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/twewy/ - The World Ends With You TTRPG - Thread #05

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Thread replies: 202
Thread images: 34

File: Cheese it, it's the pigs!.png (6KB, 256x192px) Image search: [Google]
Cheese it, it's the pigs!.png
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Music is like chocolate edition. Do we need thread names?

What is the World Ends With You?
It's a strikingly original Square Enix action RPG from 2008 for the Nintendo DS about trust, collective consciousness, desperation, imagination and fabulous outfits. Characters are swept into the Underground, a parallel dimension linked to major urban centers, where they run through a 7-day gauntlet of tasks and trials by higher-plane beings called Reapers. Band together and win the Reapers' Game and you have a shot at returning to the Real World. Fail, and you face erasure.

>What is this?
This is a /tg/ Homebrew RPG based on the above game. It's designed to be fast, simple and exciting, and it adapts virtually all of the mechanics from the source game to a form optimized for a tabletop experience. Most importantly, we've striven to preserve its core themes of cooperation, psychic powers and elaborate fashions.

>What system are you using?
We've adapted the core resolution mechanic from another Tabletop game Tenra Bansho Zero into our system. Roll a pool of dice based on your Stats, and count each die that's under your Skill or Psych as a success. It's fast, easy and dynamic. Characters only have four Stats based on your strength of will and mental condition, and only 9 Skills; mixing and matching Stats with Skills creates unique actions, such as rolling Protect:Rhythm to block a punch or Protect:Flow to dodge out of the way.

To flesh out your character, you come-up with free-form Tags like "The Gambler"or "Street Smarts" which describe unique elements of your character's personality and background which fills in the gaps in your Skills. Altogether, character creation takes all of five minutes.

Combat is fast and emphasizes cooperation. Players fight as a team, sharing their a common pool of HP and passing buffs to one another so that a different Player gets to the the superstar of each Round. Range is abstract, numbers are small and the action is lightning quick.
>>
>What have you done so far?
Here's our main document, which contains all of our ideas recorded en masse. We're currently in the process of transcribing this into a properly composed PDF.
>https://docs.google.com/document/d/15kJXvBVinsbst0tMWmzwaUj5ddk0hotd3nifw3Hs720/edit

There are several supplementary files in the Google Doc, including character sheets and some appendices for Psychs (combat powers), Threads (clothing that grant abilities) and Noise (monsters).

>What's on the Agenda?
As said, we've got the basic mechanics down pretty solidly so we've got three main needs right now:

>1. Playtest
We're looking for anyone who's interested in helping to playtest at least the combat mechanics so we can know if we're on the right track or not. We've got the rules hammered out, basic character powers drawn up and simple monsters prepped, so now it's all about finding willing testers.

>2. Consolidation
As we said, we're starting to work on putting together the first draft of the finalized rulebook. you can see our progress here:
>https://drive.google.com/file/d/0ByXuM4vUEk8kc2QwTFJZR19ZMGc/view?usp=sharing
Which contains our Dice Mechanics and Character Building. Most of this is being compiled by poster Rhythm+Flow, based on the Google Doc.

>What we need
Fluff! We need pages of in-universe narrative and description and whatnot to cushion the Crunch that's being nailed together in the Rulebook. Anyone who wants to add their own flavor is welcome to pitch in!

>3. More, more more!
We're still adding more to our collection of stat-ed out Pins here:
>https://drive.google.com/file/d/0ByXuM4vUEk8kVzZQdUFJSnFDdW8/view?usp=sharing
And we're still building more Noise to kill and discussing the finer points of interacting with the world. If you've got input, or even if you just like the game, we're looking for all the input and feedback we can get.

Shamelessly stole these two posts from Rhythm+Flow.
>>
Thanks for posting the new thread Jazzman. Good thread edition name too.

I was wondering something: should we come up with a subtitle name for this project? The tablet port of the game is the Solo Remix; maybe something along those lines?

As usual, here's the fillable character sheet PDF for everyone's enjoyment.
>>
>>48287929
>subtitle name for this project?
Well, solo remix is because there's only one player, but this is more people than the original. Perhaps "In Concert" or "Symphony" or something. "Live Orchestra"? I think "Live in Concert" is probably the best I can think of.

... That or "In Sync". I was thinking "N-sync" but that might be a bit too close.

And once again, thanks for the pdf.
>>
You guys are doing great work!
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>>48288039
Oooo I like something with "Live" in it. That's an excellent idea.

>>48288048
Thanks! Interested in helping out? A few of our regulars have been busy lately so we can always use additional input and support.
>>
This is a quick summary of the character creation rules. I'm going to add it to the end of the character Section so that it can serve as a quick reference for character building.
>>
So here's something I posted previous thread about stuff that we still need to sort out:

>1.) Combat rewards like Cash and Pins. How should these be handled?
>2.) Psych improvement. We already floated and largely agreed on the idea of being able to "infuse" Ranks from one Pin into another to a limited extent, but what about Pin Points? Should it be a linear advancement or have a curve to get past Rank 3/4?

Also, we'd still love to see some Fluff that we can add to the rulebook, since right now it's all crunch.

Meanwhile I'm starting to work on the third Mag-0 Pin Sheet properly, with the Cores and all. That's gonna be fun.
>>
>>48288803
I feel combat should award pins, which can then be traded for cash at UG shops. Fighting doesn't get you "money" (except boss battles) but nets you pins to trade for money.

Pins should be awarded based on a group's "combat rank", being S to E. E gets you no dice, D is 1, C is 2, B is 3, A is 4 and S is 5. Enemies have a "Swag catch" (or some other term) that says how many dice of what score. The standard frog noise might be SC 5x1, meaning you need to roll a 5 or less on at least 1 dice to get the swag. The harder the SC is, the better the pin.

The idea is you can get a fair amount of merely okay pins, but the harder ones could potentially be a 1/1000 roll.

This also means getting pins is based on how good you are at fighting, as 1x1 is not always harder than 6x3, especially if you're bad at fighting.

The only downside is implementing a combat ranking system. Should it be based on health? Rounds in combat? Damage taken? Combo/puck passes?

>Psych improvement.
I thought we were going to have Sync spent to level them up.
>>
>>48289238
>I thought we were going to have Sync spent to level them up.
I think a lot of people are leery about forcing players to choose between temporary bonuses and permanent progression. We already moved Stat progression away from the Soul-Sync system and just said "you get 2 Stat points (or some number) after each day". Skill Progression could be done the same way,but not Pins, since Pins are by nature more transitory, so there needs to be a different system.

For some background, the reason why spending Sync to improve Skills and Psychs was originally considered is because it's a legacy from the Tenra Bansho Zero system, which is by design strongly in favor of temporary boosts over permanent ones. I'm not sure what the current mood is but I think we're moving away from that.

