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  • File : 1319211669.jpg-(86 KB, 335x300, Viewtiful-Joe.jpg)
    86 KB HENSHIN A GO GO BABY! A Henshin!: The Tokusatsu RPG thread Not Henshin guy !!YymzXGtAfjc 10/21/11(Fri)11:41 No.16696114  
    It's been a while hasn't it and some might argue it's better off left dead. Anyways I can't say I actually added a great deal to make it less alpha but I will say I got idea for further refinement and stuff.

    Anyways I'll just start off in no particular order
    >> Not Henshin guy !!YymzXGtAfjc 10/21/11(Fri)12:42 No.16696600
    Anyway skills, skills as is are really badly categorized and generally underdeveloped.
    Right, so just scrapping Vital and Useful Skills into either skill clusters where you get a category or theme and allocate ranks/whatever into the skills in that category or just put down generic categories and leave it as that with player's choice on whether or not to say they have a specialty in unless it's one of those cases where they need to declare.

    Moving on next Momentum and expanding on it and related stuff. I like the concept of momentum and find it a cool concept and want to keep it and develop it as currently all it is a value pool used for power activation, and healing and roll modification. Now this might be too video gamey along with possibly being way too fiddly for some of you, but bear with me on this one.

    The idea I got for momentum to to split it into two pools one which will be called Personal and is basically expanded momentum usage and the more abstract and the more contentious Global pool; Personal momentum is the player's juice for everything in game as well as well as meta usage (read: healing and dice dickery). New features would be for transforming like you need to build a certain amount and burn it and the usage of "Sweet moves" which are basically retooled finishers but more on that later. Nothing too radical except maybe a need to make a larger pool than default if only because players might drain themselves using their moves and powers. But then again it's kind nullified if you let them stunt and gain Momentum for doing so. Also certain attacks from the enemies could drain momentum to the point where it forcibly de-morphs them.
    >> Not Henshin guy !!YymzXGtAfjc 10/21/11(Fri)13:01 No.16696750
    >>CONT

    Now for global which is by far the more abstract and possibly contentious proposal.
    Global Momentum is a value entirely separate of Personal Momentum. To simplify it's a value that's part morale meter and part measure of the flow of the action. Different things would lower or raise the value; such as players failing their objective or getting smacked around really hard would lower it whereas the opposite would raise it.

    As for what it would, I'm thinking it would give appropriate bonuses and hindrances on which side it's one and maybe determine after action rewards like if it was a Clear screen from a video game.Examples of high value rewards: Bonus Xp, cheaper power usage, plot upgrade super mode activation thingy, bad guys getting negative modifiers and stuff and players getting the opposite. A low value would the same but not as much in the overall hampering so as to not piss off players or horribly handicap them. As for the Clear Stage thingy? Well for starters it's not connected to session ending though you could, and secondly bonuses for stuff particularly when the next action piece begins.
    >> Not Henshin guy !!YymzXGtAfjc 10/21/11(Fri)13:22 No.16696905
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    >>CONT
    Now that's the morale part of global. The flow part is connected to the morale in that if it got stuck on either side for too long stuff would get stale. And that's kinda what it is, say a player just phones it in and spams his super or or players are getting their ass kicked way too long that would influence it. Yeah it's a cluster and rather just too fiddly. But I like the idea of it and if it could be refined and implemented well it could add some fun and spice to the gameplay.


    Now for something easier; the super moves. This is a re-tooled version of finishers which feel too damn cosmetic and would get kinda old if repeated only used at the end however that doesn't mean finishers themselves will be cut, that's dumb and goes against the genre. Again this is kinda video game and genre deviating; keep and expand the list of effects and stuff of the finishers and cheapen the cost of activating your super moves. Need to make some sort of simple construction cost based off overall potency of the attack as opposed to overall complexity cuz you could chain a bunch cheaper effects together as opposed to something powerful like something that immobilizes opponents fires a big beam that inflicts some sort of damage over time effect. And the formula for damage would be relevant weapon stat or skill plus the effects stacked on or something. Sorry not good with coming up with formulas on the fly.

    Next up is the older stuff like sub levels and the more fluffier things like origins and afflictions
    >> S.T.A.L.K.E.R. 10/21/11(Fri)13:25 No.16696929
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    Horey shit. I thought this project is dead.
    >> OP 10/21/11(Fri)15:25 No.16697850
    Bump.

    When I am less busy I'll get back to highlighting proposed changes and additions.


    >>16696929

    Kinda is and not really but I'm trying to get interest in it again.

