FATAL & Friends: Giant Allege 5

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Giant Allege
Giant Allege 1.png
  1. Introduction
  2. Post-Roboapocalyptic Australian Legal Deathmatch
  3. Wheel of Morality, Turn Turn Turn
  4. Go ahead and get the Ace Attorney jokes out of your system now
  5. Invincible Attorney Textbook Adulterer
  6. The Actual Combat Rules Are 2 Pages Long
  7. Clients Dig Giant Robots

Giant Allege 5: Invincible Attorney Textbook Adulterer by ProfessorProf


Giant Allege Part 5: Invincible Attorney Textbook Adulterer

Character creation! First Allege, then Lawyer.

Making Allege

An Allege consists of a Form, a set of Armaments, a Cost, and a set of Attributes. The Form is the overall shape of the mech, of which there are several - swordsmen, tanks, animals, and so on, predictably rolled on a bigass table. Roll, record characteristics, done.

Armaments are weapons or other useful addon systems for your Allege. There is an equally wide variety of these, once again on a bigass table. Unless the Form has a relevant special ability, you get two Armaments, so roll them on the big table and add them to your mech.

Cost is, as described in the previous entry, how much Copper (which I guess is the currency, I wrote it before as Kappa WHOOPS) it costs to deploy your Allege. Depending on the power of the Allege, in terms of Attributes, the Cost will generally vary between 9 and 30, each point of Cost representing 10,000 Copper. A higher-Cost Allege will be more powerful, but also harder to deploy.

Attributes, mentioned earlier in the writeup, are Quick (speed and agility), Break (attack power), and Armor (defense power). You can distribute points any way you want between them, and the sum of the stats becomes your Cost. Unless the Form says otherwise, minimum in each Attribute is 3. Armor*3m is the height of your mech, not that it's at all important.

But these are just your base stats! Write them down, and then write the full stats to the right of them, which are modified by your Lawyer's stats:
Full Quick = Quick + Keen
Full Break = Break + Power
Full Armor = 2*Armor + Power

Finally, consider the image of the Form, Armaments, and size, and give it a name to match.

Making Lawyer

A Lawyer needs a Name, Attributes, a Weapon, a Catchphrase, and a few other details. Name is, insanely enough, ALSO rolled off of a 6x6 table, once for last name and once for first name. I'm not going to get into the full tables until much later, but rolling a pair of names just now, I got Wandering Iron Wall and Textbook Adulterer, so I can already tell these are going to be some colorful characters.

Next up is attributes for Lawyers! They are Timing (Initiative), Power (Strength and toughness), and Keen (Speed and piloting skill), between which 10 points are distributed (minimum 1). A typical human would be 2's across the board. You are not an ordinary human. You are a Lawyer.

Next, it's time to pick a weapon. There are three options:
Gun: Attack rolls made at Timing x 2.
Sword: Attack rolls made at Keen + Timing.
Fist: Attack rolls made at Power + Timing.
Pick one, write down the resulting attack power, go.

Next, come up with an age, a body type, and a personality, then tie it all together into a cohesive image. Consider the name, the Allege, the weapon, and the stats, and then come up with a one-liner catchphrase to sum up your character.

Since this was a short section, let's go onward into the core resolution mechanic! Giant Allege uses d6 dice pools, but does so in a clever way that makes ties almost impossible, even with as few as 4 or 5 dice in a pool. Let's learn by examples!

Player A challenges Player B in some form of opposed roll. A has 7 dice, B has 11 dice. They roll:

Giant Allege 6.png

Fundamentally, the winner is whoever has the most 1's in their dice pool. So, in this case, B wins, 3 to 2. Of course, it's not always going to be that simple, especially if there are more than two players involved in the roll.

A, B, and C all go head to head in an opposed roll. A has 5 dice, B has 6 dice, C has 3. They roll:

Giant Allege 7.png

In this case, C is still the ultimate winner, because they had two 1's, whereas A and B both had 1. But who comes in second?

If the number of 1's is the same, then you look at the next smallest number. So, since A and B both have a single 1, we count the 2's, and find that A has three of them, whereas B only has one. A comes in second, and B is last. If they had also had the same number of 2's, then they would have compared, threes, then fours, then fives. The only way to get a tie is if you roll the exact same set of numbers.

Next time: Roll for initiative!