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The Lone Badger posted:"Mad science doesn't pay the bills"? Even if it can't be reproduced you could make tons of money selling it as a service. "Your satellite in orbit for $100/kg, no questions answered." Or use your Super-Prospect-O-Mat to find a huge deposit of rare earths, buy up the mining rights, then have the site surveyed conventionally. Which is all very sensible and intelligent and Genius makes no attempt whatsoever to address attempts to get around Havoc checks. Wonders are definitely capable of interfacing with mundane technology, as examples are repeatedly given of wonders hooking up to regular power outlets or mundane internet. Genius will regularly mention that as a mad scientist you're likely very poor because you're spending all your money on mad science, and if you're rich it's not because you're a mad scientist. Then again, there's this at four dots of Epikrato: Genius posted:Wealth and the Market: A related ability at four dots of Epikrato is large-scale public manipulation. Like elections. Or the stock market. Weather control also becomes possible at this point.
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# ? Apr 8, 2015 05:14 |
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# ? Apr 27, 2024 17:50 |
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Cythereal posted:
So I could, say, short-sell everything then crash the stock market?
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# ? Apr 8, 2015 05:26 |
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So my job has me copy editing independent medical exams, which are done by doctors at the behest of insurance companies when someone opens a claim. Today I had one that had an arm injury, and typically during extremity-based exams the doctor does a lot of measurements on the extremity. This one included the phrase 'inner arm circumference' which I mentally read as 'inner anal circumference.' So thanks for that, FATAL nerds. You've altered my ability to read.
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# ? Apr 8, 2015 05:33 |
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The Lone Badger posted:So I could, say, short-sell everything then crash the stock market? With enough successes? Yep, you certainly could. Every axiom makes you capable of horrible, horrible things past two or three dots, though some require more creativity than others. Three dots in Skafoi, for example, let you build interplanetary spaceships. Four dots gives you FTL, teleportation, and interdimensional. Five is time travel. Cythereal fucked around with this message at 05:42 on Apr 8, 2015 |
# ? Apr 8, 2015 05:39 |
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Major stock market or election manipulation is like a glowing "come eat me alive" sign to the vampires who think they have a monopoly on that poo poo. Which is why you shoot them with black hole lasers! I unironically like a lot of Genius, it can be fun if your group isn't comprised of spergs.
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# ? Apr 8, 2015 05:44 |
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Cythereal posted:With enough successes? Yep, you certainly could. Every axiom makes you capable of horrible, horrible things past two or three dots, though some require more creativity than others. I'm just still harping on the "short on money" thing.
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# ? Apr 8, 2015 05:45 |
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It sounds like all the axioms have ludicrous narrative capabilities, which makes me wonder what you're actually supposed to be doing as a character beyond "I dunno, CRAZY poo poo!" (Perhaps the game will say/will put some restrictions on the axioms, but I ain't holding my breath.)
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# ? Apr 8, 2015 05:47 |
Mors Rattus posted:The closest nWoD has to an Illuminati is the God-Machine, which is basically just an infinitely old weird poo poo generator that does strange and terrible things for no reason anyone can fathom.
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# ? Apr 8, 2015 05:53 |
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NGDBSS posted:It sounds like all the axioms have ludicrous narrative capabilities, which makes me wonder what you're actually supposed to be doing as a character beyond "I dunno, CRAZY poo poo!" (Perhaps the game will say/will put some restrictions on the axioms, but I ain't holding my breath.) In theory, the biggest restrictions on Inspired and what they can do (they use axioms to build stuff - they have no power in and of themselves) are their usually limited time, money, and raw materials. Geniuses could build a Death Star, but where would they get the funding?
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# ? Apr 8, 2015 06:12 |
NGDBSS posted:It sounds like all the axioms have ludicrous narrative capabilities, which makes me wonder what you're actually supposed to be doing as a character beyond "I dunno, CRAZY poo poo!" (Perhaps the game will say/will put some restrictions on the axioms, but I ain't holding my breath.)
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# ? Apr 8, 2015 06:19 |
Nessus posted:To play Girl Genius: Modern.
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# ? Apr 8, 2015 06:24 |
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Yeah, Genius sounds like it would be terrible at actually doing "Girl Genius Modern" because the central premise that Girl Genius is based around is "mad science has fundamentally changed the world." Nobody hides their stuff for fear of an errant curious glance breaking it, mad scientists literally rule the world. There are talking castles and airship armadas and people get reanimated from the dead as a matter of course.
