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I'm trying to read more of my RPG books because they keep stacking up, and even if I wanted to run one of these systems with my friends, I don't know them well enough to GM them. Since we're between games and the new year has starter, this seems like a great time.

Today, we're going to start with OVA, The Open Versatile Anime Roleplaying Game. Recommended often by other fat/tg/uys for it's animu trappings and ease of use when adapting animu settings and themes.

Follow along if you want: anon <dot> to/9DkFkF

Full Disclosure: I did back this game on kikestarter. They were quick to finish and deliver, so there's that.

Thread Table of Contents


OVA: The Open Versatile Anime Roleplaying Game >>288229

→ Generic System meant to emulate anime-themed games of all kinds with a simple and rules lite system. Somewhere between GURPS, FATE, and BESM

Don't Rest Your Head >>289879

→ A surreal game about losing your mind, gaining superpowers, and balancing exhaustion, rest, and sanity.

Anima: Beyond Fantasy >>293308

→ A work of madness with good art and overly crunchy rules created by some insane Spaniards.

Ryuutama: Natural Fantasy Roleplay >>295840

→ Hayao Miyazaki's Oregon Trail. A lighthearted fantasy game about going on journeys for the sake of journeying.

Monsters and Other Childish Things >>306192

→ An ORE game about young children and their monstrous imaginary friends that get them into serious trouble and cause them all kinds of trauma.

Godbound >>308007

→ An OSR-style game about playing Gods bound in mortal flesh

Double Cross >>321091

→ A Japanese game about edgy superpowers and animu inspired melodrama. It's got so many fucking charts.

Unofficial RWBY RPG >>330109

→ Some reddit project to make a simple rule of cool RPG based on the RWBY series.

The Strange >>370138

→ A Cypher System Sci-fi RPG from Monte Cook about crazy shit happening across multiple dimensions

Genesys >>376796

→ Fantasy Flight's Generic RPG system with weird dice. Same system that the newer FFG Star Wars RPG uses.

KULT: Divinity Lost >>379703

→ A Swedish game with a philosophic and religious bent that is as horrific in themes as it is in mechanical crunch

Cthulhutech >>386279

→ A game about a not-too-distant future where Mankind is at war with Lovecraftian Cults and the Mi-Go aliens. Mechanics that are a mix between nWoD and D&D 3.5

Post last edited at


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Within the first few pages, cover included, OVA wins some points for having some pretty decent art. From my previous paging through, I've also noticed the art is consistent all the way through, because it's all one illustrator, and a fairly good one at that.

Compared to other would-be animu RPGs, the style is appealing in that upper-tier deviantart sort of style. It's not full-blown animu, but it's not the shitty style that comes out of "How To Draw Manga" books.

The art resolution on the PDF is a little janky, but the print version looks crisp and smooth.


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Starting on Page 9, we actually get to book proper. This first section is just the usual "what's an RPG" and all that other basic RPG boilerplate.

Notably absent.. Any fucking rules or inkling of basic systems, other than mentioning that the game uses some d6 and a passing mention of Abilities and Weaknesses on page 10.

There's also an obligatory "What is Anime" section on page 12, just in case you're a clueless normalfag who somehow knows about roleplaying games, but doesn't comprehend anime.

On page 13, they start an example of play. The only inkling of mechanics are mentions of rolling dice, difficulty numbers, and mentions of certain abilities and weaknesses.. Like one character being unable to enter a building due to an Awkward Size weakness.


Going out on a limb here and assuming it's for people who are new/casually into anime and tabletop?


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Now we get to making a character on page 17. They advise discussing ideas with the GM and other players, which is always good advice. In the following paragraph, they also say not to get hung up on making a super combat effective character.

Along the side for this section, they've got a running example character being built. A Cat-Themed Magical girl (the girl from the first few pictures at the start of the book)

The next page finally goes into detail on Abilities and Weaknesses. Surprisingly.. It's kind of like GURPS. Abilities and Weaknesses are Advantages and Disadvantages. They are descriptors for things your character is good and bad at.

Abilities are ranked from +1 to +5, but Weaknesses are rated from -1 to -3. Presumably, anything you aren't specifically listed as good or bad at is just a straight roll.

This isn't quite like FATE or other fill-in-the-blank style RPG systems. It specifically mentions on page 90 that there is a list of specific Abilities and Weaknesses, which is somewhat unexpected.


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Could be, but RPGs are a niche hobby, and this is a pretty unknown system to start with.. I can't imagine many people finding it unless they already wanted an animu RPG system.

Next page, 19, talks of Health and Endurance. Both start at 40 and they mention in passing that certain Abilities and Weaknesses will actually affect these scores. So they aren't just strictly vague bonuses and penalties for certain skills.

