First off you have to decide just how much like DBZ your game rules need to mimic. But what we are going to do is find a middle point. DBZ is very much a superhero game setting and not just a fighting game setting.
Now we also want our game to start off low and build every character up to the god-like behemoths they will become. And just a note...Dragon Ball GT - does not exist. I am one of those guys that chooses to ignore the series because it was made with out Akira Toryama's consent/input. As such we will ignore the whole GT series.
And just so you know - yes Goku would win against Superman. Ignore the thing done up on youtube for the vs. match for the two. They don't take enough into account, like Goku being able to fight a being who can blow up planets (Frieza) which would imply that Goku is powerful enough to do that himself. Then he fights Majin Buu who can destroy entire systems! Sure Superman can move planets, but so can Goku if he was inclined to. Also Superman destorying the Earth just to beat Goku...nope - wouldn't happen at all. The whole thing was badly researched and figured out. Goku may have only a finite supply of Ki but he's got enough that he could outpace superman easily. More over ki can be used not just for his transformations, but he can boost his strength/speed/toughness with it. Goku would never put the Earth in danger, and neither would Superman. So the fight setup was complete and utter crap too.
ANYWAY...
In the anime/managa Dragon Ball starts with the main characters being fairly young in age, about 11 to 18 years old in age. This really won't do for a RPG that is played mostly by men who are well over the age of 18.
And while I hesitate to use it as an example, the Dragon Ball Evolution movie does give a good alternative starting method, with Goku and his friends as high school students and 18yrs old too. Also it won't do for Goku and his friends to exist in our world...but that is really up to the GM too.
So in crafting our setting we will have the following:
- Characters will be at least 18yrs old.
- Martial Arts has a higher degree of fan base than it does in the real world. In this world it is more popular than American Football.
- Beast-people: They are a staple of the dragon ball setting and Akira Toryoma's work in general. They will/should exist as well. But you gotta have an explanation as to how they exist. And that's easy - the Dragon Balls.
- Alien Races: They exist too, like the Saiyan's and Namekians. Players should feel encouraged to come up with an alien race themselves if they like, but they should look almost completely human or animal like so as to blend in on Earth.
- Super Technology: This exists as well via the Capsule Corporation. Robots, robot suits, flying cars/trucks/buses, and capsulizing technology all exist. To that extent power armor would also exist. Intergalactic travel is also a very real thing.
- Ki: This is the power from which nearly all characters get their powers. It is a spiritual/inner energy that comes from training and uniting one's mind, body, and spirit.
- Magic: Magic is less seen but it is there. Magic often does somethings that ki can but it also does a lot of things ki can't. Creating objects out of thin air is magic and something that Piccolo and a number of other characters can do.
- The game should start during the Legend of Goku story arch. Starting Points should be around 300 with 25-50pts in Complications.
- Minions: Big baddies should always have minions who are skilled enough to give the players a good fight. And there should be other people traversing the world who can challenge the players in other ways. Think of the game as something of a low level Champions game setting (to start) - but with specific requirements on what powers people can have. In DBZ this isn't really common placed. This should change so that players have more opportunities to gain XP for game sessions.
- Big Bads: The villians in Dragon Ball and DBZ are typically so tough that it takes a team to take them down. This is common with master villians in Champions like Dr. Destroyer where one villian is more than a match for a team of hero's. In some cases (like General Red, or Emperor Pilaf) it may be more called for to have the villian be underwhelming when met...or maybe you may want to make a few creative changes to make them and the story more interesting.
- Game Rules: We will be using the 6th Edition rules for this write up.
- SPEED: All characters cannot have a speed greater than 3. To increase speed you have to expend Ki for this purpose.
- Mental Attacks: Not used in the setting and shouldn't really be used in the game either. Those who do have mental attacks are few and far between as psychics are not common. Mind control is even rarer. Typically every one has some degree of mental resistance as well, even if its just the initial amount given by one's MDV & MD.
- Skill Rolls: Powers will require skill rolls to use. For magic a Magic Use skill roll is appropriate (INT, 3/2). For Ki however there will be two seperate skill rolls depending on what you are doing. Focus Ki deals with focusing your ki to enhance youself. Release Ki deals with releasing your ki to create energy blasts.
