04-07-2017, 08:23 AM | #11 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Naruto like campaign, beginner needs help
Note that there is also a thing called a Power Block, found in GURPS Powers. It requires a roll vs. 3 + (Will + Power Talent)/2. If you make the roll, you can do one of two things:
* If you have an ability based on DR, it doubles the DR for the attack you're blocking. * If you have an ability based on Control or Obscure, each level of the ability counts as DR 1 against any attack of a suitable kind. That latter sounds like it might fit the special effects you're looking at, though the cost might prove excessive. One level of Control Earth (Chi, -10%; Elemental, -10%) would cost the character 16 points and give DR 1.
__________________
Bill Stoddard I don't think we're in Oz any more. |
04-07-2017, 09:15 AM | #12 |
Join Date: Jul 2007
|
Re: Naruto like campaign, beginner needs help
Ooh I didn't realize that use of Power Block. I would go with that. Control might make a good "base" power.
|
04-07-2017, 09:19 AM | #13 | |
Join Date: Apr 2017
|
Re: Naruto like campaign, beginner needs help
Quote:
I was looking at the divisors (specifically the fractions) but that seems to be specified by the attack. I also looked at the Flexible Armor rules, and like the idea of (from Star Fleet Battles) splash damage that penetrates, and may re-work that idea a bit. Though I have to play out a bit of combat with powers in play, not sure how fast/slow I want combat to end. This is anime style-ish, so I am shifting away from realism. |
|
04-08-2017, 08:04 PM | #14 | |
Join Date: Aug 2007
|
Re: Naruto like campaign, beginner needs help
Quote:
Being bitten by a girl with pink hair who shows no regard for her own safety and who just wants to do damage to you somehow, some way is probably enough to make even a ninja roll for a Fright Check. The result just ends up as a customized "flail ineffectually" rather than a simple Mental Stun.
__________________
Fred Brackin |
|
04-09-2017, 07:26 PM | #15 |
Join Date: Apr 2017
|
Re: Naruto like campaign, beginner needs help
still working out powers, and looking at the push skill. Is it possible to to add afflictions to a skill, or should I create an air based innate attack?
Also looking at the way things are layer out, would probably go innate attack melee for the water whip, possible adding an FP drain to it, as an alternate attack mod (at 1/5 cost added). If I understand it right, this should be like the whip is created for the attack turn, and disappears? Or does it stay around? If the former, how would it be used to parry as the rules state it can? |
04-09-2017, 07:46 PM | #16 | ||
Join Date: Jul 2005
Location: Albuquerque, NM
|
Re: Naruto like campaign, beginner needs help
Quote:
Quote:
|
||
04-09-2017, 08:22 PM | #17 | |
Join Date: Mar 2017
Location: Brazil
|
Re: Naruto like campaign, beginner needs help
Quote:
|
|
04-09-2017, 08:30 PM | #18 | ||
Join Date: Mar 2017
Location: Brazil
|
Re: Naruto like campaign, beginner needs help
Quote:
For the whip, it could remain for more than a turn and be used for parrying, just gimme a sec to check EDIT Quote:
Last edited by KarlKost; 04-09-2017 at 08:42 PM. |
||
04-10-2017, 06:58 AM | #19 | |
Join Date: Apr 2017
|
Re: Naruto like campaign, beginner needs help
Quote:
That aside, I now better understand parrying with the whip, as the player would activate it again to parry (if that was the intention), and it would again last for that 1 sec. turn. So on the 2 powers in question, I came up with something like this: Gust(Kaze No Kisu) Innate attack at 1d/level crushing base 5pts/level - No Wounding at -50% - Costs CHI/FP -5%/CHI/FP cost - Stunning +10% (from afflictions, can I add this here?) Water Whip(Mizu no shita) Innate attack at 1d/level crushing base 5pts/level - Melee Attach(reach 1-4 whip) -15% - Cost CHI/FP -5%/CHI/FP cost - Alternate damage type : fatigue at 1/5 cost of 10pts/level = +2pts/level So for each level of Kaze No Kisu, costing 1 CHI/FP to use would cost (5 -45%) 3 CP and for Mizu No Shita costing 1CHI/FP to use would cost (5+2 -20%) 5 CP? Just checking to see if I am doing the math right. If I'm doing this right, I will try and go through the rest that I outline earlier (though I am not sure about the Palm Waves - each consecutive hit increases damage) and post what I have worked out. Once this is done I can finalize the 4 school templates and try and balance them out. Last edited by InLaNoche; 04-10-2017 at 07:02 AM. Reason: Did the math wrong... |
|
04-10-2017, 12:04 PM | #20 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: Naruto like campaign, beginner needs help
Quote:
Here's how I'd build this instead. Stone Arms Levels 1-4, 6-9, etc. {X}multiplied by 2.5 */level, level 5, 10, etc. {X} multiplied by 2.5*+5 points By focusing some earth chi into your arms, you briefly turn them to stone, allowing you to block many attacks that would be dangerous or deadly for mere flesh to stop. The first time you activate Stone Arms in a fight, you must spend 2 Chi, after which it lasts for a minute, and you must spend 1 additional Chi to maintain it. To use Stone Arms to block an attack, you must make a roll of ((DX/2)+3), with an additional +1 if you have Combat Reflexes, but at -4 if you are stunned, and an additional -4 for every block on the same turn after the first. If you succeed, you gain {X}* DR against the attack. For every 5 levels you have in Stone Arms, add +1 to your roll to activate the power. Statistics: DR {X}* (Active Defense, -40%; Costs Chi, -10%) [({X}X2.5)/level]*. At level 5, 10, 15, etc., add one level of Enhanced Block (Stone Arms) [5/level]. * I've left the actual level of DR per level as a variable, because how much is appropriate will depend on your campaign assumptions. If the typical character is throwing around more-or-less mundane weapons, and one level of Stone Arms is enough to mitigate but not completely stop damage from such an attack, 1 or 2 DR per level is fine. If an average opponent is throwing around fireballs that do 3d, you'll need substantially more. I'd recommend estimating the average damage for an attack (3.5 per die of damage rolled, basically), and setting the DR level to that. That way, one level of Stone Arms will stop an average attack, with an above-average roll on a typical attack getting through, and higher levels of Stone Arms being required to stop more potent hits. Two other game concepts that I strongly suggest you use to make your game feel more Naruto-esque are power modifiers, and skill-based abilities. A power modifier is a modifier that applies to all abilities within a power - a set of advantages that all share certain common behaviors. It's a way of tying a bunch of advantages together and making them feel like a unified set of abilities, and usually giving characters a bit of a discount on all of them because they all share certain weaknesses. (Power modifiers are briefly explained on pp. B254-255, but they're greatly expanded on in GURPS Powers. That book is really worthwhile for this sort of campaign, I highly recommend it.) For a Naruto-inspired campaign, I'd suggest setting the power modifier at -15%. Using the guidelines in Powers, this is calculated at -5% because "anti-powers" exist (things like "chi-blocking" attacks), -5% because countermeasures to the powers that require special skills to produce, but anyone can use, exist (stuff like drugs or herbs that block chi use), and -5% because all the powers cost at least 1 FP. The other suggestion, skill-based abilities, means that each ability has a skill to roll against when using it. This helps makes each ability feel more like an actual thing the character is learning, rather than just a random trait they've suddenly developed. When building abilities, it means that if the advantage you're using doesn't require some kind of activation roll, you should add one, usually with a limitation like Requires (Attribute) Roll (this limitation appears in Powers and Power-Ups 8: Limitations). Making it require a skill roll (usually a Hard skill) instead of a straight-up attribute roll is basically a 0% modifier - it starts out as harder to use than the attribute, but is cheaper to buy up to high levels, so it's basically a wash. So, putting these suggestions together, here's how this would change the Stone Arms build I suggested above: Stone Arms Levels 1-4, 6-9, etc. {X} multiplied by 2*/level, level 5, 10, etc. {X} multiplied by 2*+5 points Skill: Stone Arms (DX/H) By focusing some earth chi into your arms, you briefly turn them to stone, allowing you to block many attacks that would be dangerous or deadly for mere flesh to stop. The first time you activate Stone Arms in a fight, you must spend 2 Chi, after which it lasts for a minute, and you must spend 1 additional Chi to maintain it. To use Stone Arms to block an attack, you must make a roll of ((Stone Arms skill/3)+3), with an additional +1 if you have Combat Reflexes, but at -4 if you are stunned, and an additional -4 for every block on the same turn after the first. If you succeed, you gain {X}* DR against the attack. For every 5 levels you have in Stone Arms, add +1 to your roll to activate the power. Statistics: DR {X}* (Active Defense, -40%; Costs Chi, -5%, Earth Chi, -15%) [({X} multiplied by 2)/level]*. At level 5, 10, 15, etc., add one level of Enhanced Block (Stone Arms) [5/level]. "Earth Chi" is what I named the power modifier here (for Fire abilities, it would be "Fire Chi", for Water "Water Chi", and so on). I reduced the Costs Chi limitation to -5% because the Earth Chi limitation already includes one level of it by default, so this still costs 2 Chi to activate. The roll to activate the power is now based on the skill, rather than straight DX. Normally, in builds like this where there are a couple of advantages tied together, I'd put the power modifier on both of them. However, in this case I didn't do that on Enhanced Block because, first of all, it would mean using it would cost an additional FP/Chi point, and second, because this Enhanced Block only adds to Stone Arms, I didn't think it was a meaningful limitation to say that the other parts of the Earth Chi limitation (being able to be cancelled by other abilities or countermeasures) applied to it - anything that cancelled Enhanced Block would already have made it useless by cancelling the Damage Resistance anyway. |
|
Tags |
ghostly movement |
Thread Tools | |
Display Modes | |
|
|