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masam
May 27, 2010
Speaking of DBZ. I was looking into that current DBZ game on the forum and was wondering about that formula for power levels. if i could get that, it'd be great for "magic Power" or whatever ridiculous measurement i decide to use as a stand in for actual science in my game. I've thought about measuring their power in "otacons" for some reason.

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Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?
The Power Level formula was something I came up with for my own DBZ-based campaign. It goes like this:
  • Base 300 for Elites/PCs, 150 for Soldiers, 60 for Flunkies, 1200 for Masters.
  • Multiply by 1.75 each character level past the first.
  • Fudge the numbers a bit arbitrarily so that everyone doesn't have the same power levels.
  • Multiply by 1 + 1 per active Transformation + 1.5 on the turn you use an ultimate attack
  • Increase by 10% per point of Valor.
Creates a range from about 300 (for starting PCs) to about 1 billion (for the peak power of an endgame superboss).

masam
May 27, 2010
Thank you for all of those and now to start actually applying this to a setting and such that my fellow animu's and i will enjoy.

Doresh
Jan 7, 2015

ProfessorProf posted:

The chief sources of inspiration/research for the mechanics during development were things like Dragon Ball Z, Bleach, One Piece and Naruto. Valor was built by and for the latter kind of manchild.

It also looks to me like it would work great for stuff based on Monster Hunter, Devil May Cry, Dynasty Warriors and a couple tactical RPGs. Gotta write some stuff up I guess. Wanna see how the almighty hip check of Plesioth translates to the tabletop.

Oh, and I think I found a little omission: The XP reward for Swarms isn't listed. I suppose it's the same as an Elite, as they are roughly equivalent in difficulty?

And what happens if you're a Balanced Fighter whose base Active Skills are all equal? Do I freeze the game XD ?!

Doresh fucked around with this message at 08:20 on Mar 19, 2016

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

Doresh posted:

Oh, and I think I found a little omission: The XP reward for Swarms isn't listed. I suppose it's the same as an Elite, as they are roughly equivalent in difficulty?

Whups, yes - Swarms give the same XP as Elites.

Doresh posted:

And what happens if you're a Balanced Fighter whose base Active Skills are all equal? Do I freeze the game XD ?!

If all your Active Attributes are the same, then none of them are lower than your highest one, so it would have no effect.

(You probably shouldn't do this.)

Doresh
Jan 7, 2015

ProfessorProf posted:

If all your Active Attributes are the same, then none of them are lower than your highest one, so it would have no effect.

(You probably shouldn't do this.)

Gotcha. Just trying to look for anti-optimization options.

masam
May 27, 2010
So they've already thown a wrench at me. One player wants to be the ego weapon of another player. is there away to make that work? I've only had this a couple weeks and haven't looked as far ahead as i would like due to a new job.

Behold the Void
Feb 16, 2016

masam posted:

So they've already thown a wrench at me. One player wants to be the ego weapon of another player. is there away to make that work? I've only had this a couple weeks and haven't looked as far ahead as i would like due to a new job.

I've actually been brainstorming some stuff for this for Tools of the Trade! Here's a quick and dirty suggestion for a true PC Ego Weapon:

-Occupy the same space as the character they are attached to
-No Move action but may use their Move action to remove status conditions from the character they are attached to
-When rolling initiative, both the character and the weapon add their initiative rolls together and divide by 2, rounded up. When they act, they both get to take their actions in any order (so two attacks, two supports, 1 move)
-When targeted by a blast or line, both are targeted, when targeted by a single-target such as a melee, ranged, or indirect technique, or an active skill like Feint, the initiator picks who to target - the PC or the weapon
-The Ego Weapon has the ability to Cover the character they are attached to as many times as they want per the skill.
-Any boosts, weakens, and status effects on you or the character you are attached to are shared between you.
-Prone is excepted from this rule, you are immune the character you are attached to is not.
-The character you are attached to can make use of any of the skills you have activated such as Feint and Attack Node
-The character you are attached to can make use of any Technique you possess. Using an Ultimate Technique disables it for the rest of the scene, as it would if you had used it yourself.

I'm currently valuing this around 6 SP, it's a "Trait" skill like undeath or being a construct is which are rules we're introducing in Valorous Foes. You can increase the cost to 8 SP to gain the ability to detach as a Support action and turn into a human, or the ability to be passed between and attune to different PCs (10 SP for both of these). The character is otherwise built as normal.

