GOLIATHS QUALITY

Milestones: Size+Legend+Threat
Player Threat: 0 (Unawareness) - 5 (Active Threats)
Scale:
Extras:
GOLIATH

Characters opposing a Goliath must pass a given number of Milestones, equal to the Goliath’s relative Size + Legend +Threat, to destroy it. The difficulty of each Milestone is equal to the Goliath’s Scale, and represents minutes equal to the Goliath’s Size. Failure on Milestones may inflict Conditions; Complications on Milestones may include increasing the Goliath’s awareness of the characters (and therefore its Threat; if this would exceed 5, the Goliath is enraged, with suitable consequences). Success on a Milestone represents focused but significant damage done to the Goliath or actions that successfully impede the Goliath in some manner.

SEGMENTS

The monster has several segments each with its own health boxes. If a Segment is destroyed by filling its three Health boxes, that Segment cannot act until it fully regenerates. Segments in the process of regenerating cannot be targeted. Add one Health box each time a head fully regenerates — once three have been added, they form a new Segment.

Some Antagonists have clearly defined subsystems or parts that pose a threat on their own. Consider a gigantic scorpion, which pinches and cleaves with its razor-sharp claws while its venomous tail rains down blows from above — dealing with one might not end the threat from the other,in the short term or otherwise. The Independent Segments rules model complex opponents like this.

Regardless of how many Segments a creature possesses, all those Segments use the creature’s overall Traits, with the following caveat — each Segment has its own Health track, Defense, and Initiative; and Qualities and Flairs are assigned to a specific Segment.

GOLIATHS

Characters opposing a Goliath must pass a given number of Milestones, equal to the Goliath’s relative Size + Legend +Threat, to destroy it. The difficulty of each Milestone is equal to the Goliath’s Scale, and represents minutes equal to the Goliath’s Size. Failure on Milestones may inflict Conditions; Complications on Milestones may include increasing the Goliath’s awareness of the characters (and therefore its Threat; if this would exceed 5, the Goliath is enraged, with suitable consequences). Success on a Milestone represents focused but significant damage done to the Goliath or actions that successfully impede the Goliath in some manner.

When all Milestones are passed, the Goliath is effectively destroyed, even if its physical form is intact. Use the following template for Goliaths:

Threat: Threat represents the Goliath’s willingness or ability to directly attack the player characters, rated from 0-5; 0 represents a Goliath that is unaware of the characters’ actions, while 5 represents a Goliath that is both highly aware of and actively trying to harm the characters. If the Goliath takes an action, roll its Threat as a dice pool and apply Scale (Dramatic against Heroes, Demigods, and similar mythic beings; Narrative against anything else).

Legend: If the Goliath is divine (likely, but not required), it has a Legend rating.

Size: The size (in terms of Scale) of the Goliath relative to the attackers; if Sizes vary, use the smallest Size in the group and apply Enhancements relative to that Scale. If the Goliath is essentially a collective (such as an army or a population at large), the Size models their number.

Narrative Scale: This represents the Goliaths destructive powers relative to the characters and environment.

Extras: If the Goliath has any particularly unusual abilities, list them here. Goliaths are most useful, in a storytelling sense, as a way to include conflict without that conflict necessarily revolving around interpersonal violence (though it can also serve as a big cinematic boss-fight system, as well).

SEGMENTS

Health: (Segments of 3, Health Base 1)
Extras: Segment Regeneration

SEGMENT REGENERATION
The monster has several segments each with its own health boxes. If a Segment is destroyed by filling its three Health boxes, that Segment cannot act until it fully regenerates. Segments in the process of regenerating cannot be targeted. Add one Health box each time a head fully regenerates — once three have been added, they form a new Segment.