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A thread to discuss the lore of Mortal Kombat and what can be done for the mechanics of a PnP roleplaying game based on the setting.

A few of us at the Mortal Kombat Konquest thread have tossed around some ideas but this is a thread dedicated solely to talking about the lore and gameplay for a system.

I'd like to propose the first topic before we move onto a few others: Mortal Kombat characters are durable. Very, very, very durable. Cracked bones, fireballs to the face, swords to the gut, snapped spines, broken skulls, shattered jaws, acid in the face--they can take a LOT of punishment. Sometimes it makes sense, as Goro is a half-dragon and some of the fighters are also not human, but the heroes of the series are mostly human, but often human with extraordinary training, backgrounds or bloodlines. How should this apparent superhuman-like durability be reflected in gameplay and character creation? How mortal should they be? How strong is a Mortal Kombat character compared to an average NPC? For example, in many cutscenes, soldiers and civilians are utterly destroyed by most special abilities, whereas the main characters shrug them off.
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>>43794516
That's a tough question. The argument can be made that X-Rays and the extreme levels of character model damage seen in MK9 like ripped off eyelids actually don't canonically occur since the worst wounds we ever see in the story mode cutscenes, besides the obviously lethal ones, are bruises to the face.

...But if you're playing an MK game, you want to be able to do the fun and famous moves.
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>>43794516
I myself coud and did give 2 different reasons for that.
>The worlds strongest
To be a Mortal Kombatant one already has to be extraordinary even among their own kind.
>The balance of the realms
The very moment a Mortal Kombat tournament is announced, the Elder Gods witness every fight. The energies that hold the realms together get involved, and each paricipant feels the influence of that. Becoming real destroyers, mighty representatives of their world trough the duration of the tournament, and some effects still linger afterwards. The Champion who wins the tournament, feels this effect the most, becoming immortal while he reigns supreme.
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>>43794699
>The very moment a Mortal Kombat tournament is announced, the Elder Gods witness every fight. The energies that hold the realms together get involved, and each paricipant feels the influence of that. Becoming real destroyers, mighty representatives of their world trough the duration of the tournament, and some effects still linger afterwards. The Champion who wins the tournament, feels this effect the most, becoming immortal while he reigns supreme.

I could get behind this. Mortal Kombat itself is something that keeps the realms in order, and too much of it can destroy them, as told by Armageddon. How much of Armageddon is more of a self-fulfilling prophecy is up to debate, however.
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>>43794688

I suppose it would also come down to how health would work in relation to damage. Some X-Rays almost seem like fatalities with how much damage they do to the opponent's body. But in a real fight, if you broke your opponent's arm, it would put him in a severe disadvantaged state.

What do we think the standard of health should be?
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>>43794765
"Ages of Mortal Kombat have teared the fabric of the realms. The critical point has finally been reached. It was forseen that one day the Kombatants would grow far too powerful, and far too numerous. If left unchecked,their intensifying conflict would weaken and shatter the realms."

The Mortal Kombat Tournaments were only supposed to be rare, but udisputable and fair ways of deciding global and interrealm conflicts. The series of crysises have caused Armageddon. Tough I suspect if something else were the weaken the fabric of the realms, Armageddon would have been triggered anyways.
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>>43794889

I wonder why the Elder Gods put the Mortal Kombat tournament into place. Are they just big Kung Fu fans?
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>>43794889
The argument could be made that the fabric was slowly unravelling, sure...but Delia specifically foresaw the end of the realms would come from people fighting over a fire-guy at the top of a pyramid in Edenia.

So she and Argus immediately made the pyramid and the fire-guy.

How is that the right course of action?
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>>43794874
I think at first it comes down to how combat works.
Before we get to that I thought about making rules that would differentiate between normal fights, and Tournaments.

In my version, for every certain amount of health a character looses (20% or so, I haven't really fleshed them out yet) they loose one point of a random attribute (they move between 1 and 5 rarely above that with one or two points so it could be felt on their preformance)

During a Mortal Kombat, these effects don't occur.

I've been thinking that X-Ray or Breakdown will occur with more attribute loss, and not damage increase.
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>>43794957

Don't forget that they also forced their children to be part of the prophecy; one would kill every other fighter, one would rob them of their powers. They didn't even tell them about it or which one would do what.

Parents of the millenium.
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>>43794940
The reason the Elder Gods went with a kung fu tournament is because they wanted to force an environment for a fair fight.

Until Liu Kang, no one would've imagined a mortal that can beat Shao Kahn, so they had to step in and go "Y'know what? Kahn is banned from going anywhere until after his emissaries fight for him so the other team actually has a chance."
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>>43794940
I bet the bastards just wanted their Sunday afternoon entertainment
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>>43795005
That makes sense. I think in Earthrealm's case it was also because his forces couldn't stand again outworld's armies.
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>>43795005

Ten tournaments, fifty years apart each, and you need ten victories in a row.

Could you imagine a pair of realms that have been trying to invade each other for thousands of years only to fail each time because one realm wins and then the other?
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>>43795063
Well Earthrealm isn't the place that invented the tournament. Edenia, Zaterra, and Vaeternus all had and lost their own ten in a row, at least in the old timeline.
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>>43795069
Probably realms being swallows up after one another by Outworld didn't do good for their balance I imagine.
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>>43795094

I think one of the intros said "Mortal Kombat has always been, and will always be." Deadly Alliance I think?

Seems like it may have been put into place long before Shao Kahn poisoned Onaga, but I think Onaga was realm-hungry too and invaded a bunch.
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>>43795139
Canonically, Onaga wasn't a realm invader. His gimmick was being the first emperor in history to conquer all the various territories of basic Outworld and rule it as one united realm.

Kahn took Onaga's gimmick and, having run out of countries to conquer, decided to up the scope and annex entire other dimensions.
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>>43795139
>>43795094
What if Mortal Kombat always existed, but the "Ten tournaments, fifty years apart each, and you need ten victories in a row" thing was only restricted to Earthrealm, and as the konquests went, the Elder Gods have set increasingly difficult terms?
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>>43795209
or because Ertheralmers live shorter lives than the inhabitants of any other realm, and the Elder Gods knew they need a generation to present enough warriors.
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Off the top of my head I can think of 2 systems that could work here with a lot of tweaking. Feng Shui and that system for Street Fighter I think it was called turbo.
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>>43795186

In the grand scheme of things, I think Onaga had bigger plans with the Kamidogu.

But before we get into the nature of the realms and the Kamidogu and such, let's talk about character creation.

What kinds of choices should a player have at character creation?

Race, obviously, but should there be a kind of class system? Or would a race always restrict options? For example, a tarkatan seems like it would always fight like a tarkatan, but a human can be a ninja, commando, etc.
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>>43795209
Well reference is made to other realms having the ten losses, but it wasn't necessarily fifty years.

Officially, the rule is "once a generation" so that each tournament has a fresh new set of fighters except for the returning title holder who doesn't age so he's still in his prime.

It's just that a human generation is defined in-game as 50. Edenia could've taken a million years to conquer lol.
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>>43795250
Onaga's Kamidogu plan began after his death. Originally, his only plot was "find me a dragon egg, I heard if I drink it's blood, I can be immortal and make sure my kingdom stays orderly forever", at which point Kahn was like "shit, if he becomes immortal I'll never get rid of him. Poison time."
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>>43795250

Here's a thing I made for reference.
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>>43795250
I would argue against a "class" system since every individual fighter has their own unique origin story, but race doesn't have to be restrictive.

For example, Goro doesn't have all the same abilities as Kintaro or Sheeva. Depending on the game, he can't breathe fire and instead throws magic green fist-projections, plus he's been referred to as Shang Tsung's "pupil", implying sorcery training. And Sheeva's fireball is more like a Hulk Clap in MK3.

I'd like to think there's room for variation among Tarkatans as well, they're just too lazy to explore the idea of any of them being more than identical to Baraka, outside of this singular picture.

Tarkatans are tribal, right? Imagine a voodoo priest or shaman.

Or a dude who, circa MK3, really took to the Earth weapons Kano gave 'em and has chainsaws grafted where his armblades should be. Motherfuckers at NRS just ain't tryin'.
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>>43795250
Race should restrict options in the same way Conan did. You can't take certain classes at start but later you can. Also preferred classes based. That said I'm not sure classes really would fit to well.
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>>43795416
Also, Khameleon has completely different moves from Reptile.
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>>43795245
I'm working on the Street figher version, it's like 50% done. tops.

