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ST: Sure, that could be fine. Satsuki had a Reality Marble called Depletion Gard
en that screwed up the local mana of a
n area and its effect was probably greater.
Me: Yeah, Reality Marbles are like 20-40 points though. Meddling Kids get 10 or
15 I think.
ST: You can have more points by taking on Flaws. Those swap for Perks on a 1:1 s
cale. If you want to, that is.
Me: Ah, I see. In the meddling kids package it said something like "10 quality p
oints" and "up to 10 downside points".
So I thought you were limited to the number of flaws you could take
ST: I'm not a terribly mean ST; if you really had your heart set on "package Z"
we
could probably find some way to work that out.
Me: Oh, that reminds me, Are you required to take a class package?
ST: you don't have to, but they can be a handy way to bump up your primary stati
stics.
They are completely optional.
*more character specific stuff*
ST: I welcome any questions you have. What about the skills was confusing?
Me: Mainly the specialization part
ST: Okay, how about some examples then? For example, Melee. let's say you have a
Melee of 5
specialized in Japanese Fencing. Whenever you use a Katana/Odachi/etc., your ski
ll is treated as a
7 (+2 for specialization). But if you try to use a fencing foil, you'd be at 5 f
or that skill
Me: I see.
ST: BUT. Certain skills force you to specialize. You can only roll when you're d
oing something in that area.
For example, if you have Art and Crafts, you have to pick your muse. And if you
picked oil painting, then
you couldn't start chiseling a sculpture out of marble. Or if you had Academics
with a specialization in
East Asian Humanities, you couldn't use it to roll for American History.
Me: Can you not have a specialization for a skill?
ST: Yes, you can not have a specialization for a skill except for Arts and Craft
s, Academics, Science,
and Wild Card. If you choose those, you have to pick what you've been trained in
.
Me: So, if I want to have like Academics (Sociology) 1 and Melee (Short Sword) 1
, that's 9 skill points
ST: I think that'd be 1 for the academics and 3 for the melee with a specializat
ST: Let me show you the character sheet for the game...
Me: Oh, I have that. Okay, I see. So you put the final result on this table.
ST: You roll stat+skill+1D10 and then you look at that number on the chart. For
instance, if your total was a 13
for the roll, you had a Good result (3 successes). If you rolled 18, that'd be T
otally Sweet (5 successes)
Me: So, since Totally Sweet is 17-20, if I get an 18 and my enemy gets a 17 it's
still a tie
ST: High roll wins.
Me: Oh, okay.
*other stuff*
Me: The one thing I'm really worried about for a melee fighter character is that
fear
is based off of will. So if you have 1 will since you're not a mage, one thing c
an send you to the mental ward.
ST: You could always take some levels of conviction
Me: Conviction is for divine-types isn't it?
ST: No, anyone can have it
Me: Huh, okay.
*character-specific stuff*
*Random Yukari Yakumo vs Arcueid discussion*
Me: Concept is like manipulator and judge and avenger and all those right?
ST: Well not so much. What "image' do you have for this character?
*stuff about typos*
Me: Can nature and demeanor be the same?
ST: That's not usually the way it works unless you're a small child who hasn't y
et learned to
wear a social mask. Nature is how you really are, demeanor is the face the rest
of the world gets to see
Me: Well, not everyone hides their true self that much. Eh, I'll have Child for
nature and Caregiver for demeanor.
ST: Interesting, that would be fine.
Me: I'm not 100% sure how childish someone with the child nature is supposed to
be. Is that like "jumping
into a giant ball pit" childish or just more dependant on others than most peopl
e childish?
ST: More dependant on other people than most childish. But that's okay too, no o
ne is perfect.
Me: So, do you start with any quality points or do you have to get all of them f
rom flaws?
ST: You start with some. Meddling kids get 10 quality points for free, and you d
on't have to
take drawbacks/flaws if you don't want to.
Me: Okay, I'm on stats now. I get 15 stat points right?
ST: Yes, primary statistics.
Me: Do you have to buy a stat up from 0?
ST: Yes.
Me: Can you have 0 in a stat?
ST: I'm afraid not.
Me: So, it says 15 but I really only get 9...5 seems optimal for dex, since it's
the soft cap
and the cutoff for 2 attacks/defenses per turn. So I've got 5 left...
ST: 5 dex is a good thing to have for a fighter
Me: How important is perception?
