Last Stand - Review
Posted: Sun Mar 03, 2013 12:28 am
Disclaimer: I had first heard about Last Stand due to the "controversy" surrounding the cover. There's a black woman as the only character on the cover - which is a controversy in the RPG industry, apparently, with multiple people involved in telling the author of the book that he had to change it or else it wouldn't sell. So while I at first really didn't like the look of the system because I thought Wagers were dumb (but later changed my mind), I honestly bought it on that basis alone.
Also, if you want to read how the system works not in my own terms, you can find stuff here: http://www.funhavergames.com/fsrd/
Before I get ahead of myself: Last Stand is an RPG about people who wear Kamen-rider bug armor stitched together from the bodies of giant bug enemies and fight godzilla, robots, giant bees, and turtles with fucking guns on their backs. You "level up" by ripping the limbs from fallen foes as you make the killing blow and adding them to your suit. More RPGs need to have concepts like this.
First note: The PDF of this game is pretty lightweight. 79 pages overall. The game is extremely gamey. It honestly feels more like a board game with an RPG attached. I do not think this is a bad thing.
The book starts with a brief setting overview, then the "What is an RPG?" stuff, and dives right into the action with an explanation on the four stats and dicerolling. The four stats are:
Disruptor: Chaotic, disorder, explosive, annoying actions.
Leader: Heroic, direct, straight-forward actions.
Operative: sneaky, lying, stealthy, surprising actions.
Tactician: Planning, clever, thoughtful actions.
When you roll anything, you roll 2d10, take the highest, and add it to your stat in question. And yeah, that's anything - there are no skills or anything like that.
Then we get to the fucking weird part, character creation. It's done via a CCG-style draft. Every player is given 7 Armory Cards, chooses one, and passes the rest to the player next to them. Repeat until everyone has six cards, with the final card in each pack turned in. There are 50 armory cards in total, with the plain text of them listed in the back of the book, and the pdf also coming with image files for each card so you can print them out. Each card has some sort of ability - "Teamwork", "Flamethrower", "Throw a Car At It", "Haul Ass", "Show Off" - and comes with a bonus to stats. The vast majority of the cards give a +1 bonus to two stats and a combat ability. Some of the cards instead give an ability to help in social encounters, and +2 to one stat and +1 to another.
Then, everyone gets two random bioarmor cards, of which there are 16, and picks one to use. Each Bioarmor gives a total of +4 to stats, and two separate abilities. Each bioarmor is named after a bug or creepy sea creature - Centipede, Beetle, Jellyfish, Octopus, Spider, etc. Bonus points for the Pistol Shrimp having a fucking gun arm. Seriously love that.
So about this draft. Obviously, it causes problems if you're having people join the game after it starts, or make new characters partway into it, and so on. The book does, at least, say that having people just pick cards that they want is totally a valid option if you'd prefer that. I'll talk more about how abilities work later. Onto mechanics.
So the system is pretty simple for resolution. Roll 2d10, take highest, add your stat. For TNs, the book says to use 12, +3 for each complication; climbing a building is TN 12, climbing a building during an earthquake is 15, etc. If you're doing opposed stuff, two people roll off, higher number is the winner, every 3 they win by counts as an "extra success".
Combat uses a 4x3 grid made up of 12 sectors that can be shared by multiple units. The sectors are to be adjusted scale-wise to fit wherever the combat is taking place. Most people can move one sector per turn, and most ranged attacks are limited to attacking adjacent sectors only. Giant monsters can take up multiple sectors - a 3x3 block for a bigass turtle, or two adjacent blocks and two blocks IN THE AIR for godzilla.
Turn wise, the initiative system is simply "Players act. DM acts. Repeat". There is the very familiar Standard/Move/Minor action economy for turns.