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# ? Apr 8, 2015 08:01 |
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I think Genius would want to short out any idea of "Use my super duper technology to create marketable goods and services" by saying that it would be a good and sensible idea to do so, two adjectives that don't really apply to men and women so unstable they exist in unique paradigms of physical laws. It's not a very good excuse, but Genius leans pretty hard on characters being too mad science for basic logical things already that one more on the pile isn't too onerous.
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# ? Apr 8, 2015 13:13 |
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Evil Mastermind posted:Of course there is. Although amazingly it doesn't have splats. Has both Gliding and Combat Gliding Skills, the latter of which only serves as a limiter on how many dice you can use in aerial combat. And Gargomancy, which I keep thinking lets you gargle magic at people.
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# ? Apr 8, 2015 14:53 |
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Green Intern posted:And Gargomancy, which I keep thinking lets you gargle magic at people. Angus McGonagal, the Gargling Gargoyle
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# ? Apr 8, 2015 15:02 |
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Wearing argyle, no less.
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# ? Apr 8, 2015 15:09 |
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Gargomancy seems like it'd be mostly applicable in the capturing of Smurfs.
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# ? Apr 8, 2015 15:16 |
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Donald Rumsfeld, Blood Gargomancer
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# ? Apr 8, 2015 15:18 |
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There's a tradition at our game table, which is that one of the city guard is always named Striker McGonagal, and he's always waiting for the right moment to be the star of an 80s action movie (it never actually happens). From now on this guy is his dad.
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# ? Apr 8, 2015 15:23 |
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Genius: The Transgression, Part 7: KlagenGenius posted:Klagen Mister Freeze. If Grimms are the angry mad scientists and Hoffnungs are the mad scientists with a vision, Klagens are the mad scientists filled with regret and pessimistic views of the world, trying to set right some personal tragedy or stop a looming threat on the horizon. That being said, Klagens are as nuts as any other Inspired so don't be surprised if their quest takes some peculiar turns. Genius posted:Origins: Klagens are the rarest of all catalysts for a simple reason: most people with the potential for Inspiration in their situation tend to respond with anger (Grimms), have a new vision for the future (Hoffnungs), or blame someone else (Neids). A Klagen is usually created when someone in that kind of situation decides that it is their own fault, either directly or blaming themselves for not being smart enough, not paying enough attention, missing something that's obvious in retrospect. However, the Mania coursing through Klagens does not let them simply rest and grieve. They must do something about their loss, whether that means setting things right in their minds or trying to prevent their personal tragedy from happening to anyone else. On a good day, a Klagen is the most empathetic and human of the Inspired, knowing so well the potential for tragedy and sorrow. On a bad day, a Klagen is probably the one kidnapping little girls across the city and using mind control and memory editation to try to make them a new version of their dead daughter. The favored axiom of Klagens is Exelixi, the axiom of restoration. That Klagens would be partial to the axiom of healing and buffing is unsurprising, but Exelixi is also the axiom that leads to raising the dead and even true resurrection. As you might expect, the first derangement Klagens always develop is Depression. Genius posted:Training: Next: Neids and Staunens. These Catalyst sections are pretty short, so I'm just going to finish the last two in one post.
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# ? Apr 8, 2015 17:39 |
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I never know how to approach WoD-like fan stuff (or even the official stuff, really). On one hand, mad science is totally a concept that has the potential to be fun to play. But here, it gets crammed into the same and extremely predictable WoD framework we've seen a million times before, because WoD. It's not even that it's a lazy approach, because clearly a lot of work went into this and there are quite a few genuinely good ideas in there. It's just... I don't know. It's not even that I don't like rules and crunch, because I'm crunchy as all can be, but somehow everything just becomes bland, predictable and formulaic when squeezed into the WoD format.
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# ? Apr 8, 2015 17:58 |
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It's a Procrustean bed. Everything squeezes into a range of five ranks, ten in very specific or impossibly extreme circumstances, which doesn't offer a lot of granularity or wiggle room.
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# ? Apr 8, 2015 18:06 |
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Just makes me want to make one that's borderline worthless and put it out into the world. Disney: The Afternoon is my new game guys. You can play as Clan Darkwing, the Rangers, Duc'Talz, join the Goof Army, or be a Sky Pirate. 5 dots in Resources gets you a silo full of coins you can swim in.
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# ? Apr 8, 2015 18:15 |
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theironjef posted:Just makes me want to make one that's borderline worthless and put it out into the world. Disney: The Afternoon is my new game guys. You can play as Clan Darkwing, the Rangers, Duc'Talz, join the Goof Army, or be a Sky Pirate. 5 dots in Resources gets you a silo full of coins you can swim in. When are you launching the Kickstarter?
