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JAEVA: Giant Robot RPG system
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=== Improvised Weapons === Remember this scene? : [[File:boat_sword.gif]] You can do that too. Using an improvised weapon is easy, though your ability to use it may be the problem. Much like figuring out difficulty of an enemy, the difficulty of a weapon is a similar: subtract your character/bot's size from the object's size, the difference + 5 is the difficulty (an object 2 sizes smaller than you is -2 + 5= difficulty 3). Roll your Dexterity + weaponry at the difficulty, you need however many successes the GM tells you to be able to wield it as a weapon, as some objects of similar mass will be more difficult than others. the bonus the weapon gives is equal to it's size (a lamp post would be size 2, and provide a +2 bonus to damage, added to size bonus/penalty of the character/bot wielding it.) GMs, be realistic on the number of successes they need. you won't have a human who can wield a container ship, and you won't have a jaeger that can't throw a car. lacking successes on something under your size means it either broke, or slipped out of your hands. Size: # something with the mass of a child or smaller # something around the mass of an adult human or bigger (lamp posts, food stands, cars etc) # something around the mass of a bus or bigger # something around the mass of a small building or bigger # something around the mass of a mk. 1 jaeger or category 1 kaiju (100~ feet tall) # something around the mass of a medium building or standard EVA (~200 ft tall) # something around the mass of a mk 3 jaeger (or any you see in the movie, ~300 feet tall) # something around the mass of a Category 5 Kaiju (~400 ft tall) # something around the mass of a large building (~500 feet tall) # something impeccably large, at least double the size of your average jaeger And the list keeps going on. this is a game of big things hitting each other, you'll get some huge stuff. use your head and creativity. I'm sure you can come up with a lot. As a general rule, improvised weapons break after a few hits, so GMs: give them at least one or two successful hits before they break, players: use them creatively while you have them.
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