ST: It's handy for noticing stuff.
Me: Well yeah I figured that much. But I mean like, is it worth putting points i
nto instead of str or con.
ST: Well if you want to be a fighter type I'd focus on STR and DEX. STR is going
to be very
important because your damage is figured based on it.
Me: I get +1 damage per point right?
ST: Your sword is going to do 1D8 x your STR in damage
Me: Oh. I thought it was 1d8+str.
ST: If you have a 4 STR it'll cause 1D8 X 4 (your STR score) in damage when it h
its
Me: So how does melee fit into that. The skill I mean.
ST: Okay, melee + dex + 1d10 to hit your enemy. Keep the success levels, then ad
d those to the 1D8 x STR roll for damage.
Example: you hit the guy with 4 success levels, so you roll 1d8 x str and then a
dd 4.
Me: So, I could be doing 5d8+4 twice per turn at 1st level? That sounds like it
could oneshot a normal human, don't they have HPs around 30 or so?
ST: Melee weapons can pwn a normal human pretty quickly.
Me: Eeh, I wasn't expecting to be so powerful.
ST: No, Appearance is either a perk or a flaw. This is anime, sure you can
Me: Hurrah.
*character-specific stuff*
Me: When Monster Hunter says "+1 to 3 attributes", does the soft cap at 5 apply?
ST: You can go up to 6 that way, but no higher if you are playing a plain human.
Me: The benifit from the jump of 5 to 6 dex doesn't quite seem worth it...You st
ill have 2 attacks and 2 defenses.
ST: It might come in handy when you are rolling initiative. Every little bit hel
ps.
Me: I suppose. Your Head A Splode is when you have madness points equal to your
will x 7 right?
ST: Indefinitely insane
Me: Conviction helps a bit with the actual fear save rolls, but doesn't do as mu
ch for me when the roll fails...
An extra point of will seems more helpful than the dex so that I don't go totall
y crazy.
ST: Well in old d&d, that'd be like being in ravenloft and failing a fear save.
Me: Never played old dnd. 4.0 is the first version I played.
ST: Ah. Well, even if you have some mental flaws and madness points, you could a
lways put your character through therapy.
Me: Well yeah, but I remember the highest fear fail being 1d6+penalty/2 madness,
which is enough to
push you totally over in one go if you cap out at 7
ST: The madness point thing is fairly optional and depends on how mean the ST is
, how unwholesome/unearthly
the scary thing is, and what kind of personality the character has and how close
he is to the subject.
It's sort of hard and loose. When Gilles de Rais (4th Heavens Feel Caster) start
ed whistling up non-euclidean creatures
from an insane dimension that did not follow earthly laws, seeing them and faili
ng a fear save might have necessitated
taking some Madness Points. I don't think you have to worry about it that much.
Me: I see. So, having intelligence and willpower at 1, aside from fear, doesn't
really affect a non magic user that much?
ST: Not really. You won't be winning any science fairs though.
Me: Didn't plan to.
*end of that session*
Me: Question on conviction. It says 1/day you can get it as a temp boost to STR.
doubt it, but if they tried to get you to act against your code you might
bonus to resist. You'd
be horrified if you wake up inside of a bus full of dead people who all di
your hands though. That'd be a roleplaying detail.
Me: Pain Resistance says it reduces the wound penalty, how much exactly does it
reduce by? Is it the same as the consciousness save bonus?
ST: It generally gives +1 per level to the save.
Me: It says it adds Will + Con to the save. And "reduces wound penalty". No +1 p
er level to anything.
ST: Ah yes. On the back of the character sheet it lists penalties to actions for
wounds you take. As you take more
and more damage, you'll find it harder to do stuff. Having pain resistance lets
you resist torture and also shrug
off those penalties to doing things.
Me: So, one point in pain resistance eliminates wound penalties completely?
ST: Only the first -1 penalty.
Me: I see. Also, Why is Soft-Hearted a flaw that gives a bonus?
ST: It doesn't give a bonus to you, it gives a bonus to people who are trying to
appeal to your good side. For insance,
if someone wants to ask you to donate to a charity, they are at a +2 to their ro
ll for Influence.
Me: Ah, makes sense. Can you make a roll in a skill you have no points in as jus
t a blank 1d10?
ST: Attribute +0+ 1d10 yes. But it depends on what you are trying to do.
