Post by President Bao on Sept 9, 2014 3:45:28 GMT
Proposal - Currently, a number of the racial abilities are a little unclear or intangible, alluding to advantages or weaknesses that don’t mechanically exist at all. The goal of these changes is therefore to clarify these elements and work them into clear mechanics, (and provide some neat additional abilities) to empower people in interesting ways beyond mere pl alone.
Additionally, was noticed during saga that higher multipliers can be a bit of a tricky business, especially due to the exponential increases they represent as people grow and the over-importance it can place on which race you have chosen. Therefore, proposing most multipliers be adjusted downward for the starter transformations, keeping the scaling more reasonable in subsequent tiers.
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Since they are a hot topic, the first one I'll post up is:
Saiyans
Saiyan are a warrior race, who are in this element when fighting an opponent equal or stronger than they themselves are. They are more vulnerable when they very first start, due to their situational transformation, but like goku this is a role you will want to embrace to get the most out of your natural abilities. Naturally they are inclined to a 'risk vs reward' play-style.
A powerful situational transformation - contrary to my above comment Oozaru was an example of a trans whose existing limitations balanced out it's higher multiplier, the moon limitation meaning that unlike other transformations saiyans can't just stomp all over the other races every thread.
Currently their tail is mentioned as a weakness, but mechanically there was nothing in place to demonstrate this. These proposed traits make their tail a double-edged sword until they grow beyond their first limits(as Nappa and Vegeta did). Their main Zenkai trait is unchanged.
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Hybrids
Also known as 'half saiyans', my proposal is we shed this designation for a little more creative freedom. Hybrids are the natural offspring of any two compatible races, this means Humans, Saiyans, Humanoid Aliens, and Humanoid Demons.
They get traits corresponding to whatever two races they are a combination of(though slightly weaker), and although their transformations follow the Hybrids template, they will be named/styled after their 'dominant' race. They can chose one of two starter transformations -
(the 'Uncontrolled' is in quotes cause that's not the name it will use. It is basically the equivalent, mechanically, to Oozaru - a transformation which requires an external trigger an causes the person to lose control while in that state, it is not exclusive to part-saiyans and does not have to involve you turning into a 'giant monster', for example maybe a part-demon instead assumes a demon-form under the makyo star, where they turn pure evil and attack friend and foe alike.)
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Humans
In comparison to the various aliens in the Z section of the series, humans always tended to be more subdued in raw strength(and although often overlooked, non-fighters and support characters often contributed more than people give them credit for). They were however versatile, and dragonball demonstrated humans can still put up a fight.
Humans actually have a decent start thanks to this 'safety net', meaning after getting knocked around they do have a way to fight back, and at 20,000 pl they gain control over this strength enabling them to use it at will. Not really any change though multiplier was dropped by 1 as part of the new scaling.
What they lacked however in strength they always made up for in utility(be in the fancy techniques human fighters had or the smarts characters like bulma brought to the equation), and so the proposal here with their racial characteristics is to emphasis that point, making them one of the more 'versatile' races people can chose and not nessecarily always being about fighting pre-se.
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Namekians
A rather mystical race who are more widely known for their peaceful and spiritual ways, this doesn't stop warrior Namekians from being powerful guardians to their people and sometimes others. They are often overlooked but are great for someone who wants both strength and useful abilities.
While technically dragon clansmen can learn to use the form too, none start with it and most do not ever learn the ability, as it can be painful to contort the body in such strange ways and serves little purpose for them((Maybe it should be learnable for 3 tech points for a non-warrior?)) - naturally as a namekian ages beyond a certain threshold however they may begin growing larger, such as the grand elder - at those sorts of ages however they're hardly fighting-fit.
Previously regenerations were earned every X,000pl but when used were gone. This proved a little dissatisfying, and because the benefits of regenerating weren't cleanly defined it actually tended to prove itself as nothing but RP fluff rather than an actual benefit. Therefore it has been reworked:
*I have been thinking however that if you enter a battle already injured you should probably not be able to fully restore yourself to 100%, in the name of fairness.
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Arcosians
They are the most powerful early game race, but currently most of their forms have no mechanical purpose and they can be a little *too* overpowering in the starter stage. Like all races they have seen some general reductions, though their true form is still the strongest and most accessible starter transformation (not having a moon&tail requirement or other blockers).
