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Kamigakari Thread

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Monday morning edition.

Advice? Questions? Need help with a theme? Need some monsters ASAP? DMing or player advice? We got it all!

Baseline stuff
http://www.mediafire.com/file/183vmgy8b3w1uj3/Kamigakari.rar

Expansions and errata
http://pastebin.com/u/RoyalTeaRed

Google Docs Character sheet (for if you play online)
https://docs.google.com/spreadsheets/d/1xY5uiJleOpnlh93SGLq2_iKteOFZnlMH1X-MtEDsWsw/edit#gid=0
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>>53630546
So to start out, i did some looking into stats and health for mononoke.

Long story short, there's almost no correlation.

The one trend i noticed in the ones i looked at is that health jumps up post 5. Like my previous assumption about stats, its probably to do with you gaining a high talent at this level.

That said, the low health numbers on base mononoke aren't an issue, as they gain 100 each from aramitama and boss templates, between levels 1-5. This gets higher as the levels do.

So health is okay to just spitball.

Next thing i'm going to look into is damages on skills, and various skill effects.
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>>53630599
Normally, health is decided by STR+Wil+(Lvx3), Plus the modifier from your main style.

Unfortunately, mononoke basically don't have a style, and the closest ones to having one are pretty far off the mark for their assumed health.
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>>53630664
So in summation, Health is bullshit. Anything below 50 is legit for below level 4 ish, and from there it jumps up every couple levels by 10-20. level 6's have in the 80's just for humans.
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>>53630723
So far as Armor/Barrier stats for mononoke goes, this is much easier.

SImply put, they are rarely above 5, and even more rarely above 10. you can basically do with this what you will, and its almost a useless stat for mononoke, barring the ones that have 5+.
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>>53630857
And thats the end of my findings For the moment.

So back to helping people with characters, scenario's, rules, or whatever else y'all need.
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>>53631267
Even if it's eyeballing, you at least gave us some ranges for Health and three rankings for useful armor. I kinda figured at least half the creation would be haphazard. JTRPG usually always have some of that, from what we've seen so far. Still, we can go from the existing chassis and either build on it or add mathematical unification, just making sure to tell people the game creator eyeballs it. Right?

Or it may even be found, as Kamigakari Anon translates the Mononoke for other books that the Armor and Health got more formulaic later?
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>>53631267
Regardless, great work so far! I started adding more potential Mononoke pictures to my Kami art stash so I can decide what to stat for future games and even started making a list of types of shops, businesses, etc. found in the area around Tokyo to see if I could scrounge up enough ideas for a d66 chart.
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>>53632524
For armor/barrier, the value's are so low, even for higher level mononoke, that its not really worth figuring out.

Mononoke tend to rely more on talents for defense than sheer stats like a player will. If they are meant to be defensive, they will use half talents, rather than boosting stats. Which makes my kappa a bit peculiar, but thats neither here nor there.

So far as health though, i looked at health value's for all humans, not just 1-5. There's no rhyme or reason whatsoever. I imagine mechanical are slightly more tanky than the rest, but in all the regular health value's are pretty low over all. I can give a couple other categories a glance, but i imagine it will be much the same, if not worse since they definitely have nothing resembling a style.

>>53632615
Thanks. Once i get around to it, i think i had a neat idea for tanuki/kitsune. Since they'd share much the same stats, being magically inclined tricksters, i'm probably just going to do one entry for them that people can alter a bit as needed.

After that is berserk, and as for sachiel. Well. Thats actually pretty boring. Its a really basic humanoid. The only interesting thing is its AT field and thats just a half talent in kamigakari terms.
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>>53632615
Also, you need idea's to fill a D66 chart for tokyo? Watch anime. There are anime that take place entirely in small segments of tokyo, like DRRR or Akiba's trip
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>>53630546
Small off topic for any art poster anons, We need more stuff with a more defensive or supporty vibe.

We've got a lot of offensive and weird stuff, but very little has been posted on the subject of support and defense types.
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>>53634421
Woops.
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>>53634421
Is this closer to what you are looking for? I can find casters like these, if so.
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>>53639606
Good start, yeah. We have a bit too many with focus on weapons, so anything with a supporty or defensive feel.

To put it in MMO terms, we need less DPS, more tank and heals.
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>>53639938

A lot of tanky stuff is usually knights though.
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>>53639994
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>>53640035
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>>53640075
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>>53640101
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>>53640132
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>>53639938
Anyways, on tanuki/kitsune, here's a quick write-up.

>Tanuki/Kitsune/ Class:Beast/ Lvl 2
>Size: 0
>Wits: clever
>Speech: yes
>reaction: mercurial
>Id: 10
>Weaknesses: [Fire] [Cold]
>Movement: walk

> | ACC | EVA | CNJ | RES | CHK
>{Combat Stats} | 2 | 2 | 8 | 5 | 3
>{Fixed Values} | 9 | 9 | 15 | 12 | 10

>Initiative: 7(3)
>HP: 37
>Armor: 0
>Barrier: 3

>Attack Methods
>[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
>- 2d6+15 magical damage to the target. If transformed, Physical damage instead.

>«Poof!»: Prep / User/ User
>- The target changes class and size from [Beast] [Size:0] to [Humanoid] [Size:2]. ACC and EVA Values are switched with CNJ and RES Respectively. Armor switched with Barrier. Magical damage switched with physical Damage on weapon attack, range changed to [Engaged]. 1/round

>«Are you sure about that?»: Attack / 2sq/ 1#/ Half (Magic only)
>- Roll 1d100. 1-49 is 2d6+17 Physical damage, 50-100 is 2d6+17 magical damage 1/round

>«I'm over here!»: Defense / 4sq/ User
>- Use on damage reduction. Target Installs up to 4 squares away, evading an attack without needing to roll. 1/combat

>Materials
>0~4 None
>5~9 Tanuki fur/Kitsune fur/Int+1 500g (Potency:1)
>10+ Tanuki Leaf/Kitsune Tail/ Int+2 1000G (Potency: 2)

Description
Tanuki: A playful trickster known for its pranks and ability to transform things with leaves. Their personalities range from childlike to outright sadistic. There are some... unsavory details to them that we won't expound upon here.
Kitsune: Tricky fox spirits with a knack for transformation and trickery. Anywhere from innocent prankster to malicious god, kitsune span a wide range of personalities, All of them unduly clever. The amount of tails a kitsune has is an indicator of its overall power. Kitsune with nine are considered equal even to gods.

