Post by GT01 on May 3, 2010 19:26:21 GMT -5
Okay, this is all a WIP, and I'll update it as we get our test on. Here's what we got so far:
STATS
We got Attack, Defense, Agility, and Special. All stats start off at 8. Players got 15 points they can spend on stats, and they can remove from the starting scores (up to a minimum of 4) and add to their point pool. The only exception is the Special Stat. Special is the only one that can be completely set at 0. The points removed from Special do not go back to the point pool; they remain gone. Capiche?
SPECIAL ABILITIES AND QUALITIES
Right, this can get tricky. We're trying to keep all the bases of Kaiju powers and nuances covered, so naturally some wackyness is expected. Here's what we got so far:
Okay, first, we have Stat Modifiers. These are qualities that permanently enhance any given stat up to +5 it's base value. A Kaiju can only have 2 Stat Mods attached to it.
Next we have Substitutes. These are abilities that designate that one stat or special move replaces another in certain situations. For example, a monster with a low Defense Stat but a high Attack Stat may have an ability that designates it's Attack Stat is the number that it draws upon for Defensive rolls instead of it's Defense Stat. A Kaiju can have 2 Substitutes attached to it.
Lastly, we have Conditionals. A Conditional is an aspect of a move, or an entire move unto itself, that only activates once certain conditions are met. This can be anything from a substitute ability, a temporary stat boost, or anything really. A Kaiju can have 3 Conditionals attached to it.
(Note: Sometimes, a Conditional can be a move that can temporarily boost a stat. This temp stat boost can never exceed +5.)
Lastly, we have Specialties. These are moves that have a modifier, usually in the form of a boost, that only come into play when the Kaiju is using the move itself. The boost, naturally, can never exceed +5. These moves represent abilities that the Kaiju is particularly adept at, and are thus more powerfull than most of it's other moves. A Kaiju can have no more than 3 Specialties attached to it.
When crafting a move, a player can combine all these advantages to create very powerfull, very particular moves. So be creative!
Anyways, please remember this: this system only concerns modifying how certain moves can be used. So far, it doesn't actually limit the number of basic special moves a monster can have, like regular old eye rays with nothing special to them.
Also, status affecting attacks: yes, we know they're real and whatnots, and we'll handle them on a case-by-case basis, so just come up with whatever you got and we'll judge it individually. Yeah, I know, boo-hoo, we'll have to actually ANALYZE stuff, but hey, we're mods. We can't let the system have ALL the fun, heh.
A good tip for those as-yet unfamiliar or put-off by the system: If you have an idea for a monster and/or it's abilities, it helps in recreating the move for the game if you try to explain the move using the guidelines; by that, I mean, keep the move clearly in your mind, but try and see if it can be fit into the framework of the game, using the available terminology. If you are having trouble figuring out where your move fits, contact a GM for assistance! Don't give up till you've exhausted all avenues of possibility.
STATS
We got Attack, Defense, Agility, and Special. All stats start off at 8. Players got 15 points they can spend on stats, and they can remove from the starting scores (up to a minimum of 4) and add to their point pool. The only exception is the Special Stat. Special is the only one that can be completely set at 0. The points removed from Special do not go back to the point pool; they remain gone. Capiche?
SPECIAL ABILITIES AND QUALITIES
Right, this can get tricky. We're trying to keep all the bases of Kaiju powers and nuances covered, so naturally some wackyness is expected. Here's what we got so far:
Okay, first, we have Stat Modifiers. These are qualities that permanently enhance any given stat up to +5 it's base value. A Kaiju can only have 2 Stat Mods attached to it.
Next we have Substitutes. These are abilities that designate that one stat or special move replaces another in certain situations. For example, a monster with a low Defense Stat but a high Attack Stat may have an ability that designates it's Attack Stat is the number that it draws upon for Defensive rolls instead of it's Defense Stat. A Kaiju can have 2 Substitutes attached to it.
Lastly, we have Conditionals. A Conditional is an aspect of a move, or an entire move unto itself, that only activates once certain conditions are met. This can be anything from a substitute ability, a temporary stat boost, or anything really. A Kaiju can have 3 Conditionals attached to it.
(Note: Sometimes, a Conditional can be a move that can temporarily boost a stat. This temp stat boost can never exceed +5.)
Lastly, we have Specialties. These are moves that have a modifier, usually in the form of a boost, that only come into play when the Kaiju is using the move itself. The boost, naturally, can never exceed +5. These moves represent abilities that the Kaiju is particularly adept at, and are thus more powerfull than most of it's other moves. A Kaiju can have no more than 3 Specialties attached to it.
When crafting a move, a player can combine all these advantages to create very powerfull, very particular moves. So be creative!
Anyways, please remember this: this system only concerns modifying how certain moves can be used. So far, it doesn't actually limit the number of basic special moves a monster can have, like regular old eye rays with nothing special to them.
Also, status affecting attacks: yes, we know they're real and whatnots, and we'll handle them on a case-by-case basis, so just come up with whatever you got and we'll judge it individually. Yeah, I know, boo-hoo, we'll have to actually ANALYZE stuff, but hey, we're mods. We can't let the system have ALL the fun, heh.
A good tip for those as-yet unfamiliar or put-off by the system: If you have an idea for a monster and/or it's abilities, it helps in recreating the move for the game if you try to explain the move using the guidelines; by that, I mean, keep the move clearly in your mind, but try and see if it can be fit into the framework of the game, using the available terminology. If you are having trouble figuring out where your move fits, contact a GM for assistance! Don't give up till you've exhausted all avenues of possibility.