    Obviously no one is on the helm directing it on the other hand I'm more than willing to get a group together to finish this up, as it really just needs not a whole lot of additions or subtractions so much as polish
    >> Not Henshin Guy !!YymzXGtAfjc 10/21/11(Fri)16:34 No.16698374
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    And back
    >> Anonymous 10/21/11(Fri)17:49 No.16699043
    Well, I'm more then willing to help work on this shit, tried using it before but it was kinda shit. If you have a skype account op, add me or something, I could get some people together and form up a group to work on this corpse of a project.

    Skype: Zombeh_wabbit
    >> Not Henshin Guy !!Zk8J1njXY4i 10/21/11(Fri)21:37 No.16699858
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    >>16696905
    Right
    working on established stuff.

    Sub levels not really sure on what to make of them. On one hand I am amused by the fact that with the increase sub level thing in the PDF that allows you to cheese your human form to the point it fights like a lower level Henshin'd form.

    On the other hand it feels awkward and bit weird and I'd prefer to make it separate. Or whatever was suggested in previous threads.

    One thing I remember is people talking on whether origins should be cosmetic or not. I'm of the opinion they should but I don't know what should entail. thinking cheaper skill clusters and or special gimmicks.

    Gimmicks thus far I have come up with:

    Creature Bonding: Depending on what it is either like a full blown familliar or basically a more odd version of a tool.

    Natural ability: Cheaper transformation cost, stronger non transformed form, not sure.

    Internal Cybernetics: Boost to stats less squishy conversely harder to heal? can swap powers and tools?
    Ancient magic: Cheap magic... l:[

    External Armor: Easier mods or something since it's a tangible object that you don't summon.

    Bioenhancement: Same as cybernetic or easier healing?

    Hand held: item doubles as a multi-tool

    Keep in mind these are just ideas and not something to be immediately used.

    And I forgot other shit to cover.

    Why provide complaints, thoughts and suggestions while I gather my thoughts
    >> Not Henshin Guy !!Zk8J1njXY4i 10/21/11(Fri)23:34 No.16700542
    Also Author forgot to add points for for Power and equipment points. Ten points as the "base" in the calculations?

    Also for the mech and alt from things each purchase would increase amount of points to distribute for them.
    >> Anonymous 10/22/11(Sat)00:48 No.16700709
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    What's going on here?
    >> Anonymous 10/22/11(Sat)00:48 No.16700710
    Personally the idea of someone who only transforms for the bigger shit sounds cool to me, it should be an optionp
    >> Not Henshin Guy !!wINphqlsZyY 10/22/11(Sat)09:52 No.16703818
    Nice to know still going. I'm not gonna be putting any new amendments so yeah comments,complaints, suggestions, etc.

    >>16700710
    That could work fine but it would take some tweaking for him to be competitive
    >> Titanium Man 10/22/11(Sat)10:28 No.16704017
    Bumping for support. Incidentally, I was talking with one of the designers for the Marvel RPG that's being developed by Margaret Weis Productions, and he mentioned that it might be easier to simulate "form changes" in that game than any other superhero RPG, so I'll be sure to keep an eye out for that.
    >> Not Henshin Guy !!wINphqlsZyY 10/22/11(Sat)11:05 No.16704245
    that's pretty cool
    >> Anonymous 10/22/11(Sat)13:24 No.16705269
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    >> Not Henshin Guy !!wINphqlsZyY 10/22/11(Sat)16:02 No.16706561
    Alright waited long enough I guess I'll start with a skill dump to start things off with
    >> Not Henshin Guy !!YymzXGtAfjc 10/22/11(Sat)19:14 No.16708536
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    Alright easy/ skills all RPGs have and then more thematic skills.
    The usual:

    Driving/piloting; might want for players to specify here
    Performance: for singing, dancing, and writing and delivering speeches about JUSTICE
    Something about technology usage
    Repair skill
    Unarmed
    Melee
    Ranged
    Languages
    Sneaking
    Breaking in/Lock picking
    Disguises
    Some social skills
    one for "friendly" and another for "agressive" choices
    Searching
    Knowledge of X topics.
    Acrobatics
    Swim
    >> Commissar ZUBAAN !!dcRhU0aWxV0 10/22/11(Sat)19:44 No.16708844
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    Nice to see that this still has some life in it.
    >> Not Henshin Guy !!YymzXGtAfjc 10/22/11(Sat)20:34 No.16709391
    >>16708536
    So tying into skills/skill clusters and the character origins.

