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Posted: Thu Jul 01, 2010 12:34 am
I read ''MMA'' somewhere but there's too many words so I'm not going to read anything.
Also, I found a Kyokushin school in PR on the innernet, but I dunno where those guys are.
I'd like some good ol' bare-fist kumite. Hugging dudes around gets kind of tiring after a while.
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Posted: Thu Jul 01, 2010 12:39 am
Well, I wanted to have ABILITIES opposite of EQUIPMENT. The general idea would be that your racial abilities fall under different categories depending on what they are. To use KB as an example again, his Spider Climb would count as an ABILITY in the place of climbing gear, which would be EQUIPMENT.
In a similar way that if you're a telepath like Xavier you have high ABILITY, so you don't really need to carry a cellphone around, which is EQUIPMENT.
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Posted: Thu Jul 01, 2010 12:39 am
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Posted: Thu Jul 01, 2010 12:43 am
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Posted: Thu Jul 01, 2010 12:43 am
*does the Van Damme jump kick.*
SEEEYYYYAAAAAAA....
*cue drum beat in the bg*
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Posted: Thu Jul 01, 2010 12:54 am
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Posted: Thu Jul 01, 2010 12:57 am
STANDARD
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MID STR is the ability to lift more, strike harder, and in general be stronger than the average person. A MID STR character in this case is about two times stronger than the real-world average, or, equivalent of a member of the armed forces.
MID AGI is the increased range of motion capable of a character compared to their average real-world counterpart. A MID AGI character in this case is as agile as a professional judo practictioner.
MID INT is the quick-thinking required of high-tier fighters. Someone at this level is smart enough to be recognized as brighter than their peers, which allows them an insightful edge. A MID INT character in this case would be capable of solving most basic problems, and learns fairly easily.
MID CON is the bodily endurance of fighters at this level, reflecting the hazards of professional fighting in addition to those of Gaia. A MID CON character in this case is about as hardy as an armed forces soldier, able to endure a variety of wounds and fight through the different elements.
MID PHYSICAL POWER at this level of play is around that of a soldier or above. The average character has either mastered a select style or knows a variety of tricks. In addition to that they have limited physical abilities that aren't possible in the real world or encountered, like a lightning fast draw and slash or 100 fists technique.
MID SPELLPOWER at this level of play is around that of an low-power spellcaster or elementalist. The ability to generate special attacks that exist only in the realm of imagination, as well as the mastery of elements or ki falls into this category. A character at this tier probably knows at least one or two spells, or has a resovoir of magical energy they can call upon in unique ways.
MELEE ability of a character in this tournament can generally be considered the capacity to fight in close quarters combat with the experience of a professional. Unlike PHYSICAL POWER, this reflects more of the mechanical ability of a character to score hits on their enemy, and ultimately represents their accuracy and skill with weapons of choice.
RANGED is the ranged equivalent of MELEE. A character with a normal RANGED ability at this level is going to be able to strike a human-sized target within the standard range of their weapon or weapons even under less than ideal circumstances. While a normal hunter or marksman may require to be completely still or the surroundings to be in their favor, characters at this tier are able to fight with ranged weapons accurately and more flexibly.
EQUIPMENT for characters at this level should be fairly similar to that of celebrated fighters in the real world. Characters should have access to civilian technologies for utility, as well as appropriate levels of body armor ranging from archaic to modern variants. At this level of play it would be appropriate for a character to have their own vehicle and all the things they need to maintain their daily life/occupation.
ABILITIES for characters at this level are similar to the levels of equipment. For characters at this tier of play it is acceptable to have non-offensive utility abilities limited in scope and power. These abilities should be in keeping with the nature and personality of the character, and be representative of their lives. A common ABILITY at this level might be limited telepathy ( talking only ) or effects that change their appearance in minor ways.
...Yep.
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Posted: Thu Jul 01, 2010 1:08 am
How about HOKUTO SHINKEN?
What does that classify as?
I'd like to punch ppl a hundred times in succession.
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Posted: Thu Jul 01, 2010 1:21 am
Ok, well, I was looking at a profile or two but apparently you guys are SCURRED we'll all learn your secrets OOC and bust your a** in THE GAME.
So, I'm using Makenshi, and what I can read from his profile.