>>43795250
>>43795431
There are a big bunch of attacks that every race can learn. You just have to be strong/tough/dexterous/skilled to learn them. No calsses, or race matters

Then I got Schools and Styles. Certain races got their of Styles, and cant use other ones.
Sorry I can't have cryomancer Tarkatans run around -well the GM can uthorize if he insists -
and you can't pull off Shokan tricks if you don't have four arms.
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>>43795416
>Or a dude who, circa MK3, really took to the Earth weapons Kano gave 'em and has chainsaws grafted where his armblades should be.

I'd play the fuck out of that.
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>>43795416
>For example, Goro doesn't have all the same abilities as Kintaro or Sheeva. Depending on the game, he can't breathe fire and instead throws magic green fist-projections, plus he's been referred to as Shang Tsung's "pupil", implying sorcery training. And Sheeva's fireball is more like a Hulk Clap in MK3.

On that note, Shokan seem to all share fucking AMAZING jumping skills, going up over the screen and then landing on their opponent. Can all Shokan do the Hulk-Jump?

Imagine seeing an army of them coming at you, JUMPING across the terrain.

Either way I think Shokan should get jumping bonuses.
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>>43795512
Could just be treated as a practical application of super-strength, but you can codify it into a specific jump ability, sure.
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>>43795463
>Sorry I can't have cryomancer Tarkatans run around

Cryomancer should be treated as a race. No one in MK can do ice moves without being one...or a powers-mimic.
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>>43795598

Yeah, Cryomancers seperate from other species/abilities.
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>>43795512
>shokans get stamina bonuses because they are really sturdy
>shokans get extra attacks because they have four arms
>shokans get grappling bonuses and their own special moves, because their four arms give them different skillset to work with
>shokans get jumping bonus
>shokans are immune to fall damage
I'm trying my best not to make Shokans overpowered as f*ck, but they don't make it easy for me.

>>43795598
>>43795643
Should I do the same with Hydromancers and Airomances (is that a thing?) if so a player has to plan it durning character creation?
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>>43795666
The whole Sheeva was created is the devs themselves felt that Shokans should be boss-only characters but couldn't keep turning down the fan demand for a playable one so they reasoned "Well a female would be shorter and weaker, we can balance that"
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>>43795666
>Hydromancers and Airomances

I'm not sure Satan, but we know that the only water-using dude in MK is Rain, and he's Edenian, so hydromancy might not be specific to a race. We also know that powers can be copied through sorcery, like Shang Tsung turning into Sub-Zero and using his powers, so we can assume that frost-magic exists on some level, or perhaps it's related to turning into a cryomancer. Aeromancers are likely not a race, as Fujin is likely a human-turned-god and is thus a manifestation of his element, like Raiden is with lightning.

There's also gods of Fire, Earth and Water from MKM:SZ.
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I got the introduction quote for the Shokan Style/Skill tree
"There is only one type of body, 2 arms, 2 legs, etc that make up the human body. Therefore, there can only be one style of fighting. If the other guy had 4 arms and 2 legs, there might have to be a different one." - Bruce Lee
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>>43795723

>but we know that the only water-using dude in MK is Rain

And Hydro, presumably.
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>>43795666
>Should I do the same with Hydromancers and Airomances (is that a thing?) if so a player has to plan it durning character creation?

Those aren't their own races, no.

The only canon water guy...well, his origin story is being a demigod, but his father isn't the god of water, we don't know who his mother was, and both of his half-brothers use fire, so seems kinda random.

Wind moves are probably the most common element in the MK universe and I don't think any of those characters share a common origin story.
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>>43795743
To be fair, Hydro's never appeared in anything canon.
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>>43795723
Yes. but just because we can only give one example of someone using those powers in c(k)annon that doesn't mean we shouldn't include them. Heck, I made stats for Shao Kahn's "DA FUUDA" force spear
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>>43795737

How do we feel about skill trees? I think skill trees would work nicely. But are they based on race?
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>>43795666
I think Shokan should be OP combat wise but then in game they'd have to carry the Lions share of all the fighting because of honor. How I see it.
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>>43795774

I know, anon, I know. But I still remember him all the same.
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>>43795832
One of the few things I liked about the shitshow that was Legacy was the idea that someone has to be the first guinea pig for the cybernetics and be all faulty and shitty so they can work the bugs out before they go and mutilate someone who matters like the grandmaster's son...and that poor bastard was Hydro.
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>>43795801
As I said, some skill trees would only be avaible to certain races (or to anyone who has four arms, or have blades growing out of theirs)
and some skill trees would be either stat specific, or even a whole adventure can be made about acquiring them.

Like trekking the wastes of Frozen Edenia to seek out the Cryomancer's temple, or pledging and proving yourself to Raiden for the power of thunder, or walk in the shadow od the Netherrealm to tame Hellfire.
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Hey, Street Fighter guy, what are the stats/attributes determined at character creation? Is it a point buy system? How are stats generated?
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>>43795904
Awh balls it's been ages since I seen that system but I'm pretty sure it was point buy. If you want to look it up it was called Capcom world tournament or something.
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>>43795973

Alright. So what kind of stats should we have in a Mortal Kombat PnP?
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>>43795904
Originally it's this;
>1. Choose a Fighting style
A style gives what are the character's starter Chi and Willpower scores, that determine the use of strong magical (Chi) and martial (Willp) attacks. Each styles have so-called "Power Points" which are used to buy maneuvers. Certain attack maneuvers can only be bought by certain Fighting Styles, some more freely than others
>2. Choose a primary, secondary, and tetriarchy attribute group, and distribute 7/5/3 points among them
The attribute groups are Physical, Mental and Social.
The Physical includes Strenght, Stamina, Dexterity
The Mental - Perception, Intelligence, Wits,
The Social - Charisma, Appearance, Manipulation
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>>43796045
>3 Do the same with Abilities 9/7/4 pionts
The groups are
Talents - Alertness, Insight, Interrogation, Intimidation, Streetwise, Subterfuge,
Skills - Blind Fighting, Leadership, Security, Stealth, Survival, Driving
Knowledges - Computers, Investigation, Style Lore. and something else I deleted from my notes
>4 Advantages, Background, Training, Special Maneuvers

This is how it's in the originals. I obviusly changed a lot, since in MK distinct syles don't matter as much, and (most) people don't make a carreer out of winning Mortal Kombat tournaments
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>>43796039
Strength, endurance, agility obviously. Then charisma. Intelligence would be useful for sorcery and tech characters.
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>>43796223
I always kinda wonder if strength and durability being separate stats in RPGs isn't a forced or false dichotomy. How many characters in fiction are known for taking a lot of hits without being equivalently beefy?
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>>43796276
Because otherwise if someone would max that stat, they would be unbeatable. It has to be differentiated.
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>>43796045
>>43796223

I think we can use the Physical, Mental, Social thing, but at the same time every character needs to be able to take a hit.

>>43796276

That's also a thing. I mean, I guess it's mostly the intent: do we want to make a game where people just fight, or do we want to make a game that focuses more on parties going on adventures?
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>>43796305
I don't really agree. The system I'm modifying, Brave New World, only has four primary stats: "Strength, Speed, Smarts, and Spirit." You get 12 points to distribute between them and the max you can have in a single stat at creation is 5.

Strength is actually the least useful stat because it has the least amount of corresponding skills, but the tradeoff is you still need to put a decent number of points in it even if you're not a melee combat character because it's what governs HP. You can take a number of wounds to each bodypart equal to your Strength before that limb is crippled or you're KO'd and if you take double your strength to the head or chest, you're dead.

I'm going to be multiplying that number, haven't decided by how much yet, because damage in BNW is pretty high and "realistic" and obviously, MK characters take a lot more punishment, but still, I have yet to feel like anyone with a high strength was too broken. Generally it's speed characters who end up broken because Initiative determines how many actions you get to take per round which means characters who acquire superspeed characters get to do way more than everybody else, but that I'll definitely be changing.
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It's a a simplified script from my homebrew.
Because of some terrible misshap, I've deleted all the "ha"'s from the middle of some words, and I'm still looking for these bugs. Sorry in advance.
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>>43796478
>>43796454

Do you think Skill Trees and Special Moves would fit in well to this system?
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>>43796524
I'm not sure how trees would work for building an MK character given some characters have a mishmash of strong moves from different backgrounds that don't necessarily follow one consistent theme.

