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oslecamo
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« Reply #60 on: November 14, 2010, 07:56:06 PM » |
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There are plenty of calm magic users though, and Real pilots frequently have some measure of psychic ability. (though this mostly amounts to Jedi-type stuff)
Heroic Age has pilots with hardcore psychic powers like teleporting and super telekinesis, and their mechas would be customized to amplify those powers. The main character can basically turn himself into a mecha able to punch his way trough whole space fleets, altough it's tecnically some kind of fusion-contract with a race so badass that their own bodies are mecha-level. EDIT: Could any SAGA material be translated over?
Never played it neither do I have the books.
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Prime32
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« Reply #61 on: November 14, 2010, 07:57:21 PM » |
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See edits. Heroic Age has pilots with hardcore psychic powers like teleporting and super telekinesis, and their mechas would be customized to amplify those powers.
The main character can basically turn himself into a mecha able to punch his way trough whole space fleets, altough it's tecnically some kind of fusion-contract with a race so badass that their own bodies are mecha-level. Yeah, well, I meant Newtypes/ Psychodrivers. 
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« Last Edit: November 14, 2010, 08:06:10 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Kuroimaken
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« Reply #62 on: November 18, 2010, 03:06:20 PM » |
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Need to read more about this. Little time. Will get back.
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oslecamo
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« Reply #63 on: November 18, 2010, 09:17:32 PM » |
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Burning Justice So, let us talk with our fists!HistoryMost Super Robot pilots don't actually focus on anything and rarely are trained *, trusting their sheer guts and HOT BLOOD to win battles. Yet in the middle of them kicking logic and reason to the curb and piercing the heavens, one can see a pattern between all of them. That is the Burning Justice discipline. Although it cannot be directly taught, it can certainly inspire a dedicated pupil, and most Burning Justice masters pass their teaching by directly performing them on their students until they get it. For performing a Burning Justice maneuver, at least the mecha must know the maneuver, using its own level for determining effects. If both the pilot and the mecha know the maneuver, use the highest pilot level between them. Unlike normal martial disciplines, Burning Justice maneuvers do not need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it. *For the record, there are super robot pilots who have the patience to train and focus, turning them on the fiercest opponents you may find on the battlefield, as exemplified by Major Sanger Zonvolt, the Sword that Cleaves Evil.1st levelHead Beam: Strike– Fire lasers from your head. Magic Zehpir Sword-just kidding!: Strike–Temporally summon weapon and perform an attack with it. Throw Tomahawk: Boost- Throw melee weapons at your opponent. Anger: Stance–Sacrifice defense for attack. Coolness:Stance-Sacrifice attack for defense. 2nd levelTalk with your fists!: Boost–enemies struck by you can only perform melee attacks for 1 round. Block: Boost–You turn yourself into a wall to block enemy line of sight and effect. Rocket Punch: Strike–Throw your fist at your enemy. Counter-Rocket Punch: Counter–block enemy attack at range. 3rd levelBury: Strike– Push back opponent, force it into surface it hits In Fight: Stance–Increase your movement speed and damage with melee weapons. Chest Blaster: Strike- Shoot massive beam from your chest that hits multiple enemies. Burning SpiritStrike- Glow so brightly nearby opponents get blinded. 4th levelMultiple Rocket Punch: Strike– Fire both your fists at the same time! That won't work twice!: Counter– become immune to one kind of weapon. Buster : Strike-ram while covered in energy! 5th levelOverwhelming Presence: Strike–Stun nearby opponents with your sheer badassery! Headlong Assault: Strike-use weapon, become tougher! Boomerang Punch:Boost-Turn body part into a ranged weapons which instantly returns to your hand. 6th levelUnlimited Blades Work: Strike-Fill the battlefield with weapons. Drill Rocket Punch: Strike– your fist becomes a drill, which punches through everything. Way of the Sword: Stance–Focus on a single melee weapon. 7th levelColossal Strike-Strike-your weapon grows, and you deliver a single mighty attack with it. Power Overwhelming: Strike– Release a mighty shockwave. Swat: Strike–Easily throw opponents out of your way. 8th levelBerserker: stance– keep fighting beyond your limits. Break the Unbreakable: Strike-Automatically hit your opponent. 9th level Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike: Strike: Your ultimate attack. Maneuver explanations:1st Level:
Head Beam Burning Justice (Strike) Level:: Super Pilot 1 Initiation Action: Standard action Range: 20 feet per Pilot Level: Target: One enemy
You fire energy beams from your eyes or some other part of your robot's head. Make a ranged touch attack. If it hits, the eyebeams deal 1d6 points of damage per pilot Level: to the target.
Magic Zephyr Sword-Just kidding Burning Justice (Strike) Level:: Super Pilot 1 Initiation Action: Standard action Range: As weapon Target: As weapon
You summon one non-heavy lvl I melee weapon from the arsenal list and deliver a single blow with it. The summoning process is left to the player, and can vary from being dropped from orbit by an ally, conjured from lighting that appears out of nowhere, or even being pulled from the earth below. Regardless, it's something visually flashy that can easily catch peoples' attention. The weapon then vanishes at the end of the attack.