A potential extra 4 SP skill would be to let you forfeit your Move action to give them 1/2 your Move as a bonus, which can be upgraded in Season 3 with another 2 point skill to give full Move bonus (so you could still choose not to give this to remove, for example, the Immobilized condition with your move action).

Edit: Shoot forgot a few interactions, this should be up to date now.

Behold the Void fucked around with this message at 15:28 on Mar 24, 2016

Kaja Rainbow
Oct 17, 2012

~Adorable horror~
I've got a few questions about Refresh. What happens if you use it to refresh a multi-effect Boost or Weaken? Do all the effects get refreshed? What about an effect on multiple targets (from Blast Radius or the like)? Does it refresh it on all the targets, or only one?

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

Kaja Rainbow posted:

I've got a few questions about Refresh. What happens if you use it to refresh a multi-effect Boost or Weaken? Do all the effects get refreshed? What about an effect on multiple targets (from Blast Radius or the like)? Does it refresh it on all the targets, or only one?

All effects, all targets.

demota
Aug 12, 2003

I could read between the lines. They wanted to see the alien.
Flunkies get "1/2 starting SP and SP gains." Am I right to assume this refers to all SP gains, including those earned by taking flaws?

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

demota posted:

Flunkies get "1/2 starting SP and SP gains." Am I right to assume this refers to all SP gains, including those earned by taking flaws?

I've always run it as the reverse - Skills cost full SP, so Flaws grant full SP. RAW could be interpreted for either way, I guess.

Behold the Void
Feb 16, 2016

ProfessorProf posted:

I've always run it as the reverse - Skills cost full SP, so Flaws grant full SP. RAW could be interpreted for either way, I guess.

I'll put an errata but they are expected to get full value from Flaws, as are Soldiers.

demota
Aug 12, 2003

I could read between the lines. They wanted to see the alien.
Oh yeah. Are characters with Berserk just permanently in Berserk mode until they can get a source of healing or two scenes pass? If you can knock them out, you can stop them, but when they wake up, they'll be in critical health and re-trigger berserk again.

Also, RAW, they have to move towards enemies and perform attacks if able. If only allies are around, then they don't have to move, meaning their mandatory attack will only go off if allies are already in range.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

demota posted:

Oh yeah. Are characters with Berserk just permanently in Berserk mode until they can get a source of healing or two scenes pass? If you can knock them out, you can stop them, but when they wake up, they'll be in critical health and re-trigger berserk again.

Ooh, that's a good catch - it might be better to clarify that berserk mode activates when damage drops you into critical and ends at scene end. Then, if you start a scene in critical, you're stable until you take damage from something. Void, possible errata?

demota
Aug 12, 2003

I could read between the lines. They wanted to see the alien.

ProfessorProf posted:

Ooh, that's a good catch - it might be better to clarify that berserk mode activates when damage drops you into critical and ends at scene end. Then, if you start a scene in critical, you're stable until you take damage from something. Void, possible errata?

Got it. What counts as the end of a combat scene, anyway? I'm having a bit of trouble figuring out if the scene ends after all enemies are down, or after the other PCs put down a berserking PC after all enemies are down.

Behold the Void
Feb 16, 2016

demota posted:

Got it. What counts as the end of a combat scene, anyway? I'm having a bit of trouble figuring out if the scene ends after all enemies are down, or after the other PCs put down a berserking PC after all enemies are down.

We've played it both ways, where you have to put them down and where the scene ends and they come back to normal. The intent is to leave it to the GM, but we can clarify that either possibility is available at the discretion of the GM.

Doresh
Jan 7, 2015
What does adding Limits to a Mimic Core do, seeing how it's basically just a slot to put other Techniques into?

AweStriker
Oct 6, 2014

Doresh posted:

What does adding Limits to a Mimic Core do, seeing how it's basically just a slot to put other Techniques into?

I'd probably say they apply to the original Mimic Core but not the mimicked technique.

I had a strange thought myself about how the Push or Pull limits could work on a Rush Attack with Reposition - since you're moving through the target as you attack them, they can't be moved closer to you since you're in the same space for that instant, so Pull would just hold them in place; any direction is farther away for the same reason, so Push doesn't actually limit it at all.