There's also the finishing touches, which are just fluffing out your character. In nearly all systems, this is good advice, but seeing as this game seems to be very roleplay and narrative-focused, it makes sense to tell players to actually think about their character as a more complete fictional entity.


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So now we get to something a little crunchier.

If the previous stuff about Abilities and Weaknesses seemed like it was lacking something, it's because there's some different means of establishing general player strength.

There's the Base Zero method - All Abilities and Weaknesses must balance out to about 0, give or take 5 levels. Really dangerous GURPS territory there.

The Power Ceiling method has the GM assigning a certain number of levels to distribute with a hard limit on the total number of levels that a player can have.. I'll be honest, this one is written very strangely and doesn't make a ton of sense to me.

The Scaled Cost method is effectively a point buy method with an escalating cost based on level. You get more points back by taking weaknesses, of course. Seems like an okay way to keep the player around the same general power level, but weaknesses can easily be abused.

The last suggested Method is to just make it so the average combined roll a player will make will never exceed a +5 bonus. This seems like it would make more sense if they actually mentioned any goddamned mechanics.


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Page 23 starts the sample characters section and there are… A ton of them. All of them illustrated with full backstories, details, and fluff, along with a full character sheet.

This is a lot of information to take in without knowing exactly how to apply it, but I imagine these will be a good reference point to revisit to get an idea of what the creator intended.

There's also some interesting things to note.. Like the fact that these characters don't just have a small handful of Abilities and Weaknesses. They've got over a dozen of each.

Also, there's the Attacks and Combat Stats.. It's a lot to take in and I've got some questions, but we can see figure out there there's a sort of descriptor system for special attacks. Like ones the require a weapon or only work outdoors or that work within certain ranges.

For all intents and purposes, these characters are like the Iconics for the system. They appear throughout the rest of the book.


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Pages 23 to 47 are all example characters. Everything from Ninjas, to Robot girls that go berserk, to nerds, to ara-ara evil office ladies, to a kid and his not-Pokemon, to some chick on a motorcycle.

Tons of examples are good, I guess.

Finally though, we're onto Abilities and weaknesses. They waste no time getting into it. This section also appears to be pretty sparse on art.

Right away we've got a hint of some kind of actual mechanic. The Agile Ability tells you directly: Your levels in this Ability are added as dice to Attack Rolls while doing Agile shit in combat or being graceful and coordinated.

Armored, the next one, is similarly mechanical in nature, with each level reducing the Damage Multiplier of an incoming attack.

Something else we learn when we get to the Attack Ability. That "DX" stat from the example characters is shorthand for "Damage Multiplier" clever.

"Attack" as an ability seems to be a sort of fighting style. By taking this Ability, you're setting your general combat effectiveness and fighting style, and then if you want (and you'll probably want to) you can make a number of unique attacks with their own Perks and Flaws which is a similar descriptor system to the Abilities and Weaknesses.

There's also Combat Expert and a Knowledge skill that applies somehow.. I won't go through every single Ability and Weakness, though. It's one of the longer sections.

A lot of these just take the place of your basic attributes while also breaking up others. Like Beautiful and Charismatic are separate, but both function as a general bonus to certain kinds of actions.

There's also some that remind me of nWoD's Retainer and Status perks. Companion and Connected The higher level they are the better benefit you get out of them. Higher level companion can have a higher total of Abilities and Weaknesses of their own, for instance.

There's Abilities for signature Gear, Inventing gadgets of your own, outright Magic, Shape-shifting, Teleportation, fucking Time Control, Transformation, and having your own goddamned Mecha.

Transformation has it's example picture as a Magical Girl, but it also works great for Kamen Rider/Super Sentai type set ups. The mecha Ability functions very similarly, mechanically, but instead of layering the bonuses on top, the Mecha's own Abilities and Weaknesses function on their own.


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That was longer than intended.

Weaknesses are pretty much more of the same shit, but in reverse. They are various physical and social disadvantages that take away dice or otherwise put you in an unusual situation.

First page features the Ranma 1/2 reminiscent "Accidental Transformation" weakness, for example. Unlike the other Transformation ability, the total weaknesses gained have to exceed the level of the Accidental transformation weakness. Ouch.

They are also careful to mention to avoid conflicting Abilities and Weaknesses, because a lot of these are simply inverted Abilities.

Others are kind of interesting, like being bound by a strict Code of Conduct or having a dependent NPC that you absolutely must protect.

There's also the usual animu shit in there, like your character being a Lecherous pervert. you can tell they went into this intending to be able to emulate as many iconic characters as possible.

More art in this section too.


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Next section gets into the Perks and Flaws mentioned earlier.

