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/ore/ One Roll Engine General

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Thread images: 37

Rolling Dirty Edition

This is a thread for discussing Monsters and Other Childish Things, Wild Talents, Reign and any other games built on Greg Stolze's One Roll Engine.

>***The System
Roll some d10s. Find matches. The number of matching dice is your Width. The number ON the dice is your Height. So a Set of [5,5,5] has a Width of 3 and a Height of 5, written as 3x5. That's it. Width and Height tell you a lot about your action, such as how fast it was, how strong it was, how precise it was, etc. Everything in the system is built around this fast, simple mechanic.

>***The Games

>Nemesis
A game about cosmic horror using the Madness system invented and popularized by Unknown Armies. It's available for free on ArcDream's website here: http://www.arcdream.com/pdf/Nemesis.pdf

>Godlike
Superhero roleplaying during World War II. Fight supersonic Nazis and invisible French knife maniacs in a brutal setting where you're equally likely to be killed by a mortar blast as from a supervillain.

>Wild Talents
The sequel to Godlike, blowing the doors of the system to let you create any superpower you can imagine. /tg's favorite ORE game.

>Monsters and Other Childish Things
You're a kid with an imaginary monster friend who's real, and you have adventures. Converts nicely to Jojo and Persona.

>Reign
High fantasy roleplaying in a crazy world that would need to have an entire post just about it.

>A Dirty World
Noir at its best. Relentlessly focused on character growth and psychology. A much lighter system than the others.

>Better Angels
You're a supervillain whose power comes from a contract with a demon. Try not to get dragged to hell.

>***Pastebin Archive
https://pastebin.com/WiT4BhFM
---A compendium of tips, advice, homebrews and other content assembled by /tg from /ore Generals past

>***This Thread
...converting MaOCT to play Persona & creating characters
...Wild Talents character and campaign discussion
...ORE homebrew and house rules
>>
Lets Iron out the basics of combat for the Velvet Book. For example, innitiative uses the child's (persona user's stats) but then how would a wild shadow, who functions like a persona, determine initiative?
>>
>>53858563
Possibly by using a hit location that suggests quick thinking or movement?
>>
to keep things simple, how about the GM makes one 10d10 for the whole group of monsters and the result is treated as the brains+outthink. If there are no pairs then monsters go last. if there is one pair then all shadows act once. If there are multiple pairs then the monsters can be divided amongst the sets and fight in that order.

example: three shadows show up, and now it is time for combat. Actions are declared by lowest brains+outthinking for the players, but the gm rolls 10d10, and gets 3x7 and 2x4 in the roll. The gm can now divide the shadows into two groups one group that uses the hight of a set for their brains + outthinking stat. So now the shadows are in two groups with a fake brains+outthink total of 7 and another with 4.

then actions are declared and rolled for.
>>
Wild Talents newbie here, I'm trying to build a power template for Stands and I'm having trouble making it so that the Stand and the User share damage. Any help?
>>
>>53858563
That's easy: we make it a part of the Shadow's point cost. By default Shadows have an initiative of 0, meaning they always declare before the player party. You can raise Initiative by +2 for 1 point.

So Jack Frost might look like this:

Jack Frost (Magician-7) 5d
>Attacks (Ice, *Fire*), Useful (Icy Tricks)
>Initiative 2

It's 5 points for the 5d, 1 point for the Useful and 1 pt for Initiative 2. Since it's a Magician it gets a free use of the Element Extra, so it has *Fire* for free.
>>
Just saw Wonder Woman. Wrong war capeshit, but semi relevant.
>>
>>53859300
Dude here's the thing: unless you give a Stand it's own hit boxes with the Extra Tough miracle, any damage it takes DOES go to the stand user. So you literally don't have to do anything to already have that functionality built in.

All you need to do is write in the description for the Stand User archetype that damage done to the Stand goes directly to the equivalent hit locations of the Stand User.
>>
>>53860883
Depending on how it works the Stand itself could just be special effects as far as the mechanics are concerned. I'm not super clear on how they work though, so I could just be talking out of my ass.
>>
In Wild Talents, what's the verdict on stats, skills, and which ones matter most and least in actual play?

For background, we're playing stand-users (basically normal people with super-powered ghosts called "Stands" attached to them) with 50 points for our normie teenage PCs and 300 for our stands. For the PCs themselves, who are in high school, maximum skill rank is 2, maximum for each stat is 3. The stands seem like they probably will only be active in a persona-style dark dimension, so I'm operating under the assumption that our puny teenagers will be on their own in meatspace.
>>
>>53862444
My suggestion would be to change the Charm skills to be offer a wider array of options, since as it stands they really only have 2 that matter. In the Wild Talents game my group runs we subbed them out for the Persuasion tactics from A Dirty World: corruption, deceit, honesty and purity. They allow for a much greater range of options.
>>
I'd also add that maybe Mind could be better, honestly. It's got such a broad range of skills as to include medicine, computer hacking and languages that when you have a character with high Mind it's like "okay, but what does that MEAN?"
>>
>>53863031
>>53863225
I'm mostly thinking from the perspective of a player who is making a character. I want to know if there are any stats or skills I really should or shouldn't be investing in.

Like I don't want to sink precious points getting 5d in Dodging rolls only to hear that it's useless and I should have put the resources in Command/stability instead. Things like that.
>>
>>53860883
Is that how it works? From reading it I got the impression damage just destroyed the sidekick until you resummoned it.
>>
Iam the madman looking to run a playtest of velvet book. Itll be over discord with roll20 for dice rolls and combat. On phone so cant copy paste my campaign description from laat thread, but basically choose any arcana besides fool or world, and the campaigns theme will be about 'the dangers of false hope and building a stable future'. Players will start with zero s links, but will gain atleast one before first combat starts.

Whos down?

I will also post as much of the gameplay as possible here somehow so the system can be ironed out.
>>
For the velvet book. I have an interesting idea for the skills of the persona user. Lets have a concrete list of classes. For example, a persona user would roll diligence and PE class, or guts with public speaking. Etc etc. It would fit with the school setting of the games.
>>
>>53862444
>50 points for our normie teenage PCs and 300 for our stands
You'll want more points than that for the non-powered parts. 60 points is what it'll take to get you 2D in every stat. I'd add another 40 on top of that for various skills, it might be tempting to short change them based on the fact that they're kids but to do something reliably takes a pool of >5D. 300 points is a shit-ton (I don't know enough about stands to really judge whether that's excessive), so they wont really notice it if you grab the extra from there. This is subject to however you're going to pace and handle character advancement.

>>53863225
There's a breakdown of what each of the Stats means at the beginning of the Stats and Skills chapter, the standing of different levels of Mind is pretty explicit. It also covers the others.

>>53865919
You've got it right. The Extra Tough would just be to stand up to being wailed on.
>>
>>53866664
So then how does the damage go directly to the Stand User?
>>
>>53863710
For players there's no unimportant stats. NPCs often don't care very much about Mind or Charm but a player can get a lot of mileage out of every stat.

The only thing id say about skills is you probably don't need block AND dodge.
>>
Here's the current draft of the Velvet Book. I haven't had a chance to go through and change the title references yet, which will be my first order of business come Monday when I get a chance.
>>
>>53865919
Right, BUT that's just because of how it's written. There's nothing in the Qualities or Extras that demand it work that way, so you can just change the description of its effects without it having an impact on its actual point cost.
>>
>>53863710
Alright I'd say that my group has always found that Language as a skill is a bit too crunchy to be very much fun and we mostly phased it out. Endurance and Survival also aren't especially useful if you aren't going to be in the wilderness for long periods of time; if your game takes place in a city where you can take public transportation everywhere they aren't going to come up very often. Neither, for that matter, is Navigation. It makes sense to be a Skill but I've probably used it all of 5 times in three years.
>>
>>53866664
>60 points is what it'll take to get you 2D in every stat
I'd advise giving everyone 1d in each stat for free, since no human character is allowed to have 0d in a Stat unless they have the No Stat intrinsic for their archetype.

Really the way that it should be done is how MaOCT does it where you have X number of Stat dice and Y number of Skill dice to spread around, and then you have 100-200 pts in your powers for a real high-impact campaign.
>>
So, I'm thinking about getting Wild Talents. The normal book is quite expensive, so I'm eyeing the Essential Edition. Will I be missing a lot from it?
>>
>>53866664
>You'll want more points than that for the non-powered parts. 60 points is what it'll take to get you 2D in every stat. I'd add another 40 on top of that for various skills, it might be tempting to short change them based on the fact that they're kids but to do something reliably takes a pool of >5D

That seems similar to what I'm seeing; our chargen restrictions (max 3 stat and 2 skill) do mean that even going all-in on something only gets us to 5d, for a 70% chance of not failing. On the other hand, that does sound like a fairly reasonable limit for highschoolers, especially since highly-trained adults with years of experience tend to only have 4d-5d for their highest, most important skills. Having even 5d on a teenager means that person is basically a child prodigy.

None of us, GM included, have used ORE before. Maybe the unreliability of human-level diepools is just a quirk of a system that marginalizes anyone who isn't a superhero. At the same time, not having being very reliable skills might not go as well as we hope. We'll probably see what the GM expects us to accomplish in meatspace, and I might ask for adjustments based on that.

>>53868815
Our group was operating on the assumption that our first stat die was free. So perhaps it would make sense for us to have 30 points for stats (enough to raise all stats to 2d), 20-40 for skills, and then cut the stands down to 150 points?
>>
>>53868972
The essential edition is all you need. The proper 2nd edition has some nice stuff like a guide for creating your own superhero setting and the default World Gone Mad setting, which isn't actually that great. Most people just make their own settings anyway.
>>
>>53866787
It doesn't, unless you want to make it do that.

>>53868972
There's a setting which is pretty crap, but there's also section on worldbuilding that's pretty good. Other than a few appendixes on 'here's some stuff to think about when playing/running the game' that's about it.

>>53868815
>>53868989
All fair points. On the subject of the 5D cap the main thing to make clear to the players is the % chances that come with different sized dice pools. The sharp early climb is a good opportunity the emphasize the use of Willpower to boost them.
>>
>>53869090
>>53869106
Well, I guess it the Essential Edition for me, then. Thanks!
>>
>>53858563
Yesterday I ran muy first Persona Game and this one was muy first mayor problem
>>53865994
Make a vídeo of It. I cant play since my english is broken
>>53860269
I like this better
>>
>>53868989
3d = "Is actually real good at something", so a person with 3d in a stat and 3d in a skill can be rolling 6d, which has a very good chance at rolling something good.
>>
>>53869290
>Yesterday I ran muy first Persona Game and this one was muy first mayor problem
Snap, please share your notes and comments. What worked? What didn't work? What needs to be added/fleshed out/completed?
>>
Is it possible to run Reign for just fantasu adventuring and not kingdom/company play?
>>
>>53869465
Shadow creation was messy. But I think thats kind of muy fault.
Personas are really OP, something thats fine since they encounter minor shadows un groups and could put a fight.
I had to make innitiative out of my ass.
Some human weapons are clearly stronger than Others, even if a Shadow is resistent against guns the guns are stronger than any other weapon anyway.
One of the players had Anubis as his persona and uses an attack commanding the dead. It was Attack (dark) Area 4 Spray. It was pretty cool attack.
One of them wanted ti haave a Persona that cures as a usefull ability but I didnt know how to do that and dont be OP
What is the Sweet ability? I dont find It anywhere.
Maybe making a way to un-evoke a Persona could be usefull. Or a rule that a Persona can only be materiallized foro so much time
The game is pretty cool nonthelesss
>>
>>53869627
Also everyone had only one Persona and I didnt use S.L. I pretty much only prove Char and Persona creation and combat
>>
Hello dudes!
At arcdream website I have found a pretty cool one-shot. Here is the link http://arcdream.com/home/2011/04/night-of-the-necromancer/ System is Godlike, I think.
Can some wise anon convert it to Wild Talents?
>>
>>53869106
>It doesn't, unless you want to make it do that.
Righto, I'll just make it so it does.

