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Posted: Sun Nov 08, 2009 5:20 am
 Contents Quote: 1- Overview 2- Character Creation 3- Abilities 4- Classes 5- Skills 6- Feats 7- Combat 8- Character Sheets
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Posted: Sun Nov 08, 2009 5:21 am
Introduction What is a Role Playing Game?A roleplaying game, or RPG for short, is a game of the imagination, where you and some friends get together and create fictional characters, then play out their adventures around a tabletop. One player takes the role of Gamemaster (or GM) and describes the setting and the challenges your characters encounter. The Gamemaster plays the supporting characters and villains in the story. The GM also acts as referee to adjudicate the rules of the game and make sure everything’s handled fairly. Your imagination is the only thing limiting the sorts of adventures you can have, since you and your friends create the world, the characters, and the adventures. It’s like writing your own comic book, with your characters as the heroes! All of the action takes place in your imagination, and the story can go on for as long as you want, with one exciting adventure after another. What is Daikaiju?Daikaiju is Japanese for "Giant monster". The most famous example is perhaps Godzilla, although the genre is not specifically japanese based. Gorgo and King Kong are other large big named monsters which have been known to dot the movie scene with their own unique concept. Even though a person could easily make a massive list of merely giant animals and concepts, the very core of Daikaiju is the same: giant monsters somehow stomp through modern day destroying something, somewhere. In this RP, our Daikaiju are uniquely different: they're all female in some fashion. Taking a twist on the already understood enjoyment of the natural wonders of giantess, mixing in the massive damage of a Kaiju, we proudly present to you, the Daibijinkaiju, "giant demolition girl monster", or simply, Monster maiden. CharactersThe RPG is like a movie. Where a GM is the director, special effects artist, and effectively god, the characters are the stars, the actors, the 'heroes' of the movie. We don't really mean heroes as much as 'goody-goody two shoes' kind of people (although you can be one if you like), so much as the main protagonists. Consider that your character might be.. - An alien robot sent that went defunct after crash landing. - A horrible experiment that turned into a massive monster. - A scientist who seeks to study and learn from the creation he made. - A soldier who grows a bond with the giant abomination, and teaches her skills. Let your imagination run wild! The BasicsThe Core MechanicLike all tabletop RPGs, there is a core mechanic which Monsters and Mayhem runs off of. This mechanic is used to resolve every particular action you may take, based upon the likelihood of luck, skill, and natural affinity for specific players. When you want to attempt an action that may have a chance of failing or having effects contrary to your personal wishes, you will roll a die, most often a twenty sided die, known as a "d20". Other die may include four-side (d4), six-side (d6), or nearly any kind that Gaia provides. To determine whether or not your action succeeds you... 1- Roll a die appropriate to the action. 2- Add relevant modifiers. 3- Compare the result to a target number, most often generated by the Game Master. If the result equals or exceeds the target number, your character succeeds. Otherwise, you fail. Special actions may occur if you roll a natural high or low, such as a 1 or a 20. The Game MasterIn every tabletop RPG, there is a head honcho. This is an interactive story, which players take on the roles of unique characters we denote as heroes. But one person is a Game Master, or GM. He/She is the referee, the director, the narrator, and all around master of the universe who's authority is absolute. Consider him/her the person who basically makes sure everything works cohesively. The GM sets the scene, keeps the story moving, takes on the roles of opponents and other characters, sets up the difficulties, keeps your characters alive when they shouldn't, kills them when they should survive, and effectively is given the power of the world. Because they do for the most part all the work of making sure you have a good time, the least a player can do is understand that their word is final. While you can ask questions, and attempt to justify different results, in turn, the Game Master is still the one who has the final say. Breaking this bond only leads to trouble, and destroys the real value of the game at hand. At the same time, the Game Master must understand that the position is not self-gratifying. You have to come up with a lot of work, and deal with people who generally may come off as whiny or under appreciating of the role you do. It's not so much as hard as it is tedious. While you easily could kill off your players and turn yourself into a demi-god which players have to brown-nose to get anywhere with, the point of the game is to have fun for all. If you're a complete jerk, you'll probably find that all your players simply leave, maybe selecting someone with a bit more maturity to pull off the gig. How to use this guideThis guide is organized into posts covering the major aspects of the game. The breakdown of the guide is as follows: Post 1 - You just read it, going through the various over-arching themes, setting, and general tone of playing this kind of RPG. Post 2 - Deals with major character options in building a character from scratch, and a suggested method of making the process as simple and quick as possible. Post 3 - Goes through the particular attributes that a character has, and the abilities gained from said attributes to best help focus your strengths and plan your weaknesses. Post 4 - A more detailed look at the classes, giving starting points and frames to help the players pick skills, feats, and story elements. Also breaks down the talent trees for handlers. Post 5 - A detailed list of skills for handlers to look through and pick up to help interact with story elements and various non-combat situations. Post 6 - A detailed list of feats that can be used to help define one's combat style and approach. Post 7 - Goes through the sometimes confusing, but always somehow essential, form of turn-based combat.