For every 3 pilot Level:s you have, you can summon a weapon of a Level: higher, up to weapons lvl VII when you reach Pilot Level: 18.
Throw Tomahawk Burning Justice (Boost) Level:: Super Pilot 1 Initiation Action: Swift action Range: Personal Target: You Duration: End of turn
After initiating this boost, you become able to throw melee weapons at a range of 10 foot per Pilot Level: until the end of your turn. The weapons ricochet off of your opponents and instantly return to your hand. Otherwise, attacks made like this still count as melee attacks, and you may use your Str modifier for to-hit and damage bonus.
Anger Burning Justice (Stance) Level:: Super Pilot 1 Initiation Action: Swift action Range: Personal Target: You Duration: Stance
While in this stance, you gain a bonus on all your damage rolls equal to your pilot Level:, but all attacks against you deal extra damage equal to half your pilot Level:, rounded up. Opponents are aware of this.
Coolness Burning Justice (Stance) Level:: Super Pilot 1 Initiation Action: Swift action Range: Personal Target: You Duration: Stance
While in this stance, your DR increases by an amount equal to your Pilot Level:, but all your attacks suffer a penalty on damage rolls equal to half your pilot Level:, rounded up. Opponents are aware of this.
2nd Level: Talk with your fists Burning Justice (Boost) Level:: Super Pilot 2 Initiation Action: Swift action Range: Personal Target: You. Duration: 1 round
After initiating this boost, enemies struck by your melee attacks must make a will save with DC 10+1/2 your HD+Your Str or Dex modifier (whichever is higher), or be forced to attack you with a melee weapon for 1 round. If unable to reach you they must spend their turn trying to get as close as possible.
Block Burning Justice (Boost) Level:: Super Pilot 2 Initiation Action: Swift action Range: Personal Target: You. Duration: 1 Round
After initiating this boost, you block line of sight and effect for all opponents, including the squares you fill and the squares you threaten, until the beginning of your next turn. You can still be targeted normally, but any behind you cannot. Your opponents are clearly aware of this boost's effects when you use it.
Counter Rocket Punch Burning Justice (Counter) Level:: Super Pilot 2 Initiation Action: Immediate action Range: 10 feet per Pilot Level: Target: One attack
You may initiate this maneuver whenever an enemy performs an attack within the range of this maneuver. If you do, make an attack roll at your highest attack bonus against your opponent's attack roll (or save DC if the effect doesn't have an attack roll and allows a save). If you succeed, then the opponent's attack is completely nullified as you heroically block it with your own attack.
Rocket Punch Burning Justice (Strike) Level:: Super Pilot 2 Initiation Action: Standard action Range: 30 feet per pilot Level: Target: One enemy
One of your fists detaches and is sent flying at high speed towards your target. Treat this as a melee attack, except you can strike at any enemy within range and line of sight/effect. The base damage dealt is equal to your slam/unarmed strike damage or 2d8, whichever is higher.
3rd Level: Bury Burning Justice (Strike) Level:: Super Pilot 3 Initiation Action: Standard action Range: As weapon Target: As weapon Duration: 1 round Save: Reflex negates
When you initiate this maneuver, make a single attack with a weapon of your choice. If you hit, your opponent must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be thrown away from you by 5 feet for every 5 points of damage it took, causing attacks of opportunity as usual.
If it strikes a surface, then it takes an extra 1d6 points of damage for every 5 feet it had left in its movement, and it must make another Reflex save with the same DC or be partially buried in the surface, having all its speeds reduced to 5 feet until the beginning of your next turn. .
In Fight Burning Justice (Stance) Level:: Super Pilot 3 Initiation Action: Swift action Range: Personal Target: You Duration: Stance While on this stance, you gain a bonus to your damage with melee weapons equal to half of your Pilot Level:. In addition, all your speeds increase by 5 feet for every 5 Pilot Level:s you have.
Chest Blaster Burning Justice (Strike) Level:: Super Pilot 3 Initiation Action: Standard action Range: 5 feet/pilot Level: Cone Save: Reflex Half
When you initiate this maneuver, you shoot a powerful cone of energy from your chest. Creatures caught in the area take 1d6 points of damage per Pilot Level:, plus the higher of your Str or Dex modifiers, unless they succeed on a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers), in which case they take half damage instead..
Burning Spirit Burning Justice (Strike) Level:: Super Pilot 3 Initiation Action: Standard action Range: 10 foot per Pilot Level: radius, centered on you. Target: Opponents within Radius Duration: 1 round Save: Will Negates
When you initiate this maneuver you start to glow brighter and brighter until you're a gleaming beacon of FIGHTING SPIRIT! Opponents inside the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be blinded for 1 round.
4th Level:
Multiple Rocket Punch Burning Justice (Strike) Level:: Super Pilot 4 Initiation Action: Full-Round action Range: 30 foot per pilot Level: Target: Up to one enemy per fist fired.
