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About RyuujinKatsuya

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  1. RyuujinKatsuya

    Castlevania Genesys!

    That Drac fight sounds super frustrating and super fun at the same time. Spectral Defense/Mist Form should probably be a +P modification, considering the impact it could have in a ranged-heavy game/party. All in all, the bosses seem really well done.
  2. RyuujinKatsuya

    Dissecting the Merriod

    Monstrous Limbs changes how Two-Weapon Combat affects the Merroid. First you choose which of the attacks is the "primary" attack, the one the merroid is focusing on; normally, you'd take the lower characteristic and lower skill among the weapons its attacking with, but since they're all Brawl-based, you'll just be using its Brawn characteristic and Brawl skill; Monstrous Limbs specifies that it negates the increased difficulty of a Two-Weapon Combat check, so it stays Average; finally, it specifies that you can then use Advantage and Triumphs to hit with either of the other two attacks, possibly both of them, just like regular Two-Weapon Combat. Also, thanks to Mawed Tentacles being Linked, a good roll can result in four hits, something usually reserved for Auto-Fire weapons.
  3. RyuujinKatsuya

    Custom item Qualities

    Bonded, Limited Uses, and Of Bleeding all have existing counterparts, so we'll start there. Bonded is just Cybernetics without a Strain Threshold cost, which makes them hands-down better; Limited Uses is just Limited Ammo for non-weapons, so while its useful to give people an idea they might not have had, its not really new; Of Bleeding is a worse version of the Rune of Bleeding from Realms of Terrinoth, since "bladed" weapons (the requirement for the rune) already have a critical rating of 3 or less. Also, when you activate a specific Critical Injury, like Bleeding Out, you don't get to upgrade it to the next one down the list. Of Slaying is going to be interesting - how often do your players have 5-6 advantage that would let them activate Of Slaying AND inflict a Critical Injury? Of Changing is potentially much more devastating than just changing the skill the attack uses - most talents specify the skill they key off of, so it can be either completely useless (settings with only one of that weapon skill, and no - few talents that specify a one- or two-handed weapon) to amazingly powerful (multiple talents that key off the same skill/handed-ness of an attack) Use with caution. For Of Critical, how do you determine which of Critical Injuries that is inflicted? Also, based on the way Rune of Bleeding was explained (see above), would you allow it to upgrade to the next tier of Injury if they already had all of the Critical Injuries of Tier N? Of Returning is just great, hands down. Its flavorful and useful (depending on your GM). The Strain cost should be 2, though, since the standard math is a cost of one Advantage is good for 1 Strain (spending advantage on a check, bonus maneuvers during your turn, bonus maneuver during an opponent's check). Holy/Unholy is...actually exactly how Weaknesses are being handed by most of the content creators I've seen. Specifically, see c_beck's work. All in all, pretty good, just a couple that will require a much greater deal of oversight to make sure they aren't on either end of the spectrum too far (too weak, too powerful).
  4. RyuujinKatsuya

    Genesys: The Fighting Game - Updated v. 0.75

    Is each special move going to be a unique ability? If so, I'd base it on the Attack magic action, and have its XP cost be partly defined by its difficulty. And also let them either a) spend extra XP to make the move less difficult (or not, you have Signature Move as a talent) or b) have some super-high XP cost to add part of the effect WITHOUT increasing difficulty. If you want cash to be a necessary thing, you could say that some specific fighting styles act as implements for your Special Moves, or some replace the standard equipment (so that your Ryu-expy isn't shafted because he's wearing a gi versus M. Bison's leather armor equivalent).
  5. RyuujinKatsuya

    Castlevania Genesys!

    Are the characters above from any particular period in the continuity, or are they a unique version for the play-testing you'll be doing? They all look pretty good, though with the other characters, it would seem they are most likely incarnations from Castlevania 3: Dracula's Curse?
  6. RyuujinKatsuya

    Castlevania Genesys!