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Posted: Sun Nov 08, 2009 5:25 am
Character Creation While characters are important to any storyline or action, the game allows for a progression to be made. However, even though characters generally start at level one, there's no reason that they can't start at any other level. No matter how you do it, perhaps the easiest way of doing things is to follow this process. 1. Determine Your ClassA class will provide you with a starting point for your character, the framework which you can do all sorts of neat things like feats, talents, and skills. See them in post 4. 2. Assign Ability ScoresYour character will be able to have any of six specific abilities that represent their strengths and weaknesses. They affect anything that a hero can or will do, from fighting to talking. A score of 10 or 11 is considered average, while higher or lower scores can grant bonuses or penalties, respectively. When creating a character, use the higher skills into abilities most closely associated with your desired effects. 3a. Determine Combat StatisticsDefensesIf you're a monster maiden, your next step will be to determine your combat skills. Your defenses are: Reflex defense: 10 +1/2 level + Dex Modifier + Class Bonus + Size Fortitude Defense: 10 +1/2 level + Strength modifier + Class Bonus Will Defense: 10 +1/2 level + Wisdom modifier + Class Bonus Toughness Defense: 10 +1/2 level + Constitution modifier + Class Bonus When taking a level in a heroic class, you gain class bonuses on some of these defenses, shown in post 4. Damage ReductionAnother statistic you can usually calculate is the damage reduction, or the amount of damage which your natural body negates. This is your Toughness Defense. If an attack exceeds double this amount, additional effects may apply. Base Attack BonusEach character's level has a base attack bonus. Taking extra levels in a class also raises particular attack bonuses. The general formula for Attack bonuses is: Melee: Base attack bonus + Strength modifier + Size if applicable Ranged: Base attack bonus + Dex modifier + Size if applicable Special: Base attack bonus + Wisdom modifier 3b. Select SkillsIf you're not really a monster maiden, combat isn't going to be something you will focus on. Rather, the handlers will have to focus on a skill, which represents how well a character accomplishes dramatic tasks. A list of skills will be provided. From this list, you can pick the ones you consider your character trained in. The number of skills you recieve is based upon your characters intelligence modifier. 4. Select FeatsFeats are special features that provide handlers a way to interact with their Monster Maidens to do new abilities or achievements. 5. Select a TalentEach class, human or otherwise, will have several talents to pick from. It is a special class feature which enhances a style of combat. Some do have prerequisites. 6. Finish Your CharacterThe last details you need to add to the sheet help you visualize and roleplay the character. Things like name, appearance, their origins, are all relevant background information that helps set the tone you'll be carrying throughout the entire game.
