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Post by Brainstem on May 21, 2008 0:06:04 GMT -5
Link[/color] Abilities Intelligence: 3 Strength: 5* Speed: 3 Agility: 3 Durability: 4 HP: 12 Energy: 15
Actions Close Combat: 6 Agility Bonus and Weapon Modifier Swordsmanship Shields Self Defense Improvised weapons Mounted Combat Fighting Multiple Foes
Ranged Combat: 7 Weapon Modifier Bow and Arrow Thrown Objects Boomerang Slingshot
Horsemanship: 7 Human Specialty
Social Skills: 3 Kokiri Culture Gerudo Membership Goron Society
Mastery of Magic: 5 Able to use magical items Can combine with Close Combat Takes 1 panel per stone of effect to charge
Modifiers Energy Battery: 1 Familiar (Navi): 3 Targeting: +1
Equipment Bow and Arrows Standard Arrow: +1 to Ranged Combat Fire Arrow: 2x Damage for Ranged Combat (Difficulty: 3) Ice Arrow: Attack vs. Durability to Stun for x panels (Difficulty: 3) Light Arrow: +2 and 2x Damage for Ranged Combat (Difficulty: 5) Master Sword +3 to Close Combat +1 to Ranged Combat (only when HP is within 3r of maximum; Difficulty: 3) Mirror Shield +2 to Defense Energy Absorption Reflection up to "AN" 3 (Difficulty: 4) Golden Gauntlets* Grants wearer +2 Strength (Difficulty: 3) Ocarina of Time (Difficulty: 3) Teleportation: 3 (only to familiar locations) Din's Fire (Difficulty: 2) Area Effect 2x Damage Must use Ranged Combat Action, but with maximum input of 4r Farore's Wind (Difficulty: 2) Teleportation: 2 (nearest 'safe spot) Nayru's Love (Difficulty: 4) 4 stone Ablative Force Field Various Filled Bottles Epona Navi
Navi Abilities Intelligence: 4i Strength: 1 Speed: 1 Agility: 2 Durability: 1 HP: 3 Energy: 8
Actions: General Knowledge: 5 Intelligence Bonus All Creatures in Hyrule Hyrulean Lore Nintendopian Races
Flight: 3
Social Skills: 4
I know Link is kind of a monster, but keep in mind that he's Link. Along with Fox, Samus, and Red, I would place him as one of the most capable in the Nintendoverse, due purely to his sheer ability to kick ass. Also, I'm still working out kinks in the magic system, so bear with that while I revise this sheet to reflect what I want. Basically, one needs a MoM AN equal to the Difficulty of a magic item to use it. What I'm trying to decide now is whether or not I want to boost Link's MoM and the Difficulties of some of these items or keep Link's Action lower and keep the items where they are.
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Post by Brainstem on May 21, 2008 0:26:03 GMT -5
Mastery of Magic[/u] CL = AN + 4 + OptionsA Master of Magic commands control of the world in a way unlike many others. While some have control over various aspects of nature (such as one that Masters weather or fire), a Master of Magic has control over elements that form even those more base aspects of the world. While most Masters of Magic only display minimal mastery, there are few with a strong focus on the magical arts. Those with such a focus are either feared or respected by those that know them, for the power is something mighty. Picking Mastery of Magic considers much more than just being a standard "sorceror." Most sorcerors command a specific element of magic, such as Water or Electricity, but those with a Mastery over Magic itself have been born with something special. Mastery of Magic is not an Action to be taken lightly, as it will award you with as much grief as it does benefit. Options: - Use magical items (+1)
- Combine with Close Combat (+2)
- Force Blast (+1)
- Create/Manipulate (+2)
- Any other "Master of Elements" Option, under approval of GM
Rules for Action Box: - All Actions take 1 panel per stone of effect to use
- In order to use a magical item, one must have a MoM AN equal to the Difficulty of the item
- No individual effect may use more than 6 stones
====== What I'm trying to stress with this is that Mastery of Magic is a big deal. If you are proficient enough in magic to have this Action, that's saying something big. The reason I kept two of the limitations from MoM in the book is because I feel they need to be in there to balance this Action out. The major use for this Action is for magical items and, despite my including them in this game, I would really rather not have them thrown around all over the place. After all, this isn't D&D. That said, magical items are powerful. Look at the Link CAD; he's a beast as it is, but with his equipment he's nearly unstoppable (and I'm realizing I've forgotten to add a few things to his CAD). If you want to be the type of Sorceror that throws around fireballs or brings inanimate things to life, choose Actions to do that, because MoM is generally geared toward something else. If you do wish to use MoM, that's fine by me, but just remember what it entails and that my view of it may be different from your own. Also: All those fancy side Actions related to MoM from the Core Book (Sorcery, Magical Travel, etc.) are cut.
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Post by Kaimontfendo on May 21, 2008 3:52:04 GMT -5
I have to say, Pokémon training seems terribly overpriced. It seems like Animal Training on some serious steroids with a couple extras. I understand that it does a lot more than just let you catch the critters and use them in battle, but even substituting for social skills and general knowledge only goes so far. Pokémon Training is closer in cost to Power Cosmic than it is to expensive skills like Ninja or Genetic Engineering. Am I the only one who finds that unreasonable?
