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Originally Posted by Wavefunction
I also made it Flexible, and I don't regret that decision, students in the setting often seem to take damage from crushing blows without having their Aura fully depleted.
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I don't think they actually take damage. I'd have to check the exact effects of blunt trauma, but I'm pretty sure that the damage actually causes harm. Broken bones, internal (sometimes external) bleeding, the like. I've never seen any evidence that RWBY characters have been
injured by the blows they've taken.
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Aura clearly grants additional ST, I represented this as levels of Lifting and Striking ST with a -20% Limitation which tied it to Aura, so that as Aura depleted, the ST bonus reduced. This was fairly messy, and resulted in having to recalculate damage in the middle of combat, I wouldn't advise it.
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I'd just let the players buy ST as an Aura-based Advantage. I'll edit that into the posts.
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For Semblances I just gave players a maximum of 100 points to spend on powers (no Power Modifier, if I ran it again I'd come up with one). Some Semblances should probably have a Costs Aura Limitation, I'd probably price it the same as Costs HP, for -10% per level.
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Or it could be based on Energy Reserve Only, same cost. Forgot to mention that...
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I also made the players build their signature weapons as Advantages, again imposing a cap of 100 points...
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Whoa, I'm getting there. Johnson's Rome wasn't written in a day.
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EDIT: Now I think about it, the ability of Aura to soak up damage might be best represented as Vitality Reserve, seen here in the GURPS FAQ.
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That is something I never knew existed. It's a lot more elegant.
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Originally Posted by Wavefunction
The biggest thing I never got around to doing was sorting out a system for Dust Manipulation. I've got a few ideas, but I haven't really pinned anything down.
One concept is to do something based on RPM, and have each of the different types of dust represented by a different Path. The Dust Manipulator must burn a minimum amount of Dust in order to cast a ritual (1 lb. ?), each lb. burnt contributes a certain amount of energy to the ritual, or alternatively gives a bonus to the rolls.
Another route, and perhaps more in keeping with RWBY (fast and loose), might be to do something based on Sorcery, give it a Power Modifier similar to Elemental, but chuck Trigger, Dust into the price of the PM. I quite like the feel of that actually, I'll have to give it some more thought.
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I hadn't gotten too specific with Dust. I figured that the simplest way would be to simply let characters have specific Dust-based attacks. RPM and Sorcery definitely have their merits, though.