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Posted: Sun Nov 08, 2009 5:27 am
Abilities Abilities are essential to how skills succeed or fail. Some people are smart, able to know a variety of different areas of knowledge and great at solving problems. Others are strong, able to withstand punches, extreme temperatures, and other annoying traits. Others still are very charismatic, able to swoon the masses to their bidding. Some monsters are poor at dexterity, unable to throw an object very far or missing the target completely. Whatever your character's abilities are, each have an important role in not only completing tasks, but helping them through the daily obstacles of everyday (though not quite so ordinary) life. Generating the ability scores for a level one character is simple. Depending on what type of character you're making (monster maiden or handler), you have a number of set points you can start out with to assign as you freely choose. Monsters have 45 points, Handlers have 35. It helps to know what you're going to be first, before assigning these points, so to best help develop the character the most efficiently as possible. Ability ModifiersAbilities have the ability to modify certain actions. For example, a person with higher intelligence generally can do research better than a person with low intelligence. These attributes are not necessarily indicative of training in that attribute. For example, a person with high intelligence may be a person who studied all their life, or a savant and naturally brilliant. A high charisma score might be from training to be a great orator, or just a person with a knack for saying the right thing at the right time. Whatever the reasoning, these abilities have a "modifier" attached to them. You either subtract or add these numbers to the die roll when performing an activity. Stat Modifiers 1-1 00 = -15 01 = -5 02-03 = -4 04-05 = -3 06-07 = -2 08-09 = -1 10-11 = +0 12-13 = +1 14-15 = +2 16-17 = +3 18-19 = +4 20-21 = +5 22-23 = +6 24-25 = +7 26-27 = +8 28-29 = +9 30-31 = +10 The Abilities ExplainedStrengthBoth monster maidens and handlers have strength. It's a relation of muscle and physical power, and the ability to control one's actions. Strength is especially important for abominations and soldiers to help them prevail in physical combat. DexterityCoordination and agility is very difficult for larger creatures. This stat also helps modify the ability to respond to various stimuli. This skill allows for the ability to dodge, throw objects, and especially important for being able to aim with robotic weaponry. ConstitutionThe constitution, or physical hardiness, is an extremely important stat for handling damage in monster maidens. A vital statistic for health and stamina, points in this category are welcome to all walks of life. IntelligenceA stat most likely used by Handlers, it determines a rate of learning and reasoning ability. Particularly important for scientists, it's also important to anyone trying to learn a lot of skills. WisdomWisdom is a sort of ingrained knowledge. It's the reflection of a monster's common sense, perception, intuition, and sheer force of willpower to respond to it's environment. Where intelligence is more of a reflection of analysis to information, wisdom reflects more the ability of perception of events. For example, a person who is inherently dumb, lacking a lot of intelligence, may still have great insight and introspection. A vital knowledge of oneself helps to affect one's ability to perform special techniques, instead of simple shoot and smash, and is heavily influencing of mutant powers. CharismaThe cult of personality is not something to be easily ignored. While often considered a 'dump stat', or something rarely changed, the concept of attractiveness, personal magnetism, and social grace can influence the tide of battle just as much as a punch or bullet.
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Posted: Sun Nov 08, 2009 5:32 am
Classes People often seek money, glory, justice, fame, influence throughout their worlds. In a monster movie, a Kaiju may seek to simply live out primal instincts, or seek a new home. Whatever it is, the character will choose a different way to pursue these goals, from brutal combat power to subtle tact. Some will grow and prevail with experience, others will wither and die. A class is a kind of framework which helps to define a character's template, offering skills and other particular traits which shape their existence. The classes are not meant to be restrictive; it's rather a starting point to begin with, and a refining point to polish. You are still the one who develops the character to it's fullest. If you wish to specialize, you can focus more on a class, or broaden out, and hybridize. Choosing a Heroic ClassThere are Several basic classes available in this game. At the first level you must choose at least one. They are: Abominations: These creatures are tough combatants, designed to take and give serious damage with exceptional combat capability. Robots: These metallic beings are those who succeed with ranged precision and high maneuverability. Mutants: A creature designed to do damage, and win combat with skills designed around altering statuses. -- Sections to come later, perhaps ---
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Posted: Sun Nov 08, 2009 5:35 am
Abomination"First thing about being unstoppable. I don't have to stop for you, or anybody."The Abomination is a creature that wasn't meant to be, a creature whom the words "impossible" seem all too probable. Between martial prowess and armored defenses, the Abomination's skills make it one of the best pure warriors on the planet when faced against another monster maiden. They can be stalwart defenders of the innocent, or cruel marauders, or even just random beings who seek to test their skills.