For another point, I always imagined Pokémon Training as an action with Specialties. Just a few example specialties: any Pokémon type, Catching pokémon, commanding pokémon in battle, using pokémon out of battle, racing pokémon
EDIT: I think I figured out the logic behind this price. While most Pokémon are not insanely powerful, the few that are (like Mewtwo, Celebi, and to a lesser extent Alakazam, and Gengar) rival the awesome Power Cosmic. Still, those few would have much higher difficulty than commonplace ones such as Pikachu and Magikarp.
Also, If I am understanding correctly, the original Animal Training action requires you to pay for your animal sidekick separately, while Pokémon Training does not. Is that correct?
Alright. I'm not going to go crazy with comments about Mario or Link, because the write-ups for them are actually really good. In fact, I'm glad you didn't feel a need to list all of Link's equipment, because otherwise that list would fill an entire post by itself. (Hookshot, Iron Boots, Lens of Truth, Zora Tunic, Biggoron's Sword...)
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Post by Brainstem on May 21, 2008 8:15:44 GMT -5
You're correct; with Pokémon Training, you don't pay for your sidekicks. If that were the case, Pokémon Trainers would have to take on immense challenges every time they caught a new Pokémon. With a game centered around the idea of "Gotta Catch 'em All!," this many challenges would simply be too much to be reasonable.
Also, it's as expensive as it is because it allows a vast amount of power to the Trainers that isn't available to others. Other characters, if they want to make up for a weakness, have to spend LoE out the wazoo in order to become even remotely effective at something new, whereas a Pokémon Trainer with all Water types simply needs to catch a Ground type and he's set. Can't reach a spot? Catch a Flying type. It allows customizability that others don't have.
I'm also thinking about scrapping the MoM Action as I've written it and just a "Use Magic Item" Action at CL = AN+6, then make the Magic effects based on purchasing separate powers. I'm still just tossing this around right now, as I'm not sure how else to reflect Link's staple Spin-Attack, but it might help make things a little more coherent.
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Post by Brainstem on May 21, 2008 8:30:27 GMT -5
Wolt[/color] Abilities Intelligence: 3 Strength: 3 Speed: 4 Agility: 4 Durability: 3 HP: 9 Energy: 12
Actions Close Combat: 3 Strength Bonus or Weapon Modifier Self Defense Pheraen Military Training
Ranged Combat: 6 Human Specialty Weapon Modifier Bow and Arrow Trick Shots Operating Ballistae Pheraen Military Training Sniping
Leadership: 4
Social Skills: 4 Pheraen Military Culture Sniper Code
Statecraft: 2 Includes Leadership
Acrobatics: 2 Agility Bonus
Modifiers Targeting +2 Energy Battery 1 Reflexive Dodge +2
Equipment Bow and Arrow Standard Arrow: +1 to Ranged Combat
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Post by Brainstem on May 21, 2008 18:29:52 GMT -5
Red[/color] AbilitiesIntelligence: 3 Strength: 1 Speed: 1 Agility: 1 Durability: 2 HP: 6 Energy: 9 ActionsPokémon Training: 8 Human Specialty Intelligence Bonus Social Skills: 4 Pokémon subculture ModifiersEnergy Battery: 1 EquipmentPokémon Team- Blastoise
- Charizard
- Venusaur
- Pikachu
- Espeon
- Snorlax
PokédexIn depth encyclopedia with knowledge on all Pokémon PokéballsVarious potions, antidotes, etc.
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Post by Brainstem on May 22, 2008 8:38:14 GMT -5
Samus Aran[/color] Abilities Intelligence/SI: 4/4 Strength: 3/4 Speed: 3/5 Agility: 3/5 Durability: 3/5 HP: 9/15 Energy: 9/15
Actions Close Combat: 4 Strength Bonus or Weapon Modifier Powered Armor Combat Chozo Training
Ranged Combat: 4/6 Weapon Modifier Powered Armor Combat Energy Weapons
PA Arm Cannon: 8 Plasma Beam Accumulate Energies* (as Mastery, up to 1.5x AN of effect) Armor Penetration Super Missile Accumulate Energies* (as Mastery, up to 1.5x AN of effect) 2x Damage Arm Cannon requires 1 additional panel of cool down after use of Super Missile Grappling Beam (as Telekinesis)[/color]
Hunting/Tracking: 6 Human Specialty Following tracks Bounty Hunting Assassination Covering your own tracks
Vehicle Operation: 6 Personal starcraft Defensive Maneuvers Offensive Maneuvers High speed travel
PA General Knowledge: 4 Intelligence Bonus[/color]
Social Skills: 3 Bounty Hunter culture Finding bounties Intimidation
Power Ball (as Shrinking): 2[/color]
Technology: 6 Intelligence Bonus
Modifiers PA Toughness +3 Targeting +4 Full life support PA Self-Repair Requires use of "save room"[/color]
Equipment Personal starcraft Energy Bombs 2x Damage to Ranged Combat Range: 0 Power Suit
*For every panel Samus spends charging her Arm Cannon, she must spend an equal number of panels as the cannon cools down
So it turns out Samus is a total beast, surprise surprise. Thankfully, if you guys ever do have to encounter her, it won't be until you have amassed a very large amount of LoE, making it an almost survivable mission. There is a reason she's one of the most feared bounty hunters in the galaxy! Coming next will be Fox!