>Combat Rewards
I agree with this, though I think the cash-for-pins idea is an unnecessary step when you could just as easily award some amount of cash directly from Noise.

Bear in mind that compared with the source game, we can't expect there to be quite as much combat and grinding. Our goal is to make combat quick and easy, but even if combat vs chump noise lasts five minutes, which is extremely quick for tabletop, that's five times longer than most Chump fights in the game.

The question, of course, is how do we grade combat? We could just have a chart showing #Rounds on one axis and amount of damage taken to Group HP along the other, and you cross-reference to find your score. That could work, and it would encourage players to get fights done fast and fight efficiently.
>>
>>48289338
>I'm not sure what the current mood is but I think we're moving away from that.
I think I agree.

So, what are we going to do then? Have it be enemies granting X pin XP each and they have to grind for it? Not everyone likes grinding though and if you're not good enough at grinding then you're going to have a bad time. I'd suggest money, by spending enough money you can "buy" a pin at a higher mag (cheaper than actually buying the pin) of the same type and brand.

Dunno how effective that will be though.

>We could just have a chart showing #Rounds on one axis and amount of damage taken to Group HP along the other, and you cross-reference to find your score. That could work, and it would encourage players to get fights done fast and fight efficiently.
To add to that, rounds+total amount of noise. Fighting a billion noise will always be a chore, even if they're chump noise. Assume 1 round per noise defeated, I'd say.
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>>48289719
>So, what are we going to do then? Have it be enemies granting X pin XP each
Not so much on a per-enemy fight but on a per-battle fight, with Fights at a certain Threat level giving a fixed amount of Pin Points.

Notably, PP gained from a battle would just go to a Player's collection of it, and he can spend it at will however he wants. So he doesn't necessarily have to level the Pins he's fighting with, he can spend it on lower-level Pins instead.

PP costs can increase at higher ranks, so it's relatively easy to get a Pin up to Rank 4 or so, but taking one to Rank 7 takes a serious investment.

If you manage to get a duplicate Pin too you can also merge it with an existing Pin to get a free Rank-Up.

>To add to that, rounds+total amount of noise. Fighting a billion noise will always be a chore, even if they're chump noise. Assume 1 round per noise defeated, I'd say.
Agreed. So one axis would be Rounds, and it would be "# Noise + X". I think that would work nicely.

One idea I had, which would require a lot of overhead on the GM's part, would be for battle rewards to be a stack of cards including Pins and Cash, and the better your battle rank the more draws you get. Rewards are ranked per-day so the Day 7 Swag Pile has better stuff than the Day 1 Swag Pile.

That's probably the "easiest" way to handle it from the perspective of "here's let's write down rules" but significantly harder to actually execute at the table. Would it require too much prep-work?
>>
>>48289719
>>48289875
Just do it through fusion?

How about you get cash (pins) by fighting noise, then you can always buy pins at stores or spend them to upgrade your stuff?
>>
File: Mag-0.3.pdf (1B, 486x500px)
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>>48290021
You can't "just" do it through pin fusion because where would the initial ranks you're fusing come from? The idea of Fusion is that you can pass along some of your Ranks from one Pin to another so that you don't have to start from scratch each time, but you still need to put forth some effort because there's always some number of Ranks lost in the process. It strikes a balance between needing to start from the ground up each time you switch to a new pin and never needing to actually rank-up new Pins.

Speaking of new Pins, let me know what you think about the draft on the Flame Core Pin here. Does it make sense? As I have it a Flame Core will attack ALL Noise that it shares a Measure with (since the idea is that it's bouncing about speedily), but I could tone that down to just 1 Noise per Measure. This is running with the idea that you represent Core Psychs using actually physical objects placed on the battle-board.
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>>48289875
>Would it require too much prep-work?
Yes. The DM already has his hands full with everything else, and particularly grindy parties could end up literally pulling every card possible for that day and still need more. The other idea is easier to execute, and would be easier to run at the end.

>>48290021
>Just do it through fusion?
I thought we were only able to fuse to a certain Rank? I'm all for this, but I thought we weren't using fusion for Ranks beyond 4.
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>>48290112
Ok, I get it. I thought that fusing give ranks.

I've also got a dumb paragraph written up to head the fusion section. If you want that.

For Flame Core, I understand it, though you have to remember that the initial target is one noise.
>>
>>48290246
Addendum,
Do we want to designate a party to be the manual example/tutorial party?

If we do that, I can reattribute the quotes in the paragraph.
>>
>>48290266
If we make an example party, I can't yet because sleep. I'll be back tomorrow night though.

All the characters I've made are in the last thread though.
>>
>>48290129
>Would it require too much prep-work?
>Yes.
That's what I figured. It was just a thought, one I'm glad to discard.

>>48290266
I've been using Jazz Carpenter, my Flow character, in a couple of places, and I used R.B., which was one of our filler characters, earlier in the System section. I'd easily replace that name with someone else.

I figure we should have one example character for each Stat, so Jazz for Flow and Rikki for Bravery would work very well. We just need 2 more for Insight and Rhythm (possibly Daisuke, if Jazzman wants to rearrange his Stats).
>>
>>48290246
>For Flame Core, I understand it, though you have to remember that the initial target is one noise.
Right, which is in there under "Target: 1" For Splash Core, it's going to say "Target: Measure" to say that you aren't targeting a specific Noise but are planting a Splash Core marker in that space. Good note though, thanks!
>>
File: Mag-0.3.pdf (1B, 486x500px)
Mag-0.3.pdf
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Speaking of which, here's the Splash Core. I'm not as sure about this one; the idea is that you roll an initial attack when you summon it, and any Noise that move into the Measure where the Core is hanging out take damage from that attack.

So if you use a Splash Core and get 5 Successes, any Noise that comes into contact with it will be hit for 5 Successes, which will dictate how much damage it takes. It means you only need to roll once for each, not once each time a Noise trespasses into a Splash Core's Measure.

This could be tricky to keep track of though for two reasons:

1.) You'd need to remember what your initial activation Successes are
2.) If you have two separate Splash Cores on the field, they might each have separate attack values, which means you also have to keep track of them separately.

This doesn't seem like it would be TOO much work, but it's more than most Psychs require. Thoughts? Is there a better way to do it? Should we just have it do a fixed amount of damage and make it into, like, the Stealth Rock of our game?
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>>48290693
We could have this mag 0 version of Splash Core do static or lightly scaling damage instead of rolled, and then the higher mag versions get rolls or better scaling.
You could also do it so that all Cores placed in one turn use the same roll.

>>48290480
I've got an idea for a character based around one or both of those.
I'm in the middle of something now, but I'll try making them in a bit.
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>>48290880
That's definitely a way to go with the Splash Core. I'll leave it as is for now but if we end up testing it and it turns out to be a dud we can go with that.

I have no idea what to do for Spark Core though. How should that behave differently from the Cores we already have?
>>
>>48291366
I suggested last time that Spark hit random targets.