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# ? Apr 8, 2015 18:16 |
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Evil Mastermind posted:When are you launching the Kickstarter? Right after I move to wherever Disney can't possibly drag me into court from. I'm already hiding from Klasky-Csupo.
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# ? Apr 8, 2015 18:25 |
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Hyper Crab Tank posted:I never know how to approach WoD-like fan stuff (or even the official stuff, really). On one hand, mad science is totally a concept that has the potential to be fun to play. But here, it gets crammed into the same and extremely predictable WoD framework we've seen a million times before, because WoD. It's not even that it's a lazy approach, because clearly a lot of work went into this and there are quite a few genuinely good ideas in there. It's just... I don't know. It's not even that I don't like rules and crunch, because I'm crunchy as all can be, but somehow everything just becomes bland, predictable and formulaic when squeezed into the WoD format. Like, seriously. Fanbooks for Immortals and Scanners that divided them up into tribes or philosophies or whatever. gently caress that. Hunter: The Reckoning's splats sucked too. Mummy was splatless, it just had a few factions that didn't automatically determine how many points you got in snake-charming or whatever, and then they remade it as Mummy: the Resurrection which was dumb and had dumb splats and undid literally every single interesting thing about Mummy. I'm ranting now.
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# ? Apr 8, 2015 18:28 |
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Hunter: the Vigil's were pretty great though, mostly.
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# ? Apr 8, 2015 18:29 |
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I think my least favorite was Mage: the Awakening's Paths. I always just ignored the boilerplate description of how all Obrimos are holy rollers or Mastigos are Tyler Durden because [no reason given]. Just here for the ruling Arcana, guys.
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# ? Apr 8, 2015 18:36 |
Halloween Jack posted:Insisting on splats as a jumping-on point is stupid and boring, and squeezing every WoD product, let alone every fan supplement, into splats was the worst thing about WoD and its worst contribution to gaming in general. Highlanders probably did. Boy, that TV show sure had a real loving big impact on WoD, didn't it.
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# ? Apr 8, 2015 18:47 |
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For what it's worth, in Genius your Catalyst and Foundation are mostly RP fluff - the only thing Catalyst determines when it comes to crunch is what one of your favored axioms is and what derangement you'll develop first. Your choice of Foundation, if you belong to one, gives you a choice of two for your second favored axiom, and a special bonus. If you belong to a Lemurian Baramin, it simply determines what your second favored axiom is. All of the Catalysts make thematic sense in my opinion: it's the emotional state that drove you mad. Your choice of Foundation is mostly about what kind of mad science you're partial to, and the game notes that you're free to be part of the Peerage but not belong to any Foundation if they don't interest you. If you're Lemurian, your choice of Baramin is about where or how exactly you think human civilization went wrong. I'll do Foundations and Baramins after I finish Catalysts, even though in the book they come later. Then into the crunch after that.
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# ? Apr 8, 2015 18:59 |
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Nessus posted:Scanners didn't do it, as I recall. There was a note that some Scanners work for companies or whatever, while some Scanners are indie rock, but that's not a splat. There have been so many Highlander fan-supplements (for WoD and other systems) that I can't keep track. Some guy on RPGnet did one for nWoD and actually got a cease-and-desist for it, but I have a copy
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# ? Apr 8, 2015 20:37 |