They outright say that these can be tacked onto most Abilities as long as you can justify it (and as long as the GM gives you the okay, I suppose)

The system is pretty simple, but interesting. Perks add effects to Abilities increase the Endurance cost of that Ability. Flaws reduce the endurance cost. You can reduce to zero, but then you'd end up with a highly specialized ability with limited use.

This is definitely something that the GM needs to be involved in, because it looks like you can build some broken Destructo Disc shit with this system.


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We're a little over the halfway mark now.

Anyone still here with me?





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Fuck it. I want to read this anyways.

93 pages in and we're finally at the section that could have been in the first chapter without disturbing the flow of the book. Oh well.

It's pretty simple on it's face. Roll 2d6 and take the highest, compare to target number. Add doubles together. Roll more dice if you have an applicable Ability. Roll fewer if you have an applicable weakness. At any point, the GM can apply bonuses and penalties if they feel it's appropriate.

If you roll multiple matching pairs, you take the best result, not just the highest face. So rolling three 5s (15) is better than two 6s (12).

If you get dicked down to zero dice, you still roll 2d6, but you take the lowest. If you get penalized below zero, you roll one additional negative die.

Like most systems, the dice rolls can be used against Difficulty Numbers (Target Number or DC, if you prefer) or Opposed Rolls against other characters.


On page 95 the book touches on failure, but also suggests a "Fail Forward" mentality on certain rolls. For certain situations where proceeding is more important, or the roll was fairly close, the GM can allow the player to Succeed with Consequences where the GM let's the action succeed, but punished the player in a small or appropriate way.

It's like letting a player bust down the door, even though the botched their roll, they just take some damage instead.

The book has three suggested types of Complications.

Situational - You succeed, but something else out of your control goes wrong.

Impairing - You succeed, but you're hurt or otherwise minorly impaired. A temporary -1

Weakness/Flaw - You succeed, but one of your Weaknesses or Flaws comes into play just to fuck things up a bit.

Next up is the Drama Dice rules. Short and simple, they are Action Dice you gey by burning endurance (under GM discretion) to gain extra dice on a roll, even after you've already rolled. The catch is that Endurance spent that way can only be recovered after lengthy periods of recovery. Otherwise, the GM can give you free Drama Dice if they feel you earned or deserve them.

The other odds-bending option is to burn 30 Endurance, in the same way, to enact a Miracle. If the GM allows it, a Miracle is a free pass on a roll. If the degree of success matters, then it's a straight up +6 to any roll. Even if you still fuck up the roll, you are treated as succeeding by 1


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The next few pages cover different variations and ways to more specifically use the rules. Different considerations to take when rolling the dice.

Stuff like..

The highest result on 2d6 is 12, but dice pools let you get far higher than that. Anything above 12 should be treated as an amazing success and narrated as such.

In situations where a player character needs access to a certain item or needs a certain piece of scenery to be around, the GM can set a Difficulty Number, and if the player rolls and beats it, they can have that item around. Certain abilities may make this less of a debate, as Wealthy and Famous character may have an easier time getting things.

Complex actions might take multiple rolls. In these situations, the GM sets a DN and the number of successful rolls needed. Also, depending on the situation, there might also be the stipulation of achieving so many successes before so many failures.

Some actions don't have a DN attached, but the results of the roll can determine how well it turned out.

You can roll to Penalize others. Instead of an opposed roll, the result of your roll determines how badly your targets are penalized.

GMs can hide their rolls and determine when a player simply isn't allowed to roll for things.

If you are penalized to Negative Dice, you can buy Drama dice to offset the penalty on a 1-for-1 basis.

In special situations, some Abilities and Weaknesses can be inverted. Like having Cute and trying to Intimidate someone.


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A lot of this is pretty basic stuff, but I suppose it's nice that they took the time to put it in, so it's there to settle disputes instead of forcing players and GMs to argue and houserule things.

Next section is something that is a little different from other systems – Scale. Since the game has Giant Mechs and shit.

Since everything works off the same collection of Abilities, Weaknesses, Perks, and Flaws, you can have stuff like a Vehicle and a Player both having Quick +3

Clearly, the Vehicle should be faster, so it gets Scale Advantage which gives it a +5… Unless things are turned in the favor of the smaller character and it makes sense for the smaller Scale to be advantageous, like moving through narrow, indoor spaces.

If it just doesn't apply or matter, leave it out entirely. They suggest making a scale appropriate to the setting, but it feels like something that they should have done for the players, because this is kind of wishy-washy.


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Page 103 is the Combat, Health, & Endurance chapter.

It's pretty traditional.

Combat takes place in rounds, with each participant taking their turn in Initiative Order, from highest to lowest.

