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<blockquote data-quote="Jemal" data-source="post: 6112143" data-attributes="member: 9026"><p>Alright, so the rules make it seem like we're supposed to keep things secret, but we're also supposed to interact with each other on character creation.. not sure how those two mesh, but whatever...</p><p>Here's what I've got so far, leaving all the #'s in an SBlock in case other PC's aren't supposed to see them..</p><p></p><p></p><p>Wesley Montoya</p><p>Archetype: casual (Wesley thinks he's so good that he doesn't NEED to try. He's not actually LAZY, just unmotivated and overall bored, at least until he finds something to finally challenge him.)</p><p>I designed his transformation to reflect both this and the 'cyclical nature' of the power level. His 'power ups' and 'transformations' are basically just him starting to try, using his training and revealing that there are a couple things he knows that it seemed like he didn't before.</p><p>By the end of the first Arc, he'll be fighting at his 'normal' power (Which is his full transformation). </p><p></p><p>Also, at the end of any fight in which he can afford it, I intend for him to spend the PT required to 'stay powered up', probably at one level lower than he maxed in the fight. Basically when he DOES have to start trying, he doesn't let his guard down as much again afterwards, but if he doesn't have to try as hard the next time, it'll slip a bit more..</p><p></p><p></p><p>Right now I'm still trying to figure out which of two Transformation routes to take.. they both give all the exact same bonuses, just in different order. More in detail near transformation section below.</p><p></p><p>Also, we're supposed to be using other PC's as Allies, but not sure how that's gonna work unless we can talk to each other about our characters, so I just wrote up two NPC's for now.</p><p></p><p>[sblock=Wes]</p><p>Attributes</p><p>strength: 10(7+3 Earth) *Attacks Mind*</p><p>speed: 14 *Attacks Skill*</p><p>mind: 12 *Attacks Strength*</p><p>skill: 20(17+3 Gravity) *Attacks Speed*</p><p>energy: 5 *Attacks Energy*</p><p></p><p>Powerup: 3</p><p>Aura: 6</p><p></p><p>Techniques: </p><p>Spades *Passive* Fighting Spirit 4: </p><p>-Powerup 3, Aura 6, Overpower 22, Powerup Wildcard(All), Transform Unlock x2, Upkeep1</p><p>Clubs *Active* Serenity (Earth) 3: </p><p>- Combos gain X1 Atk/Def, +3 Strength, Transform Unlock, Inflict Paralyze(3 card combo or 2 card block) </p><p>Diamonds *Active* Pressure Points (Gravity) 3: </p><p>- Combos gain X1 Atk/Def, +3 Skill, Inflict Paralze(2 card combo or block), Signature</p><p>Hearts *Active* Lucky (Special sense) 1: </p><p>- Combos gain X1 Atk/Def</p><p></p><p>Signature Moves:</p><p>Kung Fu Fighting -you amaze and outdo your opponent by revealing that you actually DO know what you're doing via a barrage of fancy Kung Fu.</p><p>Attribute: Skill; Technique: Pressure(Alter) Option: variable tactics (2pt=skill, 4pt=strength)</p><p>Base Attack 10 +3/PT</p><p>2PT- Attacks Skill; 3PT- Trick; 4PT- Attacks Strength, +10 ATK; 6PT- Intense Trick; 8Pt- Intense Paralyze; 9PT- Ignore Skill Overpower; 12PT- Intense Wide Open</p><p></p><p>Kamehamehadoken - An energy blast so impressive and reminiscent of legend that it leaves the foe feeling Inadequate.. if they can still feel at all!