You may notice that the middle transformations now have small requirements set. Inspired by Kuriza (who appears to only have a first and true form), the idea is that the additional forms frieza had were something he mastered over time, twisted his suppressed form to access more of his full power without breaking out of it completely. They are still superior to anything any other race has at such levels, but it gives a little sense of progression as they train up.
You may also notice they list now has them gaining additional pl when in their suppressed forms, much like the training weights people can buy. This ties into their racial traits:
*(Despite being based off both Frieza and Coola's meta and cyborg forms, this doesn't have to be a robotic restoration and can indeed be 'flavoured' however the player likes)
So the proposal here is that this counter-balance encourages them to only use their true form when they 'have' to, trading away gain bonuses for the large advantage their true form gives them in a fight, making them more sporting and equitable alongside other races. (The 50% is traded from the base rate not their additional mutipliers, so you'd still get the full benefit of weights and/or saga gains even if you use your true form).
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Androids
Wanted to work in a few more 'android-like' racial traits for these guys inspired by elements within the show, and embellish upon the stated 'weakness' of overdrive by changing how it functions. The dynamic makes androids a little more unique compared to other races while drawing on similar influences to bio-androids 'bio-metabolise'.
Part transformation part racial ability.
The following abilities drew on inspirations such as Gero, 19 and 16, who demonstrated that machines can take injury a lot better than most normal races can(a fairly widespread advantage it seems), as well as the uncanny ability to elude the Z fighters senses.
*Originally I had it that the mutiplier is always reduced and only unlocking your next trans will restore it, intended to make overdrive a last ditch resort, but I realised perhaps that has crossed from 'compelling trade-off' to 'dissatisfying'. So a thought that just occurred to me now is to put the choice in the players hands:
300z for a cheap maintenance, lowers multiplier by 1.
1500z for a proper recalibration, multiplier stays at current value.
3000z for a restoration, will set multiplier back to 3.
---
Demons
Currently their raw power was a little too high, so proposing it be dispersed a little. Additionally, demons in canon tend to demonstrate a special skill or magic, be it devilmans devilmite beam, Garlic Jr's dead zone, daburas stone spit, jenembas reality bending or hirudegarn's ectoplasm, etc. Originally this was represented by giving them a Special, but later this was changed. Essentially, I'm bringing it back.
In Japanese Buddhism, Makyo is the 'realm of demons', and from it's demonic energies garlic jr and his goons all bulked up into a much more powerful state during their fight with the Z fighters. So just as with saiyans in the full moon, demons can be empowered by the makyo star's proximity. And indeed like the moon this is a site-wide event.
So as you can see demons are a pretty powerful early game race and their demonic ability is a bit of a 'focal point' which will be useful as a finishing move but which you won't want to shoot off half-cocked. Would also encourage people to style their regular techniques as possibly related or extensions of their demon skill (like how jenembas reality bending was used a lot in his general fighting)
I'm wondering whether these guys need further consideration, such as if the power or number of uses for their demon skill, like namekian regeneration, could actually increase as their pl rises, meaning they start off only able to use it once but later could do it more or upgrade it in different ways.
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Bio-Androids
Our new one, refer to the other topic for some chater on these guys
and outside of the three racial traits they can select from other races, their in built ability:
* Target race must be selected in advance for absorption, though as with the reconstructive surgery for arcosians, bio-android absorption can be flavoured or styled however the player wishes, meaning it doesn't necessarily have to be like Cell.
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Alien A
Aliens are the custom races and such. Player gets to negotiate and pick their racial characteristics(best option is to base them on existing racial traits, but nothing says you can't play your hand at something else to see if it is allowed) and flavour their transformations. Though they must stick to the mutipliers/requirements provided in the template, Alien creators can adjust their multipliers up or down by up to 2 - but if they add in one place they must take an equal number away from another, so that their overall amount is still the same.
Alien A is the most 'human'-like in it's transformation distribution.
