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R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: August 26, 2011 03:42PM

Given that there has been a bit of a lull in my own tabletop pen-and-paper RPG schedule, I'm going to start inflicting my random stuff on you folks. Granted, it is going to be at least tangentially related to the board's interest, especially since I will be talking about at least one game that has certain explicit bits of genre emulation blah blah blah.

So, this is really a place for me to talk about tabletop RPGs and explore them through their own methods of character generation.

There was some good fighting, but it wasn't much of a challenge.

So, I like fighting games. I'm not especially good at them, but I still like the idea- however, the genre has been almost constantly hobbled by three major barriers- Cheating AI, extreme twitch requirements, and simple execution barriers. given their popularity, there have only really been a couple of notable RPGs based on the genre.

The first was White Wolf, creator of the Urban Fantasy RPGs like Vampire: The Masquerade and Hunter: The Reckoning and whatnot. They made the Streetfighter RPG, which was not all that good due to White Wolf's insistence on using the same system for everything from low-powered urban fantasy (Vampire) to warring between the reincarnation of ancient demigod-kings (Exalted), so it was practically a guaranteed failure among genre fans.

The more recent entry is Fight!: The Fighting Game RPG by Christopher Peter, otherwise known as "Fight Fighting Game Game". This used a new system from the ground up built heavily towards genre emulation, and containing a combat engine built towards emulating the good aspects of fighting games (the tactical decision-making, fights between equals) while cutting out all of the bad stuff (see above, plus infinite combos).

All of the initial advice in the game book is geared towards getting the GM and players alike invested in the tropes of the genre, such as "The Human Body is the Most powerful Weapon", "Combat is Unavoidable", and so on, and it does put a good number of tools in the GM's box for even non-fighting scenes. It's a fine enough game, and I'm not just saying that because I did some work for one of the more recent books.

So, let's do something with it.

Character Creation.

While the actual mechanics concerning character creation sprawl over the first third or so of the book, it's really quite simple to create a character once you have them all down.

So, let's start with re-creating Ryuko Kuwashima, from my one-shot "A ninja in Paris".

Now, as a starting character, she is Power level 1. The Max level is normally 8, as a not to the fact that most of the original fighting games (SFII, Fatal Fury, Samurai Shodown, etc.) had eight levels of difficulty. She can work her way up the chain though earning Glory form her actions in actual fights, but for now, she's level one. This gives her a Life Bar of 30 and a fighting spirit of 10. Life bar is basically a character's per-round hit points, whereas fighting spirit is a pool of points that an be added to certain actions, like control and initiative rolls, defending, accuracy, and so on- however, the amount of FS that can be used on any particular roll is capped by the character's power level, in this case, 1. Unlike many other tabletop RPGs, losing a fight doesn't really men you die, just hat you lost the fight, and have got to move on and get better an what not like any shounen protagonist.

Next is her basic stats: Strength, Speed, and Stamina. Stats can range from -1 to 2, with each step away from zero increasing or decreasing the relevant die rolls by one step. For example, a strength of 1 would mean that a move that normally did 1d6 damage would do 1d8 instead, a Stamina of 2 would reduce a move that did 1d10 damage to 1d6, and so on. There are two spreads we can choose from: A one in two stats and a zero in one, or a two in one stat, a zero in one, and a -1 in the last one. A -1 in a stat can be a big hindrance, and it is in-genre to kinda reward generalists, as the most iconic fighting game characters are the all-rounders, like Ryu, Jin Kazama, Dimitri, Sol-Badguy, and so on. We will use the general spread, giving her a one in strength, (Ninjas must hit hard), a zero in stamina, and a one in speed. Each point in speed can be added to either control rolls (which affects what and how many moves you can pull in a turn) or initiative (which affects your chances of going first). Since she's a ninja, we'll go with initiative.

So, now we get to skills. First on the list are combat skills, which form the other pat of the basis of the character's in-combat performance. there are three defensive skills (Defense, Evasion, Tactics), which interact with attacks in slightly different ways, Combo, which affects how many moves a character can string together in one attack, and Ki, which affects the damage of Ranged (fireball-ish) special moves- because a character doesn't get an enormous amount of combat skill points over their career (5 to start and three at each level up), building you character with long-ranged attacks in mind is a non-trivial investment of points that ensures that ranged fighters don't have an overwhelming advantage over non-ranged characters. For now, we will put three points in evasion and two in combo. Your power level also affects the maximum levels of your defensive skills.

Other skills are things that affect what the character does outside of combat with other Fighters, and we have fifteen points to play around with, and since we are at PL 1, our skill cap is 3. Since we're thinking "fighting game/anime ninja", the skill choices are fairly obvious from the semi-extensive list the game gives us. Stealth gets boosted to 3, as does Danger Sense. We also put 3 into fast reflexes and perception. Now, 2 of these are going into Thug thrashing, which is for certain type of combat- there are two kinds of combatants in Fight!, divided into Fighters, and everything else, which are classified as Thugs. Thug Thrashing gives her extra actions when fighting thug groups. The last point goes into shadowing- ninjas are supposed to follow people, after all.

Now we get to qualities and quirks. Qualities are mechanical perks and the like you can hang off your character for certain benefits, and Qualities that offer large benefits may also have some drawbacks. Quirks are basically personality traits that don't necessarily help our character, but playing them out as the inconveniences that they are can earn you back story points, which power the special abilities of certain qualities. Qualities either run towards interaction, affecting how the character fights (such as making the character Big, Tall, Light, whatever), or even boosting other non-combat skills. there are also Weaknesses, which may be taken in exchange for more Qualities or skill points.

Now, there are about ten different appearance qualities and weaknesses total, and we're going to be using a few for our ninja. The first on is just Attractive, which gives interaction bonuses to those who find girls attractive. building up from that, the next one, given this forum, would be Buxom, which exists for the purpose of emulating those female characters in fighting games that have incredibly huge, bouncing breasts that move at the slightest provocation. This also boosts interaction as above, but the user can spend a story point to give such opponents a penalty to their first control roll of the fight,and their inconvenience can be played up to possibly earn back story points. Considering how I wrote her, I would stack Cute on top of that, to further put out her particular method of attraction. The last quality will be reserved for a more fighting-oriented quality, Mobile, which makes it easier for her to traverse the battlefield more quickly. characters can earn more qualities as they level up, or instead trade them for skill points or enhanced fighting spirit.*

Weaknesses are not to be taken lightly, as they do provide strong drawbacks and require rather extreme behavior for the character in order to qualify. But, since she's a ninja, she likely has a duty-related one. In fact there's one called Duty-Bound, so we'll just throw that in there, as her duties to the Kuwashima ninja clan. We'll spend the rebate at the end.

