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Pilz

Solemn Guardian

Feb 4th, 2016
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  1. The way it works:
  2. Basically, the robot has 3 primary forms based on what's blown up first (legs or arms) and then a third one based on which of those two is blown up next. The head and torso have independent second forms that occur when their first form 'dies'. Players have to climb on the robutt to attack the head, unless they have ranged stuff. They may have to do the same to attack the arms, haven't decided yet.
  3.  
  4. There are four possible ways to kill the robutt:
  5.  
  6. 1. Destroying the head's second form
  7. 2. Obtaining a critical of 100 or more on the robot's disabled torso
  8. 3. Dealing 2500 total LP damage with at least one component destroyed
  9. 4.Arms gonned, legs gonned. (arms, legs, arms or legs, arms, legs, arms)
  10.  
  11. You can climb on to the robutt. Once on, you can advance for free and are carried around with the robutt. Every turn, the robutt can shake around and try to throw off people clinging to it. If a part is destroyed, anyone on that part is thrown away.
  12.  
  13. In the arena, you can move 1 square/turn
  14.  
  15. There's 4 stages of the robot to climb to:
  16. -Legs (can attack legs) (Immune to Torso attacks |
  17. -Torso 1 (can attack legs, torso (Immune to Torso Attacks) (Immune to Form 1 Head Weapon) (can jump here
  18. -Torso 2 / Arms (Can attack torso, arms) (Immune to Torso attacks) (Immune to Form 1 Head Weapon)
  19. -Head (Can attack Torso, Head) (Immune to Form 1 Head Weapon, Immune to Torso Attacks)
  20.  
  21. The difficulty hanging on is:
  22. Legs: 180 or STR/DEX 11
  23. Torso 1: 120 or STR/DEX 8
  24. Torso 2: 140 or Str/Dex 10
  25. Head
  26.  
  27. Instead of climbing, players can attempt to jump. For every 80 points, they bypass one segment (reaching the head from the ground at 320 or higher).
  28.  
  29. Robot is init 70
  30.  
  31. Teleporting can work like jumping. 140 gets the player to torso 1, 180 to torso 2, 240 to the head. A result of Zen, aimed at the head, teleports the player INSIDE, where they can either attempt to break shit while bypassing head armour OR plug themselves in to the robot and attempt to disable it by duking it out with the rogue AI controlling it in CYBERSPACE (WP checks, value to /beat/ is 13, every two points over locks down one system (arms, torso, legs, head). Round up.)
  32.  
  33. PHASE THE FIRST:
  34.  
  35. HEAD
  36. 300 LP, 4 AT slash/thrust/impact
  37. Cigar Bazooka (Alternates Heat and Cold damage)
  38. Attack 150 | AOE 1 square | Damage 70 Heat/Cold
  39. check is 120 to resist being thrown off
  40.  
  41. BODY
  42. 1000 LP, 6 AT slash/thrust/impact
  43. Two smaller laser cannons in the pectorals
  44. Attack 240 | 3/turn | Damage 40 Energy |
  45.  
  46. ARMS
  47. 500 LP, 4 AT slash/thrust/impact
  48. Sawblade yoyos
  49. Attack 180 | Self OR Range 2 tiles | Damage 120 Cutting |
  50. -If using the Ranged option, the yoyo becomes stuck in the tile and can be attacked until the robutt's next turn
  51.  
  52. LEGS
  53. 600 LP, 4 AT slash/thrust/impact
  54. Robot stomps around, causing shaking.
  55. -Attack 150 | Damage 50 Impact | Save 140 against being knocked down or thrown off the robot|
  56. Robot thrashes around, trying to throw off invaders on some location
  57. -Invaders on that location must make climb checks
  58. _____________________________________________________________________________________________________________
  59.  
  60. PHASE THE SECOND (LEGS GO BOOM)
  61. 1000, 6 AT slash/thrust/impact
  62. Robot collapses into a kneeling position. Legs suddenly 'explode' off and reveal wheels underneath outer armour
  63. Robot Charges Forward!
  64. Attack 150 | Range 3 squares | 100 Impact
  65. -Everyone on the robot must test to keep hold
  66. -Can only be done once every third turn.
  67. -It must travel the full distance, if it hits a wall it stops and takes 100 damage to a random part
  68. _____________________________________________________________________________________________________________
  69.  
  70. PHASE THE SECOND (ARMS GO BOOM)
  71. 700, 3 AT Slash/Thrust/Impact
  72. Robot's arms stop working and go limp...then the yoyos suddenly release from the arms, falling to the ground. The cords...and the arms up to the elbow, follow. What's left behind are sets of chainguns firing strange, crystal projectiles
  73. Robo Chaingunsn
  74. Attack 120 | RoF 50 | Range All | Damage 40 Thrust (can damage energy)
  75. -Can attack 4 times/round
  76. -Follows RoF rules for thrown weapons, makes multiple attacks within each attack
  77. -Can forfeit 2 attacks to 'spin' a chaingun and attempt to throw off the people on it
  78.  
  79. ______________________________________________________________________________________________________________
  80.  
  81. PHASE THE THIRD (LEGS WENT FIRST, NOW ARMS GO BOOM)
  82. 600, AT 2 Slash/Thrust/Impact
  83. outside casing of arms blow off. Robutt starts spinning on its torso, sending yoyoarms and cables flailing out in a circle around it. Basically beyblade: the roboting.
  84. Attack 160 | Damage 120 Cutting | Range 3 |
  85. -Does not target square the robot is standing on
  86. -only 1/round
  87. The spinning causes a small tornado localized on the robot!
  88. -PCs trying to get close to the robot must make a strength check vs 12 or take an impact equal to the difference.
  89. -PCs on the robot have climb checks to stay on increased by 20, unless they're on the head
  90.  
  91. _________________________________________________________________________________________________________________
  92.  
  93. PHASE THE THIRD (ARMS WENT FIRST, NOW LEGS GO BOOM)
  94. 700, AT 4 Slash/Thrust/Impact
  95. Legs blow off at the knee and below, revealing JET THRUSTERS that let the robutt hover. The robot uses them to spin around and move erratically, making it harder to stay on the robot.
  96. -Every turn, anyone on the robot must make check to stay on
  97.  
  98. ___________________________________________________________________________________________________________
  99.  
  100. FORM 2 (TORSO TRANSFORMS)
  101. 1000, AT 4 all
  102. The lasers crack, smoke and spark. The robot stops, then a series of small explosions can be heard. The armor on the torso peels away, revealing a 6-pack of MINI-MISSILE BATTERIES
  103. Attack 120 | RoF 30 | Damage 50 Impact |
  104. -Roll 1d6 and divide by 3, rounding up, to see how many times it attacks per round
  105. -Can target climbers, but misses due to dodge cause damage to the robot
  106. -Will not target the same person more than twice due to targeting limitations
  107.  
  108. __________________________________________________________________________________________________________
  109.  
  110. FORM 2 (HEAD TRANSFORMS)
  111. 600 LP, AT 3 All
  112. The cigar falls from the robot's 'mouth', a massive gush of smoke following it and obscuring the head for a moment. As the smoke clears, you see that a large antennae has emerged from the top of the robot's head!
  113. Zap, mofucker!
  114. Attack 160 | Damage 120 Electricity |
  115. -1/round, attacks someone on the robot
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