Like if there were trees for special move purchasing, then Sonya took some tech, went about two kick moves deep into the "wind" tree, then skipped past everything in the "fire" tree and went straight to buying a Fatality lol
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>>43796524
Yes. Special Moves are only Maneuvers that have to spend will/chi points to work.
Skill trees are just Maneuvers that need another maneuver before you can aquire it.
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>>43796616

Good point. Perhaps a hybrid skill tree system?

>>43796653

What is the criteria for selecting which skill trees someone can pick from? Race?
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Another system just popped into my head, Legends of the Wulin. Built for martial arts combat isn't it?
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>>43796616
>>43796712
I think most of the moves, (like 2/3rd) are free to buy for every character. At least the punches and kicks. If you have the prerequisite strenght, desxterity, techniques -because some kicks and puches are harder to pull off than others- you are entiitled to buy them

>>43796712
Well, you need blades spouting from your arms to buy anything from the Tarkatan's skill tree. But sorcery, telekinesis, elemental magic can be learned. Meaning the GM could have you do a few sessions aquiring it, or seeking out the master to teach it, or you can include it in your backstory upon character cration.
However if we want to be mechanical, I say you pay the entry amount of EXP to be initiated to the Skill Tree, and start buying Maneuvers from it.
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>>43796334
>do we want to make a game where people just fight, or do we want to make a game that focuses more on parties going on adventures?

I look at it this way:

The plot of MK1 is "one on one fighting tournament."

The plot of MK2 is "in between rounds of a 1-on-1 fighting tournament, dudes run around Outworld getting up to shenanigans."

The plot of MK3 is "surprised by a sudden-onset apocalypse, parties adventure across the globe to meet up with each other, march into NYC, and infiltrate a castle"

The plot of MK4 is "Some dudes fight a war in Heaven, other dudes sneak around Edenia trying to free people"

The plot of Deadly Alliance is "A small party quests around Outworld, recieving training and gathering allies until they march on the bad guys' castle"

You can kinda see the direction all this is going...basically, the last time the plot was nothing but fights was 1992.
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>>43796824

You said we had a lot of different punches and kicks to choose from, right? What kind of variation do they have?

I'd be mostly concerned with some being definitely better than the others. Do they all just do different damage or do they do different things?
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>>43796869

Good point.

But everyone needs to be a fighter, right? There's little room for a hacker in MK. At least, not a primary hacker. Could someone speck in hacking but still mostly punch stuff?
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>>43796898
Well, when a character attack (uses a maneuver)
then his speed, strength, and athletics is added to the maneuver's speed, damage, and move. Also, there is technique. which is also added to damage, and needed to buy strong moves. (Like in life, technique can replace missing strength in a fight)

Some maneuvers are faster but weaker, some slower, and stronger. There is a lot of vareiry.
Indeed some moves are better than others, but they either require the weaker moves to learn and/or need higher stats.

There are also special effects and attributes. Give me a minute and I'll write them up
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>>43796946
Well...Jax himself builds all the good guy tech in the MK universe, he's the science character.

He's also the "strongest man in the world" and fights like a pro wrestler.

And Sub-Zero doesn't know shit about computers and he was able to act as if a cyberninja hacking another cyberninja works like effortless telepathy in MK9.
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>>43797005
>>43796898
>Crouching Maneuvers
The attacker goes so low, that Aerial maneuvers don't affect him
>Aerial Maneuvers
The character doesn't touches the ground durning attacks so Crouching and ground-based attacks won't affect him
>Knockdown
If hits causes the opponent to go flat on his back, and start the next round with a -2 speed. (Thinking about implementing a Wake Up attack here, just have to figure out how)
>Throwback X
Some attacks launch the enemy backwards with X. That way the unsuspecting opponent can be backed to a corner, pushed in a pool of acid, or off a cliff. Another enemy, or to the waiting ambush of an ally.
>Stun X
Causes speed penalty next turn.
>Leg/Arm counter X
Damages the opponent's Leg or Arm, giving their Punches or Kicks next turn damage penalties.
>Multiple-Hit maneuver X
Damage can be rolled X times, inflicting wounds each time
>Abort Maneuver
You can change a current maneuver with one that has this ability, changing tactics if you are in a sticky situtation.
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>>43796653
>>43797162
What about EX moves
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>>43797006
Yes, but SZ was a cyorg then. It was like reading a book to him, or listening to an audio book
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>>43797239
It means they have different levels. Leg Counter 3 lets the opponent roll with 3 dice less for damage for his kicks next round.
Throwback 5 shoves back the opponent 5 meters/squres/hexes (the Street Fighter used hexes)
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>>43797162

What about the rock-paper-scissors of block beats punch, grab beats block, punch beats grab?
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>>43797255
Well that's kinda my point, if you wanted to be the hacking guy in the party, why not make a cyberninja and get some kind of gigantic free racial bonus?
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>>43797284
I ment more along the lines o meter cost
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>>43797318
Grabs are an interesting stuff. The original street fighter game had 20+ grapple move. They can only be used if you stand ( or can step into) the same hex your opponent does. You can indeed decrease the amount of dices the enemy can roll against you by blocking, and a grapple bypasses that.
Some can be deployed as a "sustained hold" (read, you can choke someone till they go limp) and cause damage each turn untill the enemy dies, he let's go, or struggles free.
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>>43797467

Hmm. How would one go about building meter in a PnP setting? Would the first hit in the fight count?

Perhaps it could be tracked with a die? Like, a rising die, and certain moves take away from the die?
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>>43797534
Legends of the Wulin had a meter like system for chi. Away from my books though.
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>>43797685

I'm gonna see if I can get a copy for myself.
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Let's talk about playable races right off the bat.

Is there anything in Damashi's image >>43795388 that we shouldn't allow from character creation?
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>>43797879
Symbiote maybe seeing as it's 2 characters. Unless we can cook up a rule set for it.
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If this thread is still up in a few hours I'll see if I can post pdfs for the systems I mentioned so we can canabaliz them.
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>>43798028

Great. Looking forward to gutting them and stealing the good ideas.

>>43797978

Well, it might be two, but they still fight as one. I think it would be interesting to roleplay as a mind-linked duo.
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>>43797978
I would work it more like an animal companion seeing as Ferra is used as a striker/weapon
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>>43798320

And yet she's the "brains" of the two, despite talking like a retard herself.

But I think it could work; a symbiote would just have a narrow pool of moves to work with in regards to fighting as a pair.
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>>43798744
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>>43798841
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>>43797776
Not the core book but its something
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>>43799562

Gonna look over it now.
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>>43794516
Been skimming through the thread. Are you guys wanting to make a Mortal Kombat game that is like the core series with two kombatants fighting against one another, or something more like Shaolin Monks where it's more like a standard beat 'em up/adventure game?

Either would be neat but it seems like the latter might translate to an PnP RPG better, maybe.
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>>43799679
>or something more like Shaolin Monks where it's more like a standard beat 'em up/adventure game?

Definitely that. I want high adventures in Outworld and hijinks in Chaosrealm spilling over into Orderrealm as the party tries to not get arrested for breaking one of its billions of laws.

Plus I fucking loved Shaolin Monks, canon-issues aside. It was fucking great to run around the Mortal Kombat setting beating up dudes.
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>>43799679
I would hope a mix of both like 75 to 80 percent group 20 to 25 percent One on One Kombat
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>>43799731

There definitely needs to be a good one-on-one system in play, since the series is, at its core, a fighting game. But at the same time, it would be nice to be adaptable enough to have multi-character battles.

Remember Multalities from Shaolin Monks?
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>>43799753
>>43799731
Thats what i was getting at mostly Shaolin Monks team mass kombat like a traditional rpg but every now andd the it becomes one on one fights like the games
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Of course 2 of the systems most likely to help are too big to post.
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>>43800366
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File: Turbo 3.pdf (198 KB, PDF)
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>>43800425
I'll just post all 8 parts of this.
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>>43799753
>good one-on-one system in play
I would imagine that could be where Kombatants super human endurance comes into play as the duel draws the attention of the elder gods.
>>
File: Turbo 4.pdf (18 KB, PDF)
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>>43800467
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File: Turbo 5.pdf (76 KB, PDF)
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>>43800549
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>>43795245
Feng Shui 2 just came out didn't it? I've heard that it would be perfect for something like Mortal Kombat.
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File: Turbo 6.pdf (37 KB, PDF)
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>>43800564
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>>43800609
It just got some kind of update I believe. The system is built more for action movies then what I think were looking for but just skimming through it you can see so many similarities between the 2 it could work.
>>
>>43800656
To be fair "action movie" is a very broad genre and I could definitely see something like Mortal Kombat falling under it.
>>
File: Turbo 7.pdf (114 KB, PDF)
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>>43800621
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File: Turbo 8.pdf (95 KB, PDF)
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>>43800686
And that it for Turbo.
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>>43800710

Great. I'm going to read all of it in a bit. Thanks Anon.
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>>43801030
Just glad to help. Would've post Feng Shui and Wulin but too big. Eh you guys can probably find them somewhere.
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>>43801266

I'm picking up the Wulin one right now.
>>
I found some stuff on my harddrive for GURPS and d20 Modern. Even if our work doesn't end up being similar to either of these systems, it can always give ideas.
>>
>>43801670
>>
>>43801689
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>>43801709
>>
Purely cosmetical question; do you guys prefer the double column setting that is popular with rulebooks, or the single column text?
>>
Street Fighter anon, here's a d20 Street Fighter thing I found. Again, might serve for ideas.