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Equipment:
Flak Jacket Vest:
* Big pocket (right) - empty * Center 3 pockets - M84 Stun Grenade x2, Smoke Grenade x1; self explanatory. Effects of Flash bang last for approximately 5 seconds until eyes adjust. Effects include Ringing sound, blindness, disorientation, loss of coordination and balance, deafness. 5 foot radius. * Smaller 3 pockets (left) - Chaff grenade x1; Water Bottle of Gasoline (regular) x1; Dilaudid injector; Chaff grenade has the momentary 5 second effect of knocking out electronic equipment. The dilaudid injector is a small device that uses a small needle and shoots a quick shot of dilaudid into the body to relieve the pain of gunshots, and other lacerations or wounds of that nature. 2mg lasts for about 1-2 hours. * Small pocket (chest) - Empty
To begin, this is where I'd scale up EQUIPMENT a little bit and look at removing something from ABILITIES. Why? Because even if you're really fast and strong, I don't personally feel as though many of our characters are considered active members of the military. I live in Canada so I don't know how it is for you guys, but I don't think you can buy grenades up here. So to me... having grenades would reflect an EQUIPMENT upgrade.
Cargo pants -
* Right leg cargo, thigh pocket - 15 shurikens/ninja stars. Thin, black, steel stars for lower visibility and faster traveling speed. * Left leg cargo, thigh pocket - 3 Kunai's, thick and black. Can be used for digging, dagger, or throwing.
Back Pouch - A pack of 30 Caltrops, or small steel spikes used to stab into normal, thin, rubber shoes, or bare feet. In the event they cant stab into feet, they can still stumble opponents balance a little bit.
Stun Knife - Located attached to his left Tabi Shoe on his calf. A combat knife with a small button that when pressed activates an electric shock that can momentarily stun an opponent.
Roll of Piano wire 12 ft - Located in the calf pocket of his right tabi shoe.
All of this stuff, by contrast, I would consider within the STANDARD acceptable EQUIPMENT range. It means that you can probably have all this stuff ( provided you can carry it ) without having to detract from your ABILITIES.
Skills
* Spiritual Manipulation of fire – Allows him spiritual manipulation of fire; Using his spiritual energy he can cause air molecules to spontaneously combust and control it. He is naturally immune to all burns, but due to the tournament he has been induced with a curse that hinders his spiritual fire manipulation. Thus making his fire manipulation weaker. He is immune to most fire and burns, but not all. Between rounds the curse is lifted and his natural spiritual abilities kick in. The temperature in this fight on his fire is maxed at 1000 degrees Fahrenheit. For this tournament he will only be manipulating his fire in 2 ways. * Blazing impact - Concentrates flames or heat around his fits that augment his strength times 2 and adds burning effects from his hands. Due to the heated atmosphere around the fire it slightly increases the movement speed of the attack. (1 post charge) * Blazing Kick - Same as above but in a kick (1 post charge)
Now, this sort of thing I think mostly falls into the STANDARD range of SPELLPOWER. There isn't really anything there that goes above and beyond what is normal for us to encounter roaming Gaia, and what should be considered normal in a fighting tournament on Gaia. Its basically a nod that he can create ki fire, and in this case, he can punch and kick people with it. ( and a bit of an edge because its a special attack )
Combat Abilities: Skilled in....
* Tai Chi Broadsword * Ninja-To Straight sword * Throwing weapons * Technological devices * Art of Ninjutsu * Art of Tai Chi * Art of Bajiquan * Minor to intermediate survival training
This is all OK to me, not only because there isn't really anything in there that's a PHYSICAL POWER sort of special attack or effect, but because... well, it doesn't matter what he says he masters for a fighting style. If he as a writer can't back up what moves go where, he's going to be ******** up. It's more like having a mastery of a couple of fighting styles would give him a solid base to argue "I know ninjutsu, so I recognized where he was going with x when he did y". ( provided he's fighting someone using ninjutsu against him )
* Acute K9 hearing * Natural night vision, albeit a bit unclear * Acute sense of smell * Natural agility * Above human strength, endurance, and speed * Fox Balance (Really good balance) * Retractable claws in the fingers and toes (Unlikely to be used, but just in case)
Looking at this, I figure... above human str, endurance, and spd is already covered and will likely be matched by other fighters. Pretty much everyone is either above human or "peak human" which is basically... above human. It's like slang for metastrong to say that you're peak human.
