Power Core Combiner RPG outline

Ancillary, non-main-line stuff. Star Wars TF, Speed Stars, Titanium Series, Robot Heroes, that sort of thing. They're kinda neat, but we all know they're not really that important. Admit it, you know it's true.
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Dominic
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Re: Power Core Combiner RPG outline

Post by Dominic »

I have a possible solution to the size question. But, it will present other problems during the character design/points cost stage.

The rules for vehicles and giant transforming robots as presented in "Cartoon Action Hour" assume unequal points allocations as well as varying size classes for characters. The problem is that a character like Gomess' hovercraft would require one of two problematic solutions for what I am thinking.

-case 1: Everybody starts off with about the same amount of points, which would be enough to pay for larger characters like Gomess'. Gomess would spend his points of size and a few other traits. Meanwhile, somebody who made a more "regular" sized guy, such as Double Clutch or my own FeedBack (working name) would be left with more th an enough points to crack out the drones after cracking out the commander and/or Minicon.

-case 2: Players submit character ideas and are allocated unequal amounts of points to build those characters, per moderator discretion. In this scheme, somebody like Gomess would get a great many more points to create their character. Of course, having a more points heavy (powerful) character would give him advantages during the game that other players would not have.

Thoughts?


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-did some more work on the weapons document, and is going to get a character sheet done in the next week or so.
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Gomess
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Re: Power Core Combiner RPG outline

Post by Gomess »

In the most objective way, I'm not sure what inherent advantage a bigger character has. Weight makes someone harder to move around, but it also makes them slower, and if they're knocked down it'll take way longer for them to get back up. Weight is no guarantee of resistance, either; a smaller character could be much more durably built. So what I'm really saying is... Y I NO HAVE DRONES? D=

...Anyway, much as I hate it, I figured we were using size-changing? So a big alt mode wouldn't necessarily mean a big robot mode. Doesn't Ursus have a train??

Well, whatever, I don't mind if the hovercraft has to be inherently Slow 'n' Strong. I can just be the meat shield.
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Re: Power Core Combiner RPG outline

Post by Dominic »

Size would imply armour or even class advantages due to size. And, having a slow character that would likely be acting as a defactor field station would obligate you to invest in armour or other gear.

Playable characters will require at least two drones or a Minicon.
...Anyway, much as I hate it, I figured we were using size-changing
I want to avoid size-changing and sub-space, or at least make them very rare/expensive tech.

Ursus' train character would be larger than a guy who turns into a car. But, the cars would be the drones.


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Re: Power Core Combiner RPG outline

Post by Gomess »

So my hovercraft would just have two drones, probably?

Not sure about the "responsibility" of having high armour, though. Especially considering the vehicle mode is a relatively high-speed transport that's not supposed to get involved in combat. It'd be able to support a lot of weight, but wouldn't be much more resistant to damage.

Really not liking the idea I'm so restricted in my stats. Like I said, I don't mind tanking, but I was hoping for a transporter that wouldn't get directly involved in conflict. A long-distance support unit at best.
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Re: Power Core Combiner RPG outline

Post by Dominic »

Transports would still require high strength and endurance though. And, you would want armour because the enemy would have every reason to sink you and whatever you would be carrying.

You could add drones and Minicons over time as you earned more points.

That said, I would rather have questions of unorthodox characters come up now than later. Of course, some of this would have come up just with the old car:fighter plane divide.


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-is lazy enough to just go with all cars unless forced to do otherwise.
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Re: Power Core Combiner RPG outline

Post by Gomess »

Surely there's an armour:speed ratio on a transporter? Like, they're both important, and surely it's down to personal preference. A transporter that can cut through waves and turn on a dime will be just as good at surviving attacks as one with bulky armour, no?

Well, as I've said, you're the rules guy, so you go ahead and suggest some alternatives.
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Re: Power Core Combiner RPG outline

Post by Shockwave »

I want an F-22!
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Re: Power Core Combiner RPG outline

Post by Onslaught Six »

I really don't like how...consistently you're trying to apply scale, Dom. You said that Ursus' train guy would probably be huge compared to car guys and the cars would be his drones...but do you mean full sized cars?

I mean, I've always worked on the assumption that regardless of altmode, however big a dude is is how big he is. If I have an F22, for example, there's nothing saying he can't just turn into a small F22 the size of a car. Real altmode scale be damned. Beast Wars rules, y'know?
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Re: Power Core Combiner RPG outline

Post by Dominic »

If you want to have an off-scale alt-mode, that is fine. But, it would blow any disguise element out the window.

Honey Bear's rail cars would be in scale to the engine/Commander.
transporter that can cut through waves and turn on a dime will be just as good at surviving attacks as one with bulky armour, no?
It depends on what the armour rating on the transporter would be.

In game terms, a really fast transporter with really good armour (and maybe really good firepower) would be *really* useful to have in play. The player would have to incure a larger points cost than somebody who just wanted to be a car or even an F-22 in order to keep the game balanced.


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Re: Power Core Combiner RPG outline

Post by Gomess »

Wellll I don't *want* strong armour, so that shouldn't be a problem, should it?
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