Since it's animu the RPG, time can be variable to account for dramatic monologues, instead of committing to a hard ruling of each round being so many seconds.

Interestingly, at the start of each round, players have the option to reroll their Initiative to rearrange themselves in the order. This seems like a GM's nightmare, but as a player, that sounds awesome.

The suggest classifying any simple actions without room for failure as free actions, and to of course allow for GM discretion so players aren't taking a dozen free actions.

Attacking and Defending are both active, opposed actions, meaning no passive defense. I'd have to break down the math, but I'm not sure how much that might extend or slow down combat.

To make matters more tricky, they don't seem to recommend any kind of grid, spacing, or measurements. In fact, it straight up says

>Exact distances are not important in OVA

Distance on seems to matter when it cannot be logically argued that you can reach a target, in which case you need an attack with the Ranged Perk

Another unusual rule is that all incoming Attacks can be countered by making an Attack roll instead of a Defense roll. Still opposed rolls, but only the highest roll goes through and it is resolved as if it were against a Defense Roll of 0. Risky shit.


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Damage is surprisingly straightforward.

For each point you beat your target's Defense by, you deal that much damage, multiplied by your Damage Multiplier (DX) for that specific attack.

In situations where you deal more than half of a target's Health in one attack, you can inflict a Combat Complication, which is much like succeeding with complications. They can either be Stunned, Penalized, or punished by one of their Weaknesses or Flaws.

The rest of the chapter covers damaging and destroying scenery items, recovering Health and Endurance and other combat actions like non-lethal attacks and protecting other characters.

There's a neat rule that if you hit 0 Health, you stay standing as long as you have Endurance left, but all Damage you take is then dealt to your Endurance and you take a -1 penalty.. and vice versa, if you use all your Endurance, it burns your Health. Only when both are gone do you pass out.

There's really a lot more versatility in this combat system than I expected. Ways to adjust your fighting style are particularly neat.


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Now we're actually getting down to the last bits of the book that I can really talk about. Short of just painstakingly summarizing every little fiddly ruling. I suppose it's worth saying that getting to the hard mechanics was worth the wait, because there's actually a lot there that I really like and find really neat.

Starting on Page 115 we begin the Growth & Experience Chapter. Unsurprisingly, the game uses an experience system where players earn XP from the GM for good roleplay, participation, clever ideas, and so on.

Unsurprisingly for this system, experience is highly variable. The conversion rate for XP to Level increase depends on the kind of game being played, as determined by the GM. The XP cost is equal to the new Level of the Ability multiplied by the Rate set by the GM.

You can use XP to buy off weaknesses, but they recommend doing that as part of roleplay, in game, instead of between sessions, since they do advocate for mid-game epiphanies where a player might find reason to spend their banked XP.

…Or you can just not have XP at all. Assuming you're not running that kind of game.

Section ends with advice on retiring characters. They might die in glorious battle, or you just might want to play someone else and make that character an NPC.


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And now we're onto the finale.. and not a moment too soon. I need to get going.

It's the GM's section. I'm going to have to read this in depth at another time, but at a glance it looks like a lot of advice. Lots and lots of advice.

How to GM right. Types of games to run. How to write an adventure. Making NPCs and making them threatening. When to roll dice and how to handle success and failure. Keeping players engaged with good narration and fun NPCs. Sharing the spotlight. Story structure. Don't railroad.


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Some more nice art, and onto the last few sections.

We've got sample NPCs and one more revelation… The example NPCs before had something in the corner of their stat block labeled "TV" which turns out to be "Thread Value"

Fancy that… Did they mention that earlier?

NPCs feature Witches, Butlers, edgelords, combination Ara-Loli Foxladies, and cops.

There's also some minor NPCs, like Teachers and Salarymen and Yakuza thugs.


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Fuck me, there's still more.. Page 148 is just full of animu shit.

It's effectively a short glossary of basic animu themes and tropes, along with different terminology and cultural concepts… Like switching Rs and Ls, Shinto religion, school culture and clubs, mythology and other weebshit.

This section seems handy, except for one troubling entry. For the most part, this book seems perfectly fine, but then there's this paragraph about anime bucking gender roles and homosex.. Not sure if poz, but concerning all the same.

Luckily, all the stuff around that seems pretty on-point and not at all hinting at SJW politics, so that's good…

And we're finally fucking done.

Page 157 ends the book. The following 13 pages are the Index, the Character Sheet, and the Kickstarter Thank yous.

I can't seem to find my name in there.. What the fuck, man?


So that's OVA, the Weebshit RPG.

All things considered, it's a suprisingly cool system. The initial impression isn't that great, but when it all comes together, it's got some cool stuff going for it, and enough baked in content to adapt all kinds of settings.