And BAM. Low level tanuki and kitsune. At that level they are way too similar, so i made a singular entry for both.
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>>53640518
I hope that ones adequate. I tried to encompass their trickery in a game that doesn't really do that very well, so i might have gone overboard on their talents
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>>53640610

Looking good to me and highly usable. What about some sort of disguise mimicry like they both seem to use?

Adding more illusion/teleport attacks might be appropriate for higher level kitsune and higher defensive/wrestling ability for higher level tanuki would differentiate the two if you wanted to try something mid or higher range.

Thanks for the work so far. I was going to suggest the Hollows from Bleach, the witches and keshin from Soul Eater and Akuma from D. Grey Man as other Mononoke from anime if you were looking for other suggestions.

The God Eater and Monster Hunter will be a sweet spot, though, with almost a full bestiary for each to pillage.
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>>53641218
thats what "Poof!" is. They switch between a human and animal form.

So far as suggestions, i was gonna do the berserk guys next, assuming they are plausible enough. I was gonna do sachiel, but its so damn baseline you could increase a shard prisoners stats and size some and give it an AT field and call it done.

Now, the witches from soul eater, thats an interesting one. Not so much the kishin. To random, not really anything that can be pinned down. Only once did he use something akin to an actual attack.

The Akuma from D.Greyman aren't actually a bad suggestion either. Good segway into some mechanical stuff as well.
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Personally, I find it easier to find fantasy anime that fits in the theme of Kami.

Can some kind anons do a nice drop of modern characters to help me out with getting rid of the total fantasy feel and bring out the urban modern anime look that haven't been posted (archived all those)?

I know heroic spirits and scions and such are fine with a epic fantasy look, but lots of choices are good.
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>>53641352
I have a couple, the resolution on a few of them isn't great but I'll post em.
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>>53641384
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>>53641352
You've actually posted a fair amount of schoolgirls and such in the past.
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>>53641403
Oh, i like this one. She's a cutie.
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>>53641403
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>>53641425
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>>53641346
You should probably specify that the Mononoke can turn into any gender, size or general build of a human with any variety of base features of their animal type they wish and can extend this transformation for 24 hours without reversion, maybe?
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>>53641460
Too much detail, and this can all be assumed from fluff. Or refluffed into it. As it stands, theres no timer on it. It can only be used once per round though.

Keep in mind, i need to keep the abilities concise and simple. Too much detail and we'd basically be playing 3.Pf
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>>53641458
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>>53641405

I suppose I have. My Pinterest is large and I lost track of posts. I'm trying to figure out what bases we haven't covered well.

Looking for front-line, armored fighters showed me so many fantasy characters I hoped there wasn't a bias
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>>53641493

True, I wasn't assuming fluff
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>>53641633
Thats the glorious thing about kamigakari.

Fluff can be used to right off details like that and keep it down to the simple crunch. Your players aren't stupid. They can make assumptions based on the facts in front of them. Go ahead and let them, and keep shit simple.

Its really cool.
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So area affects EVERY enemy within range, and not just enemies engage with the original enemy target, correct? The rules are slightly unclear about that.
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>>53642765
You pick an engagement within range of the attack. You hit every enemy in that engagement, and no enemies that are outside that engagement.
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>>53642765
Just in case there is confusion, there is no friendly fire. You can safely aim your magical nuke at the back of your friends head without worry of him being caught up in it.

Unless you are a traitorous dickface, in which it can also blow his ass up if you so wish.
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>>53642827
>>53643663

Thank you for clarifying.
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>>53642827
There are 2 different versions of Shadowstrike in the pdf right now, and they have 2 variations in their description. One where they're explaining how to read talents, and the other one is in the normal style section for Darkhunter.

One says "use while active" and the other says "use on active check".

We ran into problems when comparing it to talents that activate effects when using another talent that has the modifier "use on active check", so we weren't sure which reading of the talent was correct.

This may have been pointed out already, but I figured I'd throw it out there.
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>>53646211
Yup, there's errors abound like that alas. The errata document in the pastebin in >>53630546 explains some of it. Essentially, 'use on Active Check' is expressly for things that raise active check values. Attacks should be "Use While Active." In fact I'm thinking I'm going to change the latter to "Use While Acting" just to distance it a bit further.

I'm working on 2.0...! It'll be fixed, I swear!
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>>53646337
Thanks for all your hard work!
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>>53646337
Take your time, dude. No rush.

A good job comes from a steady pace.
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I know that aramitama, kushimitama, and sakimitama exist in setting in some form or another. But what about nigimitama?
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>>53648207
Nigimitama exist as rulers of sanctums, if memory serves.
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>>53648246
wait, nope. I'm fucking retarded, i checked.

Nigimitama are the other name for the Divine soul race.
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Fuck me, i think i just found out where the "Abominable Bar-like thing" comes from.

its a god damned reference to "haiyoru! nyaruko-san" and her fucking crowbar. She says almost verbatum "This? Its some kind of unspeakable bar thing". See pic related.

I feel like an idiot for having missed that reference all this time. Damned Rikizou and his Anime references.
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>>53648766
Wish id noticed that sooner
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>>53648766
Oh wow! Nice catch. I haven't really watched it ever so I wasn't aware of that. Does it show up in a specific episode?
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>>53651405
First episode, little over halfway in.
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>>53652497
Rather, it appears in almost every episode at some level, but its first appearance was in ep 1, after shanta the weird hippo bat thing get its shit slapped.
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>>53648766

Given how buried balls deep this game is into anime, I'm not surprised. Theres probably tons of references in the powers alone.
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Gonna get outside the youkai of japan here, and get into the media of it.

>Slan/Class:Chaos/Lv:8
>Size:2
>Wits: Clever
>Senses: Magic
>Speech: Yes
>Reaction: Mercurial
>ID: 13
>Weakness: [Light] [Cold]
>Movement: Walk・Flight

| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 5 | 7 | 3 | 11 | 15
{Fixed Values} | 12 | 14 | 10 | 18 | 22

>Initiative:12 (6)
>HP:90
>Armor:5
>Barrier:5

>Attack Methods
>[Weapon Attack]: Special Attack / 4 Sq. / 1#
>- [Form: Ranged] 3d6+27 physical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Combat.

