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Old 01-07-2018, 07:22 PM   #44
gibberingmouther
 
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Join Date: Dec 2017
Location: PA
Default Re: Dragon Ball Inspired "Ki" Hero

okay, here is my rules supplement: please, i could use some constructive criticism! i don't think everything is balanced, especially the dodge bonuses.

here it is:
By George Young; a rules supplement for GURPS 4ed

Note: the point costs of abilities (character points, action points, fatigue points) are somewhat arbitrary and based on guesses; from experimentation in your campaign, you might want to revise them, and if you have suggestions for improvement please notify me! for "action points", see Pyramid 3/44 "The Last Gasp"

Theory:
ki is a form of psychic energy that pervades a person's spirit body, emanating from the Source within. the makeup of a person's spirit body is determined by their Higher Self (yeah i'm ********ting new age here, lol). ki enhanced strength, speed, and durability result from a form of telekinesis - the spirit body moves according to the hero's thoughts, and this telekinetically "pulls" the real body along with it. this is how enhanced strengh, speed, and durability work. the spirit body forces the real body to stay in tune with it - resisting any deformation of the real body from bullets, super punches, heavy weights, etc. however, this process of spirit body telekinesis costs ki, and more ki in proportion to the difficulty of the feats.

since ki is psychic energy, the user is able to perform telekinesis on whatever is infused with their ki - since the body is infused with ki, this allows flight for example. teleportation is possible by the same logic. ki blasts are caused when the hero turns their ki into pure energy - the energy introduced into the system causes an explosion, the rapid expansion of heated gases - and forms and directs this ki infused energy into a ki blast. healing works by using ki energy to restore the body to the template of the spirit body. you get the idea.

ki meditation is 5 points; after that is power level enhancement (5 ki points per rank): cost is 40 for ki meditation, then 50, 60, 70, 80, 90, and 100 for ranks in power level enhancement

ki points are X points per maneuver. most ki abilities cost action points.

super training enhancement (10 points of ki per rank; cost is 100 per rank; must have taken all 6 ranks in power level enhancement to take ranks in this)

sense ki is free once you buy up to 15 ki points - you can sense how much ki a foe has, and can sense upwells in energy allowing you bonuses to defense. you can pretend to be weaker by reducing your ki aura, but you actually are weaker when you do this; as a free or ready action you can power back up
ki users with sense ki can block other ki users' techniques because they can sense the upwells in energy - they can do this in fact with all biological foes; can block ki blasts or teleport away and can defend against ki-based techniques they can't see, for example if it came from behind; have to roll to parry or dodge but get a bonus of +1 to all defenses from biologicals' physical/ki-based attacks

1 point of ki is 1 point of strength enhancement (lifting strength and striking strength are separate; using striking strength enables you to get extra attacks per round ala rapid strike, except the penalty is reduced); or 1 point of ki is 1 point of DR; you can use ki as a free action to react to an attack and expend ki for DR as long as you are powered up; tactile TK costs an additional 5 points of ki per yard of support - GM can use discretion as far as determining what you can lift without breaking

DR from ki isn't subject to armor divisors, from firearms to innate attacks such as ki blasts

if you don't have flight, you can spend up to 20 ki points for a +2 bonus to dodge (or 10 for a +1); if you have flight you can spend as much as 10 ki points/+1 bonus to dodge (no cap; but bonuses after a certain point won't do anything in most scenarios)

flight: cost is 40 as per Basic Set, plus you need a power level of at least 20; ki cost to use is 10 per flight move maneuver (basic move * 2), + 10 per 25 yards/second; cost is 1 action point per 50 ki points spent or per full power level worth of ki points spent; moving at basic move * 2 in flight or hovering doesn't cost any action points

movement enhancement - 4 ki points per 1 yard/second; capped somewhat arbitrarily at 20 yards/second - up to the GM, can increase this cap but this is probably appropriate for this rules supplement. still, i'm not an expert on biomechanics, so i don't know what the physics-based cap for supers should be.