>>43801766

Double, personally.
>>
>>43801788
Thanks, I'll try to put it to use along with the rest.
Also; curse you all, now I just want to throw away all my daily chores, and go about finishing this project.
>>
>>43801842

No rush, no rush. I know the feeling, trust me.
>>
>>43801842
Well if it makes you feel any better I'll be brainstorming myself. I'm no good when it comes to game mechanics but I can come up with all kinds of lore.
>>
If the thread's still around, I'll be posting some work tomorrow morning. Ideas for stats for races.
>>
bumpin with alternate Jaxe concepts
>>
>>43803245
>>
>>43795069
Chaos and Order realms apparently were doing that in the original timeline. Nobody could get more than a couple of consecutive victories
>>
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>>43801788
It still uses the poorly-reseached lore from the White Wolf system. Such as "kabaddi" being a martial art.
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File: Mortal Konquest.pdf (729 KB, PDF)
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Here's a pdf version of the Mortal Konquest rpg made by Chris Casey.
It's somewhat outdated, using lore from the tie-in novels and other sources that are now considered non-canon, and stops at around MK3.
>>
>>43804972
Man i've said a dozen times that Street Fighter styles have to go. Even if they wouldn't suck, we just can't put Shotokan karate into a Mortal Kombat PnP, or have Dhalsim's limbstretch attacks. and having Kung Fu as a single style is a waste of terrible potential.

The Maneuver system, and maybe the dice pool system is what matters here.
>>
I'm thinking humans should have the most options as far as starting and character advancements to kind of balance out their racial weakness. Also maybe a bonus to tech based skills.
>>
>>43805439
The biggest problem with trying to give a name to the fighting styles of MK characters is that DA/Deception was bullshit. Kitana wouldn't do "Eagle Claw Kung Fu", that shit is from Earthrealm. She'd do some Outworld assassin art we don't know the name of. Sub-Zero wouldn't do Shotokan and Dragon Kung Fu, he'd do the proprietary style of the Lin Kuei, which lore-wise is a form of proto-ninjutsu the Japanese ripped off when they created ninjutsu.
>>
>>43805460
Speaking of tech...

what is the deal with Motaro's tail? Outworld's not supposed to have modern science, right?
>>
>>43805474
I reckon it's just a case of "why not it looks cool." Or... it's possible there has been some interaction between realms before the MK games timeline...
>>
>>43805012

Neat. Gonna look it over.
>>
>>43805474
>>43805727

I was never sure if that was a natural thing or if they had plating on their tails or if it was cybernetic.

No idea on my end either.
>>
>>43806177
A simple explanation that would work for us would be that some sort of travelers between realms made contact with the Centaurians and offered them an edge in their rivalry with the Shokan in return for somethingwhatever. Offers us the opportunity for plot hooks and worldbuilding.
>>
I wonder: how much dragon is in your average Shokan? They call themselves half-dragon but are clearly their own kind. At what point in the past did a dude bone a dragon and the shokan resulted?
>>
>>43806345
Well it always just sort of struck me that the thing that makes Earthrealmer unique is that all the other realms, because they never stopped believing in magic, never discovered science as a result.

Except probably Orderrealm, their floating cities look vaguely technological, and it would fit their nature.
>>
>>43806806
We could come up with some lore that says Centaurs are the dwarves or Warcraft-gnomes of the setting, the only guys in Outworld forging or innovating.

They need something to give them some character since NRS would rather pretend they don't exist so they don't have to model four-legged characters.
>>
Let's get a dialog going about the races and ideas for stats. Here's some stuff I've just been kicking around inside my head:

Humans: As others have said, humans would best be suited to an adaptable build, able to specialize in a lot of different areas.
Edenian: I would imagine a bonus to charisma and wisdom, as every edenian we have seen is rather old and wise and beautiful (with Tanya and Rain being rather notable exceptions in the wise department).
Outworlder: Similar to humans, but a bit more predisposed to magic. Perhaps a bonus to certain schools/skills dealing with magic and sorcerery?
Chaosrealmer: They seem as through they would play counter-intuitively, like fighting better the more damage they get, or perhaps having random effects or abilities pop in randomly based on rolling on a table. Perhaps they would roll a die and different things would happen to them based on the outcome; like odd or even. They're difficult to place.
Seidan: They seem like a group high in intelligence rather than wisdom, but they don't need to all be lawful, as seen by Darrius and Dairou. Again, a difficult group to place.
Demon: Demons seem to take a few forms in MK lore, like the demons in Shaolin Monks being red dudes and others like Sareena. Perhaps they can get bonuses to more lethal attacks or more aggressive fighting tactics, and perhaps sorcery or magic or something along those lines.
Cryomancer: We only have Frost and the Sub-Zero brothers to go on, but cryomancers seem very tough and durable. Frost survived being completely frozen in a block of ice and both Sub-Zeros seem to be able to take hits. In addition to their natural cryomancy, a bonus to toughness or stamina or something seems apt.
>>
>>43807017

Saurian: The only three we know are Reptile, Chameleon and Khameleon. There are others in the expanded lore and background, but they all seem to share skill at stealth and mimicry of other moves. Even Reptile, when he first showed up, used Scorpion and Sub-Zero's moves. Of course, he hasn't been able to since, and later works contradict this, but both of his fellow saurians make a habbit of this. All three also share a skill in stealth, being ninjas.
Tarkatan: Fairly easy, strength and blade arms, low intelligence. Barbaric and fierce. Probably like to eat first and ask later.

There are others of course, we'll talk about them soon enough. Thoughts?
>>
>>43807017
Outworlders should be tougher fighters then humans methinks.
>>
>>43807017
I still disagree with Edenian wisdom. When you factor in the Argus family, there are more stupid ones than smart ones despite all the life experience. Grace (dex bonus) would make more sense.
>>
>>43807341
Actualy depending on how we go about this it might be easier to start with human then add most humanoid races as a template ontop of that. Similar to what Conan did with the hyborian races.
>>
>>43805463
No, I tried to go along the same line, trying to replace Street Fighter Styles with ones actually used in MK. You know, Give Jun Fan to Liu Kang, Mantis Kung Fu to Kung Lao etc. But truth is, that the styles used by characters are very inconsistent troughout the series, sometimes even overlapping each other.
In Mortal Kombat, styles are rarely if ever are mentioned. No one has the ambition to become the greatest "x" style master ever.

Martial skills instead will be learnable by anyone, and Styles are reserved for supernatural/racial skills like cryomancy, or tarkatan blade fight.
>>
>>43807029
>>43807017
I think in the first round I'll make edenian, human and outworlder races, and give them racial stat bonuses.
Then once that's done, I'll add other races with skillsets instead of simple bonuses, like lizard abilities for Saurians.
>>
>>43807384

Fair enough. I guess it's more that they pretend they're wise.

That goes for a lot of MK characters, actually.

>>43807535

That would be best. They did away with styles MKvsDC onwards.
>>
Question; should I call the GM "Kombat Master (KM)" and PC's "Kombatants" or that will just make learning the system more difficult?
>>
>>43807617

I like it. MK has always had that bit of extra cheese that makes it special.
>>
>>43807617
>>43807629
Would a 'That GM' be called and Elder God then?
>>
>>43807725

That's a bit much, I think. I like Kombat Master.
>>
>>43807800
>>43807725

Shit, nevermind, I didn't see the "That guy" part of the post. I get it now.

ELDER GODS ARE BULLSHIT
>>
>>43807617
What was Shang Tsung's official title while he was running the tournament?
>>
>>43808201
Just "tournament grandmaster"
>>
The original SF had like 20+ grab maneuvers, so wrestlers could be made, built around grappling moves.
But in MK I could only collect 7, mostly from Jax, and Sheeva. Any suggestions?