>«Summon Monster»: Start
>- The target [Installs] a summoned monster Into any square within [Range: 7 Sq.] 2/Combat.

>«Teleportation»: Start or Defense / User
>- The target [Installs] into any square within [Range: 7 Sq.] If used with defense timing act as if an evasion check succeeded. 1/Round.

>«See Causality»: Constant / User
>- Target makes a CHK roll instead of an ACC or EVA roll to avoid damage. Treat [Resist:Half] As if [Resist:Cancel] 1/round

>Materials
>1~8: Slan Wing/Special +3 1500G (Potency: 3)
>9+: Tentacled hair/ Int +3 1500G (Potency: 3)

And bam. Slan from berserk, as Hoi Asked for. I'm thinking i'll continue making mononoke at a rate of 1-2 per day, Unless someone needs one urgently. I ain't gonna do the description for this one because frankly its easier to just go read the wiki. Due to the nature of the character, i tried to spitball a slightly higher level than what i've done the math for.
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>>53656936
Its not so much that i'm surprised by it, and more pissed that i missed the reference. I'd seen that anime before, so i shoulda had some inkling back when that other anon from several threads ago asked for it.
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>>53630546
New topic, what Anime specific references have you guys found?

Aside from the type-moon ones and >>53648766, Have you found anything that can be attributed to a single series?

I know Kyubei from madoka magica is a baseline mononoke, as an example.
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>>53656981
Stat

Rapeman
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>>53659579
Gotta a wiki article or somethin?

I need a bit more info than that.
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>>53659611
https://www.youtube.com/watch?v=fPDm5n163Hg
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>>53656981

Great job, Anon. I'm finding lots of anime with a variety of monsters like Overlord (http://overlordmaruyama.wikia.com/wiki/Category:Monsters), but they just don't have a wide spread of abilities or they are beaten too quickly in the anime or manga.

At least the Mysterious Beings from One Punch have a wide variety of abilities, most should be easy to model in Kami:

http://onepunchman.wikia.com/wiki/Mysterious_Beings
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>>53659843
okay, this was amazing. Not sure if i can actually do something with it, but i'll give it some thought.

>>53659897
Yeah, OPM did a lot for characterizing both the heroes and villains.
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>>53656981

Maybe you can find something good to convert in the Old Ones (protagonists from Blood-C):

http://bloodc.wikia.com/wiki/Old_Ones

And the Beasts from Toriko may be even more interesting since they have well described and varied powers:

http://toriko.wikia.com/wiki/Category:Beasts
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>>53660432

Toriko has the benefit of Materials being listed as well, so that's a bonus
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>>53660478
This is true.
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>>53660432
Y'know, i never really liked the blood series. Something about it just made it seem convoluted and poorly paced.
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>>53663273
Pacing is really slow and the music didn't help. Probably do need some vamps, though, and some kinda shifter beast other than the tricksters so I suggested Blood series. I can't remember the name, but there was a much better vamp anime last season.
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>>53664064

Bloodivores was the damn name. Anyway, fangs should be around some where in homebrew.
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Support type characters
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Tanks and front-liners
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Is this game like Double Cross
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>>53667224
I've seen people compare it, though i couldn't tell you as i've never used double cross.

Kamigakari anon would know more on that.

>>53667240
Thats a lot of art. Good job dude
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>>53667224

Kamigakari, described really well by another Anon:

It is a mashup of every "modern urban fantasy" anime, LN and manga you can think about. Superpowered human hunting for supernatural threats and disturbances? Check. Secret societies like the Church, Mage Association, Demon Hunters, megacrops, assassins groups etc.? Check. Supernatural critters and more powerful beings hidden in the confluxes of ley lines? Check. Powerful beings spwaned from negative emotions and the malice of humanity, wishing for universal destruction and signing dark pacts with normal people? Check. "Most of the mythology is true, magic exists" premise? Check. Lots of random mythological names and artifacts appearing? Check. Focus on young characters and the option being descendant from gods/vampires/mage lineges/kitsune/whatever? Check. Magical girls, henshin heroes, shadowbending assassins, mages uploading their spells to smartphones? Check. Lots of generally weeb/chuuni shit like magical circles, sigils appearing on your body (including eyes!), secret techniques, fighting inside "barriers" (mirror dimensions ala Doctor Strange Movie) and oversized weapons? Check, of course! Hell, there are even Heroic Spirits in the expansions.

Double Cross is a game of shadowy conspiracies and teen super powered shonen-inspired characters using their powers before going insane and becoming the mutated monsters that are driven to fight them

Along with having a wider selection of characters and a broader, more epic storyline also has more fluid rules for combat and choices in build choices during character creation
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I have a question!

Our GM plans to run a Kamigakari game that splits the action and slice-of-life highschool stuff down the middle in terms of importance, and the group has noted that Kamigakari's skill system is very simplistic in comparison to its combat. The GM in particular doesn't like how the base stat is the only thing that's added to a skill check, since it doesn't allow someone to specialize.

Does anyone have suggestions for making skills more in-depth, or adding more to a skill check than just the base stat?
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>>53668233
That said, I don't mean to sell Double Cross short, its a great game and just has a tighter focus on shonen super heroes. It does the angst teen character found in manga and anime very well and I've enjoyed playing it a lot in the past. It remains very popular in Japan and has a huge following.

KamigakariAnon and the helpful anons in these threads covering his translation work have shown me that this game is closer to the kitchensink anime style I like in both my media and my games, something I've always wanted to play and run, so I show a little bias
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>>53668237
This is more a case where roleplay beats rollplay.

You can go entire games without using maneuvers if your GM doesn't think about it.

One thing your GM could do is give situational modifiers to the roll based on how well you roleplay it out. Giving a particularly convincing argument, or a swaying speech could give bonus', where-as flubbing it badly enough can give minus'. Make sure to be very clear on what determines this though.

Another would be to add a part of the Luck stat to all of them, though this would leave the luck based checks weaker by comparison.

Keep in mind that many races have talents that automatically succeed on stat checks. You could also tool these talents to give bonus' to their related maneuvers, if they don't already count for auto-success.
Rather, You could make it so that it gives a flat bonus whenever it isn't being used for auto-success.