Maybe HITS number of Noise, chosen at random in a target measure?
If you want it to persist like the other Cores, maybe have it only able to damage a certain number of Noise each round, so it expires when it uses up all its HITS.
>>
>>48291459
I like the idea of the roll determining how many hits the Spark Core can dole out before disappearing, but I'm really struggling to find a way of coherently expressing that on as a Pin effect, as well as making it simple and straight-forward.
>>
>>48292248
"Place a Spark Core marker in the targeted measure. At the end of each <whatever phase>, deal 1 damage to a noise chosen at random in the measure the marker is on <max hits/turn> times. When a marker does <HITS> damage, it disappears. You can't do more damage than <HITS> in this way for each marker."

That last line's a bit PKMN TCG, but it should be fine until a large scale wording revision.
>>
File: Mag-0.3.pdf (1B, 486x500px)
Mag-0.3.pdf
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>>48292484
Alright I think we have something here. It's not EXACTLY what you wrote but it's pretty close.

It basically works kind of like the Pyrokinesis pin, where you roll your Successes and then apply them to any Noise within reach at will. The difference here is that you can either spend them all at once, or you can string them out over a couple turns.

I've also got Happy Beam, the first Energy Rounds Pin, up and running. Still need ideas for its Finisher though...

I also modified the effect write-ups for Splash and Spark Core to say "On use" at the start, which I think adds some clarity to their functions in comparison to Flame Core, which says "After your attack..."
>>
One last thing before I'm off for now (slow day today I suppose), it's the updated Rulebook with the character summary & quick-gen notes added.
>>
Long shot here, but if Archivist is still around, how's it going? Are you still onboard with this project or has it deviated too far from your own interests, which I can totally understand, being a crunchy type and all.

Your help with Noise is still greatly appreciated.
>>
Was the name "Tags" more references to street art (ie. signature, style), or to clothes (ie. label, product info, brand, etc.)?

Also I hope Archivist sees that post, RF
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>>48295092
It's from Tenra Bansho Zero, which this is pretty much a hack of.
>>
>>48295092
The first one. As said above the idea is hacked from TBZ but the idea of calling them tags was proposed by a poster a long time ago and it was perfect.

It's why the space on he character sheet is big enough for someone to draw in
>>
One more bump for the night.
>>
I'd love some feedback on the Flame/Splash/Spark cores that We worked on today. I feel like at best they are just on the edge of overly complex, but should still be playable. Any input would be super helpful.
>>
>>48298597
Looks ok to me. If anything, perhaps a rewording is in order. I don't think that's needed.
>Storefronts again.
I only ever get that one in this thread. Weird.
>>
File: Daisuke.pdf (1B, 486x500px)
Daisuke.pdf
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>>48290480
>if Jazzman wants to rearrange his Stats
Yeah, aight. Did you want to use my other character for Insight too?
>>
What do you think other cores would do?
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>>48303402
Splash/Flame/Spark are the only cores I remember. Am I forgetting one?
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>>48304416
no
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>>48304819
Okay good, thought I was going crazy.
>>
File: Kanesada.png (23KB, 120x120px)
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Seems pretty awesome! If it isn't too far into development, could I possibly help with noise or pin adaptation?
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>>48306476
Join uuuusssssss

Seriously though, there's a lot of pins to make and noise to stat.
>>
>>48306566
I'll get to work on that. Is there an empty template for the Pin chart like >>48293176 ?
>>
>>48306760
I don't have one, but if Rhythm+Flow is still kickin' it around here, he'll have one.
>>
>>48306760
Until he comes back, we can probably make do with just typing it up and pasting it here to discuss.
>>
File: Frozen Cool.png (25KB, 120x120px) Image search: [Google]
Frozen Cool.png
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Name: Frozen Cool
Psych: Piercing Pillar (R)
Brand: D+B
Resonance: Insight
Range: 1-3
Target: 1
Damage: 1 per Hit
Damage Limit: 3(?)
AP:2
Uses: 3
Boot: Instant
Reboot: 7 Rounds

Effects:
If a Noise moves onto the same measure as the icicle, apply half damage rounded down


This one is kind of weird since the point of this pin is to rapidly tap to make an icicle spear rise up.
>>
Unfortunately, I must bounce, but I'll be checking up on the thread. I'll try and get some more done once I come back.
>>
>>48304416
No, that's all there are
I'm just thinking what if there were other types
>>
>>48307139
I'd argue that you could give the pin 2 damage per hit and damage limit 4. that way, average rolls with your highest ranked stat will trigger the Combo but also max damage is 4, which isn't terribly massive.

And for Finisher, I'd say it could explode, dealing an additional 1 damage to each enemy in the Measure, or perhaps just giving the target a Knock Up status effect.

And I think it should have either more uses or a faster reboot, but that's just me.

>Store fronts again
the hell's with this thread and store fronts?
>>
b-uuuump
>>
>>48306476
Heck yes we do. right now we're focusing on working out the Magnitude 0 pins, which are the base version of each psych type. Off the top of my head we still need to work out Holy Light, Grave Marker, Lance Lunge, Patrol Rounds, Vulcan Uppercut and Street Jam for sure.
>>
>>48307139
I figure that that version of Piercing Pillar would simply cost more AP to represent the extra effort need to conjure it.
>>
Instead of knock-up, what if we have a universal Stagger effect which eats away AP? That way it can be used for more effects than just being thrown airborn.
>>
>>48307139
Still don't think this should be insight

>>48311063
I thought that's what we were saying a/few threads ago.
>>
>>48311602
I think either you or Jazzman brought it up last time. It's a great idea that's really stuck in my mind. I'm suggesting that we broaden the definition of "knock-up" into a more general "stagger" effect which can be applied to more Psychs.
>>
One more bump
>>
What would you choose as a medium/ auto-psyche?
>>
Morning bump.
>>
Question for this morning for anyone reading: is there any interest in staging a playtest? Jazzman asked his group a while back but they narrowly voted against it.
>>
>>48319497
I'm happy to join in, if I'm not asleep at the time it happens.
>>
>>48317012
A pen possibly.
>>
>>48319497
I would, but you guys seem to have weird hours.
So >>48320049
>>
>>48321468
I have weird hours for Australia.
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>>48322440
You have weird hours compared to Australia, or you have weird hours because they are Australian hours?
>>
>>48323396
I'm usually awake until well after midnight in Australia. It's nearly 5 now, for example.

The difference is, tonight I slept early and just woke up really early.
>>
Random thought bump:
Grave Maker, as written, describes you as teleporting above the target and plunging down on them. How about if we tweak that slight so that it includes any kind of teleport+melee attack combination? That way players can be more creative in how they describe their attack
>>
>>48324224
The psyche is Grave Marker, and I think the flavour is such that you teleport above them and stick them into the ground, with the noise being buried in their own "grave".

