blast in one post, or take a post to charge a more powerful blast. [+2 to Special with charged beam.]
- Nuclear Pulse: Powerful damage and knockback point-blank AoE attack, can only be used once per fight.
- Spiral Beam: Devastating directed radiation attack finisher, it takes two posts to charge. Takes two posts to charge, can only be used once per fight. [+5 to Attack]
Origin/History: Will be filled out in actual sheet.
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Post by GT01 on May 2, 2010 18:39:14 GMT -5
Of course you'd use the Matt Frank drawing, lol. Anyways, lookin' good so far. Let's see if we can hammer out just how we're gonna get combat to work with these numbers.
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Post by Goji on May 2, 2010 19:19:54 GMT -5
Hey, that's the perfect Godzilla in my book.
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Post by GT01 on May 2, 2010 20:45:14 GMT -5
lol, right. Okay, so, just so that everyone is aware, if a monster has a Special Attribute that modify's a stat, it can't modify it anymore than +5, can't have two attributes thgat modify the same stat, and that a single monster can't have more than three attributes that modify stats in any way. I'll look into throwing up my MechaG sheet in a bit, it'll have examples of this kind of thing.
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Post by Vader on May 2, 2010 21:02:53 GMT -5
Unless I missed this somewhere, what's the highest a stat number can go?
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Post by PyrasTerran on May 2, 2010 21:08:52 GMT -5
120m = holy moly
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Post by GT01 on May 2, 2010 21:11:39 GMT -5
Right, we didn't mention, lol. Okay, here's what we're running with: Each Stat starts off at 8. A player has 15 points to play around with. You can subtract from any given Stat to add to your pool, as long as the Stat doesn't fall below 4. The Special stat is a "special" exception. It's the only Stat that can be set to 0. But the points you deduct from the Special stat can't be added to your remaining pool; meaning, if you remove all 8 starting points from Special, they do not get added to the base 15 that you have to mess around with, and they can not be added to another Stat. So, as it stands, there is no higher end cap. It's just what you can work with the numbers. Which themselves are calculated to keep things at respectable levels.
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Post by GT01 on May 2, 2010 21:13:11 GMT -5
I KNOW, RIGHT. AND LOOK AT THAT SPEED. 600 WHAT?! I DON'T KNOW WHAT THAT MEANS, BUT THAT IS A NUMBER THAT MAKES ME CONCERNED. lol
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Post by Goji on May 2, 2010 21:16:13 GMT -5
Forgot the KPH. XD
And FW Godzilla is 100. I increased him by 20 Meters, the same equivalent Mirei was increased from heisei.
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Post by GT01 on May 2, 2010 21:28:21 GMT -5
M'kay, I'm gonna throw up my MechaG sheet in a bit, it'll be showcasing more experimental stuff that we can do with the stats and such. In the meantime, Goji, here's my reccomendations to alterations of Godzilla's abilities and powers.
Ogre Strength: get's a +5 on Attack Atomic Heat Beam: Standared directed radiation attack, can be charged to get +5 to Special on one beam attack Nuclear Pulse: Powerfull point-blank AoE attack, can't be used repeatedly Spiral Beam: Devastating directed radiation attack, automatic +5 to Special, must take time to charge up, can't be used repeatedly.
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Post by Vader on May 2, 2010 21:31:10 GMT -5
Alright, and how do these numbers factor into the attack roll?
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Post by GT01 on May 2, 2010 21:37:21 GMT -5
Well, for normal, mundane slashes and jabs, they don't. It's just normal RP between two monsters. But for complex physical manuvers, such as Gorosaurus' Kangaroo Kick, or a bullrush attack, or a deadly finisher, one adds their Attack score to their script outcome. Example: [attack=724229538822676] +(Stat Number Here) .... then, the defending Kaiju's player rolls a Defensive Score, adds their Defense stat to the number (or whatever stat is substituting for Defense, like Agility for speed dodging or Special for forcefields). Whoever has the highest number wins that particular exchange, and however high the outcome is dictates how severe the result should be (like getting a few ribs busted, getting knocked flat on your ass, et cetra). That part is determined by the attacked Kaiju's player, and is still very much left up to interpretation, ie, the honor system.
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Post by GT01 on May 2, 2010 21:38:43 GMT -5
Still some kinks to work out, like if we leave out the kaiju's stat when determining attack severity, but that's what testing is for!
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Post by Vader on May 2, 2010 21:44:41 GMT -5
I dunno. It seems...clunky. I get how it works but I can't see it being this very flowing process. Plus it requires math. I hate math.
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Post by GT01 on May 2, 2010 21:53:01 GMT -5
Enh, you just gotta give it a try. And it's not THAT much math, lol. And it still leaves plenty up to interpretation. Try making a character sheet and help us test this stuff!
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