Those are just a few ways to make it a bit more player friendly.
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>>53668365
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>>53668237
What I do is allow the use of any Talent, if the player can convincingly describe how it can be applied to the situation at hand. So for instance I once had a character who had to track a swarm of monsters back to their source, so they argued one of their Legion abilities that mentions knowledge of tactics in the fluff text means that they'd know the best place to put a monster spawner, or something like that (this was weeks ago). They paid for the Talent use, and I gave 'em +2 to the check.

Also keep in mind (or rather remind your GM?) that it's not just Main Stats. There's Cover bonuses and items to use as well. Some Styles even have Talents that up main stat checks or have some nuance in out-of-combat situations (for example Combat Leap I think negates all falling damage--which means you can drop off skyscrapers and not care about it, or make HALO jumps without a parachute, etc).Plus, there's Talents that allow automatic successes with certain rolls, and Talents that do actually provide bonuses to certain maneuvers.
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>>53670508
One time i used guard to catch a chick that was falling, because of the way the ability works normally.
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>>53669942
Me and a friend were messing with a bot on discord and it gave us this image. I dunno if its from anything, but here you go.
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I'm thinking of making a delinquent character, requesting any appropriate portraits
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>>53670508

I've always liked Covers in JTRPGs and SRS because they inform players what their characters know, live and gossip about so it allows that freeform social roleplay that makes them special.

Maybe off-topic, but was is the section labelled Aliases in Machine God and Additional Personality in Regalia? Is that more stuff to flush out the roleplay side of characters or am I guessing wrong?
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>>53674004
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>>53674171
Aliases are a special system introduced in Damocles, which is more or less purely fluff stuff, yeah.
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>>53674004

I have more delinquents I'll post after running some errands, but there was a start
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>>53674266

much appreciate it
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>>53674266
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>>53676580
>>53676602
>>53676616
>>53676641
>>53676718
>>53676705

I was actually expecting a bit more pic related but this is good shit.

This one but less pretty boyish would be right on the money >>53676626
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>>53676742

Well, there are the older members of his gang and the leaders of the underworld ;) I'll get younger and more high school age characters
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>>53676765
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Alternatively, look for any of the side characters from Great Teacher Onizuka, Initial D, or Durarara, Kyō Kara Ore Wa!! or Cromarte High School. There should be several background characters. I tried not to include any known anime characters.
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>>53677098

It's all good man, thanks. I might retool a little and just go full Yakuza, some of these BlueZima ones seem too good not to use
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High school anime tough guy chic is usually getting a jacket a size or two too big, loose tie always, cigarette in mouth and shirt half unbuttoned. Always roll up the shirt sleeves and jacket sleeves. Add colored or leather gloves and an extra long tie for extra edge. Either mussed, mullet, greased or long and stringy hair. Red, blue, blond or some other wild colored hair to taste Heavily shadowed eyes or different colored eyes if supernatural is the norm, but not the rule..
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>>53677484
I prefer the more banchou type of delinquent personally.
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Couple of questions about these Elder Mage talents, pic related.

With the basic talent (1), if the PC uses it on an enemy which is in an engagement, does it affect all enemies in that engagement? (target area) even if the PC is not part of it or the other targets are further away than 7sq (but still in the engagement)?

After learning (2), does it really affect every enemy on the combat zone with no limits?
>>
>>53678481
For the first question, imagine it a bit like a grenade. You toss your "grenade" up to 7 Sq., and whoever is in that square, plus whoever is engaged with the person in that square (regardless of whether they're more than 7 Sq. away or not!), it goes off and hits them all (though it doesn't hit PCs, because you're a supernatural being and can throw grenades ~just so~.)

For 2, absolutely correct. You bomb the entire map (minus PCs).
>>
>>53659579
Well, i told that anon i'd try, and i'm damn well gonna do it.

>Rapeman/Class: Humanoid/ Lv: 3
>Size: 2
>Wits: Clever
>Senses: Normal
>Speech: yes
>ID: 8
>Reaction:Mercurial
>Weakness: [Toxin] [Shock]
>Movement: Walk

>| ACC | EVA | CNJ | RES | CHK
>{Combat Stats} | 9 | 5 | 2 | 3 | 3
>{Fixed Values} | 14 | 9 | 10 | 12 | 10

>Initiative: 10(5)
>HP: 50
>Armor: 3
>Barrier: 1

>[Weapon Attack]: Melee Attack / Engaged / 1#
>- [Form: Spear] 2d6+14 physical damage to the target.

>«Speed of kenyans, Energy legs»: Constant / User / User
>- Target can make full moves without taking penalties

>«Your ass will be in cuffs before i can say...»: Attack / 3 sq / 1#
>- Inflict [Shift: Immobile] on one Target up to 3 squares away

>«BOOMSHAKALAKA»: Attack / Engaged / 1#
>-Immediately inflicts [Shift: Taken Down] If used on someone with [Shift: Immobile]

>Materials
>1-9 None
>10+: Rapemans mask/ Initiative+2 1000G (Potency: 2)

>Description
>The Dick of justice. Its Dangalang Time. Remember, he shouldn't need to leave you with a milky bootyhole.

Bet you thought i wouldn't do it, huh? WELL I'M A GOD DAMNED MADMAN.
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>>53679908
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>>53679908
I laughed.
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>>53679908
Thank you for this, anon. I've been saving all the mononoke you've been making, they're excellent. My players fought against the Tanuki/Kitsune in our last session and they loved them.
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>>53682869
No problem man. Thats what i'm here to do.

Eventually i'll have a good enough idea of what i'm doing to set up a definitive guideline for it, but for the time being i'm just taking suggestions to get a better idea of the process.
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>>53682566
Glad you liked it.
>>
I have a question!

Regarding [Shift: Flight] and how it interacts with engagements. I'm aware the base effect means that you can ignore any attempts to form an Engagement with you if you so choose, but if you voluntarily enter an engagement (such as to attack someone in melee), can you still ignore if other enemies try to join the Engagement? Or are you not allowed the choice to ignore declarations of Engagement once you're already part of one?
>>
>>53685073
You are just immune to declarations of engagement.

If you yourself enter one, you are still engaged for all intents and purposes.

Basically, all it does is prevent others stopping your movement through a declaration. If you engage on your own, you still take all the penalties and bonus' applied to that. You can be attack with engaged, and you can't leave the engagement unless you break away specifically.
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Stat him
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>>53687060
You wish for me to stat the son of a shepherd?

i'm gonna lay down in a minute, But i'll get to him first thing in the morning.

