View Single Post
Old 09-24-2015, 08:36 PM   #24
GreatWyrmGold
 
Join Date: Oct 2011
Default Re: GURPS: Remnant: Fan-made rules for adventuring in the world of RWBY

I think another post of miscellaneous rules appropriate to making a Huntsman would be appropriate. I'll add more if I think of them.

Useful Supplements

(Many of the following books are technically titled GURPS: X, but the title has been shortened to X for simplicity.)

Powers is almost always a good book to have. While powers themselves play little role in Remnant, the various additional advantage options and rules for using superhuman abilities are useful.
Martial Arts is, surprisingly, useful. It offers a number of expanded combat mechanics, but perhaps the most useful tool it offers is custom techniques. These allow the more unique combat styles of various characters to be reflected more accurately by the rules. Some custom maneuvers cost Dust or Aura; default bonuses of +1 per point of Dust or ten points of Aura expended are recommended. That said, the fighting style rules are generally inapplicable; each Remnan fights in a different way, with a few exceptions.
Gun Fu provides cinematic rules for gunfights. While it overlaps to an extent with Martial Arts, the overlap is (unsurprisingly) minor; it would be useful to have both.
The three Action supplements offer surprisingly little to a RWBY game. Action 1—Heroes is tailored almost exclusively for mimicking the protagonists of many action films. Action 2—Exploits includes some useful rules (notable the Basic Abstract Difficulty system), but is—again—specialized for action-movie-type plots. Action 3—Furious Fists provides some combat rules, but most of it is specialized for martial-arts movies, without the flexibility of Martial Arts.
While Pyramid 3/44's "The Last Gasp" rules do not fit RWBY-style combat, "Abstract Wealth" suits the non-loot-focused nature of most campaigns set in Remnant, and "From Skills to Advantages" slightly increases the range of Semblances, weapon abilities, and such which can be built.

Advantages

Modifiers

Accessibility: For the following modifiers, a campaign's opponents are assumed to be about 35% Grimm, 50% humans with awakened Auras, 10% robots, and no more than 5% animals or humans without awakened Auras. A campaign where the characters never fight humans should not allow a significant limitation for offensive abilities which only affect Grimm, while one focusing on White Fang grunts wouldn't allow a major price drop for abilities which can't affect them.

Abilities which only affect Grimm are not uncommon, and have a -25% Accessibility limitation. Conversely, abilities which only affect living creatures (things with Aura) have a -20% limitation. Ones which specifically do not affect Grimm have -15%.
Abilities which do not affect anything without an Aura (including both machines and Grimm) have a -20% limitation. (The GM may allow one which only affects things with awakened Auras at -25%, but creatures with unawakened Auras are rarely fought and even rarer challenging.) Abilities which affect only beings with unawakened Auras—mainly civilians and animals—would have a -40% limitation, but are unheard of.
Most Remnan robots do not run on electricity and do not have the Electrical disadvantage. However, abilities which only affect robots and other Dust-based machines and devices still have a -20% limitation. They will rarely if ever work on advanced machines from other realities—their operating principles are sufficiently different as to make attacks which work on both, but not other material objects or beings, a logical impossibility.

As always, these limitations are halved if the ability is weakened against those not meeting the requirement, rather than impotent.

Costs Aura, Minimum Aura: See here. Aura paid for such an ability causes shock and knockdown.

Costs Dust: Requires expenditure of a Dust Energy Reserve. -5% per point of Dust—doubled if each expenditure keeps the ability active for only one second!

Abilities/Meta-Traits

The following abilities are (unless otherwise noted) Aura based; any of the Aura-based limitations may be added (they have not been included in the prices).

Enhanced Physique: One of the simplest "advanced" Aura abilities. Provides most of the benefits of increased Strength and Health, including melee damage, but does not improve Hit Points, Fatigue Points, or Basic Move. Per level: ST, HT +1; HP, FP -1, Basic Speed -0.25. 10 points/level. (This has probably appeared somewhere, with a better name, but I haven't seen it.)