- Powers: These can be tech based, magic, or even ki. Tech does have to be built appropriately if anyone can just pick it up and use it. If you limit it to just you then this needs to be reflected. Magic powers need to have incantations and gestures and they should always take extra time to cast. Ki powers on the other hand are going to be built differently and will be explained later. A cost multiplier will be used for powers. In this case you want to divide the cost. Equipment which can be damaged or taken away has its RC divided by 3 or 0.33 if using Hero Designer. Magic spells have their RC divided by 2, or 0.5 in Hero Designer. Note that to activate the cost multiplier for Hero Designer you have to open the Campaign Rules and go to the Rules tab. The option is right at the top "Allow Cost Multipliers".
So with these things in mind we have to decide on how the Saiyan and Namekian's will work.
The Saiyans
- Tails: Saiyans are similar to humans in appearance except for their tails. Hair color is typically only black or dark brown, but other hair colors do exist - often due to a Saiyan wishing to dye their hair a different color. A Saiyan's tail is a weakness unless they have it removed or train extensively to remove the weakness. Also some Saiyans learn to do tricks with their tails, but for the most part the keep their tail wrapped around themselves like a belt to keep it from being targeted easily. This comes as a Physical Limitation: Tail Weakness - If grabbed the Saiyan's strength is reduced to 1, a point where they can barely stand. Squeezing the tail will inflict 2d6 STUN damage. If the Tail is removed the Saiyan suffers 1d6 DEX Drain that lasts a week as their body gets used to the change. Also with out the tail the Saiyan cannot assume the Oozaru battle form. (Infrequent, Fully Impairing (AP 20))
- Strong and Durable: Saiyans are physically primed for fighting. They can take beatings and injuries that would kill lesser beings. Minimum Characteristics for Saiyan's are: STR 15, DEX 15, CON 15. PD & ED must be bought as Resistant with a minimum of 6 PDr/EDr. The player must at a minimum buy these stats up to the noted minimum requirements.
- Natural Warriors: Saiyans are natural fighters and are required to have a minimum starting OCV/DCV of 5 instead of 3. The player must at a minimum buy these stats up to the noted minimum requirements.
- Natural Ki Users: Saiyans have a natural capacity to use their ki, plus they are put through automated training programs as infants that tells them how to focus their ki. Once they receive formal training they can use ki quite quickly, or in some cases they can see someone use their ki and figure out how to use their own in just a few minutes. The character has a +1 to all skill rolls involving the use of their Ki (AP 3) - RC 3
- Oozaru Form: This form can only be used if the Saiyan has their tail and see's a full moon. This allows them to assume a transformed state of a giant ape. Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide) (Tail Weakness is counteracted wile in the Oozaru form), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (140 Active Points); Conditional Power Power Only Works Under A Full Moon (-2), No Conscious Control (Only Effects cannot be controlled; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power, Side Effect does a predefined amount of damage; Berserk - In the Oozaru form the character cannot control themselves or distinguish between friend or foe except on an animalistic level. The GM now takes control of the PC and will need to make Perception rolls to identify friendly targets and avoid attacking them. Mouth Ki blasts can also be fired at teh GM's discretion -1), Limited Power Power loses about half of its effectiveness (Cutting off the Tail will cause the PC to revert back to their normal form.; -1) - RC 23
- Shtick: Due to a Saiyan's uncanny physiology the Saiyan needs to eat larger amounts of food than most people normally do. Also a Saiyan's hair will always grow to a certain length and style and stay that way heedless of what they Saiyan does, short of shaving their head bald. A Saiyan's hair will grow at 10x the natural rate of a humans. Facial hair seems to grow at a normal rate though.
- That Which Doesn't Kill Me: Saiyan's get a boost in their capabilities when nearly killed and healed back. Aid STR, PD, ED, SPD, END, REC 4d6, Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Being Healed From near death, or restored to life will trigger power.; +3/4), Delayed Return Rate (points return at the rate of 5 per Day; +2 1/4), Expanded Effect (x6 Characteristics or Powers simultaneously) (+2 1/2) (180 Active Points); Conditional Power Power only activtes if Character is put into a near death state or has been killed and is then restored to near full health or restored to life again. (-1 1/2), Only to Aid Self (-1), No Conscious Control (Only Effects cannot be controlled; -1) - RC 40
With Characteristic Minimums met: 100pts + 20 for Complication
So This is more or less what I would have in mind for a write-up on Saiyans. It works with out being to over powered.