Also if anyone has any moves they'd like to see, share it and we'll try to find out how to make it work
>>
>>43808201

He was referred to as a former champion in the movie. Don't know if he was ever given an official title.
>>
>>43808514

I don't know. To be honest, I'd rather see a skeleton of a system with basic moves before suggesting new ones.
>>
>>43808761
I'll clean it up an throw it in soon.
>>
Question; Since this is an uncomplete version, would you guys prefer if I added to each Attack which character it came from so you can check it yourselves? Many of them only have stats, and lacks description.

I went to MK9 Practice mode, and checked each "standard" attack , noting their approximate speed, and damage precent, and while balancing I tried to keep the attacks as close to their original as possible.
>>
>>43808514
Kano also has some grapples in MK3, 9, and X.

Also, Hsu Hao had a wrestling style in Deadly Alliance but the only actual grapples in it were a Vertical Suplex and a Bane-style knee Backbreaker.
>>
>>43808889

Sure, but only if it's not too much trouble.
>>
Here it is
The first part is from the original material that give tips to the Kombat Master about pacing and Kombatant Progression.

Then how cheks, successes, failures, and combat works.

Then the Attacks that every character can buy if they qualify.

It's awefully under illustrated it just has a few pictures. There might be still some spelling error hiding in it, despite my best effort, bring them to my attention if you see them.
>>
>>43810522

Awesome, going to check it out right now and report back on it.
>>
http://www.drivethrurpg.com/product/79179/Fight-The-Fighting-Game-RPG

Just use that.
>>
>>43805012
It's good to know others thought about things similarly as I did.
Namely the fatalities; I think we can agree that they are more about being descriptive, than rules heavy.
>>
Would aligments have any use here i wonder.
>>
>>43812067
The only use for a "how your character should act" guideline that I can imagine is if the PCs are being permitted to literally play as the canon characters.

In that instance, what I would recommend is something similar to...I forget what the system is called, but I saw a fairly recently released Marvel comics game where every character had a set of I think it's 3 to 6 guidelines or goals that the player gets bonus XP for following properly or completing.
>>
>>43812067
Probably not. I could see allegiances being a thing: whether your character fights for Earthrealm or Outworld or whatever. But probably not true alignments.
>>
>>43812656
I could see allegiances giving characters access to faction specific moves but other wise I would just leave it as fluff
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>>43811121

I'm picking up a copy of this on your recomendation, Anon.
>>
>>43796818
It literally is. It is more for wuxia adventure but I've used it to run a tournament arc before just fine. The viciousness of their injury system is pretty narrative, since the system terms are more about degree of mechanical weight than type of booboo so you can easily snap bones and rip out skulls if you want.
>>
>Nobody mentions LotW until halfway down this thread

Is it really that unpopular? I love it, though I find having to track the sprawling loresheet stuff you collect over a long game is a bit unwieldy sometimes.
>>
>>43815292
>>43815323

I picked up a copy and am looking through it.
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>>43815413
Ditto
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>>43815292
It does seem like a pretty good system to use
All it needs is a few tweaks and custom techniques an lore sheets
>>
>>43815602
>>43815479
>>43815413

I've picked up Wulin, Fight!, Feng Shui, Blood and Fists, and some thing called Musha Shugyo.

I'm going to spend a bit of time looking through them and see if I can put together a treatment for a system.

>>43810522

I've read through your work, and while I can see more than a few spelling errors (I'll see if I can put together a more detailed list for you late on) I can see the bare bones of a system.

If I had my console at the moment I'd hop on and try to look at the movelist, but I don't yet. I'll get back to you on this.
>>
>>43815323
>Is it really that unpopular?

No.

It's just that Mortal Kombat isn't wuxia. LotW was created with a very specific genre in mind and its mechanics reflect that. It's very difficult to pick it up and do other things with it because you're going to wind back up at wuxia.

Mortal Kombat isn't about friendships, unless you're a faggy Babality troll. Mortal Kombat is about gratuitously humiliating your opponent before dismembering them in the most violent, disgusting way possible.
>>
>>43815804
>Mortal Kombat isn't about friendships, unless you're a faggy Babality troll. Mortal Kombat is about gratuitously humiliating your opponent before dismembering them in the most violent, disgusting way possible.

I tend to disagree. While I in no way deny the fact that the series is built around the blood and gore and grew because of its shock value and continues, to this day, to be notable because of it, the story of the games themselves is more about making sure Earth survives and heroes rising to the challenge.

Sure, that's gotten muddled a bit in recent games, but it's still important. Hell, the story of MKX is partly about the Kombat Kids going on a team-building adventure, leaving to love and laugh and rip out spines.
>>
>>43815847
And Earth survives because psychopathic heroes who want to gratuitously humiliate their opponents before horribly dismembering them are never in short supply.

The "story" of Mortal Kombat has never gone beyond the scope of a fighting game, nor should it.
>>
>>43815913

>The "story" of Mortal Kombat has never gone beyond the scope of a fighting game, nor should it.

Again, I disagree, but I understand where you're coming from.
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>>43815847
I have to agree Mortal Kombat X had the best story I've ever seen in a fighting game
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>>43815756
>I can see the bare bones of a system
It served it's purpose then.
In the meantime I'll clean up and add Kombatant Kreation and the skills as well, and try to give birth to a few Skill Tree/Style.
>>
What skills an MK PnP should include?

So far I got Talents, which are intuitive abilities, and anyone can attempt even if they have no skill; Alertness, Insight, Interrogation, Intimidation, Subterfuge,

Skills, that can be learned trough practice, trial and errors; Blind Fighing, Leadership, Security (left it in, since any guard or military personnel can have this, regardless of Realm)
Survival, Driving(Replaced it with Riding),

and Knowledges. These cannot be attempted untrained like Talents, or expanded on your own like Skills. They have to be learnt from somewhere.
Computers (and maybe Cybernetics, don't know if they shuld be under the same Talent) Style Lore (replaced by Realm Lore) Magical Lore, Investigation,

I feel like Knowledges are a little bit thin.
>>
>>
>>43795973
>Capcom world tournament
Actually that game was canceled I think. Unless that "demo" version is actually playable.

The main game was Street Fighter: The Story Teller game I think.
>>
>>43816506
>Mortal fuckin' Kombat has a better plot than most games that have come out recently
>handles having a gay character better than most any game ever has
>toned down the ridiculous ass and titties while still keeping the women sexy

Satan ain't paid his heating bill in a long time it feels like
>>
>>43820171
Oh that's right Kung Jin is gay i didn't notice because the game didn't bring it up every five minutes
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>>43820245
Exactly. Even better, Kung Jin being gay actually serves the fucking plot in a way, rather than being just something thrown in to pander to people.
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>>43820245

"Hey Jin, what's --"

"I'M GAY YOU KNOW"

"...Yeah, that's ---"

"BOY I SURE DO LOVE DICKS"
>>
Heres a thought, how do we go about magic? I was thinking we have 2 types, Combat related which would be your typical fireballs, teleports and basic summoning. Then we would have big time rituals which would require the sorcerer to stop, says some words and wiggle his fingers for so long and require more skill checks.
>>
>>43821493

Makes sense to me.
>>
>>43821493
I think I'll have combat spells, that can be done is a single turn, automatically, and spells that require skill checks, and are outside of combat.
Of course they can be done in combat as well, but they all take several turns to complete
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>>43820171
>>toned down the ridiculous ass and titties while still keeping the women sexy

Actually lame.
>>
>>43823492

I liked Kitana's new look. She resembled a princess.
>>
>>
>>43824159
Something really disturbed me about the new Mileena, I just couldn't decide what.
Then it hit me; her eyes now have irises, which somehow makes her look more evil, if that makes sense.
>>
>>43826108

I thought she was lovely. I liked her new lips.
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>>43825310
>noses not visible
>instead - tumblr elbows
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>>43826747
Because of the veil, the mouth wasn't such a big change, but the eyes can really make a character.
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>>43826787
Makes some sense, at least. Martial artists are going to slamming their elbows into people somewhat regularly.
>>
>>43826971
>>43826787
Also, what's the point of a combat mask, if it doesn't protects your squishy nose?
>>
>>43826787

>noses not visible

And...?