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Post by Jet on May 22, 2008 16:23:14 GMT -5
Well, yeah, Samus is a beast, in both forms. You could also include her Zero Suit and Whip-blade as well.
As for Red, he has a lot more equipment, like Pokedex, Pokeballs and other important stuff. And lets scarp listing all those rods, herbs and potions while we're at it...
And Wolt... you mean that Archer from Fire Emblem 5? Was he actually Important, couse all I can remember about him was that he was pretty usefull for being one of few Archers in the game. Did I missed something?
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Post by Brainstem on May 22, 2008 16:46:15 GMT -5
No, you missed nothing at all. I'm setting the FE world in Elibe (since it's the Fire Emblem continent I'm most familiar with) and I had to fabricate some things to be going on there. Basically he's been thrust into the de facto position of leader after Roy was assassinated. Lilina would be the one to take charge, but she's in a deep depression due to Roy's death. But no, he wasn't actually important until I decided to make him important.
And of course! How could I forget about the Pokédex! Gosh... I'm kind of ashamed.
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Post by Brainstem on May 22, 2008 23:28:06 GMT -5
Fox Abilities Intelligence: 3 Strength: 2 Speed: 4 Agility: 4 Durability: 2 HP: 6 Energy: 12
Actions Close Combat: 4 Agility Bonus or Weapon Modifier Staff combat Self Defense
Ranged Combat: 5 Weapon Modifier Blasters Vehicle weapons
Vehicle Operation: 8 Anthropomorph Specialty Arwing Landmaster Blue Marine Defensive Maneuvers (DO A BARREL ROLL!) Offensive Maneuvers Vehicle Weapons Star Fox Multi-style
Leadership: 6
Social Skills: 4 Mercenary work Striking deals Persuasion
Technology: 6 Intelligence Bonus
Modifiers Reflexive Dodge +2 Targeting +3 Only for Vehicle Weapons Energy Battery 2
Equipment Blaster Pistol +1 to Ranged Combat 2x Damage Arwing
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Post by Brainstem on May 22, 2008 23:40:58 GMT -5
Wendy Abilities Intelligence: 4 Strength: 4 Speed: 2* Agility: 2* Durability: 4 HP: 12 Energy: 12
Actions Close Combat: 5 Strength Bonus or Weapon Modifier Lance Combat Axe Combat Self Defense Ostian multi-style Human Specialty
Ranged Combat: 4 Weapon Modifier Thrown Axes Improvised weapons
Leadership: 5
Statecraft: 6 Includes Leadership Politics Protocol Ostian Culture Lycian Culture Negotiation
Social Skills: 5 Ostian society Ostian military regulations Lycian society
Modifiers Wealth +3
Equipment Lance +2 Close Combat Axe +1 Close Combat or Ranged Combat Armor +4 Defense No 2x Damage *Reduces Speed and Agility by 1
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Post by Brainstem on May 22, 2008 23:50:01 GMT -5
Those without souls (politicians; canon only!)[/u][/size]
Princess Peach Toadstool[/color] Abilities Intelligence: 5i Strength: 1 Speed: 1 Agility: 2 Durability: 2 HP: 6 Energy: 10
Actions Close Combat: 3 Agility Bonus or Weapon Modifier Self Defense Improvised weapons Slapping
Statecraft: 8 Includes Leadership Negotiation Politics Toad Culture Human Specialty
Social Skills: 8 Nintendopian society Senatorial procedure Charm Persuasion
Magical Healing: 5 Area Effect
Modifiers Wealth: +7
Equipment Frying Pan +2 Close Combat
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Post by Stark on May 23, 2008 1:16:59 GMT -5
Looollllll. That was.... priceless. ;D
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Post by Brainstem on May 23, 2008 10:34:24 GMT -5
Looollllll. That was.... priceless. ;D Yes, yes, I felt it necessary.
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Post by Brainstem on May 25, 2008 23:10:28 GMT -5
Lilina[/color] Abilities Intelligence: 5i Strength: 1 Speed: 2 Agility: 3 Durability: 2 HP: 6 Energy: 16
Actions Close Combat: 1 Strength Bonus or Weapon Modifier Self Defense
Mastery of Anima Magic: 6 Human Specialty Includes Wind, Fire, and Thunder magic Ability to use magical staves Force Blast (variant depending on spell used) Requires the use of spellbooks
Statecraft: 5 Includes Leadership Negotiation Politics Ostian policy Lycian policy
Social Skills: 5 Ostian culture Lycian culture
Modifiers Magical/Energy Defense: +5 Energy Battery: 2
Equipment Various Spellbooks Allow use of Mastery of Anima Magic Contain Force Blasts with differing effects (2x Damage, Area Effect, Extended Range) Healing Staff Grants Magical Healing up to Mastery of Anima Magic AN
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