If you want to have it be what you suggest, we may have to change the name. Perhaps "Hidden Strike", as you're teleporting and hitting them in a weak spot?
>>
Pre-dinner bump

Like the third time this weekend I snatched this thread from page 10
>>
>>48327330
I wasn't watching the board, so I didn't know.
>>
>>48328133
Hey I figure you'd be in bed by now!
>>
>>48317012
Weapon replica from some game, probably
Most likely a sword
>>
>>48324693
You're probably right. I was just looking for avenues to present present certain Psychs, which seem to represent extremely specific actions like Grave Marker and Vulcan Uppercut, as more varied.

Oh since this was requested, here's the blank Pin sheet.
>>
>>48319497
I'm good for it. Long as I'm around when we do it, anyway.
>>
I suppose the question then is, how can it be done?

Oh and I realized the Pin sheet I submitted has some basic Pin images already filled in. I'll fix that tomorrow.
>>
>>48319497
I'd be up for it, but it might depend on the day
Roll20?
>>
For the playtest, would you rather use a character you've already posted in the threads, or make someone new?
>>
>>48328336
To be fair, I did go back to sleep after I posted this because I had a terrible night's sleep.

>>48330701
>>48331863
I'd say roll20, because i don't really know any other way to do this. Roll20 and skype or something.

>>48333686
I made 3 characters already, I'm determined to use one.
>>
>>48334015
If i play, it's gonna be entirely through text
>>
>>48334648
Fair enough. No skype.
>>
>>48334015
System is definitely intriguing. I would like to help participate in the playtest if it happens in the next few weeks, though since I'm late on the project I'll have to figure out all the crunch.
(Timezone is american EST, seems bad for group compatibility.)

In addition to skype/roll20, a discord server might be a good way to centralize potential players and pin discussion.
>>
Good morning thread!

Regarding the play-test, I'm glad there's interest though honestly I'm not sure what MY own participation would be. I basically do most of the work on this project during down-time at work, which is when I definitely would not be able to participate in a playtest.

On the schedule for today: finishing up the third Mag-0 Pin sheet and adding the rules for Intrinsic Psychs in the rulebook. After that I'll work on Combat.

I'm actually thinking of splitting Combat into two chapters: Basic Combat, which covers the flow of battle, movement, AP, Attack and Defense, and Advanced Combat, which talks about the Light Puck, Combos, Finishers and Fusion Attacks.
>>
File: 3.1_Characters.pdf (1B, 486x500px)
3.1_Characters.pdf
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BTW while I'm working on the above, check out the last page of the Character section. Noise Symbols!
>>
File: Mag-0.3.pdf (1B, 486x500px)
Mag-0.3.pdf
1B, 486x500px
3rd set of Mag-0 Pins are drafted.

Stellar Flurry: when you score a successful attack, you can spend extra AP to add more Hits, making it fairly easy to reach maximum damage at the cost of using up all your actions for the turn. I think it's pretty evocative of a flurry of attacks.

Ice Blow: One of the simpler Psychs, it deals excellent base damage and staggers at least one Noise on the battlefield, but has a very high AP cost.

I've kept it as Insight for now for a very simple reason: there actually aren't that many Mag-0 Offensive Insight Pins. It's still up for discussion though nobody except flavoranon has really weighed in on it.

Thoughts? Adjustments? I'll add this to the running total of Mag-0 Pins if these are deemed good.
>>
Hey guys, need help here.

Here's what I'm working on for the section on Intrinsic Psychs. What I need is an example to use, and I don't want to use just my own.

Can someone supply me with:

>1. A character
>2. His or Her Intrinsic Psych
>3. How the I.P.'s Attack and Defend abilities are Bonded to the Character's Tags.
>>
Bump with updated Mag-0 Pindex. It's now got 18 Pins:

Shockwave (R)
Force Rounds (R)
Pyrokinesis (F)
Psychokinesis (F)
Thunderbolt (F)
Cure Drink (B, need to change to I)
Velocity Attack (B)
Massive Hit (B)
Vortex Saber (R)
Apport (I)
Explosion (I)
Entanglement (I)
Happy Beam (R)
Flame Core (R)
Splash Core (I)
Spark Core (F)
Stellar Flurry (R)
Piercing Pillar (I)

Next sheet is going to need to include some more Flow Pins, that's for sure.
>>
File: Rikki.pdf (1B, 486x500px)
Rikki.pdf
1B, 486x500px
>>48339417
Donating Rikki and her IP.

Here's Rikki's character sheet.
>>
File: MSJ.pdf (1B, 486x500px)
MSJ.pdf
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>>48341540
And here's her IP.
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>>48341575
Gotcha, thank you! That should work perfectly. I'll update what I was working on.

I'm also messing around with the Basic Combat section. Here's the structure so far:

>Introduction to Combat
>Action Points
>The Battlefield
>Rounds
>Phases
>Player Phase
>--Move
>--Attack
>--Back-up (the "lend a hand" mechanic)
>--Wait
>Noise Phase
>--Defense
>--Taking Damage
>Combat Effects
>--Stagger
>--Attack Break
>--Defense Break
>--HP Drain
>--Immobilize
>Clutter


How does that look? Stuff like Combos, the Light Puck and other more complex mechanics will be loaded into the Advanced Combat section.

Am I missing anything obvious that should be in the Basic Combat section?
>>
>>48341711
Seems like everything to me.

Anyone else?
>>
>>48342045
Not right now!

Here's the update including Rikki as an example for setting-up an Intrinsic Psych. Does the way I described Attack and Defend Bonds make sense/read well?
>>
I'm off for now but I've started work on the Basic Combat section.
>>
Evening bump
>>
Mid-game bump. Currently playing some Wild Talents tonight.
>>
one more bump for the night. Hoping to really get some good work done tomorrow on the Combat rules.
>>
>>48342612
>they time
I think is supposed to be "the time". Seems like a good starting point though.

>>48342128
Is it called "Defense Bonds" or "Defend bonds"? You say both here.
>>
>>48349794
I'll probably stick with Defense. I had Defend originally because it fit the pin sheet better but the grammar is all wrong.
>>
Okay, so, one of my friends has a character made up. Now all I have to do is get at least one more person to join in and I can playtest soon.

My friend has also asked if we need an editor for proofreading and stuff, so I can forward that to him or drag him in here if we want one.
>>
blimp
>>
I'd love some editorial input! One of the biggest problems with amateur tabletop development is a lack of editting, and if we could avoid that particular pitfall it would be an unexpected windfall!
>>
>>48353300
Excellent! I'll tell him.
>>
>>48306476
Kanesada, you still around? Since Archivist is MIA, we could use some major assistance figuring out Noise, as that was his area.
>>
I've got a stack of work to do this morning but once I clear that up I'm going to knock out a bunch more of the Intrinsic Psych section.
>>
Added a section to Intrinsic Psychs about Resonance. It briefly skirts over attack mechanics, which leads to a cross reference box.
>>
>>48354651
Very nice.
>>
And the rules for Intrinsic Psychs are now complete!