Still, seems within normal range for ABILITIES at this level. K9 hearing might become obtuse if its abused, but heightened hearing is fine. The natural nightvision is another basic utility ability that comes from being a furry, same with the sense of smell and balance... and of course, claws. These are all pretty common low-power abilities that shouldn't break the fighting aspect of the roleplay in any significant way.
So, seeing what I see in that profile... Makenshi seems pretty standard for what STANDARD should reflect at this power level.
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Posted: Thu Jul 01, 2010 1:24 am
...Damn. Now I feel like my profile isn't detailed enough all of a sudden. xP
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Posted: Thu Jul 01, 2010 1:39 am
..Uhuh.
*continues digging for green monsters*
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Posted: Thu Jul 01, 2010 1:50 am
How about Fox?
His strength goes according to his weight, but he relies on his technique to make attacks more effective than a typical hard-swung punch.
His stamina goes as far as a boxer's at his peak or a soccer player's.
No equipment
Only ability is the ability to deflect Ki based attacks NO PROBLEM.
Melee wise, his style goes as far as my knowledge goes, so you can expect anything from him. He's also turned an acrobat from that Pro Wrestling gimmick he did for HoH. He's like Parappa The Rapper.
....I don't think there's anything to elaborate on here... I'm just bored.
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Posted: Thu Jul 01, 2010 1:52 am
Now, to compare my own profile, which illustrates the key points of contention with using some things that are overtly powerful... like vampires. ( Using the source material I did, at least. )
Fangs / Claws - While not equipment strictly speaking, KB's available weapons include these natural armaments. He is able to 'retract' them at will, reverting them to a more human appearance. Both his fangs and his claws are easily capable of tearing into flesh, even that which is supernaturally resilient.
To be fair, this should probably fall into the ABILITY section of the STANDARD. Otherwise negligible, I think that because the fangs and claws override ABILITY armor they should detract slightly from EQUIPMENT.
Clothing - An extension of his being, his clothes can be hardened to rival steel in strength. This allows him to maintain full maneuverability, yet will armor into specific places on the fly. The downside of this unconventional practice is that his clothing suffers his same weaknesses while affected, becoming damaged by sunlight and bypassed by silver. ( An extended part covers the wings themselves )
Another ABILITY instance, since EQUIPMENT includes the basics like clothing. The power to morph the clothing into impromptu armor or weapons is what makes it strong enough to be considered an ABILITY. The overall benefits are of course melded with a weakness, which would help for the sake of fairness in determining how far EQUIPMENT should be cut back.
-Insert misc info about his wrist-mounted senbon one-shooters, which doesn't seem to be in the public profile for some reason. Also a katana that is nearly unbreakable, whose blade is almost invisible.
I feel as though the first thing is just innovation and should be considered common EQUIPMENT for Gaia thieves and assassins. The sword I would argue would be considered a special piece of EQUIPMENT by the nature of its unique construction, though I think its safe to assume that almost all melee weapons we use are "almost unbreakable".
Endgame - Coupling accuracy with the ability to detect the bloodflow of a living creature KB aims an attack with his sword that misses all vitals and allows for full recovery whilst giving the appearance of a mortal blow. This technique allows him to dissuade a combatant from continued fighting, given that improper movement of the blade can cause knicked arteries or cut organs.
I think this falls in the STANDARD of PHYSICAL POWER.
Unerring - KB is 100% accurate with his ranged weapons. The only way he can miss his intended target is for outside interference to become a factor ( Provided he hasn't factored it in already, such as wind ) or for the maximum range of the weapon to be exceeded.
This can honestly be removed, I don't know why I even pushed for it. It would be above the STANDARD for RANGED in my opinion.
Phantom Slash - Used in conjunction with KB's ability to use his cape as a weapon, the Phantom Slash is an attack that extends his range considerably. The force of his slashes causes a blade of force to continue in a wave pattern away from him, impacting anything in range of the attack. The maximum range of this ability is 30ft. The strength of the attack does not diminish until it has reached its maximum range, at which point it disperses harmlessly. The force of these attacks is strong enough to match the attacks that generates them.
This I think would fall neatly under SPELLPOWER, if it had limitations attached to it. Something like once every three rounds would have kept it from being over the top and in the range of STANDARD to me.
CutCutCutCutCut!!! - This technique essentially transforms the user into a death-dealing top. The user becomes blurred in motion as they spin towards their enemy. This attack can persist for 3-4 seconds, and can be used defensively as well as offensively. The weapon of choice determines the range of the attack, though only simple patterns are capable since the weapon has to be held in one position as the user spins. While using this ability the practictioner is unable to perceive the world around them.
