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Post by Dionon on Oct 31, 2017 21:52:42 GMT -5
*snaps fingers
Drat!
Kidding.
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Post by Hoots Rowlet on Oct 31, 2017 21:54:55 GMT -5
Anyway, I'll be sure to place requirements for obtaining the summon or having initial summons.
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Post by Manah on Nov 27, 2017 21:23:34 GMT -5
LIMIT BREAKS HOUSE RULES
1: Your Limit Gauge Maximum can never exceed 30 no matter how high your AN is.
2: Your Limit Gauge now is measured in red stones of damage you take as opposed to White Stones lost. for instance is Travis is hit with an attack and 5 stones of damage get through... He gains 5 to his gauge and not just two.
This will allow for more frequent use of limit breaks in this game provided certain playstyles are used. (Like relying more on your natural defensive modifiers over shifting stones.)
(OOC: By Hoots Rowlet)
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Post by Hoots Rowlet on Dec 30, 2017 21:12:50 GMT -5
quoting this here for better ease of finding on my part. This represents the Puppet Technique some ninjas from the Narutoverse use. NEW ACTIONS Puppet Making CL= AN+4-Intelligence Bonus -Puppet Crafting: May be used to craft regular, normal puppets. -Combat/Utility Puppets: This represents the user's ability and lore allowing them to create puppets capable of combat and other useful actions. Those puppets use most of the PA rules regarding how they can be used. Aside from the base Abilities (Puppets have no real intelligence, with their S.I being mostly used to know how many actions per panel they can use), the creator can impart them with as many "factors" (Actions, Modifiers, Weapon systems, etc) as Half (this action's AN + creator's Intelligence AN), rounded up. In theory, only skills and actions that can be naturally learned through normal means, or realistic (depending on available technology) weapons and systems, can be added to a puppet that way. The AN/MN of any such factor cannot exceed half this action's AN + Intelligence AN, rounded up, but the creator can also add options/advantages for a value equal to 1/3 this value, also rounded up. Creating a puppet this way requires a total amount of stones equal to the sum of all factors ANs/MNs (and base Abilities). The Puppet Maker can put stones in this action every hour, but the process can be sped up by spending stones in Chakra as well. OPTIONS- Superior Puppets (+1; Puppets created by a Maker with this option use 2/3 this action's AN + 2/3 Intelligence AN, rounded up, to determine the max number of Factors. Also, the max AN/MN of Factors/abilities is increased by 2.)
- Masterful Puppets (+3; Puppeteers with this option may have as many factors as this action's AN + Intelligence,. Also, the max AN/MN of any such Factor is increased by 4.)
- Realistic Puppets (+1; the Puppet Maker can create puppets that are difficult to distinguish from a real creature. If the maker chooses to do so, one needs o beat a difficulty of this action's AN with either regular (by putting stones in Intelligence) or Enhanced Senses of some kind, in order to recognize it as a puppet by sight, smell or hearing. Touching it, however, will quickly reveal its true nature.)
- Fast Crafting (+1; Puppet Makers with this option can spend stones to build their puppets every ten minutes, rather than per hour.)
- Spare Puppets (+2; the Puppet Maker with this option can easily build puppets he has already created in the past in a much shorter time. Doing so takes 1/10 the original time it took to build the puppet in the first place, allowing a Puppet Maker to build several copies or replacements of an already built puppet easily.)
- High Tech Puppets (+2; the Puppet Maker can create Puppets equipped with technologically advanced weapons and systems, such as machine guns, flamethrowers, missile launchers, etc. See PA rules for ideas.)
- Human Puppets (+4; this terrifying technique allows a Puppet Maker to use a dead body as the base material for a puppet. The corpse must be relatively fresh (as in, there must be more than just a skeleton left; most of the flesh must still be on; if the corpse has been dead for more than a weak, the 'Realistic Puppets' option cannot be used with a Human Puppet), and the Puppet Maker must have Chakra at least at an AN equal to the dead body's base Durability AN. The process stops the corpse's decay, turns it into a puppet, and allow the creator to install new features on it, as per a normal puppet. In order to create such a puppet, the Maker must spend a total of Stones equal to the target body's Durability x 10, plus the stones of added factors. Such features are more limited, however: a Human Puppet may only receive up to 1/3 (action's AN + Intelligence AN) factors, rounded up. On the other hand, they retain what Abilities/Actions/Modifiers they had when they were alive, within reason, making them very powerful puppets if the appropriate body is used. Additionally, such puppets have access to their Chakra and any Kekkei Genkai they could use in life.)