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Alien B
Aliens are the custom races and such. Player gets to negotiate and pick their racial characteristics(best option is to base them on existing racial traits, but nothing says you can't play your hand at something else to see if it is allowed) and flavour their transformations. Though they must stick to the mutipliers/requirements provided in the template, Alien creators can adjust their multipliers up or down by up to 2 - but if they add in one place they must take an equal number away from another, so that their overall amount is still the same.
Alien B is more 'arcosian'/'android'-like in it's transformation distribution
Alien type B also has this ability alongside any other custom ones selected.
*(Despite being based off both Frieza and Coola's meta and cyborg forms, this doesn't have to be a robotic restoration and can indeed be 'flavoured' however the player likes)
---
Alien C
Aliens are the custom races and such. Player gets to negotiate and pick their racial characteristics(best option is to base them on existing racial traits, but nothing says you can't play your hand at something else to see if it is allowed) and flavour their transformations. Though they must stick to the mutipliers/requirements provided in the template, Alien creators can adjust their multipliers up or down by up to 2 - but if they add in one place they must take an equal number away from another, so that their overall amount is still the same.
Alien C shares some similarities with Saiyans and Namekians in it's transformation distribution.
creator picks what 'stimulus' triggers their transformation, meaning it doesn't have to be an existing one. all 'custom' stimulus are likely to be considered to occur at the same time if announced, for convenience sake, in the same way that the full moon or makyo star are site wide events.
Additionally, was noticed during saga that higher multipliers can be a bit of a tricky business, especially due to the exponential increases they represent as people grow and the over-importance it can place on which race you have chosen. Therefore, proposing most multipliers be adjusted downward for the starter transformations, keeping the scaling more reasonable in subsequent tiers.
-----
Since they are a hot topic, the first one I'll post up is:
Saiyans
Saiyan are a warrior race, who are in this element when fighting an opponent equal or stronger than they themselves are. They are more vulnerable when they very first start, due to their situational transformation, but like goku this is a role you will want to embrace to get the most out of your natural abilities. Naturally they are inclined to a 'risk vs reward' play-style.
Oozaru | x10* | Requires Full Moon & Tail |
Currently their tail is mentioned as a weakness, but mechanically there was nothing in place to demonstrate this. These proposed traits make their tail a double-edged sword until they grow beyond their first limits(as Nappa and Vegeta did). Their main Zenkai trait is unchanged.
Zenkai | When severely injured during a death-enabled fight, saiyan receive a power boost proportional to their current pl upon healing |
Tail Weakness | When an untrained Saiyans' tail is grabbed, their effective pl is halved and they cannot properly attack. Weakness can be trained out using a technique point. |
Equally, saiyans can regrow their tail by using 1 tech slot, they can do this twice (three tails and you're out ) |
---
Hybrids
Also known as 'half saiyans', my proposal is we shed this designation for a little more creative freedom. Hybrids are the natural offspring of any two compatible races, this means Humans, Saiyans, Humanoid Aliens, and Humanoid Demons.
They get traits corresponding to whatever two races they are a combination of(though slightly weaker), and although their transformations follow the Hybrids template, they will be named/styled after their 'dominant' race. They can chose one of two starter transformations -
Hidden Potential | x4* | Requires Desperation to activate |
'Uncontrolled' | x10* | Requires Full Moon/Makyo Star/Other |
---
Humans
In comparison to the various aliens in the Z section of the series, humans always tended to be more subdued in raw strength(and although often overlooked, non-fighters and support characters often contributed more than people give them credit for). They were however versatile, and dragonball demonstrated humans can still put up a fight.
Intense Struggle | x3* | Requires Desperation to activate |
Mastered Focus | x3 | 20,000pl |
What they lacked however in strength they always made up for in utility(be in the fancy techniques human fighters had or the smarts characters like bulma brought to the equation), and so the proposal here with their racial characteristics is to emphasis that point, making them one of the more 'versatile' races people can chose and not nessecarily always being about fighting pre-se.
Faster Techniques | gained every 4000pl instead of 6000pl, meaning humans can learn and upgrade moves faster than other races |
Currency savvy | Humans also get 500 extra starting zeni |
and in extension gain zeni at a slightly increased rate (+10%) |
---
Namekians
A rather mystical race who are more widely known for their peaceful and spiritual ways, this doesn't stop warrior Namekians from being powerful guardians to their people and sometimes others. They are often overlooked but are great for someone who wants both strength and useful abilities.