    Such as Social having underneath it: Stuff like Persuasion, Performance, etc.

    Vehicles would have: Pilot/Drive whatever it was, Knowledge over their machine and maybe basic knowledge in mechanics, and repairing.

    So with the origins you would get cheaper costs or free points to go towards buying appropriately themed skills, like the magic one having skills associated with magic and mysticism.

    And a tech based hero would get technology related skills and stuff
    >> Not Henshin Guy !!YymzXGtAfjc 10/22/11(Sat)21:30 No.16709967
    >>16709391
    I was also thinking of having players being able to buy into skill clusters several times and then being able to distribute the points given for each purchase to spread along the skills in each cluster, but that's too needlessly complicated and messy for my tastes.

    Also for Social skills: Persuasion/Charm, intimidate, lie.

    Also for mechs/vehicles and alt forms.

    Alt-form would be it's own sub system thing with basically giving points for allocating powers, equipment and physical stats. And it would be limited to your primary form's level and be an XP sink cuz you could make a weak multiple forms or a really strong alt and so and so forth.

    Vehicle and mechs would be similar but handle differently. Basically handled as a separate character with it's own stats and powers/equipments. Possibly with each rank allowing for more complex designs. Not too sure.

    Stats for vehicles would be like:
    Size, speed and or handling, and armor. And they would probably get their own unique crap.

    Now comes the hard part

    FORMULAS! For calculating the new calculations for alt forms and Mech and Vehicle building.
    >> Not Henshin Guy !!YymzXGtAfjc 10/22/11(Sat)21:41 No.16710080
    I FORGOT!

    One more thing to those interested but intimidated and or clueless to the system/rules

    Here's the link:http://www.megaupload.com/?d=ffcxl120

    Continuing next post more crap about vehicles and alt forms followed by NPC building in regards to Villans and monsters and stuff
    >> Anonymous 10/22/11(Sat)21:43 No.16710099
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    HOLY FUCK THIS PROJECT HAS RISEN FROM THE GRAVE

    OWNER WAS RIGHT!
    >> Not Henshin Guy !!YymzXGtAfjc 10/22/11(Sat)22:19 No.16710446
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    >>16710099
    Damn right!

    Know what would make this better?
    People like you seeing this thread and bumping actually taking the time to comment and contribute
    >> Anonymous 10/22/11(Sat)23:22 No.16710996
    This is relevant to my interests.
    >> Anonymous 10/22/11(Sat)23:45 No.16711198
    >>16696905
    It looks good so far, but the super move system seems a bit... off. Arguably, the whole point of finishing moves in Toku is that they are flashy, cosmetic, unnecessary, and ICONIC ways to end a fight. The rider kick, for instance, is unmistakable in the genre. The reason they are so expensive is so that people won't immediately use them at the end of a fight, though the cost doesn't really solve the problem. I would say that they cost less, and also you can't use them if your enemies HP is to high.
    Just the thoughts of an aspie.
    Take em with a grain of salt..
    >> Anonymous 10/22/11(Sat)23:47 No.16711227
    >>16711198
    >people won't immediately use them at the end of a fight
    oh derp. I meant at the beginning of a fight.
    >> Not Henshin Guy !!YymzXGtAfjc 10/22/11(Sat)23:54 No.16711277
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    >>16711198
    True and your point is valid and it's video game influence leaking through. And arguably it is a staple of of the genre; on the other hand it just doesn't seem fun to me especially if you're in a game that would end in having to use several finishers within the course of a session. Unless we decided to have players make new finishers on the fly.

    But again that's just my perspective.
    Also despite the disappointing lack of feedback and stuff should I attempt to archive this thread so that if this gets purged I won't have to repost everything?
    >> Anonymous 10/22/11(Sat)23:56 No.16711292
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    For the love of JUSTICE...
    Read FATE system/Spirit of the Century and add the "aspects" system or something related to it.
    Every character of a toku series has some kind of special thing that makes it awesome, from Sentai to Kamen Rider, from Garo to Ultraman.
    Maybe using some momentum points to use your special characteristic. Pic related.
    >> Not Henshin Guy !!YymzXGtAfjc 10/23/11(Sun)00:05 No.16711358
    >>16711292
    So a role playing hook that you can use for getting out of a jam when appropriate?

    Sure why not.
    I guess what we'd do is limit it to do something x amount a day in game or per session depending on strength like in FATE
    >> Anonymous 10/23/11(Sun)00:57 No.16711768
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    Lots of good discussion going around. I love that this project still exists. My friends and I will be ecstatic on the day we can run a Henshin game, which will hopefully be soon.

