Post by blacktothefuture on Oct 2, 2010 12:36:37 GMT -5
I'm feeling self-important and chatty right now so I thought I'd make an INFORMATION THREAD about what few mechanics you need to worry about in Onagi High : Martial Awesome Highschool. So here it goes...
First you pick a STYLE of martial art* (includes western stuff like boxing and wrestling too) and that is how you fight people. When you take actions you make them similar to the style you picked. You can try anything from your style and it'll be harder or easier to use depending on what kind of move it is.
Then you go to high school. Post a thread. Doesn't matter what's in the first post so long as it's SOMETHING. Then I'll start posting what's happening to you and you'll be off on your own adventure!
Then people judge you. That's what happens in high school right? As you do stuff I'll award you delinquent, cool or honor points. Delinquent being bad or overly violent stuff, cool being the middle ground and honor being righteous and good stuff. The points will get you different responses from people and different power ups and technique access later.
Then you take 3 extracurricular activites. You can pick three (3) outside things to do between sports teams, school clubs and gyms/dojos outside school. Taking a martial art-based club or dojo basically counts as taking a second martial art. Other non-martial arts clubs give other kinds of bonuses.
Then you get TECHNIQUES. These are moves you pick from any of your martial art styles that go above and beyond the normal moves. Special abilities in a sense. When you are told you have a technique choice you may either make your own and run it by me for approval OR I can think of one for you.
Techniques have RANKS from F to A. Technique ranks show how good your technique is and give you a modifier on attacks made with that technique. F rank gives +0, D rank +5, C rank +10, B rank +15, A rank +20. Rank ups are given as you play through by other peers and later your teachers. In addition techniques gain extra effects** as they level up, usually around B or higher. Occasionally C ranks too!
Beware though, Techniques exhaust you if you use them too much.
Then you get TRAITS. Traits are little things that you pick up from fighting a lot or learn over time. Like the perks from Fallout only with martial arts. They are broken up into three groups. (More to come) You can only pick traits from your current dominant social status which WILL change depending on your actions in game.
DELINQUENT :
Scrapper - +5 When meeting an attack with an attack or parry.
Rough and tumble - +5 Against attacks with knock back/down,throw or stagger.
Tough Guy - Incoming damage is reduced by 5%.
Bruiser - +5 On all hand strike-based attacks.
Dirty Fighting - All feints and "dirty fighting" type attacks receive +5.
Taunt - Designate target and they must save vs dc of 30 or be forced to attack you, at higher forces a normal attack.
Intimidate - Designate target and they must save vs dc of 30 target takes -5 when attacking you.
Cat call - Declare a target and they roll vs DC of 30. Enemy failure grants enemy a -5 to all defensive actions.
Kick 'em while they're down - Roll flat +5 for free attack on a staggered opponent, later automatic, even higher extra damage.
Mad Dog - User gains +5 to attack actions and -5 to defensive actions, at higher levels the negative goes away.
Grit - Reduce the overall amount of physical status penalty you have on you by 5.
COOL:
Slick - +5 To all dodges and resisting grabs/grapples/throws.
Smooth - +5 Against opponents of the opposite sex.(use on same gender requires an additional roll to beat dc of 40.)
Cool Moves - +5 when using any TECHNIQUE.
Flashy entrance - +5 when entering a combat already under way.
Snappy One-liner - When hit with an emotional penalty roll and add 5 to reflect it at the same DC.
Sense of Timing - on any successful dodge roll flat for a free attack, at higher levels add, even higher extra damage.
Shake it off - Any attack that would cause stun or other similar penalties takes a -5 penalty when launched against you.
Really cool - on a successfully attack roll against enemies. Success grants enemies -5 on all actions for the rest of the fight.
Makin' it look easy - Roll for a chance to reduce energy spent by 1. (Must be rolled for as it is executed)
Roll with it - When knocked down roll and add +5 to not be knocked down, later is automatic. (Any incoming auto attacks still happen)
Attitude - +5 when making an action involving or reacting to/saving against an action involving an emotional effect.
