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- NERF'D D: :
- -Your core stats are safe...for now (EVIL)
- -Damage multipliers now cap off at x4.
- VVV IMPORTANT VVV
- -Gaining and using style is now a lot stricter: Style gained from tricks and maneuvers and whatnot during battle/competitions now has to actually be relevant to the fight, not just random, and a proper hamazing description must be given to rolls that utilize absurd amounts of style. Failure to comply by these will result style gain being nulled or taken away, and rolls to be reduced.
- Basic rule of thumb is to do a trick/manuever that makes the situation more interesting in some way. You can even make up hazards and objects to play off of so long as it makes sense. If it gives the scene extra flair, and is more clever than whatever crap I could think of, then creativity will trump actual game mechanics.
- ^^^ IMPORTANT ^^^
- Point Multipliers:
- When it comes to gaining points, the amount you gain on a check can multiply if you roll especially high. Obviously this multiplier can vary depending on how well the trick is described.
- DC20 is x1.5 points
- DC30 is x2 points
- DC40 is x3 points
- etc...
- Trick chaining:
- You can do as many tricks in one turn as you want: chaining tricks spends 5 energy, independent of your usual energy-per-round limit. The DC of a chained trick increases by 10.
- New Trick Methods:
- Loudmouthing: Impress and dazzle with your wicked ways with words. Uses Charisma stat.
- Trash Talk: New method of attacking. Basically the same as Loudmouthing, but uses Charisma to attack vs opponent's awareness. If the check succeeds, then you deal damage using Charisma again vs their Willpower. Doesn't multiply on degrees of success, but can be performed as a standard action anywhere you're in hearing distance. May not work 100% of the time depending on the situation.
- If you trash talk an opponent immediately after they wipeout, you can instead choose to absorb their energy instead of dealing damage. The rate is the same as how much damage you would have dealt.
- Freakout: Rage against the heavens right after you wipe out. Right after a wipeout, perfom a DC30 willpower check to gain 4 extra points. Failing this check results in taking damage equal to the number you rolled, and potentially damaging your equipment.
- VVV VERY UNFINISHED VVV
- Soul Albums (ノ◕ヮ◕)ノ*:・゚✧
- A new mechanic that in no way will be broken whatsoever, Soul Albums are the contents of your soul taken physical form for a limited time. Think of them as a particularly buffed set of perks, but with less silly limitations.
- Soul Albums consist of special powers known as Tracks. Tracks are split up into 3 increasingly powerful tiers: Silver, Gold, and Platinum. In order to activate a Track, you need to spend a minimum amount of 1 style, a requirement that increases by 2 the next time you use the same track again in the same scene, along with an allotted amount of energy. This energy does not count towards your energy-per-turn limit.
- While these tracks can be whatever you want that's within reason, by default they're split into 5 different archetypes:
- *Passive: A low-key shifting in your character's priorities. Typically this means buffing a single aspect of your skills or abilities in exchange for a tradeoff, such as spending increased amounts of energy overtime, lowering another one of your abilities, or burning off your health.
- *Energy Burst: A quick, 1-shot burst of energy. This can take the form of something like a giant energy blast, a sudden boost in jumping ability, or a single dazzling attack. Either way, it can't last for more than a beat.
- (Keep in mind that if your move is just something like a very powerful blow or a series of rapid fire fists, you'd be better off just fluffing a standard attack using a high amount of style as that instead of wasting a track on it. Remember, Tracks should go beyond the impossible!)
- *Terrain Shift: The user shifts the entire terrain to their liking. An example is turning a zone into pure ice, or having giant trees burst out of the ground.
- *Transformation: A buffed version of the Passive archetype, a transformation completely changes the shape and form of the user, and provides numerous straight buffs and other advantages. Eats up a set amount of energy for each beat they're active. Exclusive to Gold and Platinum tiers.
- *Summon: Concentrates the energy of your soul into a seperate physical entitiy. A summon acts as a powerful guardian that can act as an advantageous stage hazard, a helpful assistant, or something that squishes the opposition harder than the rest. Generally they act as an entirely separate entitity of their own. Exclusive to Gold and Platinum tiers.
- While style and Energy costs will obviously vary depending on the move, this should be a decent enough guideline:
- Silver: A very standard issue track, you'll probably be pulling off these tricks semi-regularly in a fight. By default they cost 3 style and 10 energy.
- EXAMPLE:
- Out of the Bag Attack (S, Energy Burst, 3 Style and 10 energy)
- Scarf Cat seemingly disappears in thin air and frantically scratches everything within 2 zones, without bias or remorse. These attacks cannot be countered whatsoever.
- Gold: A mighty powerful move, you'll probably only be using these in occasional clutch situations, or when you want a huge advantage fast. They cost 5 style by default along with 15 energy.
- EXAMPLE:
- The Pack (G, Summon, 5 style and 15 energy)
- Scarf Cat summons Scarf Dog and Scarf Rat, who come to the Cat's assistance.
- They each have the same stats as Scarf Cat, but with only 50 health each. They immediately retreat after 3 of Scarf Cat's beats.
- Platinum: Your magnum opus, the track that pulls off all the stops and displays the maximum potential your rider is capable of. This is your ultimate attack, and yes, this is even your final form. Can only be pulled off once per scene, or even a day if its especially powerful. By default they cost 10 Style and 20 energy.
- Unbound God (P, Transformation, 10 Style and 10 Energy a beat)
- Scarf cat takes off his scarf, unlimiting his power and taking on the form of a pitch black Tiger with neon teeth.
- Unbound God has +4 on all body and speed stats, and can utilize 30 energy per turn.
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