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Kurieg posted:I have some good news and bad news for you. Fight! actually has a whole info box about emulating Bloody Roar. Kavak posted:Aaand this review just went from hilariously racist and stupid to depressing. Who needs the CyberPope if you can have "This is what RL is kinda sorta already looking like" World ? theironjef posted:Because Noun: The Verb is an inherently fun and easy to copy format. Pick a silly name, divide your subject up into five categories, add a curse. Now I would make a joke about a hypothetical "Magical: The Girling", but I think that's what Princess: The Hopeful is. I think there's even a fan-game for Kamen Rider, but I don't even want to think about how this is supposed to work with your typical WoD rules and customs. I'm already waiting for Super: The Sentaining. The Lone Badger posted:"Mad science doesn't pay the bills"? Even if it can't be reproduced you could make tons of money selling it as a service. "Your satellite in orbit for $100/kg, no questions answered." Or use your Super-Prospect-O-Mat to find a huge deposit of rare earths, buy up the mining rights, then have the site surveyed conventionally. Or "Guaranteed orbital destruction for $1,000,000 per square mile. No questions asked!" Hyper Crab Tank posted:I never know how to approach WoD-like fan stuff (or even the official stuff, really). On one hand, mad science is totally a concept that has the potential to be fun to play. But here, it gets crammed into the same and extremely predictable WoD framework we've seen a million times before, because WoD. It's not even that it's a lazy approach, because clearly a lot of work went into this and there are quite a few genuinely good ideas in there. It's just... I don't know. It's not even that I don't like rules and crunch, because I'm crunchy as all can be, but somehow everything just becomes bland, predictable and formulaic when squeezed into the WoD format. Half the time, I can't even tell if a WoD-style game is supposed to be a parody or not. theironjef posted:Just makes me want to make one that's borderline worthless and put it out into the world. Disney: The Afternoon is my new game guys. You can play as Clan Darkwing, the Rangers, Duc'Talz, join the Goof Army, or be a Sky Pirate. 5 dots in Resources gets you a silo full of coins you can swim in. I'm all for Clan Darkwing. The classic Greek tragedy of a hero that kinda sucks at what he does. Or how about Shounen: The Jumpening, where noble Gokoos destroy enemies by shouting really hard, and vile Eisens can reshape the past with the ancient art of Red'Konne. And with that out of the way... Fight! - The Fighting Game RPG Chapter 2+3: Skills, Qualities, Weakness and Quirks The next two chapters are mostly light on rules and just feature a long list of stuff to pick from, so I'll just do them in one post. But first, an example Fighter. I'll start hm at PL 1 and will later upgrade him to PL 3 for a potential combat example. El Oso, Luchador Bear Extraordinaire. The past of this Fighter is shrouded in mystery. One day, je just stepped out of the forest, donned a red mask, and entered the ring to show humanity who the real alpha-predator is. Before the crunch, I'll fill in the two "fluff boxes" on the official character sheet: Vital Statistics
Reputation
As a grapple-heavy Fighter, we could make him a specialised tanker with Stamina of 2 and a -1 in either Speed (making him slow) or Strength (gimping his basic moves and requiring him to rely on special moves that lack in utility because they have to make up for the low base damage). But since he's a luchador who's also pretty darn tough and strong, a balanced spread of Strength 1, Speed 0 and Stamina 1 sounds like a good compromise. Later Power Levels can flesh this out further with bonuses to damage (he's a bear), Accuracy (he's pretty huge, so those hit boxes out to be large) and Control (as your typical fighting game grapple move is a bit hard to pull off, we need all the help we can get). I think this goes to show how careful Fight! is. A more universal system could've had El Oso dump all his mental stats to beef up the physical ones. You can't actually be the best at everything here. Now onto skills! Chapter 2: Skills Skills rolls are a basic 1d10 + Skill level vs a Target Number (called "Difficulty Level" here). The maximum possible level for a skill is either 10 or your PL times 3, whichever is lower. This means you can already max skills with a PL of 4, allowing you to pull off "Generally Impossible" uncontested skill rolls 50% of the time (outside for circumstance modifiers). If a Basic Quality is relevant to a specific skill use, you can at its rating as is to the roll. Raw Basic Qualitiy ratings can also be used as a skill roll, usually at lower TNs. Rules for Critical/Mixed Successes and Fumbles are there, but optional. In contested rolls, ties are always rerolled, unless a tie would actually make sense in context. Skill Challenges are also there, called "Action Sequences". These even allow you to break your way through a guarded building without actually having to use the combat rules. Just treat the guards as a skill roll or two. Skills are broken up into Combat Skills (which really aren't anything like the other skills), Mechanical Skills (stuff that's useful in the two combat sub-systems) and Narrative Skills (fluff and roleplaying stuff). The skill list is a mix of your usual suspects (Animal Handling, Awareness, Cooking, Intimidation...) and some skills geared more towards martial arts (Meditation, Sense Ki, Stance Evaluation, a knowledge skill about the "Fighting World"). There's nothing about Driving, Piloting or Riding, though there's always the Occupation skill. Skill Specialisations are their own separate skill, which you roll along the base skill and pick the better result. Languages aren't really a thing in Fight!, unless you pick an Occupation skill to reflect that your Fighter really knows lots of them. A problem I can see is that there are some skills with similar names, but different applications. There's Agility, Acrobatics and Athletics. There's "Endure Great Harship" and "Grim Determination". You use "Call Forth Wisdom" to play mentor, and use "Receive Wisdom" to make sense out of what your mentor just told you. The descriptions are thankfully clear on what the skill does. And now onto the more interesting ones:
Chapter 3: Qualities, Weaknesses and Quirks This is also where we get rules about Story Points. They can be handed out by thinks like good roleplaying or purposefully playing up to a Weakness or Quirk. You spend Story Points to manipulate the plot, activate some Qualities, reroll skill rolls or have the GM throw you a bone if you're stuck. Your typical Quality, Weakness or Quirk gives you a bonus or penalty to a specific skill roll under specific circumstances, and there's also typical advantages/disadvantages like Amnesia or Connections. There's also like half a dozen different Qualities etc. related to your Fighter's looks, some only available to one gender (males can't be Cute, but at least they can be Bishounen), including Fan Service aka Pantyshots. The book notes how some of these Qualities are relative, so in a world where every female has huge gazongas, someone with the Buxom Quality has water melons. There are also Qualities with a direct combat effect. Fortunately, these are actually balanced with drawbacks. Sure, you can be a short dude that's really hard to hit, but you'll have a hard time hitting stuff at longer range with melee attacks. Combat-related Weaknesses sadly don't make up for their disadvantage outside of maybe allowing you to get more Story Points (which don't actually do anything in combat aside from one combat sub-system). A Quality of note is "Technique", which gives a Fighter access to stuff that nobody else can do, like Chun-Li's wall jump (which sadly is only in the Round 2 book, along with most other things you can use Technique with). And yes, "Theme Music" and "Badly Drawn" are a thing (and the "Annoying Voice" Weakness can also represent a very bad voice actor), if your Fight! campaign leans more towards the sillier side. And now back to El Oso. After the Basic Qualities, it's time for some Qualities etc. I think it's a good idea to leave some Quality "slots" unspent, which we can then use to boost Combat Skills or Fighting Spirit. Qualities For a bear, Big and Tall sound about alright. This reduces incoming damage further, makes it slightly harder to knock him back, allows him to just push people away through sheer mass, gives his basic moves longer reach and adds a small Intimidation bonus on top. On the flipside, he's bad at jumping as well as easier to hit and to evade. The jumping part can be cancelled out with the Mobile Quality (he's a luchador, after all), but the other drawbacks require some adjustments to El Oso's strategy. He's probably going to spend a lot of Fighting Spirit to keep his defenses high, and he better have some Special Moves to discourage the use of Evasion. For the last free Quality slot, I take Theme Music. El Oso's fictional player is so inspired by his bitchin' theme song that he automatically regenerates Fighting Spirit at a slow rate! Weaknesses El Oso naturally has Fearsome Appearance, making him stick out of crowds and suck at negotiation (unless they involve intimidating people). Unintelligent sounds good since bears don't usually go to school. I'm not going for Unattractive as El Oso's quite handsome apart from being a bear. With those Weaknesses picked, I have 2 free slots/points that I put into more Fighting Spirit. Quirks For personal quirks, I go for Arrogant, Attitude and Short-Tempered because he's a wrestler and a bear. Skills With 15 points to spend on normal skills, I'll do it quick and just max out 5 skills with a level of 3 each (the maximum you can have at PL 1). I pick Acrobatics, Endure Great Hardship, Intimidation, Thugh Thrashing and Property Damage. He's a big, scary bear that make cartwheels while wrecking your car. Combat Skills With just 5 points to put here, I go the boring route of putting 2 points in Combo (enabling 2-hit combos) and 3 points in Defense (the most reliable way to defend). Next Time: Special Moves. Let's make some Bear Hugs and Flying Clotheslines!