Now that that's been cleared up, would it be better to give the Stand a Harm power with separate dice than to just add Attacks to the Sidekick power? I'm planning to give all players in the game I'm running 2HD for the Sidekick power so they can always call out their Stands, attaching Attacks to Sidekick would mean it's impossible for the Stands to miss or get a set other than 2x10 when attacking.
>>
>>53869554
Yeah that works just fine. It's a real solid system on its own, and stuff like Disciplines, Martial Paths and Sorcery make it stand out from a lot of other games.
>>
>>53869627
>Shadow creation was messy. But I think thats kind of muy fault.
Well it's also because there's only the barest outline of how it works. That's going to be the next order of business after Combat is done (which it almost is).

>Personas are really OP, something thats fine since they encounter minor shadows un groups and could put a fight.
Yeah, the purpose of Minor Shadows is to reduce a Persona's resources (i.e. dice) gradually in the build up to the fight against a Major Shadow in order to increase tension and to force the players to make tough choices. They should also work very well as back-up to Major Shadows.

My goal ultimately is to create a Budget System for creating Minor Shadow encounters. Like "if you have X many players at Y power, then the total point-value of a medium Shadow encounter should be Z, or Z-5 for an easy fight, or Z+10 for a real hard fight". That way you just pick and choose which Shadows you want to have in the encounter within that budget. Make sense?

>Some human weapons are clearly stronger than Others, even if a Shadow is resistent against guns the guns are stronger than any other weapon anyway.
Yeah one thing that needs to be spelled out is that using a gun against a human isn't the same as using it against a Shadow. Shadows are creatures of thought and desire, so against them the IDEA of a gun is more important than the Gun itself. My stance is that ALL human weapons, no matter how big or small, inflict Width-1 Scars against Shadows. All auxiliary traits like spray or extra firepower don't really matter.

>One of the players had Anubis as his persona and uses an attack commanding the dead. It was Attack (dark) Area 4 Spray. It was pretty cool attack.
That's wicked rad.

>One of them wanted ti haave a Persona that cures as a usefull ability but I didnt know how to do that and dont be OP
Do you mean it can heal damage? Because that's an Extra spelled out in the PDF.
>>
>>53869627
>What is the Sweet ability? I dont find It anywhere.
Sweet is an Extra from the Bigger Bads supplement. It adds +1 Width to Useful sets, but doesn't affect Attacks or Defends Sets.

>Maybe making a way to un-evoke a Persona could be usefull. Or a rule that a Persona can only be materiallized foro so much time
The way I'm looking at it is that Personas are Evoked for as long as it takes for them to complete a task, whether it's a single attack or something more complicated, after which they automatically vanish. But as the GM you can change that to whatever you want. You can give them a set duration or make it so that they're permanently Evoked in the Other world.

>The game is pretty cool nonthelesss
I'm glad! MaOCT is a great system and I'm real happy that this mod is coming together in a workable, practical way.
>>
>>53871270
Make it a separate power with the flaw Attacked (Call Stand)-2. That makes it so the ability (and any other abilities the Stand has) can only be rolled after the Stand has been called out.
>>
>>53873291
The budget system can be useful but if you cant do It thats fine since It isnt difficult to naturally calculate
And how many dice then weapon should have? Maybe thatcan be stronger as your relationships and Persona gets stronger
>>
>>53874102
I'd just roll Fighting for melee weapons and Aim for guns or bows or whatever. But the MaOCT character sheet has a blank skill slot for each Stat so a GM could have specific weapon Skills.
>>
So I've built The World to test out making Stands in Wild Talents but I feel as if I'm doing something wrong. It's come out at 160 points, which should just be an exceptional human. Anyone mind taking a look at the stats and telling me where I fucked up? If this is how it's supposed to work, how many points should I give my players if I want their Stands to be, let's say part 4 level?

>CALL STAND 2HD (5) - 20 points
>Qualities: U
>Defends capacities: Self
>Useful (Call out your Stand) extras and flaws: Duration +2, Flaws: If/Then (Must be willed) -1
>Capacities: Range

>THE WORLD 2D 2WD 1HD (13) - 68 points
>Qualities: A D3 U
>Attack capacities: Mass
>Attack extras and flaws: Booster +2, Spray +3, Attached (Call Stand) -2
>Defends capacities: Self
>Useful (Strong enough to lift a road roller) capacities: Mass
>Useful extras and flaws: Booster +2, Attached (Call Stand) -2

>TIME STOP 8D 2HD (6) - 72 points
>Qualities: U2
>Capacities: Mass, Range.
>Useful (More actions) extras and flaws: Self Only -3, Attached (Call Stand) -2
>Useful (Stop time) extras and flaws: Interference +3, High Capacity (Range) +1, Booster (Range) +5, Attached (Above Quality) -2
>>
>>53874427
Speaking about that. Is It too early for Character and Persona sheets for the mod? It will be for the most part just a skin but I just dont feel really comfortable usiing the MaoCT one since It doesnt have Arcana, weakness and the proper name for the skills
>>
>>53874670
There will definitely need to be a new sheet for both; I'll put those together once the main text is more complete. I love making character sheets but it's a serious undertaking that will probably take a couple days to get juuust right, days that right now are better spent making content.
>>
>>53874656
For Stands what I'd actually suggest is giving them Hyperstats and Hyperskills according to what they can do.

So the World is strong enough to lift a Steamroller, which should be, what, about 3 tons? That means you can give it Hyperbody 8d; the base cost is 4pts, but give it the Attached (Call Stand)-2 and now you're down to 2pts per die. Then give it some Hyperskills like Brawling, Athletics, etc... that you roll to make it do stuff. Since Stands aren't humans they don't need a human's full range of Stats, just what is directly relavent to them (so Star Platinum would probably have some Hypersense too).

Doing it that way will, I think, give you a better impression of creating a physical being with presence and substance.
>>
>>53874896
Since my campaign will involve vampires, it's worth asking: What if they already have hyperstats on their regular bodies?
>>
>>53875252
It just gets added on top like it would for a normal person with hyperstats.
>>
>>53875252
They're two separate pools of Hyperstats that don't interact with each other.

For instance let's say that DIO has 3d in Body and 3d in Hyperbody, so his total Body is 6d. So he's rolling to punch somebody himself he uses his 6d + whatever his Brawling is.

THE WORLD, on the other hand, has 8d in Hyperbody. Whenever it does something involving physical strength it can use those 8d for whatever it is (presumably it also has Hyperbrawling, Hyperblock and Hyperathletics too).
>>
>>53876328
>>53876464
Would it not work better if The World still added its Hyperstats on top of DIO's baseline stats, though? That way, when the user receives penalties due to their wounds if the Stand gets hit, the Stand takes a penalty too.
>>
>>53876599
Possibly but is that how Stands work? Are their physical traits linked directly to their users? Are Stands stronger because their users are?

I ask having a less-than-complete knowledge of how their world works.
>>
>>53874102
>The budget system can be useful but if you cant do It thats fine since It isnt difficult to naturally calculate

This is one of the nice things about the ORE. Once you get a decent understanding of the system it's not hard to fudge stuff on the fly. I know pretty much off the top of my head what kind of damage and threats a character with given stats or abilities can output, so half the time I don't even bother writing up full stat blocks for enemies. I can make it up as I go and the players rarely notice.
>>
Thinking about Stands in Wild Talents, one thing that comes to mind is that you can base their Hyperstats and other core abilities on the Grading System.

For instance, Power could potentially be modeled with a combination of Hyperbody and Hyperskills; each letter grade gives you 2d of Hyperbody (Attached (Call Stand)-2, 2 pts per die) and 2 pts worth of Body Hyperskills like Hyperbrawling and Hyperathletics (1 pt each). So a Grade A in Power has 10d in Hyperbody and 20 dice worth of Body hyperskills.

You could do something similar with Precision and Hypersense. Durability could be 1hd in Extra Tough per grade (Normally 5 pts per die, with Attached-2 it becomes 3 points, so it becomes 6 pts per grade level) which grants extra wound boxes that absorb damage before the Stand User starts getting hurt.

Just an idea; not fully fleshed out but it could help to create a simple basis for a ruleset on creating Stands.
>>
File: 3 of Diamonds- Boyd Hicks.pdf (76KB, 1x1px) Image search: [Google]
3 of Diamonds- Boyd Hicks.pdf
76KB, 1x1px
Just whipped this guy up for my group's next session. He's a bit of an appetizer to kick things off. The backstory here is that the party is trying to improve relations with their contact within the city's Parahuman Crimes Force so they're basically becoming bounty hunters to take down some of their more troublesome repeat offenders. Stat block to follow.
>>
>>53878916
Boyd Hicks (237 pts)
Mutant- 5 Points
STATS (85 pts)
Body 3d Coordination 3d (6d)
Sense 3d (6d) Mind 3d
Charm 2d Command 3d

SKILLS (86 pts)
Brawling 2d (8d+1wd), Deadly Brawling (6d+1wd), Athletics 1d (8d+1wd), Block 2d (5d), Endurance 3d (6d+1wd), Dodge 2d (8d+1wd), Drive 2d (8d), Stealth 1d (7d), Lockpicking 1d (7d), Perception 3d (11d, dark vision), Handgun 2d (8d), Empathy 1d (9d+1wd), Weapon Sense (6d+2hd), Bank Fraud 4d (7d), Streetwise 3d (6d), Electrical Engineering 3d (6d), Lie 3d (5d), Persuade 2d (5d), Intimidation 2d (5d), Interrogation 2d (5d), Stability 3d (6d), Leadership 2d (5d)


POWERS: Cocrutamorph (61 pts)
Hypercoordination 3d (12 pts)
Hypersense 2d (8 pts)
Hypersmell 2d+1wd (6 pts)
Hyperperception 6d (6 pts)
Weapon Sense 2hd (if/then-1(only for firearms)) (4 pts)
Hyperbrawling [Canine Ferocity] (Deadly) 3d+1wd (7 pts)
Hyperempathy 2d+1wd (6 pts)
Hyperathletics 4d+1wd (8 pts)
Hyperdodge 1wd (4 pts)
Hyperendurance 1wd (4 pts)
>>
Bump before bed
>>
Jojo bros are asleep, everyone post personas!
>>
File: But it refused (2).png (1MB, 1276x718px) Image search: [Google]
But it refused (2).png
1MB, 1276x718px
>>53876878
>Possibly but is that how Stands work? Are their physical traits linked directly to their users? Are Stands stronger because their users are?

Nope. Stand power is unrelated to the user's physical ability. Six-month-old babies have had potent stands in the show, and a badass like Joseph Joestar wound up with pretty weak stand.

In the show stand power is more closely related to psychological resilience than anything else. If a stand-user's confidence and fighting spirit are weakened, then that person's stand will be weaker too. Physical injury to a stand-user will likewise impact a stand, and vice versa.
>>
How would you stat up a weapon that is large but relatively easy to wield, and that gains in power as you use it until you reach a point where a burst attack happens, reducing it back to base power?
>>
File: Surt.png (238KB, 1000x800px) Image search: [Google]
Surt.png
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>>53880316
Okay!

I figured I'd work on doing an archetypal one for each Arcana, how does this list look:

Fool - Loki
Magician - Surt
Priestess - Scathach
Emperess - Alilat
Emperor - Odin
Heirophant - Kohryu
Lovers - Ishtar
Chariot - Thor
Justice - Melchizedek (or Metatron)
Hermit - Ongyo-Ki
Fortune - Norn
Strength - Zaou-Gongen (Or Siegfried)
Hanged Man - Attis
Death - Alice (or Mot)
Temperance - Vishnu
Devil - Beelzebub
Tower - Shiva
Star - Lucifer
Moon - Sandalphon
Sun - Asura
Judgement - Satan
World - Cybele

Others which would naturally be on the list would be Mara, some form of Hermes (for the Magician supporting character), and others as they strike me.
>>
>>53881302
Stat some of the Personas from the Persona Quests? Ippon-Datara, Ichabod, Atticus, etc.
>>
File: Ippon-Datara.png (198KB, 1000x800px) Image search: [Google]
Ippon-Datara.png
198KB, 1000x800px
>>53881835
I've not actually read the quest threads I'm afraid.

Here's a quick Ippon-Datara though. (Couldn't think of a suitable evocation)
>>
From skimming the rulebook I get the feeling MaOCT would work very well for a Digimon game, especially if you went slightly psychological and horror-esque like the first 2 arcs or so of Digimon Tamers. I've seen there's people already working on Persona and Jojo homebrews. For such a seemingly niche system it's pretty flexible
>>
>>53882474
Only real detail to work out is how to handle digivolving
>>
>>53882216
Ichabod: http://suptg.thisisnotatrueending.com/qstarchive/1409350/

Uses Kouha and gun skills, has a big long coat and a large book. Evocation involves ripping off a metal collar that manifests around your neck.

