Post by Juan on Apr 2, 2005 14:02:30 GMT -5
Rules
1. PLEASE: Present a sketch, picture, drawing, or some sort of visual representation to the mods
and the RPG forum to be approved for an MF. Be kind enough to let us see just what you're making, in G Gundam the shape, bulk and mass of the suit is VERY important. If you want the upper hand in decisions concerning whether attacks or such would hit you need a sketch on file. If you don’t have one you can’t argue that the shape of your MF would allow dodging. Include this link at the bottom of your post.
2. When the GM(s) set limits, THOSE ARE THE LIMITS.
3. The Build Points you are allotted are THE BUILD POINTS YOU ARE ALLOTTED. Don’t bitch just because you think you didn't get enough. You will get more depending on Win/Loss. Points WILL go negative if you just SUCK in battle.
4. THE SHUFFLE ALLIANCE AND MAHQ ARE NOT GODS. They are merely places for reference. While their usefulness is appreciated and sometimes worshipped, it is a SOURCE, not an authority. In other words - The GM(s) has the final ruling on stats, and no one else.
Power Limits
-Power: The pure brute strength of your suit
-Speed: How fast your suit can move and attack
-Offense: The power of your special attacks and hyper specials
-Defense: How well you can take damage without seriously damaging your suit
-Search: Sensory powers, vital if conditions are hazardous in an area (fog, rain&)
-Adaptability: Ability to fight in rough conditions, and switch from offense to defensive maneuvering and adapt to surroundings
-Manueverability: Ability to change attack patterns in round, dodge, and turn. Should be close to speed.
1. All fighters start with 133 points.
2. You must spend 17 points in each of the areas.
3. A preliminary FFA tournament will earn additional points for your suit which will be added by the GMs.
GMs
Zorak is a permanent GM. Other GMs may be chosen by Zorak, however, asking to be GM will result in likely immediate disqualification from any potential position.
Special Moves and Hyper Special Attacks
1. You may have TWO special moves or moves and ONE hyper special attack (you may earn the right to more later)
2. Each special attack may be used a total of 5 times per round. Each hyper special attack may be used once a round. For a combo to work you must have the required remaining attacks.
3. Moves may be area, target specific, or defensive.
4. Moves may either perform/defend against a melee or a ranged type attack but not both
5. Special Moves and Hyper Special Attacks will leave your suit vulnerable while you are executing them be very wary of your opponent’s ability when you perform them.
6. Hyper Special Attacks will leave your suit sluggish for a bit before it recovers from the strain of execution.
7. Attacks MAY overlap. Meaning say one of your special moves is electrocution and your hyper is a giant beam of energy, you may perform a combo on yourself wrapping the beam with lightning. This will greatly increase power of the attack but doubles the strain on the mobile fighter. Use with EXTREME caution.
8. Up to TWO sensible adaptations or uses of a special move (per move) may be listed under special moves. Mark these moves with (ADAPTATION OF: _____). Uses of these adaptations count to uses of the base move.
Special Moves and Hyper Special Attacks Design
1. Your have 70 points to create your 3 specials (if you earn more specials you will be awarded with the points to make another move)
2. 40 points at LEAST must be for the Hyper Special
3. 60 points at MAX can be used for the Hyper Special
4. Points determine power of a move’s attack or defensive capability
5. 30 points at MAX can be used for a regular special move. 10 points at LEAST for special moves.
Mirage, Cloning, and Cloaking moves
You may NOT use adaptations for these moves. If you combo using these moves, the cloak or clones or illusion disappears the minute you start the offensive routine. Obviously your clones or illusions do not hurt your opponent if they come into contact with each other. Clones or mirages disappear once they come into contact with something. Cloaks disappear once you are hit. Time limit on cloaking is 10 seconds. Time limit on the durations of the clones is 20 seconds.
Teleportation Moves
You can only teleport to a range of 15 yards to your opponent. You cannot begin a strike, teleport behind or close to your opponent, and finish it. If your opponent uses an area attack during your teleportation YOU WILL BE HIT. You will not be able to block this attack AT ALL.