Since you've got the PDF, you've got everything you need to run it or page through it for ideas.

Since I've found that reading through an RPG book a couple times helps me really internalize and memorize the rules as well as the book layout, I'll probably be reading through this again soon.

I hope you enjoyed this and that I didn't completely waste mine or your time.



Seems accurate to me, no need to worry.



More on those foxes, please.


Seems like this can only run generic animu stuff.

I've been thinking about someday running a mash-up between VOTOMS, Desert Punk, and Legend of the Galactic Heroes with some Cowboy Bebop and Ghost in the Shell sprinkled in. Should I find something else that could run this or can OVA manage it?



There's certainly a lot of flexibility to the system, but it's also lacking in the sort of crunch that would make certain settings and premises fully playable. It's got generic shounen and shoujo type stuff covered, but not hard sci-fi so much..


The real question is: Can it run Jojo?

The answer: Yes, with minor homebrewing.


Enjoying the thread, OP.

Keep up the good work.



I've got a handful of small RPGs by the guy who did most of the translation for Maid RPG and made Magical Burst that I might do next. Need to find PDFs first.


Good analysis. I read OVA a while back, I agree that it's decent. It has kind of a 'build the power by effects, not source' thing going on like Hero or BESM but is probably about a tenth as complex as either of those systems, which is probably a good call since it seems targeted at anime fans who want to get into RPGs.

You could certainly do non-anime stuff with it if you wanted to, although usually people have their own preferred generic systems they want to use. But heroic fantasy would be trivial, it's got what you need for spells, magical items, tough fighter types, etc.



We should cook up a few characters or something.


Sounds like it might be worth a look at. Is it in the pdf share thread? Are there other books for OVA besides the core?



PDF is linked in the OP of this thread. The anon.to link


Why haven't fa/tg/uys done threads like this before? Can you imagine how much easier it would be to sell people on systems and teach them with more threads like these?


Whatcha read/review next, OP?

Do you take requests?


Thanks OP.


Because it takes a lot of time and dedication.



I was planning to do a few really small RPGs once I get PDFs for them. What were you looking for? Perhaps you'd like to try doing this next?


Yeah, I'm still trying to see if I can put aside a couple hours for the next "session"



How about Don't Rest Your Head?



I could give it a shot at some point. I don't really have the free time to do this on a frequent basis, though.


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I found after one read-through I could build a character in 15 minutes. 9/10 would weeb again. Even got a hard copy.


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As long as you have a strong concept, I can't imagine anyone having too much trouble getting started with this game. The devil is in the details, but even if you don't understand the deeper details of the combat system, you can understand what each Ability and Weakness represents.


OP Here. I'm trying to find PDFs for 3 obscure RPGs. All 3 are by Ewen Cluney, the guy who made Magical Burst, that one Madoka-inspired RPG about tragic magical girls.

I bought them from a store at Gen-con who had some kind of offer to get the PDF version for free if you emailed them your digital receipt, which I have… but I can't remember the vendor's website.

The games are ones I wanted to do a reading of, and the reading is more interesting if you can follow along with the PDF and also if I can post pictures and other clippings of what I find particularly interesting.

The games are:


>Magical Fury

>Schoolgirl RPG: Complete edition

I've been able to find some much older, earlier drafts of these games that the author posted online (Cluney has made a ton of micro-RPGs and little supplements and published essays) but I can't find the PDF versions of the editions I currently have.



so, traps are like a race or a class?


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Surprisingly.. There is no Ability or Weakness for being androgynous.

I guess you could make a male character with the "Cute" Ability. It does say you can just make custom Abilities and Weaknesses if you feel that none of the other ones fit your character concept… I guess "Androgynous" could be a combination Ability and Weakness.


Got a PDF for Don't Rest Your Head. It's a scant 88 pages, so I'll probably skim through it and do a "reading" tomorrow evening.

Still no PDFs for those Cluney RPGs, so I might hold off and do Ryuutama or Golden Sky Stories at some point.


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Don't Rest Your Head, by some faggots from Evil Hat, who I seem to recall being on the SJW end of some GamerGate drama.

So here's a PDF! anon <dot> to/XCSZBd

Links shortened and broken to lower the chances of them being taken down

So this is a game about crazy people who can't sleep because the world is actually really, really fucked up. I only have a passing awareness of the system.

Also, the art in the book seems to be largely made up of real life photos that have been filtered through photoshop, so there's probably not going to be much to say about that.

Let's begin.


The introduction on pg 2 lays out the premise pretty easily. You couldn't sleep, and then you stopped sleeping, and then you awoke to find that the world is kind of intersecting with a surreal, chaotic world.. and because you are now out of the Matrix, so to speak, you are being targeted by something, and if you ever sleep again, it will likely kill you.