Atticus:
http://suptg.thisisnotatrueending.com/qstarchive/1558979/

Also uses Kouha and guns, white suit, goggles.
>>
>>53882856
Evocation involves a key
>>
It seems to me that in velvet book there is little to no reason to ever not use your persona during a turn, unless there is something unique like activating a switch or something. What if we gave persona users a trade off to making themselves vulnerable for a turn.

The minor arcana. Like the card shuffle thing in persona 3. Enemies dropp minor arcana tarot sometimes . Each of these function as one use items, but can only be used by the persona user, even if they give the persona a buff next round.
>>
>>53882994
That's an interesting idea. Generally speaking you're right about it being preferable to use your Persona to your Persona User, but that's mostly true for the Persona games as well. The only reason to not attack with a Persona is to conserve SP, but SP isn't an issue here (as it rarely is in tabletop games, for good reason).

I'm mostly inspired by how Persona 5 handles battles on this front; there are times where your persona users have to do stuff that their Personas aren't equipped for, whether it's negotiating with a Shadow or sneaking around to accomplish some other objective while the fight continues.

The minor arcana idea is definitely interesting; could you elaborate on the idea?
>>
>>53885258
Heres an example: PC is fighting a shadow and wants to boost their next attack. They recently found the Two of Swords minor tarot card. Instead of attacking with his persona he takes out the card and crushes it, the next time he uses his persona to attack it gets a one time bonus die to its attack roll.... But now that hes used the card, it means he hasnt used his persona, he cpuld be hit hard by a shadow. But thats the kind of risk he was willing to take for big damage

Other minor tarot could heal, or debuff enemies, there are plenty of options, maybe even add temporary limb attributes like tough or useful.
>>
>>53885415
In regards to one use items, any ORE veterans know how the system handles disposable items? Is it even a thing?
>>
>>53881078
In Wild Talents? Couple questions:

1. What kind of weapon are you thinking? A sword? A gun?

2. When you say "gains power" do you mean it's damage output increases each time you strike until it Bursts, or does it build up some counter each time you hit (for normal damage) that unleashes a Burst when it hits some peak?
>>
>>53885929
Yeah, the Depleted/Exhausted/One Use flaws make it so that stuff has limited uses. What are you thinking of?
>>
>>53865994
If you are still going to do it, I'd like in.
>>
So here's a slight update on the Velvet Book. I went through and changed the title references for the Module to the new name and I also redid the intro page in scribus since Word was giving me so much trouble. I definitely want to figure out a definitive font for this thing though (right now I'm just using Glacial Indifference in Scribus and Calibri in Word, which are OK but aren't quite what I'm looking for).
>>
>>53886044
Ill rephrase. Are there such a thing as usable items or are they just abilities with the limited use tag on it?
>>53886054
Ill post a discord link here sometime today
>>
>>53865994
I'm up for it if the schedules sync up.
>>
>>53886180
>Ill rephrase. Are there such a thing as usable items or are they just abilities with the limited use tag on it?
Sure there are. There's one regular here who has a "loot" system baked into his game that can give people temporary powers and a pretty extensive system of gear, potions and other stuff that can be acquired, used and discarded.
>>
>>53881078
That reminds me a swords from Reign.
With every successful hit you gain +1d to hit that particular enemy. And bonuses are not lost until enemy in question is dead. No time limit on bonuses either.
That OP sword balanced by its rarity:
- you need to find adequate skilled swordsmith to make it;
- swordsmith should be able to summon demons during sword crfting;
- once demon summoned and sword is ready - smith should strike demon with red-hot sword and kill it in one hit.
- secret of producing such high-quality swords is property of only one human race and they dont feel like telling it to any strangers.
Needless to say, demon must be strong, not some pesky lvl 1 or 2 blob. (On the side note: demon of 6 phase treated like a country, so much power he has accumulated. It actually infects *everything* on large territory, even soil.)
And swordsmiths also use their skill to bind souls of outstanding people to swords, to keep aforementioned person skill and experience from vanishing, as you can talk with your enchanted sword anytime you feel like it.
Sorry for offtop.
>>
Speaking of Discord can someone post the invite to the Persona mod discord channel?
>>
>>53886473
Reign has the best setting in tabletop fantasy. I love how they managed to create Dindavara as the required Feudal Japan knockoff without making it seem derivative.

Also the way that ghosts work.

And what happens when Magical Attunement backfires.
>>
>>53865994
If you want to run it in Discord entirely, I maintain a dice bot which I just now (because I forgot I hadn't done it already) added ORE sort-sets functionality to.

https://discordapp.com/api/oauth2/authorize?client_id=282751290029899776&scope=bot&permissions=67488832

To use it, just mention it with your roll (@dbag 11d10ss) - ss on the roll sorts it into ORE sets, sorted in descending width with height used for sets of the same width.
Supports arithmetic for basic stuff, but will definitely wonk out if you start doing arithmetic on sets

If you got bug reports or questions I'm lurking in the Velvet Book discord and will gladly answer questions/field bugs and never fix them

Oh but do note you can't mix the rolls in with other text or whatever. Anything that ain't rolls will make it complain at you.
>>
>>53886735
(also: you can DM the bot to roll in private)
>>
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>>53881050
That meshes pretty well with the Willpower mechanic that Wild Talents uses, there are a bunch of options the GM could exercise to throttle how big an impact it has to get the feel right.

>>53881078
Focus with an attached hyperskill that gives increasing access to its dice for every attack made. Once you hit the full dice pool it grants access to another attached power that makes the burst attack. I'd make use of the Attached flaw to set up the links and If/Thens to create the conditionals, shouldn't be too hard.

>>53886180
A Dirty World and Better Angels have 'items' which add a temporary bonus to a dice pool. In that case 'item' could just as easily be blackmail as a gun.

In the more simulationist ORE games you've got options. WT might encourage you to stat your more out there shit as powers but it's not mandatory for mundane items. Just look at the weapons table or the Pimp My Helmet section of the rulebook (that last one might not be in the essentials edition if you're using that one, I've attached a pretty crappy screengrab just in case).
>>
>>53860325
I've heard that was good, and hey just make a lot of things super end war prototypes and any ww2 game can become a ww1 game.

Also as a question, how are godlike's or any other ore if it exists, dogfighting rules? I know it isn't base, but I know it exists and I was wondering if anyone has used them,
>>
>>53887249
As far as I know there aren't any. Dogfighting rules are actually a goal of mine for the ORE space adventure system that I've been working on for a couple years now between other projects.
>>
>>53887279
Have you posted them before? I remember reading some that someone had and they were pretty good.
>>
>>53887279
Godlike has the aircraft combat rules official expansion. I just haven't gone through it yet.
>>
>>53887587
Oh snap I need to see that. Is there a link on RPGnow?
>>
>>53887626
here's a drive through for the set

http://www.drivethrurpg.com/product/91028/GODLIKE-Official-Rules-Expansions
>>
>>53886488
https://discord.gg/aWZMuZP
>>
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>>53887249
Here's the Dogfighting rules from Godlike that I just downloaded (they're free on DrivethruRPG). Haven't looked them over yet, hopefully they're good!
>>
>>53881302
Why Cybele as The World Arcana? I would put Ouroborus, Messiah or Izanagi-no-Okami. Aside for that I like your desitions. Alice is a must for Death Arcana example, or maybe Thanatos.
>>
>>53888091
Well, Pale Rider is also probably a must...
>>
>>53882216
>Inmunity
That can be quite cool, we should make rules for giving body parts inmunities.
>Bounces
What does this ability do?
>Attacks
As far as I am concerned all attacks should have an element (that gives the possibility of exploiding the weakness and resist feature)
>Evocation
That could be hitting something with a small hammer
>>
>>53865994
Are you drawing from any particular set of myth?
>>
>>53882474
Cool idea. After we finish one of the homebrew projects we can make that. How would be handle Digivolving?
>>
>>53888314
Bounce is a powerful Defensive Extra where if you completely gobble a Set you can reflect it back at the attacker. Each level of Defends that you add lets you also bounce back one of that attack's Extras along with it.

So if a Slime is coming at me with 2x5 + Gnarlyx2 and I block it with a 2x9 and Bounce x1, the Slime gets hit by a matching 2x5 attack. If I have Bounce x2 I can also reflect Gnarly x1, and if it's Bounce x3 I can reflect both Gnarly levels. It's an extremely powerful (maybe too powerful?) Defensive extra that's somewhat balanced by the fact that Defending in MaOCT usually means you aren't doing anything else that turn.
>>
>>53888314
>Inmunity
Pretty sure there are rules for that in the core books.
>>
>>53885415
I like this idea, but I think that you have the possibility to use your character anyway, just not your Persona. Like you use the card and make your Persona stronger for the next round but you can attack with your weak ass character anyway.
>>
>>53887833
>>53886488
Also, that link is permanent
so feel free to place it in the OP of the next thread.
>>
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Alright here's the last part I think NEEDs to be in the combat section. The real meat of the Shadow rules will in the GM section (The Velvet Room), but I this section lays out in general terms how Shadows work.

Question: Is there ANYTHING else that should be covered in Combat before we move onto the next part of the module?
>>
FYI there's now about three MaOCT games being put together in the discord using The Velvet Book, for anyone reading who wants a piece.
>>
>>53888091
Those are certainly good options. I went with Cybele due to her role as Magna Mater, and being associated with Gaia (listed as World in the Velvet Book) and Demeter (World in Persona 2)
And of course, she's often been an ultimate Persona. In 3 she was the ultimate for the Lovers, while in 5 she was the ultimate Priestess. It seemed a bit disappointing to leave her out when Attis was around.

>>53888314
Immunity and Bounces are from Bigger Bads, which also has Big, Range, Sweet, and Splash.

As for typeless damage, I was following Arsene's example, where his claws and legs were typeless.
After all, even in the games you have physical damage (if sometimes split by piercing, striking, or slashing)
>>
>>53890709
Yeah The Velvet Book lays out that you can totally have different Physical damage types if it fits the game, it's just not by default. If I were running a game I would probably follow the Persona 3 route.
>>
>>53885947
The Long Sword from Monster Hunter. Large and a hindrance to anyone nearby, but easy to use and able to deal a lot of damage. http://monsterhunter.wikia.com/wiki/Long_Sword

>>53886473
>>53887165
That sounds like an interesting way to do it.
>>
>>53890784
Yeah, it's probably the best way to do things. (Plus of course, this way you can have a flaming sword do Slashing and Fire damage)
>>
So for JoJo in Wild Talents, assuming I want my players to be at a power level close to the part 4 gang, how many points should I give them for Stands?
>>
>>53890830
>The Long Sword from Monster Hunter. Large and a hindrance to anyone nearby, but easy to use and able to deal a lot of damage. http://monsterhunter.wikia.com/wiki/Long_Sword

So the way that I'd do this is focusing not on the sword itself but on the Spirit Blade ability, since there's nothing inherently special about the Long Sword itself.

Here's how I looked at it:

SPIRIT BLADE 2hd (8 pts/die, 32 pts)
>Attacks+4 Extras and Flaws [Augments+4, Attached-2(Long Sword), if/then-1 (only for Attacks levels), Automatic-1, Duration+2] Capacity: Mass
EFFECT: The Spirit Blade is an ability of the monster hunter's Long Sword. Each time the sword strikes true, the Spirit Blade increases its Attack level by +1, adding an additional +1 Killing to its strike. This power accumulates until it reaches a maximum of +4 Killing, and persists until the weapon is sheathed, released or there are simply no longer any foes to slay.