They've never been visible in MK.
>>
>>
Such a pity. I couldn't post anything fresh today, but I haven't made presentable progress yet. Perhaps next time.
>>
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>>43827243
he's making a joke that because the artist couldn't give them Tumblr Nose and make their noses bright red, they made their elbows red instead
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>>43829065

It's alright. I'm on the way to thanksgiving dinner myself.
>>
>>
>>43829065
No worries. I'm still reading Fight! myself so I won't have anything for a bit.
>>
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Progress?
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>>43834347
Well like I said I'm skimming through Fight! myself. I'm really not a mechanic guy I'm just an idea guy but it does look like a system that would work for us. Simple, lots of options. We just need to add on race templates and magic.
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>>43834684

I picked up all three books for Fight! that I could find in a bundle. I need to read them yet.
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>>43835150
Same here, I went through the one with pre made characters first to get an idea on how it works now I'm working through the core rules.
>>
Bumping for giving a chance for productivity to give blossom
>>
>>43794516
Cypher system, using cyphers to represent the X-Ray moves.
>>
Should weapon skills (because we can't have MK without weapons) be in a general or separate skillset?
For example Staff/Spear or Polearm?
Dagger/knife/Sai or short slashing weapons?
One one hand, I'd like to go with general, because it allows more weapons, and there are less things that have to be balaned, or made unique system wise.
On the other hand, it's painfully obvious to me that a bo staff, and a spear are wielded very very differently.
>>
>>43838854

I don't think that every weapon in existence needs its own catecgory, but perhaps some of them can overlap. I was rather fond of 4E's weapon categorization.
>>
>>43826108
Mileena's eyes never should've been turned yellow in MK9, desu.

Makes the whole "people can't tell her and Kitana apart when she has the mask up" thing, which was a serious plotpoint in Deception, even more ridiculous than the fact that they wear completely different colors all the time.
>>
>>43839910
Huh, I was not aware that the acronym for "to be honest" was filtered now.
>>
>>43839910

Alternate explanation: most people in MK are stupid.
>>
>>43839921
I''m just not comfortable with the constant visual retcons. Like Goro and Sheeva's eyes were consistently red for 20 years and then all of a sudden in MK9 they're yellow and granted that would be a nitpick...if it weren't for the fact that it actively makes their faces suddenly look much more retarded than they ever did in the past.

And then Goro's eyes went back to being red in X.

I'm not okay with Mileena suddenly growing lips either, really. Like, I know it's popular, most people prefer it...but that's because it makes Mileena more waifu-able. But the whole point of the fucking character is she's not SUPPOSED to be attractive when the mask comes off. That's the core concept! You THINK she's hot and then the veil comes down and you go "Holy shit nope nope nope". And now that's gone.
>>
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>>43839969

If you follow the MKK threads, Damashi proposed an explanation for it. It's not canon, of course, he recognizes that, but I think he's using it for the story of the quest.
>>
>>43840090
Yeah, I know. It works for the quest, I guess, but in canon the bigger problem I have is that the MK9 version of her origin shouldn't even be the one we're using. In the old timeline, she was at least a few hundred years old and her and Kitana behaved like sisters.
>>
>>43840163

I agree with you, but I don't have too big a problem with the new storyline from MK9 onwards. I just tend to look at it as one of many alternate universes and retellings.

Goro's eyes turned red from getting his arms back from Onaga, calling it now
>>
>>43840210
I wouldn't mind MK9/X as an alternate universe if they were still telling stories in the original universe where everyone's character development was better written.
>>
>>43839969
>because it makes Mileena more waifu-able
Which to me makes it more odd that they just offed the girl like it was no big deal. Hell they offed a couple of people like it was nothing. To me killing off characters like that just narrows down your story options.
>>
>>43840352
The argument could be made that sometimes characters' arcs just reach an end and there's not much more you can do with them.

I don't necessarily think that applies to Mileena, since the "Shang comes back and has an army of Mileena clones" arcade endings are a genuinely viable direction to go in...

...but I have no fucking idea why they keep bringing Kano back, for example. Motherfucker outlived his usefulness to the plot in MK3. And Sindel was only useful for a SINGLE game, she should've died offscreen in 4 to let Kitana be the queen since she was acting like one in all the games after anyway.
>>
>>43840417

We need MILFs, anon

So the logical alternative is Liu and Kitana need to have a demonspawn as soon as possible
>>
>>43840511
Y'know Sonya had a kid.
>>
>>43840511
>Forgetting Sindel

You disappoint me.
>>
>>43840790

That post I replied to was talking about Sindel. I didn't think I needed to greentext the line, but I suppose I did.
>>
okay, time to show a some progress.
First wave; Here is the updated version of >>43810522
I added the Kreate a Fighter chapter (no Character Sheet yet) and threw in the other Maneuvers that aren't Martial, but more magical, and I attempted to put them in schools, that will be the basis of skill trees.

If you see Damashi, tell him I used his ying-yang sign as a fancy decoration for the page number. If he doesn't like it I'll take it off, I just didn't want to leave things naked.
>>
>>43841854
>If you see Damashi, tell him I used his ying-yang sign as a fancy decoration for the page number. If he doesn't like it I'll take it off, I just didn't want to leave things naked.

I'm flattered. Thanks, Anon. I'll look through your stuff soon, I'm just busy with Thanksgiving.
>>
Wave 2: For those who don't wish to dig themselves trough 60 pages of undecorated rules (especially the dear anons who are digging themselves trough Fight!) here is something actually discussable/digestable

These are the attacks that require a little magic mojo, some gusto. Moves that need some sort of special in them. These will become the skill trees, when there will be enough of them. I also added to whom the maneuver originally belonged to, so you can check them yourselves.

Add anything you think it should include
>>
>>43841939
Hopefully by then, I'll be able to put forth a better version, with less spelling errors.
It's amazing how many words get fucked up if by some terrible mistake with the "Find and Replace" feature you delete all the "ha"-s from every word.
>>
I'm currently reading through Fight!

Character advancement is determined by how much glory they have. Glory could easilly be substituted for the word experience, but I have encountered other game systems in which glory and experience are separate measurements.

Which do you personally prefer?
>>
>>43843095
The Street Fighter module had a Glory score itself, separate from expirience.
It just involved the only way a street fighter can gain wide recognition; participating in matches, and challanging higher ranked Street Fighters. I've cut it out because this isn't what Mortal Kombat is about. If MK has a glory socre, there has to be different ways to acuire it than Tournaments.

I myself would prefer it to be separate from expirience. One can get stronger and stronger while hiding in the shadows.

There is a use for intimidation in combat. Maybe glory could fill a similar role as well.
>>
>>43843208

>One can get stronger and stronger while hiding in the shadows.

This is why I prefer experience, myself.

It's important that we agree on terminology, and use agreed-on terms to refer to specific things.
>>
>>43843556
Well, during the first Tournament Johnny Cage had plenty of Glory, being a movie star and all. Yet he wasn't stronger than Liu Kang, who was "just" a humble monk.
or the Sonya, or the Sub-Zero who are supposed to be secretive
>>
>>43843760

The important thing to determine is glory or fame or infamy or anything like that is going to be measurable or simply part of a character's backstory. If it's mechanic or fluff-related.
>>
>>43843924
The only thing I can think of, is tracking relationship with other factions. But that's not much since the game supposed to carry the potential in itself to play long long after Earthrealm's invasion, and long long before the Great Kung Lao's time.
>>
>>43843924
I think they should be a measurable stat so the KM can have an idea on whether or not NPCs know the character and how they react.
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>>43843208
>>43843556
>>43844532
I think any Glory,Fame, or Infamy stat should probably be an optional rule
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>>43794516
The new edition of Exalted seems like it'd be a good fit. You'd have to re-flavor a lot but the core combat really fits the feeling of super kung-fu action like MK. The current charms give a lot of options for special moves and cool powers but I have a feeling the Exigents book will be absolutely perfect for a MK game (when it comes out in 20XX).
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>>43844785
Makes sense.
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>>43847941

How should we handle cyborgs? Would they be available at kharacter kreation (tm)?
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>>43848135
I could see an option to by into it at the Karacter Kreation but there should be some downside
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>>43848135
>>43848817
That's a tough question. I can see them being avaible at Kreation, but all (most) the cyborgs we know, had their skills even before they became cyborgs.

I was thinking that one of the features for cyborgs should include the ability to use race-specific attacks as well.