The Abomination's fighting style revolves around heavy defense and tight close quarters combat, making constitution one of the most important skills an Abomination can use, to help soak up damage from attacks that it's opponents launch, until the abomination can get in close. Strength and melee attacks are also strong points to use in the abomination, but don't discredit the use of dex or wisdom to help increase those defenses.Abomination 01- Talent 02- Nothing added 03- Nothing added 04- Talent 05- Melee BAB +1 06- Nothing Added 07- Talent 08- Nothing Added 09- Melee BAB +1 10- Talent 11- Nothing Added 12- Nothing Added 13- Melee BAB +1; Talent 14- Nothing Added 15- Nothing Added 16- Talent 17- Melee BAB +1 18- Nothing Added 19- Talent 20- Melee BAB +1 Defense bonusesAn Abomination has +2 defense to toughness, +1 Defense to Fortitude. TalentsAt the specified levels given by the table, an abomination can pick a talent from any of the following talent trees. You may choose any tree you wish, but you must meed the prerequisites of a talent if given. No talent may be selected more than once unless otherwise stated. Armor Specialist This tree focuses on the gaining of armor to reduce damages. Thick Hide: Your hide becomes incredibly armorlike, adding one point to your toughness score. This talent may be selected up to five times. Shielding defense: You can allocate 2 points from your toughness defense to any particular one defense type, such as fortitude, ranged, or special. However, if the opponent breaks through the shield, you lose 2 points from all your defenses for one round. Prerequisite: Thick hideImproved Shielding Defense: You can allocate up to 5 points from your toughness defense to any other defense type. If your opponent breaks through the shield, you lose only 2 points from all defenses for one round. Prerequisite: Shielding DefenseJuggernaut: While using a defensive stance (like shielding defense), you do not have to stand still. Instead you can power through the attack and close the distance to melee range. If already in melee range, you automatically deal half the attack's damage to the target. Prerequisite: Shielding defense.Reflexive armor: Your defenses are your greatest asset. Whenever someone does melee damage to you, they already incur 1d4 damage back. This talent can be selected multiple times to increase the damage to 1d6, 1d8, or 1d10, respectively. Deflect: You can use your Fortitude defense instead of Reflex to block incoming ranged attacks. Prereq: Thick hideBrawler Tree This tree focuses on the Increase of damage output of the Abomination. Expert Grappler: You gain +2 to all grapple attempts. Melee Smash: You deal +1 damage to all melee attacks. This can be selected 2 more times, adding +1 each time. Stunning Strike: If you successfully hit and damage an opponent, you may roll against their will defense to stun them for one turn. Prereq: Melee SmashExtra limbs: You gain extra limbs, such as arms or a tail, which add 1d4 damage. Catch Attack: If you successfully block or deflect an attack by 5 or more, you can catch the attack. For every point you overcame the attack roll, you get to add that much to your next attack roll of the same type of attack. In example, you catch a ranged attack by 3, you get +3 to your next ranged attack roll. Prereq: Expert GrapplerNightmare Tree This tree focuses on the Increase of survivability of the Abomination. Immunity: You can select a particular type of attack (melee, special, ranged) that you can reduce all incoming damage by 1. This talent may be selected multiple times, adding 1d4 each time. Absorb Attack: You absorb a particular type of attack (melee, special, ranged) to heal yourself for 1d6, taking at least 1 damage. You can select this talent up to three times for each type of attack. Prereq: immunityRanged melee: Your body's able to extend itself to hit otherwise difficult opponents. When attacking flying creatures, you reduce the penalty by half. Regeneration: You're so natural at recovering, you naturally have the ability to regenerate health points even during battle. Each round, you gain 2 hp. Prereq: Absorb attackDensity: You can increase your mass, and therefore your strength. Each level taken allows you to become more dense, adding +1 to your strength while in your denser form, and +1 to all defenses. Prereq: Super StrengthSuper Strength: You gain +1 to your strength.
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Posted: Sun Nov 08, 2009 5:38 am
 Robots "Logic dictates I upgrade. I must become stronger, so that I may survive. Organics are inferior in all aspects."Robots are.... Well exactly as it sounds. They could easily be giant mecha with sentience, androids who have built themselves up, alien technology bent on global domination, or nearly anything that has some form of technological basis. Their skills revolve around being able to fire away from a range and destroying opponents before they ever reach the battlefield.