SPIRIT BLADE BURST 2wd (1 pt/die, 8 pts)
>Attacks Extras and Flaws [Augments+4, if/then-1 (only for Weapon: Long Sword), Attached-2 (Spirit Blade), Depleted-2] Capacity: Self
EFFECT: The Spirit Blade Burst adds up to 2wd to your Weapon: Long Sword skill. Once you complete your attack, your Spirit Blade loses attack levels equal to how many Wiggle Dice were added to the attack (so if your Spirit Blade is at +4 when you use the Spirit Blade Burst, you gain +2wd to your attack, after which your Spirit Blade is reduced to +2).
>>
>>53891364
Thanks!
>>
>>53890903
And what advantages could hace fighting with your own character? Makes it feel really useless...
I like the Minor Arcana thingy with random cards.
>>
>>53891113
My bet would be that you can get most normal, non-insane Stands within a 100-pt ceiling.
>>
Bumping so I can find this later on my home computer.
>>
It's a generic system but what is ore best at?
>>
>>53893533
I'd argue that it's not really a "generic" system since each iteration changes core elements of how it plays. Wild Talents, Reign, Monsters and Other Childish Things and A Dirty World are totally different games that play completely differently from each other, despite using the same core.

That said I'd probably say that ORE is "best" at simulating gritty, lethal action. Between Godlike, Wild Talents, Reign and A Dirty World that's pretty the major style supported by the Rules as Written.
>>
>>53893582
Was interested in it for murder mystery/crime drama with bits of combat, A Dirty World sounds like it'd work for that.
>>
>>53893676
Oh man that would work so well you have no idea. Let me tell you what A Dirty World is all about.

In a Dirty World, you have six stats arranged into pairs: Vigor and Grace, Cunning and Patience and Persuasion and Understanding. You can't be great at both stats in a pair, as being better in one makes you worse in the other (a guy with lots of Vigor is probably a bulk bruiser without much Grace; someone who spends all his time trying to Persuade people isn't very good at Understanding their position). There are also four Skills under each pair that are similarly matched up: So Persuasion/Understanding has, as an example, the Deceit/Honesty pair. So to lie to someone you roll Persuasive Deceit; to tell the truth convincingly you roll Persuasive Honestly; to determine if someone is lying you roll Understanding Deceit, or to figure out where they're coming from you roll Understanding Honesty.

Your goal in any situation is to try and "slide" your opponent from one Skill or Stat to another. For instance, let's say you're interrogating someone. Your goal is to get them to tell the truth. You roll Persuasive Honesty to give it to them straight: if they get busted they're going to jail for a long time, but if they cooperate things will go well for them. Or roll Persuasive Purity to appeal to their better nature ("You'll feel better if you just fess up") or Persuasive Deceit to straight-up trick them ("If you tell me what happened I promise you'll get immunity) or Persuasive Corruption ("If you tell me what happened, you'll screw over the other guy. Save yourself!).

They're trying to lie to you so they're rolling Persuasive Deceit. If you win the exchange, they "slide" a point of Deceit over to Honesty, and if they run out of Deceit they must tell you the truth.

Every interaction in the game works like this. Drain someone's Courage to get them to stand down from a fight, or obliterate their Patience so they just lose their temper and go berserk.
>>
>>53893879
That sounds good is it quick? How does combat work?
>>
>>53894092
Fast and dirty. You've basically got four options for attack based on the circumstances:

Vigor + Courage: Fair fight, fists
Grace + Courage: Fair fight, guns
Vigor + Wrath: Beat on the weak
Grace + Wrath: Shoot the unarmed

You can defend yourself either by trying to out attack someone or by blocking or dodging the attack (Vigor + Defiance and Grace + Defiance, respectively).

Weapons grant you Advantages that can either add dice to your pool (increasing your chance to hit) or Width to your Set (increasing the effect of a hit).

Fights resolve when someone's Courage or Wrath is depleted (such that the fight is gone out of them), if their Grace is depleted (they're physically incapacitated) or their Vigor is depleted (unconscious if you used non-lethal methods, dead otherwise).

There's no HP or hit locations or anything. Your goal in any conflict, whether a shoot out or a courtroom scene, is to reduce your opponent's qualities until they see things your way, are too worn out to continue, or physically cannot go on.
>>
Anyone know of any good ORE game blogs/podcasts/session summaries?
>>
>>53897477
Two come to mind for me.

One is Roleplaying Public Radio. They've done a ton of ORE content including a full 20-some odd Wild Talents campaign called the Heroes of New Arcadia and lots and lots of Monsters and Other Childish Things.

>http://actualplay.roleplayingpublicradio.com/category/systems/ore-system/

Some of the best content they've ever done is actually for A Dirty World, in particular a three-part series called "A Very Thorough Murder", which can be found on this page:

>http://actualplay.roleplayingpublicradio.com/category/systems/ore-system/a-dirty-world/

If you're at all curious about how ADW is supposed to be run, you should definitely check this out because it's basically perfect.

The other is The Drunk and Ugly podcast. They've done lots of Wild Talents and MaOCT content; in particular they ran a series called "Shin Megami Tensei and Other Childish Things" which is the inspiration for The Velvet Book.

>http://drunkandugly.com/category/monsters-and-other-childish-things/shin-megami-tensei/
>>
>>53897591
I believe it was RPPR that also did the Better Angels content that ended up becoming the No Soul Left Behind splat. That one was pretty amusing.

It was them
http://actualplay.roleplayingpublicradio.com/the-spared-and-the-spoiled-a-better-angels-campaign/
>>
>>53897640

No Soul Left Behind is amazing. GRACKLE CANNON!
>>
I'm a first timer with Wild Talents and I'm thinking about taking Time Fugue on my character (reskinned as using vibrations to halt someone's movements). I have some questions about the Interference power:

1. Does it take an action to turn on like every other power?
2. Does the normal duration end at the end of the user's next turn, or the beginning?
3. What are some good ways to keep it from being too strong? Low levels of regular dice? No hard or wiggle dice? A good drawback?
>>
>>53897640
Yeah and the MaOCT splat "Road Trip" comes from their actual plays too. Ross Peyton and crew are pretty prolific on the publishing and design front.
>>
>>53865919
that's the book's take on that specific iteration, you could easily just say it shares damage and it would be just as valid
>>
>>53874656
I'm pretty sure it would be a radius ability based on what we see in the show. As you've built it, it's still a single target ability
>>
>>53899145
1. yes you have to activate it unless you tie it to some sort of trigger outside of your control. remember though since it has interference it ignores initiative order

2. Personally, I'd throw on duration so you don't have to maintain it, but I normally rule that it lasts until the start of the next round or until the save is made (in the case of something like bind). This is up to DM discretion however

3.It's kinda balanced by being stupid expensive, I mean I think it might be almost as expensive as gadgeteering, and that's one of the best powers in the book
>>
I think we need to refluff how the Sharing extra works in Velvet book. due the nature of the otherworld and usually persona only exist there.
>>
>>53902995
It's probably the few times they actually can interfere with the real world. Like how Joker can use Arsene's "glowy eyes" for the Third Eye ability, or how Chidori can use Medea's Spring of Life on herself and on plants.

Having the Sharing ability indicates something special.
>>
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shits off the hook. we have three campaign close to starting in the discord!
>>
>>53902995
I'm mostly of the mindset that it should be up to the GM. Personas work somewhat differently in each game so who's to say that in one setting they can't share their parts and qualities with their users?
>>
>>53905575
Per MaOCT it's whatever the Persona User directs. By default damage is inflicted in Scars, because these are immensely powerful psychic beings who exist to vanquish Shadows, but they can inflict Shock if they so desire.

Shadows aren't going to pull their punches most of the time, though, which is why it's important to rely on your Persona for protection.

As the Velvet Book points out, combat in Persona is going to be more mortally dangerous than in vanilla MaOCT, since human characters are going to be physical physical threats more often than they do in MaOCT. Which I think falls nicely in line with the difficulty level of Persona.

That said it's a point that hasn't really been discussed or workshopped very much so it's open for conversation.
>>
Alright so today my plan today is to put together a Velvet Book character sheet, which should help the three campaigns being assembled in the Discord.
>>
Want to help out? We could really use some shadows to fight. Stat up personas just like the current rules state and we can throw that into a big collection. Please include a picture or a description of how it looks.
>>
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Experimenting with some new formatting.
>>
For Persona campaigns with the Velvet Book, what "Colors" should be used for which theme?
>>
>>53908380
as the GM of the false hope one I have, and still do not have any idea.

my current idea is White, just to be different, but a mix of black and yellow together works for 'campaign reasons' I cant explain yet.
>>
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Introduction to Shadows
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Making excellent progress on Shadow rules.
>>
>>53899145

1. Yes
2. Duration in Wild Talents is pretty broadly defined. For weaker effects it might last for Width in Rounds, but since Time Fugue is real strong it exerts it effect only for the Duration of the round where its used. Once the next round stats everything is back to normal.

3. If you wanted to make it weaker I'd add Direct Feed to reduce its cost by 4 pts but make it so that every time you use the power you spend Width in Willpower. The greater the effect, the more Willpower you use.
>>
>>53910247
Yeah. I like this.
>>53906449
A Character and Persona sheets would help a lot siince I am GMing this morning for a group of strangers in a club
>>
>>53911976
Yeah I decided that putting the Shadow rules together first was more important to making the game playable, since Stats, Skills and Persona bits and pieces are simple enough that you can do it with, like a .txt document.

If you haven't been in the Discord, the initial tests that we're going to do are for an easy, ground level Minor Shadow encounter to have an AP budget of 7 x # of Persona Users.
>>
>>53912178
I cant participate because of my broken english
>>
>>53912468
No worries, whatever works. I'm just glad people are spreading the word about MaOCT and ORE in general.
>>
>>53865994
Very interested. All depends on schedule obviously. I'll keep an eye on the thread.
>>
Does anyone have a discord invite for the Persona server?
>>
>>53914470

>>53887833
>>
Bump

Slow day today. Hopefully night shift will be more active.
>>
>>53917296
Bumping your bump
>>
Ore is some of the most rocket taggy bullshit I have ever seen.
>>
>>53918927
What games of it have you played? Wild Talents can certainly get that way if you don't keep a lid on powers but for every crazy attack power it's simple to conceive of an equally effective defense.
>>
>>53919443
THAT.
THIS.
You can have a city exploding with every punch, but the two fucks slugging it out can be taking 1 shock every round as the continent cracks.
>>
>>53918927
I'm making a character right now and I'm doing everything I can to keep his powers relatively reasonable instead of just getting 10 wiggle dice on infinite-range harm with unlimited go first.

What kind of guidelines can help keep games from going too far over the top?
>>
>>53919570
Couple ideas:

1. Don't put hard dice in attack powers
2. Don't put more than 1wd in ANY power (1 is usually enough, trust me)
3. Ignore the "Adds extra dice" aspect of the Spray extra
4. Don't allow Archetypes with the Super permission. Make people choose Themes, One Powers, etc...
5. Don't make characters with more than 400 total points or more than 150 pts worth of Powers. You can still do a lot even with 150 pts, so if you can keep them below 100 pts
6. Don't go super crazy with Hyperstats. Getting up to about 6-7d total in a Stat is usually crazy enough.
7. Use the Limited Damage flaw on Attack powers with large dice pools.

These are just some basic ideas for how to limit power output.
>>
>>53919443
>>53919570
See it doesn't matter what game. It's always hey I went first there is nothing you can do about it, now you're arm is broken.

Or hey, maybe I'll defend this round, and get into a situation where the other guy just keeps attacking me until I can't gobble his shit and die.
>>
>>53917296
Did someone make a Night Shift game for this? I could imagine some fun.
>>
>>53920385
>Don't put more than 1wd in ANY power

You know, I played a game where I had a 8d1w power and later upgraded it to 6d2w, and for some reason the power actually felt less useful.
>>
>>53918927
Never had that issue with the ones I have played but thats only A Dirty World and Better Angels which are probably the most different from the others and Reign so long as you wear some armour. I can see it happening in Wild Talents and Godlike though, they can get crazy rocket tag real fast if your GM can't say no.
>>
>>53920477
Using actions to defend strikes me as a poor idea unless you have something else attacking on your behalf, or are otherwise just trying to buy yourself time. It just seems way better to attack constantly while emphasizing a passive defense like armor.

>captcha: hammer
>>
>>53924318
so an entire class of actions is pointless because you're going to die anyway. super great to know.
>>
>>53924390
Mmm, what about Feint maneuver? Why don't you use that?
> Feint: Make a Lie roll vs. target’s weapon skill. Target loses a die from highest set;
you gain +1d to your next action against that target.
>>
>>53924390
anon you're responding to here,

I haven't actually played the game yet, so I wouldn't really know
>>
>>53920477
You sound awfully bitter about this.