Me: Oh, stats are included in skills?
ST: For sciences and academics that can not work well at all. You wouldn't even
get to roll without
the skill. To answer your question on the stat + skill thing, it depends on what
you are trying to do.
Per + alertness to notice someone sneaking up on you, dex + alertness for initia
tive, will + influence
to intimidate someone, int + influence to persuade someone, int + security to cr
ack an electronic lock
(maybe an int+technology roll to get access to the controller first).
*end of that session*
Me: I remember there were rules for Noble Phantasms, how the rank affected the s
tats and such.
Why isn't there anything like that for other conceptual weapons? Or are they jus
t normal other
than vampires don't like them or whatever.
ST: You can build a conceptual weapon with the existing rules for superscience a
nd enchanted items.
Noble Phantasms are their older, more rad cousins. As a certain magic item is us
ed by a hero almost
exclusively it comes to be associated with his legend and it is enhanced by the
lore surrouding that
hero, almost like the principle behind consensus reality. Which is not to say th
at it would
mpossible to get one of those relics if you were a mortal (kitisugu got Avalon d
uring HF4), but
that I haven't yet figured out the point cost for that yet
*character specific stuff*
ST: Here's the thing about that; if things happen that raise your Adversary leve
l after character
generation, the level goes up but you don't get the ponts
Me: Oh really.
ST: Yes. If someone lopped off your leg, you'd take the disability flaw but you'
d get no extra
points for it. Maybe you could ask Touko to make a replacement for you or someth
ing.
Me: Limbs can't be regrown with Chiurgury? It heals lethal damage right?
ST: When Shiki (both R.Shiki and Tohno Shiki) used it in the past, they were abl
e to heal ailments
such as a burst appendix, the spreading taint of vampirism,and other 'whole body
' stuff. I doubt you
could use it to ''cut'' a limb back on.
Me: I'm probably going to need to re-do my skills, I have 1 int, and my characte
r is in high school,
if I don't pump academics she's gonna be failing all her classes.
ST: Eh, you could probably finish high school with a 1 INT. That's like a 9 or 1
0 INT in AD&D.
Me: I see. So if you had to make a roll for a test, an A would be one success le
vel or something?
ST: Depends on the test, finals and midterms are harder. I think 1 success level
is either a high
c or a B, two success levels is a high B or an A, and anything above that would
be an A.
Me: So with 1 int and no academics, my roll would be 1d10+1.
ST: Thing is, academics are for a background you developed in school. When you g
et your master's or
ph.d (or the equivalent amount of studying) you'll have academics
Me: Ah. Where are the rules for conceptual weapons? The superscience or whatever
.
ST: Ah yes, that would be in the Unisystem Magic Box. That's a separate rulebook
.
Me: I see.
*end of that session*
Me: 2 more questions. 1) The 1/day str boost in Conviction, it says to escape a
dangerous situation
involving something supernatural. Is that like in chess, where as long as you're
not in check at
the end of the turn you "escape", or does it specifically have to be running awa
y?
ST: Okay, holding a door shut would count. Lifting off a car you're pinned under
would also count.
Running away would count too. So as long as the action promotes your flight from
a supernatural
threat, I'd allow it.
Me: And do you have to do the str boost before or after the original rolls?
ST: Before, but I'd allow it as a free action
Me: Alright. 2) Where's the magic system unibox thing that has the conceptual we
apon rules in it?
ST: They don't call them conceptual weapons but their magic items creation rules
work for what I'm
trying to do. http://rpg.drivethrustuff.com/product_info.php?products_id=709&it=
1
Me: Thanks. Oh, one more thing. For the Deep Sleeper flaw, is that like Nayuki f
rom Kanon or just
lots of snooze button mashing
ST: Either or, so people with it are not morning people. I'm sure Rin would have
that given how out
of it she is in the morning. I think there'd be some diminished alertness until
they had coffee and
something to eat. But being in actual life or death combat would also wake them
up in a jiffy
Me: I see. Another thing. In the nasuverse, everyone has at least one magic circ
ut right? It's just
ouko's body-hopping
or Souren's Immortality. I think that's kind of a case by case deal.
Me: I see. So can a mage take enhanced attribute?
ST: Thinking back to the knok films and fsn, I really have to say
I doubt it (for the most part)
*end of that session*
Me: How exactly do attack rolls for magic work? Do they use Magic Circut instead
of melee or
in addition to another skill?
