• No results found

Structure of Super Move Systems

In document Fight!The Fighting RPG (Page 116-119)

The Director must determine the structure of how Super Moves are used and organized in his campaign. In the source material, most Super Move systems fit into one of two categories: a simple single tier system (with a maximum Super Energy of 10) and a 3-tier system (with a maximum Super Energy of 30). In this latter case, a single Super Move may be designed three times to indicate three levels of Super Power (most commonly L5, L6, and L7) or the system may just allow a combatant to store up three uses of a Super Move. However, other versions do exist and variations on the 3-tier system also exist. Some of these variations will be included in future supplements. The single tier system is considered the default system, though the 3-tier system is described in greater detail below.

It is also up to the Director to decide the maximum Super Energy a character can hold onto and if a Fighter’s accumulated Super Energy remains between rounds of combat in a multi-round tournament fight. The default rules are a maximum of 10 Super Energy and accumulated Super Energy is lost between rounds of a multi-round fight.

The 3-tier structure for Super Moves uses the same Super Move built at three different consecutive levels such as L5, L6, and L7, and which uses 10, 20, or 30 Super Energy respectively to use increasingly powerful versions of the same Super Move. Such a system requires characters to build the same Super Move at three different levels of power, with each increasing level of power including all the Elements and Liabilities of the previous levels. When building such a Super Move, the character must only spend Move Points equal to the highest level of the Super Move.

For example, in a campaign using the 3-tier structure, a player designs a Super Move that can be used as an L5, L6, or L7 move at a cost of 10, 20, or 30 Super Energy respectively. He will need to design three versions of the same Super Move. The L6 version will have all the Elements and Liabilities of the L5 version, and the L7 version will have all the Elements and Liabilities of the L6 version. Despite building three related Super Moves, however, this Super Move will only cost 7 Move Points total (the highest level of the three tiers) for all three versions.

Oftentimes, the only difference in higher-level versions is an increased use of the Breakthrough and Invincibility Elements.

This 3-tier structure is only available if this is the default structure of Super Move systems in the campaign (though a Director might allow it as an unusual Technique Quality). This multi-tiered Super Move counts as only one Super Move when

4

considering the limit on the number of Super Moves known according to the Power Level chart.

Transformations

This campaign option exists as a modifier to all Fighters in a campaign. Either all characters have this ability or none do.

It is too powerful to be a viable choice for a Technique Quality. This is a system for use in campaigns where every Fighter can transform into a monstrous, animal, or beast form.

In regular campaigns, a character may have some form of Special Move that changes them into a beast, but that is a different, more limited, case (perhaps bought as a form of the Style Change Element). However, the following set of rules applies to all characters in a transforming campaign.

A character accumulates Beast Energy in the same way as Super Energy is accumulated in the campaign (and is tallied separately from Super Energy). 10 Beast Energy is necessary to change into Beast Form, but up to 20 Beast Energy can be accumulated and stored during a single combat.

Transforming is an action. No other attack, action, or movement may be performed on the turn in which the character transforms. However, transforming automatically does damage equivalent to the character’s Basic Move (modified by Strength as usual) to all other combatants within Range 0-1. Furthermore, this damage does cause Knock Back except to opponents who are also transforming on the same turn within the same Range.

Once in Beast Form, no more Beast Energy is accumulated until the character reverts back to normal. The 10 Beast Energy used to transform is then lost at the same rate and in the same fashion as it was accumulated. In other words, when the character performs moves and takes damage, he loses Beast Energy. However, the normal Beast Energy accumulated each turn is not lost each turn while in Beast Form. When Beast Energy reaches –1 or less (not 0), and the character is then Knocked Down by any means, the character reverts to human form.

When in Beast Form, Basic Qualities increase. These changes must be decided when the character is created and cannot change. Two of the three Basic Qualities are increased by one point each (to a maximum of two, as usual). Also, all attacks automatically have the Increased Knockback Element, and the character automatically recovers 1 Life Bar at the end of each turn.

One new Special Move Liability becomes available with this campaign option: Only in Beast Form. This Liability means the move can only be used when the character is in Beast Form.

If this campaign option is being used, the following additional campaign option can be added to modify transformations.

Going Primal: While in Beast Form, a character may choose to Go Primal. In this form, Beast Energy depletes each turn according to the rate it is normally gained each turn (contrary to the above rule), even if the character does nothing else during the turn, but it still will not drop below 0. While Primal, all of the combatant’s moves are +1 Accuracy and +1 damage.

5

5

5. Combat

The heart of Fight! is necessarily fighting. This chapter provides the system to run over-the-top action scenes involving the world’s most skilled and deadly Fighters. These battles take place in organized tournament arenas and in the dirty back alleys of the most crime-ridden cities. They occur as melodramatic confrontations between life-long rivals or as adrenaline-fueled brawls against dozens of opponents at once. Some confrontations represent mere steps along the way to a character’s goal and some represent the final encounter deciding the salvation or destruction of the whole universe.

The main system presented here is intended for use when Fighters engage in combat with one another.

However, two additional sub-systems are also contained in this chapter. The first is the system for Thug Thrashing, which is used anytime Fighters engage in combat with non-Fighters. These opponents are no match for the main characters of the campaign and only pose a threat in far greater numbers. The second sub-system is used whenever the Director wants to streamline combat, adding dramatic flair at the cost of tactical options. This sub-system involves more Skill use during combat as well as character choices based on the narrative elements of the battle, rather than on all the mechanical details offered by a character’s Special Moves.

In document Fight!The Fighting RPG (Page 116-119)