The next page doesn't fuck around, though. The writers assume you'll know enough about RPGs to understand that this is book that tells you how to roll dice to tell stories. Standard GM-and-Players arrangement.

One thing that catches my attention right away is What You Need section, which asks for different colored dice for different things, because each color signifies Discipline, Exhaustion, Madness, and Pain for the GM.. along with stuff like coins and bowls.

Pg 5 starts and example of play. Interspersed in the idealized exchange between the GM and Player are lots of Page notes. Very nice. Seems to be a roll under system, with the GM rolling a die to set how many successes are required.. Not sure how I feel about that


The example of play is pretty long, but it's showing off a lot of mechanics. There's a lot of bargaining and back and forth between the GM and player as the player tries to find the best way to squeeze together a handful of dice to survive an encounter with Mechanical Brit-Cops while trying not to let Madness and Exhaustion take over.

Character Creation starts on pg10

Player characters are Insomniacs fighting Nightmares and other shit in the Mad City.

Character Creation is handled by answering a series of questions that define who your character is, why they stay awake, what stressful thing drove them over the edge, how they appear, what makes them tick, what they seek, and some other stuff. There's a focus here on creating a damaged, 3-dimensional character with something worth struggling for.

Section after that gets into Discipline, which is just your base dice pool and starts at 3 for all protagonists.

After that, Responses, which are 3 points split between Fight and Flight which doesn't seem to have a dice-related function, but acts as a way of measuring how your character handles situations.

Below that, Talents which include Exhaustion Talents and Madness Talents.

A character's Exhaustion Talent is a fairly specific mundane thing that character can do exceptionally well, perhaps bordering on superhumanly well. Incredible luck, speed, pin-point accuracy.. But they are used at the cost of exhausting your character and driving them towards needing sleep.

Their Madness Talent is something outright supernatural. A literal super power like flight or telekinesis that can be used at the risk of going insane and becoming a Nightmare citizen of the Mad City.

Pg 14 starts breaking down dice mechanics.


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Rolling dice is straight forward. When conflicts arise, both the player and GM roll against each other. Compare successes, determine which aspect of the Player's dice pool had the biggest effect, and resolve via narration. Ties always go to the player, so that's nice.

Succeeding or failing is all about whether or not the scene develops in a way which furthers the player's stated goal at the time. How they succeed and how the scene plays out is colored and guided by whichever dice pool was strongest between Discipline, Madness, Exhaustion, and Pain.

The following few pages go into explaining what each of these pools represent, what it means when they are dominant during a roll, and what secondary effects it might have. For instance, when Disicipline is Dominant, a player has the option to lose an exhaustion die.. Which means they won't be as tired (good!) but will have fewer dice to roll (oh fuck!)

Dominant Exhaustion gives you more exhaustion dice. If it exceeds a total score of 6, your character crashes and will fall asleep soon. They will lose all their exhaustion and recover after a day or so, but in the meantime, they are in danger unless someone else is watching over them.

Dominant Madness affects the Fight or Flight response for the character, dictating the specific way your character loses his shit – Running like a madman or fighting like one. Like exhaustion, if all your response boxes are filled, you snap and all your stuff resets.. but in this case, you LOSE a discipline die (ouch) and gain a permanent madness. Lose all discipline dice in this way and you become a Nightmare.


And then there's Pain dice, which are the GM's counter-dice that are only ever rolled against the Players. The GM rolls more pain dice the harder something is meant to be. When Pain domainates, bad things can happen.. Signified by putting Coins of Despair into "THE DESPAIR COFFER"

I have no idea what that means yet.. But so far, I'm liking the strong mix of mechanics and flavoring mixed together. They've done a good job of selling the mood of this game while just explaining how you even play it.

Failure is straightforward and also tied in pretty well to the established mechanics. When the GM beats a player in a roll, they get to chose whether to tick off a response or add an exhaustion die. The player has a little control over these things and can do certain things to mitigate how badly they get fucked by their own rolls, but the GM can decide to just make it worse because they feel like it… On top of the player taking any bad results that came from their own roll, meaning things can go from bad to FUCK'd in a couple rolls if you aren't careful.


OP you should try Anima and see if you come out sane.


Pg 26, now we're getting to coins.

We've got a Despair Coffer and a Hope Coffer. When Pain Dominates, a coin gets added to the Despair bowl, which they can then spend during another roll to add or remove a 6 of any kind to a pool. This means the GM can change which pool is Dominant in any roll.

Coins spent this way are moved to the Hope Bowl/Coffer/pile. Taking Hope coins allows players to take a breather, remove an exhaustion die, or clear a check on their responses, as long as they aren't in combat.