As rocket punch, except you may perform iterative attacks gained from having a high Base Attack Bonus. That won't work twice! Burning Justice (Counter) Level:: Super Pilot 4 Initiation Action: Immediate action Range: Personal Target: You. Duration: 1 minute.
When initiating this counter, select one kind of weapon, a spell, a power, a maneuver, or a similar effect that you were struck by on the last round. You become fully immune to the chosen kind of attack for 1 minute.
Buster Burning Justice (Strike) Level:: Super Pilot 4 Initiation Action: Full-Round action Range: As weapon Target: As weapon. Duration: instantaneous Save: Reflex half
As you advance forwards, you're covered in an energy field that boosts your power! As part of this maneuver, move twice your speed in a straight line. Any opponents in your way must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d6 points of damage per Pilot Level:, plus the higher of your Str or Dex modifiers, and then be moved 5 feet on a straight line on a direction of your choice for every 5 damage they took, causing attacks of opportunity as usual.
If they succeed on the reflex save, they take only half damage, are moved adjacent to your path on a square of your choice and don't cause attacks of opportunity.
5th Level: Overwhelming presence Burning Justice (Strike) Level:: Super Pilot 5 Initiation Action: Standard action Range: 10 foot per Pilot Level: radius. Target: Creatures inside radius Duration: Instantaneous Save: Will negates
When you initiate this maneuver, you stand menacingly and let your opponents understand that you aren't fooling around. Creatures within the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers)or be stunned for 1 round.
Headlong Assault Burning Justice (Strike) Level:: Super Pilot 5 Initiation Action: Standard action Range: As weapon Target: As weapon. Duration: 1 round
When you initiate this maneuver, make an attack at your highest attack bonus. Regardless if it hits, you gain a bonus to your DR, Fort and Will saves equal to 1/4 your Pilot Level:, rounded down, until the beginning of your next turn.
Boomerang Burning Justice (Boost) Level:: Super Pilot 5 Initiation Action: Swift action Range: Personal Target: You Duration: 1 round
This boost works as Throw Tomahawk, but instead of throwing your melee weapons, you detach a part of your mecha's anatomy, turning it into a mighty thrown weapon that deals 1d6 points of damage per Pilot Level: per attack, and has a bonus on attack roll equal to half your Pilot Level:.
In addition, whenever you strike an opponent with this boomerang you may choose for it not to ricochet back, and instead automatically entangle the opponent, reducing all of their speeds to 5 feet for 1 round.
6th Level: Unlimited Blades Work Burning Justice (Strike) Level:: Super Pilot 6 Initiation Action: Full-Round action Range: see text Target: see text Duration: 2 rounds Save: Reflex half
You summon countless melee weapons from somewhere, filling the air around you and creating a deadly metal storm. This maneuver affects one 5 foot cube per Pilot Level:. Each cube must be placed within a radius of 30 feet per pilot Level:. Creatures inside the cubes must make Reflex saves (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d6 points of damage per two Pilot Level:s. If they succeed on the Reflex save, they take half damage and may move to an adjacent, non-affected area. The floating weapons last for 2 rounds.
Drill Rocket Punch Burning Justice (Boost) Level:: Super Pilot 6 Initiation Action: Standard action Range: Infinite length line Target: Enemies in line
This maneuver affects a line with width equal to your size and infinite length. The attack only stops when it hits a solid surface that is not a creature. Roll to hit as normal against every enemy caught in the line, but this attack ignores half the opponent's Natural Armor bonus to AC, Armor bonus to AC, and DR.
Way of the Sword Burning Justice (Stance) Level:: Super Pilot 6 Initiation Action: Swift action Range: Personal Target: You Duration: Stance When you enter this Stance, select one of your melee weapons. That weapon gains a bonus on attack rolls equal to 1/4th Pilot Level:, and a bonus on damage rolls equal to your pilot Level:. The weapon also ignores all miss chances, and is not subject to the automatic failure rules of natural 1's.
7th Level: Colossal Strike Burning Justice (Strike) Level:: Super Pilot 7 Initiation Action: Standard action Range: As weapon Target: As weapon
When you initiate this maneuver, make a single touch attack using one weapon. This attack deals double damage and overcomes all DR.
Power Overwhelming Burning Justice (Strike) Level:: Super Pilot 7 Initiation Action: Standard action Range: 5 foot per Pilot Level: radius centered on you Target: All creatures within range Save: Yes
When you initiate this maneuver , all other creatures within the radius must make a Fort save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d10 points of damage per Pilot Level:, plus the higher of your Str or Dex modifiers, and then be pushed to the edge of the radius of this effect plus 5 feet away from you for every 5 damage they took, causing attacks of opportunity as normal. If they impact upon a surface or another creature, they stop and both take an extra 1d10 points of damage for every 5 foot left in the movement of the affected creature.
If they succeed on the Fortitude save, they take only half damage and are not affected by the movement.