Please wait warmly.
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>>53687108
Don't forget this power
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>>53687134
I'll make sure to make the best son of a shepherd i can.

So long as the threads still up in the morning.
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>>53688338
I have returned! I'll get underway on this now
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>>53687134
Okay, so here's the write up. Personally, i'd say he's a god hand A/B as a character, but i'm statting mononoke here.

>Rolf/Class:Humanoid/Lv 3
>Size:2
>Wits: High
>Senses: Normal
>Speech: yes
>ID: 20
>Reaction: Friendly
>Weaknesses: [Toxin] [Phantom]
>Movement: Walk

>| ACC | EVA | CNJ | RES | CHK
>{Combat Stats} | 9 | 3 | 2 | 3 | 5
>{Fixed Values} | 14 | 10 | 9 | 10 | 12

>Initiative: 9(4)
>HP: 55
>Armor:6
>Barrier: 3

>[Weapon Attack]: Melee Attack / Engaged / 1#
>- [Form: Hammer] 3d6+14 physical damage to the target.

>«Life Has Many doors. Ed-boys!»: Prep / Combat zone / User
>- Target can install to any square on the combat zone, ignoring engagements 1/round

>«THE ALMIGHTY THREE SHOE BEATING»: Attack / Engaged / 1#
>- Make 3 attacks in one attack action. 1/Combat

>«Urban Rangers»: Start / 5 Sq
>- Summons 3 Mononoke to fight with the target, installed in any square up to 5 squares away.

>«In the old country, he who cuts hair is a man among men!»: Attack / Engaged / 1#
>- Deals no damage, and iflicts no shifts. Strangely, Target now has Rolfs hair, in spite of whatever hair style they had before

>Materials
>1-5: Produce/ Target recovers 50 HP 500G (potency: 1)
>6-9: Eels of forgiveness/ Conjure +1 500G (potency: 1)
>10+: Tractor Part?/ Confers no benefit. 1000G (Potency: 2)

>Description
>The son of a shepherd from the old country. Has high pride in his family and traditions. This can cause various overblown events to happen, including dueling over a pit with dead fish as weapons. Known for his eccentric ways, he is usually friendly.

And boom. Rolf. I took a wide birth of liberty with his materials, making one of them effectively useless and the other a consumable. This is by no means average, and should be taken with a grain of salt.
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What are the guidelines for homebrewing these critters?

Also how powerful would pic related be as a boss aramatima?
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>>53692129
>what are the guidelines

The guidelines are a work in progress that i'm currently working on ironing out the wrinkle's in.
I've gotten pretty far in, but so far as attacks and materials go, i'm pretty much winging it based on the character or creature involved.

Materials is more or less fine and hard to break since its small benefits, but attacks are a whole other beast. I need to figure out if there's a pattern in damages based on levels, but that may take me a couple days.

As for how powerful harambe would be as a boss aramitama, very. More because he's a boss and aramitama more than that he's harambe. Those two things stack after all.
>>
>>53692240
I should mention, i have posted my findings before, in previous threads. i did not, nor am i, withholding any information.

I'm just waiting on building a conclusive guideline set until i'm more aware of the specifics of the more important stuff.

For example, rolfs three shoe beating >>53691379 Is probably OP as fuck, but i added it because it was thematic.
>>
So do Nushi lords need to remain within a leyline in order to maintain their connection? The rules don't really go over the specific mechanics of leylines. But it does seem to be implied.
>>
>>53692240
what unique powers would harambe boss have?
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>>53694806
Apparently immortality, because the meme isn't dead yet.
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>>53694294
I would imagine they need to stay mear it at least
>>
How about the Naberius from Ao No Exorcist manga?

http://aonoexorcist.wikia.com/wiki/Naberius
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>>53697419
>>
>>53697440
Seems reasonable
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Hey guys, i'm going to be running my first kamigakari game, i've already posted my contact information at >>53698399 . Just figured i'd link that here because you guys look like you know what you're doing. I've already got two players who are up for it right now but i'm looking for a few more.
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>>53698440
More power to you anon, and god speed. If you need a hombrew critter, gimme a poke.
>>
What's the difference between getting a flat increase in Rank from a talent (Buster algorithm for example). And gaining +1 Rank at [Damage Calculation]?

Are they the same thing? Do they increase your rank for the rest of combat?
>>
>>53697950
The Homonculus from Buso Renkin seem like possible conversion fodder as well.

====

Two as One

On a completely unrelated note, as I look through anime, I've noticed kind of a neat trick that might help when trying to translated character ideas. When you come across team characters amd one member is mostly human and without abilities, you don't even have to worry about the human half mechanically, just their "pet", "spirit" or whatever. The human is not doing anything other than talking, giving orders, etc. and that's just fluff and roleplay.

The "creature" part is the mechanics that Kamigakari concerns itself with more than anything. This idea can also work for somethig like SoulEater's Meister/Weapon idea where both characters have attack and abilities that really just add up to the same as one Kamikagari character's capabilities.
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>>53700246
There is no difference. You'll notice Buster Algorithm says it is a Unique timing Talent that is to be used ON Damage Calculation. This is sort of the same language, just expressed differently.

Whereas, let's say, Secrets of the Destroyer is an Attack timing Talent that lets you attack, and also gives a boost to Rank. The latter thing can't be phrased like Buster Algorithm can, so that's why they do it that way.

Neither effect persists. The only effects that persist are Start timing and Prep timing, and those last until the end of the round they're used on (of course, exceptions apply, and the Talent will specify if it does so; for example Clock System ends on the ~next~ round).
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>>53700638
Followup question;

Do they stack? If there's two +1 [Rank] talents, but one says "+1 [Rank]"

and they other says "+1 [Rank] at [Damage Calculation]", do those stack, since they're worded differently?
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>>53700706
Yup! They're only worded differently because they work under different timings. In essence they function exactly the same way, in terms of 'how they apply the bonus'. So they stack, but don't persist.
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>>53700789
Thank you so much! While I've got you on the line, my players have one final question having to do with the way checks work.

When a talent says something like:

>they select one {Main Stat}, and from then on gain +2 to the result of checks with that stat.

When it says "checks with that stat", does that include Accuracy checks since ACC technically scales off of Strength? The player in question feels like that talent would be pretty meh if those checks only applied out of combat, or for Strength checks flatly.
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>>53700861
Assuming they chose STR to augment
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>>53700861
Nope, those are completely separate. So it only applies to Strength.