This document contains the following:

>Rules for Intrinsic Psychs
>Summary and Quick-Gen Page
>Fillable Intrinsic Psych Pin Sheet

Check out the Pig Noise Symbols on Page 4!
>>
Updates for the Basic Combat section. I included our briefly discussed rules on moving through difficult terrain, which comes in two levels: Crowded, which is difficult, and Blocked, which can't be traversed in a single Round.
>>
Still looking for anyone who can provide some fluff for this. I'm so elbow deep in crunch right now that working out introductory fluff pages for each main section is like the last thing on my mind.
>>
>>48353686
Yo. I'm about. Just checking these PDFs really quick
>>
>>48330178
Thanks for the sheet! This'll really help cut down the amount of typing
>>
>>48357730
Glad I could help!

Here's one without the basic pin set in it.

Unfortunately, actually putting Pins images into these files is kind of a hassel, at least on my end. My PDF software won't let me add images directly to the PDF, so what I end up having to do is add the Pins to the original Word Document, save it as a PDF, then copy and paste the fields from the template into the new Pin sheet. I've got it down to a science but I still wish I could just add images direct to the PDF. I know it's possible with some PDF programs but I'm not in a position to invest in those for this project.
>>
>>48311602
What should the resonance be, then?
>>
>>48358156
I think flavoranon's argument is that Piercing Pillar, because it's a single, fast attack that knocks-up an enemy, should be Rhythm. I think it makes more sense for Insight because it isn't a direct attack (conjuring a spear of ice from below instead of firing it directly at the target), involves precision and timing (since it's about nailing a Noise when it pass the spot where you're activating it) and because Insight actually lacks offensive Psychs compared to Rhythm at the moment.
>>
Question: About how far are measures? about 2 meters or so?
>>
>>48358385
From the Basic Combat document:
>The Battlefield can be viewed as an abstraction as much as a literal schematic of the Noise Realm. For a Player in the Far Left Measure, a Noise in the Left Measure could be literally one area “over” from him, or merely just outside of reach. There are no rules as to how a particular group of players and their GM should interpret the Battlefield—it’s whatever makes sense to them.

In other words there are no absolute distances, mostly because we're dealing with a partially metaphysical realm, meaning how far a Player can move with a single AP could conceivably be stretched beyond normal human movement abilities.

If the GM and Players want to agree on fixed distances they're free to do so as long as they're consistent.
>>
>>48358450
Hmm. Okay. That makes sense, considering what The Game is.
>>
>>
>>48358616
Beautiful. Wha method are you using to add the pin images to the pdf?

Also we need to figure out how to set Lance Lunge apart from Velocity Attack.
>>
>>48359846
I use Photoshop to put the pins onto the pdf. It's surprisingly effective, especially since the pins are the right size with what I grab from the net.
>>
>>48360185
Awesome. That's way more efficient than the method I'm using. It looks like it better preserves the Pin's definition too.
>>
One last bump for the night.
>>
What do we have left to cover besides pin stats?
>>
Right now our biggest gap is Noise. We had an anon working on them but he hasn't posted in like a week unfortunately.
>>
>>48367340
If you guys can locate exactly what needs to be done for Noise, I can piece a few together.

Like, I know stats need to be added but we've revamped the effects of attack and defense of noise in this thread since we discussed that, so I need a guideline to follow.
>>
>>48367534
Alright so here's how things stand right now on the Noise Front.

>https://docs.google.com/document/d/12zVwD_xfKt0Dck1JAUv2aYUvsAddTWjkHpkzmHKvT5M/edit
Here's the Noise Report. Archivist structured it around the concept of Decibel Ratings, where each Noise is categorized along a base-10 hierarchy.

Noise have 4 Stats:

Fidelity: Each point in Fidelity grants a certain number of HP. This number could be variable for different kinds of Noise.

Treble: Treble normally represents a Noise's attack power. When a Noise Attacks, Players can defend themselves in hopes of scoring more Successes than the Noise's Treble, or in some circumstances reducing their Treble to take less damage.

Bass: Bass normally represents a Noise's defensiveness. When a Player attacks a Noise, her Successes are compared with the Noise's Bass, and any Successes over Bass are registered as Hits, which determine damage. An attack that doesn't score any Hits (i.e. one that is equal to or below the Noise's Bass) is a failed attack.

Tempo: This normally represents a Noise's mobility. I think we had it where every 2 points of Tempo allows a Noise to move an extra Measure per AP.

All of these can be modulated by Noise Abilities. Some Noise can attack with their Bass or Tempo, while some may score extra HP from their Fidelity Stat.

Archivist also worked on the basic Noise attack types, they are sort of inconsistent because there's a mix of division and rolling, both of which are things I think we're trying to avoid with Noise, leaving all the rolling to the Players.
>>
So I went through the Master Pin List and made some updates:
>https://docs.google.com/spreadsheets/d/1ZzaK2H1btEJedUjH_8iyva_Qa2YBKDYDR3j3KBzFCtw/edit#gid=292643710
I added a column to point out the Mag-0 Pins that still need to be statted. These should be our priority.

>One Bird, Many Stones (Burst Rounds) (R)
>Long Live the Ice (Freeze) (I)
>Onabari (Grave Marker) (B)
>Konohana Sakuya (Healing) (F)
>Cornered Rat (Holy Light) (I)
>Hot Gaze (Ignition) (I)
>Ichimonji (Lance Lunge) (I)
>Thunder Rook (Lightning Arrester) (R)
>Pop Pendulum (Patrol Rounds) (F)
>Go 2 Hell (Spear Strike) (B)
>Shout (Street Jam) (B)
>Octo Squeeze (Sweeper) (F)
>Swift Storm, Swift End (Thundercloud) (F)
>Wassup Thunder! (Thunderstorm) (F)
>Murasame (Vulcan Uppercut) (R)
>>
>>48368336
>Ichimonji (Lance Lunge) (I)
Should be
>Ichimonji (Lance Lunge) (B)
>>
Been busier than expected this morning.

I added a side-bar to the second page of the Basic Combat section which includes suggestions for how to represent the battle using physical props, per our belief that combat is best done with some kind of visual representations of fighters and the battlefield.
>>
So I just figured out something really cool about our combat System.

Before, I think, we were operating under the assumption that each Player would use their 6 AP in turn, until each one had finished, then it switches over to the Noise Phase. So in other words it would be like this:

>Jazz moves twice (2 AP) and attacks twice (4 AP)
>Rikki twice times (6 AP)
>Leon moves once (1 AP) and attacks once (3 AP) and carries 2 AP into the Noise Phase

However when it comes to attacking, it doesn't have to be that way, because multiple Players can declare attacks and roll simultaneously. Because the battle math is so simple, the GM can resolve multiple actions very quickly.