Swat Burning Justice (Strike) Level:: Super Pilot 7 Initiation Action: Swift action Range: melee Target: any number of creatures within melee range Save: Reflex negates
You swat at nearby opponents, throwing them away from you. When you initiate this maneuver you may move any number of creatures currently adjacent to you to any space within a 20 foot radius per Pilot Level:. This movement does not provoke attacks of opportunity. Opponents may attempt a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) to negate this maneuver's effect.
8th Level:
Berserker Burning Justice (Stance) Level:: Super Pilot 8 Initiation Action: Free action even if it isn't your turn Range: Personal Target: You Duration: Stance
This stance can be initiated as an free action at any time. While in it, your mecha continues working at 0 or fewer HP. At the end of each of your turns, you must make a Will save with a DC of 20+ the number of turns your mecha has spent with 0 or less HP. If you fail, your mecha immediately ceases functioning.
Break the Unbreakable Burning Justice (Counter) Level:: Super Pilot 8 Initiation Action: Standard action Range: As weapon Target: One creature
When you initiate this maneuver you make single attack that automatically hits the target. As you do not roll to determine if this attack hits, there is no chance of a critical hit.
9th Level: Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike Burning Justice (Strike) Level:: Super Pilot 9 Initiation Action: Full-Round action Range: As weapon Target: As weapon Save: Yes (See text)
You perform a charge and end it by performing an extremely flashy attack with your favorite weapon. If it hits, this attack is an automatic critical hit, and the target must make a Fort save, a Reflex save, and a Will save, each with a DC of 10+ 1/2 HD + the better of your Str and Dex modifiers, or lose its next turn.
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« Last Edit: October 16, 2011, 05:38:02 PM by oslecamo »
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Prime32
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« Reply #64 on: November 19, 2010, 01:53:46 PM » |
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Hmmm... this school is a lot more dependent on initiator level than most. Normally maneuvers do a fixed amount of damage and have upgraded versions which you can switch out for. As for names, Time to Come isn't really associated exclusively with Supers. The Grungust Mk1 and Mk2's themes are Grungust Zan! and Cockpit of Steel. You could go with the SRX's Super Robot Spirits or Battle God of Steel. Just about every Super's theme music has words like "steel", "justice", "invincible, "burning", etc. in the lyrics. Maybe you could use "Burning Justice".  You shoot energy beams from your eyes or some other part of your robot's head, as a ranged touch attack wich can't be incremented. "which can't be incremented"?  Special attacks don't follow the same rules as ranged weapons - they have no range increments, just a maximum range. As you advance forwards, you're covered in an energy field that boosts your power! As part of this maneuver move twice your movement speed in a straight line. If there's any oponents in your way they must make a reflex save DC 14+Your Str or Dex modifier, wichever's higher, or take 1d6 damage per Pilot Level plus your Str or Dex modifier, wichever's higher, and then be moved 5 feet on a straight line on a direction of your choice for every 5 damage they took, causing attacks of oportunity as usual.
If they suceed on the reflex save, they take only half damage, are moved adjacent to your path on a square of your choice and don't cause attacks of oportunity.
Based on Akashic Buster? Not sure I understand the knockback part. Mazinger Z's Big Bang Punch Baldios' Baldiroizer Shin Getter's Shine Spark Excellence Lightning's Reactor Crash(?) God Sigma's ?
Note that if a mech is capable of ramming enemies it's usually the most powerful attack in its arsenal. Because Ramming Always Works. 
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« Last Edit: November 19, 2010, 02:24:06 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #65 on: November 19, 2010, 09:07:06 PM » |
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Hmmm... this school is a lot more dependent on initiator level than most. Normally maneuvers do a fixed amount of damage and have upgraded versions which you can switch out for.
You'll notice that my pilot classes can't swap maneuvers as they level up, since I never liked the maneuver power creep. Also the ones dependant on IL don't allow you to use a weapon. Notice how the Ace Pilot maneuvers quickly scale up with your stronger weapons. Ryusei will get his school for combining-mechas later on. At the lack of better sugestions so far, that's how multiple pilots will work, the secondary pilots will use maneuvers from that school to boost the extra-super robot. Also Kusuha has Ace Pilot theme song, and some other Super Pilots as well, and Grungust-Zan/Cockpit of Steel don't sound that good to me. Just about every Super's theme music has words like "steel", "justice", "invincible, "burning", etc. in the lyrics. Maybe you could use "Burning Justice".  Now that sounds better. You shoot energy beams from your eyes or some other part of your robot's head, as a ranged touch attack wich can't be incremented. "which can't be incremented"?  Special attacks don't follow the same rules as ranged weapons - they have no range increments, just a maximum range. Well if you think that clause isn't needed I'll remove it. As you advance forwards, you're covered in an energy field that boosts your power! As part of this maneuver move twice your movement speed in a straight line. If there's any oponents in your way they must make a reflex save DC 14+Your Str or Dex modifier, wichever's higher, or take 1d6 damage per Pilot Level plus your Str or Dex modifier, wichever's higher, and then be moved 5 feet on a straight line on a direction of your choice for every 5 damage they took, causing attacks of oportunity as usual.