HONOR:
Honorable Challenge - Pick a target, for the rest of the fight you gain a +5 against that person. (Once per fight)
Feeling your opponent - +5 on executing/maintaining all grabs/holds.
Purely Self-defense - +5 on all blocks and parries
Brave and Bold - +5 when outnumbered by a 3-1 ratio.
Immovable - +5 on all blocks and against knock back/down moves.
Studious - Select a school of martial art you already posses, treat all actions from selected school as a having an additional +5.
Dutiful Rise - When reduced to 0 HP roll for a chance to rise again at 10% HP, automatic, later at more.
Discipline - Grants a +5 bonus to all reactions against normal attacks and attacks/techniques that have a chance to stun, knock down, or throw the player with this trait.
Awareness - reduce any opponents "dirty fighting" bonus or rolls on feints by 5.
Courage - Reduce negative emotional effects inflicted on player by 5.
Resolution - When you fail to resist an emotional effect the user must beat your DC of 30 or fail..
Maybe, just maybe, you develop your OWN self image! It is possible to take certain "open domain" traits depending on your style and the circumstances.
Nimble - Roll flat and add +5 to resist being knocked down.
Slippery Joints - +5 on escaping grapples, grabs and throws.
Footwork - +5 against trip, stagger, knock down and on dodges.
Thorough Application - Enemies take -5 on escape attempts when in "hold".
Strength - On successful attacks roll flat to stagger opponent for -5, later automatically with knockdown chance.
Wily - +5 on dodges and against grabs, grapples and throws.
Acrobatic - +5 on all leaping attacks/areal attacks.
Force - When blocked or parried roll flat to stagger your opponent for -5, later automatically with knockdown chance.
Vigilant - +5 against "Dirty Fighting" and feints.
More to come, some restrictions may apply.
Then you keep playing. That's basically it. You can make up your background story and such as you go if you'd like (so long as you tell me about it first). Fight more people, fall in love, make enemies, you know the drill. So now that that's all out there start doing stuff! Or continue doing stuff if you already were doing stuff.
*Must be an EXISTING style of martial art or combat.
First you pick a STYLE of martial art* (includes western stuff like boxing and wrestling too) and that is how you fight people. When you take actions you make them similar to the style you picked. You can try anything from your style and it'll be harder or easier to use depending on what kind of move it is.
Then you go to high school. Post a thread. Doesn't matter what's in the first post so long as it's SOMETHING. Then I'll start posting what's happening to you and you'll be off on your own adventure!
Then people judge you. That's what happens in high school right? As you do stuff I'll award you delinquent, cool or honor points. Delinquent being bad or overly violent stuff, cool being the middle ground and honor being righteous and good stuff. The points will get you different responses from people and different power ups and technique access later.
Then you take 3 extracurricular activites. You can pick three (3) outside things to do between sports teams, school clubs and gyms/dojos outside school. Taking a martial art-based club or dojo basically counts as taking a second martial art. Other non-martial arts clubs give other kinds of bonuses.
Then you get TECHNIQUES. These are moves you pick from any of your martial art styles that go above and beyond the normal moves. Special abilities in a sense. When you are told you have a technique choice you may either make your own and run it by me for approval OR I can think of one for you.
Techniques have RANKS from F to A. Technique ranks show how good your technique is and give you a modifier on attacks made with that technique. F rank gives +0, D rank +5, C rank +10, B rank +15, A rank +20. Rank ups are given as you play through by other peers and later your teachers. In addition techniques gain extra effects** as they level up, usually around B or higher. Occasionally C ranks too!
Beware though, Techniques exhaust you if you use them too much.
Then you get TRAITS. Traits are little things that you pick up from fighting a lot or learn over time. Like the perks from Fallout only with martial arts. They are broken up into three groups. (More to come) You can only pick traits from your current dominant social status which WILL change depending on your actions in game.
DELINQUENT :
Scrapper - +5 When meeting an attack with an attack or parry.
