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Old 01-07-2018, 07:23 PM   #45
gibberingmouther
 
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Join Date: Dec 2017
Location: PA
Default Re: Dragon Ball Inspired "Ki" Hero

should have an option of ki blasts hitting each other cinematically; can do this if one person readies an action to do a ki blast after the foe does one

power up, need at least 15 ki points but is free; lowers usable ki points by 5 to keep active; allows you to automatically expend ki points for DR after getting hit; or used after deceptively lowering ki aura/power level which also requires at least 15 ki points

"force push" type ki TK maneuver (telekinetic push), optionally does damage (xd6 crushing damage and knockback only per 10*x points spent to a maximum of 50 points spent total; and an additional optional yd6 crushing damage per additional 10*y points spent; ki users can resist the knockback by spending the same amount of ki points). automatic at 20 ki points; costs 1 action point.

"force shield" type maneuver (telekinetic shield), can use ki aura TK to block missiles and other projectiles (ki cost to block an individual projectile including a ki blast is equal to its rolled damage - if a projectile exceeds the amount of ki you're able to spend, reduce the damage as if it were the shield were DR; as with ki DR ignore armor divisors; you can block missiles with this as well, by using TK to avoid triggering the explosion mechanism - the ki cost is only the first number, or up to the GM's judgment, ignoring the x modifier since the weapon hasn't detonated). using TK shield is a maneuver that costs 1 action point and can only be used in one direction. automatic at 20 ki points.

Namekian regeneration - costs 5 points of ki per hp restored; 5 action points to initiate regeneration; still must protect head

Namekian magic - use GURPS magic, i'm leaving this up to the game master because i don't have that book.

healing (just health damage; cost is 50 points; requires a power level of at least 15) - costs 15 points of ki per hp restored, self or other; a healer can use TK push and TK shield but cannot purchase ki blasts, and vice versa a ki blaster can't use heal; costs 1 action points per hit point restored, self or other. saiyans can't buy this but humans and namekians can

kaioken - gives 150% ki points (1.5 times rounded up or down?) for 3 seconds; costs 1 fatigue per 3 seconds or can optionally burn through 1 hit point per 3 seconds but this damage must be healed by rest, it cannot be healed with ki (it is damage to the integrity of the spirit body itself, thus ki healing which relies on the spirit body's template does not work); technique costs 100, plus you need someone to learn it from and need a power level of at least 25 (should be a rare ability, like super saiyan, which you cannot stack it with)

super saiyan (double your ki points; requires intense rage and purity of intent - either good or evil - to trigger; you need saiyan blood; costs 150); activation cost is 35 ki so you need at least that high of a power level

saiyan power-up - if you survive a battle in which you are reduced to 1/4 or less of your hit points, and are restored, you may qualify for the next rank in power level enhancement without having to expend points, or a number of points toward super training enhancement (up to the game master's discretion)

2nd wind for fatigue; usable once per day, fully restores fatigue; everyone has this automatically

acrobatic dodge should be popular at low levels; but in this ruleset it doesn't stack with using flight to get a bonus to dodge

hitting someone in the solar plexus should risk stunning

revise rules for "parrying heavy weapons" - a 40 STR strike should not be parryable by someone with 10 STR. say a STR of X can block a STR of X + 10, but at a penalty of -2 to the parry roll per 5 points of difference in striking strength (the same penalty applies to dodging an attack from a super STR character; but there is no cap to what you dodge, just the cumulative -2 per 5 STR difference penalty to dodge or a -1 per 5 STR difference to blocking with a shield). an advanced enough ki user can automatically detect how much ki is behind a blow (sense ki), and can block it automatically (still has to roll against parry) with a ki cost equal to whatever quantity of ki points the defender decides to spend. he can spend a fatigue point to restore action points if he is out. if he doesn't have enough ki to parry, even with extra effort, he is outclassed

strongmen with strengths above 18 usually have lifting strength in excess of their base strength; martial artists may have striking strength in excess of their base strength, but only +2 max ordinarily for non-ki users

shields (blocking) can be awkward to attack through - you could literally punch through a wooden or plastic one, but a metal one could provide more resistance; you could teleport behind the shield-bearer and attack them, or you could try to strike around the shield - it's up to you and the GM

weapons are not much of a problem for high-level ki users - assume they can apply DR up to their ki/maneuver level to their strikes or parries

encourage extra effort use in this gameverse: gain extra ki points per action point spent, say 10 per action point spent per maneuver, but limited at + 50 - makes it so power level isn't the ultimate determinant of success in a fight, even without kaioken; can't stack this with kaioken; has a minimum requirement of a power level of 25 to use extra effort with ki this way

action points can be bought up to 2 * your will score if you have the ki meditation advantage. this represents the fact that you are using ki to enhance your regular body actions. also when you spend a fatigue point to regain action points, you can regain up to half your will score if that is higher than your health score.

fighters should be encouraged to buy extra fatigue and will and action points (perception could be useful as well); and karate and judo and maybe acrobatics

a lot of things in GURPS Powers shouldn't stack with the ki-fighter abilities listed here

suggestion: can use extremes of lifting strength to crush body parts, such as disarming a gun by crushing the forearm (or better yet just warp into position and use a gun disarm technique!). be creative!
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