The Namekian's
Ok so the thing to keep in mind about Namekian's is this. First there are no females. They are physiologically similar to slugs (thus the pun on their name) and reproduce A-Sexually, so there are no females because of that. Nameks also subsist on primarily water but can eat food on occasions that they deem fit to.
Namekians are also broken up into 3 different Caste Clans: Warrior, Dragon, and Demon.
The Warrior Clan is made up of highly skilled/powerful fighters. The Dragon Clan primarily uses magic and is more philosophical and intellectual in nature. And those who are of the Demon Clan are outcasts, Nameks who are bent toward acts of evil and increasing their power like any villain would, they are also not above creating any number of offspring and mutating those offspring into new forms to suit their own needs for minions.
Some Namekians also bridge the gap between being Warrior and Dragon (like Piccolo), but they are exceptionally rare.
--------------------------------------------------
01/06/2015: Alright so I decided to just update the last blog entry with information on the Namek's abilities.
--------------------------------------------------
- Enhanced Hearing: (Total: 20 Active Cost, 20 Real Cost) +4 PER with Hearing Group (Real Cost: 8) plus +6 to offset Range penalties for PER rolls for Hearing - RC 12
- Thick Skinned: Life Support (Safe in Intense Cold; Safe in Intense Heat) - RC 4
- Expended Life Span: Life Support (Longevity 1,600 years) - RC 4
- Ki Regeneration: The Namekian can use their ki to regenerate damaged or lost portions of their anatomy but by expending large amounts of ki. The ability has to be built as a ki power that one has to learn.
- Stretching & Expansion: Nameks can learn ki powers that allow them to stretch their arms and legs or they through the expenditure of a great deal of power then can grow in size. These are ki powers that have to be learned.
- Fusion/Fission: Nameks have the ability to fuse with other Namek's to gain greater power, and at the same time they can make copies of themselves. While the ability to make a copy of one's self is doable, it can also be done in such away that a complete new being is created. A Namek can also give their life to instantly create an offspring because of their Fission ability, and some can even infuse their soul into it to essentially resurrect themselves. The ability to do this is a separate Ki power that has to be learned. And by fusing with another Namek the Namekian can acquire incredible power.
- Propagation: Namek's reproduce by creating an egg which they then excrete from their mouth. The egg is child sized and and cracks open soon after. The Namek child then quickly grows in age from an infant to that of a child. However at this point the Namek's aging slows allowing them time to learn and figure out which clan they are apart of. They then grow rapidly to their adult height.
- Natural Ki Users: Namekians have a natural capacity to use their ki, and are typically trained to use it shortly after birth. Once they receive formal training they can use ki quite quickly, or in some cases they can see someone use their ki and figure out how to use their own in just a few minutes. The character has a +1 to all skill rolls involving the use of their Ki (AP 3) - RC 3
- Chosen Caste Clan: Nameks typically need to choose to be between one clan or another. Those who become Warriors will focus on learning to harness their ki and fight. Those who are of the Dragon Clan will concentrate more on intellectual pursuits than fighting or using ki and often develop a talent to use magic. Few have the skill to allow them to bridge the gap between the two clans and be capable of using both ki and magic. Those with the Warrior Caste will have minimum characteristic score of DEX 20, CON 20, REC 8, BODY 15. PD & ED must be bought as Resistant with a minimum of 6 PDr/EDr. Those of the Dragon Caste will have a minimum characteristic score of INT 20, EGO 15, REC 8. PD & ED must be bought as Resistant with a minimum of 6 PDr/EDr. The player must at a minimum buy these stats up to the noted minimum requirements.
- Alien Appearance: Nameks are decidedly very alien looking and tend to stand out on most planets as being such. Distinctive Features: Alien (Not Concealable, Noticed Recognizable, Detectable with common senses (AP 20))
BASIC TOTAL COST: 20 +20 in Complication, not including Characteristics Minimums.
With Characteristic Minimums met: 79pts + 20 for Complication
----------------------------------------
Ok so with the Namek's out of the way we'll move on to powers next time as it will require some crafting finesse to properly work them out to mimic how things work in Dragon Ball.
No comments:
Post a Comment