Next come quirks, which are little-to-large things to hang a distinctive personality on. Now, while she wasn't scantily clad enough to really qualify for the 'Suggestive attire' Quality, she still probably count in terms of fanservice, so we'll stack in the "Fanservice" quirk. Given her actions in the story, we could probably throw "Short-tempered" in there as well.

The last part is, of course, the Special Moves. Special moves are not bought pre-made, but rather assembled by the players out of individual elements, the number of which determined by the level of the special move. The level of a special move affects three things- first, how many elements the move can be built out of. Second, how much experience the character gets for successfully hitting with the move,** and third, how much Control is required to actually use the move.*** We have ten move points to start with, and gain ten every level, so there's no shortage of move points- so we will build 2 level 3 moves and one level 4.

Each special move has a number of elements equal to their level+1 so a level 3 special has for elements. Some move abilities cost two, or even three elements. Basic moves aren't built, they're just 1d4 damage, modified by the character's strength up or down and cost 1 control to use. There is damage downscaling in combos.

So, we'll start with her Kusari-gama, and since weapons are really just extensions of a character's moveset in most fighting games, they don't get any special modeling in Fight!. So, since it's on a chain,we'll give it Reach, which expands its range but isn't as good at long-range as an actual fireball, and entangle, which forces their opponent to lose an action if they haven't acted yet when the weapon hits, and causes an initiative penalty besides. Then we add Increased damage, which does what it says on the tin.

Now, since ninjas are known for mobility, I'm going to hand her over a fast running attack. First, we make it Mobile, which allows Ryuko o move farther before actually attacking. Since the move I have in mind is actually something of a groin shot (her preferred weapon against otherwise strong-looking opponents and most male hentai "protagonists"winking smiley, we'll give it the "Moves Low" option as well, which makes it harder to interrupt with attacks. Because we want it to have more oomph, we'll give it a liability- slow recovery, which reduces her initiative for the next turn if it misses. this gives us an additional element to play with, so we add Increased damage twice and Increased Stun, which increases the move's ability to dizzy opponents.

Now the last move is gonna be one o' those sexy but also painful-looking ninja throws, so it's going to have the Throw element attached. this costs two elements, and she has to be right on top of an enemy to use it (causing no stun), but it has an extra bonus to hit and automatically knocks down an opponent on that hit. We will stack a couple of increased damage on there, but also add fast recovery- after all, it'll hurt them more than it'll hurt her, and she'll be in a better position- if the attack hits, her control roll on the next round is increased by one die step.

Now, we still have a point floating around due to taking that weakness, to we will add that point to her Defense skill, as there are times when Evasion can't be used to escape attacks.

So, in the end, our completed character sheet will look something like this:

Ryuko Kuwashima
PL 1 (0 Glory)
Life Bar: 30
Fighting Spirit: 10

Strength: 1
Speed: 1
Stamina: 0

Control: 1d6
Initiative: 1d8

combat Skills:
Defense: 1
Evasion: 3
Tactics: 0
Combo: 2
Ki: 0

Skills:
Stealth 3
Danger Sense: 3
Perception: 3
Fast reflexes: 3
Thug thrashing: 2
Shadowing: 1

Qualities:
Attractive
Buxom
Cute
Mobile

Weaknesses:
Duty-Bound (Kuwashima ninja clan)

Quirks:
Fanservice
Short-tempered

Moves (All moves have had Ryuko's strength and Increased Damage factored into he damage die).

Basic move: 1d6 damage

Kusari-Gama (L3) (D, DF, F+P) 1d8+1 damage
Reach, Entangle

Stone-crushing hammer (L3) (D, DB, B+P) 1d10 Damage
Mobile, moves low, Increased Stun, slow recovery

Scissor crush (L4) (F, D, DF+K) 1d10 damage
Throw, Fast Recovery

So, there you have it, one busty, hotheaded young ninja girl out to prove herself in the world of fighting, ready to go.

------------

*Because Buxom is a quality rather than a stat or quirk, this too can be acquired by a female character on leveling up, acquiring her own huge pair of jigglers. While some GMs wouldn't allow it, I would for either metagame (character redesign) or normal reasons, like a character developing after a time skip, suddenly blossoming forth after unlocking more of her body's full "potential", or she may have been just plain hiding her enormous assets until she was more respected as an actual fighter.

**because of the nature of some players in video fighting games to just spam certain effective moves, the EXP gain is limited to only the first time a character hits with a special move in a fight.

***At PL3 and up, fighters can build Super moves. while these are built out of a number of elements double the move's level, they are built, at a minimum, at level 5, require super energy, and have a couple of restrictions on building them. The controller inputs aren't necessary, but they can be based off of the control needed to use the move, and is a good guide when converting moves from video fighting games. Here, it's just flavor.



Edited 1 time(s). Last edit at 09/13/2011 04:54PM by R-9.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: September 12, 2011 07:06PM

Your imagination is indeed infinite... and sorry if I am too honest but for me you should edit it this way:

Quote
R-9
Qualities:
Attractive
Buxom
Cute
Mobile

I would create a fighter, too bad my under average IQ won't be okay for such task.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]



Edited 1 time(s). Last edit at 09/12/2011 07:08PM by Djoser.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: September 13, 2011 04:55PM

The things I do to please you people. smiling smiley

And the thing is,while the game book isn't that well organized, it took me far longer to write up the steps and explain my reasoning than it did to make the character- it took me about 15-20 minutes to do that.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: September 14, 2011 12:36PM

Lol! thank you sir

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: September 17, 2011 06:05PM

It might also bear remembering that in Fight!, Buxom is a relative quality from a setting design perspective. While Ryuko, Helene, and Asuka are certainly buxom for Blitz Fighter Zero's purposes, in a theoretical setting like, say, Saikyo Oppai Densetsu, it would take a lady fighter who was truly above and beyond to to qualify.

But let's put Fight! aside for now and go into the realm of the truly strange.

Everyone knows that it is easier to lead a crowd into making foolish mistakes than it is a single person. For example, it is far simple to convince a crowd to go faster than the speed of light and violate the principle of causal order and damage the fabric of reality, whereas it is nearly impossible to convince an individual to do so.

Now, I've been in tabletop gaming for some time, and I've read all kinds of games. While there are some that utilize a number of different dice mechanics, ways of measuring character capabilities, and so on, there are some that are not just way out in left field, but in fact in a stadium for an entirely different sport in the next town.

My favorite of these would be Dr. Jenna Moran's Nobilis: Field guide to the Powers.

The game doesn't actually use dice or other randomizers, for instance, under the assumption that the power levels involved mean that you can either do something or not, and chance doesn't really enter into it at all.