    So let's do a crunch problem, based on what we have right now. Using everything within the system as it stands, stat up Pic related. For practice.
    >> Anonymous 10/23/11(Sun)01:30 No.16712128
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    >>16711358
    >>16711358
    Awesome, waiting for more.
    Here, have a HopperSister for your efforts.
    >> Anonymous 10/23/11(Sun)01:51 No.16712320
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    >>16712128
    While we're at it...
    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)02:01 No.16712414
    Time for some ass pulled calculations
    For vehicles,mechs,and forms and maybe some explanation on vehicle and mech stats.

    Now these suck and are basically the same thing but with swapped stats and the base points are too high but I'm being generous in regards to giving enough points to build stuff.

    So calm down and feel free to suggest something better.

    (Conviction *5 )+20= Your form points to spread around. 20 is the base points and goes up by each purchase for Alt form. Also costs to increase attribute would be 5 or 4 and skills and powers and stuff be 2 or 3.


    For Vehicles and mechs it's more or less the same but different. (Conviction +resourcefulness) *5+20 and same rate of increase for 20 which is the base point.

    Instead of toughness they have armor.

    And size would I guess influence their carrying capacity and stuff you can put on as well as acting like the size change in booklet.

    De terming health for vehicles and metes would be similar to your PCs but with Armor and something times 10 being the formula

    Again I'm not good at this or entirely sure as this has yet to be playtested so I'm just being generous with numbers.

    Also I'm getting this thread archived and next post will be about NPCs
    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)02:59 No.16712727
    As a side note the Alpha does not mention momentum cost to activate so I'm gonna wing it and say multiples of two.

    No for enemy NPCs I'm gladly ripping off 7th Sea's system for villainous NPCs which follows roughly the order of bad guys to fight.

    in 7th Seas there are three types of enemy aside from Monsters. Minions are your mooks and go down in one hit. Henchmen are limited in their stats compared to PCs and can take a bit more hits, are named and have the possibility to become important. Villains are basically PCs in terms of stats but on Team Evil.

    The idea here to take that framework and maybe tweak them in terms of stats when needed to make them stronger or weaker.
    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)03:47 No.16713029
    >>16712727
    So in Henshin! terms we'd get in order of power, Mooks, henchmen, and Villain. And a separate order of Monsters and abominations. Monsters being as strong as a henchmen or in between henchmen and mooks and the abomination being a monster on steroids.

    Mooks as always are meant to be defeated in droves but can be tweaked to be a bit stronger but not by much and henchmen can either be more developed mooks with names, or PC level advisories again depending on tastes, and Villains being super strong to anything the PCs will fight and maybe appearing as an occasional encounter that they fight that always escapes before they manage to do serious damage.

    Of course if this proves insufficient you can always make more inbetween type classes
    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)12:22 No.16715442
    Alright kinda annoyed at the lack of comments and stuff and kinda running out of things to add and change.

    Now for henchmen implementation; in 7th sea the henchmen are named mooks for all intents and purposes. Statwise they're like PCs but have limited hit points maybe skills so once you rough them up hard enough they go down.

    But the cool thing is that they're presented as having potential to become a hero or villain which will work well. The thing here is to adjust their stats and hit points so they'll be challenge and no go down easily but still be weak enough to demonstrate that they're underlings of the big bad himself
    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)17:19 No.16717344
    Bump
    >> Commissar ZUBAAN !!dcRhU0aWxV0 10/23/11(Sun)17:54 No.16717619
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    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)20:18 No.16718760
    So is this lack of criticisms and suggestions an endorsement that my stuff is a-ok or dead wrong?

    Enquiring minds would like to mind
    >> Not Henshin Guy !!ZpNTEGghJMU 10/23/11(Sun)22:53 No.16720237
    Well if this thread doesn't get purged by tomorrow I'll get to stating up different tiers of bad guys
    >> Not Henshin Guy !!ZpNTEGghJMU 10/24/11(Mon)07:00 No.16723378
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    Final bump if this get's deleted before I can post the planned it then new thread alright?
    >> Not Heneshin Guy !!VsFNdwGGSmp 10/24/11(Mon)10:33 No.16724303
    >>16723378
    As a side not I guess I´ll make a hero and some villainous NPCs in attempt to incorporate the proposed changes and whatnot and some new ideas too.

    Still busy with stuff today so it'll be a while

    Also captcha gave me : otlykie which can arranged as Toylike which seems like a good name for a henchman



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