Great Namek | x4 | Warrior Clan ability |
Previously regenerations were earned every X,000pl but when used were gone. This proved a little dissatisfying, and because the benefits of regenerating weren't cleanly defined it actually tended to prove itself as nothing but RP fluff rather than an actual benefit. Therefore it has been reworked:
Regeneration | After one or more posts of concentrating their energies, a namekian can regenerate their bodies to restore themself to health, limbs bursting forward from an amputated stub or injuries closing up and filling in. |
Regenerations are on a per thread basis(meaning even if 'used' in one battle, you can use them again in a following battle*). Additional regenerations are gained every 40,000 pl. | |
Namekian Fusion | A technique whereby two namekians merge bodies, their version providing 50% of partners pl + all their applicable techniques to the one used as the base - can only be used for the two corresponding transformations which list it. |
Mystical Skill | While namekian warriors learn how to manipulate their bodies into larger sizes and increase their fighting power, dragon clansmen are wise in the way of the mystic, and thus can start with a special skill of their choosing (Such as Dende's healing) |
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Arcosians
They are the most powerful early game race, but currently most of their forms have no mechanical purpose and they can be a little *too* overpowering in the starter stage. Like all races they have seen some general reductions, though their true form is still the strongest and most accessible starter transformation (not having a moon&tail requirement or other blockers).
Brute | x5 | 5000pl - provides +50% pl rate |
Monster | x8 | 20,000pl - provides +25% pl rate |
True | x10 | no required pl |
You may notice that the middle transformations now have small requirements set. Inspired by Kuriza (who appears to only have a first and true form), the idea is that the additional forms frieza had were something he mastered over time, twisted his suppressed form to access more of his full power without breaking out of it completely. They are still superior to anything any other race has at such levels, but it gives a little sense of progression as they train up.
You may also notice they list now has them gaining additional pl when in their suppressed forms, much like the training weights people can buy. This ties into their racial traits:
Durability | Arcosians are a hardy species, beyond their natural strength they can also take a hit/survive injuries surprisingly well. When activated while receiving an attack, durability makes your pl count as an additional x1 (defensively). |
Durability(like regen) is on a per thread basis(meaning even if 'used' in one battle, you can use it again in a following battle). | |
Reconstructive Surgery | After reaching 200,000 base pl, an arcosian can 'come back to life' after a saga death/defeat - in a modified body.* |
Difficult Control | Their true power is hard for them to control - it interferes with their ability to train, meaning they naturally gain less (-50%) from grades. HOWEVER, their suppressive forms mitigate this(as seen above), meaning they can live and indeed train at a more 'comfortable' level. |
So the proposal here is that this counter-balance encourages them to only use their true form when they 'have' to, trading away gain bonuses for the large advantage their true form gives them in a fight, making them more sporting and equitable alongside other races. (The 50% is traded from the base rate not their additional mutipliers, so you'd still get the full benefit of weights and/or saga gains even if you use your true form).
---
Androids
Wanted to work in a few more 'android-like' racial traits for these guys inspired by elements within the show, and embellish upon the stated 'weakness' of overdrive by changing how it functions. The dynamic makes androids a little more unique compared to other races while drawing on similar influences to bio-androids 'bio-metabolise'.
Overdrive | x3* | 5000pl - see racial ability; Overdrive |
The following abilities drew on inspirations such as Gero, 19 and 16, who demonstrated that machines can take injury a lot better than most normal races can(a fairly widespread advantage it seems), as well as the uncanny ability to elude the Z fighters senses.