Fighting
When fighting your opponent would be acting while you are, so thus take this into account. Don’t say for example, you move into a position for a deathblow and strike. It’s not feasible because your opponent is going to be defending. Also you should not be able to easily dodge special moves, your opponent will be vulnerable once they lock themselves in to execution, but you won’t be able to simply boost away unless you can clearly see the attack coming. You will HAVE to parry or block most special moves. Dodging only when it’s quite clear there’s no way in hell that could hit you unless you were asleep..
The cockpit is never to be aimed for. Killing another fighter could result in disqualification if found to be intentional.
Crushing the head of the opponent is an automatic win.
Elemental moves
Moves can be elemental for flashness, sense, or preference. Fire, water, ice, earth, wind, lightning, holy, and darkness (only for those aligned with the villains) are the forces allowed. They will work on an overpower scale. Water beats fire. Fire beats Ice. Ice beats wind. Wind beats Earth. Earth beats Lightning. Lightning beats Water. Holy and Darkness work on a cancel scale, moves of equal power will cancel. Note this scale merely gives one type an advantage. Moves with an advantage in the type match up will be 10 points stronger than normal. If the unfavored element’s move is still more powerful the unfavored element wins. Moves can be non elemental, neutral to all types.
Modes
-You may PURCHASE ONE (see below) different mode for your MF. Your mode will make you stronger depending on how much harder it is to activate.
***
Controlled Activation - You may in the end have 10 more points than your starting suit. You MAY reduce points from starting stats to increase other stats more. Lasts rest of round.
Activation in times of stress - You may in the end have 15 more points than your starting suit. You MAY reduce points from starting stats to increase other stats more. Lasts rest of round.
Activation in times of DIRE need - You may in the end have 30 more points than your starting suit. You MAY reduce points from starting stats to increase other stats more. Lasts rest of round.
Activation ONLY for hyper special moves - You may in the end have 10 more points than your starting suit. You MAY NOT reduce points from starting stats to increase other stats more. Lasts for duration of attack.
Special Modes - These will be assigned to players who are DEEMED WORTHY of them. To obtain one you can’t already have had a mode installed in your fighter. These can be anything from 2 point over all increases to STAT MULTIPLIER modes.
***
1. PLEASE: Present a sketch, picture, drawing, or some sort of visual representation to the mods
and the RPG forum to be approved for an MF. Be kind enough to let us see just what you're making, in G Gundam the shape, bulk and mass of the suit is VERY important. If you want the upper hand in decisions concerning whether attacks or such would hit you need a sketch on file. If you don’t have one you can’t argue that the shape of your MF would allow dodging. Include this link at the bottom of your post.
2. When the GM(s) set limits, THOSE ARE THE LIMITS.
3. The Build Points you are allotted are THE BUILD POINTS YOU ARE ALLOTTED. Don’t bitch just because you think you didn't get enough. You will get more depending on Win/Loss. Points WILL go negative if you just SUCK in battle.
4. THE SHUFFLE ALLIANCE AND MAHQ ARE NOT GODS. They are merely places for reference. While their usefulness is appreciated and sometimes worshipped, it is a SOURCE, not an authority. In other words - The GM(s) has the final ruling on stats, and no one else.
Power Limits
-Power: The pure brute strength of your suit
-Speed: How fast your suit can move and attack
-Offense: The power of your special attacks and hyper specials
-Defense: How well you can take damage without seriously damaging your suit
-Search: Sensory powers, vital if conditions are hazardous in an area (fog, rain&)
-Adaptability: Ability to fight in rough conditions, and switch from offense to defensive maneuvering and adapt to surroundings
-Manueverability: Ability to change attack patterns in round, dodge, and turn. Should be close to speed.
1. All fighters start with 133 points.
2. You must spend 17 points in each of the areas.
3. A preliminary FFA tournament will earn additional points for your suit which will be added by the GMs.
GMs
Zorak is a permanent GM. Other GMs may be chosen by Zorak, however, asking to be GM will result in likely immediate disqualification from any potential position.
Special Moves and Hyper Special Attacks
1. You may have TWO special moves or moves and ONE hyper special attack (you may earn the right to more later)
2. Each special attack may be used a total of 5 times per round. Each hyper special attack may be used once a round. For a combo to work you must have the required remaining attacks.