The power level? Well, rather than the usual assumptions, you're kinda playing gods. Well, that isn't really right. More like you're playing the somewhat divine physical embodiments of certain existing concepts in the universe, after the character has somehow ended up with one of the shards of basic reality embedded in them. As such these characters control, protect, cultivate, and in some limited ways, even define what their particular domain of power means in more abstract senses. Over the course of the game characters will fiddle with the mortal world to empower their particular Estates, struggle with other Powers, and even fight off powerful enemies born of the void who don't really like the idea of things existing.

It's really quite a trip.

Filthy perverts and their perpetual motion machines.*

The game gives a rather enormous amount of latitude to what players can create, as practically any concept is fair game- it's not only power over concrete things, but also abstract qualities of what that thing represents.

So, what's a guy like me to do with a system like this?

Why, create the Power of Bustiness/Bakunyuu itself, of course!

Now, character creation is rather a group effort normally, and really, determining the character's capabilities is only about half of it- it also includes things like the character's philosophy, what kind of supernatural being planted the reality shard in the character, what his/her/whatsit's domain is like, and so on. we will be doing the capability part, since it's the most straightforward, if anything in this game can be called straightforward.

First off are the character's passions and skills, which both draw from the same pool of 8 points, and affect a character's mortal actions by boosting the power of their intentions, which are really just declared actions. So, let's say that our power of bustiness is something of an optimistic soul that's all about leveraging her perpetually enormous assets for the greater good of the universe and other places besides. So, her pool might well be allocated as follows- keep in mind that all passions and skills are player-defined within reason. Reason will be leaving beyond this step, so no worries.

Passion: I want the beauty of bustiness to be recognized, especially mine (3)
Passion: I want to learn what truly attracts others (1)
Passion: I believe that the world can always be made better (1)
Skill: Fashion (1)
Skill: Seduction (2)

Now come Afflictions and Bonds, which are basically more essential traits of the character that affect their ground state, and how hard that is to remove. 13 points are allocated to these. Afflictions are more about things you are, and Bonds are more about things you do, and without some supernatural interference, these traits are assumed to always be in effect. Now, this is where players get more free reign in defining the more supernatural properties of their character. So, how stacked is our heroine? We're in a game space where both "depends" and is always the biggest in the room" are acceptable answers, so lets go with that, as well as some more proper traits associated with bustiness and her supernatural properties thereof, concerning how she puts her best boob forward.

Bonds and Afflictions
Affliction: I must be the bustiest person in the room (4)
Bond: I always show others their own beauty (3)
Affliction: I am never out of milk (2)
Bond: I am taken seriously in spite of myself (1)
Bond: Nothing I say reflects badly on those who share my figure (1)
Bond: I always present the best side of myself (1)
Affliction: my clothes never burst, no matter how much strain they're under (1)

Next come Properties, which are seven points spent to determine both the abstract and concrete properties of the Power's "Estate", or domain of influence. that has already been defined as Bustiness, as established above, and these properties, in a general sense, define what the character can affect with certain kinds of Miracles. So, aside from being sexy, what do gigantic breasts typically represent, inspire, etc.? In my own little reckoning, it probably looks something like this-

Bustiness...
...Inspires great passions and great jealousies (3)
...is a life-giving aspect of motherhood (2)
...delivers comfort and joy to young and old (1)
...draws attention from bearer and observers alike (1)

Next are Qualities. These represent how strong a Power is in various aspects of his/her/whatsit's of their miraculous abilities. These draw from a separate pool of points, and the rating the character assigns to each of these affects how much effort it is to perform miracles of varying power. Note that it only affects how much miraculous effort a character has to exert to perform a miracle. Even though our Power of Bustiness has a fairly low aspect rating, which covers physical miracles, she could still, with some amount of effort, pick up your house and throw it into a lake. With less effort she could win gold at the Olympics in whatever event suited her whims. Nobilis isn't so much a game of can you do something, but should you. Low numbers aren't especially limited, and zero isn't a curse.

Aspect governs physical miracles, like the aforementioned house-throwing and medal-winning. She will have an Aspect of 1, which means she's always strong as a professional athlete, physically skilled as a veteran warrior, and intellectually agile and creative as a scientist or artist. It takes effort to move up from there, but it works just fine. Next is Domain, which affects the Power's ability to affect the things of their estate. Whether the object itself or its other properties. Our Power of bustiness gets a Domain of 4, as we want her to be very capable of manipulating boobies, and all associated properties with wonderful ease. Persona has to do with assuming and transferring the properties of one's estate, and that's secondary, so that gets a tool. Last is treasure, which is miracles of one's possessions, which is zero. That isn't to say she's entirely worthless in that regard, as one with treasure 0 will still, say, have an awesome car that doesn't need gas, a computer that doesn't need electricity, and so on.

Qualities:
Aspect 1
Domain 4
Persona 2
Treasure 0

Now, as we still have points left over, we can now turn to Gifts, which are basically supernatural powers that may or may not be related to the Power's Estate. Now, a woman needs to protect herself, especially against all of the supernatural thingamajigs about. Now we could make her physically invulnerable to most things, but that's really not her MO to be all overt about such things. So, we'll take Immutable, which protects her from more esoteric shenanigans. We will also take Unblemished Guise, which allows her to easily pass as a mortal being, rather than the supernaturally charged stewardess of bosoms that she is. Lastly is Glorious, which allows her to basically flick a switch and cause extreme emotions and sensations in anything around her. For example, she could appear so beautiful that most creatures wouldn't dare harm her, and so on.

Gifts:
Glorious
Immutable
Unblemished Guise

Now, while Aspect and Treasure have the same Miracles across the board, Here are sample miracles for Domain and Persona, which generally have more loosely-defined capabilities.

Miracle points per quality: 5

Sample Domain miracles
0: Know when something endangers bustiness
1: Increase someone's cup size overnight
make someone suddenly jealous for about an hour or so
distract someone from whatever it is they were doing
2: find out the details and origins of another's bustiness
3: Inflame someone's jealousy
Make a huge bust larger
4: make another's bust enormous on the fly
Cause someone to be immediately and entirely distracted form a task, regardless of importance
Cause another to become enormously jealous of one's self or others.
5: Snuff out another's jealousy
Eliminate all of another person's distractions
6: Change the destiny of a particular bosom
change the target of jealousy or passion
7: Create titanic bosoms, jealousies, or passions
8: Create great acceptance, reconciliation, and indifference
9: Create fully-realized bosomy women from thin air
Manipulate the laws to create emergent protections for bustiness.