Example:
>Jazz declares an attack on a Mosh Grizzly. Rikki declares that she'll join in as well.
>Both players roll their dice.
>Jazz gets 5 Successes, Rikki gets 4
>GM tells Jazz that she gets 3 Hits and Rikki gets 2 Hits.
>Jazz and Riki do their damage calculations and tell the GM how much damage they each do
>Both keep track of their AP while doing this

It's actually a lot smoother and more free-form than I originally imagined!

Basically the Players can act in whatever order they want, whenever they want unless they're trying to carry out some specific plan of attack which they've agreed on. All the GM needs to know is what Noise they're each attacking and how many Successes they're throwing at it. Since numbers are so small it should be a piece of cake to keep track of all that.
>>
Hey guys, I'm going to be out most of today, but I can work on some noise and pins tomorrow. What is done with Noise and what noise would you like to focus on?
>>
>>48370424
For Noise, here's what's done:

Archivist statted up the Dixiefrog and Garage Wolf in this document:
>https://docs.google.com/document/d/12zVwD_xfKt0Dck1JAUv2aYUvsAddTWjkHpkzmHKvT5M/edit

It would be good to get the Gabba Bat and Mosh Grizzly statted as well. What we need to do is figure out what kind of Noise Abilities the'd have.

Basically Noise are a new frontier as far as this work is concerned. Any input would at all would be helpful.
>>
>>48369873
>Leon
s-senpai noticed me
>>
I don't think i can help all that much with pin/noise stats, but i guess i can put out some character concepts or something, just to keep the thread from getting too slow
If you want, i mean
>>
>>48371035
Go for it!

Since you're interested in the project, tell us: what would you be looking for in a TWEWY tabletop RPG?
>>
>>48371122
Honestly, i feel like personalization, from pins to threads, and bonds, whether between players or npcs, are an essential part of the world
Aside from maybe adding some rules for custom pins/threads, you've got pretty much everything i want already
i've been here since the beginning, actually, i've just been spectating
>>
>>48371413
Nice, glad to see input from early lurkers.

So far the only think from that list we haven't codified yet is Custom Pins, except to a limited extent with Intrinsic Psychs. That's definitely a priority, however.
>>
Need some help

Here are the rules for Assist Actions:

>Players can help one-another out by performing Support Actions. These come in two flavors.

>Assists are when a Player performs an action purely for the purpose of supporting another Player. When a Player declares that she’s performing an Assist, she chooses a Skill or Psych that she wants to use and explains how she’s going to use it to help a specific Player. She then makes a Skill or Psych Roll using one of her Stats and determines how many Successes she gets.

>Each Success that a Player scores with her Assist action translates into a +1d Bonus to the receiving Player.

What I need is an example of this interaction taking place between two characters. Anyone interested in helping out?
>>
>>48371699
How about this
>Rikki uses Velocity Attack on a particularly evasive Noise
>Leon backs her up with Long Live the Rock, holding it in place
Does that work as a good example for supporting with a psych?
>>
>>48371827
Works for me!

I want another example to of a Player using her Skills to Assist another.
>>
>>48371827
Here's the example written out:

>Rikki declares an attack against a Noise using her Velocity Attack Psych. Her fellow Player Leon decides to Assist her using his Freeze Psych.

>He rolls 3 Successes and spends 2 AP to grant a +2d Bonus to Rikki’s attack.

>The two Players narrate this by describing how Leon’s Psych ices over the Noise’s feet, preventing it from moving so Rikki can hit the Noise square on with her Velocity Attack.
>>
>>48372164
Ha, just realized that you said he used Long Live the Rock and I wrote it as if he had used Long Live the Ice. My bad!
>>
>>48372190
No big deal, it's just the next step up
>>
Bump

Busy afternoon. Tomorrow should be much more chill.
>>
Velocity Bump

My next project after I get the Basic Combat section written up is going to be creating a fill-able form for Noise. That should help us to get them Statted up better.
>>
Pre-game bump. More Wild Talents tonight.
>>
>>48372086
How about
(Character A) uses Speak: Rythm to intimidate an npc for info
(Character B) assists with Sense: Insight to pick up on any details about the person to better press them for info or pick up on nervous ticks to see if they're telling the truth
>>
>>48376878
Those are excellent suggestions for non-combat cooperation but this case is specifically referring to combat situations where you use your Skills to help each other out.

Basically it's to show how both Skills and Psychs can be used as Assists.
>>
One last post game bump.
>>
>>48378040
Oh, okay, i wasn't sure what you were asking for
Alternate version of the first combat scenario
This time, Rikki is using her Velocity Attack against a very sturdy Noise
(Character B) uses Handle: Bravery (change as need be to fit the example) to boost her toward the noise with additional force
This can be described as the two of them performing a fastball special directly at the Noise
>>
>>48378040
Jazz tries to defend against an attack with her Psych, and Rikki uses part of her own defensive AP to assist with Protect:Bravery, shoving the enemy away and making the enemy's attack less effective.
>>
Late night bump
>>
>>48383871
>>
>>48381678
Sweet. Adding this.
>>
Update to the Basic Combat Section. Rules for Assists and Waiting are complete. This means that all basic Actions possible in the Player Phase are now finished.

Question: should the next part of the Basic Combat chapter be describing how attacks work, or should I move on to describe the actions possible in the Noise Phase?

Describing Attacks may flow better since that's the main thing that a Player will be doing during the Player Phase, but summarizing the available Actions in the Noise Phase might offer better structural symmetry for the section.
>>
>>48386065
Attacks. Concludes one topic before moving onto the next.
>>
>>48386646
Yeah that's the direction I was leaning in. Shouldn't take long to get it whipped up.
>>
Couple things here:

1. I added some additional style to the main section headers to set them apart from the sub-headers. That way the Reader better knows when a new section of rules are being discussed.

2. I also cooked up a new form of text-boxing on Page 5. check out "Elements of an Attack." Once I'm done here I'm going to sweep through the document and edit all my text-boxes accordingly because I really like the way they look.

3. I reference your "Attack Edge" in the Elements of an Attack. That's the term I think we should use for the Attack and Defense Battle-Sub Stats that are currently in the Character Sheet. Edges are primarily modified by Threads.
>>
Rolled 8, 6, 9, 4, 8, 10, 4, 5 = 54 (8d10)

Rolling some dice for an Attack Example
>>
bumping

Tons of work this afternoon so I didn't get much work done today.

I've noticed that this thread has been crawling this week. That's normal for homebrew projects, doubly so for ones that are extremely niche like this one. Anyone have any ideas for what can be done to make it more active?
>>
>>48390555
Art dump?
Maybe clothes that would fit the brands?
>>
>>48390641
Art dump would be good.