And well, I guess they would be! Unless you (I assume you're the GM?) make it not be. Climbing checks for all!
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What class combo would Rance be?
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>>53691379
This is awesome
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So how do mononoke resist special attacks? I don't see any Insight stat on their stat blocks.
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>>53700960
That's what I thought, and yeah, I'm the GM. They're just bitching and saying "well why would I ever take that when I could buy an item for the same thing".

They're basically complaining that {Main Stat} checks aren't important enough, so why would so many talents and items augment them at all?
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>>53701126
The CHK stat is used for anything else the Mononoke might need to make, like Strength checks for jumping across things or something like that. Or, for Insight!

>>53701136
Well the major reason is Distortions. Every episode should have at least one, maybe two. And those are always one stat. Which isn't guaranteed to be a stat you're good in. And if those fail, you actively make the boss harder to deal with.

Furthermore, if you ever play a Sanctum episode using the Requiem rules, those have a LOT of non-combat checks for Events.

Lastly, well, the player is probably right if you the GM never ask for checks outside of combat. In the first episode I did, I mandated every scene needed to have at least one check involved. I've since sort of fallen off from that, but that's more on me than anything (I tend to have very talky episodes, whoops).

And of course, items cost gold, and you can only have two accessory slots, and can't swap accessories in battle. Plus, if it were me, if I wanted to take that Talent, I'd totally make up reasons to roll Strength checks, because obviously being a cool powerhouse with lots of physical strength is important to me.
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>>53701252
Yeah, I totally agree with you there. They're really into the combat side of things, so every talent in their eyes needs to perfectly augment their super-combos, and everything needs to make their damage go up. If it doesn't, it's mostly dead to them.
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>>53701297
Fair enough, really. Kami IS pretty combat-focused.
>>
Are there any talents that let you get one more use out of any of the "Once a round" talents? I seem to recall something like that existing in game. But i can't recall any specific talents.
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>>53701418
There are some Talents, but nothing general, I think. For example off the top of my head, there's a Talent in God Hand B, I think, that lets you use Hua Jia or whatever I named it three times per round. Legacy User A also has Talents that refresh uses, since that style is based around big effect but slow cooldown. I'm pretty sure, however, that there isn't really a general 'can use things more often' talent? If so it would be a Common Talent, I suppose. Or maybe even a High Talent.
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>>53700969
Probably arc slayer A/god hand B.

He knows how to swing a swor well, and he knows how to pin hoes down.
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>>53701686
Ayy
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>>53701112
Glad you think so my man. I had to look through a lot of info to get the right quote's and abilities for it.
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>>53700542
There's actually mononoke that have this ability. Tenaga ashinaga from requiem has this.

«Two Gods, One Body»: Constant / User
- During the target's [Turn], it gains +1 [Timing: Attack].

Of course the effect can be changed depending on the relationship. For example, in soul eaters case it could give a constant increase to CHK results because two people are acting as one, so they are more ready for more situations.

Alternatively, large teams can be treated as # Mononoke, like shard prisoner.

The games already covered both things pretty well.
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>>53697440
Here's a quick mock-up of naberius.

>Naberius/Class: Undead/Lv: 5
>Size: 3
>Wits: High
>Senses: Magic
>Speech: Yes
>ID: 8
>Reaction: Hostile
>Weaknesses: [Fire] [Light]
>Movement: Walk

>| ACC | EVA | CNJ | RES | CHK
>{Combat Stats} | 11 | 7 | 2 | 3 | 5
>{Fixed Values} | 17 | 13 | 9 | 10 | 12

>Initiative: 12(6)
>HP: 80
>Armor:0
>Barrier: 0

>[Weapon Attack]: Melee Attack / Engaged / 1#
>- [Form: Unarmed] 2d6+14 physical damage to the target.

>«Necrotic Seepage»: Constant / User / User
>-Weapon Attacks Made by the target Deal 1d6 of Toxin damage

>«Seepage Fling»: Attack / 4Sq / 1#
>-[Element: Toxin] Flings «Necrotic Seepage» At a range, Dealing 1d6 toxin damage. Damage does not stack with necrotic seepage

>«Enhanced speed» Constant/User/User
>- Target can move an additional 2 squares per turn. This move can be made before or after an attack.

>Materials
>1-5: None
>6-9: Necrotic goo/ Conjure +2 1000G (Potency 2)
>10+: Gray flesh/ Armor +2 1000G (Potency 2)

And boom. Naberius. This one was pretty simple over-all. Mostly because he was the first baddy and he only really had like, 1 episode of time.
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What happens if you end up with 2 talents that can change the ability of another talent?

One is used to "make X marked talents cost doubles", and then the other one is to "make anything with Range 7 target 1# cost [E]", and both apply to the talent 'elemental garb'

Can you activate elemental garb with either cost, in that case?
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>>53703716
Yup! You can even still use it as Steps if you really want.
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>>53702350
Looking through different weapon attacks, there's actually an easy to define trend in them.

The Initial D6 damage is determined by size. The higher the size, the higher the amount of D6's.

The mod is almost always somewhere between the attacking stats [Combat stat] and [Fixed stat]. Whether thats CNJ or ACC.

Now that i know that, Figuring out trends in other attacks using weapon attacks as a sort of control should go along smoothly.
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>>53679908
I should note, the Fixed stats on this are wrong because i forgot to edit the values.

The actual values are 15, 11, 8, 9, 9
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>>53707446
This one was already posted >>53641507

Thanks for trying though.
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>>53702350
Like this one a lot. I would have asked for a later antagonist, but Naberius had a fairly good write-up and I never know how much of an anime you've watched and how much data you need to do a conversion.

How goes your work in standardizing everything enough to give us a nice set of guidelines to go wild with for Mononoke creation? Do you need some more mid or higher level challenges to iron things out?
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>>53708285
Everything past around level 5 would be winging it anyways, just due to how little there'd be for each level. There aren't even any high level humanoid mononoke in the base book, as an example.

