AtwasAwamps
2010-02-22, 11:40 AM
I know, this is crazy, but hear me out!
For the sake of helping my friends relive their glory days when we had a freeform RP I ran in the Megaman X universe, I have decided to have some fun and start to restructure 4.0 to create a way to mimic playing Megaman X style reploids. Right now I’m just playing fast and loose with my idea, but essentially these are going to be hybrid-ing templates I will add-on as we go, steadily refluffing abilities as they level. There’s going to be some heavy homebrewing going on, naturally, but I wanted to get started and toss some notes up here for me to think about. In addition, I’d love any input you folks have.
The general system chassis:
I will be dividing characters up into four types:
X-types: X-type Reploids are those based on the original X-Chassis body. They come equipped with standard body armor and a charging blaster. Many X-Types are potent ranged combatants or tacticians.
Roles Filled: Ranged Striker (Warlock, Ranger), Leader (Warlord, Cleric), Controller (Wizard)
Chassis Feature: Charging Buster – (Str/Int/Cha) – Choose Strength, Int, or Charisma at level one. Charging Buster is a recharge power that starts uncharged. It recharges on a six. If you choose to use your standard action to enhance your charge, the ability can then also recharge on a 4 and 5. If you use two standard actions to do so, your shot is immediately recharged.
Charged Shot: Charged Shot does 2W + 2x(Str/Int/Cha) to one enemy at range = your buster range. You cannot take a move action in the same turn you fire your charged shot.
Z-types: Bearing heavier armor, Z-types are closer in design to the famous reploid Zero. Most Z-Types wield close range weaponry and focus on taking an enemy down in close combat. They wear the heaviest armor of any of the reploid types, bar certain Custom-Forms.
Roles Filled: Defender (Swordmage, Fighter, Warden, Paladin), Melee Striker (Rogue, Ranger, Barbarian)
Chassis Feature: Combination Assault – (Str/Con/Dex) – Choose Strength/Con/Dex at level one. If you choose to use Combination Assault, you may not take a move action in that turn. Make a basic melee attack on your target. If the attack hits, resolve it as normal. Roll a d6. If you roll 1-3, your attack is over. If you roll 4-6, make another basic melee attack with a -2 to hit. Repeat this for every successful attack, with the -2 being cumulative with each attack.
Special: Combination Assault does not do extra damage on a critical hit, however, a critical hit still counts as an automatic successful attack.
Special: If you miss an attack during combination assault, the assault is over and you may not make another attack. Your opponent may make an opportunity attack against you in response to the miss.
New Types: New-era of reploids whose design is based on Axl, one of the primary forerunners of new type design. Newtypes are rarely built as solidly as Z-types and generally don’t have the specialized military programming of X-Types. Instead, they have a high amount of adaptability and the ability to deal with multiple situations with aplomb.
Roles Filled: Controller (Wizard, Sorceror, Invoker, Druid), Leader (Bard, Ranged Warlord, Cleric, Shaman)
Chassis Feature: Body Shift
Choose Int/Cha/Wis at level 1.
If you are hit with an attack whose keyword contains a damage type that it is possible to gain a resistance to, you may spend a healing surge to gain resistance 3+(Int/Cha/Wis) to that energy type until you take an extended rest. You can only have one of these resistances up at a time. If you choose to take another resistance instead, you give up your current resistance granted by this power. As long as you have this resistance, you may change any power you use to the type of energy you have resistance against and deal extra damage on all attacks of this energy type equal to your current resistance.
Custom-types: Custom-Type Reploids are built for specific purposes. Perhaps they are build as military Reploids (such as Storm Eagle, who commanded much of the original Reploid Air Force during the First Sigma War) or perhaps they are designed to manage certain facilities (Wire Sponge, for example). Many of them are built on a chassis resembling an animal that would be at home in the environment or with the task they were built to complete. Custom-Types come in all shapes and sizes and are often found in military positions.
Roles Filled: Any (Each individual is less versatile than an individual of another chassis)
Chassis Feature: Perfect Affinity – Upon creation, choose a damage type (Fire, Cold, Poison, etc.). You add damage to all attack powers equal to your Primary Stat Bonus + CharLevel/2 (min. 1) and all attack powers will have that element’s key word. You also gain vulnerability 5 to that damage type’s “opposed” damage type (Fire vs. Cold, Necrotic vs. Radiant, etc.).
Chassis Feature 2: Emergency Measures - At any level you would gain a Daily Power, choose a second Daily Power. Once per day, when you become bloodied, you may spend two healing surges to immediately activate one of your secondary daily powers as a free or immediate action.