Gimme some pictures that I can add to the document. I'd especially love hi-res shots of the upper-screen zone art.
>>
Oh and here's what I was able to add to Basic Combat. Ends kind of abruptly but I made some good progress. Does the explanation of attacking read smooth and easy?
>>
>>48391508
Yep, liking it so far
>>48390819
Oh, i thought you were looking for ideas, i don't have any pics
>>
This thread needs more threads designers
>>
>>48392294
Yes, yes we do
>>
>>48395036
Okay how about this:

CREATE-A-BRAND:

>NAME
>PRIMARY STAT: Most if not all Threads in this Brand require points in this Stat
>SECONDARY STAT: Some Threads require points in this Stat

>STYLES: Refer to the Couture matrix:
>https://docs.google.com/document/d/1850Ubwvdlqe0_9hk176tZ91-ykkJFlHX2XeS2VAA5Gw/edit?pref=2&pli=1
Choose 1-3 Styles from the Y Axis (Such as Breezy, Street or Classy)

>PINS: What kind of Pins does this Brand have?
>SIGNATURE THREADS: What is this Brand's most iconic items?

Let's see what you've got Thread!
>>
>>48395526
Considering the in game brands follow the chinese zodiac, should we have a theme too?
>>
>>48395526
FYI, of the 36 possible duo combinations of the 9 main styles (excluding Wild) one third of those possible combos can be used to achieve the end result of 12 brands (excluding Gatito) with a balanced and clean distribution of styles. Really, we're just weeding out the least intuitive 2/3rds to end up with our end result.
>>
>>48396375
i thought we were following the game's, just defining the styles. or are we making modernized, westernized brands like that one poster a million threads ago suggested?
>>
>>48396511
Well, the main brands already cover that theme, so i figured, if we had a theme at all, we would have a different one
>>
>>48396375
>>48396496
>>48396511

I'd prefer keeping it to the main styles of the game, but if people would prefer to make original styles, I would consider tying it to a catalog of heroes and gods that is agreed upon?
>>
>>48396787
Sounds good to me
Any in mind? I'm fine with whatever
>>
>>48397061
Things that come to mind:
>Arthur's Court [Classy]
>Den of the Wulf (Beowulf) [Street]
>Alluring Aphrodite [Accessories]
>MM (Midas of Minos) [Classy]
>Lovely Puppy (Cu Chulain) [Breezy]
>TerraWear (Gaea/Terra) [Street]
>GiMi (Izanagi/Izanami) [Breezy]

Those were 6 off the top of my head. Some of them might be a bit too obscure to make the connection between brand name and the name of the mythos.
>>
>>48397389
Terrawear sounds like it would have more of a practical aspect to it, like stylish work clothes
Idea that could possibly work
>Samedi Noire: gothic clothing with a voodoo twist (feathers, reptile skins, shirt designs that might resemble animal bones)
Potential reaper brand, considering how similar some noise emblems look to animal skulls
Name is a reference to baron samedi
>>
>>48397882
In couture matrix categories, the brand can fall under any combination of classy, edgy, and wild
>>
>>48397389
I love these, especially GiMi. That's a real clever twist on the theme with the name.
>>
Quick bump before I start working on more Basic combat this morning:

>>48397389
How about:
>Spiderbite (Anansi) [Edgy]
>Vulcan [Sporty]
>Coyote Couture [Casual]
>>
>>48401917
>SpiderBYTE

Edgy nerds doing edgy nerd things.

Fitted Buffalo [Classy] [Insight+Flow]
No Bull [Wild] [Bravery+Rhythm]

Brands at odds with each other despite targeting different demographics all together.
>>
Need help with another example. These are the rules for Set-Ups, the second kind of support action that Players are allowed to do. It's the alternative to Assists, laid out up here: >>48371699

>Set-Ups are another way that Players can offer support to each other. Like Assists, Set-Ups allow one Player to grant bonus dice to another. With an Assist, a Player is her AP to perform an action with the specific goal of helping another Player. Set-Ups, however, work differently.

>When a Player executes a successful attack (meaning she scores at least 1 Hit), she can choose to donate one or more of her Hits to another Player. Each donated Hit becomes a +1d bonus for the receiving Player. That’s a Set-Up.

>As with Assists, the Players involve should narrate exactly how Set-Up is done and how it benefits the receiving Player.

So the example needs to show the following:

>Player 1 attacks and scores X Hits.
>Player 1 donates Y Hits to Player 2 as a Set-Up
>Player 2 attacks, taking advantage of the Set-Up

Let me know if that makes sense and if anyone has a suggestion for an example I can include.
>>
>>48403020
Daisuke has rolled 4 Hits against a Noise with his Shockwave pin, and sees Jazz going to use her Ice Blow pin. He uses 3 Hits too complete his Combo, triggering the Finisher effect "Knockback". He knocks the Noise into the attack and Sets Up Jazz by 1, donating his last Hit.

Daisuke has used a Set-Up by moving the Noise into Jazz's attack.

That make sense?
>>
>>48403325
Bingo!

>Daisuke scores 4 Hits against a Noise with his Shockwave Psych. Nearby he sees Jazz preparing to attack the same Noise with her Piercing Pillar.

>Daisuke uses 3 of his Hits for damage and uses his remaining 1 Hit as a Set-Up for Jazz, giving her a +1d bonus for her Piercing Pillar attack.

>The two of them narrate this action by describing how Daisuke’s finishing blow knocks the Noise directly into the path of the sharpened spear of ice that Jazz causes to erupt from the ground.
>>
Alright, I think I have all the rules for executing attacks complete! Is there anything I'm obviously forgetting?

For reference pages 5-7 cover everything you need to know under "How to Attack".
>>
And here's the summary page! I'm going to add this to the Basic Combat document directly after the end of the How to Attack section.
>>
If anyone has suggestions for TWEWY art that I can add to these pages to spruce them up, go ahead and post them and I'll slip them into the guide to enhance its graphic appeal and break up the text.
>>
Last update for today:

Page 9 is the start of the Noise Phase section, which mainly covers how Players can defend themselves during combat. It outlines the following defensive actions:

>Intrinsic Defense (1 AP)- use your Intrinsic Psych to defend yourself.
This is an all-or-nothing defense. If you beat your enemy's attack you take no damage; if you fail you take full damage. It's the cheapest option though.

>Psych Defense (2 AP)- Use a non-Intrinsic Psych for protection
This action twists the function of an attacking Psych to serve as a defense. It's more effective because your Successes reduce the enemy's attack, so even if you fail you take less damage. It costs more AP and there's another catch: you have to use a Stat OTHER than the one the Psych is resonant with.

>Counterpsych (varying AP Cost): Attack to defend
Instead of defending you can try and intercept with an attack of your own. You score Hits by beating the attacker's attack, but you take full damage if you don't win. It's also potentially the most expensive AP-wise.