Of course getting hit first is bad. If you want to play a game where people exchange blows weightlessly until someone runs out of HP there are a million games like that. The whole point of ORE is that every hit counts, because your hit locations don't have that many wound boxes or because getting hit first knocks a die off your own attack. It's not great. It doesn't mean the fight is over.

I'm not really sure what you're complaining about. Are you saying that it's not fair that you can't shell up and turtle forever when you're being attacked? Because no, you can't. Combat in ORE is designed to be quick and deadly which means that unless you're a defense specialist, which can actually be ridiculously powerful, then the best defense is a good offense, and going pure Block or Dodge means sacrificing an attack. You're making a statement here: "Avoiding damage is more important to me than hurting the other guy."

That's not even getting into how in just about every ORE game defense has its own little quirks. In WT you can Block and Brawl without taking a penalty for Multiple Actions, and Reign has stuff like Iron Turtle Techniques and the Insouciant Monkey that turn you into a parrying or dodging god. You're saying that defense is meaningless which it patently isn't. There's a guy in my WT group who plays a gunslinger with equal pools in dodge and handgun and hyperskills that let him combine the two actions and he rarely gets hit because he's constantly combining the two actions.

Your histrionics only ruin whatever point you're trying to make.
>>
>>53922998
I'd say that's because the power of wiggle dice are kind of invisible. You can set them to anything you want to after you roll so you can turn then into a 2x10 every time if you want, or match them up to a 2x set to make it a 4x, or split them between other sets, ect... It's very powerful but when you roll and look at the dice you get I can see how it would feel, I guess, unsatisfying since you have less physical dice to work with. You'll almost certainly get better outcomes, but you may not THINK you do which makes it less exciting to use.
>>
>>53923893
WT and Godlike only turn into Rocket Tag if you make them. Like I've said before I've been GMing and playing for 3 years and it's never been a problem. At the start when I didn't understand the system as well as I was conservative about powers, and now that I've built up a deeper knowledge about how it works it's easy to be more liberal and creative with abilities without blowing the lid off the balance. A little restraint goes a long way if that's what you're after. On the other hand you could totally turn WT into DBZ if you so chose and it would be amazing.
>>
>>53924318
Actions as defense is only really viable at low levels where Sets are fairly narrow and singular. In a fight of 2x5 vs 2x8, the guy with the 2x8 won't take any damage. But when it's 4x8 vs 3x5, the 3x5 will only get knocked down to a 2x5 which still hits. And that's assuming you don't roll any other Sets in either scenario.

The combat economy in ORE is such that it's really unlikely that you're going to come out of a fight unscathed unless you've completed outmatched your opponent. Which is, to be fair, pretty realistic.
>>
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Just about done with the rules for Minor Shadows. The Shadow Compendium itself is going to be a separate Appendix in the back of the Velvet Book in order to keep the rules section neat and clear.
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So I wrote up some rules here about treating large groups of Minor Shadows as threats instead of needing to deal with them individually. Should work nicely for cinematic scenes of slashing through hordes of enemies.
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>>53923893
BTW if you're still around I'd love to hear about your experiences with ADW and Better Angels, since they aren't especially well known or widely played games.
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Here's the example Major Shadow built with the rules that I just completed.

The rules:

Arcana: Like Minor Shadows, Major Shadows have an Arcana that grant them a free use of a specific Extra. Unlike Minor Shadows, though, a Major Shadow’s Arcana gives it two levels of its signature Extra. So under “Heretical Scrolls” where it says *Sweet x2*, that means the Shadow Priestess didn’t have to spend any dice to score that Extra.

Arcana Points: Arcana Points work differently for Major Shadows. A Major Shadow’s AP is spent to boost its stats and give it extra dice. A 0 AP Major Shadow is identical to a baseline Persona, but every AP above can be spent to make it more formidable. Everywhere on the Shadow Priestess’s sheet where it says “(+ #)” is a place where AP was spent to boost its parameters so it can threaten an entire band of Persona Users.

Resist/Weak: Major Shadows don’t need to balance their Resistance and Weaknesses the way that Personas do. Instead they can buy Resistance for 1 AP each, as well as offset that cost by taking Weaknesses.

Dice: If you do the math for these Locations you can see that it doesn’t add up to the standard 5d per Location. Take its 1-2 Location, the Sacrilegious Gown. That would normally be 10d for starters, and then with 4 levels of Extras it would be down to 6d, yet its dice pool is 7d. That’s because Major Shadows can spend 1 AP to add +1d to a dice pool.

Gimmicks: Gimmicks are special abilities that are unique to Major Shadows. In this case, the Shadow Priestess can use her Shadow Mask to summon Width-1 in Minor Shadows to her aid, each with a dice pool equal to the Height of her roll. All Major Shadows get one Gimmick for free. Additional Gimmicks cost 2 AP each. Some Gimmicks are active qualities like the what the Shadow Priestess has which she has to roll to use. Other Gimmicks are passive traits that are always on and don’t require any dice rolls.
>>
Will there be rules for Wild Cards and Persona fusion?
>>
>>53930649
Eventually. Both are going to be optional rules since they deviate pretty heavily from the normal way that MaOCT is played, but they'll be there.
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>>53925094

Maybe it was just lucky die rolls, but I remember consistently getting better widths with 8d1w than with 6d2w.
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>>53926702
Totally into this
>>53927669
Havent read Bigger Bads but this looks really usefull.
>>53930058
Thats actually a cool Persona
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>>53931411
Yeah the idea of Threats in Bigger Bads so so good that it works real well in ANY ORE game. I've used it in Wild Talents for instance to represent hostile surveillance during a sneaking mission, for instance.
>>
Current state of the Velvet Book. Rules for Shadows are pretty much done at this point. i also updated the formatting to be consistent, though now the intro and splash pages need some modification.
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>>53931052
There's literally no advantage to that though, right? Rationally I mean.
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>>53932521
There's a pretty big advantage in terms of flexibility. Having 2wd in ANYTHING means you can always get the Set you want, though not necessarily as Wide as you might like it.

A net loss of 2d in exchange for a wd is kind of up in the air as far as if it's worth it or not, though.
>>
Anyone got any good pictures of Persona 1 and 2 that I can use for an idea I have for cover art?
>>
>>53931411
>Thats actually a cool Persona
Yeah one of the nice things about Persona 3 especially is that the enemies are so utterly bizarre in their designs that it's easy to pick out pieces for Monster design.
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Here's one of the fruits of the Persona Discord: Apollo.

Arcana: The Star
Favorite Thing: Fire
Evocation: A pair of drumsticks

Resist: Fire
Weak: Wind

1-3 Ghostly Bandages 8D
>Useful (Healing x3), Awesome x2, Wicked fast x2

4-7 Blazing Rockets 8D
>Useful (Rocket Flight) Attacks (Fire, Light), Spray, Burn, Area x3, Gnarly x3, Awesome x2

8-9 Bandaged Body 8D
>Defends, Tough, Sharing

10 Flame-Filled Mirror 5D
>Useful (Seeing Damage)
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>>53937485
Pic related?
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>>53937485
Nice design! Very Soejima. The rockets are a fun touch.
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>>53938371
Yeah the way the head is designed reminds me of Callisto's high-heel face from Persona 2.
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>>53937485
nice
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>>53882994
You know I was thinking about this idea this morning while working out and I think I figured out how it can work; it might even fill in some gaps in the system to make it feel more Persona-y. Post is forthcoming...
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>>53944506
So think about this:

Lets say that at the end of every Shadow encounter there's a Spoils roll. You roll 1d for each Shadow you fought, plus 1d for every Shadow that was defeated by a human persona user.

The outcomes:

1-3: Coins
4-6: Cups
7-8: Wands
9-0: Swords

Each die that comes up as one of the above grants a point of that Minor Arcana to the party, which they need to divide between themselves.

>Coins
Coins represent some kind of physical wealth. Not sure what role they play yet except as things that Shadows can demand from you during Negotiations.

>Cups
Cups heal human injuries outside of combat. 2 Cups restore 1 die lost from damage to a Persona user.

>Wands
Wands heal Persona injuries, also outside of combat. 3 Wands restore 1 lost die to a Persona.

>Swords
Swords strengthen attacks. 2 Swords increase a human's damage by 1 for one attack, and 5 Swords increase a Persona's damage by 1 in the same way.

What do we think about these ideas?
>>
>>53944992
I kind of like it but it can subtitute the idea of exp too much.b I like the original idea that we shuffle the cards and get powerups
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>>53945342
Talking about that, how is exp and character/monster advancement handle in MaoCT? Do we need to twek it a little? I really want to make evolved personas a mechanical possibility (and fusions too I guess)
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>>53945471
You get 1-3 XP per session for participation, roleplaying and being awesome. 1 XP gives you a Skill point, 2 XP gives you a Relationship point, 3 XP gives you a Stat point and 5 XP gives you a monster die (meaning it's also 5 XP per Extra too).

One suggestion being tossed around by the GMs in discord is to have a separate supply of Human and Persona XP.
>>
This is my idea of using Minor Arcana Cards (this is a totally optional rule where you have to have a deck of cards).
After a fight the GM will shuffle the deck and everyone that killed a Shadow can take a card for Shadow that he/she killed. If you killed 3 Shadows you take 3 cards, if you killed 1 Shadow you take 1 card, if a group of party members killed a Shadow at the same time with the All Out Attack then everyone in that attack takes 1 card.
After everyone takes the number of cards that they should then they choose only one of tyhem (since you can only have one card). If you already have a card with you, you can keep that card or change it with one of the cards that you took from the deck.
Each card will have a one use effect. After you use it you have to put the card in the deck again. No two players can have the same card at the same time.
This feature can make an interesting gameplay mechanic where each session you will have a number of times where you change and use different cards with different effects making the game more unpredictable and fun.
What each card does and if we put the jokers in it or not we can discuss later but I want to know your input about this.
>>
>>53946064
Also after a fight with a Mayor Shadow we can make something special. Something like the one that made the final blow (or the group of people that made it) can choose which card to have directly from the deck. Or maybe put the jokers only in fights agaisnt Mayor Shadows (and making them have a really special effect). Or maybe the one that killed the Mayor Shadow can have (just for this one) 2 cards at the same time.
This can also insentive people to use the All Out Attack more.
>>
>>53946064
Maybe for balancing issues we can make something like "if you used a card in this fight you cant take a new card in this one unless it is a Mayor Shadow".
I dont think it is necessary since the fun is about having this effects all the time, but we cant know for sure until it is tested in a game.
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>>53946064
It definitely does introduce an interesting mechanic but my issue here is that it also introduces a whole new interface into the game, namely the minor arcana deck. I'm just trying to keep things managable with dice, but as you said it's a totally optional ruleset that we can absolutely include in the optional rules section.
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>>53947177
Yeah. Now I am at work but I will eventually make a list of effects for each card. What does people think the effects need to be?
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>>53946064
Does this mean we'd have 56 different effects? That seems a bit nutty. Or would 1-10 be just scaling power?
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>>53946064
Also doesn't this punish characters who aren't built for landing the finishing blow, but instead for healing / support?
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>>53948470
Maybe. But finishing blows can be made from anybody. We can make special rules for that too. Something like every so fights you take a card anyway even if you didnt fight at all.
>>
Question: I'm making progress to finishing the chapter on Shadows. The actual Shadow Compendium will be its own appendix at the back of the book, but I'm wondering about Gimmicks, the ability for Major Shadows to bend the rules to make them harder.

Should I include those in the main body of the Shadows chapter, or move them to the GM section under the auspices of being "secrets" that the players shouldn't have immediate access to (which is slightly silly since it's all in the same book anyway)
>>
>>53951070
Give a brief overview of them, but leave the actual full description and mechanics to the GM's chapter.
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>>53951316
That's a good idea.

Here are the Gimmicks I have so far:

>Useful (Summon Allies)
By rolling this quality, the Shadow can cause a number of Minor Shadows to appear on the battlefield to support it. The number, nature and abilities of these Minor Shadows are up to the GM, but generally you're looking at Width-1 in Shadows with either fixed dice pools, qualities and extras or with Height in dice (which can lead to either very strong or very weak Shadows, so be wary)

>Useful (Damage Shield)
This quality lets a Major Shadow create a shield that absorbs incoming damage equal to the number of dice rolled (so rolling 7d creates a Shield that will absorb 7 points of damage before falling). Each level of Sweet rolled with this gimmick adds another point of damage absorption.