Because of their innate abilities of attack, the most important skills that a robot can have is dexterity to help dodge all incoming attacks. Constitution is also extremely vital, since the Robot cannot self-heal even outside of combat, so if it gets damaged, it stays permanent. While some might consider this a detriment, smart players will be able to use the tradeoffs to their advantage.Robot 01- Talent 02- Nothing added 03- Nothing added 04- Talent 05- Ranged BAB +1 06- Nothing Added 07- Talent 08- Nothing Added 09- Ranged BAB +1 10- Talent 11- Nothing Added 12- Nothing Added 13- Ranged BAB +1; Talent 14- Nothing Added 15- Nothing Added 16- Talent 17- Ranged BAB +1 18- Nothing Added 19- Talent 20- Ranged BAB +1 Defense bonusesAn Abomination has +1 defense to Reflex, +2 Defense to Will. TalentsAt the specified levels given by the table, an abomination can pick a talent from any of the following talent trees. You may choose any tree you wish, but you must meed the prerequisites of a talent if given. No talent may be selected more than once unless otherwise stated. Gun Nut This tree focuses on the altering of a robot's ranged weaponry for maximum damage. Improved Targeting Computers: In order for a robot to use anything more than one weapon at a time, it must first adapt by using an enhanced processor. This grants the robot +1 to all Ranged attack rolls. This feat can be taken multiple times. Vulcan Shoulder cannons: By putting a pair of vulcans into the shoulders of the robot, she gains extra weaponry to throw at her opponent. These cannons do 2d6 bonus damage. This feat may be selected again to obtain two more cannons located in the chest region, bumping extra damage up to 4d6. Prerequisite: Improved Targeting ComputersMissile Launcher: By adding missile launchers, a robot can fire a grand missile towards an enemy. This can either be used as bonus damage of 1d6, or fired solo for a total damage of 1d12. Prerequisite: Improved Targeting Computers, level 7.Missile Cluster Pods: By upgrading the missile launchers to missile pods, a robot has the ability to deal massive damage with homing cluster missiles. By substituting their normal attack, a robot can deal 1d8 per missile fired. However, only 10 missiles are carried. Once the supply is exhausted, a robot must return to base to reload. Prerequisite: Missile Launcher.BFG Cannons: A pair of massive cannons are added to the Robot. In order to fire, a robot must first take one round to brace itself. This attack is treated as a special attack, and a -2 penalty is pitted against the special attack roll. In the next turn, 5d20 damage is dealt. This attack must first make the attack roll otherwise another turn must be spent to reacquire the target. Prerequisite: Improved Targeting Computers, Level 7.All out attack: A super powerful attack that fires all weapons at once. Roll a ranged attack, taking -3 to the roll. Then, roll 2d6, 5d20, and 10d8 plus weapon die for damage. After firing, the robot is rendered immobile for three rounds, and it's reflex, special, and fortitude defenses are considered as zero. Prerequisite: Vulcan Shoulder Cannons, Missile Cluster Pod, BFG CannonsMelee Dualist This tree focuses on the specializing of a robot for melee combat. Sword and Board: The robot has been changed to use melee weapons in place of ranged combat. Use the ranged attack bonus instead of melee to hit. Evasive tactics: A robot's systems are designed to be good at evasion in close quarters. Substitute reflex defense for fortitude against melee attacks. Prerequisite: Sword and BoardPrecise hit: The servos of the robot are better attuned to pierce through an enemy's defenses. Substitute ranged damage for melee. Prerequisite: Sword and BoardDual Weapon Mastery: A Robot can give up 2 points of Reflex defense to gain a second weapon. This, however, doubles the number of die to damage with. Prerequisite: Evasive Tactics, Precise HitPower Strike: By reducing attack roll by up to five points, a Robot can add up to five points of damage. If a natural 20 crit is rolled, the robot rolls five extra damage die instead. Prerequisite: Sword and BoardEnhancement This tree focuses on altering the Robot's skills for fighting, opening up new combat techniques.. Gesalt: A Gesalt is when two robots combine into one giant one, or vice versa. When given this ability, the Robot can split into two, cutting damage in half, but also only taking half damage. Burrowing drill: With a drill, the robot can use the ability to burrow underground. While underground, a robot cannot attack, but it reduces all damage taken to 1/4, a minimum of 1. Flight Boosters: By taking flight, a Robot can zip around the battlefield, reducing attacks made against it by -4. While in this mode, a robot can only do melee damage. Flight can only be sustained for three rounds, or until hit. Supersonic: Upgrading the boosters on the Robot allows it to fly supersonic. Attacks against it are penalized by -6. Supersonic only works for two rounds. Prerequisite: Flight boostersHijack Tech: DC check of 15; if there's any usable technology in the area, requisition it for your own personal use.
