Power Core Combiner RPG outline
Re: Power Core Combiner RPG outline
Sorry for the delay. Life has been hectic of late.
Here is a partial damage scale. (I was trying to find my old notes, which worked this out in mathematical terms. But, here is what I was able to reconstruct from memory.)
Remember, the types of damage are not exclusive. it is possible to take additional (worse) damange later in a game. And, enough light damage can be compounded in to something more serious over the course of several rounds. All repair are assumed to be made *after* a game has been resolved. Repairs may be made on deficit at moderator's discretion.
-slight:
These are slight insults and injuries received in battle or daily life. Generally, this includes sensor disruptions like Hound's or Mirage's weapons or temporary system damage like Starscream's null rays. In game, the effects of this kind of damage would only be felt for a few rounds. And, repairs would be free *after* the game ended. The real worry here is that slight damage could leave a player vulnerable to far worse. (Having one's sensor's scrambled in mid-flight could be disasterous.)
-moderate:
This involves some physical damage, represented by diminished stats until repairs have been made. Generally the repair cost would be 25% of the character or specific system that was damaged. It will usually be possible to use a moderately damaged character, though they would be diminished.
-severe:
The chief different between "severe" and "moderate" is, as one might expect, a question of degree. The damage here is worse, and the reduction in states is proportionately greater. Repair costs would likely run from 50% to 75%, depending on the nature of the damage. Components may be assumed lost or too damaged to be useful. Trailbreaker's injuries in "Man of Iron" or Prime's injuries in "Heavy Metal War" are good examples of this. If a character is immobilized, there must be a plausible reason for them to be in a position to be repaired later.
-ruinous:
Great damage. Character is probably immobilized. Repairs made at 90%-100% cost of character. Most of the injuries in the 1986 movie, or damage inflicted by Starscream with the Underbase would fall in to this category. Mirage's injuries in G2 are also a good example. In theory, he could have been repaired. But, somebody would have to drag him to a repair bay, and it would still take some doing to get him running again. Similarly, most of the Decepticons damaged by Omega Supreme in the comics were eventually liberated and repaired. But, they were out of action for a while.
-obliterated:
Character is completely destroyed. May only be repaired at 300% cost *and* with moderator permission. Examples include (but are not limited to Shockwave in "Legacy of Unicron", IDW Ironhide, G1 Starscream's death in the movie, Terrorsaur falling in to lava, "Armada" Megatron or any character eaten by the Swarm.
Dom
-has a scenario in the works.
Here is a partial damage scale. (I was trying to find my old notes, which worked this out in mathematical terms. But, here is what I was able to reconstruct from memory.)
Remember, the types of damage are not exclusive. it is possible to take additional (worse) damange later in a game. And, enough light damage can be compounded in to something more serious over the course of several rounds. All repair are assumed to be made *after* a game has been resolved. Repairs may be made on deficit at moderator's discretion.
-slight:
These are slight insults and injuries received in battle or daily life. Generally, this includes sensor disruptions like Hound's or Mirage's weapons or temporary system damage like Starscream's null rays. In game, the effects of this kind of damage would only be felt for a few rounds. And, repairs would be free *after* the game ended. The real worry here is that slight damage could leave a player vulnerable to far worse. (Having one's sensor's scrambled in mid-flight could be disasterous.)
-moderate:
This involves some physical damage, represented by diminished stats until repairs have been made. Generally the repair cost would be 25% of the character or specific system that was damaged. It will usually be possible to use a moderately damaged character, though they would be diminished.
-severe:
The chief different between "severe" and "moderate" is, as one might expect, a question of degree. The damage here is worse, and the reduction in states is proportionately greater. Repair costs would likely run from 50% to 75%, depending on the nature of the damage. Components may be assumed lost or too damaged to be useful. Trailbreaker's injuries in "Man of Iron" or Prime's injuries in "Heavy Metal War" are good examples of this. If a character is immobilized, there must be a plausible reason for them to be in a position to be repaired later.
-ruinous:
Great damage. Character is probably immobilized. Repairs made at 90%-100% cost of character. Most of the injuries in the 1986 movie, or damage inflicted by Starscream with the Underbase would fall in to this category. Mirage's injuries in G2 are also a good example. In theory, he could have been repaired. But, somebody would have to drag him to a repair bay, and it would still take some doing to get him running again. Similarly, most of the Decepticons damaged by Omega Supreme in the comics were eventually liberated and repaired. But, they were out of action for a while.