Sample Persona Miracles:
0: Recognize people/things with a strong connection to bustiness
1: Make someone induce more passion or jealousy
Make someone more comfortable to be around
2: Spend a scene as another woman's bust
3: Declare that others are jealous of you
Declare yourself a big distraction
4: in a city block, declare bustiness to be the ultimate object of desire
Make it so that everyone is intensely jealous of something they mayor of a city has
Make everyone on the block really, intensely passionate about digital watches.
5: Make people utterly indifferent to the golden chariot pulled by four flaming horses rushing down the street
Incarnate in various bosoms across the cosmos
Incarnate in the passion between a pair of local gods
6: Make the local DMV clerk a target of vague but intense jealousies that only end up doing him good
Declare yourself do distracting that the world news cycle is thrown off-kilter by your presence
7: Make a penny on the opposite street corner the literally the most fascinating thing in the world.
Make a huge pair of breasts be able to resurrect the dead with its givings.
8: Make the currently occurring nuclear exchange seem about as mundane as the grass growing
9: Make new York a place where bustiness is sacred, celebrated, and cultivated.

Sania Sar-Cavari did used to be human, sure (and had a more sensible name back then), but things tend to change when one gets a basic concept lodged in them- in her case it became lodged in her chest, a portent of what was to be her domain. It wasn't as though bustiness was an especially new concept, of course, but its power and influence in the world at large tended to wax and wane as standards of beauty and philosophy. As with all Powers, she wasn't exactly a big fan of the "wane" part of the equation. It was helpful that her Imperator wasn't a creature that was easily stirred by most anything, imaginable or not, so she remains generally free to pursue her own goals in the world. She tends to masquerade mostly as a model, to push things more subtly with her attitude and poise, but is easily stirred to more dramatic action as her estate requires.

She lives in the 13th floor of her building, remaining on and off the grid at the same time, as real 13th floors are incredibly hard to find for those who don't know how to look. This state of affairs was caused by the fact that the Power who shapes and controls the destiny and influence of the number 13 has gone underground for some time for reasons that are deeply embarrassing and he doesn't care to discuss.*

And, there we go. smiling smiley


*He wasn't in especially high favor, anyway- the apex of his influence was when "the 13" was one of the most heavily fantasized and glorified sexual position, but essential on-the-fly retroactive corrections to human anatomy had to be made that make this position now impossible, leaving humans with only the far inferior "69" as a consolation substitute.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: September 19, 2011 02:42PM

Quote
Djoser


I would create a fighter, too bad my under average IQ won't be okay for such task.

And come to think of it, if any of y'all had a fighting character concept you wanted to see statted up in some kinda system, the suggestion box is always open.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: September 19, 2011 06:42PM

I'd create a fighter called Annie K to honor the hottest hoax i have known. Again I am short of neiurons and time...but maybe i'd by 2011's holiday season.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: September 19, 2011 07:00PM

Wow,

I didn't even know about that hoax, and keeping an eye on those.

Anyway, next entry will be going back to Fight!, for super moves, finishers, and Yuka Takeuchi's fist of BE.

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Re: R-9's Tabletop boredness thread.
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Date: September 19, 2011 09:20PM

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R-9
Wow,

I didn't even know about that hoax, and keeping an eye on those.

Anyway, next entry will be going back to Fight!, for super moves, finishers, and Yuka Takeuchi's fist of BE.

Been keeping track of my work on D.A., have we? =3

----------------------------------------------


Fear the wrath of Maple Komon.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: September 20, 2011 05:58AM

Quote
Yuka Takeuchi Fan

Been keeping track of my work on D.A., have we? =3

Hells yeah. I've even started to comment, of all things. smiling smiley


Now you must face my ultimate technique!

So, while I mentioned super moves in my previous entry of Fight!, I didn't go into much about them, since it was mainly concerned with building a beginning character. However, eventually characters will b able to choose to use their move points to build super moves, special moves that have greatly expanded abilities in exchange for giving up the ability to do the moves at-will, that is, whenever they have enough Control on hand to do them with. Such moves are instead reliant on a super gauge, which is filled up in this game much the same as it is in its video game counterparts.

Because super moves have abilities available to them that regular moves do not, and increased space to use those abilities, characters are limited by their level in the number of supers they can have. They get their first slot at PL 3, and one for every level thereafter. Supers must be built at level 5 or above, so it takes some control to even use them, too.

So, what are the benefits? Well, let's go back to Ryuko for a moment.

Now, let's say that Ryuko, after her defeat by Helene Matisse, has actually bounced (Hurr hurr) back and started winning fights against more appropriate opponents, as well as the occasional bands of thugs and whatnot. She's now ready to take on her first super move. Since ninjas are largely about decisive attacks, flurries of blows and whatnot aren't really going to do it for her- she has other ideas on that note. A super throw on the other hand, is more up her alley, and after watching others in action, she has an idea.

Her grab will involve snagging her opponent with her legs as she squeezes her enormous breasts into her foe's face, then using her hands to bounce them up into the air, spinning a few times, than then bringing the full weight of herself and her huge assets onto her enemy as she crashes them to the ground below. She'll call it the boulder crash, and why not? It will be built as a Level 6 super.

For starters, while most moves get L + 1 elements to play with, supers get L x 2, and access to more elements than normal moves do. Special moves that aren't based on moves the character already has actually have an element "tax", but since this is based on a grab she already has, this doesn't apply. While super moves may not appear to be much more damaging than their normal counterparts, they can be made to be far harder to interrupt or even avoid damage from. As this is more of an all-or-nothing super, it will be mostly the former. It's an attack mainly about doing damage, as most super throws are, really. this translates to Throw, of course, and big ol' stacks of Increased Damage- which supers can get more of than regular moves, by the way.

Boulder Crash (L6)(SUPER)(HCF x2 +P) 1d12+6
Throw, Invincibility x2

Now, as of the release of Fight! Round 2, there is another move type available- the Finisher, special moves that can only be performed at the end of combat. These moves can cause a multitude of prosaic or exotic effects depending on how they're built, such as big experience boosts or even more diplomatic reasons. The price for invoking these effects is rather high, however, as each finisher actually costs a super move slot (which explains why it took so long for Mortal Kombat to get Supers). As there are so many effects that can be used, there's a lot of latitude in describing their effects.

Now, Yuka Takeuchi is part of that genre of all-female fighting games, which includes Pretty Fighter, V.G., SNK Gals fighters, Arcana Heart, and so on. This makes certain recent acquisitions of hers especially appropriate for transferring relevant interests to tabletop, most notably the good ol' Fist of BE. Now, as we aren't in the business of oppaimurder, this won't be built as a regular finisher at all. As such, it will be built as a Humiliation. Now,finishers still deal damage, which determines the XP gained by the wielder, and in the case of Humiliation, the XP lost by the victim. So, considering Yuka's stable of likely opponents, her ability to multiply the breast mass of her opponents to "holy shit boobs" sizes is a worthwhile descriptor, especially since it may well cause the target to drop a level as they struggle with the problem of mythic bosoms suddenly attached to a mundane body.

Finishers are built in the same way as specials, but can only take Increased Damage and Accuracy as benefits, so Yuka Takeuchi's BE finisher might well look like this.

