12 February 2013

Monster Battlin'



Been tossing around the idea in my head to make a kaiju-themed monster battling minis game based on the FUBAR rules. Because holy fuck I love giant weird-ass monsters.

Briefly:
  1. You decide on the points scale for your monsters, then their traits. 
  2. Traits are things like Made of Stone, or Radioactive, or Gnashing Teeth or Laser Breath or  Really Really Big or whatever. These are what you spend the points on.
  3. You have to spend at least half of your points on a single monster.*
  4. Your monster has stats for Activation, Expertise, Size, Strength, and Speed. Default stat line is 3s in everything.
  5. Your Size determines how hard it is to push you, and also how hard it is to kill you (all other things being equal, a bigger monster is harder to kill).
  6. Speed is how far it can move (in inches) while also doing another thing.
  7. When you want to move a monster, you roll over its Activation. You can move it and also do another thing.
    The other things are stuff like Hit, or Climb, or Run, or Push (so you can shove each other into stuff, or knock over buildings), or Throw (so you can throw tanks or rocks or each other, maybe) . You generally have to roll over your Expertise to do things, but your Strength helps, too.
  8. If you get hit, mark it down, then roll 2d6 + your Size - how many Hits you've taken so far. Check the chart. If you lost the chart, you can just take -1 to a stat for each Hit, until you've taken as many hits as you have Size, and then your monster is dead.
  9. Now your opponent can try and activate a monster, if they have any left. If they don't, then keep trying to activate yours until you've tried each one once.
  10. New turn! Start again at Step 7.

*This is because you see tag teams of monsters, or sometimes three or so monsters ganging up on one big one, but never more than that. I'm thinking of having an Activation penalty for each monster over three- having more monsters means more actions, but they tend to spend their turn doing stupid stuff, which is what the Activation represents. Failing to Activate means you do nothing, after all.


I don't really know why that should be what I think of, when I've got an online game of Paranoia shaping up and also a lot of writing to do, and other games to finish writing, and etc etc etc but it just goes to show you that sometimes it's not possible to make your brain work the way you want.

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