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Posted: Sun Nov 08, 2009 5:41 am
 Mutants "My looks are meant to lull you into thinking i'm weak. You'll never know my real power until you're destroyed..."Mutants aren't just your average fighters. These creatures may not appear on the surface to being incredibly strong, but don't let their appearance fool you. Their physical training is augmented by their special abilities, making them tough opponents to beat in their own right. Many will not even realize they've been stunned, paralyzed, or the incoming building that was thrown through telekinesis until far too late.
While all abilities will be important, the Wisdom attribute is extremely useful for adding to defensive capacities and their own particular attacks. Strength is also a vital defense to help block incoming melee attacks, a particular weakness of the mutant class. Dex can help with reflex attacks, though in the case of many mutants, this is much less a factor.Mutant 01- Talent 02- Nothing added 03- Nothing added 04- Talent 05- Special BAB +1 06- Nothing Added 07- Talent 08- Nothing Added 09- Special BAB +1 10- Talent 11- Nothing Added 12- Nothing Added 13- Special BAB +1; Talent 14- Nothing Added 15- Nothing Added 16- Talent 17- Special BAB +1 18- Nothing Added 19- Talent 20- Special BAB +1 Defense bonusesAn Abomination has +2 defense to Reflex, +1 Defense to Fortitude. TalentsAt the specified levels given by the table, an abomination can pick a talent from any of the following talent trees. You may choose any tree you wish, but you must meed the prerequisites of a talent if given. No talent may be selected more than once unless otherwise stated. Pyschic This tree focuses on the use of mind powers to fight with. Mental Mastery: Increase special defenses by 1. Telekinetic Grab: You can grab anything your size or smaller from a distance. Use your special attack instead of melee against a target's fortitude defense. While grabbing, you are considered immobile and unable to attack with your special. Prerequisite: Mental MasteryTelekinetic Choke: Each round you hold a person in a grab, you do 1d6 damage, ignoring Toughness defense. Prerequisite: Telekinetic GrabThrow Object: Using your mind, you can throw anything smaller than you. Opponents must first be rendered immobile. Damage is equal to ranged damage plus your special modifier. Prerequisite: Telekinetic GrabReflect attack: You can take 4 points out of your special attack roll and add them to any defense roll you wish. If you successfully defend an attack by 3 or more, you can reflect 1/2 damage back to the opponent. Alteration The Alteration tree focuses on modifying attacks to maneuver around defenses. Flight: By taking flight, a Mutant can zip around the battlefield, reducing attacks made against it by -4. While in this mode, a robot can only do melee damage. Flight can only be sustained for three rounds, or until hit. Paralyzing attack: Using your melee attacks grant you a paralyzing effect if you overcome their defenses by 3 or more. Paralysis lasts one turn, and reflex defenses are considered 0. Immolating attack: Your special attack has lasting effects. Beat their defenses by 4 or more, and the opponent will receive 1d6 damage for three rounds. This does not stack. Energy conversion: Whenever you are hit by an attack, you can use your enemy's stat modifier for the damaging attack to add to your next damage roll for one turn. Legendary The Legendary tree focuses on making monster maidens of incredible fame. Improved Special: Your Wisdom score is increased by 1. Signature Special: Add 1d6 to your special's damage. Each level taken in this increases damage by 1 die and 1 die level. For example, signature special 2 has 2d8, level three has 3d10. May only be taken four times. Prerequisite: Improved SpecialMental Dexderity: Increases Ranged defense, damage, and attack by 1. Prerequisite: Improved SpecialMental Fortitude: Increases melee defense, damage, and attack by 1. Prerequisite: Improved SpecialQuick Learner: Whenever an attack connects, you gain +1 to that defense type. This stacks up to the enemy's modifier until a different attack type hits. Prerequisite: Improved Special
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Posted: Sun Nov 08, 2009 5:45 am