So the GM can dick players and control outcomes, to an extent, but players can turn around and spend that to recover and manage their Exhaustion and Madness to avoid Crashing or Snapping.

Hope coins can also be used to recover lost Discipline dice at the cost of 5 minus their current Discipline level in coins. Provided they have an in-game lengthy period to relax.

Oh, AND Hope Coins can be spent to gain 1 additional instant success on a roll.


Plz no.



I want to stain that kitsune's miniatures with cheetos residue


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Pg 30 – Talents!

We're about a third of the way in, and this book has been mostly rules. That's surprising and impressive. I expected this to go a lot faster.

Exhaustion Talents, as explained before, are a specific mundane activity that your character can do supernaturally well, because that's just how the Mad City is.

Activating your Character's Exhaustion Talent with a Minor Use means any action relating to that talent has an equal number of MINIMUM successes equal to your current Exhaustion pool. – Even if you fuck up and roll 0 successes, but you have 4 exhaustion dice, you still have 4 successes in that action.

A Major Use increases your Exhaustion pool by 1 and gives you an additional number of successes equal to your Exhaustion pool on top of rolling those dice. Presumably, you can pull a Minor and Major use together.

Madness Talents function differently with the difficulty of the Supernatural action being taken with the power is reflected by how many Madness dice must be rolled. More Madness dice, higher chance of Dominant Madness, higher chance of snapping.

You're doing crazy super power shit, so it makes sense.


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handy rules summary on Page 34. Could have posted this instead of painstakingly summarizing.

Pg 36 is about running the game. They recommend establishing a narrative style ahead of time, specifically in regards to whether the GM will have final say, or the Dominance of a roll will change who gets to narrate, or whatever.

As an overall framework, the game is already set to go in a pretty understandable way. Your characters got into some shit, went crazy, are now part of the Mad City, and they've got some important shit that they want to try and make right… And chances are things will spiral out of control quickly as players try to manage and balance Madness and Exhaustion against their larger goals.

The next several pages are all GMing and game-running advice.

Use the Questionnaire to establish a story and goals.

Roll the dice only for important shit.

Let players have the spotlight, since the game is all about them anyways.

They recommend running this as a game of damaged people with secrets and motivations. It's not a bunch of big damned heroes out to save the world and beat the Big Bad Evil Guy.


Pg 45 is about the setting in greater detail. It goes a little like this:

The City Slumbering is the real world as we think we know it. It's more like a dream within a dream, while the real waking world is the Mad City, which lies right beneath the surface, often intersecting and occasionally swallowing people up.

Awakened people can see and freely enter the Mad City, recognizing it's out of place doors and windows that seem to pop up in the most unnatural places. Slumbering people might stumble into the Mad City, but their brain rationalizes it away, as they can't properly perceive the waking world.

It reminds me a little of Changeling and The Hedge in a way, except people who accidentally enter The Mad City don't come out Awakened and full of madness-granted super powers. Some apparently don't even come out at all, and they just get stuck in the weird, unnatural timeflow, forever adrift in the oddly anachronistic world.

Then there's Nightmares. Powerful, aggressive entities born from The Mad City. Some of the Hollow locals simply fade into a permanent role within the city, and others pledge service to powerful Nightmares.

There's also all kind of weird shit to keep in mind with the setting.. Like the 13th hour, where exit from The Mad City becomes impossible. The Bizarre Bazaar where the citizens trade and sell emotions, memories, and other intangible goods. District Thirteen where the Bureaucracy of Nightmares enforces obtuse and draconian laws.

This goes on and on for quite a while. There's NPCs and organizations and all kinds of stuff. About half the book is rules, and the other half is really interesting, rich lore. If you're still interested at this point, I might even suggest giving the section starting on pg 45 a read first, since you've likely got a decent grasp on the rules after reading my posts.

Pg 64 has more GMing advice. Pg 70 addresses the idea of running a long-term campaign, and the difficulties that entails.. since it's so easy to Crash and Snap.

Pg 73 lists their inspiration, which includes Gaiman's Neverwhere (which has a definite changeling vibe) and the little known movie Dark City (which was The Matrix before the Wachowskis ripped it off)

Pg 76 is the index, followed by the Character Sheet… and We're done.


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I've always enjoyed DRYH and I've always felt that hicks avoided most of the SJW nonsense that haunts his fellow forgites.



Knowing as little as I did about it, I was fondly surprised by the amount of cool shit going on in the game.

The characters are very light on detail, but the mechanics have a good crunch to them that really sells the risk and reward of teetering on the razor's edge of madness and power.

And then there's the setting.. Going into it,, you'd expect it to just be a surreal world of un-definable weirdness and dream-logic, but it's really quite concrete, just running on it's own rules with it's own leaders and established actors.