Again, this is just a start to try and represent the different type of reploids I recall being in the game. Any thoughts?
For the sake of helping my friends relive their glory days when we had a freeform RP I ran in the Megaman X universe, I have decided to have some fun and start to restructure 4.0 to create a way to mimic playing Megaman X style reploids. Right now I’m just playing fast and loose with my idea, but essentially these are going to be hybrid-ing templates I will add-on as we go, steadily refluffing abilities as they level. There’s going to be some heavy homebrewing going on, naturally, but I wanted to get started and toss some notes up here for me to think about. In addition, I’d love any input you folks have.
The general system chassis:
I will be dividing characters up into four types:
X-types: X-type Reploids are those based on the original X-Chassis body. They come equipped with standard body armor and a charging blaster. Many X-Types are potent ranged combatants or tacticians.
Roles Filled: Ranged Striker (Warlock, Ranger), Leader (Warlord, Cleric), Controller (Wizard)
Chassis Feature: Charging Buster – (Str/Int/Cha) – Choose Strength, Int, or Charisma at level one. Charging Buster is a recharge power that starts uncharged. It recharges on a six. If you choose to use your standard action to enhance your charge, the ability can then also recharge on a 4 and 5. If you use two standard actions to do so, your shot is immediately recharged.
Charged Shot: Charged Shot does 2W + 2x(Str/Int/Cha) to one enemy at range = your buster range. You cannot take a move action in the same turn you fire your charged shot.
Z-types: Bearing heavier armor, Z-types are closer in design to the famous reploid Zero. Most Z-Types wield close range weaponry and focus on taking an enemy down in close combat. They wear the heaviest armor of any of the reploid types, bar certain Custom-Forms.
Roles Filled: Defender (Swordmage, Fighter, Warden, Paladin), Melee Striker (Rogue, Ranger, Barbarian)
Chassis Feature: Combination Assault – (Str/Con/Dex) – Choose Strength/Con/Dex at level one. If you choose to use Combination Assault, you may not take a move action in that turn. Make a basic melee attack on your target. If the attack hits, resolve it as normal. Roll a d6. If you roll 1-3, your attack is over. If you roll 4-6, make another basic melee attack with a -2 to hit. Repeat this for every successful attack, with the -2 being cumulative with each attack.
Special: Combination Assault does not do extra damage on a critical hit, however, a critical hit still counts as an automatic successful attack.
Special: If you miss an attack during combination assault, the assault is over and you may not make another attack. Your opponent may make an opportunity attack against you in response to the miss.
New Types: New-era of reploids whose design is based on Axl, one of the primary forerunners of new type design. Newtypes are rarely built as solidly as Z-types and generally don’t have the specialized military programming of X-Types. Instead, they have a high amount of adaptability and the ability to deal with multiple situations with aplomb.
Roles Filled: Controller (Wizard, Sorceror, Invoker, Druid), Leader (Bard, Ranged Warlord, Cleric, Shaman)
Chassis Feature: Body Shift
Choose Int/Cha/Wis at level 1.
If you are hit with an attack whose keyword contains a damage type that it is possible to gain a resistance to, you may spend a healing surge to gain resistance 3+(Int/Cha/Wis) to that energy type until you take an extended rest. You can only have one of these resistances up at a time. If you choose to take another resistance instead, you give up your current resistance granted by this power. As long as you have this resistance, you may change any power you use to the type of energy you have resistance against and deal extra damage on all attacks of this energy type equal to your current resistance.
Custom-types: Custom-Type Reploids are built for specific purposes. Perhaps they are build as military Reploids (such as Storm Eagle, who commanded much of the original Reploid Air Force during the First Sigma War) or perhaps they are designed to manage certain facilities (Wire Sponge, for example). Many of them are built on a chassis resembling an animal that would be at home in the environment or with the task they were built to complete. Custom-Types come in all shapes and sizes and are often found in military positions.
Roles Filled: Any (Each individual is less versatile than an individual of another chassis)
Chassis Feature: Perfect Affinity – Upon creation, choose a damage type (Fire, Cold, Poison, etc.). You add damage to all attack powers equal to your Primary Stat Bonus + CharLevel/2 (min. 1) and all attack powers will have that element’s key word. You also gain vulnerability 5 to that damage type’s “opposed” damage type (Fire vs. Cold, Necrotic vs. Radiant, etc.).
Chassis Feature 2: Emergency Measures - At any level you would gain a Daily Power, choose a second Daily Power. Once per day, when you become bloodied, you may spend two healing surges to immediately activate one of your secondary daily powers as a free or immediate action.
Again, this is just a start to try and represent the different type of reploids I recall being in the game. Any thoughts?