Onto hitting stuff. When you roll an attack, the attacker chooses which stat to attack with, and the defender has to roll the same stat in defense. Whichever side rolls highest deals a point of damage to the other side, +1 for every three they succeed by. When a PC takes damage, it's applied to one of their stats. This doesn't have any effect on rolling until the stat takes 0 - when it hits 0, you only roll +0 for that stat, and if you have any powers attached to that stat, they shut down. If you'd take damage on a stat that is already 0, then you choose where the damage goes.
Bad guys come in three forms; Vermin (swarms), Regular, and Giant Monsters. Vermin don't take damage to stats and instead just lose HP from a pool, and blow up when their HP hits 0. Regular monsters take damage to stats, and roll whatever their current stat is (damage applied) instead or rolling max. Giant monsters just always roll their max stat, damaged ignored. If you hit a stat that's already 0, you decide where the spillover occurs.
So then we get into RIPPING PEOPLE'S BODY PARTS OFF AND USING THEM AS WEAPONS. When you kill a swarm of vermin, or reduce the stat of a regular or giant invader to 0, you can rip the power/body part off of that monster and gain it. The monster can no longer use that power at all, but you can now. At the end of a session, everyone can pick from one Ripped power to become Slotted - it's attached to a stat of your choice, to a max of one power per stat, and you gain it permanently, and it's powered up compared to the Ripped version. Also there's no need to worry about killstealing, as you can swap around all the spare body parts you want at the end of a session.
If you already slotted in four powers into your armor, you can freeze the ripped off body parts you collect and use them to build a new, custom suit of bio armor with the powers you've frozen as the armor's base powers.
So ok, here's where the book talks about powers, so I am to, first by talking about the keywords and tokens. Every player starts a session with 3 tokens. The book treats the "bribe" as optional (yet highly recommended) but I can't see how you can play without it - every turn, the DM puts a single token down in front of each player. They can grab that stack of tokens in exchange for acting AFTER the DM does. In addition, a lot of "bad statuses" are handed out through tokens. When you get poisoned, you literally get "poison tokens" that damage you as long as you hold onto them and need to be spent ASAP. Kinda funky. Anyway, these are the keywords on powers:
Wager X: Pretty simple. Place down X tokens. Most of the time you lose them. If either die comes up some number that the power says, you get those tokens back, ADDITIONALLY gain an equal number more of tokens, and some bonus effect on the power like extra damage. At first I was really against this and it seemed stupid as hell which is why I didn't event want to try the RPG, but with the token gain of bribe, it seemed ok.
Collateral X: If either die comes up X or lower, everyone in the party (you included) takes a point of damage. This is either from being caught in the blast, yelled at by somebody, embarrassed, or whatever.
Drop: You only roll 1d10 instead of 2d10 for your power.
That's it. 17 pages in, and that's basically most of the system in a nutshell. The next five pages are DM stuff, like theme, special effects on sectors, and the like. We then get a page and a half on rules on social encounters, which are pretty barebones but serviceable. A quick "How many monsters do I throw out?" section, 3 pages of setting material, and FUCK YEAH MONSTERS.
These monsters are really great. We have giant exploding bees, poisonous centipedes, missile shooting butterflies, APC frogs, poison-gas spewing alligators, sonic boom crickets, crabs with flail-claws, fire breathing ants, tarantulas with laser guns, laser shooting robots, UFOs, giant snapping turtles, godzilla... really, if there's a complaint I have with these monsters, it's that I want MORE. There are 32 whole pages of them, 40% of the damn PDF, but they're so awesome I want just a shitload more. Each monster actually is fully developed - a neat picture, stats, powers with actual interesting mechanical effects (so many RPGs seem to fail at this), what you get if you rip/slot their powers, and "in character" descriptions of the monster and their powers that could be given out by a handler.
Unfortunately, the book kind of ends unfinished. It gives rules for making monsters, and then says a later section will tell you how to make powers for PCs, and... that section never comes. Not there. Literally the last section that says that. In addition, the setting is pretty underdeveloped. The invaders are coming from some unknown location for unknown reasons and it's pretty obviously meant to be "GM fills in", which I'm fine with, but I really wish they had discussed OPTIONS here, rather than leaving it up to the GM to write everything.
