Over-the-top Idea
Posted: Wed Dec 30, 2015 1:43 am
This was sort of an idea I've had before while messing with BESM. It's influenced by Rifts and by video games, and to an extent mecha and shonen anime. I think this would also work well in portraying kaiju or mecha games.
I divided the Health and damage multiplier for two reasons. One, so a GM could create a boss encounter who is far tougher than normal, providing a lengthy encounter, without having a high damage that would result in slaughtering the party. Secondly, this would allow the damage multiplier to slow down a bit, giving higher leveled characters a bit more survivablity to reflect their incredible power. After all, if the damage and health multiplier stayed the same, then there wouldn't be much difference at each level beyond having some extra 0s attached to damage results.
Using old JRPG games which had a damage cap of 999 as inspiration, I figured at the highest level (+5) a character should probably do about 1000 damage. I don't think characters will often have an attack with a damage multiplier higher than 10, so that made it easy to determine that the +5 should be x100 of the damage multiplier. I was then able to work down the levels.
I had actually used a same progression for a similar idea for BESM 3rd (which went to 6th level for x1000 HP), so I kept that progression for Health. This would also mean the maximum health would be 50,000.
While I haven't rigorously play-tested it, some rough demos seem to indicate that a character could take on a level or two higher some amount of success. And of course, that's why the damage is separated, so a GM has a better control of not accidently killing the players.
I'm not sure exactly how well Scaled Advantage would work using this abilities. It might be something to not use if using these.
The idea is to give GM and players an option to play at the ludicrous levels often portrayed in video games. Incidentally, this Kaiju wiki has a level explanation that would work well in explaining these power levels.Monstrous* Damage Your ability to deal damage is a terrible and horrorfying thing. Your damage modifier is increased again based on the following table:
Level- Modifier
1- x5
2- x10
3- x25
4- x50
5- x100
Monstrous* Durability You can absorb an incredible amount of damage, beyond the limits of mere mortals. Your Health is increased (after any changes by Tough or Frail) according to the following table (endurance costs after depleting Endurance is also multiplied by the modifer):
Level- Modifier
1- x5
2- x10
3- x50
4- x100
5- x500
*Monstrous can optionally be referred to as Mecha for Vehicle use.
I divided the Health and damage multiplier for two reasons. One, so a GM could create a boss encounter who is far tougher than normal, providing a lengthy encounter, without having a high damage that would result in slaughtering the party. Secondly, this would allow the damage multiplier to slow down a bit, giving higher leveled characters a bit more survivablity to reflect their incredible power. After all, if the damage and health multiplier stayed the same, then there wouldn't be much difference at each level beyond having some extra 0s attached to damage results.
Using old JRPG games which had a damage cap of 999 as inspiration, I figured at the highest level (+5) a character should probably do about 1000 damage. I don't think characters will often have an attack with a damage multiplier higher than 10, so that made it easy to determine that the +5 should be x100 of the damage multiplier. I was then able to work down the levels.
I had actually used a same progression for a similar idea for BESM 3rd (which went to 6th level for x1000 HP), so I kept that progression for Health. This would also mean the maximum health would be 50,000.
While I haven't rigorously play-tested it, some rough demos seem to indicate that a character could take on a level or two higher some amount of success. And of course, that's why the damage is separated, so a GM has a better control of not accidently killing the players.
I'm not sure exactly how well Scaled Advantage would work using this abilities. It might be something to not use if using these.