The Soldier Whenever there's a threat to the nation, the soldier is the first and last line of defense anyone can possibly hope for. These men and women have sworn to defend their nation from all threats, including those of the giant monster kind. Not all soldiers are the same though. Some are masters of personal combat, their training designed to fight alongside or even against the giant creatures which threaten the lands. Others are better suited to lead the squads, taking advantage of the grounds and movement of vehicles to do their objectives. Whatever their role, the Soldier forms an essential component to any monster's mayhem. Strength is a soldier's best stat, always has, always will be. It keeps them alive and going toe to toe with monsters with ease and power. Some intelligence might not be so bad for the extra abilities, or some charisma to help influence the troops, but a soldier is useless if he dies on the battlefield. Soldier 01- Talent, Starting Feat 02- Feat 03- CA +5 04- Talent 05- Feat 06- Nothing added 07- Talent 08- Feat 09- CA +5 10- Talent 11- Feat 12- Nothing Added 13- CA +5 14- Feat 15- Nothing Added 16- Talent 17- Nothing added 18- Nothing Added 19- Talent 20- Nothing added Commander's auraA Soldier Starts off with a Commander's aura of +5, adding 5 points of damage to any one monster maiden under his or her command. TalentsAt the specified levels given by the table, an abomination can pick a talent from any of the following talent trees. You may choose any tree you wish, but you must meed the prerequisites of a talent if given. No talent may be selected more than once unless otherwise stated. Ace Pilot This tree focuses on the use of vehicular combat Basic Training: Your skills in boot camp have expanded your repertoire. Pick up one bonus feat. Armored Core: Whenever piloting a land vehicle or seacraft, your vehicle's defenses are doubled when fighting defensively. Pilot Training: Taking this talent adds +5 to the piloting skill. Prerequisite: Basic TrainingEvasion: If an area of attack misses you, you take no damage Prerequisite: Basic TrainingJuke: Fighting defensively takes only a -1 to attack rolls. Also, enemy craft and monsters take a -10 penalty when trying to attack you when fighting defensively, instead of -5. Prerequisite: Armored CoreOfficer The officer is the quintessential commander of forces, specializing in tactics and knowledge. ROTC Education: You may make any knowledge check untrained. Master Tactician: Gain +5 proficiency in Knowledge: Tactics. Prerequisite: ROTC EducationInspire Confidence: Your presence is notoriously good for giving people the courage to fight. +1 to attack rolls and damage to any one subordinate. Assault Tactics: Your knowledge in tactics allows your plans to be more effective when attacking. If a DC 15 tactics check is passed, all subordinates automatically gain 1d6 bonus damage to their attacks for the rest of the encounter. Prerequisite: Master TacticianField Tactics: Your knowledge in tactics allows your plans to be more effective when attacking. If a DC 15 tactics check is passed, all subordinates can ignore cover bonuses of enemies through outmaneuvering, or gain an extra +5 to defenses while under cover. Prerequisite: Assault Tactics Connections: Using a persuasion check, an officer can attempt to gain extra support for his attacks. The DC of the support attempted for varies on the whims of the GM. Mutant As a recent design element, you are a mutant soldier best designed to take on monsters 1x1. Evaluate Cover: At any time, one can evaluate the area to find a better source of cover. Demolitionist: This skill expands upon the evaluation of cover, able to pinpoint specific weaknesses and flaws in architectural support and vehicular design, doubling the damage of any explosive used. Prerequisite: Evaluate cover
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Posted: Mon Nov 09, 2009 12:48 am
The Scientist
Some people don't like to fight, but think. The Scientist cares nothing for combat, but in these days, the ability to understand the monsters and weapons used to destroy the world is always a valuable commodity. Some scientists are in the game to try to rid the world of these monsters. Others are there to just plain create and enhance them! Whatever their motivation, a scientists must be willing and ready to play a supporting role in the day to day actions of the monsters.
Intelligence is a vital stat for all scientists. It's what allows them to analyze, explore, and understand what they're seeing and doing in the lab, on the field, or anywhere in between. Charisma might help in some aspects of gathering knowledge or helping to provide for the research, and strength can help keep them alive. But brilliance cannot be rushed, for no purpose.
