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-   -   GURPS Ramna 1/2 (https://forums.sjgames.com/showthread.php?t=94765)

Jarite 08-19-2012 12:59 AM

GURPS Ramna 1/2
 
How do people here think it would best done? How many points should characters start at to be at roughly Ramna's level at the start of the show? What advantages, disadvantages etc should be used to reflect the character's abilities?

robkelk 08-19-2012 09:08 AM

Re: GURPS Ramna 1/2
 
Well, I recall seeing a writeup for Ryouga, back in the days of Third Edition... (goes looking, discovers the GURPSnet Archives are gone, goes looking in the Internet Archive) ...ah, yes - here it is. That 3E writeup is over 800 points, and doesn't have any of those new-fangled "martial arts styles" in it. So I'd give new characters in this world 750 points; Ryouga was substantially stronger than the other characters, but so many characteristics cost so much more in 4E than they did in 3E.

The oh-so-common shapeshifting is Morph, with Trigger (a different trigger each way) and Uncontrollable Change: application of the Trigger. On the flip side, it Takes Less Time - it's shown to take effect in one second.

Trained By A Master is going to be commonplace - so much so, in fact, that I'd make it a default for PCs and important NPCs.

shadowjack 08-19-2012 10:23 AM

Re: GURPS Ramna 1/2
 
Yeah, most of Ranma 1/2 is simply an over-the-top martial arts setting, so break out the full martial arts rules and all the cinematic chi skills, and use lots of cinematic rules like training montages. Ranma studies an "anything goes" style, so he has cross-training. There are a lot of martial arts schools who use Technique Adaptation and the like to integrate random Sport, Hobby, or Professional Skills into their combat techniques (e.g. "Throw technique defaults to Sport: Ice Ballet"). A fast, uncontrollable Alternate Form for the shapeshifting curses. If I recall correctly, Shampoo isn't much of an alchemist herself, but she can order by mail from people who do have Alchemy skill, which is probably a point or five of Unusual Background.

benz72 08-19-2012 10:30 AM

Re: GURPS Ramna 1/2
 
All of the PCs in a Ranma campaign seem to have UB (and quite substantial levels of it). I'd just call it a setting convention and leave it at that.

Phantasm 08-19-2012 02:03 PM

Re: GURPS Ramna 1/2
 
Ranma hirself would likely have Hermaphromorph (Trigger: Hot/Cold Water; Takes Less Time (Instant)). (Not sure of the pricing atm.)

David Johnston2 08-19-2012 02:18 PM

Re: GURPS Ramna 1/2
 
Quote:

Originally Posted by benz72 (Post 1425977)
All of the PCs in a Ranma campaign seem to have UB (and quite substantial levels of it). I'd just call it a setting convention and leave it at that.

No, it's not the same. It's like with Supers, how all these guys have superpower, and that isn't Unusual, but "Has a gadgeteer friend" is because it lets you have the benefits of being a gadgeteer without needing the advantage or the skills. Shampoo has a Herbalist Friend.

vierasmarius 08-19-2012 03:59 PM

Re: GURPS Ramna 1/2
 
Quote:

Originally Posted by tbrock1031 (Post 1426082)
Ranma hirself would likely have Hermaphromorph (Trigger: Hot/Cold Water; Takes Less Time (Instant)). (Not sure of the pricing atm.)

Except that zhe clearly has different traits in each form. As a female, Ranma likely has a higher Appearance (judging by the relative responses zhe gets in each form) and possibly higher DX. As a male, Ranma has higher ST. I think this is a clear case of Alternate Forms, even if many traits are shared.

Poonbahbah 08-19-2012 06:47 PM

Re: GURPS Ramna 1/2
 
Quote:

Originally Posted by vierasmarius (Post 1426175)
Except that zhe clearly has different traits in each form. As a female, Ranma likely has a higher Appearance (judging by the relative responses zhe gets in each form) and possibly higher DX. As a male, Ranma has higher ST. I think this is a clear case of Alternate Forms, even if many traits are shared.

Another option would be +x St/whatever (-10% accessibility male type Ranma only) and + DX/whatever (-10% accessibility female type Ranma only) and some -0~10% limitation no neuter form on the hermaphramorph.

vierasmarius 08-19-2012 09:28 PM

Re: GURPS Ramna 1/2
 
Quote:

Originally Posted by Poonbahbah (Post 1426233)
Another option would be +x St/whatever (-10% accessibility male type Ranma only) and + DX/whatever (-10% accessibility female type Ranma only) and some -0~10% limitation no neuter form on the hermaphramorph.

That could work, if there aren't too many differences between the two. At a certain point it'll become cheaper to take AF, even with modifiers to make it an instant transformation.

dcarson 08-21-2012 04:24 AM

Re: GURPS Ramna 1/2
 
I've worked on a Ranma character. Does using Stress Atavism (Severe) for the result of going into the Cat Fist sound right?
Quote:

Innate Attack (Cut) 5 - Chi, -10%; Armor Divisor (10), +200%; Temporary Disadvantage (Stress Atavism) (Can only use while in cat mentality), -20%; Melee (Reach C,1), -20%; Accessibility (Only while in cat mentality), -20%. - Neko-ken 81pts B61

roguebfl 08-21-2012 06:27 AM

Re: GURPS Ramna 1/2
 
Quote:

Originally Posted by dcarson (Post 1427126)
I've worked on a Ranma character. Does using Stress Atavism (Severe) for the result of going into the Cat Fist sound right?

Cat-Fist is most definitely a "No Signature" attack

dcarson 08-21-2012 01:46 PM

Re: GURPS Ramna 1/2
 
Good point. Added.

dcarson 08-22-2012 02:24 PM

Re: GURPS Ramna 1/2
 
For the Umisenken.
Quote:

Invisibility - Chi, -10%; Accessibility (needs a large cloth), -10%. - Can carry objects up to Heavy Encumbrance 64pts B63


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