>Assist (1 AP per bonus die)
Same as during the Player Phase. Roll a Skill or Psych and use it to give bonus dice to another player.

>Move (1 AP per Measure)
After all Noise have acted, if you have any leftover AP you can use it as Move actions.

How does that sound? Does that just about cover everything that you'd need for defensive actions?
>>
Forgot to actually attach it.
>>
Bump with another customization idea:

>MAKING NOISE
Come up with your own idea for Noise.

>BREED: what type of animal is it based on
>SOUND: what kind of music it's based on
>EXAMPLE SPECIES: Dixiefrog, Bigbanfrog, Southerfrog, etc...
>DISTORTION POINTS: these are the parts of the Noise that are replaced by tattoo patterns
>CHANNEL: describe what kind of negative emotions the Noise is drawn to.

>ATTACK STYLE: describe how it likes to attack Players


Show us what you got!
>>
Queen's bump
>>
File: oc sheet.png (131KB, 724x625px)
oc sheet.png
131KB, 724x625px
How fucking off am I?

I'm not sure what spin I want to put on their Concept.
>>
>>48412771
Not off at all. You're totally on point. So his entry fee is literally his reflection? That's kinda awesome.

For concept, include what he does on a day to day basis and a little about his background. Concept should be reflected in his Tags so you are halfway there already.
>>
File: Gangta-Saurus.jpg (11KB, 225x225px)
Gangta-Saurus.jpg
11KB, 225x225px
>>48407930

If you're including dinosaurs as animals in there, then here are some I came up with this evening.

Hip-Hoptor/ Hard-Steptor/ Afro-Poptor/ Beboptor
>Breed: Dromaeosaur
>Sound: Hip-Hop/ Hard-Step/ Afro-Pop/ Bebop
>Distortion Points: Legs, Arms, Feathers
>Channel: Indecisiveness, Irresponsibility, Irrationality, Denial
>Attack Style: Fast hit and run slashes and lunging attacks. Always appear in groups of two or more. Hard-Step gains a jumping pinning attack. Afro and Bebop can shoot their feathers at players, with afro's range being longer than bebop but bebop is able to fire in a cone.

Crunkcore/ Electropop/ Techhouse Ceratops
>Breed: Ceratopsid
>Sound: Crunkcore, Electropop, Techhouse
>Distortion Points: Horns, Crest, Legs
>Channel: Resentment, Neglect, Anxiety
>Attack Style: Rushing charges, AoE horn swings. Electropop can enter a rage state if enough damage is done to it, during this state it will hit harder and faster but will eventually exit it after two rounds. Techhouse can fling objects in the environment as projectiles.

Rave/ Rap/ Retro Tyrant Rex
>Breed: Tyrannosaurus
>Sound: Rave/ Rap/ Retro
>Distortion Points: Eyes, Jaws, Feet, Tail
>Channel: Over-Entitlement, Aggrandizement, Delusions of Grandeur
>Attack Style: AoE stomps, tail swipes, and crushing bites. Rap version can paralyze with an glaring gaze, should a player be facing it, if they are unable to resist. Retro version can activate a pushback roar that may knock players back if they are unable to resist.
>>
>>48413322
This is amazing. Bravo.
>>
>>48413611
Glad you like them. Been following this thread for a couple of weeks and since I am not too good at system creation, I wanted to contribute to it in a lore friendly way.

I'll post more tomorrow, for I am now sleepy.
>>
Morning bump!
>>
>>48416641
Bump
>>
One more for the road
>>
>>48407930
Attack of the BUTTERFLIES

>BREED: butterfly
>SOUND: Spacemusic: Krautrock / Meditation Music
>EXAMPLE SPECIES: Krautter Fly Rock / Meditation Fly
>DISTORTION POINTS: wings
>CHANNEL: the feeling of unease during times of transition, self-initiated and otherwise / extreme feeling of self-awareness

>ATTACK STYLE:

>Krautter Fly: After spending [either a set number or D3] turns in it's chrysalis, the Krautter Fly will emerge. Fleeting but constant, the beautiful Krautter Fly will vanish and reappear across the board seemingly at random, raining unrelenting flame core's in it's wake.

>Meditation Fly: After spending [see above] turns in it's chrysalis, the Meditation fly will emerge. It will flutter across the [our word for board: staff, octave, or something] from one side to the other and back again, landing on up to one foe ever distance unit, and with no damage stat of it's own it will inflicting damage based on the strength of their highest stat.
>>
>>48411106
all hail the queen
>>48407930
Attack of the BUMBLE BEASTS

>BREED: bee
>SOUND: Dark Ambiant + 1 other: Drone / Ambient Industrial / Dark Ambient / Simple Folk
>EXAMPLE SPECIES: drone / ambee ant industrial / ambee ant umbral / folk bee
>DISTORTION POINTS: wings, stinger
>CHANNEL: self-hating compliance in being used to an individual, knowing you're being manipulated and letting it happen anyway / the invisibleness of being a mere cog in an indifferent super giant / the rage and power high or dominating other and forcing them to further your own agenda / dedication to serving the greater good no matter what

>ATTACK STYLE:

>Drone: Born to further their cohort others at their own demise, you better take care of the Drone on the first turn for they will attack with their stingers quick and hard, self-destructing in the process

>Ambee Ant Industrial: The Ambee Ant Industrial will not swarm players, they will distribute nourishing honey to their fellow noise, building up and healing their integrity, and joining the battle indirectly as a set of several weak support characters. If attacked but not killed they will instantly turn hostile, effectively turning into Drones, gunning straight for the player/noise who attacked them.

>Umbral Jelly Ambee Ant: Having next to no power on their own, the Ambee Ant Umbral gains strength with ever fellow Bee noise in battle. They attack by, get this, stinging. Duh. (they do not die after a single sting)

>Folk Bee: Bees are pretty dank democratic, you know. At the beginning of each of their turns the total number of players and noise will be counted, and these bees will join whoever has the most forces. They are very quick but have only weak stings.
>>
>>48420870
You have a gift bro. Will you be around next week? Think you can help put together the game-based Noise Reports?

Ambee Ant is an awesome name.
>>
>>48420810
I also really like the idea for the Butterflies. You could have a combat encounter where the active noise are stalling the players while the cocoons hatch.
>>
>>48422614
For real? Ambee ANT isn't a stupid name for a BEE?

The noise reports are very important in such a text/auditory based game and I would like to help make them as close to perfect as they can be. I'll do my best to stay tuned and call in where I see opportunity.
>>
>>48425231
Glad to have your help! Like I said after I finish with the basic combat section I'll start on revising the Noise Report.

And I didn't say that it was a good name for a bee, just that it's an awesome name in general. I like the ideas about Noise interactions that you're putting together.
>>
One last bump for the night
Thread posts: 202
Thread images: 34


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