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Posted: Mon Nov 09, 2009 12:54 am
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Posted: Sat Nov 21, 2009 12:44 pm
Combat The world is a dangerous place, and sometimes, you're just going to have to put up the dukes to survive. Whether your enemy is the local rent-a-cop, a battalion of tanks, or a massive alien force which you are the only one who can save the world, there's gonna be a need to defend yourself and bite back. You have to do unto them better than they can do unto you. Armed with razor talons, atomic breath, lightning rays, missile launchers, and anything you can get your hands on, you'll be caught up in massive displays of might that can only be imagined in your head. Sure, you can try to bluff your way out of that fight by claiming you were sick, or sneak past the guards on duty, but when the crap hits the fan, nothing is better than a good array of skills to keep you alive. This post will detail the rules of basic combat first, then move into the unusual strategies of advanced skills and even potentially vehicular combat. Combat SequenceThe combat sequence can seem daunting at first. But in reality, it can be relatively quick to learn. Combat will take place in a series of turn based rounds, a bit like those old rpgs you used to play on the video games, and will run the following way: 1- The GM ascertains if the characters are aware of their opponent. If not, the opponents will get a free turn to hit, known as a surprise round. In this round, the attribute modifiers do not get added into the defense. 2- Once the surprise round ends, normal combat begins. While in most RPGs there is usually something called initiative to determine order, our version will be more simple. Handlers will go first, followed by monster maidens, followed by NPCs. If the GM wishes, he/she may call for rolls, though this is not necessary. 3- The order of attack continues until combat begins. The Combat RoundCombat rounds, or the time it takes for all participants in a battle to act, usually cover a period of around six seconds. So, considering this, anything a normal person can do in that amount of time is considered reasonable. Actions in CombatMany RPGs use a very strict basis of actions, known as swift actions, standard actions, or move actions. Basically, it states that you can do a quick action (like drawing a weapon or shouting a phrase), move, and attack in one swift motion. In our games, we'll kind of have the same concept going, but to prevent confusion, we only ask that you be reasonable with your posts and listen to the GM on what constitutes fair actions. Combat StatisticsThere are several statistics which help determine how well one does in a combat scenario. Attack rollsTo swing a punch, fire a weapon, throw a building, or shoot energy from your fingertips, an attack means very little if you simply miss. At the same time, if you're trying to miss your ally in combat, and hit it's attacker, inadvertently hitting your friend is just as bad. The attack rolls are simply a means of hitting. It's relatively easy to calculate the attack roll too. Just: Roll a 20-sided die + Base attack bonus + Respective Stat modifier + Size if applicable If the attack overcomes the respective defense, you hit! Easy as that. However, there's several things to watch out for. These are known as Critical Hits and Automatic misses. Critical hits: By rolling a 20 on the attack roll, no matter how well the target can dodge, even if it wins the defense (I.E. you roll a 20 on the attack, and the opponent has a 100 defense, you still hit), then you automatically connect with the attack. Period. Not only this, but your damage is automatically doubled, and deals at least one damage. Automatic misses: On the other hand, there are times when even a grenade prematurely detonates, or that special punch you were swinging not only misses the target, but throws you off balance. These automatic misses come from a natural 1 on your die throw. Fate sucks, but you'll just have to suck it up and take it as it comes. Dealing Damage:Assuming that you hit, next is to deal damage. Just because a civilian aims his nine millimeter pistol at this giant behemoth, doesn't mean it'll punch through the armor, does it? You can calculate the damage done by: [Die type * Number] + 1/2 level rounded down - Size if applicable This gives the damage score. But if a monster or other player has a specific armor or natural defense, it's damage wont' be completely full. Instead, the damage will be reduced, perhaps even completely ignored. Take the toughness defense of the enemy, and subtract that number from the damage dealt, and that's the total dealt. Running out of HealthWhenever a player or enemy runs out of health, that participant is rendered 'unconscious', and unable to move. They might be just barely clinging onto the edge of life, or bleeding to death. In this state, their defenses are considered to be zero, and if a person wishes, they can perform a killing blow, making sure to destroy it once and for all. If however the attempt is not made, a player can try to revive themself by using a fortitude save. If the fortitude save is enough to beat the challenge level, then their condition becomes 'stabilized', and they are immune to dying permanently. A constitution check can then be used to figure out if a participant can come back to 1 hp. However, if the initial fortitude check fails, a player is considered bleeding out. If a second fortitude check fails, the player is rendered dead...
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Posted: Sat Nov 21, 2009 1:13 pm
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Posted: Sat Aug 26, 2017 6:45 pm
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