3. Moves may be area, target specific, or defensive.
4. Moves may either perform/defend against a melee or a ranged type attack but not both
5. Special Moves and Hyper Special Attacks will leave your suit vulnerable while you are executing them be very wary of your opponent’s ability when you perform them.
6. Hyper Special Attacks will leave your suit sluggish for a bit before it recovers from the strain of execution.
7. Attacks MAY overlap. Meaning say one of your special moves is electrocution and your hyper is a giant beam of energy, you may perform a combo on yourself wrapping the beam with lightning. This will greatly increase power of the attack but doubles the strain on the mobile fighter. Use with EXTREME caution.
8. Up to TWO sensible adaptations or uses of a special move (per move) may be listed under special moves. Mark these moves with (ADAPTATION OF: _____). Uses of these adaptations count to uses of the base move.
Special Moves and Hyper Special Attacks Design
1. Your have 70 points to create your 3 specials (if you earn more specials you will be awarded with the points to make another move)
2. 40 points at LEAST must be for the Hyper Special
3. 60 points at MAX can be used for the Hyper Special
4. Points determine power of a move’s attack or defensive capability
5. 30 points at MAX can be used for a regular special move. 10 points at LEAST for special moves.
Mirage, Cloning, and Cloaking moves
You may NOT use adaptations for these moves. If you combo using these moves, the cloak or clones or illusion disappears the minute you start the offensive routine. Obviously your clones or illusions do not hurt your opponent if they come into contact with each other. Clones or mirages disappear once they come into contact with something. Cloaks disappear once you are hit. Time limit on cloaking is 10 seconds. Time limit on the durations of the clones is 20 seconds.
Teleportation Moves
You can only teleport to a range of 15 yards to your opponent. You cannot begin a strike, teleport behind or close to your opponent, and finish it. If your opponent uses an area attack during your teleportation YOU WILL BE HIT. You will not be able to block this attack AT ALL.
Fighting
When fighting your opponent would be acting while you are, so thus take this into account. Don’t say for example, you move into a position for a deathblow and strike. It’s not feasible because your opponent is going to be defending. Also you should not be able to easily dodge special moves, your opponent will be vulnerable once they lock themselves in to execution, but you won’t be able to simply boost away unless you can clearly see the attack coming. You will HAVE to parry or block most special moves. Dodging only when it’s quite clear there’s no way in hell that could hit you unless you were asleep..
The cockpit is never to be aimed for. Killing another fighter could result in disqualification if found to be intentional.
Crushing the head of the opponent is an automatic win.
Elemental moves
Moves can be elemental for flashness, sense, or preference. Fire, water, ice, earth, wind, lightning, holy, and darkness (only for those aligned with the villains) are the forces allowed. They will work on an overpower scale. Water beats fire. Fire beats Ice. Ice beats wind. Wind beats Earth. Earth beats Lightning. Lightning beats Water. Holy and Darkness work on a cancel scale, moves of equal power will cancel. Note this scale merely gives one type an advantage. Moves with an advantage in the type match up will be 10 points stronger than normal. If the unfavored element’s move is still more powerful the unfavored element wins. Moves can be non elemental, neutral to all types.
Modes
-You may PURCHASE ONE (see below) different mode for your MF. Your mode will make you stronger depending on how much harder it is to activate.
***
Controlled Activation - You may in the end have 10 more points than your starting suit. You MAY reduce points from starting stats to increase other stats more. Lasts rest of round.
Activation in times of stress - You may in the end have 15 more points than your starting suit. You MAY reduce points from starting stats to increase other stats more. Lasts rest of round.
Activation in times of DIRE need - You may in the end have 30 more points than your starting suit. You MAY reduce points from starting stats to increase other stats more. Lasts rest of round.
Activation ONLY for hyper special moves - You may in the end have 10 more points than your starting suit. You MAY NOT reduce points from starting stats to increase other stats more. Lasts for duration of attack.
Special Modes - These will be assigned to players who are DEEMED WORTHY of them. To obtain one you can’t already have had a mode installed in your fighter. These can be anything from 2 point over all increases to STAT MULTIPLIER modes.
***