Oppai Hyakuretsu Ken (L5)(Finisher, Humiliation)(QCB, HCF+ P) 1d12 +2

Of course, depending on context, character personality, and intention, a BE finisher might well also be designated as a Friendship. smiling smiley

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: September 21, 2011 09:44AM

How are fatalities/Ultra combos/Critical finishes? I mean moves that finish a battle in frew moments, overlooking remaining HPs and defensive attempts. Is Boob smother choking allowed?

Then, How about taunts? I also like special gauges (like taht super gauge already described) that need to be filled up before executing some special attacks, however I admit that I'd always like some 'taunt gauge' installed. Also I hate long range attacks kinda fireballs as well as spamming moves (that's why I dislike so much most Street Fighter online users).

Last, but not least,regarding blocking and defensive moves: Impacting/parrying and maybe counterholds would be nice to see, specially if they are dependant on boob mass.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: September 21, 2011 10:39AM

Quote
Djoser
How are fatalities/Ultra combos/Critical finishes? I mean moves that finish a battle in few moments, overlooking remaining HPs and defensive attempts. Is Boob smother choking allowed?

Then, How about taunts? I also like special gauges (like taht super gauge already described) that need to be filled up before executing some special attacks, however I admit that I'd always like some 'taunt gauge' installed. Also I hate long range attacks kinda fireballs as well as spamming moves (that's why I dislike so much most Street Fighter online users).

Last, but not least,regarding blocking and defensive moves: Impacting/parrying and maybe counterholds would be nice to see, specially if they are dependent on boob mass.

To answer, in order-

While the author of Fight! loves Guilty Gear, he didn't include any mechanisms for infinite combos/instant killer moves, as he didn't want there to be any moves that could instantly end a match without any ability of the other fighter to resist. Boob smother choking would be built as a throw with the sustained element, allowing them to deal extra damage in the following round the grab occurred.

Taunts are indeed in the gamebook, and are used basically to trade an action for some XP gained during the fight. Taunting is an element, so it can be added to special moves and super moves. Hate fireballs? As I already said, having good ranged attacks tend to cost a non-trivial investment in points, and there are ways to build your moves to get around those.

Parrying/impact showed up in Round 2- a successful use penalizes the opponents initiative by two steps on the next turn. Counters are built as special moves, and can be made as counter-only, regular moves, or Invincible, which have all kinds of nasty effects. As for dependent on boob mass? Ah, sorry, not in the game, but I'll work out a rule hack myself sometime. smiling smiley

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: September 26, 2011 06:17PM

Well yeah about boob smothering i was thinking about something like the attached pic (maybe you have seen it before) of course that kind of grab won't work when the two challengers are way too top heavy, lol.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

Attachments: 1317064109715.jpg (51.3 KB)  
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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: November 20, 2011 06:32AM

Well, it all really depends in how and where the grabbing is done. smiling smiley It would still be built as described above, however.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: November 20, 2011 01:59PM

So, anyway, this game isn't called "Negotiation!" or "Non-violent conflict resolution!". None of a character's major issues will be resolved without fighting someone at some point sometime.

Real warriors communicate with their fists.

So, the real question is- how do you replicate fighting game combat in a turn-based format?

The answer, naturally, is take a look at what lies at the core of fighting game combat, and translate those important bits, aside from the obvious things like "Hitting" and "Damaging", and "Best played with other people who are your friends and not tourney assholes."

What's really at the core of the one-on-one fighting game is the process of tactical decision-making, and one advantage of Fight! is that the translation into tabletop format removes the ridiculous twitch requirements some fighting games require (This is simulated by the Control requirements of moves and special moves). As such, how to defend and respond to attacks is given the same time of day as how to attack your opponent in the game, in the form of defensive responses that can be attached to special moves and the like (such as Counter, Anti-Air, etc.) As in fighting games, distance is relative rather than absolute, and distance only matters in terms of how far the opponents are away from each other.

There are two types of opponents that PCs will generally encounter. Fighters, which are top-level world warriors like the PCs, and everyone else. "Everyone else" in this case all fall into the collective category of "Thugs", whether they are street gangs, the secret service,* the marines, or whatever all else is not a Fighter. Thugs have their own mechanics- they have no fighting spirit, they come in groups, and have no life bar but rather a life "save" that they need to roll against to be not dead.

While Fighting games are generally 1v1 affairs, this isn't the only means of conducting a fight. It's the most in-genre, certainly, but this is a tabletop game, not a program. smiling smiley

Fights also have a time limit, either for convention's or story's sake, depending on how the DM uses it, naturally. I'd like to give examples soon, but that would require effort that I can't spare right at the moment- however, I have converted Yuka Takeuchi for those purposes already.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: November 21, 2011 05:10PM

Quote
R-9
Real warriors communicate with their fists.
lol that sounds quite like something SF's Ryu would say (I hate this char the only one i hate more is the homonym Hayabusa of DoA)
Quote
R-9
"Best played with other people who are your friends and not tourney assholes."

So much truth on those words those arrogant assholes get on my nerves, sure they have talent, but that doesn't make them any better than any other person.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: November 24, 2011 06:00AM

Quote
Djoser
Lol that sounds quite like something SF's Ryu would say (I hate this char the only one I hate more is the homonym Hayabusa of DoA)

Well, whenever Ryu Hayabusa is being an ass, I just think back to how Irene dropped him like a rock in the original NES Ninja Gaiden.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: November 25, 2011 10:37AM

Lol. I tried the original Ninja Gaiden Trilogy. However it was so frustrating for my skills that i had to drop it :/ and even now i have never been able to beat the first bos in the first game.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: February 19, 2012 06:08PM

CONCEPTUAL PHASE ENGAGED

So!

As I was talking with other like-minded folks about tabletop RPGs, I realized that the tools to create something from the ground up were more in my hands than ever. I could just rip an engine from another tabletop RPG and tinker with it until I got what I wanted, and with the math solved, I could apply anything ridiculous I cared to think about to something where all of the math had been figured out. Given what I was going for, I ripped mechanics rather heavily from Legends of the Wulin, and have started good honest work on a tabletop fantasy RPG of my own.

Working title? World of Buxom.

As it's not very creative as a title, I should explain a bit. Fantasy RPGs have always been my favorite to run, as not only does it allow for a rather large subset of ideas to come into play, it also has far less of the "But that's not how it would really work in real life crowd that sci-fi games tend to attract. It was thanks to stuff like Queen's Blade and others in that vein of fantasy that I was inspired to make the game as is, which is essentially about navigating a world where the act of heroic adventuring has largely been taken up by the alarmingly and enticingly over-endowed. the players, of course, would be taking up the role of one of these heroines to navigate stories and worlds created by the person running the game. If the person running the game is a dick, then find a new person to run it.

