FATAL & Friends: Giant Allege 7
Giant Allege Part 7: Clients Dig Giant Robots
A mech is defined by a Form and two Armaments (ARM). All of these are rolled randomly on tables. Starting with the Forms, there are 11; roll two dice, and determine your choice based on the value of the first die (123 or 456) and the second die (1, 2, 3, 4, 5 or 6). If you roll 456-6, then you get to pick one freely.
The above is the first Form, number 123-1, Swordman. The most common type of Giant Allege on Gear's Rock. Specializing in sword combat, this Form gives you the option to select the ARM "One Sword, One Blow" as one of your two ARM slots before you randomly select.
I'm actually not going to post pictures for all of the Forms. Not because they're less than fantastic, but because I want to maintain some motivation for you folks to actually buy the PDF if you really like it.
Form 123-2 is the mighty Armorman, an unassailable fortress of absolute defense. If you get the Armorman Form, then you can choose to equip either "Absolute Shield" or "Armor Curtain" in one of your ARM slots before randomizing equipment.
Form 123-3, the Barbarian is a totally radical and violent Allege Form dedicated to trying to wipe out the enemy in a single blow. Continuing in the trend of equipment-based Forms, this robo-mohawk-sporting Allege lets you select either "Axe Bomber" or "Peerless Spear" as one of your ARM slots before randomizing equipment.
Form 123-4, the Pankration is a massively strong Allege Form that requires no weapons of its own, fighting instead with absurdly huge fists. It can select "Do Through", "Hand Red Arm", or "Joint Break" as an ARM before randomizing equipment.
Holding the title of Probably the Stupidest-Looking Form, 123-5, the Gunman is a long-range fighting quick-draw Form. Same game as the last four, selectable ARMs are "Lightning Speed" and "Bullet of Light".
Last of the equipment-based Forms, the 123-6 Ballista is an absurd mech covered in guns from head to toe. This long-range bombardment type mech can provide either "Seaside Reach" or "Missile Shower" as its ARM.
Which brings us into the more functionally interesting Forms, the ones that actually have different stats! Starting with 456-1, the Trooper is a centaur-shaped Form with a lance for a hand. It gets a +1 bonus to Initiative roll results, but a -1 penalty to Defense roll results.
I said that the Ballista was absurd and covered in weaponry, but it's downright tame compared to 456-2, the Tank. Huge, clunky and invincible, the Tank gets -1 to Initiative, but +1 to both Attack and Defense roll results.
As we move into even less humanoid mechs, 456-3, the Beast, is shaped like a giant robot dog covered in improbable swords. A truly primal four-legged beast mech, this Form grants +5 to base Quick and Break, but forbids all equipment.
In the same category as Justice the Giant Allege, 456-4, the Harpy is the only flying Allege Form. Lightning quick but light, the Harpy gets +5 base Quick, but it can't be made with a Cost over 10.
Last on the list, the 456-5, the Insect is about as far removed from humanoid mecha as we're going to get. It's much sturdier than that design makes it look, getting a +5 bonus to Armor, but can only equip one ARM.
Once the Form has been selected, it's time to randomly generate all undetermined ARMs! That's two slots, minus any slots either filled by special options from the Form or flat-out removed by the Form. For each, roll 2d6 and consult yet another huge list. Each grants a special ability and comes with a snappy(?) one-liner.
1-1: Lightning Speed. As available to the Gunman. This can be triggered only once. When activating, you automatically win your next initiative contest. If two people use it at the same time, they attack simultaneously.
"Just like a flash of lightning. Too fast for any eye to follow."
1-2: Drill Do Rill. One-off item activated before rolling Initiative. Any Attack rolls you make this turn have their results doubled.
"People who say that a drill is a man's romance have no faith in themselves. Why don't you go out and show 'em how it's done?"
1-3: Howling Ring. One-off item activated before rolling Initiative. Automatically win Initiative, deal 2 damage to the enemy's Quick, and immediately end the turn.
"It's bad luck to fire it off as a recital. Did you know that speakers can be lethal weapons?"
1-4: Do Through. As available to the Pankration. One-off item activated before rolling Initiative. This turn, apply your attack roll result directly to your enemy's Base Armor.
"Here, adjust the direction of your power a bit. The bigger they are, the harder they fall, right?"
1-5: Tornado Vortex. Can be used twice instead of once. After initiative, subtract your attack roll result from the enemy's base Quick.
"There are none standing on this Earth who can defeat this Soldier of Fortune!"
1-6: Queen's Whip. Two uses again, activated before rolling Initiative. This turn, any damage you do affects the enemy's Quick instead of their Armor.
"All men are masochists. No matter how they show off, their breath goes wild once they're under my heel."
2-1: Smoke Mock. Two uses, activated before rolling Initiative. Reduce your opponent's Initiative dice pool to half, rounded up.
"Just because this smoke rises doesn't mean there's a fire."
2-2: Hammer Price. One use, activated before rolling Initiative. If you win Initiative, your final damage roll is set to your current Break.
"If you've got time to think, then you've got time to settle everything in a single blow."
2-3: Missile Shower. As available to the Ballista. Two uses, activated before rolling Initiative. If you win Initiative, then roll 10 additional dice on your attack.
"If they're good at dodging, give them no place to dodge to. There isn't anyone who can stay dry in the rain, right?"
2-4: Sticky Net. Two uses, activated before rolling Initiative. Your opponent rolls five fewer Initiative dice.
"Eww, what the heck?! It's gross to get covered in sticky white fluid!"