If they suceed on the reflex save, they take only half damage, are moved adjacent to your path on a square of your choice and don't cause attacks of oportunity.
Based on Akashic Buster? Not sure I understand the knockback part. Well, it's suposed to be your mecha flying and knocking away everybody he runs into with it's energy field, sending the enemies flying away so your allies Aoo them. Better wording sugestions would be welcome. Allow me to disagree. Your last video has God Sigma finishing the enemy with a giant sword, and two of the other videos simply show the super robot closing in with the enemy, camera gets very away, massive explosion for unknown reasons, then your super robots shows up again. It could be ramming. It could be a charging fist. It could be a giant sword. Similarly, the grungusts are capable of ramming enemies all right in ship/tank form, but eventually their supreme attacks are all giant swords. Anyway the supreme Time to Come attack is suposed to be generic, so by all means you can claim it's a super-ram. 
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Prime32
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« Reply #66 on: November 19, 2010, 10:16:32 PM » |
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Hmmm... this school is a lot more dependent on initiator level than most. Normally maneuvers do a fixed amount of damage and have upgraded versions which you can switch out for.
You'll notice that my pilot classes can't swap maneuvers as they level up, since I never liked the maneuver power creep. Also the ones dependant on IL don't allow you to use a weapon. Notice how the Ace Pilot maneuvers quickly scale up with your stronger weapons. The DCs don't scale this way, however... And this means that all your attacks end up equal in power. Allow me to disagree. Your last video has God Sigma Excellence Lightning finishing the enemy with a giant sword The Excellence is a hybrid Real/Super, so it mixed in the "use all your weapons" thing.
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« Last Edit: November 20, 2010, 09:36:25 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #67 on: November 19, 2010, 10:26:39 PM » |
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The DCs don't scale this way, however...
Neither do the official schools for the matter, since they very rarely offer improved versions of the maneuvers that allow saves. But that's no excuse for not fixing it indeed. Changed the DCs to 10+1/2 HD+Stat like I did in all my monster classes. Should've done so from the begginning.
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Prime32
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« Reply #68 on: November 26, 2010, 05:33:42 PM » |
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Suggestions: Using a Burning Justice manuever at full power requires both the robot and the pilot to possess it. It can be used if only the robot uses it, but its initiator level is lower (treat like staffs). The Super Pilot class has a "favoured maneuver" at lv1, which has an initiator level 1 higher than normal. Every few levels he gains another, and increases the bonus to existing favoured maneuvers by 1. This allows some of his attacks to be more powerful than others. When robots combine, any of the pilots can take the action to perform a maneuver. This means that you can have a guy who focuses on Rocket Punches, one who can use the Chest Blaster really well, etc. CombiningOne robot is designated as the base. Mecha that combine with it have a function from the following list: - Armour:
- Weapon: The combined mecha gains an additional attack possessed by neither of the components.
- Speed: The combined mecha's speed in one movement mode is increased by 10mu.
The base mecha gains all the integrated attacks of things combined with it, but not their wielded weapons. It also gains the movement modes of combined components which are the same size of the base mecha or larger, and has the combined EN pools of all components. Size category is equal to the size of the largest component. In addition, combining four mecha of the same size results in the combination increasing by one size.
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #69 on: November 27, 2010, 07:30:11 AM » |
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Suggestions:
Using a Burning Justice manuever at full power requires both the robot and the pilot to possess it. It can be used if only the robot uses it, but its initiator level is lower (treat like staffs).
So, would the super robot itself know more maneuvers than the pilot? Also I remind you that the idea proposed by Veekie would be that super robots don't come in pre-built forms like super robots, but rather "grow" with the pilot and only work for him. So there would never be such a thing as a pure super pilot on a pure super robot of diferent level. it would also make multiclassing easier, aka if you're a super/real robot hybrid you apply super robot "growths" to a real robot chassis (think Gespent S). Or would you prefer to use the system I used for real robots? The Super Pilot class has a "favoured maneuver" at lv1, which has an initiator level 1 higher than normal. Every few levels he gains another, and increases the bonus to existing favoured maneuvers by 1. This allows some of his attacks to be more powerful than others.
When robots combine, any of the pilots can take the action to perform a maneuver. This means that you can have a guy who focuses on Rocket Punches, one who can use the Chest Blaster really well, etc.
I like those. CombiningOne robot is designated as the base. Mecha that combine with it have a function from the following list: - Armour:
- Weapon: The combined mecha gains an additional attack possessed by neither of the components.
- Speed: The combined mecha's speed in one movement mode is increased by 10mu.
I'm not sure I'm geting this. So the combined mecha uses the best armor and speed from it's parts, speed is increased (but armor no) and you gain one extra weapon from a list? The base mecha gains all the integrated attacks of things combined with it, but not their wielded weapons. It also gains the movement modes of combined components which are the same size of the base mecha or larger, and has the combined EN pools of all components.
Sounds good. Size category is equal to the size of the largest component. In addition, combining four mecha of the same size results in the combination increasing by one size.