- Inhuman Puppets (+1, must take Human Puppets as a prerequisite. The Puppet Maker can make puppets out of the corpses of any creature, not just humans. Animals, aliens, fish, etc.)
- Puppet Self (+3; requires this action at AN 8 and Chakra at AN 8; buying this option gives the user the necessary lore to transfer their personality, emotions, knowledge and memories (their very being, in other words) inside a small cylinder (a "core") which can then insert itself inside any puppet body which will then function as the user's body. Doing so has several advantages, first being Immortality; a core does not age without an organic body around it. User is also a Self-Contained Lifeform, and is Immune to all Poisons and Diseases, since their body is gone. Finally, being in such a state also unlocks the ultimate and most powerful ability of a Puppeteer: The Red Secret Technique, Performance of a Hundred Puppets.
Chakra Threads CL= AN+3-Intelligence Bonus -Require Chakra at AN 1/AN of this action -As Telekinesis, with 2 Wpn.modifiers; the user can attach Chakra threads to objects to manipulate them from a distance. -May spend 1 stone per AN to attach chakra threads to one special puppet prepared beforehand/stone spent (see Puppet Maker action), allowing the user to control them as per the action 'Puppeteer'. 10 is the normal maximum, as one thread can be manipulated per finger. Once they are attached, this action needs not be maintained. -Additonally, can use to transfer Chakra (Energy) both to others, or to one's puppets. -When in use, one or two hands of the user's are occupied and cannot be used for something else (5 chakra threads per hand, so if 5 threads or less, one hand is still free. Otherwise...) -Range: 4 OPTIONS- Invisible Threads (+1; the user can make their chakra threads invisible to the naked eye, making it necessary to rely on special visions to beat an AN equal to that of this Action in order to see them.)
- Living Puppets (+2; by attaching at least one Chakra thread to a person/being, the Puppeteer can take control of their body through their Chakra, acting as an Atk VS Defense + Durability. If any "damage" occurs, the victim is controlled as a puppet for 1 panel/red stone of damage. This counts against the max number of puppets one may control at once.
- Longer Range (+1, increases the Range the Puppets can be manipulated to 6.)
- Pure Chakra Puppeteer (+3; a Puppeteer with this ability can manipulate Chakra threads with their very mind, and need not even use their fingers to create and manipulate them, freeing their hands. However, even such exceptional users may not use more than 1 Thread per AN.)
Puppeteer CL= AN+4-Agility Bonus -Manipulate Puppets: Once the Chakra threads are attached, this action is used to manipulate up to the maximum number of puppets at once as determined by the number of Chakra threads once can manipulate effectively at once. This action must be spent every panel even if not putting stones in it to maintain a proper use of one's puppet, but putting stones in it allow the user to add stones directly to a puppet's actions, up to AN per puppet, making this technique very powerful with proper puppets. OPTIONS- Jutsu Transfer (+2; the Puppeteer can activate a Jutsu via a Puppet rather than himself, making his attacks more unpredictable and difficult to defend from. This includes other special powers and techniques, making for a deadly surprise attack potential.)
- Puppet Tactics and Teamwork (+2; this options allows Puppets to ignore one another, if they so choose, when performing area attacks or effects. This allows them to fight effectively in teams despite their possibly destructive powers for one another. Even area effects won't target friendly puppets, or their puppeteer.)
- Red Secret Technique: Performance of a Hundred Puppets (+6; this incredibly powerful technique may only be performed by a Puppet Master who has used the Puppet Self ability of Puppet Maker to make themselves into a Core. Under such a state, a Puppeteer is capable of creating and using effectively 100 Chakra threads, manipulating up to 100 Puppets all at once (in which case, when using this technique, each stone played in Chakra Thread allows the user to attack 10 threads to ten different puppets; the activation of this technique is surprisingly fast), with just as much skill as any other Puppeteer using fewer puppets. Of course, to use that many puppets, one must actually have that many puppets at the ready, prepared in advance and usually stored via Fūinjutsu. It is, obviously, possible to use fewer Puppets, but the technique is (obviously) less powerful accordingly.
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Post by Manah on Dec 30, 2017 21:14:00 GMT -5
Oh, thanks. I was wondering where the heck had I put the thing. And as I type this, I think I remember, and it should have been obvious. My archives, right?
