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Homebrew Exaltation - Godhand[WIP]; ATATATATATATATATATATATATATAAA!
Topic Started: Mar 4 2018, 07:50 AM (1,978 Views)
TheWawior

Haven't thought up much fluff for this yet, but it's inspired by characters who like to punch things real good, like Kenshiro, Saitama, and Gene.

Power Stat: Fighting Spirit

Resource Stat: Fist
You have Fist equal to your strength + Fighting Spirit.
You regain all your Fist upon having at least 8 hours sleep, or you may trade HP for Fist. Converting HP to Fist is a full action, and you regain 1 Fist for every 1 HP spent, but may only regain a maximum of your Fighting Spirit per use of this action.

Static Powers
Gods Inside My Fists - Your unarmed weaponless attacks deal +XkY damage, where X is your fighting spirit, and Y is half your Fighting Spirit rounded up. You are considered proficient with your fists, and are considered to already have Unarmed Warrior, Unarmed Master, Weapon Specialization, and Improved Weapon Specialization for your fists. These feats do not confer their normal bonuses.
The Way I Like to Punch - Gain a free rank in a Sword School which uses Brawl as it's weapon. You can always purchase levels in this school as if it were part of your class.
Immutable Physique - You cannot lose limbs.
Yasuri Heritage - You cannot use weapons. Any feats on your class track that require weapons other than your own fists are optional for you.


Power Stat Powers
XOOOOMy Hands That Grasp the Earth - You can parry melee attacks with your bare hands without requiring a stunt.
XXOOOMy Feet That Claim the Skies - Once per turn as a free action, you may spend 1 Fist to teleport next to an enemy you can see within Fighting Spirit * 10m and gain 1 fatigue.
XXXOOMy Eyes That See the Truth - You can spend 1 Fist to parry a ranged attack with your bare hands. If your opponent gets at least 2 checks on the attack, you may make a ranged attack against them, using Brawl+Level at -2k0 to hit. This ranged attack deals the same damage as the original attack.
XXXXOMy Arms That Crush the World - Your unarmed attacks gain the properties of an artifact material of your choice.
XXXXXMy Soul That Rules Creation - You may spend any amount of fist to unlock your inner power! For a number of rounds equal to the fist spent, all your physical stats are increased to 6 and your fists gain the power field quality, you also ignore the penalties for having levels of fatigue, and cannot be knocked unconscious. At the end of the duration, you gain fatigue equal to the number of rounds this was active.


Godhand Assets
Hundred Handed GodOnce per Scene, you may spend 1 Fist to give yourself an extra pair of arms. Perhaps they appear made of light from a halo on your back, or maybe they erupt violently from just below your shoulder blades. This grants you an extra reaction which can only be used to Parry, or on the Multiple Attacks action. You also gain a free raise on grapple tests. These last one Scene.
At 3 Fighting Spirit, you may use this Once per Scene per Fighting Spirit.
At 5 Fighting Spirit, you may use this any number of times per scene, but gain a level of fatigue for each use that exceeds your Fighting Spirit.
Soaring Sky GodOnce per turn as a free action, you may spend 1 Fist to double your speed for that turn as a free action. You gain flyer for the duration, with a speed equal to your walking speed (include the increase from this ability).
At 3 Fighting Spirit, you no longer gain fatigue for using 'My Feet That Claim the Skies'.
At 5 Fighting Spirit, you may use the speed doubling ability from this asset any number of times during your turn.
Enduring Earth GodYou can take an number of extra levels of fatigue equal to your Fighting Spirit before falling unconscious.
At 3 Fighting Spirit, you gain bonus AP equal to half your Fighting Spirit rounded up, while not wearing armor. This stacks with effects like Wholeness of Body.
At 5 Fighting Spirit, you no longer take the -1k0 penalty for being fatigued, and fatigue does not cause you to lose consciousness. Instead, when you would lose consciousness due to fatigue, you instead get -2k2 to all rolls.
Furious Fire GodYour fists deal E damage, and you add your Fighting Spirit halved rounded up to your resilience against E damage.
At 3 Fighting Spirit, you can spend 1 Fist to expel flames from your fists. This works as a Best quality Flamer, but the TN to avoid the fire is 5*Fighting Spirit
At 5 Fighting Spirit, your fists gain the Incendiary tag, and their damage is reduced by Aura, not Armour