Rough and tumble - +5 Against attacks with knock back/down,throw or stagger.
Tough Guy - Incoming damage is reduced by 5%.
Bruiser - +5 On all hand strike-based attacks.
Dirty Fighting - All feints and "dirty fighting" type attacks receive +5.
Taunt - Designate target and they must save vs dc of 30 or be forced to attack you, at higher forces a normal attack.
Intimidate - Designate target and they must save vs dc of 30 target takes -5 when attacking you.
Cat call - Declare a target and they roll vs DC of 30. Enemy failure grants enemy a -5 to all defensive actions.
Kick 'em while they're down - Roll flat +5 for free attack on a staggered opponent, later automatic, even higher extra damage.
Mad Dog - User gains +5 to attack actions and -5 to defensive actions, at higher levels the negative goes away.
Grit - Reduce the overall amount of physical status penalty you have on you by 5.
COOL:
Slick - +5 To all dodges and resisting grabs/grapples/throws.
Smooth - +5 Against opponents of the opposite sex.(use on same gender requires an additional roll to beat dc of 40.)
Cool Moves - +5 when using any TECHNIQUE.
Flashy entrance - +5 when entering a combat already under way.
Snappy One-liner - When hit with an emotional penalty roll and add 5 to reflect it at the same DC.
Sense of Timing - on any successful dodge roll flat for a free attack, at higher levels add, even higher extra damage.
Shake it off - Any attack that would cause stun or other similar penalties takes a -5 penalty when launched against you.
Really cool - on a successfully attack roll against enemies. Success grants enemies -5 on all actions for the rest of the fight.
Makin' it look easy - Roll for a chance to reduce energy spent by 1. (Must be rolled for as it is executed)
Roll with it - When knocked down roll and add +5 to not be knocked down, later is automatic. (Any incoming auto attacks still happen)
Attitude - +5 when making an action involving or reacting to/saving against an action involving an emotional effect.
HONOR:
Honorable Challenge - Pick a target, for the rest of the fight you gain a +5 against that person. (Once per fight)
Feeling your opponent - +5 on executing/maintaining all grabs/holds.
Purely Self-defense - +5 on all blocks and parries
Brave and Bold - +5 when outnumbered by a 3-1 ratio.
Immovable - +5 on all blocks and against knock back/down moves.
Studious - Select a school of martial art you already posses, treat all actions from selected school as a having an additional +5.
Dutiful Rise - When reduced to 0 HP roll for a chance to rise again at 10% HP, automatic, later at more.
Discipline - Grants a +5 bonus to all reactions against normal attacks and attacks/techniques that have a chance to stun, knock down, or throw the player with this trait.
Awareness - reduce any opponents "dirty fighting" bonus or rolls on feints by 5.
Courage - Reduce negative emotional effects inflicted on player by 5.
Resolution - When you fail to resist an emotional effect the user must beat your DC of 30 or fail..
Maybe, just maybe, you develop your OWN self image! It is possible to take certain "open domain" traits depending on your style and the circumstances.
Nimble - Roll flat and add +5 to resist being knocked down.
Slippery Joints - +5 on escaping grapples, grabs and throws.
Footwork - +5 against trip, stagger, knock down and on dodges.
Thorough Application - Enemies take -5 on escape attempts when in "hold".
Strength - On successful attacks roll flat to stagger opponent for -5, later automatically with knockdown chance.
Wily - +5 on dodges and against grabs, grapples and throws.
Acrobatic - +5 on all leaping attacks/areal attacks.
Force - When blocked or parried roll flat to stagger your opponent for -5, later automatically with knockdown chance.
Vigilant - +5 against "Dirty Fighting" and feints.
More to come, some restrictions may apply.
Then you keep playing. That's basically it. You can make up your background story and such as you go if you'd like (so long as you tell me about it first). Fight more people, fall in love, make enemies, you know the drill. So now that that's all out there start doing stuff! Or continue doing stuff if you already were doing stuff.
*Must be an EXISTING style of martial art or combat.