Doresh
Jan 7, 2015

AweStriker posted:

I'd probably say they apply to the original Mimic Core but not the mimicked technique.

I had a strange thought myself about how the Push or Pull limits could work on a Rush Attack with Reposition - since you're moving through the target as you attack them, they can't be moved closer to you since you're in the same space for that instant, so Pull would just hold them in place; any direction is farther away for the same reason, so Push doesn't actually limit it at all.

I'm just a bit confused with Mimic because Mimic doesn't actually have any Stamina cost or Action associated with it. You just immediately go for the Technique you've mimiced.

Maybe a Pull Rush could have you drag the target behind you XD ?

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?
I'd honestly rule that putting Limits on a Mimic tech doesn't do anything.

AweStriker
Oct 6, 2014

Doresh posted:

I'm just a bit confused with Mimic because Mimic doesn't actually have any Stamina cost or Action associated with it. You just immediately go for the Technique you've mimiced.

Maybe a Pull Rush could have you drag the target behind you XD ?

Well, that just makes it a weird Ramming Attack.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?
Actually, if you read the wording on Rush Attack, it targets the spaces moved through after moving, so Push Limit and Pull Limit are relative to the space you end your move on.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Just got the Valour core book after paying the punitive shipping to Ireland.

Any ideas for how to emulate a character that's primarily a human only shapeshifter, specialises in misdirection and appearing where he shouldn't be?

There are definite combat applications for that power, I'm just wondering if people have any ways to translate it into the crunch.

Cheers for any help.

Behold the Void
Feb 16, 2016

HidaO-Win posted:

Just got the Valour core book after paying the punitive shipping to Ireland.

Any ideas for how to emulate a character that's primarily a human only shapeshifter, specialises in misdirection and appearing where he shouldn't be?

There are definite combat applications for that power, I'm just wondering if people have any ways to translate it into the crunch.

Cheers for any help.

The optional Illusion skills in the GM Section should be able to cover what you are looking for quite nicely! The disguise ability in particular can be reduced to a cost of 3 SP to primarily apply to a human form with no extra SP cost (which is a specific monster skill I'm developing for Valorous Foes).

Doresh
Jan 7, 2015

HidaO-Win posted:

Just got the Valour core book after paying the punitive shipping to Ireland.

Any ideas for how to emulate a character that's primarily a human only shapeshifter, specialises in misdirection and appearing where he shouldn't be?

There are definite combat applications for that power, I'm just wondering if people have any ways to translate it into the crunch.

Cheers for any help.

I'd say Mimic might also be a good idea in order to copy Techniques for more authenticity.

TheArchimage
Dec 17, 2008
I'm thinking about picking this up, but before I drop $60 on the hardcover/pdf combo I really need to know: are there options for a purely support-based character, like a pacifist cleric or a Navigator Persona? One of my players prefers to enable others in combat rather than personally attack in basically every game and system and I want some assurance they'll have something to do.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

TheArchimage posted:

are there options for a purely support-based character, like a pacifist cleric or a Navigator Persona? One of my players prefers to enable others in combat rather than personally attack in basically every game and system and I want some assurance they'll have something to do.

The game's set up like D&D 4e, where you get an Attack Action and a Support Action each turn - the former is generally used for hurting people, but the latter can be used for healing, buffs, debuffs, laying down barriers, analyzing enemy attack/defense patterns, teleporting, throwing your allies around, et cetera. You can swap our an Attack Action for a second Support Action, so playing a character who never directly attacks is indeed possible.

Strictly speaking, a character like that wouldn't be super optimized, but they'd have a shitload of things to do and plenty of opportunities to make their enemies' lives infuriating.

Behold the Void
Feb 16, 2016

TheArchimage posted:

I'm thinking about picking this up, but before I drop $60 on the hardcover/pdf combo I really need to know: are there options for a purely support-based character, like a pacifist cleric or a Navigator Persona? One of my players prefers to enable others in combat rather than personally attack in basically every game and system and I want some assurance they'll have something to do.

You should be able to get the combo from IPR for $45, they've got a better infrastructure than our core site and can do it easier although I'm certainly not going to object if you want to buy direct from us.

As to full support builds, I've definitely seen a few that don't have any damage techniques and focus completely on Support actions, I honestly think it's pretty good if you do it right, there's always plenty to do (especially if you grab a Transformation with Extra Actions at level 5 and start dropping 3 things a turn).