Grimm Sense: Aura, even unawakened, gives its users a greater awareness of their surroundings. Once awakened, one's Aura-based senses can be honed to detect Aura; this is generally useless, as every living thing possesses Aura, obscuring the details for all but the most skilled users. However, Grimm—the antithesis of life—stand out to the trained eye. Detect (Grimm), 10 points.

Longevity: There are, and likely have always been, rumors of those who harness their Aura to extend their lifespans. The following are designed for use in Remnant-based campaign, with Unusual Background costs to match. Lesser Longevity: Extended Lifespan 1, Longevity, Perk (Does not visibly age), Unusual Background (Longevity); 10 points. Greater Longevity: Unaging, Unusual Background (Longevity); 40 points. This is usually a trait restricted to NPCs, if it is allowed at all.

New Techniques

The following are fairly generic techniques which could be learned by most any warrior in Remnant.

Aura Strike (Hard): Defaults: Prerequisite skill-5. Prerequisites: Aura; Any unarmed combat skill (cannot exceed prerequisite skill); Trained by a Master. This technique lets you deliver more powerful strikes to creatures of Grimm by imparting your blows with Aura, an energy anathema to the every essence of Grimm; it requires the expenditure of 20 Aura, and obviously does not work on humans. You perform a normal unarmed attack as part of using this skill; if you hit, regardless of if any damage penetrates the Grimm's Damage Resistance, you deal additional damage—one die per die of damage you would have dealt.

Destructive Aura Strike (Hard): Defaults: Aura Strike-5. Prerequisites: Aura Strike (cannot exceed prerequisite skill). This technique works like Aura Strike, except as noted. It costs 50 Aura rather than 20, and deals two additional dice of Aura-based, Damage-Resistance-penetrating damage per die of normal damage. The Grimm must make a Health roll to avoid being reduced to zero Hit Points. If the Grimm is reduced to zero or fewer Hit Points by this strike, whether by failing a Health roll or by simple damage, the body part struck explodes, killing it instantly.

Explosive Aura Strike (Hard): Default: Destructive Aura Strike-5. Prerequisites: Destructive Aura Strike (cannot exceed prerequisite skill). This technique works like Destructive Aura Strike, except as noted. It costs 70 Aura. If the Grimm is reduced to zero or fewer Hit Points, its entire body explodes, with fragments of the Grimm's armor spreading through the immediate area, harming nearby Grimm but not creatures with Aura. The explosion itself deals damage equal to the extra damage dealt by the technique, divided by thrice the distance (in yards) from the exploding Grimm. It also deals [2d] fragmentation damage to all Grimm and inanimate objects within range. See the rules for fragmentation and explosions on B414.

Impaled Shot (Hard): Defaults: Prerequisite skills -3. Prerequisites: Any melee weapon skill, any firearm skill, familiarity with a weapon which incorporates both classes of weapon, Trained by a Master or Weapon Master. This technique involves embedding a weapon into an enemy and then firing the firearm component at point-blank range. The weapon attack is made as normal; however, the firearm attack takes no penalty to hit due to location. Success with the firearm attack is not automatic, as the enemy can move itself or the weapon away from itself.

Recoil-Enhanced Strike (Hard): Defaults: Prerequisite skill-6. Prerequisites: Any melee weapon skill (cannot exceed prerequisite skill); familiarity with a weapon in said class which incorporates a firearm or similar weapon; Trained by a Master or Weapon Master. A recoil-enhanced strike is an attack which uses the firearm component of a weapon to strike harder with the melee weapon component. It requires sufficient precision and care that it can only be taken as an All-Out Attack. A recoil-enhanced strike deals +2 damage per die, and the enemy is at a -1 to block or parry it.
GreatWyrmGold is offline   Reply With Quote