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Post by Hoots Rowlet on Oct 28, 2019 20:11:31 GMT -5
A note on Infinity Gems/Gauntlets.
Unless otherwise specified all Infinity Gauntlets owned by Player Characters in this game up to the date of this post use 'Imitation' Infinity Gems.
What is the difference between an Imitation Gauntlet, and a "True" Infinity Gauntlet. There isn't.... The stats and powers are exactly the same but with the following difference.
True Infinity Gems: Can ONLY be used in their native universe.
Imitation Infinity Gems: Can be used in any universe. HOWEVER in a confrontation with a user of the True Gems in their native universe. The Imitation Gems/Gauntlet will ALWAYS LOSE regardless of the amount of stones at play.
also Imitation, and True Infinity Gems can not be inter-combined to form a Gauntlet. They just can't for the sake of game balance.
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Post by Manah on Oct 28, 2019 20:19:27 GMT -5
Interesting. ^_^
Are the 'true' Infinity Gems always from the Marvel Universe, or could there be True Infinity Gems in other universes?
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Post by Hoots Rowlet on Oct 28, 2019 20:21:43 GMT -5
They can be in other universes too... A general rule of them is that every universe has an equal chance (25%) to have one, both, or neither sets of gems in it.
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Post by Manah on Oct 28, 2019 21:03:14 GMT -5
That's pretty cool. I like it.
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Post by Hoots Rowlet on Jan 10, 2020 15:59:37 GMT -5
Area Effect DnR beyond 10
11: 10 miles 12: 50 miles 13: 100 miles 14: 500 miles 15: 1000 miles 16: Planetary 17: Solar System 18: Galactic Quadrant 19: Galaxy 20: Universal
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Post by Manah on Mar 8, 2020 22:48:19 GMT -5
Got confirmation from Rowlet that the following rule is in effect (posted here for future reference):
Summons/Pokémon/Heroic Spirits and the like do NOT get the Holidays XP bonuses that main characters get.
They do get regular issue XP like the character does, and the character can share their own Holiday bonuses XP with their Summons/Pokémon/etc as they wish, however.
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Post by Manah on Jul 18, 2020 22:54:36 GMT -5
NEW ADVANTAGE FOR LIMIT BREAK MODIFIER
-Limitless (+1 CL/stored use beyond the first. Limitless allows the user to 'store' away Limit Breaks once the Limit Gauge is filled, instead of stalling at max Limit Gauge until using a Limit Break and losing any points over it. For example, a character with Limit Break with Limitless 2 could fill up the Limit Gauge twice, storing their uses for later, and still be able to fill it up a third time after that.)
*Approved by Rowlet.
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Post by Manah on Oct 14, 2020 16:08:45 GMT -5
NEW MODIFIERS
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Post by Hoots Rowlet on Oct 14, 2020 16:23:34 GMT -5
Also the following options are for Inventing.
Effecient: (+3CL) The same rule as the normal, but the extra stones you gain do not count towards your invention total for the day.
Super-Efficient: (+6CL) The same rule as normal, but see "Efficient"
Action to Modifier: Can not be bought for any player character.
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Post by Manah on Oct 18, 2020 19:09:48 GMT -5
Little creations of mine as additional rules to Dio's DBZ rules, approved by Rowlet:
NEW OPTION FOR KI CONTROL ACTION
-God Ki (+3 CL; For each 2 active stones in the Action, 1 more stone is added from the General pool to the total result. Unlike Efficient, said stones do not simply act to lower the cost and cap at the maximum; they actively make the action stronger, allowing it to exceed one's normal Ki Control's maximum amount of stones. In fact, both can be used at once, making it both cost less and be stronger than normal. Additionally, normal Ki users cannot use Sense Power to detect God Ki users or their attacks. May only be acquired by one with Super Saiyajin at AN 12 - corresponding to Super Saiyajin God - or by a god-like being, GM's call. NOTE: Upon perchase, God Ki may be used with all Ki-based techniques as opposed to specifically ones with Ki Control.)
EXAMPLE: Someone with Ki Control at 9 with God Ki could put 9 stones in the action, get 4 from the GP due to the option, which add to the maximum for a total of 13. Someone with both Efficient and God Ki could put 9 in the action (only paying 6 thanks to Efficient), and get 4 more on top of that from God Ki, for a total of 13 as well.
NEW ACTIONS
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