Still, I overall have a pretty positive opinion of the book, and have already scheduled a group to try the game out.
Also, if you want to read how the system works not in my own terms, you can find stuff here: http://www.funhavergames.com/fsrd/
Before I get ahead of myself: Last Stand is an RPG about people who wear Kamen-rider bug armor stitched together from the bodies of giant bug enemies and fight godzilla, robots, giant bees, and turtles with fucking guns on their backs. You "level up" by ripping the limbs from fallen foes as you make the killing blow and adding them to your suit. More RPGs need to have concepts like this.
First note: The PDF of this game is pretty lightweight. 79 pages overall. The game is extremely gamey. It honestly feels more like a board game with an RPG attached. I do not think this is a bad thing.
The book starts with a brief setting overview, then the "What is an RPG?" stuff, and dives right into the action with an explanation on the four stats and dicerolling. The four stats are:
Disruptor: Chaotic, disorder, explosive, annoying actions.
Leader: Heroic, direct, straight-forward actions.
Operative: sneaky, lying, stealthy, surprising actions.
Tactician: Planning, clever, thoughtful actions.
When you roll anything, you roll 2d10, take the highest, and add it to your stat in question. And yeah, that's anything - there are no skills or anything like that.
Then we get to the fucking weird part, character creation. It's done via a CCG-style draft. Every player is given 7 Armory Cards, chooses one, and passes the rest to the player next to them. Repeat until everyone has six cards, with the final card in each pack turned in. There are 50 armory cards in total, with the plain text of them listed in the back of the book, and the pdf also coming with image files for each card so you can print them out. Each card has some sort of ability - "Teamwork", "Flamethrower", "Throw a Car At It", "Haul Ass", "Show Off" - and comes with a bonus to stats. The vast majority of the cards give a +1 bonus to two stats and a combat ability. Some of the cards instead give an ability to help in social encounters, and +2 to one stat and +1 to another.
Then, everyone gets two random bioarmor cards, of which there are 16, and picks one to use. Each Bioarmor gives a total of +4 to stats, and two separate abilities. Each bioarmor is named after a bug or creepy sea creature - Centipede, Beetle, Jellyfish, Octopus, Spider, etc. Bonus points for the Pistol Shrimp having a fucking gun arm. Seriously love that.
So about this draft. Obviously, it causes problems if you're having people join the game after it starts, or make new characters partway into it, and so on. The book does, at least, say that having people just pick cards that they want is totally a valid option if you'd prefer that. I'll talk more about how abilities work later. Onto mechanics.
So the system is pretty simple for resolution. Roll 2d10, take highest, add your stat. For TNs, the book says to use 12, +3 for each complication; climbing a building is TN 12, climbing a building during an earthquake is 15, etc. If you're doing opposed stuff, two people roll off, higher number is the winner, every 3 they win by counts as an "extra success".
Combat uses a 4x3 grid made up of 12 sectors that can be shared by multiple units. The sectors are to be adjusted scale-wise to fit wherever the combat is taking place. Most people can move one sector per turn, and most ranged attacks are limited to attacking adjacent sectors only. Giant monsters can take up multiple sectors - a 3x3 block for a bigass turtle, or two adjacent blocks and two blocks IN THE AIR for godzilla.
Turn wise, the initiative system is simply "Players act. DM acts. Repeat". There is the very familiar Standard/Move/Minor action economy for turns.
Onto hitting stuff. When you roll an attack, the attacker chooses which stat to attack with, and the defender has to roll the same stat in defense. Whichever side rolls highest deals a point of damage to the other side, +1 for every three they succeed by. When a PC takes damage, it's applied to one of their stats. This doesn't have any effect on rolling until the stat takes 0 - when it hits 0, you only roll +0 for that stat, and if you have any powers attached to that stat, they shut down. If you'd take damage on a stat that is already 0, then you choose where the damage goes.
