Emulating Fighting Games in GURPS
A quite long time ago, a friend of mine asked me to find a way to emulate fighting games, such as Mortal Kombat, BlazBlue, or Guilty Gear, in GURPS. I made some notes, but never posted or tested them. Here they are.
Also, this is my second blogging anniversary post. I've been posting daily for two years straight, so from now on I might slow down a bit.
CINEMATIC RULES AND OTHER TWEAKS
Of course, a fighting game-inspired game will
be very cinematic. I have looked through the supplements and found the
following optional cinematic rules that would fit nicely:
-
Rapid Strike (MA127)
-
Feints and Multiple Attacks (MA127)
-
Multiple Targets (MA127)
-
Grappling and Multiple Attacks (MA128)
-
Chambara Movement (MA128)
-
Extra Effort in Combat (MA131)
-
Shaking It Off (MA132)
-
Trading Fatigue for Effect (P160)
-
Coordinated Attacks (P165)
-
Trading Fatigue for Resistance (P169)
-
Stunts (P170)
I suggest applying Reduced Duration, 1/60, -35%
to all Afflictions to reduce their duration to margin of failure seconds instead of minutes. Default
duration is too long and can make a single failed roll incapacitate a fighter
for the entire fights. We do not want that, and with the suggested tweak, the
duration should be manageable.
AERIAL COMBAT
Japanese fighting games are often known as
“airdashers”, because aerial mobility in these games is much higher than in the
western fighting games. Fighters jump twice or thrice, dash in all directions,
and sometimes even home on their opponents. We are using chambara fighting
rules, so everyone with Trained by a Master or Weapon Master and Jumping or
Acrobatics at DX or higher can jump maximum distance with no preparation in
combat. It is suggested to work out the standing and running jump distances and
write them up on your sheet.
For a typical Basic Move 6, the high jump = 26
inches, broad jump = 9 feet (see p. B352). If we assume SM+0 fighters, they
should be able to jump at least ~3 yards high with no running start. With Super
Jump 2 (Vertical Only, -25%) [15] and Basic Move 6 the standing high Jump is 8
feet 6 inches, which is enough to jump over the opponent. Super Jump also
allows the fighter to stay in the air for some time, and maybe fight another
airborne opponent.
Some special moves can be limited to only
affect airborne opponents or only be activated while airborne. If you want to knock your foe in the air, as if
performing a Dust/Launch/any other name attack, you must use the following
technique.
Launching Attack
Hard
Default: prerequisite skill-5.
Prerequisite: Any unarmed combat or Melee Weapon
skill; cannot exceed prerequisite skill+4.
When using this technique, any knockback you
deal to your target sends the target upwards.
The defender can roll DX to land on his feet. This may be useful when setting up for a special ground-to-air attack.
METER/TENSION
Most fighting games have a “meter” – a gauge of
energy that is used to execute special moves and some other actions. It can be
called meter, tension, heat, energy, stamina, EX meter, arcana, or whatever
other term the game developers come up with, but we will call it meter for
simplicity. Typically, the meter is increased when the fighter performs
offensive actions and decreased with he performs defensive actions. Meter can
only be used in combat and only to power special abilities. Meter-dependent
special abilities cannot be powered by normal FP. This adds an additional -5%
limitation to the power modifier for such abilities. Powerful abilities should
cost a lot of meter. The limitation
cap is -80%, and the meter limitation takes up -5% of it. Since Costs FP costs -5%/level, the maximum
meaningful level is 15. Thus, the default amount of meter should be at least 15.
ER (Meter; Combat Only, -30%; Special Recharge,
-70%) [0.6/level]
Maneuver/Action
|
Meter Change
|
All-Out Attack
|
+1+damage before DR, if not dodged
|
All-Out Defense
|
-2
|
Attack
|
+damage before DR, if not dodged
|
Being stunned
|
+0 (or -2 per second if you want to encourage careful fights)
|
Change Posture
|
-1 if assuming a lower position
|
Committed Attack
|
+damage before DR, if not dodged
|
Defensive Attack
|
+0
|
Feint
|
+1
|
Move
|
+0
|
Move and Attack
|
+damage before DR, if not dodged
|
Retreat
|
-3
|
Successful Block
|
+1
|
Successful Parry
|
+1
|
SAMPLE SPECIAL MOVES
The following moves do not use meter – they are
supposed to be relatively low-power abilities that can be also used to gain meter.
Stun Edge [5]
You
swing your sword, releasing a relatively slowly moving lightning projectile.
Roll Innate Attack (Projectile) to hit. This attack has 1/2D 10, Max 100, Acc
3, RoF 1, Shots N/A, and Recoil 1. It deals 1d burning surge damage, and it can
be blocked or parried.
Statistics: Burning Attack 1d
(Blockable, -5%; Can Be Parried, -5%; Requires a sword, -10%; Surge, +20%) [5].
Charged Stun Edge [15]
You
charge your sword with lightning for 2 seconds, then swing it, releasing a
relatively slowly moving lightning projectile. Roll Innate Attack (Projectile)
to hit. This attack has 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1.
It deals 3d burning surge damage, and it can be blocked, but not parried.
Statistics: Burning Attack 3d
(Blockable, -5%; Requires a sword, -10%; Surge, +20%; Takes Extra Time 1,
-10%;) [15].
Vapor Thrust [8]
You
jump up, swinging your sword in a wide electrical arc. Roll Acrobatics, then
make your attack roll. If you fail your Acrobatics roll, make an Acrobatics or
a DX roll against or fall down. If you succeed, you deal additional 2d burning
surge damage. You can only target
airborne opponents within 2 yards of you with this attack.
Statistics: Burning Attack 2d
(Accessibility, Must attack an airborne foe, -20%; Follow-Up, Sword, +0%;
Nuisance Effect, Fall on failure, -5%; Requires an Acrobatics Roll, -10%;
Requires a sword, -10%; Surge, +20%) [8].
Pilebunker [22]
You
take an agile step back, then lunge forward, delivering a devastating punch.
Your punch deals additional 4d crushing damage that is doubled for the purpose
of knockback calculation. You can only use this move when you are on the
ground. You must take a step back and move forward – the entire setup movement
must be no less than half of your Move. Thus, this move can only be used as
All-Out Attack or Move and Attack. You can
treat a Retreat from the previous round as a required step back to initiate
this move.
Statistics: Crushing Attack 4d
(Accessibility, Only on the ground, -10%; Double Knockback, +20%; Follow-Up, Punch,
+0%; Requires half Move, -20%) [22].
I must say that I've enjoyed your prolific blogging. The sheet amount of your output is staggering. Enjoy your new leisurely schedule!
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