This is my first homebrew attempt, so please tell me if you think it's trash ;p

Changelog:
V1.1: Changed 'My Feet that Claim the Skies' into a flash step. Balanced 'Gods Inside My Fists'. Rolled the old 'My Feet that Claim the Skies' into Soaring Sky God.
V2: Added Furious Fire God
V3: Completely changed 'My Soul that Rules Creation'. Fixed wording on 'Furious Fire God' FS 3 ability. 'Soaring Sky God' balanced, fly speed specifically stated.
V3.1: Changed how you replenish Fist.
Edited by TheWawior, Mar 10 2018, 07:54 AM.
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Magnus
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Ok. This is a cool concept. I would play the hell out of this Exaltation if it was refined a bit more.

But here is the first immediately obvious balance issue.
Gods Inside My Fists does not provide a benefit at Fighting Spirit 1 because the base damage of an unarmed strike is 0k1. But Gods Inside My Fists ends up being the most ridiculously strong weapon at Fighting Spirit 5. A 0k5 weapon is ridiculously strong if you can find the rolled dice to make the keep dice count. Easy enough since the Exaltation rewards having strength and gives you Sword Schools.

But one must consiter how the weapon ends up after optimizing the character.

The most obvious optimization is Boxer with Solar Science at lv.4. The Boxer give +3k2 damage from Unarmed Warrior, Unarmed Master, Weapon Specialization and Improved Weapon Specialization.
Solar Science gives +1k1 damage. For a total of 4k8 base damage. And Strength is going to be high enough to use those 8 rolled dice.

Unfortunately it is hard to balace bonuses to unarmed because those two things exist. If i was attemping to fix it. I would write it like this
Gods Inside My Fists: Your weaponless unarmed strikes gain bonus rolled dice to damage equal to your Fighting Spirit and bonus keep dice to damage equal to half your Fighting Spirit rounded up. You count as having Unarmed Warrior, Unarmed Master, Weapon Specialization and Improved Weapon Specialization and cannot take them for unarmed strikes.

---------'

I would also take a look at My Soul That Rules Creation. It seems like something I would have to think about the balance on.

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You might consider renaming the Resource Stat to Ki. With fluff talk about Ki being the expression of Fighting Spirit.

With a maximum of 10 Resource you would expect a fairly quick recovery by default. But the I wouldn't expect the quick method to come up very often. Most Players will try their best to prevent their characters from being knocked out or killed.

The Slow method is one I would expect with a exaltation with a maximum of 15 Resource.

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My Feet That Claim the Skies is basically Fleet of Foot but worst. Since it costs a Resource and gives you a Level of Fatigue whenever you use it. It does stack with Fleet of Foot and that would allow you to go stupidly fast. But in general, Using the Power isn't worth it.

I would suggest a power that allows you to jump really high. That would follow from the name of the power and be really useful.

I would probably have to number crunch for the specifics. But something like " you always count as if you had a running start for jumps. And you multiply your jump hight or distance by 2. You may spend a Resource to reroll a jump test."

The last part is there because you generally can't use a Hero Point to reroll jump tests because of how they are set up. Since they are vs a TN of 5 to 15 and then they determine distance based on raises. So you can not roll high enough to jump the gap and then can't use the Hero Point to reroll because you technicality succeded against the TN of the jump.
Edited by Magnus, Mar 8 2018, 08:13 PM.
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TheWawior

Magnus
Mar 4 2018, 09:46 AM
Ok. This is a cool concept. I would play the hell out of this Exaltation if it was refined a bit more.

But here is the first immediately obvious balance issue.
Gods Inside My Fists does not provide a benefit at Fighting Spirit 1 because the base damage of an unarmed strike is 0k1. But Gods Inside My Fists ends up being the most ridiculously strong weapon at Fighting Spirit 5. A 0k5 weapon is ridiculously strong if you can find the rolled dice to make the keep dice count. Easy enough since the Exaltation rewards having strength and gives you Sword Schools.

But one must consiter how the weapon ends up after optimizing the character.