>Interference
Whenever a Major Shadow uses a Defends Quality with this Gimmick, its Gobble Dice become super-charged and can eat Dice from any set coming at them as long as they have sufficient Height-- even if the attacks would normally be too fast to block (so a 2x10 Defends Set with Interference could completely block a 3x5, even though normally it would be too slow to work due to its inferior speed).

>Heavy Armor
Any attack coming at a Major Shadow with this Gimmick automatically has 1 Width knocked off its best Set.

>Endless Healing
A Useful (Heal) quality with this Gimmick Extra never runs out of healing capacity. It only applies to Healing done by the location it's stuck on, so Healing performed by other Locations still depletes that Location's supply of regeneration.

>Double Actions
This Gimmick lets a Major Shadow declare two full actions each Round. It must use separate locations for each action, but each one has a separate die roll.

>Penetration
An Attacks Quality with this Gimmick Extra ignores all points of Tough on its target.
>>
>>53951070
Write a teaser at the start, something like "Sometimes Major Shadows can bend the rules in their favour, be ready for reinforcements, powerful attacks or unbreakable armour. When it comes to Major Shadows the possibilities are endless" .

Then in GM section you can list the more detailed rules.
>>
>>53951534
Incidentally these aren't the final write-ups for these Gimmicks. The GM section will have more detailed advice for how to implement them (like putting cool-downs or telegraphs for Pierce attacks to give your players a chance to recover/prepare)
>>
>>53953419
Yeah, this is how I will approach this.

With that in mind the Shadow section is pretty much done. Which, to me, means that all that needs to be finished is:

1. Player's chapter (should be short)
2. The Velvet Room (GM chapter, should have a good amount of content)
3. Appendices (including the Shadow Compendium, a daunting project
4. Optional rules (Persona 1-2 style, Wild Cards, sub-Personas, etc...)
>>
>>53953768
I dont think the compendium will be an issue. We have so many people already making personas that can be used in that as shadows. And the gms of the campaigns will come up with some minor shadows. We can also crowdsource more here.
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>>53955196
True enough. I'm actually pretty excited to get started on that since even though it'll be a lot of work it should be fun. ALSO I don't plan on stating up EVERY SMT enemy in the Compendium, just a decently representative chunk of them hitting the high points.
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>>53956023
Some potential ideas/suggestions/notes for shadows, from looking at the rules:

>It might be fun/interesting to use names like P5's Shadows have, where an Archangel is called a Heavenly Punisher, or Legion is a Fused Ghost. It would also allow you to use them with P3/4 shadow types, since they have similarly different names.

>Can you get Shadows of the Fool or World Arcana? (Such as Slime or Ouroboros) -- If so, what would their Arcana Boosts be?

>Further on that, it might be useful to note those extras that require certain qualities. It's no good to have Healing without a Useful ability to use it.

>When working on lesser Shadows, it might make sense to go for the more generic ones. After all, running into several Narcissuses... Narcissii? Narcisussoi? Might be strange, and not just because of pluralizations.
>>
>>53956459
Nice ideas here.

We can probably mix in the P3/P4 Shadow types along with the P5 types; part of the problem is that the Arcana for those types only goes up to Death due to PLOT.

>Shadows of Fool and World
Of course. They might get Awesome for their Boosts.

>Further on that, it might be useful to note those extras that require certain qualities. It's no good to have Healing without a Useful ability to use it.
I'll make sure that's more clear.

>When working on lesser Shadows, it might make sense to go for the more generic ones. After all, running into several Narcissuses... Narcissii? Narcisussoi? Might be strange, and not just because of pluralizations.
That's my plan for the most part. Focus more on, uh, mass market Shadows instead of singular mythic figures. It would probably be kind of weird to fight, like, three Cu Chulainns. The P3/P4 Shadows are especially good for that.
>>
The Velvet Book updated with rules for Shadow creation.

Some of the specifics concerning how to build a Shadow encounter will be located in the GM chapter, but the base rules are all here.

I'm going to draft up the format for the Shadow Compendium next, and then move on to (finally) creating a proper character sheet
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>>53963714
With an actual character sheet I will be really happy. Also can yoy make an alternative version where there is no background (printing that in black and white would be a bitch)
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>>53963738
Actually no. The only page with a transparent box is the first one so it is totally ok printing thisn in blck and white
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I am the Minor Arcana optional rule guy. What does people think that the cards should do? What uses should they have?
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>>53963812
I was thinking in something like this:
>Coins
Gives you objects or some material advantages. Maybe it can have aligment with Useful abilities.
>Cups
Heals you or gives you social interaction advantages. Its aligment with social interactions.
>Wands
Gives you stamina and helps you dodge/defend yourself.m Its aligment is Guard actions.
>Swords
Makes you stronger. Makes stronger attacks. Its ailgment is the Attack action.
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>>53963714
Stupid request for the sheet: Can the statistics be done as a radar chart like 4 and 5?
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>>53964259
That's what I'm planning on. Hopefully it looks as good in execution as it does in my head.
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File: A1_Shadow Compendium.pdf (776KB, 1x1px) Image search: [Google]
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Here's the format for the Shadow Compendium.
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>>53963954
>Swords
>Ace
You hit twice with your character using the sharing ability with your Persona weakest attack (if that attack is weaker than your character attack then you hit with its weaker attack that is stronger than your char attack) using only its dice and element/s (no Gnarly, Area or any other things like that). (Only this turn)
>2
You hit twice with your character (not your Persona) without penalties and without sharing dice with your Persona. Also you can choose to do your usual kind of damage or add Light or Dark damage. (Only this turn).
>3 & 4
Your character attacks have Fire Element now for the duration of this fight.
>5 & 6
Your character attacks have Ice Element now for the duration of this fight.
>7 & 8
Your character attacks have Electric Element now for the duration of this fight.
>9 & 10
Your character attacks have Wind Element now for the duration of this fight.
>Jack
You gain 1 lvl of Gnarly with your character's attacks for the duration of the fight.
>Queen
You gain 2 lvl of Gnarly with your character's attacks for the duration of the fight
>King
You gain 3 lvl of Gnarly with your character's attacks for the duration of the fight
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>>53965584
Is this right? Is this too strong? Opinions? Something to add?
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>>53965268
Woow. This looks rad. Are there gonna be Mayor Shadows in the Compedium?
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>>53965268
Ooh. Looking good. I'll have to try doing some myself.

>>53965645
Wouldn't surprise me.
There's a few teams who'd really work as Major Shadows: the four horsemen, the four angels, etc.
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>>53965728
7 sins... 5 stages of grief...
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>>53964259
>>53964279
I've done this for a previous game that never happened. Really adds to making the sheet feel like Persona.
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Updates to the Compendium with the other Priestesses. That's probably all I'll do right now as I move onto the character sheet. If anyone wants to pitch in any here I can add them.

Questions:

1. Is three shadows per Arcana enough or should I add more? Doing that would basically lead to having just 1 Shadow Arcana per page (giving us 22 pages of Compendium vs just 11)

2. Should I include illustrations from the Persona Wiki for each, or just keep it at the descriptions?
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>>53966328
I dont know about a picture. But I think that having 3 or 4 Minor Shadows and 1 or 2 Mayor Shadows per Arcana is perfect. I would say that it is not totally necessary to have pictures for Minor Shadows (it would help a lot to have anyway) but it is necessary to have pictures for every example Persona and Mayor Shadow since it will help a lot for the body parts abilities.
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>>53966328
What software are you using to produce these PDFs?
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>>53968402
That's just word. It's not idea for PDFS but it's working for my purposes. Ultimately I'd like to transfer it in the future to something like Scribus.

Speaking of which here's the beginning of the character sheet.
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>>53968594
One thing I'm not sure about is the gold boarder. I put it in there because it's the color of the World Arcana card but i feel like maybe it clashes a little
>>
So, I'm trying to mix together WT and M&OCT for making a JoJo homebrew, and would it be a good idea to replace Hyperstats with Weird Skills? My current plan is
>Stands are basically Monsters, but with some mechanical differences (I can explain in more detail if anyone actually cares)
>Regular human characters are built using the Wild Talent rules, but potentially with stat and skill name changes (more on that later)
>Hyperstats and Miracles are out, Weird Skills are in
This sound like it would work to you guys? Anything I've missed that's worth addressing?
>>
>>53969560
I'd love to hear the differences you added to Monsters to turn them into Stands.

Granted most Jojo characters are regular (super buff) humans but what about Vampires with superhuman toughness and strength? How are you handling them without Hyperstats?
>>
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A member of the Discord group put together this gorgeous cover for the Velvet Book. Look forward to this with the next draft.
>>
And now there's a 4th Persona ORE game starting up in the Discord. Get in while the gettin's good.
>>
>>53966328
Personally, I'd say the pictures could help. If you went with a single page per arcana, and had pictures, how many Shadows would you go for?
>>
>>53966328
Figured I'd give it a shot, here's some Fools:

>The Fool
>Shadows of the Fool are unnatural beings, with mutable or unstable forms; their only constant being their unpredictability.

>Source: Shadows of the Fool arise from potential being blocked or destroyed -- specificially the potential of shadows to arise from other things, giving way to a strange and blighted brood.

>Bonus Extra: Awesome


>Slime (Fool-7) 5d
>Attacks (Dark), *Awesome*, Spray
>Resist: Dark Weak: Fire Initiative: 2
>Favourite Thing: Dying

>Description: The formless remnant of a shadow which could not fully emerge from the sea of souls. Existance is pure agony to it, and it is perfectly happy to share that feeling with others.


>Legion (Fool-10) 7d
>Attacks (Psi), *Awesome*, Useful (Float around), Defends, Bounce x2
>Resist: Dark Weak: Light Initiative: 2
>Favourite Thing: Inflicting Pain

>Description: A congomeration of shadows which have joined together. Having lost all sense of their individuality, they have become beings of pure hatred and jealousy, seeking the individuality which was once theirs.


>Shiki-Ouiji (Fool-15) 9d
>Attacks (Slash), *Awesome*, Area x2, Immunity (Physical attacks), Useful (Fold itself into new shapes)
>Resist: Dark Weak: Nuclear Initiative: 4
>Favourite Thing: Escaping

>Description: A shadow created using sorcery, bound into a piece of paper. The paper has been given life, folding itself into a humanoid shape.

Inspired by the fact the fool is so weird, the fact many arise through Fusion Accidents and similar, and of course the Slime and Legion's descriptions.
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>>53979777
I like It. How would World Arcana Shadows be made?
>>53975294
Perfection
>>
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>>53975294
I've posted this .gif here before but I'll stop posting it when it stops being relevant.
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>>53980236
Ooh, a tough question.

I'd probably have them be a form of worldly suppression. The collective sub-concious' attempts to stop you from completing your goals. A shadow formed not from a single person's emotions, but more from society itself.

As for their forms, P1&2 had them represented by dragons and drakes. Often world serpents and chaos dragons (such as Illuyunka and Leviathan. Tiamat would make a fine addition) -- which are more suited to major shadows.
Minor shadows would include cockatrice and kraken.
>>
>>53968594
Scribus apparently supports inbuilt ODT/DOC importing, apparently, so that wouldn't require a great change (unless your document is hand-formatted instead of using styles - that might cause some issues, if Scribus' text formatting tools are anything like InDesign's, but it may well handle it just fine)

So if that's the plan, I'd suggest rewriting the manuscript using only basic styling (rewrites are also great for proofreading) so it imports better. Ignore the graphics while you're working on the text, and deal with them in software that's better for it.

Another thing to consider is the actual work involved in learning to work with Scribus. If that's the plan, you should get on it ASAP, because the sooner you establish that workflow the better the final product will be.

>>53968594
>>53968734
Definitely skip borders on the sheet - you really want the sheet to have the maximum density of information you can handle without it looking cluttered, and bright colors, textured graphics and the like will clutter it up much quicker.
Hell, I don't much like heavy borders around plain pages even in the rulebook.