Isn't three the magic number? SRX and Getter Robo are both combining classics, and they're definetely bigger than the parts. Once you clarify those things I believe I can finish the super robot basics this weekend. Other Stuff:-Changed burning justice capstone to fullround action-charge. -I'm open to ideas for a special mechanic for funnel-style weapons. Right now I'm treating them as regular weapons because I can't think of anything better.
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« Last Edit: November 27, 2010, 07:34:57 AM by oslecamo »
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Prime32
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« Reply #70 on: November 27, 2010, 07:52:01 AM » |
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Suggestions:
Using a Burning Justice manuever at full power requires both the robot and the pilot to possess it. It can be used if only the robot uses it, but its initiator level is lower (treat like staffs).
So, would the super robot itself know more maneuvers than the pilot? Also I remind you that the idea proposed by Veekie would be that super robots don't come in pre-built forms like super robots, but rather "grow" with the pilot and only work for him. So there would never be such a thing as a pure super pilot on a pure super robot of diferent level. it would also make multiclassing easier, aka if you're a super/real robot hybrid you apply super robot "growths" to a real robot chassis (think Gespent S). Or would you prefer to use the system I used for real robots? I suggested the staff thing so that the mecha can still be stolen and used by someone else. CombiningOne robot is designated as the base. Mecha that combine with it have a function from the following list: - Armour:
- Weapon: The combined mecha gains an additional attack possessed by neither of the components.
- Speed: The combined mecha's speed in one movement mode is increased by 10mu.
I'm not sure I'm geting this. So the combined mecha uses the best armor and speed from it's parts, speed is increased (but armor no) and you gain one extra weapon from a list? Nah, you get one option, depending on how exactly you combine, with certain mecha granting more. Maybe something based on body slots, so that a mecha that transforms into armour for another can grant more abilities than one which just forms a jetpack. Size category is equal to the size of the largest component. In addition, combining four mecha of the same size results in the combination increasing by one size.
Isn't three the magic number? SRX and Getter Robo are both combining classics, and they're definetely bigger than the parts. Four follows D&D precedents more, but you have a point there. I'm open to ideas for a special mechanic for funnel-style weapons. Right now I'm treating them as regular weapons because I can't think of anything better. As a swift action attack a number of adjacent 5mu cubes, requiring a Ref save (equal to your attack roll) to avoid?
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« Last Edit: November 27, 2010, 08:16:37 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #71 on: November 27, 2010, 09:00:16 AM » |
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Super Pilot I'm Sanger. Sanger Zonvolt! The sword that smites evil!HD:12 | Level | BAB | Fort | Ref | Will | Feature | Maneuvers Known | Stances Known | | 1 | +1 | +0 | +0 | +2 | Super Robot, Maneuvers, Favored Maneuver +1, Spirited | 1 | 1 | | 2 | +2 | +0 | +0 | +3 | Bonus Feat | 2 | 2 | | 3 | +3 | +1 | +1 | +3 | Spirit | 3 | 2 | | 4 | +4 | +1 | +1 | +4 | Arsenal I | 4 | 2 | | 5 | +5 | +1 | +1 | +4 | Bonus Feat | 5 | 3 | | 6 | +6 | +2 | +2 | +5 | Favored Maneuver +2/+1 | 6 | 3 | | 7 | +7 | +2 | +2 | +5 | Arsenal II | 7 | 3 | | 8 | +8 | +2 | +2 | +6 | Spirit | 8 | 3 | | 9 | +9 | +3 | +3 | +6 | Bonus Feat | 9 | 3 | | 10 | +10 | +3 | +3 | +7 | Arsenal III | 10 | 3 | | 11 | +11 | +3 | +3 | +7 | Spirit | 11 | 4 | | 12 | +12 | +4 | +4 | +8 | Favored Maneuver +3/+2/+1 | 12 | 4 | | 13 | +13 | +4 | +4 | +8 | Arsenal IV | 13 | 4 | | 14 | +14 | +4 | +4 | +9 | Spirit | 14 | 4 | | 15 | +15 | +5 | +5 | +9 | Bonus Feat | 15 | 5 | | 16 | +16 | +5 | +5 | +10 | Arsenal V | 16 | 5 | | 17 | +17 | +5 | +5 | +10 | Spirit | 17 | 5 | | 18 | +18 | +6 | +6 | +11 | Favored Maneuver +4/+3/+2/+1 | 18 | 5 | | 19 | +19 | +6 | +6 | +11 | Arsenal VI | 19 | 5 | | 20 | +20 | +6 | +6 | +12 | Bonus Feat | 20 | 5 | 4 Skill points+int per level, ×4 at 1st level. Class skills: Concentration, Climb, Diplomacy, Jump, Spot, Listen, Appraise, Intimidate, Knowledge(any) Proficiencies: A Super Robot Pilot is proficient with simple and melee weapons and mechas. Features:Super Robot: The super pilot comes in possession of a powerful mecha by fate or luck (the details of which should be discussed with the DM), which, at 1st level grants him access to a basic super robot. If the super robot is reduced to 0 HP the Super Pilot will have to undergo some redeeming quest to make it rises again from it's wrecks. The super robot grows in power together with the super pilot as he gains levels. More details on the Super Robot chart. Maneuvers: The Super Pilot learns maneuvers and Stances from the Burning Justice and Into the Danger Zone schools as shown on the table. To learn a maneuver of a given level, he must have a Pilot Level of the maneuver level, less one. His Pilot level is equal to his Super Pilot level plus half of his other levels. Your personal super robot automatically knows all maneuvers and stances you do. If you're piloting another person's super robot (either burrowed or stolen), you can use any maneuvers that super robot knows without you knowing them yourself, but you use the super robot's level instead of your own level for the purposes of those maneuvers. Favored Maneuver: At 1st level, pick one of your known maneuvers. That maneuver has a pilot level of 1 higher than normal whenever you use it. At 6th level and every 6 levels thereafter, you gain another favored maneuver, and increases the bonus to your existing favored maneuvers by 1. You may change your favored maneuvers whenever you gain another level in Super Pilot. Spirited:Each level of Super Pilot increases the maximum number of spirit points of the character by 8. In addition the character learns one spirit, and whenever "Spirit" appears on the table he learns one more. Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). A super pilot needs to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as valor and alert, last 1 minute and are lost if not triggered by the end of the duration. Spirit ListBonus Feat:Whenever this ability shows up, the Super Pilot gains a feat from the list of pilot feats.Arsenal: At 3rd level, the super robot gains some kind of patronage which supplies an array of basic swappable weapons and accessories to further customize his mecha, although not as good as those of a Real Pilot. He may only choose weapons of up to the level indicated on the Super Pilot table (I at level 4, II at level 7, ect). Those weapons can be reloaded and/or swapped whenever the patronage entity is contacted. Refer to the Arsenal list for details.
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« Last Edit: October 11, 2011, 05:46:22 PM by oslecamo »
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Prime32
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« Reply #72 on: November 28, 2010, 09:05:56 AM » |
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I notice that Real and Super Pilots can learn 19 and 20 maneuvers respectively out of a list of only 23. Likewise, every Super Pilot will know exactly the same stances by lv20.
I would suggest giving them some additional schools. Reals might get Diamond Mind and/or White Raven, while Supers get Iron Heart and/or Devoted Spirit.
Or maybe Real Pilots get both Diamond Mind and White Raven, while Super Pilots get any one additional school (with the option to trade this for spellcasting). You could even pick Ace Pilot as your second school, for hybrids.
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« Last Edit: November 28, 2010, 09:11:03 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #73 on: November 28, 2010, 11:21:04 AM » |
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Super Robot
 There's no such thing as an average Super Robot. They each are unique to their own pilots.Base stats:Multiclassing between Real and Super Pilots: Upgrades:Each level of the Super Pilot class gives four Upgrade points. Those upgrade points can be spent in any of the following options. You cannot spend more upgrade points in a single option than twice your pilot level. Some options demand a certain level before they can be taken, as noted on the respective entry. You must spend all upgrade points as soon as you get them. Plating: the Super robot gains +5 HP, +2 Nat armor, +1 DR. Agility:The Super Robot gains +1 to Dodge and +5 mu to all it's speeds. Not all Super Robots are brutish towering columns of metal.Battery:The Super Robot gains +10 energy. Hyperdimensional storage: The Super Robot gains +25 arsenal space. Can only be taken once for every 4 pilot levels. Growth: The super robot becomes one size category larger, gaining all standard advantages and penalties except ability score changes, and it's Natural armor bonus only increases by 1. This can only be taken once for every 4 pilot levels, up to colossal size at 16th pilot level. Still not big enough!Miniaturization: The super robot becomes one size category smaller, gaining all standard advantages and penalties except ability score changes, and it's Natural armor and In Built weapons damage doesn't change either. This can only be taken once for every 4 pilot levels, up to fine size at 16th pilot level. Transform: the super robot gains the Transform property. Choose one of the forms below. Taking this two times allows to take both forms. The grungust's three forms allow it a great deal of versatility.Gravity engine:the Super robot can fly at it's base speed with good maneuverability. This costs 2 upgrade points. Mighty: one of the super robot's in built weapons deals +2 damage. Progressive edge: one of the super robot's in built weapons gain the rending property. This costs 2 upgrade points. Cuting plasma field:one of the super robot's in built weapons gain the power property. This costs 3 upgrade points.  A properly upgraded super robot in-built weapon should always be bigger than your average real robots.Mysterious Power:the super robot gains the Reactor 1 mecha property. Taking this upgrade multiple times increases it by an extra 1. Nanomachines: the super robot gains the Regeneration 1 mecha property. Taking this upgrade multiple times increases it by an extra 1. Balanced: the super robot's in built weapons gain the Finesse property. Targeter:the super robot gains an extra +1 to all to-hit rolls. Sparkly visual effects when you use your abilities are mandatory, even for multiclass super/real pilots.Sentient: the super robot has a mind of it's own. It can act while you're out of it, but it doesn't have any feats or skills and counts as having 10 on all it's ability scores except Int, which is -, and can only use it's in-built weapons and maneuvers. It will blindly follow your orders, and at the lack of them will actively seek the pilot if not seeing him for 24 straight hours. Anyone else but the original pilot trying to control a sentient super robot must win a charisma check against it, with the super robot gaining a bonus on this check equal to it's own level. Sentient can be further upgraded with extra pilot points: Note: refer to Real Robot charts for mecha and weapons special properties.