Goddamnit, he's having ideas again.

Given this is more of a conceptual document than anything, I don't have any really hard stats to throw at you yet. Of course, When it comes to describing math, Miki speaks for me (see attachment). So, let us start right from the top, since we're all about being top-heavy here (hurr durr).

There are three basics aspects to any World of Buxom character. The first part of creating one, naturally, will have to do with her assets. Now, this is also vague enough to include hips and rear- after all, this is World of Buxom, not just plain World of Boobies. Assets do indeed have a mechanical purpose- the actual stats of the character's assets are built from a pool and divided into categories. The tentative ones are Mass (sheer size), Vigor (jiggle), Presence (how much they, ah, stand out), and balance (how gracefully they're carried). These may provide bonuses to various skills available to the character, and the total pool also acts as MP for the character's special abilities. A character's assets will grow throughout adventuring through acquiring XP and such, and their total Asset pool also determine a character's heroic rank. Assets categories are also used in challenges- if another Buxom-tier character is attempting to influence a character in an opposing manner, a challenge of assets may be issued- the one who scores more victories based on the categories causes penalties to their opponent on further attempts to influence.

Now the character's actual combat stats and abilities are based off of their 'Source'- the actual nature and background of their heroic might. There are five of these right about now, and they are-

Might- Sheer, tremendous strength. Boobs of steel is in full effect in world of Buxom, and this is heroic might born out of the enormous physical power and hardiness of the woman's own body.

Divine- The woman derives sacred strength provided by the power of the goddesses and the heavens, or some other unearthly power besides. is manifestied in miracles of power or miracles of action.

Sorcerous- This power comes from tapping into the various chaotic forces that exist within the uuniverse. Elemental powers and other energies are represented by this ability, whether carried from intense study or raw talent.

Primal- The woman derives her power from the varying aspects of the natural world, ranging from it being the wellspring of life to its savage nature. The wilderness is both beautiful and not exactly compromising.

Trickery- Elusive and exacting, this woman is good at being where others find her inconvenient, and not being where they would prefer her to be, and removing key compnents of her opponent's designs.

Source not only delivers their combat stats, but also their lists of buyable passive and active abilities. It's really the closest thing the game has to class.

The third aspect of a character is their Presentation- how the character displays herself, and her assets to the world at large. While Source largely concerns itself with the battle aspects of a character, Presentation is far more about the social aspects, and as such each particular presentation provides modifiers and abilities towards that end. how a character comports themselves can inspire different reactions in different people, but all are geared towards how they influence the surrounding world through their appearance and bearing. The six basic presentations are-

Sultry- Your body as as much of a tool to your ends as any sword, spell, or knowledge. You are all about leveraging your assets to the most, and know how your own form affects the minds and bodies of others, and you couldn't be happy about playing that game for all you're worth, to beguile your foes.

Savage- You present yourself as one of the wilder women of the world, embracing a self that has been only barely touched by the world of civilization. Generally, your clothes are minimal, and made from more naturally occuring things- hides and furs and such- what clothes you have, of course, as you are not as self conscious about your gorgeous body as others might care to be. some may be intimidated or unnerved- and that suits you just fine.

Scholarly- You could care less about your bulging breasts and/or huge hips, but understand how impractical it his to hide them. However, you do know that they can make people more receptive to suggestions, manipulations or that they are just plain distracting an and of themselves, allowing you to get on with more important, productive things

Domestic- The nurse, the housewife, the bakery chef, all of these reminders of the comforts of a world that may seem frought with danger to those of certain professions. The soft, cozy wear of these trades renders a character all its own to the woman's proportions, the quiver of her huge breasts promising certain other motherly comforts within- she is a calming influence on her allies, her enemies, and even other things besides.

Enchanting- The princess, the well-heeled sorcress, the fey creatures. They carry a manner of regal command to any sort of proceeding, a presence that can overcome or even complimetn their natural attributes to recieve and command the respect of others, drawing them to her counsel through her will rather than her pandering.

Sacred- The priestess, the angel, the paladin. all of these have the shine of purity about them, one that is assumed to impart a degree of wisdom, or even closness to the divine powers that govern the world, the woman's attributes being proof of their favor. And, at times, she may just seem to have a bit more help from above than others, even beyond having well-worn wisdom and insight.

Source does not limit the types of presentation a character may take, so characters who use the same means of defeating opponents may end up looking and acting very differently in the same situations outside of battle.

Also, weapons act as modifiers that may allow certain tricks in combat, rather than acting as their own whole statline. One of the advantages of using a system designed for wuxia is that going unarmed has its own advantages.

Tone deaf

As for the tone of the game, one of the things I'm really shooting for is a sort of "Sisterhood of the Buxom". Basically, while there are evil, monstrous things in the world that should be destroyed, there's a t least a chance that any of the Buxom who go astray can be brought back into the fold with some mercy and kindness- as such, no XP is given for killing and all that. It doesn't really lean on the grimness sort of thing. It's a world worth living in, and fighting for.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: February 20, 2012 12:49PM

Now I heard that The Elder Scrolls series is based off tabletop RPGs, so even tho i've never played tabletop RPGs i can relate this information to those games, at least.

In any case, I love the sultry class.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: February 26, 2012 02:46PM

And since I've wasted too much of YTF's time with rantings- Yuka Takeuchi in tabletop-gameable format, using FIGHT!.

Yuka Takeuchi (V.G./Super V.G.)
PL 1
Life Bar 30/Fighting Spirit 10

Strength 1
Speed 0
Stamina 1
(the above stats will not change based on level)


Qualities:
Attractive
Cute
Buxom
Driven

quirks:
Fanservice
Impulsive
Attitude

Combat Skills:
Defense 3
Evasion 0
Tactics 0
Combo 2
Ki 1

Other Skills:

Occupation (Waitress) 3
Grim determination 3
Endure Great hardship 3
Danger sense 3
Presence 3

Special moves:

Energy shot (L3) (D, DF, F, +P) 1d6
Ranged

Hurricane rush (L3) (D, DB, B, +K) 1d10
Knock Down, Mobile, Slow recovery

Rising Upper (L4) (F, D, DF +P) 1d10+1
Anti-Air, Evade Ranged



(Advanced VG)
Power Level 4
Life Bar 60/ Fighting Spirit 40

Qualities:
Attractive
Buxom
Cute
Driven
Fame
Charming

Quirks:
Fanservice
Impulsive
Attitude

Combat Skills:
Defense: 3
Evasion: 2
Tactics: 3
Combo: 3
Ki: 4

combat Bonuses:
Defense +1
Accuracy +1
Damage +1

Other Skills:
Occupation (Waitress) 8
Grim determination 8
Endure Great hardship 7
Danger sense 7
Presence 7
Style Analysis: 5
Thug thrashing: 4

Special moves:

Energy shot (L3) (D, DF, F, +P) 1d8
Ranged

Hurricane rush (L3) (D, DB, B, +K) 1d10
Knock Down, Mobile, Slow recovery

Rising Upper (L4) (F, D, DF +P) 1d10+1
Anti-Air, Evade Ranged

Triple Kikoudan (Energy shot) (L5 SUPER) (D, DB, Bx2 +P) 1d12
Breakthrough x2, Ranged

All together (L6 SUPER) (F, B, DB, D, DF, F+P) 1d12+5
Invincible x2, Breakthrough x2 Unique Super, Increased glory, slow Recovery.




