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Post by griever789 on Aug 19, 2016 15:19:29 GMT -8
copied from my post on the gurps forum for posibilty of extra feed back
I been trying to sell the idea of gurps to my friends for awhile now, and one of the ideas that been molling in my head was the series kingdom hearts which a lot of my friends like and had played in free form rps in the setting in the past. So a couple of questions.
1. Is gurps even the right game for this setting, or should I go with something more cinimatic like hero or savage world?
2. The keyblade, I kind of split if it should be signature gear or should be stated like an intelligent weapon. I do remember one remark in the game "The child's strength is not his own." which could give the idea sora fighting prowles is more because of the weapon rather then his own limited experince in play fighting. While there is an art to keyblading, effectly sora did the first 2 games without any of the fancier tricks keyblader properly trained knew....which kind is like winning against master martial artist using only untrained street brawling.
3. Is there like a big list of disney charecter with gurp stats? it would save a lot of time on prep work if so.
4. what books should I have, I have the basic three, charecter, campaign, powers, and I also have, tactical shooting, psionics,mysteries,space,spaceship,biotech,lowtech ,infinite world, fantasy, thautmolgiy
To show a little leg work I done on my own limited experience here is my stats for the basic heartless type shadow.
5 str(-50),12dex(+40),5iq(-100),5 ht (-50) -3 SM/Advantage:Dark vision(+20)combat reflex(+15) detect( spiritual heart)(+20) doesn't breath(+20) injury tolerance diffuse(+100) shadow form(+50) unkillable 3 (achilies heel keyblade) (+135)/disadvantage: Bestial (-15) uncontrollable appiette (spiritual heart) (-15)/
total cost: +192
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Post by griever789 on Aug 21, 2016 10:10:04 GMT -8
once again copied from my thread on the gurps forum
Okay regardless of whether or not it a good system this game will happen.
So I made a new heartless template and later I going to have to make a lot more of these. Might need to edit the first template too on the shadow.)
Soldier heartless
Str:8(-20),Dex:12(+40),IQ:5(-100),ht:8(-20) per:8(+15)/advantage: Sharp Claws(+5),combat reflex(+15),damage resistant 3 (Skull only)(+5),dark vision(+25),detect(spiritual heart)(+20), indomitable(+15)injury tolerence diffuse(+100),unkillable 3 (Achilles heel keyblade)(+135)/disadvantage: Bestial (-15), cannot speak (mute) (-25) Uncontrollable appetite (spiritual heart)(-15)/Technique, Jump kick(Heartless)
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Post by griever789 on Aug 23, 2016 3:15:48 GMT -8
Okay to emphasize a question how should the keyblade be done? Should it just be listed as signature gear or should the thing be stated due to it myriad of abilities and it's ability to change forms
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Post by mook on Aug 23, 2016 8:17:07 GMT -8
I'm not overly familiar with the KH setting, but your stats for Shadow and Soldier seem solid. The keyblade itself, I would probably stat it up, but only those things that have any kind of mechanical interaction. That is, I gather it can be used to open portals to other worlds -- if this is an ability that always just "works," I wouldn't waste my time statting out an actual Power with Limitations, energy cost, all that, I'd just note next to the weapon "Opens Portals."
Using it as a melee weapon, though, you'll need to know how much damage it does since you will (presumably) eventually smack somebody with it.
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Post by griever789 on Aug 23, 2016 13:38:31 GMT -8
Hm okay to give a example of all keyblade abilities that can be used untrained. Basically it can open any lock at all, even electronic and magical ones from both close and long range. It can permanently kill the heartless, otherwise they will just reform later. It can give that ability to kill heartless to people nearby, it is a effective conduct of magic as well as a decent melee weapon,and has the ability to change forms when you change keychains which have slightly diffrent strengths and passive abilities. It has been shown to be able to use the beam of light that opens locks as a attack, and in the pirate of the Caribbean world it could damage the undead pirates, but only under the moonlight and in that same world apparently protects Sora from the curse of the gold coins. It might also be implied that it also give combat ability to some extent.
If you trained in the usage of the blade it also gets a bunch of other rediclous powers, but that irrlevent since I thinking everyone in the party is untrained.
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Post by mook on Aug 24, 2016 9:32:05 GMT -8
Ah, gotcha. Imo, there's two ways to go about something like this. First is, no building, no points, just make a notecard entitled "Keyblade" and put the powers below on it. Boom - it can do those things, all the time every time, in the game. Constructing it according to points gains you absolutely nothing. For example, "It can permanently kill the heartless." If that's just a statement of fact, if it doesn't do any extra damage to the heartless or allow them some kind of HT roll to resist or whathaveyou, then jotting it on a notecard or spending time constructing it via point buy yield the exact same results. But if the abilities require any kind of dice rolls to function properly, then you need mechanical info about the effect. "Being a decent melee weapon" tells you nothing about the mechanics of wielding it, but "Provides a +2 skill bonus and +4 damage bonus" does. Same with "it can open any lock at all..." If that is factually true in the setting, that it can open any lock, any time, then you don't need any mechanics. But if not, you'll need to give it a skill like "Lockpicking-20" so you have something to roll against... it will almost always open a lock, but there's that chance. That sort of thing. Provide mechanics (and thus, point costs) to those abilities that need it, and just make a note of the others? - It can open any lock at all, even electronic and magical ones from both close and long range.
- It can permanently kill the heartless, otherwise they will just reform later.
- It can give that ability to kill heartless to people nearby.
- It is a effective conduct of magic.
- As well as a decent melee weapon.
- And has the ability to change forms when you change keychains which have slightly diffrent strengths and passive abilities.
- It has been shown to be able to use the beam of light that opens locks as a attack.
- And in the pirate of the Caribbean world it could damage the undead pirates, but only under the moonlight and in that same world apparently protects Sora from the curse of the gold coins.
- It might also be implied that it also give combat ability to some extent.
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Post by griever789 on Aug 26, 2016 14:15:45 GMT -8
Hm that does make a lot of sense. by the way what is a good way to bullshit some stats incase the players attack something unexpected?
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Post by mook on Aug 26, 2016 17:32:16 GMT -8
Both the "Locus" and "Warriors" PDFs here have some stat blocks for rando bad guys of varying levels. Broad strokes, it's 10s for low level fodder, 12s for mid level fodder, 14s for adequate foes, and 16s for tough guys (attributes and skills). HP you can stack on as high as you like for the battle you want, but careful giving anything a HT over 12... that can slow combats waaay down, since they're gonna stay up and fighting (probably) a lot longer. Example: Easy Rando Dude, HT/HP 10/10 Punch-10, 1d-2 cr Club-10, 1d cr Dodge/Parry 10/10 Actual Guard, HT/HP 12/14 Punch-14, 1d+2 cr Kick-12, 1d+3 cr Sword-14, 2d cut Dodge/Parry, 12/12 Big Bad Guy, HT/HP 13/20 Punch-15, 2d cr Kick-13, 2d+2 cr Halberd-16, 2d+3 cut Dodge/Parry, 12/14 etc.
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