Alright, in addition to finally fixing Maelstrom and upgrading the Fell Form, I wanted to touch on some of the old standbys. These don’t need as much help, but I’ve had some complaints about them and I wanted to address them.
This update covers
The Destructive Form
The new version of the Destructive Form is here.
The Destructive Form is fine. It relies on Beats and unarmed strikes to trigger stuns. This is enough to keep it competitive, even in a DB heavy environment. The Master level had a mistake in it that I had missed. I think I previously resolved it with Striking ST 4, but that’s probably excessive, so I trimmed that back to 1 and gave it more Intimidation and two levels of:
Shocking Stun: For every 2 points of injury in excess of the injury required to inflict a Major Wound applies a -1 penalty to the HT roll to resist Stun and Knockdown. This is in addition to any other penalties. The maximum penalty is -2 per level of this perk; 2 levels of this perk is a suggested maximum.
This makes the stuns it inflicts more meaningful and more likely to connect. It doesn’t make stunning worse, but in retrospect, stun also triggers knock down, which is also bad. Either way, they tend to be fight enders.
Second, I wanted to emphasize the use of Stuns by the Destructive Form as well as how scary it is, so I’ve given it a new form of Rapier Wit.
Rapier Wit (Threatening): This trait works like Rapier Wit, except it replaces Public Speaking with Intimidation, and replaces the -2 if your opponent has Clueless or No Sense of Humor with -1 per level of Fearlessness your opponent has. Consider using the limitation of once per encounter per opponent suggested by GURPS Dungeon Fantasy. 5 points.
I like DF’s rule about “once per opponent per encounter” so I made sure to include it.
The final problem with the Destructive Form is that it’s a little too good. It doesn’t need a nerf, but some GMs are reluctant to use it. It’s a classic “villainous” style, and watching the PCs get their limbs lopped off might be overkill for some groups. I’ve addressed this with a couple of optional rules for handling the Destructive Form in groups that want to give characters plot armor, or groups that make heavy use of Flesh Wounds to remove severed limbs from the equation.
Gap in the Plot Armor: Whenever the character attacks an opponent with “plot armor” that the GM doesn’t want killed, dismembered or maimed, the maximum damage the character is allowed to inflict increases by 1, and all deceptive attacks by the character apply an additional -1. In addition, any time the character would dismember, maim or kill a character with an attack and the GM or player disallows it by fiat, through special options, or through the expensive of impulse buys, the character gains 1 impulse buy point. No more than one impulse buy point may be gained this way per session.
Retroactive Stun Reverberation: If the damage roll, after applying for DR and conditions like injury tolerance, indicate a Major Wound has been inflicted, and he target of that wound uses some means to mitigate that wound (Flesh Wound, TV Action Violence, etc), they must still check for Stunning or Knockdown at all the same penalties for the original wound (eg -5 for a head injury).
Graceful Form
You can find the Graceful Form update here.
As a general rule, I’ve tried to focus on less popular styles, but Graceful is an exception, because I see people use it. Still, given the discussion of “Free Acrobatic Feints” I wanted to introduce one. It’s really the only change to Graceful From. I had hoped to integrate it into Trickster’s Step, but now it’s its own move.
Dazzling Runaround: Prerequisite: Acrobatic Feints. If the character inflicts a Runaround Penalty on an opponent (-2 to defense due to moving to their side or rear hexes), they also gain the benefit of a free Acrobatic Feint against their opponent.
The Simple Form
You can find the Simple Form update here.
I’m not sure if the Simple Form qualifies as “unpopular.” I’ve never seen it used, but people seem to discuss it often, especially the Formless Deception. So naturally I decided to make it stronger! I wanted to experiment with the idea of the Feinting Floor, and so I’ve integrated it into the Formless Deception. That probably makes it even more desirable and it was already a killer app for the style, but it’s the only other style that really uses Feints, and Swift has better tricks for ripping open defenses.
After thinking on it, I’ve decided to integrate all of Feinting Floor into a single perk. It doesn’t help on defense, it only helps on successful feints, and it gives +1 to +3 under very specific circumstances, so it seems like a perk.
Feinting Floor: If making a successful feint, always apply at least a -4 to the opponent’s defense as a result of a feint. That is, success by 1, 2 or 3 apply a -4 to the opponent’s defense. This has no impact on Feints with a margin of 4+.
I also had some thoughts about Trademark Moves, and while I don’t think it makes the style more powerful, it might make it more interesting and certainly fits with the themes. Defeat the Form came because I swore overuse of Trademark moves triggered bonuses to defense from opponents, but I couldn’t find it, so I created a more specific one. The rest are just really specific examples of Trade-mark tied Secret Style perks.
Defeat the Form: After seeing a Trademark Move performed once, the character may declare that Trademark Move “defeated” and gains a +1 to defend against all attacks from that Trademark Move for the rest of the encounter. The character may only “defeat” one Trademark Move per encounter.
Master the Form: Once per encounter per level of Master the Form they have, the character gains an additional +1 all rolls made during a Trademark move they use. The same Trademark Move cannot benefit from Master the form more than once per encounter (it must be a different Trademark Move each time). This perk is leveled, but may not be purchased more times than the character has Trademark moves.
Master the Formless: Once per encounter per level of Master the Formless, the character may apply a -1 to their opponent’s Defense or apply a +1 to their own defense roll provided they used no Trademark move. This perk is leveled, but may not be purchased more times than the character has Trademark moves.
I also removed Warding Parry (Did it ever do anything?) and bumped Cede Ground to +2 judo parry on retreats. +1 parry on all retreats might be more interesting, though, thinking on it.
What about…
This winds up Wiki Week. Why am I not buffing the other styles?
- The Swift Form: This style is already really good at ripping apart high defense values, and has a ton of tools to do so. It also gained Countless Ribbons of Light recently, which is a killer app on par with the Formless Deception.
- Knightly Force Swordsmanship: I didn’t really look into it, but I see this one taken a lot, and its use is more battlefield tactical than dueling focused. It’s less about using your shield to defeat a specific opponent, and more about tanking an entire group of enemies, which it does just fine.
- The Serene Form: This is already a very popular style that I’ve seen taken over and over again. It’s very useful at its core purpose, which is adapting to a variety of situations and deflecting blaster fire, and I’ve already integrated a dazzling draw into it. I wouldn’t mind an upgrade to Contemplate Endings, but Imperceptible Draw and the Eternal Now already make this a ridiculously effective style.