Post by ronnie on Nov 11, 2011 0:07:20 GMT -5
While browsing the other site I found this and thought it was worth using in your roleplay if interested!
Look for these additions in your respective Project's Briefings or Notes.
Suit Info
New!!! Activation & Deactivation
Example of Suit Status in Notes/Briefings:
This will be placed above equipment like this:
Bob (NPC)
Suit Status: 100%
Equipment:
(Color codes aren't necessary for mods.)
w/ Suit
Suit Status: (insert #)%
100-76% - This % Means your good to go; Green is good!
75-51% - This % Means you've sustained 25% or more damage to your suit thus far; Yellow is normal!
50-26% - This % Means you've sustained 50% or more damage to your suit thus far; Orange is when you need to start paying attention to what your doing!
25-1% - This % Means your suit is 25% away from being broken and you've sustained 75% or more damage to your Suit; Red is bad...get the hell out of there!
w/o Suit
Suit Status: N/A (You didn't take or lost your suit.)
Suit Status: Possesses Suit (You have the suit or suitcase, but aren't wearing it.)
Suit Status: No Suit (You lost your suit or Gantz hasn't given you one.) Note: Vampires WILL be the only Gantzers who aren't given suits.
Suit Status: 0% (Ha, your suit is broken and your screwed!)
New!!! Penalties
Note: Remember the suit provides no protection against Gantz Katanas, acid, lasers, bites and scratches from animals wearing suits, bites from vampires and instances of alien's weaponry w/ special alloy.
Jumping
Method for Determining Penalty for Jumping:
Jumping to a higher point (Limit is 2 stories) - uses 2% suit health (if point is reached, if you fail and fall back down you will sustain fall damage according the mod's reasonable decision.)
Jumping to an even point (Distance varies from Map to Map) - uses 5% suit health. (An example of this would be jumping across the street)
Jumping to a lower point - uses 5% suit health + the damage sustained from the fall. (You will sustain fall damage according the mod's reasonable decision.)
New!!! Rage Mode
What is Rage Mode?
When your character is in an emotional state and/or has knowledge of the power the suit possess when called upon, they can experience Rage Mode.
Your suit bulks up in muscles; this increases speed, strength & defense.
In order to do this...
Penalties for Use
Damage to Suit Health
Limitations
New!!! For Hand to Hand Combat
w/ Suit
This means...
Penalty x Aliens You kill ='s Suit Damage
5% x 20 aliens ='s 100%
Meleers can kill up to 20 aliens until their suit breaks! (if each killing blow is a physical blow dealt by a Hand to Hand method)
w/ Rage Mode
Additions
Look for these additions in your respective Project's Briefings or Notes.
Suit Info
New!!! Activation & Deactivation
- When activated your suit is at 100%.
- At 0% your suit is broken.
Example of Suit Status in Notes/Briefings:
This will be placed above equipment like this:
Bob (NPC)
Suit Status: 100%
Equipment:
- X-Gun
- Y-Gun
- Gantz Sword
(Color codes aren't necessary for mods.)
w/ Suit
Suit Status: (insert #)%
100-76% - This % Means your good to go; Green is good!
75-51% - This % Means you've sustained 25% or more damage to your suit thus far; Yellow is normal!
50-26% - This % Means you've sustained 50% or more damage to your suit thus far; Orange is when you need to start paying attention to what your doing!
25-1% - This % Means your suit is 25% away from being broken and you've sustained 75% or more damage to your Suit; Red is bad...get the hell out of there!
w/o Suit
Suit Status: N/A (You didn't take or lost your suit.)
Suit Status: Possesses Suit (You have the suit or suitcase, but aren't wearing it.)
Suit Status: No Suit (You lost your suit or Gantz hasn't given you one.) Note: Vampires WILL be the only Gantzers who aren't given suits.
Suit Status: 0% (Ha, your suit is broken and your screwed!)
New!!! Penalties
Note: Remember the suit provides no protection against Gantz Katanas, acid, lasers, bites and scratches from animals wearing suits, bites from vampires and instances of alien's weaponry w/ special alloy.
Jumping
- Jumping and jumping gaps that are inhumanly possible require boot node use; this uses a % of your suit's health.
- The suit automatically cushions your fall whether or not you fall on your face, your ass or your feet.
- When the suit is forced to cushion your fall it takes away suit health that will be determined by the mod depending on how far you fell and etc etc....
Method for Determining Penalty for Jumping:
Jumping to a higher point (Limit is 2 stories) - uses 2% suit health (if point is reached, if you fail and fall back down you will sustain fall damage according the mod's reasonable decision.)
Jumping to an even point (Distance varies from Map to Map) - uses 5% suit health. (An example of this would be jumping across the street)
Jumping to a lower point - uses 5% suit health + the damage sustained from the fall. (You will sustain fall damage according the mod's reasonable decision.)
New!!! Rage Mode
What is Rage Mode?
When your character is in an emotional state and/or has knowledge of the power the suit possess when called upon, they can experience Rage Mode.
Your suit bulks up in muscles; this increases speed, strength & defense.
- During the turn you use Rage Mode you will be exempt from any physical damage. (Gantz Katanas, acid, lasers, bites and scratches from animals wearing suits, bites from vampires and instances of alien's weaponry w/ special alloy still penetrate the suit immediately.
- If you use the power of the suit whilst in Rage Mode to cushion a fall that would have done WAY more damage, then it gets tricky. Doing this will probably knock off about half of the damage or all depending on what the mod decides to do and how far you dropped.
- Picking up heavy objects and using them requires Rage Mode. These objects are comparable trees, signs, cars and aliens that are heavy.
- Rage Mode lasts one turn.
In order to do this...
- Your character MUST have a suit in order to do this!
- You must know that your suit allows you to do this and/or must be able to to emotionally stimulate an adrenaline rush. (Mods will determine if this qualification has been met)
Penalties for Use
Damage to Suit Health
- Each time Rage Mode is used 20% heatlh will be subtracted from your current suit % the turn after its use.
- If you remain in Rage mode without a successful attack (meaning you missed and hit nothing) or even not moving while it is activated will be referred to as 'Suit Stupidity' and will penalize you of 10% of your suit's health.
- 20% will be deducted from your suit health no matter what attack, jump (if possible to jump) or heavy object you lift (if possible to lift).
Limitations
- Rage Mode lasts one turn.
- If Rage Mode is used 5 times in Log or during a mission your suit will break and only can be repaired by Gantz upon re-entry into the room.
- Buildings cannot be lifted & neither can multiple heavy objects at a time.
New!!! For Hand to Hand Combat
w/ Suit
- Suit health will not be deducted for each hit from Hand to Hand Combat. (punches, kicks & etc etc...)
- 5% suit health will be deducted the moment the killing blow is dealt. (the blow that kills the alien)
This means...
Penalty x Aliens You kill ='s Suit Damage
5% x 20 aliens ='s 100%
Meleers can kill up to 20 aliens until their suit breaks! (if each killing blow is a physical blow dealt by a Hand to Hand method)
w/ Rage Mode
- Punches and kicks don't normally take away 5% when in rage mode. (when the killing blow is dealt)
- However, if two gantzers in Rage Mode attack one another physically (in a hand to hand method) each blow to one another will use 5% of the attacker's suit health. (depending on whether or not they are successful in hitting)