</p><p>Attribute: Energy; Technique: Serenity(Avalanche)</p><p>Base Attack 10 +3/PT</p><p>3PT- Drain; 4PT- Intense Hopeless; 6PT- Intense Drain; 8Pt- +10 DEF; 9PT- Ignore Energy Overpower; 12PT- Intense Berserk</p><p>*NOTE: Yes, I do only have a 5 energy base, this attack is designed for later in the game after the big reveal of his true power, See Transformation*</p><p></p><p>Gimmicks: </p><p>Secret Agent Man(Bonus fully powered card after sucessful scout)</p><p>Realm Elite (+1 free PT to all SM's after the first in a battle)</p><p>*Both of these represent his mysterious background - How did he get so good in the first place when he seems like such a slacker?</p><p></p><p>Allies: </p><p>Fan Club </p><p>Hobby: ?</p><p>Call-in: Cheering(Remove Intense SE)</p><p>Level 1: Remove Intense Trick </p><p>Level 2: Remove Intense Trick or Drain </p><p>Level 3: Remove Intense Trick, Drain, or Hopeless</p><p></p><p>Old Friend/Trainer/Partner(Haven't decided for sure yet)</p><p>Hobby: ?</p><p>Call-in: You're Better than this! (Transformation Assist)</p><p>Level 1: Reduce cost of transforming by 2PT (Min 1)</p><p>Level 2: Reduce by 3PT (Min 1) </p><p>Level 3: Reduce by 4PT (Min 1)</p><p></p><p>Hobbies: </p><p>Interaction: Deceive 1 , Romance 2</p><p>Action: Excercise 1, Science 1</p><p>*I wasn't sure if we were supposed to start with 1 in each of our interaction hobbies and THEN spend the 3 pts, or just 3 points total so I did the latter. </p><p></p><p>Transformations: </p><p>1 Form, 5 stages. (3 Unlocked)</p><p>Stage 1: Oh are we fighting? *2 bonuses + Inherent*</p><p>-Inherent: +1 draw +1 powerup + Amazing Skill(+4/lvl)</p><p>-Reserve Power(Draw 3 cards after gaining PT from damage, one auto powers up)</p><p>-Signature Move Mastery(gain extra PT to SM = current stage, +1 value counter or burst)</p><p>Stage 2: Guess I'll start trying. *2 bonuses*</p><p>-Hyper Powerup 2(+4 Powerup/Aura/Expend value)</p><p></p><p>**OK, here's the big one. My first two transformation stages are set, but I'm not sure which path to go down after that. I have both detailed below. </p><p>!!Be warned, Spoilers ahead if you care of such things!!</p><p></p><p>One puts the Energy Reveal off until the very end, instead focusing on Wes revealing his true training first until finally truley "powering up" and letting loose with his massive energy reserves, which until now he's been keeping hidden to level the playing field.</p><p></p><p>The other reveals that energy at Stage 3, so that he can feel more like he's on par with other energy fighters and use real ki attacks and power-ups from then on, before finally Powering up to FULL power.</p><p></p><p>Mechanically they end up exactly the same by stage 5, it's just how he gets there.</p><p>Thoughts?</p><p></p><p></p><p>Alt 1: Late Energy</p><p>Stage 3: I'm not left handed! *2 bonuses*</p><p>-Perfect Talent (+10 Skill and Skill Overpower)</p><p>-Serenity Combo Flow(Clubs don't interupt Technique combos)</p><p>Stage 4: OK, the Gloves are off! *3 bonuses*</p><p>-Pressure Combo Flow(Diamonds don't interupt Technique combos)</p><p>-Lucky Power Focus(No cardplay bonuses, Hearts become Wildcards for Combo/Block)</p><p>-Down, Not Out (+1 Call-in, +10 heal, damage reduction)</p><p>Stage 5: Did I mention I CAN use Energy? *4 bonuses*</p><p>-Ultimate Form(+1 draw, +2 powerup, +5 overpower, +2PT on SM's)</p><p>-Energy Equalization(Energy becomes 25)</p><p>-Energy Nova(+10 Energy and Energy Overpower)</p><p>-Amazing Energy(+4/lvl)</p><p></p><p>Alt 2: Early Energy</p><p>Stage 3: Did I mention I CAN use Energy? *2 bonuses*</p><p>-Energy Equalization(Energy becomes 25)</p><p>-Serenity Combo Flow(Clubs don't interupt Technique combos)</p><p>Stage 4: I'm not left handed! *3 bonuses*</p><p>-Perfect Talent (+10 Skill and Skill Overpower)</p><p>-Pressure Combo Flow(Diamonds don't interupt