As a concrete suggestion, I'd say emulate the visual design of P4: Golden's interface - flat swathes of bold colors (obviously yellow in the case of the game, but I'd match it to the cover or even use a different color for each chapter of the book), high contrast between foreground and background, usually only a couple of colors on any given page. Possibly use the coloring for a solid stripe across the bottom of the page (see the dialogue boxes) with the page number and chapter title on it, and for sidebar backgrounds.
>>
>>53979777
This is great; very helpful.
>>
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>>53981116
>Scribus
I've done a few small projects with Scribus before and this will be my biggest one yet. I know that I haven't done this as smartly or efficiently as I could have, but I added formatting to the Word Doc as a form of marketting-- a better looking product gets more people interested, and it seems to have worked. I'll have my work cut out for me once the main text is complete, but that's still a ways away.

>Character sheet
Here's my problem: I love the Unknown Armies 3rd Ed character sheet and I think that design aesthetic could work great for this.
>http://atlas-games.com/pdf_storage/UA3_CharacterSheets_2017-01-12.pdf

I've already added a Student ID to this and I want to add a smart phone where you store your Relationship information, and a piece of notebook paper where your Stats and Skills are drawn out like in this: >>53964259, more or less.

I think the result could be amazing, but I'm not sure if it's "Persona" enough. It definitely conveys the idea of it being about high school kids.

I'm hoping it comes together the way I'm picturing it. I'm working with a combination of GIMP and Scribus and I think it will work.
>>
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>>53981203
I'd say move the contract down to the bottom, or have it on the reverse side. It's a great thing, but things like character details, social links, and statistics should probably go higher.

I really do love the style of it all. And the idea of the character sheets being various connected items is a really neat way to go about things.

Attached is a terrible mock up I did the other day, it's where I'd put various bits. The bio location would make a good place for a contract.
>>
>>53981203
It works great for Unknown Armies because it's meant to convey the feeling of a "modern identity" - the paperwork that comprises a person within the system (which is then contrasted with the elements that are outside of the system within the game). Persona is, I think, about the opposite - about individuality and how you interface with other people, and it's pretty difficult to convey that using the design of the sheet.

Then there's also how incongruous it can be to have elements which aren't paper in the design. In the case of a smartphone, it'd be a big use of space for something that isn't really conveying any information in and of itself. Basically, I don't think the same skeuomorph UA is using works for Persona, so it'd be more productive to pursue the games' visual design than to capture some part of the game's spirit with the sheet (at least IMO).

Same for the contract - it conveys a lot of mood but not a lot of information. I'd prioritize the mechanical things the sheet needs over it, but if there's space it'd be a nice little addition. I'd definitely print those as feelies and have the players fill them out before the first session though.

I am absolutely printing all the different parts of the UA sheets and stapling/taping them together when I play, though.
>>
So this thread has made me suddenly interested in running "The dangers of fraternisation" for my group.

Anyone done ADW before?
Tips for a new GM? (Especially first time running a whodunnit)
>>
>>53980674
Here's a more concrete write up for them:

>The World
>Shadows of the World are great and immense serpents and dragons, often primordial beings who represent the world of chaos, before creation came into existence.

>Source: Shadows of the World are manifestations of the collective subconcious' feelings of doubt and repression -- the desire to stop people from completing their goals because no one should be allowed to succeed.

>Bonus Extra: Awesome


>Cockatrice (World-7) 4d
>Attacks (Pierce), *Awesome*, Useful (Petrifying gaze), Sweet x2
>Resist: Wind Weak: Earth Initiative: 2
>Favourite Thing: Being alone

>Description: Said to be hatched from the egg of a rooster, incubated by a toad or snake. A hybrid of serpent and chicken, the Cockatrice keeps itself isolated, hiding in forgotten places.


>Kraken (World-11) 6d
>Attacks (Strike), *Awesome*, Useful (Far too many tentacles), Useful (Swimming), Wicked Fast
>Resist: Ice Weak: Fire Initiative: 4
>Favourite Thing: Destroying boats

>Description: It's true form has never been seen, only its many lashing tentacles which it used to drag boats down into the ocean. Some legends say it has even been mistaken for an island.


>Ouroboros (World-20) 10d
>Attacks (Almighty), *Awesome*, Defends, Tough x4, Wicked Fast x3
>Resist: Electric Weak: Dark Initiative: 4
>Favourite Thing: Eating itself

>Description: A dragon or snake that attempts to devour its own tail. Unfortunately, it grows constantly, causing it to be trapped in an endless cycle of life and death.

Still learning, so there'll be inevitably some problems.
>>
>>53981528
Some good points here. I still think the idea can work but I'll try it out more than one way.
>>
WAIT JUST ONE MOTHERFUCKING SECOND.

Could Monsters and Other Childish Things actually be the perfect ruleset to adapt to Digimon?
>>
>>53984172
>Children
Check.
>Monsters
Ain't that what the -mon part is about?
Check.

Sure seems like it.
>>
>>53984172
MaOCT is as good of a match for Digimon as it is for Persona. In some ways it works better, since Digimon are presented as tangible, self-aware creatures whereas Personas are not (the Velvet Book encourages players to treat them like they are, since it's more fun that way). You'd literally need to change nothing except figuring out how Digivolving works.
>>
By the way, I updated the /ore/ OP Pastebin to include the Persona MaOCT Discord link

>https://pastebin.com/PzL817d7

Whoever makes the next thread should take note.
>>
>>53972040
Pleased to see there's interest. Since I posted that things have changed, now I'm pretty much working off of M&OCT entirely since I just know the system better.

>I'd love to hear the differences you added to Monsters to turn them into Stands.
In character creation, I've thrown out the concept of hit locations, and instead characters just have 50 dice to assign to their Stands at character creation. They can put these dice into two types of pool - Stats and Powers.

Stats are universal for all Stands, they're the Stand Stats we all know from the series. I chose to make them dice pools rather than just using Qualities to reflect them since Stands are more versatile than Monsters normally are, but Qualities would be used as well. (Most Punchghosts have Spray under Destructive Power and Durability, for instance.)
>Destructive Power
Attack, Useful (Carry and break objects) ability. Shares hit locations with user's Hands.
>Durability
Defends ability. Shares hit locations with user's Guts.
>Precision
Useful (Precise movements and senses) ability. Shares hit locations with user's Brains.
>Speed
Defends, Useful (Move at high speeds) ability. Shares hit locations with user's Feet.
>Range
Rather than a dice pool you can roll, this is a score from 1 to 5 determining the maximum Range ranks you can put on other pools and the maximum Farness from the user to which a Stand can travel.
>Potential
A pool that can contain any number of dice. You may spend these dice to reroll, add dice to a roll or temporarily change one of your Qualities into another, with the GM's permission. They refresh at the end of a session/adventure/rest. (Undecided.) When you succeed on a Freak Out roll due to high damage, mental or physical, you can permanently burn X Potential dice and gain 4X dice to put into new or existing pools.

Powers, meanwhile, are the unique abilities of each Stand. They aren't linked to hit locations - damage doesn't affect, say, The World's time stop.
>>
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>>53986283
As an example of how this system works, here's The World. I built it last night to check whether or not it works. It's well over the budget of a PC Stand, but what do you expect? It's The World.

>THE WORLD

>Destructive Power 8d (Attacks, Useful (Carry and break objects), Spray x3, Awesome x2)

>Durability 8d (Defends, Spray x3, Tough x2, Awesome x2)

>Speed 10d (Useful (Move at high speeds), Defends, Wicked Fast x2)

>Precision 9d (Useful (Have extremely precise reflexes and senses), Awesome x2, Spray x1)

>Time Stop 7d (Useful (Can take Width-1 extra actions this turn but then not use this power for Width-1 rounds), Defends, Awesome x4)

>Range: 3, Stand can manifest within Distance 3 - 3 points, Rank C

>Potential: 4, Stand can use these dice to reroll or create a Trick, or burn X dice when Evolving to gain 3X dice to spend as the User wishes

>Granted most Jojo characters are regular (super buff) humans but what about Vampires with superhuman toughness and strength? How are you handling them without Hyperstats?

Weird Skills. My one issue I've had is how to handle Weird Relationships, since they're all well and good for Vampires but people aren't all that likely to freak the fuck out on you because you have sunlight karate or throw balls at people.
>>
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I'm currently on a capeshit rulebook binge and Wild Talents has caught my eye, what kind of tone does the system go for?
The OP says that it's the sequel to Godlike of which the description sounds pretty gritty already, does the sequel follow suit with the tone or is it lighter?
And is Godlike worth checking out on its own or is it not worth going back to because the sequel improves on every thing?
>>
What's the best arcana, and why is it The Devil?
>>
>>53987461
Because its Social Links are with sexy mofos who want the protagonist's dick.

Except Tanaka.

Especially Tanaka
>>
>>53986513
The tone is pretty nicely summed up in its subtitle, "A World Gone Mad." By default it's highly lethal and tries to defy predictability-- its extremely easy to get killed by gunfire, even for superheroes, but said heroes can also be ludicrously deadly as well, so you shouldn't get too attached. To quote the pastebin:

>here's a list of things that have almost caused a tpk in my game,

>1) the party got into a car crash
>2) a hobo with a sniper rifle (though that was also my party being idiots)
>3) botched grenade throw. a single grenade took half of them down (though they were slightly injured from suppressing fire)

This isn't to say that the game is random or that it's impossible to play it in a less-lethal manner, but text itself leans towards death being swift and cheap.
>>
I'm going to GM my first Wild Talents game tomorrow. Everyone will be a newbie. The setting is Military Academy in a world where everyone has a Talent.

I'm a bit worried about firearms - the players will encounter some assault-rifle wielding soldiers in the first mission. I encourage individuality on weapons and want to balance melee weapons (swords, spears, etc.) with modern fire-arms. I do have in-game justifications for this balancing. It sounds anime-ish, but bear with me.

My question: what sort of balancing should I do mechanically? Do I turn firearms' SK damage into S? What would you recommend?
>>
>>53988178
I also want to avoid these
>>53988156
TPK scenarios. Would giving players LAR1/LAR2 armor at the start change things? How could I make the combat less deadly?
>>
>>53988197
LAR2 takes a lot of sting out of firearms, especially so that helps. I'd also suggest allowing your players to roll Dodge against gunfire, which normally isn't allowed unless they're diving for cover, and you can justify it as the characters weaving so that the shooter's aim is off.

The Wound Shift optional damage rule also helps (spend Width in Willpower to move an attack to your Torso), as does allowing players to spend however much willpower they want to negate damage (1 pt for Shock, 2 points for Killing). This also adds an interesting layer to fights since it makes them battles of will instead of just battles of physical might.

If you REALLY want to limit damage then downgrade firearms from Width in SK to just Width in K.

It IS possible to run Wild Talents without having a huge body count. I've been playing for years and in a certain campaign that I've tuned down the lethality in a bit I've managed to never have an unexpected player fatality.
>>
I wonder if Parasyte:The Maxim would work within MaoCT.

Migi isn't exactly a separate entity, but I'm sure there's rules for symbiotic creatures.
>>
>>53988498
Not natively but you can add them in. You can also get a lot of mileage out of Weird Skills like this guy is doing for Jojo. >>53986399

Not sure if Ben Braugh intended to write a highly Japan-friendly system with MaOCT but there yah go.
>>
>>53981203
>>53981231
A convination of this 2 sheets should be perfect. I love how It is
Also how is the Persona sheet going yo be with this kind of aesthetic?
>>
>>53992176
The Persona sheet will probably be stylized after an Arcana card with elements from the Persona Status screen, I think. Not totally sure yet, hoping it doesn't clash.
>>
>>53986283
This is a really clever approach here; I love the Stand stats connected to Human stats, very smart. You mentioned too that you're changing up the human skills as well, right? How do?
>>
>>53993676
I'm probably just gonna change some names and maybe add a few together, just to get a more JoJo-esque feel.
>>
>>53995112
I'm pretty excited to see how it comes together then.
>>
>>53988178
BTW please make sure to share with the thread how everything goes!
>>
So, when working out the body parts for this little fatwa-inducing beauty, do I count the depiction on her as just one part, or several?
>>
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>>54001570
And of course I forget her picture.
>>
>>54001570
Do they do different things? If you want one side to shoot fire and one to shoot lightning i'd be tempted to stat them individually. If they're carbon copies i'd stat them as one 4 width zone.
>>
>>54002192
Nah, pretty much just the one thing usually.
>>
>>53997801
We created our characters in about two hours. We spent about 30 mins on point costing powers alone.
The world is Earth, 2064, almost 30 years after the first public witnessing of a Talent. Each day more and more people found out about their own Talents, until literally every adult in the world had one. In that same place where the first Talent was seen, which was the Washington Audi Field stadium, an academy was built, to utilize the powerful Talents for scientific, military and commercial use. The players study in this academy, specifically the military branch. The team consists of four people.1) A cheerful ladies man, whose Talent is to draw a sword from shadows. 2) A monk of a new religion that propagates the improvement of body and mind above anything, Every single follower of this religion has learned a new power from within themselves: they can temporarily relinquish their Talents for improved Body and Coordination abilities. His natural Talent lets him have the instincts of an animal: letting him Sense, Perceive and Dodge easier. 3) A reluctant guy, who was studying to be a doctor, pushed by his family to join the most prestigious of all academies. His Talent is the ability to restore both objects and flesh by touch. 4) A opportunistic biker with an eating problem. His Talent lets him dry and steel his own blood, letting him cover his weapons to make them sharper or use his blood as some sort of construction material. Will post more later.
>>
>>54002489
I guess if you're in need of extra zones you could split it into front and back, but one zone sounds fine. It's essentially your Persona's Torso, and I don't think people are statting their torsos are 4 different hit zones.
>>
>>54002692
Of the ones you've presented I'm most intrigued by the sword guy. Does he have any other abilities beyond "can get a sword from nearly anywhere?"
>>
>>54002692
>>54003234

I not in this group but his power seems really narrow as is. He should have stuck with the same concept but had it so he could form shadows into any physical object. Need to fight? Shadow Sword. Need to climb onto something? Shadow Ladder. Under heavy fire? Shadow Wall. It's a lot less narrow.
>>
>>54003289
FOOLISH FOOL! For this "shadow sword man" clearly CAN do such feats!