Durability | Same as arcosians, androids are also known for their sturdy construction and ability to continue functioning in spite of sustained damages. When activated while receiving an attack, durability makes your pl count as an additional x1 (defensively). |
Artificial Energy | It was common for androids to have no detectable ki ,meaning they cannot be sensed. Not only does this mask their travel, but it means that if you're not careful they could well sneak up on you. Scouters however still work on androids, as they are designed to calculate threats and track targets rather than merely read ki. |
Reconstruction | Android players can chose to be rebuilt for 1000 zeni after 'death' rather than going to otherworld(such as when lacking a 'soul'). If they continue to interject in a battle before receiving these repairs however, they will not be covered a second time. |
Overdrive | Unlike conventional transformations, overdrive's multiplier can stack with other transformations. My proposal is however that it is offensive-only and thus does not enhance your defence when receiving attacks. |
After each use the player must pay zeni to 'recalibrate' before they can use overdrive again. It's multiplier can be reduced if this maintenance isn't handled correctly.* |
*Originally I had it that the mutiplier is always reduced and only unlocking your next trans will restore it, intended to make overdrive a last ditch resort, but I realised perhaps that has crossed from 'compelling trade-off' to 'dissatisfying'. So a thought that just occurred to me now is to put the choice in the players hands:
300z for a cheap maintenance, lowers multiplier by 1.
1500z for a proper recalibration, multiplier stays at current value.
3000z for a restoration, will set multiplier back to 3.
---
Demons
Currently their raw power was a little too high, so proposing it be dispersed a little. Additionally, demons in canon tend to demonstrate a special skill or magic, be it devilmans devilmite beam, Garlic Jr's dead zone, daburas stone spit, jenembas reality bending or hirudegarn's ectoplasm, etc. Originally this was represented by giving them a Special, but later this was changed. Essentially, I'm bringing it back.
Makyo empowerment | x8* | Requires Makyo Star |
Demonic Will | x3 |
Custom Demon Ability | A technique which when used counts as an added 'pl x4' on their current strength, though can only be utilised once per thread. Is negotiated with admin/community. |
Custom skill's 'x4' bonus does not apply when transformed through the Makyo Star, as this demonic energy is already being used by their physical bodies. |
I'm wondering whether these guys need further consideration, such as if the power or number of uses for their demon skill, like namekian regeneration, could actually increase as their pl rises, meaning they start off only able to use it once but later could do it more or upgrade it in different ways.
---
Bio-Androids
Our new one, refer to the other topic for some chater on these guys
Bio-metabolise | x3 - x8* | 20,000pl, see racial abilities |
and outside of the three racial traits they can select from other races, their in built ability:
Bio-metabolise | transformation can be increased by spending technique slots, +1 per tech slot used |
absorbing player character will fill it to x8 immediately | |
however, multiplier reduces by half after use, capped at a minimum of x3 | |
Absorption* | When absorbing for their two major transformations, they may take 33% of their targets base pl and add it to their own. |
---
Alien A
Aliens are the custom races and such. Player gets to negotiate and pick their racial characteristics(best option is to base them on existing racial traits, but nothing says you can't play your hand at something else to see if it is allowed) and flavour their transformations. Though they must stick to the mutipliers/requirements provided in the template, Alien creators can adjust their multipliers up or down by up to 2 - but if they add in one place they must take an equal number away from another, so that their overall amount is still the same.
Alien A is the most 'human'-like in it's transformation distribution.
custom | x2 | no requirement necessary, but could be used if desired/for balance |
---
Alien B
Aliens are the custom races and such. Player gets to negotiate and pick their racial characteristics(best option is to base them on existing racial traits, but nothing says you can't play your hand at something else to see if it is allowed) and flavour their transformations. Though they must stick to the mutipliers/requirements provided in the template, Alien creators can adjust their multipliers up or down by up to 2 - but if they add in one place they must take an equal number away from another, so that their overall amount is still the same.
Alien B is more 'arcosian'/'android'-like in it's transformation distribution
custom | x4 | no requirement necessary, but could be used if desired/for balance |
custom | x8 | 20,000pl |
Alien type B also has this ability alongside any other custom ones selected.
Reconstructive Surgery | After reaching 200,000 base pl, an type B alien can 'come back to life' after a saga death/defeat - in a modified body.* |
---
Alien C
Aliens are the custom races and such. Player gets to negotiate and pick their racial characteristics(best option is to base them on existing racial traits, but nothing says you can't play your hand at something else to see if it is allowed) and flavour their transformations. Though they must stick to the mutipliers/requirements provided in the template, Alien creators can adjust their multipliers up or down by up to 2 - but if they add in one place they must take an equal number away from another, so that their overall amount is still the same.
Alien C shares some similarities with Saiyans and Namekians in it's transformation distribution.
custom | x12* | full moon/makyo/other* |