Bad guys come in three forms; Vermin (swarms), Regular, and Giant Monsters. Vermin don't take damage to stats and instead just lose HP from a pool, and blow up when their HP hits 0. Regular monsters take damage to stats, and roll whatever their current stat is (damage applied) instead or rolling max. Giant monsters just always roll their max stat, damaged ignored. If you hit a stat that's already 0, you decide where the spillover occurs.
So then we get into RIPPING PEOPLE'S BODY PARTS OFF AND USING THEM AS WEAPONS. When you kill a swarm of vermin, or reduce the stat of a regular or giant invader to 0, you can rip the power/body part off of that monster and gain it. The monster can no longer use that power at all, but you can now. At the end of a session, everyone can pick from one Ripped power to become Slotted - it's attached to a stat of your choice, to a max of one power per stat, and you gain it permanently, and it's powered up compared to the Ripped version. Also there's no need to worry about killstealing, as you can swap around all the spare body parts you want at the end of a session.
If you already slotted in four powers into your armor, you can freeze the ripped off body parts you collect and use them to build a new, custom suit of bio armor with the powers you've frozen as the armor's base powers.
So ok, here's where the book talks about powers, so I am to, first by talking about the keywords and tokens. Every player starts a session with 3 tokens. The book treats the "bribe" as optional (yet highly recommended) but I can't see how you can play without it - every turn, the DM puts a single token down in front of each player. They can grab that stack of tokens in exchange for acting AFTER the DM does. In addition, a lot of "bad statuses" are handed out through tokens. When you get poisoned, you literally get "poison tokens" that damage you as long as you hold onto them and need to be spent ASAP. Kinda funky. Anyway, these are the keywords on powers:
Wager X: Pretty simple. Place down X tokens. Most of the time you lose them. If either die comes up some number that the power says, you get those tokens back, ADDITIONALLY gain an equal number more of tokens, and some bonus effect on the power like extra damage. At first I was really against this and it seemed stupid as hell which is why I didn't event want to try the RPG, but with the token gain of bribe, it seemed ok.
Collateral X: If either die comes up X or lower, everyone in the party (you included) takes a point of damage. This is either from being caught in the blast, yelled at by somebody, embarrassed, or whatever.
Drop: You only roll 1d10 instead of 2d10 for your power.
That's it. 17 pages in, and that's basically most of the system in a nutshell. The next five pages are DM stuff, like theme, special effects on sectors, and the like. We then get a page and a half on rules on social encounters, which are pretty barebones but serviceable. A quick "How many monsters do I throw out?" section, 3 pages of setting material, and FUCK YEAH MONSTERS.
These monsters are really great. We have giant exploding bees, poisonous centipedes, missile shooting butterflies, APC frogs, poison-gas spewing alligators, sonic boom crickets, crabs with flail-claws, fire breathing ants, tarantulas with laser guns, laser shooting robots, UFOs, giant snapping turtles, godzilla... really, if there's a complaint I have with these monsters, it's that I want MORE. There are 32 whole pages of them, 40% of the damn PDF, but they're so awesome I want just a shitload more. Each monster actually is fully developed - a neat picture, stats, powers with actual interesting mechanical effects (so many RPGs seem to fail at this), what you get if you rip/slot their powers, and "in character" descriptions of the monster and their powers that could be given out by a handler.
Unfortunately, the book kind of ends unfinished. It gives rules for making monsters, and then says a later section will tell you how to make powers for PCs, and... that section never comes. Not there. Literally the last section that says that. In addition, the setting is pretty underdeveloped. The invaders are coming from some unknown location for unknown reasons and it's pretty obviously meant to be "GM fills in", which I'm fine with, but I really wish they had discussed OPTIONS here, rather than leaving it up to the GM to write everything.
Still, I overall have a pretty positive opinion of the book, and have already scheduled a group to try the game out.