TheArchimage
Dec 17, 2008

Behold the Void posted:

You should be able to get the combo from IPR for $45, they've got a better infrastructure than our core site and can do it easier although I'm certainly not going to object if you want to buy direct from us.

As to full support builds, I've definitely seen a few that don't have any damage techniques and focus completely on Support actions, I honestly think it's pretty good if you do it right, there's always plenty to do (especially if you grab a Transformation with Extra Actions at level 5 and start dropping 3 things a turn).

Too late, I already bought it from storenvy last night. and I don't know what IPR is.

Although I haven't received my .pdf yet...

EDIT: vvvvv Ah, okay then!

TheArchimage fucked around with this message at 07:22 on May 4, 2016

Behold the Void
Feb 16, 2016

TheArchimage posted:

Too late, I already bought it from storenvy last night. and I don't know what IPR is.

Although I haven't received my .pdf yet...

Aha, OK. The PDF ships on a card with the book.

masam
May 27, 2010
do core abilities add to the level or do core techniques start at level "0"? Or is the base level of technique cores 1.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

masam posted:

do core abilities add to the level or do core techniques start at level "0"? Or is the base level of technique cores 1.

Base core level for techs is 1. The minimum possible attack is a level 1 Damage Core with no mods, which costs 1 TP to build, 3 ST to use, and does 20+Attack damage.

masam
May 27, 2010
nifty! thanks prof. Also i've been looking all over the internet and been unable to find them, do you have the stat sheets for your convention characters online somewhere? i saw the pictures and short bios about them but haven't been able to find any actual stats for them. I need some...ready made NPc's and the extreme adventures guys seem pretty good for a rival party depending on where i throw my players

Behold the Void
Feb 16, 2016

masam posted:

nifty! thanks prof. Also i've been looking all over the internet and been unable to find them, do you have the stat sheets for your convention characters online somewhere? i saw the pictures and short bios about them but haven't been able to find any actual stats for them. I need some...ready made NPc's and the extreme adventures guys seem pretty good for a rival party depending on where i throw my players

I was hoping to get these up this weekend but I'm not sure I will have time, I will make a point of getting them all up sometime this week.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?
While we wait for that, have something else!

I just finished a full 1-20 Valor campaign based loosely on Dragon Ball Z, which was wild fun. In the final battle, two PCs took enough punishment to reach -100% HP and actually die (one of them after taking 433 damage from a single attack). The above link contains every enemy statblock I made for the campaign, with some design notes on how they turned out. Feel free to use or tweak them for your own games. There's several dozen, I haven't counted them.

taichara
May 9, 2013

c:\>erase c:\reality.sys copy a:\gigacity\*.* c:
So this looks really interesting! How well would it handle, say, Saint Seiya and its potential cast of a bazillion high-powered weirdos?

Because I'd love me a StS-capable game, oh yes.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?

taichara posted:

So this looks really interesting! How well would it handle, say, Saint Seiya and its potential cast of a bazillion high-powered weirdos?

Saint Seiya is smack dab in the middle of the scope of genres that Valor handles flawlessly - it is, after all, probably the most direct ancestor of the shows we modeled the mechanics after in the early days of dev (Bleach, Naruto, One Piece, etc). I've actually considered using it to run a StS game myself.

taichara
May 9, 2013

c:\>erase c:\reality.sys copy a:\gigacity\*.* c:

ProfessorProf posted:

Saint Seiya is smack dab in the middle of the scope of genres that Valor handles flawlessly - it is, after all, probably the most direct ancestor of the shows we modeled the mechanics after in the early days of dev (Bleach, Naruto, One Piece, etc). I've actually considered using it to run a StS game myself.

Yeessssss, music to my shiny-armoured ears. Now to work out my monthly budget and see what I can do.

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masam
May 27, 2010
Eeeee gonna wreck my players with this stuff for their and my enjoyment. How did you get techniques above 21 at level 18 though? I've been playing with levels 2-5 at the moment so haven't gotten to the really crazy stuff yet, although I do like the dramatically appropriate leveling.

Edit: also should you ever again run a game, I assure you the line to join up on this forum would be long and more than likely bloody as we attempt to fight our way into the party.

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