Technique combos)</p><p>-Lucky Power Focus(No cardplay bonuses, Hearts become Wildcards for Combo/Block)</p><p>Stage 5: OK, the Gloves are off! *3 bonuses*</p><p>-Ultimate Form(+1 draw, +2 powerup, +5 overpower, +2PT on SM's)</p><p>-Energy Nova(+10 Energy and Energy Overpower)</p><p>-Down, Not Out (+1 Call-in, +10 heal, damage reduction)</p><p>-Amazing Energy(+4/lvl)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Jemal, post: 6112143, member: 9026"] Alright, so the rules make it seem like we're supposed to keep things secret, but we're also supposed to interact with each other on character creation.. not sure how those two mesh, but whatever... Here's what I've got so far, leaving all the #'s in an SBlock in case other PC's aren't supposed to see them.. Wesley Montoya Archetype: casual (Wesley thinks he's so good that he doesn't NEED to try. He's not actually LAZY, just unmotivated and overall bored, at least until he finds something to finally challenge him.) I designed his transformation to reflect both this and the 'cyclical nature' of the power level. His 'power ups' and 'transformations' are basically just him starting to try, using his training and revealing that there are a couple things he knows that it seemed like he didn't before. By the end of the first Arc, he'll be fighting at his 'normal' power (Which is his full transformation). Also, at the end of any fight in which he can afford it, I intend for him to spend the PT required to 'stay powered up', probably at one level lower than he maxed in the fight. Basically when he DOES have to start trying, he doesn't let his guard down as much again afterwards, but if he doesn't have to try as hard the next time, it'll slip a bit more.. Right now I'm still trying to figure out which of two Transformation routes to take.. they both give all the exact same bonuses, just in different order. More in detail near transformation section below. Also, we're supposed to be using other PC's as Allies, but not sure how that's gonna work unless we can talk to each other about our characters, so I just wrote up two NPC's for now. [sblock=Wes] Attributes strength: 10(7+3 Earth) *Attacks Mind* speed: 14 *Attacks Skill* mind: 12 *Attacks Strength* skill: 20(17+3 Gravity) *Attacks Speed* energy: 5 *Attacks Energy* Powerup: 3 Aura: 6 Techniques: Spades *Passive* Fighting Spirit 4: -Powerup 3, Aura 6, Overpower 22, Powerup Wildcard(All), Transform Unlock x2, Upkeep1 Clubs *Active* Serenity (Earth) 3: - Combos gain X1 Atk/Def, +3 Strength, Transform Unlock, Inflict Paralyze(3 card combo or 2 card block) Diamonds *Active* Pressure Points (Gravity) 3: - Combos gain X1 Atk/Def, +3 Skill, Inflict Paralze(2 card combo or block), Signature Hearts *Active* Lucky (Special sense) 1: - Combos gain X1 Atk/Def Signature Moves: Kung Fu Fighting -you amaze and outdo your opponent by revealing that you actually DO know what you're doing via a barrage of fancy Kung Fu. Attribute: Skill; Technique: Pressure(Alter) Option: variable tactics (2pt=skill, 4pt=strength) Base Attack 10 +3/PT 2PT- Attacks Skill; 3PT- Trick; 4PT- Attacks Strength, +10 ATK; 6PT- Intense Trick; 8Pt- Intense Paralyze; 9PT- Ignore Skill Overpower; 12PT- Intense Wide Open Kamehamehadoken - An energy blast so impressive and reminiscent of legend that it leaves the foe feeling Inadequate.. if they can still feel at all! Attribute: Energy; Technique: Serenity(Avalanche) Base Attack 10 +3/PT 3PT- Drain; 4PT- Intense Hopeless; 6PT- Intense Drain; 8Pt- +10 DEF; 9PT- Ignore Energy Overpower; 12PT- Intense Berserk *NOTE: Yes, I do only