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« Last Edit: October 09, 2011, 04:04:42 PM by oslecamo »
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oslecamo
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« Reply #74 on: November 28, 2010, 11:25:02 AM » |
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I notice that Real and Super Pilots can learn 19 and 20 maneuvers respectively out of a list of only 23. Likewise, every Super Pilot will know exactly the same stances by lv20.
I would suggest giving them some additional schools. Reals might get Diamond Mind and/or White Raven, while Supers get Iron Heart and/or Devoted Spirit.
Or I could : -Add more maneuvers to the existing schools. -New mecha schools! I would prefer keeping this as OGL as possible. The ToB schools aren't OGL.
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Prime32
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« Reply #75 on: November 28, 2010, 12:44:18 PM » |
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I would prefer keeping this as OGL as possible. The ToB schools aren't OGL. There's a project somewhere on GitP to create an OGL alternative to ToB, with a new set of schools and classes fully compatible with the existing ones while capable of standing on their own. I find it ironic that you used a group of near-identical Mazingers to illustrate that "all Supers are unique".  Speaking of which, I don't recognise the ones with the red limbs.
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« Last Edit: November 28, 2010, 01:21:38 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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oslecamo
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« Reply #76 on: November 28, 2010, 02:54:21 PM » |
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I would prefer keeping this as OGL as possible. The ToB schools aren't OGL. There's a project somewhere on GitP to create an OGL alternative to ToB, with a new set of schools and classes fully compatible with the existing ones while capable of standing on their own. Had already heard of it but sounds like a plan! Do a bunch of extra schools to cover the basics missing. Also do notice that my schools are overall stronger than the basic ones, so I prefer to only custom schools for this. Into the Danger Zone: Iron Heart, aka a combination of self-buffs and dealing with several oponents at once. Born to Fight: Diamond Mind, aka hitting and dodging better, not harder. Time to Come: White raven, support your allies while bashing your oponent! Also I find amusing that IRON HEART SURGE was "moved" to a 5th level on that other project. I find it ironic that you used a group of near-identical Mazingers to illustrate that "all Supers are unique".  Speaking of which, I don't recognise the ones with the red limbs. Don't ask me, I only recognize Mazinger Z and Great Mazinger, aka the ones that showed up in Alpha Gaiden so far. Compare with the gespent series. Really, besides the color how could you tell them apart if they were standing still?  Anyway open for more sugestions for upgrades if you remember anything I missed. Or a better picture if you have it.
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« Last Edit: November 28, 2010, 04:12:18 PM by oslecamo »
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Prime32
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« Reply #77 on: November 28, 2010, 03:52:16 PM » |
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I find it ironic that you used a group of near-identical Mazingers to illustrate that "all Supers are unique".  Speaking of which, I don't recognise the ones with the red limbs. Don't ask me, I only recognize Mazinger Z and Great Mazinger, aka the ones that showed up in Alpha Gaiden so far. Compare with the gespent series. Mazingers (counter-clockwise from back): God Mazinger, Mazinkaiser, ?, Great Mazinger, Mazinger Z, Grendizer (aka Goldorak/Goldrake), ? As for the Gespensts, the mass-produced ones have white tips on their shoulders (or was that the non-mass-produced ones?). IIRC the fully white ones are Gespenst-TTs (T-Link Type). TVTropes has a decent pic on their Super Robot page, but no hotlinking.
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Prime32
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« Reply #78 on: November 29, 2010, 12:57:49 PM » |
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Could I suggest a third "beast" alternate form which focuses on using its default weapons? Maybe something like barbarian rage? I notice that Real and Super Pilots can learn 19 and 20 maneuvers respectively out of a list of only 23. Likewise, every Super Pilot will know exactly the same stances by lv20.
I would suggest giving them some additional schools. Reals might get Diamond Mind and/or White Raven, while Supers get Iron Heart and/or Devoted Spirit.
Or I could : -Add more maneuvers to the existing schools. -New mecha schools! I would prefer keeping this as OGL as possible. The ToB schools aren't OGL. Just wanted to point out that the Nine Schools are freely available online. http://www.wizards.com/default.asp?x=dnd/we/20061225aNot technically OGL, but you don't need to own the book to use it legally. The warblade class is elsewhere on the site.
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« Last Edit: November 29, 2010, 03:46:58 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Prime32
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« Reply #79 on: December 03, 2010, 04:26:34 PM » |
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For funnels you could treat their attacks as automatically flanking. Or simpler yet, use the rules for swarms.
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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