Like i said previously, i'm sorta winging it on talents. >>53691379 Has a particularly broken one in the "Almighty three shoe beating". But i think the character was meant more as a joke, rather than a serious thing, so i let that one slip by.

its just figuring out how the talents and weapon attacks are balanced, and i plan to have that done by today or tommorow. Worst case scenario, i have the guideline up by next thread.
>>
Since the weekend usually brings a lull to the thread and a new one on Monday, what have you been working on more project translation-wise, KamigakariAnon, Requiem GM section or the rework for 2.0? I just wondered because it always fascinates me how much you involve us and let us look behind the curtain.

Ever since you verified some of the stuff we have to look forward to in other GM sections, I've been hyped to see what character and world fluff tools and setting info we have yet to see.on Aliases, Personality and Factions.

But secretly, my birthday is in July and I have the hardcover rulebook coming from Japan as a present and I want to start running in the months after with 2.0. I guess I'm a greedy bastard.

I appreciate all the work you've done answering questions and that Mononoke CreatorAnon has done with showing us custom antagonists! You guys rock the translation scene.
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>>53630546
How do I become Kamen Rider and punt Contractor Mononoke as seen here >>53658549?
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>>53708416
From what i've read the past couple threads, he's working on Main book 2.0.

As for rocking the translation scene, i ain't translating jack. Just taking whats there and figuring out trends.

Still, i'm glad if my attempts at homebrew Mononoke have been useful to people. Even after i set out the finished guideline, i'll still take requests. I know i've blown off the majority of yours, but just handing me series' is a bit to much of a workload. I'll leave those to people who want to actually run those series'.

That said, i do plan to do Zodd.

>>53708451
Dragon carrier A/B with Arm guards. A or B can be switched with other styles, as you just need one to transform.
>>
How about the Tachikoma from GitS? I realize nothing about the show is supernatural and Ghosts are AI, but they would make interesting machine Mononoke and could easily be taken out of context of the show, right? Just use the more traditional substitution for Ghosts :)

http://ghostintheshell.wikia.com/wiki/Tachikoma
>>
>>53708552
Ever heard of pandora in the crimson shell?

its what happens when the creator of GITS and the creator of Excel saga make something together.

Being serious for a second though, tachikoma aren't hard. Rather, thats an interesting one. I'll get to it after zodd. We already have machines and cyborgs. No reason there can't be tachikoma's.
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>>53708475

I know you aren't translating Japanese, but you are translating ideas into numbers. I should have separated out that thought. That's what I get for typing when half awake.

I'm just putting ideas out there and I know you won't latch onto many of them, but they may get others minds working and I'll eventually try to do a few of those series I mentioned myself, for practice. This gives me a temporary think-space for ideas for myself as well.

Like the Tachikoma I just mentioned and the Rolf you did earlier, it just shows the system and idea of Mononoke can be stretched in lots of directions from media and folklore, even Cartoon Network ;)
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>>53708614
Frankly, i'm not using "Mononoke" as anything with inherent meaning, but as some form of tag.

Due to kamigakari's refluffable nature, being constrained by idea's of mythology and such would be much more limiting than the game intends.
>>
>>53708613

Koukaku no Pandora: Ghost Urn was good! I love it when anime creators jive off each other like that. I wish we had more access to the really wild creator and fan doujinshi as well and the rpg fan splats that pop up at conventions in Japan. I guess its more replays than anything, but some might be cool! Mash-ups are awesome for ideas. I'll try and come up with more transferable ideas like the Tachikoma instead of whole series full of stuff like Toriko.
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>>53708613
>>53708775

Stat this dorkbot
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>>53709174
oh shit. Mighta bitten off a bit more than i could chew on this one.....

Welp. I said i'd take requests. To late to take my foot out of my mouth now. I'll get back to you on this once i've gotten it figured out.
>>
>>53709191
I mostly posted that as a joke but by all means. It wouldn't be fun if it was easy.
>>
>>53709287
Somebody asked me to stat fuckin rapeman and i did it.

Jokes don't fly around here.
>>
>>53630546
Is Kamigakari anon goint to do the expansions pdf? Also a good idea would be numering the pages in the core book and making an index. I made a physical copy and it is pretty difficult to search specific things.
>>
>>53709320
If you use the PDF, its bookmarked really specifically.

As for an expansion PDF, i dunno what he plans for that. He's working on revising the core PDF at the moment.
>>
>>53709333
>If you use the PDF, its bookmarked really specifically.
yeah, but I cant read pdf without saying bye-bye to my eyes. The printed form doesnt have index nor numbered pages
>>
>>53709385
Fair enough then. Take it up with kamigakari anon while he's in the process of making the second revision then. He'll probably pop in sometime.
>>
Am I right in assuming that effects that give you +1 rank at damage calculation work on physical AND magical attacks, correct? Because it seems to me that normally you can't otherwise increase the rank of a magic attack.
>>
>>53708416
At the moment I'm working on redoing the main book PDF, though it's been slow going (because frankly it's boring). I rewrote the prologue entirely, though it mostly reads the same, just has better grammar. I decided I couldn't do a total rewrite of everything so I just started tweaking the World Section after that, rewriting really rough passages but not the whole thing.

After that I'm going to translate the sample episodes in Requiem, edit/rewrite all of that, then put it into a PDF!

So, yes >>53709320 I'm going to make PDFs. However, unfortunately, while I can add page numbers to the PDF itself, making an index would take far too long. While remaking 2.0 I'm trying to look out for page references in the main book, and will be adding those back in (so when it talks about targeting or something and says 'refer to page blah for more details' it'll have a specific page number next to it, though I might not catch all references. That's the best I can do, unfortunately.

>>53711402
So long as it very specifically says Rank only and not Physical or Magical rank. And also that it isn't somewhat misleading in how it otherwise is presented. For example, Secrets of the Destroyer gives +2 Rank, and specifically untyped Rank, but also it's a Physical Attack, so it can't actually give bonuses to magic rank.

Magic Rank by design is meant to be harder to boost, whereas Physical Rank is easier.
>>
>>53711968
By "index" I meant the page that is at the beggining of the manuals that has the number of the pages where the chapters are. Like: 6.Chapter 1 49.Chapter 2 190.Chapter 3 and so on and so on. Hopefully that should be easy to do
>>
>>53709318
Here's one that needs to see the Kamigakari treatment, since it creepypasted its way even into mass media.

http://theslenderman.wikia.com/wiki/Abilities_of_the_Slender_Man
>>
I'll do proper indexes for the main book and all the supplements for you, after they are all finalized, if you would like KamigakariAnon. I have software and experience that would make it easy and I wouldn't mind, especially after all the work you do for us.
>>
>Unique Effect. Use after the target performs [Damage Calculation]. The target may use 1x [Timing: Attack / Cost: X] Talent, treating the [Cost] as already paid. This Talent may be used once per round.