2-5: Reverse Solar Generator Beam. One use, activated before rolling Initiative. If you win Initiative, your final damage roll is set to your base Break (before adding pilot stats).
"I'll stop you with all my heart! My Allege's soul is on fiiiire!"
2-6: Seaside Reach. As available to the Ballista. Two uses, activated before rolling Initiative. This turn, you can't be Counterattacked.
"What's that? There's no way to strike from the far side of the ocean? Sorry, but this kid is special."
3-1: Accelerator. Two uses, activated AFTER rolling Initiative. Add one to your final Initiative result.
"Speed is all about equipment, you say? Try giving this baby a ride. I'll scrape you off the cockpit afterwards."
3-2: Redo Motion. Two uses, activated after rolling Initiative. Your opponent rerolls their Initiative, and can't use any Initiative-altering ARMs this time.
"It's a complete do-over... but only for you."
3-3: Flash Grenade. Two uses, activated after rolling Initiative. You reroll your Initiative.
"Are you ready? This is my ultimate attack! Keep those eyes peeled so that you can witness its glory!"
3-4: Diving Earth. Two uses, activated after rolling Initiative. The turn ends immediately.
"Oho, it's rare to find people who sprout from the earth."
3-5: Joint Break. As available to the Pankration. One use, activated before rolling attack. This turn, your damage is inflicted on the enemy's Break.
"I live for the sound of my opponent's call for surrender."
3-6: Melting Acid. One use, activated before rolling attack. Instead of rolling for damage, you reduce the enemy's Armor by half.
4-1: Hand Red Arm. One use, activated before rolling Initiative. If you win Initiative, then your attack's damage reduces the enemy's Quick, Break, AND Armor.
"Oraoraoraoraoraoraoraora... and one more for the road!"
4-2: Bullet of Light. As available to the Gunman. Two uses, activated before rolling attack. Instead of rolling, your attack roll is set to 4.
"Oh, this is no good. I was aiming for a counter attack, but that's not going to be possible."
4-3: Never Ending. One use, activated before rolling attack. Don't roll attack this turn. Instead, restore all attributes to their maximum values. The enemy can't counter.
"There it is! That's the face I wanted to see! Kyahahahahaha! This party's just getting starteeeed!"
4-4: Power Charge. Two uses, activated before rolling attack. Don't roll, and instead roll double dice next turn. This turn, the enemy can't counter.
"Don't be so impatient. The ideal path is to understand that Process is Success!"
4-5: One Sword, One Blow. As available to the Swordman. Two uses, activated before rolling attack. Double your attack dice.
"A sword has dreams, hopes, and will of its own."
4-6: Peerless Spear. As available to the Barbarian. Two uses, activated before rolling attack. Add to to your attack roll result.
"This tip of this spear can cut a flying crow in half. That's why it's called Crow Cutter. Can you believe it?!"
5-1: Thunder Wall Break. One use, activated before rolling attack. Roll attack dice equal to your team's Budget.
"He turns every enemy he points at into ashes. There's no running away from this."
5-2: Perfect Foresight. Two uses, activated before rolling defense. Even if you fail your defense roll this turn, you can counter as if you succeeded.
"Trials begin and end with receiving and countering your opponent's arguments. Let me show it to you know: The Windmill Hypothesis!"
5-3: Axe Bomber. As available to the Barbarian. One use, before rolling attack. Double the final result of your attack roll.
"If I cut their body deeply enough, they'll explode. That's what it means to be number one in power."
5-4: Greek Fire. Two uses, activated AFTER rolling attack. Set your attack roll to 3. The enemy can't defend.
"Of course, this won't pierce the defenses of every Allege, but against a human, it's unstoppable."
5-5: Photonic Barrier. Two uses, activated before rolling defense. Set your defense roll result to 4.
"Such an attack won't be able to break through my photonic barrier. Wh-What's this? My barrier... is falling apart?!"
5-6: Armor Curtain. As available to the Armorman. One use, activated before rolling defense. Your defense roll automatically succeeds, but you can't counter.
"Whatever villainous legal attack I must endure, this armor curtain will weather it for three days and nights!"
6-1: Perfect Shield. As available to the Armorman. One use, activated after rolling defense. Double your defense roll result.
"So you think your weapon can reach me? How adorable. It's my turn now..."
6-2: Heavy Low Tension. One use, activated before rolling Timing. Every roll in this battle is made with a maximum of ten dice.
"Too bad, but I'm already used to this!"
6-3: Sonic Low. Two uses, activated when dealing chip damage. Inflicted damage is set to 3.
"You're tryig to stop a monster. Did you think you could come out unharmed?"
6-4: Zero Range Battle Skill. Two uses, activated when an enemy uses an ARM. The ARM's activation is canceled, but the usage is not expended.
"True terror is fighting at range zero. None of your weapons will help you here."
6-5: Death Trap. One use, activated after your enemy successfully attacks. Next turn, you automatically win Initiative, and your attack is doubled that turn.
"How naive, child. Do you still believe that a trial can be won using skill and heart alone?"
6-6: Zombina System. One use, activated when you're defeated. Your Armor is set at 0, and you can continue to fight until you take damage again.
"If I lose here... then all your lies will become truth. That alone... That alone, I cannot stand for! UWOOOOOOOOH!"
And that's it! The entire 28-page rulebook. I don't have any particular closing words for this game, aside from that I'd like to play it at least once, so here's the back cover:
That was fun. I think I'll do Great Ork Gods next.