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#1 | |
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Join Date: Mar 2017
Location: Brazil
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#2 |
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Join Date: Mar 2017
Location: Brazil
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So, lets see a few ideas
Blinking Fight - for a very anime take, this is an ability that you could give for free to all "ninjas" in the game. Do you that annoying blink "speed" of the guys on Dragon Ball Z? Ok, thats just Warp with a Hard technique to buy off the -10 penalties for rapid teleport. Give it to EVERYBODY, free of charge, and it just become a common feature (just like we don't need to pay for two arms). Ninjas have it thou, mind you, not just low peasants (in this world, not having that ability+technique is a disadvantage of commoners). Very fun. Focus Chi - thats another Wild Ability that you could give to ALL ninjas. Depending on your game, I could suggest you to DEMAND from your players to spend AT least, say, 90 CP on "Chi Pool" (to buy "Chi Points"), and AT MOST 180 CP. That would give you a pool between 30-60 Chi for beggining chars (I'm just giving some random numbers for thought, play with those as you like). So, if you do adopt this idea, give them between 120-150 extra points at creation. Adjust ALL abilities to have the limitation " Uses Energy Reserve (Chi) only -10%/lvl", instead of making them just using ANY "fuel" (that leaves the regular FP for mundane physical use only, not to fuel the ninjas "Magic"). Another option is just giving a fixed Chi Pool for all for free (it may be a fixed amount, but IMO its funnier if it is only for initial chars but can be increased with bonus CP afterwards). And, why going at all that trouble? Well, its simple, to give the players Regeneration, but I would put a -5% limitation on it (Energy Reserve (Chi) only), but also with the limitation " Requires All-Out Concentration" (just let me check how much it is that). Give that to ALL ninjas too... This is that classical thing on animes, when the heroes have been beaten badly, their energies are spent, but they spend some time to increase their Cosmos/Chi whatever, and gain that impossible power out of nothing. They will regenerate 1 Chi/second, but to do so, they must do nothing except glow with Chi energies (add nuisance effect), scream (another nuisance effect) and compress all their muscles. Better Regeneration is up to you (maybe its the skill of the true Masters) |
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#3 | |||
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Lightning Speed DX/Very Hard Default: None. Prerequisites: Trained By a Master or Weapon Master. This is the ability to move at great speed in combat - sometimes even faster than the human eye can see! Every use of Lighting Speed costs 1 FP, whether or not the roll is successful. You can roll against unmodified Lightning Speed to gain an extra Step or Retreat against a second foe in a turn. Each additional Step or Retreat after the first granted by Lightning Speed imposes a cumulative -5 penalty on Lightning Speed rolls. You can close distance so quickly it doesn't even count as "movement". Roll Lighting Speed at -5 while making a Move and Attack maneuver. If successful, you don't suffer the -4 to your attack roll for Move and Attack, and your skill is not capped at 9. You can move so fast that it defeats your opponent's eyes. Make a Quick Contest of your Lightning Speed skill -5, against the better of their Perception or Observation (characters with Enhanced Time Sense add +10 to their side of this roll). If you win, they get no defense against an attack you make on this turn. No matter which version of Lightning Speed you use, if you critically fail a roll, you fall down and end up prone. Quote:
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#4 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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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. |
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#5 |
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Join Date: Jul 2007
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Ah I was imagining that the Enhanced Block was only applied when the power was active, thus adding the Link to make it 'off' until the user activated the power. I also had Arms Only because I imagined that the user literally had to block with their arms, and as such they would take damage from the attack, but would be reduced by the arm DR.
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#6 | |
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Join Date: Apr 2017
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I think I need more books, and time... |
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#7 |
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Join Date: Apr 2017
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Thanks for that Kelly (fellow Canadian!), that it really detailed, and I will have to go over that a few times before I can say I got a handle on what you are saying. I have BS, Martial Arts and Powers, but I do not have the Power-ups 8: limitations. I'm thinking I will need that as a lot of the work I am doing is based off limitations on the powers...
To get a correction on what I really want, both of you are almost hitting the mark. To give an example, InLaNoche is fighting Lee. the fight is going back and forth. Lee decides to go for a powered up fireball attack. he has gained some distance and is able to perform a concentration/gesture/genjitsu/whatever to boost the power of his fireball attack. InLanoche sees this coming and is in no condition to dodge or close the gap. Instead he decides to use Sutōndifensu (Stone Defense), possible also using a concentration turn to beef it up. On Lee's turn, he uses his fireball and it is on target. InLaNoche crosses his arms in front of him focusing his chi. At that instant, his forarms become like stone and absorb X of the damage. He screams out at the effort, and is pushed back several feet, his feet cutting a line through the earth, the wrappings of his forearms fall to the ground torn to shreds, the earth charred around him, but he still stands... So it would be a reflex action, and should not have a duration for more than the action/turn (so I would still take the multiple attempts a -4 to each succession). I also agree that is should be a skill test of some type, but that would be to make sure he focused and got his arms up in time. Also, this would not protect from behind, to it is limited to just his arms. A more powerful (higher rank) version will encompass the whole body, and may persist for a minute or 2, but that will be later. As for damage, I don't want powers to be too over the top, and I want to try and keep HP at about normal. Also having Roll with Blow as a must for all PCs and major NPCs. I am dropping death from the game (remember, kids at the age of 9), and instead going for KOs, and possible comas, crippling and such for things that are extreme, but for the most part, I want it to be like a cartoon to them. Flashy, people being thrown around, and some humor. So with the PCs having maybe a slight boost the the 10 HP (again, newish to this system so room for change is still here) most attacks at 2d will have the chance to hit hard. Again, may scale this, once I have some characters done up and play test it a bit. Last edited by InLaNoche; 04-10-2017 at 02:13 PM. Reason: incomplete response |
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#8 |
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Join Date: Jul 2007
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Thank you for that description! I think Kelly's build is closer to what you want for that, actually.
See, I had envisioned Reflexive so that you wouldn't need to roll to Activate it, just roll Block (likely Karate-based) to interpose your arms. |
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#9 | |||||
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Excellent, our takeover of the forum proceeds! :-)
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#10 | |
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Join Date: Apr 2017
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Just want to have the math down before I go any further. This is great stuff... The double edged sword on this snadbox type system is there is too much variety in how it can be used... One last thing. I see how you get the -10% for the Earth Chi power modifier. But the breakdown of the above. I am kind of at a loss of the DR*2/level. Is that based on the base DR advantage with the -60% (5-3)? If so, then I think I am golden, or at least nicely bronzed to move forward. My head is spinning a bit... |
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