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Flipsz12

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A member registered Feb 11, 2023 · View creator page →

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I'm sending all of them on your email! I'll probably make a drive and just share the link eventually lol

Thanks a lot with your reading! I worked about six months and in this next few months I'll have much less time to work on it, so I tried to get the pdf to the most playable form possible. As for updates, I have about ~15 abilities and Techniques for all Fight Styles ready! I just didn't have time to playtest it appropriately and see how it feels during play. 

More examples is something I really need to put in, I think in the next week I'll be able to update with a lot of things I've been writing for it. Again, thank you for taking your time and reading with such attention.

 I'm gonna check this right now and let you know what happened, I'll try to return the money - if it got to me, I've send I copy to your email in the meanwhile!

I was thinking on add an alternative rule for grid base combat, but as per now it's only  based on zones and distances bands in these zones.

Here is a little bit of how the system works! Hope this helps.

Hello! The system for creating powers is basically divided into steps with a specific part dedicate to the Power Level of the ability. Power Levels describe how muh raw power the technique has, how much it can bend and alter the natural rules of the world. There are three power levels:

1: Basically anything that humans can do but you're supernaturally better at it. 

2: Where most Techniques/Powers would fall on, basically you have a superpower but it isn't extremly overpowered, most JJK abilities, Hunter x Hunter will fall into this category ( besides some technique like Gojo's ). It would be where most Devil Fruits in One Piece would be on too. 

3: This are techniques that are basically godly powers. 

The example I wrote out in the book was from a Playtest where a Player wanted to do a velocist, and each Power Level would translate to: 

1: Your speed would be considered above peak human level

2: Think something like Quicksilver from the Marvel Comics, in a stretch maybe break the sound barrier

3: Timetravel, become intangible, all you can imagine. 

But every Power Level comes with a set of restrictions to the technique, and more powerful techniques requires more restrictions to work, the objective was really to maintain a very fair level between the characters mainly because this is a game about using ''simple'' techniques in multiple ways - for example, the Bungee Gum from Hisoka in Hunter x Hunter, Boogie Woogie from JJK and most Devil Fruits on One Piece. I think it really suits this kinds of powers where they are made with a very specific theme and are not overpowered by itself, but can be very powerful given how creative people can get, when I first started writing it would be basically a JJK game.