Kaiju RPG!

A place to discuss game rules, homebrew systems and the like.
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drkrash
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Re: Kaiju RPG!

Post by drkrash »

There are 8 Attributes. A starting character gets 24 points to spend on Attributes. Nothing can start higher than 4.

1: 1
2: 2
3: 4
4: 8
5: 16

Skills follow the same cost, though characters only start with 4 points to spend. Nothing can start higher than 3.
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Davies
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Re: Kaiju RPG!

Post by Davies »

Hm. With this set up, if you take an attribute of 1, you must take a second attribute at 1 to make the numbers work. So I would suggest making attributes of 1 cost 0, while skills of 1 cost 1.

As things stand, these would probably be the default set-ups, suitable for the pre-gens:

Generalist: 2, 2, 2, 2, 3, 3, 3, 3 / 1, 1, 1, 1.

Talented: 2, 2, 2, 2, 3, 3, 3, 3 / 1, 1, 2.

Specialist: 1, 1, 2, 2, 2, 3, 3, 4 / 3
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
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drkrash
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Re: Kaiju RPG!

Post by drkrash »

That's really cool! Thanks!
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drkrash
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Re: Kaiju RPG!

Post by drkrash »

Actually, I just did the math on Davies' numbers. The Specialist would actually be 1, 2, 2, 2, 2, 3, 3, 4.
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Davies
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Re: Kaiju RPG!

Post by Davies »

That works if 1 costs 0, like I suggested, but I was using the 1 costs 1 that you stated. But I'm not going to tell you not to take my suggestions, doc. :lol:

Anyway, that in turn suggests the following array, representing either an elderly genius or a pure physical marvel -- or possibly a robot: 1, 1, 1, 1, 3, 3, 4, 4 / 1, 1, 2
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
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drkrash
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Re: Kaiju RPG!

Post by drkrash »

And now that last array is making me think I'd rather require taking 2 1s than making them each cost 0.

That would make that last array 1, 1, 1, 1, 2, 2, 4, 4, which seems better to me.
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drkrash
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Re: Kaiju RPG!

Post by drkrash »

Looking for some ideas for some "Talents," abilities that are neither attributes, nor traditional "skills." However, I'm trying to keep the list very focused, so I'm trying to make choices that are especially thematic, or perhaps ones that are *so* generic that a modern adventure game can't do without them.
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Re: Kaiju RPG!

Post by Batgirl III »

You’ve mentioned that the focus of the game is playing expert representatives of various government agencies that are managing the response to a kaiju crisis... So perhaps players should have the option to use “Talents” for character types that represent archetypes often seen in kaiju stories that don’t fit that default mode?

“The Kid,” “The Tribal Girl,” “The Alien,” “The Foreign Ambassador,” or “The Robot.” That sort of thing.
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drkrash
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Re: Kaiju RPG!

Post by drkrash »

That's an interesting approach. I have that in place right now, but we'll see how it fits in the development space as I move forward.
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