Cthulhu

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Re: Cthulhu

Postby IVhorseman » Thu Mar 08, 2012 6:38 pm

Sane minifigs spend their entire movement attempting to get away from battle, and if picked up, spend their action viciously thrashing to break free of the dreaded human thumbs. Since they alone can see the stillness of the battlefield, they neither suffer nor benefit from movement penalties. They can use dice as cover.
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Re: Cthulhu

Postby Tzan » Thu Mar 08, 2012 7:29 pm

I was thinking that they might try to convince fellow minifigs that what he is seeing is real.
Just like insane humans do.
So that would interrupt the other figs turn.

Seems like a Ker-Ensanity table could be made. Ker-Sane?
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Re: Cthulhu

Postby Zahru II » Fri Mar 09, 2012 2:05 am

This is badass, great job.
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Re: Cthulhu

Postby Entity001 » Fri Mar 09, 2012 3:26 am

Zahru II wrote:This is badass, great job.


Thanks!

stubby wrote:
Entity001 wrote:I was worried he wouldn't have any ranged weapons, but yeah, eye lasers!
He's Cthulhu! Whadda ya mean he can't have eye lasers? :sbr:

I'd think His ranged weapon would be insanity. He turns His baleful gaze on you and bam, insane.

Alternately, since this is BrikWars, His weapon might instead be ensanity. That is, He turns His baleful gaze on a minifig, and bam, the minifig becomes psychotically sane. Like "oh my god I live in a universe devoted to violence and every single thing I can see is trying to kill me" sane. Or better, "oh my god we are plastic toys and I can see giant humans moving us around." Can you imagine how disruptive even a small number of completely sane minifigs could be?


Very good idea! How about this: when a minifig is hit by the baleful gaze, it turns psychotically sane like you said. The player must then make a Sanity Roll for the minifig. (1d6)
6- The minifig, having tremendous mental strength, accepts his existence and keeps on killing.
4 or 5- The minifig becomes insanely angry, and must attack the nearest target, friend or foe.
3 or 2- The minifig goes into shock and cannot do anything for one turn.
1- The minifig is unable cope with the revelation and commits suicide.
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Re: Cthulhu

Postby Xenoman » Fri Mar 09, 2012 6:45 pm

...

...

... :shock:

This is so insane, awesome, and fucked up (in a good way) all at the same time! Kudos to you, good man, for a job well done!

And heck, I'd give him 6d10 armor, just for pure awesomeness (or "godlike power", whatever you want to call it).
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Re: Cthulhu

Postby Swordsalmon » Fri Mar 09, 2012 7:53 pm

Lego Cthulhu doesn't need stats. He just needs to be able to devour 1d6 minifigures per turn.
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Re: Cthulhu

Postby Zupponn » Fri Mar 09, 2012 11:30 pm

Roll a d6. On a 1-6, Cthulhu wins the game and everyone else loses.
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Re: Cthulhu

Postby Keldoclock » Sat Mar 10, 2012 2:38 am

Including the players- how appropriate!
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Re: Cthulhu

Postby Entity001 » Sat Mar 10, 2012 4:33 am

Xenoman wrote:...

...

... :shock:

This is so insane, awesome, and fucked up (in a good way) all at the same time! Kudos to you, good man, for a job well done!

And heck, I'd give him 6d10 armor, just for pure awesomeness (or "godlike power", whatever you want to call it).


Why thank you very much sir! Also, I think 5d10 is enough, he's already ridiculously overpowered. We need to let the fools think they have a chance at winning...
Also he can summon 1d6 starspawn every turn. Starspawn are the same size as most mechs and have 2d10 armour. How many depends on how many I have built at the time as well as the dice roll.
...you can tell I'm just making this up as I go along,

Zupponn wrote:Roll a d6. On a 1-6, Cthulhu wins the game and everyone else loses.

Keldoclock wrote:Including the players- how appropriate!


Once there was an Old one named Cthulhu. He was so powerful that everyone Died. The end.
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Re: Cthulhu

Postby IVhorseman » Sat Mar 10, 2012 3:47 pm

I suppose if you use tried the Summoning rules I'm playing around with, and treat Cthulhu as a Siege Summoning platform, he would be able to summon (size)d4 inches worth of units at a UR of (size+1) or something like that. Might be more fun to stick to just 1d6 of em though.

EDIT: thinking through the munchkiny reasoning I can already see people doing with summoning rules, Siege Summoning is ALREADY giving me a headache. Sure, d4s usually roll pretty low, but then when some asshole rolls and gets 40 scorpions (or 20 venomous ones!), I can see some people getting prettty pissed off.
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Re: Cthulhu

Postby samuelzz10 » Sat Mar 10, 2012 9:25 pm

Cthulu shouldn't have armor roles, instead you should give him HP. (Like in the 2001 rules) I would give him between 150-300 Hp. That may be alot, but when me and my friends use our dreadnauts, their 3d6 megaswords can kill the biggest bionicle (500hp) around halfway through the battle.
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Re: Cthulhu

Postby Bragallot » Mon Mar 12, 2012 7:27 am

samuelzz10 wrote:I would give him between 150-300 Hp. That may be alot but when me and my friends use our dreadnauts, their 3d6 megaswords can kill the biggest bionicle (500hp) around halfway through the battle.


Wouldn't that serve better as an argument against giving him HP? :mrgreen:
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Re: Cthulhu

Postby samuelzz10 » Mon Mar 12, 2012 11:32 am

Bragallot wrote:
samuelzz10 wrote:I would give him between 150-300 Hp. That may be alot but when me and my friends use our dreadnauts, their 3d6 megaswords can kill the biggest bionicle (500hp) around halfway through the battle.


Wouldn't that serve better as an argument against giving him HP? :mrgreen:
Well, I guess you're right. GIVE HIM MOAR HP.
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Re: Cthulhu

Postby Keldoclock » Tue Mar 13, 2012 4:33 pm

How about 300 HP, and he regenerates it at the end of the turn if he isn't killed? That makes it so you need a really big army (or multiple smaller ones) all concentrating fire on the big C to kill him, which makes for a nice image. You could even do a game with cultists hidden throughout a Town and having some people be the police & eventually military when there are enough illithids running around.
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Re: Cthulhu

Postby Bragallot » Tue Mar 13, 2012 4:46 pm

The only way to kill Cthulhu: summon Alucard.
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