The most obvious optimization is Boxer with Solar Science at lv.4. The Boxer give +3k2 damage from Unarmed Warrior, Unarmed Master, Weapon Specialization and Improved Weapon Specialization.
Solar Science gives +1k1 damage. For a total of 4k8 base damage. And Strength is going to be high enough to use those 8 rolled dice.

Unfortunately it is hard to balace bonuses to unarmed because those two things exist. If i was attemping to fix it. I would write it like this
Gods Inside My Fists: Your weaponless unarmed strikes gain bonus rolled dice to damage equal to your Fighting Spirit and bonus keep dice to damage equal to half your Fighting Spirit rounded up. You count as having Unarmed Warrior, Unarmed Master, Weapon Specialization and Improved Weapon Specialization and cannot take them for unarmed strikes.

---------'

I would also take a look at My Soul That Rules Creation. It seems like something I would have to think about the balance on.

------------

You might consider renaming the Resource Stat to Ki. With fluff talk about Ki being the expression of Fighting Spirit.

With a maximum of 10 Resource you would expect a fairly quick recovery by default. But the I wouldn't expect the quick method to come up very often. Most Players will try their best to prevent their characters from being knocked out or killed.

The Slow method is one I would expect with a exaltation with a maximum of 15 Resource.

---------

My Feet That Claim the Skies is basically Fleet of Foot but worst. Since it costs a Resource and gives you a Level of Fatigue whenever you use it. It does stack with Fleet of Foot and that would allow you to go stupidly fast. But in general, Using the Power isn't worth it.

I would suggest a power that allows you to jump really high. That would fowwor from the name of the power and be really useful.

I would probably have to number crunch for the specifics. But something like " you always count as if you had a running start for jumps. And you multiply your jump hight or distance by 2. You may spend a Resource to reroll a jump test."

The last part is there because you generally can't use a Hero Point to reroll jump tests because of how they are set up. Since they are vs a TN of 5 to 15 and then they determine distance based on raises. So you can not roll high enough to jump the gap and then can't use the Hero Point to reroll because you technicality succeded against the TN of the jump.
Thanks for the feedback!
I hadn't even considered that Weapon Focus and Weapon Specialization could even be applied to unarmed attacks, since you're not using a weapon, but I can see why they do (Unarmed is a weapon type after all).
In regards to resource maximum, when I originally came up with this Exaltation, you got Fighting Spirit + Strength + Constitution, but I didn't know whether being able to give yourself +15 strength for one turn might be ridiculous.

But yeah, being able to get up to 4k8 before strength is pretty ridiculous, especially if you combo it with Hundred Handed God to get a whoooole lot of attacks.

I might just remove the fatigue from My Feet That Claim the Skies, or perhaps make it into a flash step kinda thing that lets you become adjacent to an enemy?
Edited by TheWawior, Mar 4 2018, 11:12 AM.
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Magnus
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Up to you on My Feet That Claim the Skies. I would guess that you would want a power that affects jumping with a name like that.

On the other hand, the Flash Step is useful. I assume that it is a Free Action? In that case it would be worth it even with the Fatigue.

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+15 to Strength is really ridiculous. +10 to strength is also ridiculous.

Say that we have 5 strength. Your version of Gods Inside My Fists does 5k3 damag base. Add Strength and that becomes 10k3. +10 to strength would turn that into 10k8 damage.
And that is not even optimizing that hard for damage.

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There is a reason I phrased Gods Inside My Fists as a Bonus to Weaponless Unarmed Attacks.

Your version starts out with 1k1 as the base damage for their unarmed strikes. That isn't much better that a normal person's unarmed strike of 0k1 damage. Keeping one dice in damage is rough. Enemies with any armor will laugh at you.

Those who play the Exaltation as intended pretty much have to use this Artifact to be viable at Fighting Spirit 1 and 2

"Vanquisher's Seal (Artifact 4)
The ring of a covenant who scoffs at danger and bravely embraces the harder path. Your unarmed, weaponless attacks deal +10 damage and gain +5 Penetration."

Furthermore, your phrasing leave it open for Goods Inside My Fists to improve Natrual Weapons that take the form of the users fists. Such as a Tiefling with Mutation that specifies that his mutation is Brass Arms or ultrahard bones in his arms. Since a Tiefling's Mutation is a Natural Brawling weapon. It would add to the power's hightened unarmed Damage.