They can have armblades or armsaws installed, making them able to use tarkatan moveset. Or Saurian camo and acid glands.
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>>43850198
That could work in MK9 we see Lin Kuei cyborgs using tech i turn invisible an Cyrax has had saw blades in previous games
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>>43848817
>>43850198
>>43850268
Drawback could be that they can no longer raise a Attributes (strenght, dexterity and the like) just the natural way (spending expirience) they also need extensive and expensive upgrades.
And even that cannot get the maximum possible scores, since metal is "just" metal
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>>43850351
Would this also cover partial cyborgs like Kano or Jax?
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>>43850351
This, except switch out the cap on max scores with penalty to social interaction since people will be creeped out by any guy who saws his arm off and hooks up robot parts to it.
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>>43850410
You got me. It shouldn't, but I can't think of any alternate at the moment.
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>>43850496
>>43850351
Its not that i dont like the idea and it serves as a good starting point for building the rules I'm simply trying to move the discussion along once you talk about cyborgs you have to address cybernetics in general
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>>43850351
>>43850410

What we should have are rules covering mechanical augmentation, which opens up a pool of different special abilities one can have access to, but you need a certain amount of cyberization in order to use them; like, let's say that in order to have a certain ability, you need to have a robot arm instead of a biological arm, or a robotic leg. Getting these augmentations opens up options for new abilities, but on the other end of the spectrum, perhaps some abilities go away if you have augmentations, like pure energy or "natural" powers.
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>>43850586
This seems like like a good idea maybe tie it to a stat
>>43841854
the rules so far use dots for attributes so you might need X dot in cybernetics to use certain moves sort of like Artifacts in Exalted
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>>43850798
>>43850586
These are good. About the dots; do you think the skills need such extended explonations? That's how they were in the Street Fighter game, and I just left it that way, but sometimes I struggle with describing each and every level properly.
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I've implemented Knockdowns, now I just have to add Wake Up Attacks. Those things burn an enhancement bar, right?
Also, do enahncement bars charge when taking or inflicting damage?
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>>43854071

I can't remember offhand. I'll have to look it up later.
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>>43854071
Both, thought hey charge much faster when you take damage and you get an automatic 1/3 bar when you get first his.
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>>43794889
What always confused me about that was how Shao Kahn could still invade without the tournament anyway. If I recall the Elder Gods only stepped in when Shao Kahn himself entered the realm. Why even bother having the tournament when he could so easily bend the rules anyway?

All it'd take for Shao Kahn to win is
>Mortal Kombat tournament occurs.
>Shao Kahn just has his minions assassinate the most competent warriors of Earth
>Wins ten tournaments in a row this way.


And let's not forget how he had some earthrealm warriors captured just to force a rematch, all-or-nothing tournament in MKII.
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>>43795666
A Shokan's biggest weakness should be that their larger frames are easier to hit, and that they suffer a bit in agility. Unless your physical attacks pack a heavy punch (Like Cage's aura-infused Shadow Kicks) then it'd be suicide to go melee on a primed Shokan.

>>43795416
I'd say fighting styles should be a thing, with variations available based on race. Think Mutants and Mastermind's expansive super power system, but add some classification to it to stick with themeing.

>>43840090
I always considered that Mileena actually has dozens of clones being generated in the flesh pits, with each one being an improvement over the last and replacing the one before her. It'd explain why the MKX mileena looks different from the MK9 one.
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>>43857315
Wasn't this why Shang Tsung been trying to cheat left and right? and why the Great Kung Lao lost the second time around?
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>>43815756
>>43815602
>>43815292
>>43815413
>>43796818

As I understand, there is an active IRC Wulin-Modding community, and given the far-out things they've done with the system, going from "classical chinese wuxia" to "90's gang-violence-inspired gritty wuxia with supernatural horror" is a much smaller leap than most of what they've already done.

Personally, I both recommend and warn against the system form one reason. It is one of the ONLY systems out there where a 1v1 combat encounter is actually FUN enough to be the cornerstone of a game. Granted, the system is built FOR 1v1 combats, and not as much for group combats, which in larger groups, can either leave players in the sidelines, or make the GM do a SHITLOAD of extra math to balance things just right (seriously, finding the sweet-spot between "players curb-stomp him" and "his kung-fu is simply stronger so they all die" for a solo-boss in LoTWL is REALLY hard.
>>
>>43796223
>>43796276
>>43796454

So what should the core attributes of our Kombatants be? The core founding characteristics form which all skills are derived?

Another suggestion: we call them Kharacteristics

Kharacteristics:

Strength/Power
Speed/Dexterity/Agility
Stamina/Endurance/Durability
Intelligence/Smarts
Charisma/Style
Spirit

What if we go with an "All S" theme: Strength, Speed, Stamina, Smarts, Style and Spirit?

Suggestions?
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>>43857746
GKL lost because the Outworld fighter was Goro. It was still a "fair" fight in that Goro can be beaten, he just wasn't trained to face a Shokan.

Technically, the reason Raiden's job exists is to prevent Shang from cheating or to be the guy who kicks their asses if Kahn sends an army of goons outside of the tournament.

And if Raiden gets overwhelmed, the Elder Gods say "too bad" because their whole thing is "we don't actually care about mortal lives, we just don't want the One Being to ever come back to life", which is apparently something that could accidentally happen if they were to personally involve themselves in mortal affairs, but it's ALSO something that could happen if too many realms are merged into one, so they have to be super careful about how they play the whole "not getting involved" thing.
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>>43863107
I feel like the Strength stat needs to be named "Might"

Y'know, so you can Test it.
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>>43863231

That is damned good.

But maybe Might is actually more along the lines of Constitution/Stamina/Durability; since Testing your Might is more about being able to take a hit/break shit and shrug it off.
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>>43863368
I feel like breaking boards with your hand is definitely a game of strength more than of con.
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>>43863400

Hmm.

Perhaps the actual in-game Test your Might would be based on a combination of the two?

Or, perhaps, "Might" is actually the subgroup of two Kharacteristics, being Strength and Stamina?

So, to test ones might is a combination of both.

Just throwing out ideas.
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>>43863523
I dunno, if I was DMing I'd be like "okay, strength check to break the thing...and then if you feel like just for flavor, roll the stamina check to see how much your hand hurts afterward", meaning to me, the second part isn't important to a goddamn thing, it's just for funsies
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>>43863564

How do you (or anyone else who wants to weigh in on the matter) feel about the number of stats?

I'll admit, I'm very used to D&D, so I like having six core attributes/characteristics/stats/whatever, but a lot of the systems I'm reading have only three or four. But this seems like most of them are geared exclusively towards fighting, and while it may seem like Mortal Kombat would be fighting-only, I personally prefer rules and core attributes that reflect the ability to roleplay whoever you'd like, even if it is a weak character who gets by through talking his/her way out of situations or is more technologically-based.

What is the ideal number of Kharacteristics?
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>>43864024
Well I'm the guy who's making his own system based on Brave New World which is a VERY crunch-light system. As I said before, it only has 4 primary stats as opposed to D&D's 6.

I don't like too many stats because I don't like anything that makes character creation take longer, but also because I often feel like there's too much granulation of things that I feel logic dictates are basically the same thing.

For instance, I said earlier in the thread that I don't honestly believe "strength" and "constitution/stamina" are SEPERATE functions of the human body, I feel like basically, the muscles that decide if you can lift heavy thing should be considered the same ones that decide how many hits you can take.

But I'm not sure the system being built in this thread is really "for me", which is why I'm doing my own anyway. I'm mostly here for when we get to the lore parts I guess.
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>>43864024
Not the guy you replied too but... I like the idea of having 3 Karacteristics that branch out into 3 or more sub Kharacteristics similar to WoD.
Or...
We have Might, Sight, Luck and then any social stats would be skills or talents or whatknot.
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>>43864170

>For instance, I said earlier in the thread that I don't honestly believe "strength" and "constitution/stamina" are SEPERATE functions of the human body, I feel like basically, the muscles that decide if you can lift heavy thing should be considered the same ones that decide how many hits you can take.

I tend to disagree, if only because mechanically in roleplaying games they tend to govern different skills and the like. Of course, we're still only discussing ideas.
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>>43864228
Well in 3rd Ed, the only Con-based skill is the wizard's ability to keep his concentration and finish a spell while taking a hit. ONE skill for a stat is just dumb.
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>>43864246
Also, in Mortal Kombat terms, can you think of a single character who has more HP than everybody else, who ISN'T a huge mass of muscle?

The Shokan, Kahn, Onaga, they're all bigger and stronger than everybody else...AND they take more hits. It's connected.
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>>43864246

Yes, but the other side of that argument is that later editions had it govern other skills, while strength had its own. In the end, I suppose it comes down to a matter of preference, since these are all inherent abstractions based on observations of what a character can and cannot do.

I bring it back to the intent of the RPG: do we want it more fighting focused, or roleplay-focused?