I think this falls safely into the STANDARD of PHYSICAL POWER.
Enhanced Strength - The strength of a vampire is considerably more than the average human being. This allows for him to use his abilities or weapons in ways disproportionate to his size and physical stature. Overall, his strength is about three times that of the average adult male.
Enhanced Speed - Though unnaturally strong, a vampire is also quick and agile. KB is no exception to this rule and is faster than the average human being. In addition he thinks faster than living creatures and is able to perceive the world around him at his rate. This allows for him to run two times as fast as an average adult male, his reflex time is cut in half, and his motions are impossibly fast for a humanoid.
These, in retrospect, should be considered above STANDARD. They would be more standard for a higher tier tournament where those sorts of stats were common, but at this level they are above common and slightly contradictory to one another ( within the confines of this power level, you'd have to go one way or the other. )
Energy Drain - By striking an enemy with a natural weapon KB is able to drain them of their will to live. This ability only applies to living creatures and thus has no effect on constructs or undead. The immediate effect of being struck is depression and a feeling of coldness, with consecutive strikes instilling feelings of hoplessness and dread. Repeated contact then begins to consume the life energy of the target, transfering it to the vampire and strengthening it. Desiccation of tissue and loss of function becomes evident as the soul is essentially removed from the body piece by piece.
Blood Drain - The vampiric ability to consume the blood of a target by biting them. Doing so revitalizes a vampire, giving it the strength to continue fighting and healing wounds in an amount equal to the amount of blood consumed. ( Consuming an adult entirely can heal a massive cut or gouge. )
These are quite obviously ABILITIES, and because of that I think they'd have to take away from EQUIPMENT. In the case of KB I entered him as a fairly LOW EQUIPMENT HIGH ABILITY character, which is obvious in the fact that he only has three EQUIPMENT weapons, none of which he's used in an actual fight so far.
Indominable - As a vampire KB is not a natural being and his body does not follow the same basic rules as those of a living creature. Listed are the rules of his disposition, both its weaknesses and its strengths.
DR: The flesh of a vampire is resilient and resists most attacks. Common injuries like scratches or pinpricks aren't capable of piercing a vampire's skin. Even a weapon like a knife is incapable of injuring a vampire unless it is used with great force. This damage reduction does not apply to silver or magical weapons, which affect vampire flesh normally.
Undead: The body of a vampire is run by Negative Energy, and as such does not require sleep, water, or food. Additionally, it is resistant to varying temperatures, with a noteworthy resistance to cold and electricity. A vampire cannot be frozen to death or overheat, though they can be burned or frozen solid ( though freezing would be considerably harder ). A vampire's body also regenerates itself through the consumption of blood or the life force of a living creature. On the flipside, a vampire is disorientated and destroyed by continual exposure to natural sunlight. A vampire cannot enter naturally running water or it will quickly be killed. A vampire is immediately slain if its heart is pierced, though it will revive when the object is removed.
Additionally, the body does not require the function of muscles or tendons. The nervous system is dead as well, so it becomes moot. A vampire cannot be knocked out or disabled by pressure points. It is simply the will of the creature alone that motivates it, which permits its continued activity even when if reduced to tatters.
ABILITY ABILITY ABILITY, I cannot stress that enough. With powers like these, I wouldn't allow KB to use any armor as a Judge. I also wouldn't let him use other EQUIPMENT forms of protection. In fact, looking at it now, I think I'd remove his EQUIPMENT options completely. The only things I'd allow would be like, clothes, and an umbrella.
Ghoul Maw - The magical ability to morph one's mouth beyond its natural dimensions. KB uses this ability to replace all his default teeth with fangs, to increase the size of his bite to otherwise impossible measurements, and to produce gut-wrenching fear in his enemies. While employed his mouth stinks of carrion and overflows with blood and maggots.
SPELL POWER, I don't feel as though this is too far outside of the norm for STANDARD. It's freakish and scary to be sure, but it's not too powerful on its own. Not any more so then being able to set people on fire with punches, for example.
Final Blow - KB combines all his strength into one strike, aiming to maim or mortally wound an enemy with either one of his hands. This allows him to pierce body armor or flesh as though it were tissue paper. This attack requires a moment of preparation and cannot change target, nor can it make the hand make substantial changes in trajectory.