You might want to consider how the power interacts with Natral weapons like The Tiefling's or the Matron Dryad's bonus to unarmed strikes.

One would expect an Exaltation like this to have dagerous fists even at Fighting Spirit 1.

If you have it as "Your weaponless unarmed attacks have a bonus of +XkY damage, where X is your fighting spirit, and Y is half your Fighting Spirit rounded up. You are considered proficient with your Unarmed Attacks, and are considered to already have Unarmed Warrior, Unarmed Master, Weapon Specialization, and Improved Weapon Specialization for your Unarmed Attacks. These feats do not confer their normal bonuses."

Then at Fighting Spirit 1, your fists deal 1k2 damage base. Which is equivalent to someone wearing an impact cestus with no penetration.

At Fighting Spirit 5, your fists deal 5k4 damage base. Which is equivalent to a guy with a Power fist and Unarmed Warrior, Unarmed Master and Weapon Specialization
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TheWawior

Magnus
Mar 4 2018, 01:27 PM
One would expect an Exaltation like this to have dagerous fists even at Fighting Spirit 1.

If you have it as "Your weaponless unarmed attacks have a bonus of +XkY damage, where X is your fighting spirit, and Y is half your Fighting Spirit rounded up. You are considered proficient with your Unarmed Attacks, and are considered to already have Unarmed Warrior, Unarmed Master, Weapon Specialization, and Improved Weapon Specialization for your Unarmed Attacks. These feats do not confer their normal bonuses."

Then at Fighting Spirit 1, your fists deal 1k2 damage base. Which is equivalent to someone wearing an impact cestus with no penetration.

At Fighting Spirit 5, your fists deal 5k4 damage base. Which is equivalent to a guy with a Power fist and Unarmed Warrior, Unarmed Master and Weapon Specialization
I actually just misread you on that part the first time around, and totally see what you mean.
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Magnus
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Ok. For My Soul That Rules Creation, it is way too strong. Especially if you combine it with the feat from Muscle Wizard that switches the casting stat from Charisma and Intelligence to Strength. Even with only a minor use of the power you can get Focus Power tests of 10k10 or more.

It seems like you are intending for the power to be a super mode for the Exaltation that pushes them past their limits. It also seems like you intended for the power to just give more damage...

I wouldn't recommend this. The Exaltation is already hitting like a Mach Truck at that point.

A better idea( and one that is easier to balance) is to give the Exaltation a variety of bonuses at the cost of one Fist and one Fatigue per round.

Something like +10 pen to unarmed strikes. (Tear through armor and scenery like wet cardboard)
+1 Resilience
And one use of the Flash Step per round at no cost.



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Traskus
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Spitball Wizard
Believe in justice and hold a determination to fist.


So this is going to work as me talking about balance first and then clerical stuff.

Keep in mind this is a first cursory glance.

Balance first



Clerical stuff
Edited by Traskus, Mar 6 2018, 04:02 PM.
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Magnus
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Oh cool. You updated.
Good, You took the suggestion for My Feet That Claim The Sky.

----------

I like the overhaul of My Soul That Rules Creation. Some might see an issue with being able to spend any amout of Fist on this ability. But the pool for Fist is so small that I don't think it would be an issue.

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The recovery method might be too slow for an Exalt with a max of 10 resource. And the second method makes HP into a secondary reasource pool that is a bit slow to acccess.

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Other than that, It looks good to me.
You might consider working on the fluff now.
Would you like some help with the fluff? Or do you aready have something in mind?

I have a few ideas for fluff if you are interested.
Edited by Magnus, Mar 8 2018, 11:15 AM.
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Konate

Magnus
Mar 8 2018, 10:59 AM

Other than that, It looks good to me.
You might consider working on the fluff now.
Would you like some help with the fluff? Or do you aready have something in mind?

I have a few ideas for fluff if you are interested.
I think Magnus wants to help with the fluff.
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GuardianTempest
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+8:00 GMT || Unlucky & Miserable
Can't use weapons huh? I've got the perfect character to represent this Exaltation.

Posted Image

Or if you want a fancier image
Edited by GuardianTempest, Mar 8 2018, 09:54 PM.
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