-obliterated:
Character is completely destroyed. May only be repaired at 300% cost *and* with moderator permission. Examples include (but are not limited to Shockwave in "Legacy of Unicron", IDW Ironhide, G1 Starscream's death in the movie, Terrorsaur falling in to lava, "Armada" Megatron or any character eaten by the Swarm.
Dom
-has a scenario in the works.
Re: Power Core Combiner RPG outline
I was planning to do more with this. But, I have been both busy and sick of late.
A few quick points:
-If you are designing your own character, please try to keep the description and transform as reasonable as possible. It does not have to be Don Figueroa level detail. But, try to avoid the worst elements of non-show G1 cartoon characters in terms of stuff just popping in and out of place as needed.
-As a question of curiosity: How many of you are planning to customize a figure of your characters?
-Is anybody interested in me making the rules in to an html document? This would be an artistic flourish on my part, but it could add to the atmosphere of the game.
Dom
-planning a detailed character sheet as well.
A few quick points:
-If you are designing your own character, please try to keep the description and transform as reasonable as possible. It does not have to be Don Figueroa level detail. But, try to avoid the worst elements of non-show G1 cartoon characters in terms of stuff just popping in and out of place as needed.
-As a question of curiosity: How many of you are planning to customize a figure of your characters?
-Is anybody interested in me making the rules in to an html document? This would be an artistic flourish on my part, but it could add to the atmosphere of the game.
Dom
-planning a detailed character sheet as well.
- Ursus mellifera
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Re: Power Core Combiner RPG outline
I would totally customize a figure, but given the character I designed it would probably be more trouble than it's worth. Let alone having it combine to boot.Dominic wrote:-As a question of curiosity: How many of you are planning to customize a figure of your characters?
-Is anybody interested in me making the rules in to an html document? This would be an artistic flourish on my part, but it could add to the atmosphere of the game.
How would an html document be an "artistic flourish?" It seems really handy to have all the rules in a single document. What kind of shortpacked statement is that?
Check it out, a honey bear! http://en.wikipedia.org/wiki/Kinkajou
Re: Power Core Combiner RPG outline
It could also just keep it as a plain text document. And, while plain text has a certain appeal, HTML might also be fun.
- Ursus mellifera
- Supreme-Class
- Posts: 798
- Joined: Wed Apr 27, 2011 8:07 am
Re: Power Core Combiner RPG outline
Well, you could always do it in html to give it that old-school computer game feel, but the rules should be as simple and easy to understand as possible.Dominic wrote:It could also just keep it as a plain text document. And, while plain text has a certain appeal, HTML might also be fun.
Check it out, a honey bear! http://en.wikipedia.org/wiki/Kinkajou
Re: Power Core Combiner RPG outline
The rules themselves will still be easy to read. It would just be a question of presentation. In this case, the idea would be to make them look like an old rule book. (There would be a few links in the document itself. But, nothing too intrusive.)
Re: Power Core Combiner RPG outline
I think a standard text format pdf would be more compatible with people's various systems. We wouldn't want anyone to feel like their system is a big pile of Willis or that they're getting Shortpacked right out the gate.
Re: Power Core Combiner RPG outline
Uh, we all realize that if you are reading this forum, your computer can read HTML, right? HTML browsers are common on phones.
Dom
-reading gaming manuals for ideas on mechanics.
Dom
-reading gaming manuals for ideas on mechanics.
Re: Power Core Combiner RPG outline
Well, I'd like to sort of mirror Trekwave's concern that I have no idea what putting the rules "in HTML" means in practical terms. As far as I know, HTML is the stuff websites are made of, and that's all.
COME TO TFVIEWS oh you already did
Re: Power Core Combiner RPG outline
Which is great for online stuff but for actually having a document that you can modify/update a standard pdf word or excel file might be better. Y'know, something that can be saved to a computer that you don't have to be online to use. Some systems would require online capability to use html formats.Dominic wrote:Uh, we all realize that if you are reading this forum, your computer can read HTML, right? HTML browsers are common on phones.
Dom
-reading gaming manuals for ideas on mechanics.