    Personally? No, but I have seen videos of people properly trained doing it, and what they tend to do is build up momentum first. I imagine the older games didn't do it for memory limitation reasons (though if I recall, there was a delay when attacking with the chain whip in the NES version of Castlevania III), and the more recent games either decided "good enough" or the chain is supposed to be some magical/alchemical super-light-weight metal. I'd definitely go with giving it some serious Cumbersome and Unwieldy - whips are not to be trifled with by the unskilled.
  7. RyuujinKatsuya

    Genesys: The Fighting Game - Updated v. 0.75

    Did a quick skim, and seems like it could be quite interesting. I like that your career doesn't actually impact how you fight, though I'm not sure what kind of impact having the extra four career skills will have on the XP progression (likely 0, since everyone gets them). However I did notice that in the "The Showoff" archetype, their "Force of Personality" trait references the "Personality"..pretty sure you meant for that to be their Presence, instead?
  8. RyuujinKatsuya

    Castlevania Genesys!

    As much as I love Castlevania and literally anything to do with it...why does the Chain Whip require two hands to wield? I know that Alucard and Soma both have a few two-handed weapons, but none of the whips have ever been shown to use or require a free hand
  9. RyuujinKatsuya

    Super Fighting Robot

    Weapons could come in one of two varieties. To keep it true to the original material, they'd be weapons with the Limited Ammo quality. To make them closer to the Command Mission system, they'd be special combat actions that require Strain to pull off. Another option would be to base them on the Runestones from Terrinoth - X would use them as Implements, and Zero could use them as active powers (just make most of them melee attacks, since this is Zero we're talking about). Personally, I think the Runestone method works best, since it allows for multiple characters to acquire the same power but use it differently, and it keeps the limited use without making it ridiculously complex. For body slot upgrades, I'd suggest using Attachments for it. None of them really change the way X or Zero function on a basic level (except for the explosive chest piece in X3, I think?). This way, your Android/Reploid can keep the same armor configuration and then mod it as they see fit.
  10. RyuujinKatsuya

    Converting Creatures

    Don't forget some variation of either Second Wind or Heroic Recovery, possibly both to show the 'breaking the rules' approach that Liches take (becoming Undead abominations in order to learn more for longer).
  11. RyuujinKatsuya

    Story Points to Start

    I'm personally of the belief its that lopsided to start on purpose. Firstly, GM's shouldn't really ever need to spend Story Points to introduce new details unless its a well and true ****-pull. Secondly, it encourages players to actually spend theirs, which is something that some groups have issues with. People tend to be less hoard-y with things if they have more than the other guy. EDIT: Was not expecting an older term for someone's rear-end to be blocked...
  12. RyuujinKatsuya

    Star Trek as a Setting

    What time period are you going to use? STO specifically states that current-era bridge officers and captains are expected to wear armor and use a personal energy shield, specifically because of how deadly energy weapons are. If not in that era, I suggest following the series suggestions: red shirts die horribly, but anyone of any value (PCs, Rivals, Nemesis) are instead attacked to disable, not kill, because negotiations are a huge thing in Star Trek, unless you're Borg, Breen or Hirogen.
  13. RyuujinKatsuya

    Transhuman Genesys

    I don't want to just mimic 'depends on the setting', but I prefer to think about it in terms of how advanced becoming transhuman is. Deus Ex is just starting the process, where you can replace parts of yourself with similar or better versions, but Altered Carbon, for example, lets you replace the entire body and upload the mind digitally. Therefore: For Deus Ex, unless it changed in Mankind Divided, I'd suggest just using Cybernetics as-is, with the option of allowing a character to have their Cybernetics destroyed rather than suffer death or otherwise truly permanent Critical Injuries (IE, at the start of the game, he loses pretty much everything to an explosion and has to have it replaced - just use that system in reverse. Don't want to suffer a 124 Critical roll? Sacrifice your arm (possibly again) in order to avoid the Injury). In a setting closer to Altered Carbon, where (in the Netflix series) it appears you are simply put into a sleeve based on your existing genetic information, you'd build a standard character, probably have some upgrades that are cheaper cybernetics, with the expectation that you'll 'die' every so often and have to replace it all. Might even allow characters to purchase upgrades to their cybernetics that mimic Talents, since all it takes is one really bad encounter to take it again.
  14. RyuujinKatsuya

    GM Phil's Fallout Theme

    Nevermind, must be thinking of a custom talent from a setting.