TheGreyReversed wrote:I was outside brainstorming today and I think I struck a maelstrom! I've been trying to think of ways to spice up the perks and flaws for power moves as well as increase the importance of martial arts beyond increasing your bare fisted attack like combat skill (which applies to virtually all combat situations). I want it to work like this :
Wow, these are a lot of new rules. Most could be represented by a Perk for a Power Move. This seems like a bit too much crunch for OVA. I'll try to put them into simplier terms.
TheGreyReversed wrote:Martial Arts +3 [insert randomly devised style here] Whenever an attack roll you make against an opponent is double or more than the defending roll you my choose a portion of that players body, it becomes disabled for the duration of the [period of time probably till next day or end of battle]
We could also tailor the length and severity of the disable as well as the comparative AD [attack dice] of the attacker needed to for the effect to take place.
Just add a Special Perk: Disabling(+10): Whenever this attack hits, the target suffers a disabling injury to their body, temporairily giving them Clumsy or Slow--choose when assigned--at -1. This penalty lasts for a number of rounds equal to twice the Ability level, in rounds. You may take this Perk multiple times, each time, it increases the penalty by 1.
I have some other style templates I thought of as well
Or use Magic, Witchcraft. The opposed roll would be Attack vs. Defense, and it would represent a touch attack that hits a specific
chakra point.
TheGreyReversed wrote:Disarm: Whenever you roll twice or more of the amount of a defending roll your character automtically disarms them [either for until they retrieve there weapon with a certain roll or for a specified number of rounds like 2d6]
This is already done with the Mark rule on page 82. Perhaps just add in an opposed roll to see if you can hold on to the weapon.
TheGreyReversed wrote:Ward Off: Whenever you roll twice or more of the amount of a defending roll the defending player cannot attempt to attack you next turn. [this can also be applied defensively to a defend roll]
It can also be applied defensively [at the risk of offsetting marital arts as a purely offensive ability in OVA]
This seems to be odd...how exactly do you prevent them from attacking next round? Just give your Power Move the Stun Perk...now they can't attack
anyone next round! ^_^
TheGreyReversed wrote:Graceful: Whenever a player makes aranged attack against you may add +X to your dfense roll or +>X when attampting to counter. [Or maybe you could just take unnatural resistance]
Defense Ability, with the Supressed Power Weakness(Ranged attacks). This way, you can only use your full Defense Ability against ranged attacks.
TheGreyReversed wrote:I've also been thinking about the perks and flaws for power moves and weapons. Some of the above abilities can be applied to this list and vice versa:
Defeaning: Whenever you roll twice or more of the amount of a defending roll the defending character becomes deaf and must act as though there charcter cannot here there teamates or nearby threats.
There needs not be a roll diferential here, just take a look at the Blinding Perk. If it hits, they're deaf. -3 penalty to all listening-related rolls.
TheGreyReversed wrote:Cancel Transformation: Whenever you roll twice or more of the amount of a defending roll the defending player if transformed reverts back to there normal state and cannot transform again for X amount of time.
This is an interesting one. Why have the roll differential? Just have a roll-off of your Weapon/Power Move vs. their Transformation. If you roll higher, they become un-transformed. I would say that's either a +15 or +20.
TheGreyReversed wrote:Addle: Whenever you roll twice or more of the amount of a defending roll that player takes a negative X penalty to rolls that involve the use of concetration such as telekinesis or shape change.
See above. Just roll your Weapon/Power Move vs. their Ability.
TheGreyReversed wrote:Paralysis: Whenever you roll twice or more of the amount of a defending roll the defending player loses all bonuses granted by movement abilities such as agile, quick and acrobatic for X amount of time.
See above about Magic, Witchcraft.
TheGreyReversed wrote:Heal Prevention: Whenever you roll twice or more of the amount of a defending roll the defending player cannot heal [ HP or END or both] for X amount of time.
Special Perk: Slow Metabolism(+15[+20?]): When it hits, your opponent cannot use the Heal Ability or perform a Recovery action for a number of rounds equal to twice your Ability level.
