Post by wayne on Oct 4, 2003 9:07:29 GMT -5
Well, I think we all realize it... Transform Self has issues. While it works OK for characters like Banner/Hulk, it breaks down when you have a character just "power up" (like Colossus), or worse, when a character does something like swap from ice-based to heat-based powers on the fly. Metamorphosis can handle a lot of what's needed, but here's something for characters that only "power up", with no decrease in ability--say, if someone wanted to put a scaled-down Goku in here, with both normal and S.S. forms.
The idea was, if a character in this sort of situation is expensive, the character won't be created. Otherwise, why not just create the character such that it's always at its highest stage? This is meant to make "voluntary power suppression" cheap enough so players will add it to characters who are supposed to have it.
POWER UP/DOWN
Cost = 1 red stone per stage transition
Description
This is for, obviously, characters who "power up." You know them... they may have some skill, and do well when tackling a job, but when things start to get rough, they let out a yell, and bingo, ramp up their abilities. Heck, if they get nice and ticked, they may do it again and grow even stronger.
Mainly, this modifier is meant to be a substitute for Transform Self with a certain condition... namely, your character is able to "power up" as many stages as he wants (paying per transition), but ALWAYS has a stat increase when he powers up, NEVER has one decrease, and doesn't experience changes between stages that are too significant.
Similar to Metamorphosis, powering up occurs at will, takes a panel, and is either maintained for 1 stone per panel, or lasts for an hour (you decide which per transition.) Powering down has no time delay. (You also suffer the penalty of powering down to your lowest power stage when knocked out.)
To make use of this power, simply detail each stage of your character... any stat can increase with each power up, but none can decrease. You only pay for the highest stage, adding the cost of this modifier (which is based on the number of transitions. For example, if you have only 2 stages, you only have 1 transition... if you have 4 stages, you have 3, and so on.)
Each transition comes with a free minor form change (slight weight gain/loss, hair color change, etc.) and a free minor "flourish" (a flash of light, quick puff of smoke, etc.) Decide the specifics during character creation. Note that there cannot be a significant form difference between any 2 stages (even if you have 12 stages, you can't start weighing 1 stone at stage 1 and weigh 4 stones by stage 12.)
If DUR increases, both your Energy Reserves and your Health increase by the difference between the two stages being transitioned. (If stage 1 has DUR of 3 but Health of 2 due to damage, and stage 2 has a DUR of 5, you only get to add 2 white stones of Health and 6 red stones of Energy.)
If you're powering down and the DUR decreases, your Energy Reserves and Health drop by the difference. (If stage 2 has DUR of 5 but only Health 2 due to damage, and stage 1 has a DUR of 3, you're still required to drop 2 white stones of Health and 6 red stones of Energy. So, you'll either be down to 2 red stones of Health or knocked out when you power down from stage 2.)
Options
Comments
For the right character, this modifier can be a big cost-saver. The minor form changes (and flourishes) allowed during transitions can sometimes be an advantage as well, if used properly. It's also good for players who want their character to have a secret identity, or who like playing the underdog, but want to still be able to pull out all the stops when the going gets tough.
Rule for Modifier Box:
Example(s)
Yusuke is a decent fighter on his own, but occasionally gets irritated during battle, or finds the foe to be stronger than expected. When this happens, he gets a extra burst of energy and takes things to the next level... his STR, AGI, SPD, and DUR increase by 2 each, and his Spirit Energy Action (which functions similarly to Concentration) gains +3 levels. Needless to say, his second stage is much more formidable.
The idea was, if a character in this sort of situation is expensive, the character won't be created. Otherwise, why not just create the character such that it's always at its highest stage? This is meant to make "voluntary power suppression" cheap enough so players will add it to characters who are supposed to have it.
POWER UP/DOWN
Cost = 1 red stone per stage transition
Description
This is for, obviously, characters who "power up." You know them... they may have some skill, and do well when tackling a job, but when things start to get rough, they let out a yell, and bingo, ramp up their abilities. Heck, if they get nice and ticked, they may do it again and grow even stronger.
Mainly, this modifier is meant to be a substitute for Transform Self with a certain condition... namely, your character is able to "power up" as many stages as he wants (paying per transition), but ALWAYS has a stat increase when he powers up, NEVER has one decrease, and doesn't experience changes between stages that are too significant.
Similar to Metamorphosis, powering up occurs at will, takes a panel, and is either maintained for 1 stone per panel, or lasts for an hour (you decide which per transition.) Powering down has no time delay. (You also suffer the penalty of powering down to your lowest power stage when knocked out.)
To make use of this power, simply detail each stage of your character... any stat can increase with each power up, but none can decrease. You only pay for the highest stage, adding the cost of this modifier (which is based on the number of transitions. For example, if you have only 2 stages, you only have 1 transition... if you have 4 stages, you have 3, and so on.)
Each transition comes with a free minor form change (slight weight gain/loss, hair color change, etc.) and a free minor "flourish" (a flash of light, quick puff of smoke, etc.) Decide the specifics during character creation. Note that there cannot be a significant form difference between any 2 stages (even if you have 12 stages, you can't start weighing 1 stone at stage 1 and weigh 4 stones by stage 12.)
If DUR increases, both your Energy Reserves and your Health increase by the difference between the two stages being transitioned. (If stage 1 has DUR of 3 but Health of 2 due to damage, and stage 2 has a DUR of 5, you only get to add 2 white stones of Health and 6 red stones of Energy.)
If you're powering down and the DUR decreases, your Energy Reserves and Health drop by the difference. (If stage 2 has DUR of 5 but only Health 2 due to damage, and stage 1 has a DUR of 3, you're still required to drop 2 white stones of Health and 6 red stones of Energy. So, you'll either be down to 2 red stones of Health or knocked out when you power down from stage 2.)
Options
- +1 red stone per transition that has a major form change (skin color changes, hair glows, age dramatically, etc. Weight/mass cannot have a significant change)
- +1 red stone per transition with a major "flourish" (skies darken and lightning crashes, surrounded in a mini-tornado of dust, minor earthquake, etc.)
- -1 red stone per transition that can occur at will, but with a requirement (a "magic word", a certain hand gesture, etc.)
- -1 red stone per transition that is involuntary (if at least the powering up of that transition is involuntary.) The trigger of the change is subject to GM discretion... examples include being completely away from sunlight, exposure to some hard-to-get chemical, hearing a stranger utter a certain word, etc.
- +1 red stone to have gradual form changes within transitions, but overall a major form change (again, mass/weight cannot have a significant change.)
Comments
For the right character, this modifier can be a big cost-saver. The minor form changes (and flourishes) allowed during transitions can sometimes be an advantage as well, if used properly. It's also good for players who want their character to have a secret identity, or who like playing the underdog, but want to still be able to pull out all the stops when the going gets tough.
Rule for Modifier Box:
- PowerUp/Down
- 1 hour or 1 stone/panel from stage 1 to 2
- (Insert Flourish) when going to stage 2
- 1 hour or 1 stone/panel from stage 2 to 3
- (Insert Flourish) when going to stage 3 (etc.)
Example(s)
Yusuke is a decent fighter on his own, but occasionally gets irritated during battle, or finds the foe to be stronger than expected. When this happens, he gets a extra burst of energy and takes things to the next level... his STR, AGI, SPD, and DUR increase by 2 each, and his Spirit Energy Action (which functions similarly to Concentration) gains +3 levels. Needless to say, his second stage is much more formidable.