(VG MAX)
Power Level 7
Life bar 90/fighting Spirit 85

Qualities:
Attractive
Buxom
Cute
Driven
Fame
Charming

Quirks:
Impulsive
Fanservice
Attitude

Combat Skills:
Defense: 4
Evasion: 4
Tactics: 4
combo: 8
Ki: 7

Other Skills:
Occupation (Waitress) 10
Grim determination 10
Endure Great hardship 10
Danger sense 10
Presence 10
Style Analysis: 8
Thug Thrashing: 7
Property Damage: 5
Cooking 5

Special moves:

Energy shot (L3) (D, DF, F, +P) 1d10
Ranged

Hurricane rush (L3) (D, DB, B, +K) 1d10
Knock Down, Mobile, Slow recovery

Rising Upper (L4) (F, D, DF +P) 1d10+1
Anti-Air, Evade Ranged

Triple Kikoudan (Energy shot) (L5 SUPER) (D, DF, F+K+P) 1d12+1
Breakthrough x2, Ranged, Increased Glory

Super rising Upper (L5 SUPER) (F, D, DF+K+P) 1d12+4
Anti-air, Evade Ranged, Invincible x2, Breakthrough x2

Super Hurricane Rush (L5 Super) 1d12+4
Mobile, Invincible X2, Breakthrough X3

Kikouden Beam (L6 SUPER) 1d12+4
Ranged, Fast-moving, Increased Glory

All together (L6 SUPER) (D, DB, B,+P) 1d12+5
Invincible x2, Breakthrough x2 Unique Super, Increased glory, slow Recovery.

As is generally usual for conversions from fighting games, Yuka has much fewer moves than a normal FIGHT! character might well end up with, but she covers all the bases, and success in FIGHT! is generally determined by how a player uses their character's tools more than anything.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: February 27, 2012 09:19PM

Sometiems the simplicity of the character with less moves makes it more effective than the more complex ones...as in DOA Brad wong has the largest number of moves and he is the worts char.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: March 02, 2012 11:52AM

The main difference being, however, that in Fight! the player has far more control over what moves their character acquires.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: March 05, 2012 12:28PM

And just as as side-note, the author of Fight!, Christopher Peter, is a pretty cool guy. How cool is he?

Well, he knows I'm here, what I'm doing, and is totally cool with it. smiling smiley

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: March 05, 2012 04:35PM

That means that maybe you are Christopher Peter?

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: March 05, 2012 04:43PM

The answer to that is a pretty solid no. I'm RyIII on the Fight! Google group, and Christopher is a rather different entity. I can't be him, I'm me!

And I still owe you all a combat example- thankfully, I'm no longer on those derp-inducing antibiotics, so that should come soon. As well as working the boobiness into other tabletop games.

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: March 11, 2012 02:55PM

In any case, I've come across a new system, and you know what that means!

Boobies, assemble!

That's right, I've come across Marvel Heroic Roleplaying by Margaret Wies productions. It may seem a bit of a strange thing for me to go for, since I don't really follow comics from either side of the great Pacific (or Atlantic), but I do like to know what happens, and superhero stories are things that I love the concept of, but not necessarily the execution.

Now, attempts at making superhero tabletop RPGs have been around more or less since there have been tabletop RPGs, but the two major standouts for that sort of thing these days are Mutants and Masterminds, and Marvel Heroic roleplaying. and I love both of these games, believe me, but the reason I'm putting my spotlight on this one is because this one involves quite a bit less math when making a character. In fact, it involves roughly no math at all, as character balance is explicitly socially-enforced rather than mechanically. the text in the power creation section of the book is basically "Look, just do whatever the fuck you want, just expect the table to give you the most evil of evil eyes if you show up with something like Galactus or Aizen."

Besides, I think I owed you a new system after talking Fight! for so long.

Heroes are born and made!

Now the design principles that exist between Supers tabletop games and Anime-based tabletop games are largely the same. They tend to both be what are called effect-based systems, which are systems that don't have set descriptions of what abilities do beyond their effect- in other words, it's up to the players to define the narrative flavor of their abilities, not the game. We already saw this before with Fight!, and to a lesser extent, Nobilis. Since we've got this kinda thing around, character generation hereabouts will consist of two characters. One more traditional superlady, and one anime-babe.

So, for the first one, we go with my thick brick from my supers one-shots, the Incredible Bra Buster.

The first thing we set are her Affiliations, and what they contribute to her actions and reactions in the dice pool. There are three affiliations for characters which mark how well they perform in their various states of partnership- Solo, Buddy, and Team. Wolverine, of course, has his highest die in Solo, but Bra-Buster is just a bit more team-oriented. so her dice would look like this.

Affiliation:
Solo D8, Buddy D6, Team, D10.

Next up are Bra Buster's distinctions. The distinctions are things about a character that define them beyond their skills and powers. In some cases it's a catch phrase, like the Thing's "It's clobberin' Time!", or other times it's guiding principles, likes Spider-Man's With Great Power comes Great Responsibility. These distinctions can cut both ways, of course. Normally they add a D8 when applied to a particular situation, but when they might trip the character up, the player can chose to reduce the die to a D4, increasing the chance of fumbling, and gaining a Plot Point to help them use special abilities of their powers or other things later. So, considering that our superbabe is a a government employee, stacked to heaven, and kinda an icon, we can give her the following distinctions that aid her but could, in certain circumstances, trip her up.

Distinctions:
Bursting at the seams with courage!... and other things.
Trusted public servant
Everyone's pinup

Now the next part involves power sets. These are the actual powers and abilities of your super, whether granted internally or by gear or whatever. A hero will have one or two power sets to represent their abilities and how they use their gifts in varying circumstances. Bra Buster will have two, the first to represent her brick-ness, the second to represent how she uses her... Other assets in the middle of battle. Each power set can have associated special effects and Limits- weaknesses or limitations created and self-imposed by the player in order to earn plot points or just because they felt their concept fit that way. so, the first set will represent Bra-Buster's incredible speed, hardiness, and super-strength.

Power set: Just a Super sort of Girl.
Superhuman Strength D10
Superhuman Durability D10
Superhuman Speed D10

SFX: Invulnerability- Spend 1 PP to ignore all Physical stress and trauma except that caused by mystical attacks.