TheGreyReversed wrote:Heal depletion: Whenever you roll twice or more of the amount of a defending roll that player recieves a -X for X amount of time whenever trying to heal [HP or END or Both]
This just seems odd to me. How exactly does this work?? A penalty to the rolls made to heal, or the number of HP/End healed??
TheGreyReversed wrote:Max Cap: Whenever you roll twice or more of the amount of a defending roll the defending player's Max [HP or End or both] is lowered by amount X for X amount of time.
Why lower max HP/End? Just do damage. That lowers them both pretty good!
TheGreyReversed wrote:Special advantage: Whenever you attack an opponent that utilizes a certain kind of affinity [earth, wind, supernatural etc. etc.] or weapon type [ranged, melee, slashing, bashing, piercing etc. etc.] you get a +X bonus
This one seems pretty good...extra damage against certain targets. But maybe instead of a bonus to your roll, how about +2DT vs. specific targets? This is along the same lines as the Extra Damage Perk, but it's doubled since it works against specific targets only. +5 End cost.
TheGreyReversed wrote:Ghost attack: Can be used to strike incorpreal enemies
I would give this a +10. Other than that, it works well. I'm actually suprised something like this wasn't in the book already...many anime has "ghost-busting" ray guns...^_^
TheGreyReversed wrote:Advanced knockback: Whenever you roll twice or more of the amount of a defending roll and your attack would incur a knockback you may choose to direct the flung character in the direction of another charcter, essentially adding another target to the attack.
Again, you don't need to have the roll differential...just give it an End cost of +10 and call it a day ^_^
TheGreyReversed wrote:Sly: Your opponent applies only bomuses that involve their senses to defending against this kind of attack.
Very similar to Will Attack. Subtle and cleaver....Sonic attacks, maybe??
TheGreyReversed wrote:Specialty: Certain circumenstances double or [or increase 1.5x] the power of this attack. Circumstances such as being unnoticed when attacking or attacking while falling from a certain height.
Go with the Extra Damage in certain circumstances, above.
TheGreyReversed wrote:Flaws
Ability limiter: When you use this weapon/PM you cannot use another ability for X amount of time
You realize this makes it so that you only get your default dice--minus any Weaknesses--for ALL rolls for X amount of time? Wording needs work.
TheGreyReversed wrote:Power move limiter: When you use this weapon/PM you cannot use your power moves for X amount of time.
This seems better than the one above. 1 round per -5 End, maybe?
TheGreyReversed wrote:Diminishing returns: You take a -X on your next power mov or defense roll, etc etc. [this stacks of you ise this multiple times.]
Very interesting Flaw. The Power Move drains you for a while...very interesting...talk about giving it your all! I would think -5 End for each -1, and it lasts for a number of rounds equal to 2x the ability level. This keep it inline with other Perks/Flaws.
TheGreyReversed wrote:Requirments: While not exactly new I have certain restrictions on weapons and power moves like quick +1 and strong +2. I also usually require combat skill for for firearms.
This makes some sense, but why would a character write up a Power Move for themselves that they cannot use? Remember,
players write up their own Power Moves, so unless you have a ruling that says otherwise, this Requirement is redundant...you're just giving them back End costs for them to have Abilities they already have!!
Now, if there was a witch nearby that took away from those Abilities, and rendered the Power Move useless....
THAT would be cool to see!!
TheGreyReversed wrote:Oh and I also established some rules of my own to limit charcter power that you guys can use if you wish. I usually limit abilities like flight and shape change that don't normally have limits on usage to a certain amount of rounds per level [specifically stated or rolled with dice a la 2d6].I hope you guys like it and that these serve as inspiration [make sure you post if you can think of more!] .

Over all, I think that you need to keep with the spirit of OVA a little bit more, but most of your ideas have merit. Remember to give appropriate End modifiers for your Perks and Flaws, and keep in mind that you just need to roll higher than they do, no need to roll double their roll--and, with the OVA rolling system, that's gonna be pretty hard to do!!
Hope I've been helpful!!
TBP