have a 5 energy base, this attack is designed for later in the game after the big reveal of his true power, See Transformation* Gimmicks: Secret Agent Man(Bonus fully powered card after sucessful scout) Realm Elite (+1 free PT to all SM's after the first in a battle) *Both of these represent his mysterious background - How did he get so good in the first place when he seems like such a slacker? Allies: Fan Club Hobby: ? Call-in: Cheering(Remove Intense SE) Level 1: Remove Intense Trick Level 2: Remove Intense Trick or Drain Level 3: Remove Intense Trick, Drain, or Hopeless Old Friend/Trainer/Partner(Haven't decided for sure yet) Hobby: ? Call-in: You're Better than this! (Transformation Assist) Level 1: Reduce cost of transforming by 2PT (Min 1) Level 2: Reduce by 3PT (Min 1) Level 3: Reduce by 4PT (Min 1) Hobbies: Interaction: Deceive 1 , Romance 2 Action: Excercise 1, Science 1 *I wasn't sure if we were supposed to start with 1 in each of our interaction hobbies and THEN spend the 3 pts, or just 3 points total so I did the latter. Transformations: 1 Form, 5 stages. (3 Unlocked) Stage 1: Oh are we fighting? *2 bonuses + Inherent* -Inherent: +1 draw +1 powerup + Amazing Skill(+4/lvl) -Reserve Power(Draw 3 cards after gaining PT from damage, one auto powers up) -Signature Move Mastery(gain extra PT to SM = current stage, +1 value counter or burst) Stage 2: Guess I'll start trying. *2 bonuses* -Hyper Powerup 2(+4 Powerup/Aura/Expend value) **OK, here's the big one. My first two transformation stages are set, but I'm not sure which path to go down after that. I have both detailed below. !!Be warned, Spoilers ahead if you care of such things!! One puts the Energy Reveal off until the very end, instead focusing on Wes revealing his true training first until finally truley "powering up" and letting loose with his massive energy reserves, which until now he's been keeping hidden to level the playing field. The other reveals that energy at Stage 3, so that he can feel more like he's on par with other energy fighters and use real ki attacks and power-ups from then on, before finally Powering up to FULL power. Mechanically they end up exactly the same by stage 5, it's just how he gets there. Thoughts? Alt 1: Late Energy Stage 3: I'm not left handed! *2 bonuses* -Perfect Talent (+10 Skill and Skill Overpower) -Serenity Combo Flow(Clubs don't interupt Technique combos) Stage 4: OK, the Gloves are off! *3 bonuses* -Pressure Combo Flow(Diamonds don't interupt Technique combos) -Lucky Power Focus(No cardplay bonuses, Hearts become Wildcards for Combo/Block) -Down, Not Out (+1 Call-in, +10 heal, damage reduction) Stage 5: Did I mention I CAN use Energy? *4 bonuses* -Ultimate Form(+1 draw, +2 powerup, +5 overpower, +2PT on SM's) -Energy Equalization(Energy becomes 25) -Energy Nova(+10 Energy and Energy Overpower) -Amazing Energy(+4/lvl) Alt 2: Early Energy Stage 3: Did I mention I CAN use Energy? *2 bonuses* -Energy Equalization(Energy becomes 25) -Serenity Combo Flow(Clubs don't interupt Technique combos) Stage 4: I'm not left handed! *3 bonuses* -Perfect Talent (+10 Skill and Skill Overpower) -Pressure Combo Flow(Diamonds don't interupt Technique combos) -Lucky Power Focus(No cardplay bonuses, Hearts become Wildcards for Combo/Block) Stage 5: OK, the Gloves are off! *3 bonuses* -Ultimate Form(+1 draw, +2 powerup, +5 overpower, +2PT on SM's) -Energy Nova(+10 Energy and Energy Overpower) -Down, Not Out (+1 Call-in, +10 heal, damage reduction) -Amazing Energy(+4/lvl) [/sblock] [/QUOTE]
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