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# ? Apr 8, 2015 21:26 |
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Genius: The Transgression, Part 8: Neids and StaunensGenius posted:Neid This Catalyst shouldn't need any introduction. Neids are mad scientists characterized by jealousy, paranoia, and rejection by their mundane peers. Most Neids fundamentally want to be recognized by others, especially those who called them mad, for the brilliant scientists that they think they are - and indeed often genuinely are, they're just insane. Genius posted:Origins: We're told that most Neids get their start with a remarkable achievement, creating a proto-wonder with stray Mania that's capable of something not quite miraculous but a good step or two ahead of current technology. Inevitably, this proto-wonder falls apart or is revealed to be a freak accident that can't be duplicated, and that tends to send the proto-Neid into a tailspin to Inspiration. Others come up with some brilliant scheme or idea that inevitably doesn't quite work out when the proto-Neid tries to apply it in the real world. Those who realize that their idea genuinely was crazy or simply won't work are the ones who back away from Inspiration and resume their lives. Those who do not, those who want to show everyone how brilliant they are - for selfish or altruistic reasons - become Neids. Neids almost always develop a powerful sense of paranoia, either before jealousy consumes them or afterwards, but in the World of Darkness their suspicions identify real rather than imaginary enemies more often than not. Epikrato, the axiom of control, is the catalyst's gift to Neids. This is the axiom of mind control in various degrees first and foremost, but also probability manipulation and weather control. If people won't listen to the Neid, the Neid will make them listen. No prizes for guessing that Suspicion is the Neids' derangement of choice. Genius posted:Training: And the last Catalyst, the Staunens. Genius posted:Staunen Other than Neids, Staunens are the classical mad scientists. These are the people who caught a glimpse of something extraordinary, and that sense of awe and wonder consumed them. Staunens are the catalyst least involved with the mundane world, with no interest in changing or doing something about it. Their quest is to learn, to explore, to push back the limits of the unknown. Pity they're as nutty as any other Inspired, and what fills a Staunen with wonder can be horrific beyond description to a more rational individual. Genius posted:Origins: As a rule, the mental breakdown for Staunens is unusual in that it tends to come at the moment of revelation rather than as they drive towards Inspiration. Invariably, whatever a Staunen finally sees breaks their brain, whether from wishing they had never found the answer to their question or from snapping into a whole new world of possibilities. However it happens, Staunens have seen too much and looked too far, and now there is no turning back. Not that the idea would occur to most of them. Some Staunens devote their entire lives to one question, looking for one holy grail of [mad] science. Others are more impulsive and constantly flit from project to project as ideas and questions capture their interest. Be they obsessive-compulsive or merely obsessive, Staunens stand out in a collaborative for their general lack of interest in the human world. A Staunen wants to learn more about the world, not change it, though being Inspired they can't help but leave change and chaos in their wake. Staunens receive Apokalypsi as their favored axiom, the axiom of discovery. Apokalypsi is where sensors and information gathering devices of all kinds lurk, from tricorders to brain scanners to interdimensional telescopes. Staunens have seen something, and they want to see more. Being the obsessive spergs that they are, Fixation is the common derangement of Staunens. Genius posted:Training: Next: Wondrous Aesthetics (It's brief, but it's something Foundations and Baramins talk about so I'll get it out of the way)
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# ? Apr 8, 2015 21:29 |
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Halloween Jack posted:Y'know, I think we read the same Scanners supplement from BJ Zanzibar, and you're right. It was silly to single out that one when it was one of the ones that actually just stuck to the source material. My favorite bit of BJ Zanzibar stupidity were the were-squirrels that were stronger than the Garou in every conceivable way.
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# ? Apr 8, 2015 21:31 |
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Kurieg posted:My favorite bit of BJ Zanzibar stupidity were the were-squirrels that were stronger than the Garou in every conceivable way. Is that supposed to be some sort of allusion to Squirrel-Girl?
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# ? Apr 8, 2015 21:35 |
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Ah, yes. Fools-showing. Truly the classic inspiration for mad science. I'm surprised it took so long to get to that.
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# ? Apr 8, 2015 21:35 |
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Thesaurasaurus posted:Is that supposed to be some sort of allusion to Squirrel-Girl? My brain immediately went here as well.
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# ? Apr 8, 2015 21:37 |
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Doresh posted:Now I would make a joke about a hypothetical "Magical: The Girling", but I think that's what Princess: The Hopeful is. As for sentai and Kamen Rider, Hunter does that well enough actually. The only reason to make them their own splat is to give mechanical weight to done of their qualities
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# ? Apr 8, 2015 21:37 |
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Xelkelvos posted:Princess is magical girls in WoD. You are correct. Thanks to Madoka Magica they even have a source of horror that appends the previous one. Exalted seems to work as catch-all rules for anything anime as well, but let's be real here, no one starts cranking out a fan one of these after agreeing that they can just adapt existing works.
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# ? Apr 8, 2015 21:40 |
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# ? Apr 27, 2024 17:50 |
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Xelkelvos posted:Princess is magical girls in WoD. You are correct. Thanks to Madoka Magica they even have a source of horror that appends the previous one. I think I'll stick with Magical Burst. I don't need crossovers between magical girls and scat-crazy furry dudes. And please tell me Hunter has Giant Robots. That would be amazing. Doresh fucked around with this message at 21:46 on Apr 8, 2015 |
# ? Apr 8, 2015 21:44 |