per 25 points of ki, can get an extra attack or move maneuver or "grenade" ki blast (this is the only ki blast that you can get extra attacks with; otherwise, the ki blast is represented as the damage done in 1 second by the blast) similar to altered time rate or extra attack (remember, can only do one all-out attack); but all attack rolls are at -2 per 25 points spent; can't stack this with rapid strike; using extra maneuvers has an action point cost of 1 point in addition to the normal costs; likewise you get extra parries per 25 points you can spend, divided into separate parry maneuvers - these are also at -2 per 25 points spent; ordinarily with karate you can only parry twice

short distance teleport ("warp") - costs 80 points and requires a power level of at least 50; ki cost is 25 per teleport; can only move to where you can see or "feel" - can't move into solid objects, as it would require too much ki to move material denser than air out of the way; you can move yourself and your equipment because of your ki aura, or something; does not require a roll, is automatic (and can use this in place of a dodge roll); cost is 5 action points to activate

ki blast ranges: regular ki blast beams have a range of 700/2,100; scaling sphere or spirit bomb moves at 100 yards per turn + 25 yards / second per additional 5 ki points spent

non-ki users can only dodge ki blasts; ki users with sense ki can parry them in addition but must expend ki points equal to the cost of the blast, or else they can spend ki for DR up to their power level or if they readied an action they can use TK shield; remember: the armor divisor of ki blasts does not apply to DR from ki enhancement

you can use one handed ki blast beams (so not scaling sphere or spirit bomb attack or large beam) in either hand in one round; there is a penalty of -1 to both left and right hand attacks, plus an additional -1 to the right hand attack roll if you aren't ambidexterous or trained in fighting with two weapons. in addition, you can focus on one spot in the armor of a vehicle for example to wear it down cumulatively per second (first apply the armor divisor, then calculate armor points per second lost); this applies a penalty of -4 to attacks after the first.

action point cost for ki blasts is 1 per second or 1 per 50 ki points spent, whichever is larger

all ki blasts require a power level of at least 20 (3 ranks of power level enhancement)

ray (costs 10 points to buy):
1d6 (1), 2d6 (1), 3d6 (2), 4d6 (2), 5d6 (2) burn (no Surge for ki blasts; damage is per ???)
if you can focus on the same area (an IA: Ki Blast roll), you can reduce armor DR gradually - modify the DR by the divisor then calculate damage per second
have to roll against innate attack: ki blast to maintain the blast in the same spot
costs 2 ki points per d6 per second

small beam (costs 15 points to buy):
2d6 (2), 3d6 (3), 4d6 (3), 5d6 (4), 6d6 (5), 7d6 (5), 8d6 (6), burn
costs 3 ki points per d6 per second

large beam (costs 20 points to buy; has knockback if you block it (using ki or another method) even though it's a burning attack):
3d6 (4), 4d6 (4), 5d6 (5), 6d6 (5), 7d6 (6), 8d6 (7), 9d6 (8), 10d6 (8), 11d6 (9), 12d6 (10) burn
costs 5 ki points per d6 per second

scaling sphere (costs 25 points to buy; can "throw" it or TK-direct it; acts like a grenade or missile):
"grenade": 3d6 (1), 4d6 (1), 5d6 (2), 6d6 (2) cr ex; easy to aim
"missile": Nd6*10 (10) cr ex
for "grenade" blasts, costs 5 ki points per d6 - doesn't work by per second
for "missile" blasts, costs N*40 points

inundating cone (cost 30 points to buy; a broad melee cone; a melee directed explosion that targets the whole body of only one person):
3d6 (2), 4d6 (2), 5d6 (3), 6d6, (4), 7d6 (4), 8d6 (5), 9d6 (6)
cost is 3 points per d6

spirit bomb (costs 50 points to buy; only usable by those who are pure of heart; exactly like scaling sphere except it is cheaper and takes longer to charge)
Nd6*10 (10) cr ex
costs N*10 points but takes 4 seconds per N to charge and it's obvious what you're doing

custom ki blasts
(destructo disk, etc.)
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