I just want to be clear on this. This can give you a second attack, right? And I believe that attack talents with no round limit can be used for the initial attack AND this new attack, provided you have the dice. Is that correct? Or am I misunderstanding the talent?
>>
>>53714181
Yes. It basically wholesale gives you an extra attack. I'm assuming this is the counter move.

Since it specifically says you may use a Timing attack talent of singular cost, it does indeed give you a free attack.
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>>53713682
Oh, I understand that as a table of contents. You know what, yeah, I'll do that.

>>53713939
That'd be kind of awesome! The index just wearies me because it's a list of "where this term is found" and there's a lot of terms and they're mentioned all over, so that's why I say I don't have time for it. If you can handle that when I finalize 2.0, that'd be awesome actually.

>>53714181
Like >>53714316 says, you're right, you can absolutely get a second attack off that. But the Cost: X (just to make it clear) means "one die is listed for the cost." So you couldn't use Secrets of the Destroyer, for example, which is Cost: 4, 4. If an effect like this stipulates X (or) X, X then that means a single die cost or a two die cost are permissible.

Yes, it can be the attack you just used.

Also keep in mind those kinds of Talents work great with heal and support spells! Healing spells are Attack timing and also have a Damage Calculation!
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>>53714437
The only thing to keep in mind is that most unique talents are once per round, if i'm not mistaken, so its not like you will generally unload on this attack.

Its more likely that you will use these talents on an attack of your choosing, rather than hoping an opponent will attack you.
>>
>>53714565
You're right, Unique timings are assumed 1/round. Though, I think the text >>53714181 pointed out is from Flowing Kotodama (Divine Talker A)? Most Talents of that type are Target: User, so it specifically means a chain attack, not a counter (since it says 'the target's damage calculation' and the target is... you).

It allows one extra chain. Though I will note that if you have some ability that lets you make a weapon attack as a counter, you can also add Flowing Kotodama onto that to chain it. It's pretty versatile.
>>
>>53714706
Oh. I read that as damage reduction, not calculation. Woops.

Still, deciding whether to blow your load on a single attack or saving some for iterative attacks, you gotta read the situation pretty well.
>>
>>53714437

No problem, someone else indexing leaves you open to do more interesting unfinished work for Kami with your time with the supplements instead of the boring drone stuff. Besides, it lets me test some of the batch process scripts for indexing to find the quickest and slickest ones for the future
>>
>>53714437
>>>53714181
>Like >>53714316 says, you're right, you can absolutely get a second attack off that. But the Cost: X (just to make it clear) means "one die is listed for the cost." So you couldn't use Secrets of the Destroyer, for example, which is Cost: 4, 4. If an effect like this stipulates X (or) X, X then that means a single die cost or a two die cost are permissible.

Ah. I didn't realize that.

So how would talents with prep timing interact with these? For example, Esoteric Mantra (Divine Talker) is a prep talent that gives you +1 rank at damage calculation. Would it only apply to the first attack?
>>
>>53715751
Prep timing actually is assumed to last until the end of the round (page 239 of the PDF). So it would affect both attacks.
>>
File: BE - Izumo Kamiki - vi.png (2MB, 1280x865px) Image search: [Google]
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can you stat her?
>>
What kind of plot do you guys have for your campaigns? The setting seems pretty open for this stuff, with a whole lot of factions running around.
>>
>>53718008
Right now mine is mostly villain/problem-of-the-week until I decide to something a bit more 'grand'. The anime setting sort of lends itself to short episode-style sessions.
>>
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>>53717169
Elder mage A, contractor B. Bam.

If you mean as a mononoke though, there's a line for that currently. You'd be fifth in line after zodd, tachikoma's, Dork in the shell, and Slendy.

I'll see about hammering all 5 of these out by the start of next thread, along with the finished guideline.
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>>53719914
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>>53721128
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>>53721977
>>
>>
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Gonna do base Humanoid Zodd real quick. His transformed state would probably be a stronger version of the same thing and [Class:Chaos].

>Zodd/Class:Humanoid/lvl 5
>Size: 2
>Wits:High
>Senses: Normal
>Speech: Yes
>ID: 8
>Reaction: Hostile
>Weaknesses: None
>Movement: Walk

>| ACC | EVA | CNJ | RES | CHK
>{Combat Stats} | 11 | 6 | 3 | 3 | 8
>{Fixed Values} | 17 | 12 | 9 | 9 | 14

>Initiative: 9(4)
>HP: 86
>Armor:0
>Barrier:0

>[Weapon Attack]: Melee Attack / Engaged / 1#
>- [Form: Sword/Axe] 2d6+16 physical damage to the target.

>«Insane Durability»: Constant / User / User
>-Halves Damage From all Sources

>«Enhanced regeneration»: Constant / User / User
>-Heals at a rate of 5 HP per round

>«Great strength»: Physical Attack / Engaged / 13
>-Make a Weapon attack as normal, but add 10 to the damage 1/round

>«Tactical Master»: Attack / Engaged / 1#
>-Interrupt the use of any Attack talent aimed at the target 1/round

>Materials
>1-7: None
>8+ Zodd's Skin: Barrier+3 1500G (Potency 3)

And bam. Zodd. While doing this, i noticed that the main book actually gives a clear and concise guide on how to roll random materials. So you would only really need to homebrew some if you wanted to give them a unique effect.
>>
>>53724879
woops, slight correction on tactical master, it should be

>Interrupt the use of any Attack talent aimed at the User 1/round
>>
>>53724879
Bam, indeed! Solid work, Anon!
>>
>>53728645
Yep. Next up are Tachikoma's.

Frankly, This one isn't terribly hard. Tachikoma's are essentially just tanks with some altered skills

Dork in the shell is the one thats really gonna take some doin.
>>
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>>53731999
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>>53734707
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>>53736450
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>>53737292
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>>53738817
Dude, just let it die. I'm gonna make a new thread on monday with the completed guideline for mononoke creation. I'd rather start with a fresh slate than a near dead thread.
>>
>>53738974
sure thing, I'll stop bumping
Thread posts: 246
Thread images: 102


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