Okay so I’m making a setting for AW2, it’s about giant monsters.
Okay so I’m making a setting for AW2, it’s about giant monsters.
This is one of the core moves involved with it:
HIT THE SWEET SPOT
When you hit the sweet spot, roll+hard.
On a 10+, deal your harm.
On a 7-9, deal your harm and prepare for the worst. MC, shift to red.
So having got on top of a giant monster and found its weak point, it’s eyes, some acid carrying sack, you hack that thing to pieces! No where else but the sweet spot does any lasting damage. In the fiction you might even be able to blow a hole in it, but only the sweet spot matter when it comes to killing it.
On a 10+, you start whittling away at its health, might take two goes at it, but I want the fight to end swiftly once you battled your way past the flame-breath and the falling buildings. Advanced moves will provide more flavour to this roll, but I want it to be on point for the basic.
On a 7-9, you still hurt it, but it throws you off, or the thing covers you in bile, or your weapon snaps.
Now the final bit, MC, shift to red. All the giantmonsters have three states [yellow], [red] and [black].
Yellow covers the general monsters.
Red is a berserker rage, a charging of powers, a metamorphosis into something more sinister. They’re harder to kill, and always shocking.
Black is how it behaves near death. At this point it’ll wear down its own health, which I think will be thematically cool, like you can swarm and ankle bite them to death if you’ve got the time and resources.
I’m still tinkering with how you make a giant monster, but they’re not going to be DnD stat-blocks, more like acting prompts and vague abilities.
Thoughts on the move?