ST: Will + occultism + magic circuit if memory serves. melee is for hand weapons
. brawl is
for your head, hands, and feet.
Me: I see. So what is Int for? It doesn't seem to help much.
ST: Finding a spell will require you to roll int + research. Building magic/supe
rscience items
certainly requires int. INT is handy for other skill tests like computers, techn
ology, repair,
occultism, and so on.
Me: I see. So int is for occultism skill checks, will is for occultism attacks.
ST: That'd be right. INT is one of the most-used stats in this system. It's good
to have a
nice level in it
Me: Oh, can magic do bashing/lethal/aggrivated?
ST: Depends on the kind of spell it is. A fire spell would do aggravated damage
because fire
does that. Knocking someone across the room with an invisible piledriver would d
o bashing. Turning
the air into a slashing blade would do lethal.
Me: Does it multiply the damage or just tag it with the damage type?
ST: Lethal is always multiplied.
Me: Does improving damage type increase the power level of the spell or is it ju
st included
in the Harm parameter?
ST: Just included in the harm parameter. Doing 10 points of damage from bashing
or lethal would
be about the same in terms of cost.
*end of that session*
Me: Anyway my question is about the fight scene in KnK 6. The highest number of
defensive actions
a human could have in a turn is 2, but Ouji had around 80 fairies. Obviously eac
h fairy can't have
its own offensive action, so how would a battle with a swarm like that be worked
out in the
RPG battle mechanics?
ST: That's an interesting question. Swarms of things like that have an "area" of
hit points and several
attacks. Essentially the group is treated as one large critter.
*end of that session*
Me: For stuff like Good Listener, does -X difficulty subtract that from the numb
er I need to roll,
or the amount of success levels I need?
ST: Number you need to roll.
*end of that session*
Me: It said in the book that you needed a storyline reason to spend XP on a perk
, and that the buy
rate was 1:1. Does that just apply to like plunder and stuff or do I need a stor
yline reason to
bump up Combat Reflexes from 3 to 4?
ST: Yes, but after several game sessions I'd allow it. "Hey, I got into a fight
last week and this
week I was thrown through a plate glass window. Can I take a level of Hard to Ki
ll?" "Sure, why not."
Me: Another question: Mad Skillz can't be taken except in the initial character
creation right?
ST: Yes, that's right.
Me: Okay, next question. The example in the book said raising a stat from 1 to 2
was 10 XP. I
didn't quite get whether it was always 10 XP or if it varied depending on the st
at number.
ST: Desired stat level x 5 xp = total cost in xp. 1 to 2, 10 xp. 6 to 7, 35 xp.
Me: Right, next. Round down or up?
ST: .5 higher is up, .4 lower round down.
Me: Alright. One more. You can take multiple levels in one resistance right?
Like, level 5 pain resistance?
ST: Yes, sure.
Me: Alright.
*end of that session*
Me: Just like one or two more questions. First off, the Bloodline flaw. I'm not
sure if
I'm entirely eligible for it or how many points it would be.
ST: You can take that if you want to play a half-demon character. It allows you
to pick
supernatural perks like Damn Healthy, etc.
Me: Aah, okay. Secondly, are the bonuses from class packages added to the base s
tat or is
it a seperate bonus? Like, if I had 1+1 willpower, would raising my willpower be
10 or 15 XP?
ST: They are added to the base stat, so if you have 1+1 willpower, you have a wi
llpower of 2.
If memory serves, raising a stat is desired level x 5 in XP, so going to 3 from
2 would set
you back 15 xp.
Me: Alright. Oh, the dual-wielding rules said you took a -2 penalty in your main
hand and a -3
penalty in your offhand. Does Ambidextrous change that to -2/-2 or 0/0?
ST: I think it'd be the first one you mentioned.
Me: Kay. Also, my character's speed is 10, so when she's running full speed she
moves 10
spaces per turn. So, if she's walking, what fraction of that does she move inste
ad?
ST: Most of the time we don't move at full speed, so it's not necessary to know
that. Sure,
we need to know what your top speed is on foot, but if we micromanage we have to
divide it
into strutting, power walking, etc.
Me: Ah, yeah. So if I gotta move somewhere but I don't want to run, as long as I
move
less than 10 squares I'm good.
ST: Yeah.
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