Personally, my ideal is a middle ground between the two.
>>
>>43864170
>>43864264
I agree there should be one stat that covers both str and con if only for simplicity this is based off a fighting game after all most of the mechanical complexity should be in the combat system
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>>43864302
Well I don't want something with no social stats like Fight.

The thing about BNW is its four stats aren't combat-heavy, they're balanced. It's basically Str(+Con), Dex, Int, and Cha(+Wis).

>>43864352
My fear with "mechanical complexity" in general is you don't want to scare first timers off with too much character building to learn. Like I'm wary about this idea of "I went into MK9 training mode and checked the frame data on the fucking normals, this is what a bland-ass back-punch does compared to a front-punch"

Why can't I just say "my character punches" and roll the dice and save the fiddly status effects for the specials?
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>>43864412

>Well I don't want something with no social stats like Fight.

Completely agree. I'm still reading through Fight! and one thing I also don't like is that it has a "Climactic Super Move" as a non-combat skill, which seems strange. The system seems to be geared more towards cinematic gameplay.

>>43864412
>>43864352

So if we have four to three main stats (I still propose them being referred to as Kharacteristics) what should they be?
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>>43864475
>'m still reading through Fight! and one thing I also don't like is that it has a "Climactic Super Move" as a non-combat skill, which seems strange. The system seems to be geared more towards cinematic gameplay.

I feel like someone who's not the type of person to watch an Evo tournament on stream isn't going to "get" Fight's mechanics. This whole concept of "experience and leveling doesn't represent your character getting better, it represents the player getting better at playing them" is a little silly to me. It's too meta.
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>>43864539

This I also agree with, the mentality is a bit off. An inexperienced player might not be able to pull off long combo-strings with a character, but special moves are always readilly available for use from the get-go (in a real fighting game)

I'd much prefer a system wherein you play your character in the setting and they grow stronger, so, a more traditional kind of system.
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>>43864475
>So if we have four to three main stats (I still propose them being referred to as Kharacteristics) what should they be?

If you only have three, "body, mind, soul" would lend themselves well...
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>>43864649

I feel like speed/reflexes aren't reflected by those three, and having Body dictate strength, constitution and dexterity seems a bit too broad for me.
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>>43864713
Yeah, four stats at least would be best, you gotta have a Dex.

I'm just saying if you did go all the way down to three, those are the best names.
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>>43864753
>best names

I dunno, ever since it was brought up, I'm enamored with calling the str/con one "Might"
>>
The thing is, most stat layouts have at least one, sometimes two stats, that are best used to represent esoteric shit like "where the character's magic comes from"...like how a Cleric casts from Wisdom and a Sorcerer casts from Charisma and there are always lore reasons given for why they use that particular stat.

So in MK...when Liu makes a fireball, he's a monk, he's tapping into his spiritual beliefs...but when Johnny Cage throws a ball of green shadow-energy, he's not really thinking about anything, right? He's just winging it. At MOST, maybe his power comes from how self-confident he is, like it's his cockiness made manifest? And this is kinda different for everybody, like Sub-Zero has the *biological* ability to suck moisture out of the air and turn it into a ball of expanding frost, and Scorpion makes fire by getting angry thinking about how dead his family is I guess, lol...

What I'm asking is, how do we represent that mechanically?
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>>43864901

Perhaps by not having special abilities tied directly to a Kharacteristic. Special Moves could be their own thing, and perhaps one needs a certain pre-determiend amount of "Might" or perhaps "Spirit" or whatever we end up going with in order to purchase a Special Move when they level up, but the strength of the move itself does not rely on the core stat.
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>>43864939
So I guess we're looking at a strength stat, MAYBE a con stat maybe not, a dex stat, an int stat, a "spirit" stat...how do we feel about wis/cha? Would one of those also be spirit? would both? Are wis and int different enough to justify separation?
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>>43865066

It's difficult to say. I'm going to do some more reading into some of the other systems I purchased before I decide on anything final on my end.
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>>43865066
I wold say a charisma stat is needed purely for the roleplay side of the game
Also i can't see Johnny Cage not having a high charisma or equivalent stat(or Karacteristic if you prefer)
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>>43857315
Originally Kahn could've invaded Earthrealm by simply sending a large invasion force, but when Sindel sacrificed herself, her death set up some kind of spiritual-dimensional barrier that prevented a large-scale invasion. He could only send a small force at the most. When the offer to take Earthrealm by Mortal Kombat was presented to him, he took that option (while ordering others to resurrect Sindel behind the scenes).
Eventually, Sindel WAS resurrected, and corrupted in such a way as to do Shao Kahn's bidding. She brought down the very barrier she erected, and thus Kahn was able to invade in large scale.
(At least, that's what I gathered from both MK3 and MK9.)
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Don't knwo how long the thread will keep, but here is the V1 Character Sheet for >>43841854's updated version.
I've implemented Super Meter, Wake-Up attacks, Enhanced Attacks, Breakdown, and X-Ray,
Plus Disarming, so characters and NPC's with weapons can't gain total advantage over weaponless ones.
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>>43867562
Not bad but I would change perception to Sight and add luck.
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>>43867400
MK9 contradicts 3 on this.

In 3, the Elder Gods put the barrier that kept Kahn out up and Sindel's suicide was just suicide. But Kahn found a loophole in the rules, i.e. if his wife's corpse is smuggled to Earth and rezzed there, then the Elder Gods will let him travel there just to reclaim her...at which point he's already past the barrier and can do whatever the fuck he wants.

In 9 the barrier was her magic and her being dead was part of the ritual that created it so rezzing her brought it down.

But that's dumb because it means the Elder Gods never did ANYTHING to enforce the rules of the MK tournament, so...before Sindel killed herself, what, Kahn was just taking their fucking WORD for it that he wasn't allowed to go places?
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>>43868821
The "naming stats after the minigames" thing can only go so far. What would luck even do as a stat?
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>>43867562
>change perception to Sight
Goddamn, I thought about it, and I even did it in the rulebook, just forgot about it here.

>>43868987
I've been thinking about renaming Stamina to Balance, but I wasn't sure it would fit well enough.
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>>43867562
>Plus Disarming, so characters and NPC's with weapons can't gain total advantage over weaponless ones.

In the non-3D games, weapons are just a decorative flavor added to the punches and kicks, they don't really do extra damage or afford any advantage except range...and different hitbox sizes isn't really a P&P mechanic.

Hell, several characters like Kitana and Kenshi can call their weapons to their hand like a Jedi.
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>>43869080
"Balance" sounds more like Dex to me.

Also, I know the sheet is just doing what White Wolf does, but what exactly is the difference between Charisma and Manipulation? And what does assigning a numerical value to appearance do? Like is it worth having a mechanic where Mileena is rolling "how hot I look" checks to seduce people? Wouldn't that be an act of "manipulation", which can also be a function of being charismatic?
>>
However the system works, you should get bonus points for every "HGUBAJAAAH!" and every "AGABAHAYY!" you drop during moves.

Because a Mortal Kombat game without retarded gibberish when fighting isn't a Mortal Kombat game at all, I think we can all agree.
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>>43869192
They made a game once where Liu Kang didn't make a single Bruce Lee noise.

That game was MK vs DCU.

Just terrible.
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>>43869144
Oh right, dexterity then.
I've renamed Appearance to Attractiveness, because it describes it better. It's supposed to be the first impression, and meeting strangers.
All these are from the original Street Fighter PnP, so they are up to debate whatever they should or shouldn't be.

Mileena's appearance is like 4 points with the veil and like 1 without it.
Cheks are usually Attribute + Ability
If she were to roll "how hot I look" she would have Charisma (For Kitana's charms) + Subterfuge because she doesn't want her target think about what's under the veil.

A Manipulation + Subterfuge would be Shang Tsung trying to trick Kenshi into opening his ancestor's Tomb

>>43869120
I thought about Shaolin Monks, where Shang's guards were really a pain in the ass. Also the weapon mechanic is the basis of the Cryomancer and Spirit weapons like Sub-Zero's sword and Nightwolf's tomahawk.

>>43869192
There was a rules where you had to assign battlecrys for Kombos and Special Attacks, otherwise they can't be preformed. It would make stealth missions entirely different. Want it to be implemented?
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>>43869891
>There was a rules where you had to assign battlecrys for Kombos and Special Attacks, otherwise they can't be preformed. It would make stealth missions entirely different. Want it to be implemented?

nah
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>>43870928
K
>>
Good thread folks. I think I'll be making a MKK thread either tonight or tomorrow.



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