SFX: Second Wind- Before you take an action including a Just a super sort of Girl power, you may move your physical stress die to the doom pool and step up the Just a super sort of Girl power by 1 die for this action.

Limit- Exhausted. Shut down one Just a Super Sort of Girl power and gain 1 PP. Recover this power during a Transition or by activating an Opportunity.

So, she's the sort of girl who can keep on going in a fight, taking poundings that few other girls can... Well, that was dirty, but now we move on to creating a second power set, one that represents the use of her assets in battle. while the give smaller dice than her superhuman abilities, they do offer her other tricks, plus they can be used without actually revealing her superhuman status- that's my reasoning, anyhow. Besides, being clamped by enormous thighs and smothered under gigantic breasts will certainly hamper anyone regardless if they enjoy the experience or not.

Power Set: Heroic proportions
Enhanced Stamina D8
Assets attack D8

SFX: Buxom Embrace: Add a D6 and step up your effect die by +1 when inflicting any grappled complications on a target.

SFX: They come in pairs- spend 1 PP to re-roll when using any Heroic proportions power.

Limit- One at a time- Shut down one Heroic Proportions power and gain 1 PP. Recover this power during a Transition or by activating an Opportunity.

Some of the SFX here are just re-named ones from ones in the actual game book, of course. So the next part would be specialties- these are the character's actual skills. One can have all the superpowers one wants, but there are all sorts of things supers get involved in besides face-punching heroics. There's also an entry for combat training, so face-punching heroics can certainly be involved. Anyway, since Bra-Buster has been at this for a while she has some degree of knowhow on criminal methods, fighting, she's a hell of a jumper, and she has a good idea on how to put the scare in folks. So she has four specialties.

Specialties:
Combat Expert: D8
Crime Expert: D8
Menace Expert: D8
Acrobatics Expert: D8

And the last part are character milestones. These are roleplaying events that fit in with the character's concept that occur largely when the player takes advantage of opportunities created by the in-game situation. For Bra Buster, they tend to involve things like her status as a stalwart hero, and her enormous assets.

Milestones:

Out of the Woodwork
1 XP when you declare a villain as an old foe.
3 XP when you recieve trauma from your chosen foe.
10 XP when you forgive your chosen foe, or they beg for your forgiveness and you let them go.

Spirit of New Chesterton
1 XP When you first use the Buxom embrace SFX in a scene.
3 XP when you engage in a confrontation with another non-Buxom hero about the use of your figure and your action total makes you the victor.
10 XP When you refrain from using your Heroic proportions powerset to prove your status as more than just a pinup, or when you choose to alienate another super by insisting on using it.

So that's Bra Buster. Basically, the a character's dice pool will consist of their applicable distinction, their affiliation, any relevant powers, and any relevant specialties for their action and reaction. Pretty easy stuff.

Now let's convert an actually established character to the system- Rushuna Tendo from Grenadier.

Since Rushuna wanders the earth like Kwai Chang Cain, and Yajiro is generally more trouble than he's worth at times, Rushuna's highest die will be in solo. So her Affiliation dice will look something like this.

Solo D10, Buddy D8, Team D6.

For distinctions, we only have to look to the series- the series version is my preferred version of Rushuna, anyway.

Distinctions:
I'll give you my smile
Too good at shooting to kill
Hot baths for life

Now, Rushuna has two power sets available as well. The first will be her general physical skills as conferred by her training, and the second will deal with the fact that she is pretty damn good at shooting things, her gun being no slouch at all despite how everyone says it's practically an antique.

Power Set: Smiling Senshi
Godlike reflexes D12
Enhanced awareness D8
Enhanced Stamina D8

SFX: Focus- If a pool includes a Smiling Senshi Power, you may replace two dice of equal size with one +1 step higher.

SFX Versatile- Split Godlike reflexes into 2d10, or 3D8.

Limit- Could go for a hot bath...: Shut down 1 Smiling Senshi power to gain 1 PP, recover this power during a transition scene or by activating an opportunity.

Power Set: She has the best guns, and her pistol's good, too.
Antique revolver D8
Obey the boobs D8

SFX: Healing- Add Obey the Boobs to your dice pool when helping someone recover stress. Spend 1PP to recover your own or another's emotional stress or step back your own or another's emotional trauma by -1.

SFX: Area attack- Add a D6 and choose an additional effect die for each additional target.

SFX: I won't kill you, but you won't win- Add a D6 and step up the effect die by +1 when inflicting a disabling-related complication on the target.

Limit- Out of ammo/out of sympathy: Shut down 1 She has the best guns, and her pistol's good, too power to gain 1 PP, recover this power during a transition scene or by activating an opportunity.

Now specialties. Rushuna is the best she is at what she does, and the entire purpose at being out there was to test her skills at defeating enemies by destroying their will to fight. Specialties shall be given accordingly.

Specialties:
Combat Mastery D10
Psych expert D8
Menace expert D8
Acrobatics expert D8

And, at the last, we have her milestones. Since she was basically a one-story character, I will only hand her one milestone track for the time being.

Milestones: Win without violence.
1 XP The first time you use your Healing SFX in a scene.
3 XP The first time you stress out an opponent without using physical stress.
10 XP When you resolve a conflict without using physical stress or convince another character to follow your path.

So, there you go. smiling smiley

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: March 12, 2012 04:25PM

Quote
R-9


Power Set: She has the best guns, and her pistol's good, too.

Lol than one made my day. I still feel overwhelmed/confussed when reading this kind of tabletop game descriptions: I have never played such kind of games and they do seem difficult to understand, but, I have to admit i love the descriptions here.

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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Re: R-9's Tabletop boredness thread.
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Posted by: R-9 ()
Date: March 12, 2012 06:58PM

Quote
Djoser

Lol than one made my day. I still feel overwhelmed/confused when reading this kind of tabletop game descriptions: I have never played such kind of games and they do seem difficult to understand, but, I have to admit i love the descriptions here.

Well, it doesn't help that you don't exactly have the books in front of you, and that these kinds of things tend to come naturally to me- I'm something of an old-school "hobby"-style geek. When I was half-interested in geology, I ended up with a rock/crystal collection, when I was really into Gundam, I built a bunch of the models, and since I like stories, I write them and game them with the tools available to me. While I know pretty much no one else here is a tabletop gamer, I still want to turn as much of my hobby space over to the site's purpose and all.

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Re: R-9's Tabletop boredness thread.
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Posted by: Djoser ()
Date: March 14, 2012 12:06PM

It is reasonable...maybe the boob motivation would lead me into learning more of the terminology and abbreviations for this hobby of yours :p

"I don't have an axe big enough for this one..."

Do you like chounyuu? [g.chounyuu.com]

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