Need to fight? Shadow Sword. Need to climb onto something? Stick a bunch of Shadow Swords in to create stepping stones. Under heavy fire? Create a wall of Shadow Swords.
>>
>>54003289
I dunno I'm kind of fond of the simplicity of that. In Wild Talents you get a lot of mileage out of "is really good at a single skill", and assault with a deadly weapon is better than most. Being able to acquire that deadly weapon at will and from an unexpected vector has a certain clever appeal to it.
>>
>>54002692
Question about blood guy: is this a thing that he can do on the fly, or is it more of an ability that requires prep time like gadgeteering (but with blood)?
>>
>>54003364
I like the cut of your jib, anon. Especially if that jib has been cut with a shadow sword.
>>
>>53981231
This is a great way to do it. Just needs to be desingned cool like this
>>53981203
>>
>>54008769
I'm hoping to have a prototype completed tomorrow if I'm not too busy with other work.
>>
Keep an eye on the persona discord tomorrow. Atleast one campaign will begin playtesting.
>>
It seems like this general is gettingh a lot of feedback. It survived quite a lot
>>54012705
Cool
>>
Played some pretty great Wild Talents last night. The group was following up on some clues that had been laid down several sessions ago as the location of one of the party's former comrades, an obsessive-compulsive scientist who knows how to make really good body armor.

They wound up discovering Genome City, an underground community of thousands of mutants built into trio of long abandoned nuclear missile silos, who had captured the scientist, Chel, after she'd tapped into their power grid, thinking that she was government agent. The city's director, a jaguar mutant named Omar, was cordial and explained the confusion, but actually Lando Calrissian'd them by selling them out to a government task force that was hunting for Chel and threatened to wipe out Genome City if they didn't cooperate.

Turns out the "task force" was actually Dr. Chang, Chel's former boss at the government agency they worked for, who had been disgraced after Chel left and it was discovered that he was stealing credit for her work. Chang brainwashed a military unit called Sigma Cell and was using them to get revenge, meaning he actually had no government back-up whatsoever. When this ruse was discovered (by a pair of mutant teenagers that the players had encountered earlier in episode eavesdropping through air vents), everything broke down into a jail break and a massive fight between the Genome City militia and Sigma Cell. Players had a blast.
>>
>>54014069
Also I'll add that my players loved the mutant teens so I'm going to look into merging Wild Talents with MaOCT to run a few gaiden sessions.
>>
Bump.

Having some troubles with GIMP today; if I get it worked out this afternoon I should have something to post for the character sheet.
>>
>>54016947
I will GM this game this saturday for a bunch of strangers. What kind of adventure can I give my players for the Velvet Book?
>>
>>54002692
The players started by hearing the academy dean's speech. He's a cranky old man who thinks all the first-years are going to fail. Then they meet their first-year coordinator and combat professor, who's basically Simon Blackquil with a katana. He says he has a mission for them tomorrow. They eat, read up or go to gym, sleep. Next night a red alarm is ringing and all the first years are rushed into a helicopter. They're flying into a jungle and must disable the enemy anti-aircraft systems, so that the seniors and the academy professors could drop in closer to the actual objective. He also says it'd be better to group up, especially in groups of 4. However, he mentions to be wary of traitors. I hand each player a note, saying that they're either a "hero" or a "traitor" for this mission. Heroes must disable the anti-aircraft system, while the traitor must stop them without getting caught. The doctor and the shadow dude met each other and got quickly ambushed by the opposing faction soldiers, armed with assault rifles. Two rounds in and the soldier is already dying. His buddy does his best to use his healing Talent but it's not use. The monk came in at the last second, only thanks to his animalistic instincts. The shadow guy survived only thanks to some armor he pulled out of his shadow (the only other thing he can pull out of it, currently.) After some healing, they met up with the biker, who was getting his ass whooped by the resistance minions.
>>
>>54017942
When they all huddled together, however, it turns out they're a great team. The biker carries a riot shield with himself, and uses it to close the distance to use his blood weapons. Meanwhile, the medic stays close behind him shooting potshots with his pistol and using the riot shield as cover for himself, while the shadow dude and the monk flank and kill the mooks fast.
After one more combat to get used to the system, they find some other first years - a dude in medieval armor and a kite-shield, who uses a longsword. He constantly went on about justice and honor and valor, so the players affectionately named him "Paladin". His Talent is to make a sphere of darkness around himself and one other target, which makes it perfect for dueling without much interruptions. His other teammates include a phlegmatic guy in a cloak, a girl with a bionic elbow and a sniper rifle, and a revolver-wielding tall black-haired British lady who's clearly acting leader.
With the help of the other team, they manage to find and infiltrate the facility which houses the anti-air weapons. The monk decided to go alone through the roof, since the inside was filled with enemies and automatic turrets. After a bullshit 5d 3x10 roll, he went around the defenses and helped clear out the inside. The teams split up by two staircases and the players found the anti-air systems. The doc hacked them and disabled them. Then, they heard someone approaching them from behind.
>>
File: Relationship Sheet.png (28KB, 375x692px) Image search: [Google]
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Here's a prototype for the Relationship list as laid out on a smartphone screen. Thoughts?
>>
>>54018121
It's not!SimonBlackquill, their professor, who tells them that their mission is complete. However, he cannot contact the other team and speculates that it was due to the fact that they had a traitor within. And they might not be the only team with a traitor among them. He tells them to leave and to settle it by themselves. The professor leaves a revolver and says that academy will only accept someone with a will to act on their own. The first person to pick up the gun and shoot the traitor will be accepted into the academy. The doc began cheering, as he might actually get released, the foreign monk was starting to shake nervously, both the shadow guy and the biker said nothing.
I told each player to take the note with Hero or Traitor written on it and write whether they pick up the gun and if they do, who do they shoot.
Once the players decide what their characters are doing, they see two out of the four rushing towards the gun. As one is about to reach it, their vision goes dark and the only thing they can see are the words SIMULATION OVER.
Obviously, nobody was the traitor. One of them wanted to take the gun and shoot the air (love it) and the other actually wanted to shoot the monk.

They all woke up in the academy to know that they were being graded and that they all passed. I didn't reveal who wanted to kill who, just left it up to the players. The group went on to chat around, learn about an upcoming dueling festival and deciding on their team name.
>>
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>>54018156
>>
>>54018156
>>54018471
And how do you count relationship damage?
>>
>>54017875
The Party are all new kids who have moved from their old schools due to behavioral or academic problems after receiving special invitations to an elite charter school.

The school is secretly is secretly the site of a series of bizarre experiments being conducted by a shady organization funding it, intent on exploring the concepts of "Shadows" to see how they can be used to further mankind's understanding of the world, hence why the school is filled with troubled, traumatized kids.

Under the right circumstances, humans can be pulled into Dungeons, distorted nightmare realms of pure consciousness where they're faced with the dangers presented by Shadows. But the players are special because they acquire the ability to harness their subconscious, creating Personas that can fight the Shadows.

That's just off the top of my head. Pretty simple, straightforward but it outta work.
>>
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>>54018641
Like this.

You record the relationship's Rank next to the name, and the amount of Shock its accrued with the signal bars. When you add a Relationship's dice to a task you subtract the shock from it.
>>
>>54018849
Great! And what about scars?
>>
>>54018945
Relationships don't take Scars. In vanilla MaOCT the worst thing that can happen to a relationship is that you feed it to a Monster and then when you try and use your monster to help with Quality Time you fail and permanently lose a point in that relationship (until you spend some XP to get it back).

If you want to change it to so that there is a Shock and Scars mechanic for relationships you can mark Shock with a / through the signal bar and Scars with an X.
>>
>>54018658
I like this idea. I will do something in these liknes. But not exactly this.
Something like someone is harnesing Shadows out of a school for troubled people. But the party is a bunch of people that instead of awakening shadows they awaken Personas and have to beat the crap out of the guy who is doing allm this before everyone in the school dies and the guy controls a Shadow Army.
>>
>>54018995
I have to read the manual again because I thought that relationships could have scars
>>
>>54018156
>>54018471
>>54018849
Also I vote to call Relationships "Social Links"
>>
>>54019042
i would but in P5 they're called Confidants so I figured I'd stick with the more neutral term from the base MaOCT game.
>>
>>54019147
Damn, I havent play P5. Fuck.
>>
>>54018342
That's awesome. I love the traitor/hero mechanic (nice mind game there), and the way it unfolded definitely feels like a natural progression of the story ("How did the Monk make it through there alive??!"). Real awesome job.

Couple questions, though this thread is about to hit the bump limit:

1. What name did they settle on?
2. How did the players like the system?
3. What's the highest dice pool that they were rolling? Just as a matter of curiosity.

Sounds like it was a blast though. Nice work.
>>
Here's the currently complete Velvet Book for the next thread. Please excuse the size discrepancy with the cover and the rest of the text, it's being worked on.
>>
>>54019420
>size discrepancy with the cover and the rest of the text,
That often happens on .pdfs anyway.
>>
>>54019306
The player feedback was generally postive. Nobody really had any complaints about the system, but everyone said that it just felt "weird",
They seem to have settled on The Frontline, as they're mostly melee based and use shields or some other types of armor.
The monk, using his religion's teachings and foresaking his Talent for a day, added 2d hyperbody to his 4d body, turning his 2d melee weapon into a fierce 8d pool. Other than that, the highest pool rolled was maybe the shadow guy's hypermelee weapon (sword) with an 6d.
The rest of the rolls usually were measly 2d and 3d. With 125 points it was difficult to buy every necessary skill, so perception, navigation and knowledge were mostly rolled by their stat alone.
The most memorable parts of the story were how the monk managed to get a 3x10 to break down the door. Basically he was about 30 meters in the air, hanging on by a fucking jungle vine of all things and he rappeled down through the door like some sort of syberian religion-obsessed SWAT numbnut, knocking down the mook behind the door.
In the final fight, the monk was being shot by two baddies in a balcony seven meters in the air. He wanted to get up to punch them, but he was 7 meters below them. Naturally, with 2d in dice pool, he managed to land a 2x10 as he leapt onto a crate, walljumped horrizontally and caught the balcony rail WHILE UNDER FIRE from the baddies.
>>
>>54021674
I can only imagine how nuts the table went when he rolled that.

Rolling 2d and 3d seems a bit low honestly; I'd generally like to see low level players be rolling more like 4d, but I guess that's what Willpower is for. Remember, you get Willpower whenever you follow your Passion or Loyalty, and you also get WP whenever you roll a natural 2x10, and you can spend WP to add up to 2d to a roll. That can bolster your set significantly.

Still I'm glad they had fun. ORE is kind a weird system to figure out if you're used to other games but once you've got a few sessions under your belt it just flies.
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