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Showing posts with label giant space robot. Show all posts
Showing posts with label giant space robot. Show all posts
Thursday, July 21, 2016
Giant Space Robot, Revisited
I've been thinking about fleshing out my barebones Giant Space Robot game idea. Earth is in danger! Only intrepid human pilots controlling giant robots from space can save us!
While we wait for me to do that, you can check out these posts on it from the past: Here's my initial sketch of the game. Here's various Godzillas statted for it. And this is a gigantic Frankenstein's monster.
Sunday, May 18, 2014
Giant Fire-Breathing Lizard vs. Giant Space Robot!
With a new Godzilla movie in theaters, it's a good time to stat him in terms suitable for my quick-and-dirty Giant Space Robots! old school minigame. A close examination of the films might lead to different tactics or special abilities being applied to each of the versions, but I'll leave that to the Gojira-philes amongst you. (bear in mind that all creatures are giant in GSR!, so the scale of hit dice and what not are shifted).
A 50-55 m giant fire-breathing lizard has 3 HD (a less robust giant dinosaur might have 2+1) and does 1d4 with a bite or 1d6 with a tail slap. Their breath attack does 1d6+1.
An 80 m specimen has 5 HD and a 1d8+1 breath attack.Their bite and tail slap are 1d4+1/1d6+1, respectively.
The 100 m version is 6 HD with a 2d6 breath attack. Its bite/tail attacks do 1d6/1d8
The truly monstrous 124-150 m variety has 7 HD and a breath attack doing 2d8. It's bite/tail slaps do 1d8/2d4.
Friday, October 25, 2013
Frankenstein's Mega-Monster
Frankenstein's Monster might might frighten simple villagers, but it takes a truly monstrous monster to present a challenge for a Giant Space Robot. Luckily, advances in technology have allowed mad scientist to play god on a titanic scale.
An everyday Giant Frankenstein's Monster might use zombie stats (bearing in mind they everything is giant in Giant Space Robot). A regular Giant Frankenstein's Monster energized by radiation or lightning, or one that is actually an alien is a more formidible foe and should be statted like a flesh golem.
Friday, October 18, 2013
GIANT SPACE ROBOTS!
A mysterious alien race hid giant robots all over the earth, waiting for the day humankind would need them. That day is today. The sinister invaders the ancient aliens always feared have arrived. They use giant monsters to cleanse worlds of all life to ease their takeover. Earth is their next target. The giant space robots, piloted by intrepid human pilots, are the Earth's only hope!
A pilot has 3 stats: Intelligence, Willpower (Wisdom), and Reputation (Charisma).
A robot has 3 stats: Strength, Agility (Dexterity), and Durability (Constitution).
All stats are 3-18 with appropriate resultant bonuses or penalties.
Intelligence: Determines the ability to unlock new powers in a robot. Every time a power is employed a percentile roll is made with the chance of success determined by intelligence (based on the Spell Learning Probability Percentage in LL AEC, ranging from 20% with a 3 to 90% with an 18 INT).
Willpower: Affects response to saving throws from certain mental powers (like wisdom).
All the other abilities are just like their counterparts.
Robot Classes:
Powers: Are reskinned spells, though obviously they are the more combat oriented of them. You could do away with spell levels at your discretion.
Weapons: Robots use giant and futuristically styled hand to hand weapons. Darts or arrows might be missiles instead, but maybe not.
Hit Points: Are possessed by giant creatures/robots. Smaller beings don't rate on the scale and are utterly destroyed by 1 point of damage.
Monsters:
Reskin any monster you want. They're all giant now, and ones bigger than man-size are really gigantic!
Examples: Voidflyers (stats for bats); Gorillagon (Gorilla); Mechapede (giant centipede)--you get the idea.
A pilot has 3 stats: Intelligence, Willpower (Wisdom), and Reputation (Charisma).
A robot has 3 stats: Strength, Agility (Dexterity), and Durability (Constitution).
All stats are 3-18 with appropriate resultant bonuses or penalties.
Intelligence: Determines the ability to unlock new powers in a robot. Every time a power is employed a percentile roll is made with the chance of success determined by intelligence (based on the Spell Learning Probability Percentage in LL AEC, ranging from 20% with a 3 to 90% with an 18 INT).
Willpower: Affects response to saving throws from certain mental powers (like wisdom).
All the other abilities are just like their counterparts.
Robot Classes:
- Tank: Not a literally tank, but a brute force model. d8 hit dice, Fighter combat tables and advancement.
- Blasters: Lighter models with various sorts of special powers or energy weapons. d4 hit dice, Magic-User combat tables and advancement. Blaster pilots have a chance to "unlock" a new power in their robot with every level. They can use a power once a day (contingent on a power roll).
- Defenders: Medium models that combine some aspects of blasters and tanks. d6 hit dice, Cleric combat tables and advancement. They have a chance to "unlock" a power at second level, and an additional one every level thereafter.
Powers: Are reskinned spells, though obviously they are the more combat oriented of them. You could do away with spell levels at your discretion.
Weapons: Robots use giant and futuristically styled hand to hand weapons. Darts or arrows might be missiles instead, but maybe not.
Hit Points: Are possessed by giant creatures/robots. Smaller beings don't rate on the scale and are utterly destroyed by 1 point of damage.
Monsters:
Reskin any monster you want. They're all giant now, and ones bigger than man-size are really gigantic!
Examples: Voidflyers (stats for bats); Gorillagon (Gorilla); Mechapede (giant centipede)--you get the idea.
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