This is pretty clearly a PHYSICAL POWER thing. I'm not entirely sure how I feel about it. On the one hand I think its a pretty powerful move, but on the other I feel as though its fairly limited as well. I think a solid one post pre-charge would but this in the acceptable realm of STANDARD, given its limited aim and inability to change targets or trajectories.
Falcon Punch - KB uses Negative Energy to propel himself forwards in a concentrated burst. The maximum effective range of this technique is 20ft. This distance is crossed almost instantly. Terrain is not an issue unless there are notable obstructions that would physically block him from reaching his target, and can't be simply barreled through. ( Thick stone walls for example, or vehicles. ) Once activated this ability cannot be stopped unless the punch connects or the distance is traveled.
Shadow Kick - Fundamentally the same as the Falcon Punch, though this ability has a shorter range of 15ft and delivers a kick.
Pretty basic SPELLPOWER fare. I think the problem with it might have been that he had a variety of spells, and that his lack of PHYSICAL POWER techniques ( style masteries and the like ) was largely offset by his base stats being so high in STRENGTH and AGILITY. Outside of that, I think that this is close to STANDARD, with a possible addition to limits between uses, like, a 3 post cooldown.
Life Sense - As a vampire KB is able to detect the blood of living creatures near to him. This form of sight causes the illumination of blood to the vampire's senses in the dark, and can be employed at will simply by closing the eyes. This ability does not pierce walls however and is subject to line-of-sight.
Spider Climb - KB is able to traverse any flat surface with ease, disregarding gravity as he does so. This allows him to walk up walls or along ceilings in complete comfort without disorientating himself. When he does so the gravity of himself and attended objects seems to orientate itself to his will, causing his clothing to hang towards whichever surface he walks upon.
Aura of Undeath - Like a sieve the vampire constantly leaks Negative Energy which has palpable effects on the world around him. Lesser lifeforms can be killed outright ( small plants, vermin ) and the temperature of the area drops considerably if his proximity is prolonged. This 'aura' can be subdued for a short time at the expense of effort.
More abilities, in case KB didn't have enough of them. These I feel stand alone completely fair in the ABILITY section. Granted, these are basically utility and flavor abilities and have limited uses in an actual fight. They could be made to be more powerful, but that largely depends on circumstance, not the virtue of their own "power".
Ahahaha.
I wish I'd designed the key parts of this system BEFORE I submitted KB to the tournament. This is... interesting! I'm actually enjoying the comparisons in this system.
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Posted: Thu Jul 01, 2010 1:57 am
C. Fox How about Fox?He's Mexican, free sombrero no EQUIPMENT cost. His strength goes according to his weight, but he relies on his technique to make attacks more effective than a typical hard-swung punch.PHYSICAL POWER boost, depending on degree of power increase vs strength. Could easily subtract from SPELLPOWER. His stamina goes as far as a boxer's at his peak or a soccer player's. Well within STANDARD. No equipmentI... Dammit Fox. Only ability is the ability to deflect Ki based attacks NO PROBLEM.ABILITY is ABILITY is ABILITY, I don't really see how this would be a problem in STANDARD provided he can interact with ki based s**t, or whatever. If he's deflecting ki blasts like in DBZ or whatever I'd still say its ABILITY, but STANDARD tier. If he just flies through ki fire and is LOLIMMUNE, then I think you'd have to look at subtracting from your EQ- GOD DAMMIT FOX. Melee wise, his style goes as far as my knowledge goes, so you can expect anything from him. He's also turned an acrobat from that Pro Wrestling gimmick he did for HoH. He's like Parappa The Rapper.Completely acceptable. ....I don't think there's anything to elaborate on here... I'm just bored. Yes, yes, Fox is low-powered compared to use meta-fags. But y'know, that's fine and dandy. I'm sure you'd still hold your own really well, if you'd step up to the plate.
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Posted: Thu Jul 01, 2010 2:10 am
No sure what you mean about the PHYSICAL BOOST part. I'm just saying that he cares about the technique behind the attack so he'll do things in a certain manner to be more effective. Maybe I didn't get it.
Also, he only deflects ki. Bats/swats it away, whatever you wanna call it.
Ki is one thing, so I also want to do something about magic or any type of elemental control that doesn't require ki...
And I don't know about that stuff.
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