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So, I might be running an OVA game soon. One friend expressed interest in running a Jojo game, but we'll have to see what the rest of my friends want to do, since our D&D game kind of fell through.


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Good news, bad news.

Bad news is that D&D will continue.

Good news is that my players are interested in doing the Jojo game after we wrap our current campaign. This means I have time to start homebrewing and working on material for the game. A new thread will be in order so I can work out various details, like story, baddies, and how to handle stands.. Because 3 of the people at my table are highly creative in a campaign derailing kind of way…



Didn't we have a Jojo homebrew a bit ago? I know I was supposed to play in playtesting but it fell through without any contact after a while.


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Someone else had made a pretty interesting game, but I've since lost the link. I'm going to be running the game through OVA, since it seems like the easiest thing for me to do, having just read the book. Everything fresh in my head and all.



Well OVA is a really bare bones kind of system so I think you'll have a fair bit of trouble getting Jojo to work with it but more power to you. Just be wary because powers that work well on paper (literally) might not work well for tabletops so just always keep that in mind.



>reminder that Josuke is Jolyne's grunkle



I think OVA's light weight system will be a boon when it comes to working these things out. Jojo would never work with a crunchier, more mechanics focused game. The series is 90% asspulls and plot convenience anyways.


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Lolyne wanting to marry josuke when she grows up is cannon in my head.


I played it for a couple of sessions, the problem with it its that youre not exactly sure of how do the stats apply to different situations, specially with some of the most convoluted stands.

For example, my group and i helicopter crashed because we found no way to defend from a sound based stand.



Here you go, my faboulous negro, beware of hamon against vampires though, its broken as fuck.

Also, try to get some music for the game, it helps build hype when an OVERPOSE comes around.



System probably needs to shift a little further away from following Jojo's idea of stats and more towards functional tabletop stats to fix these kinds of issues. Hamon should probably be busted against vampires though, they're vampires and it's Hamon.



>3 of the people at my table are highly creative in a campaign derailing kind of way

Cherish these people



I'll definitely be dredging through this for ideas, but I might just make a separate thread for Stand ideas and Stand User concepts.


Two of them are guys I'd have at my table for the rest of eternity. One of them is an unusual variety of THAT GUY who alternates between not knowing the rules and knowing them too well.

The last player at the table concerns me because I don't know how well they will be able to function in a game with 3 spotlight stealing near-geniuses who will be effectively allowed to design their Stand powers how they please.


You still doing book reviews, OP?




a timeline where Jotaro actually takes care of his daughter is the best thing we got from Eyes of Heaven



Short version: Yes, I've just been really busy lately. Might spread out the Ryuutama reading over a couple days.



I might contribute with a read through of Anima, it's a game from my childhood that I was interested in but never really understood and I'm hoping that, maybe, as an adult, I'll be able to figure it out.



Go for it. It's pretty much the easiest means to get shit done.


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>Get PDF of the book you want to read

>Host it on a file sharing site and post link

>Open Snipping Tool (built in on newer versions of windows) to screencap art and notable paragraphs.

Pro-tip, anything snipped goes to the clipboard, which means after selecting what you want, you can just paste it in the post box to attach it, instead of needing to save and upload it the usual way

>Read book/PDF

>post thoughts, comments, criticisms, reactions, etc

>remember to note page numbers

>continue until finished with the book or until there is nothing left worth posting about.


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Alright here will go, we're going to go through Anima: Beyond Fantasy and it's Core Rulebook which is available through the share drive…


One of the most important things about Anima is the art which is originally how I came to know about the system years ago. The artist is known as Wen M and produces some pretty solid art which has been able to popularize the system all on it's own. You can see the cover art as an attached image and you can see Wen's gallery here: http://wen-m.deviantart.com/gallery/

Wen has moved on from Anima since and has been involved in a handful of other projects although his most recent work, Luminous Echo, is compatible with Anima according to the Kickstarter page. The life force of this strange Korean game is Wen's art and I don't want to have to jack myself off everytime I see it so I've frontloaded information about the guy. He hasn't really grown much as an artist since the years and years ago when I knew him but when you're good you don't have to really develop much to stay good so maybe that is for the best.

Of course I say Korean because his art just makes me think of the finest and most skilled 11 year old asian kid who spent days and night learning to draw anime for six years so that he could show up everyone else on DeviantArt but the game actually has a much stronger Spanish theme going through it and was also released in Spanish so if you somehow wound up on this Chinese meme merchant image board but are a stronger Spanish speaker you could dig up that PDF and read along. This information, along with the relationship with Fantasy Flight Games (make of that what you will) is available on the first inner page along with some copyright stuff telling me I am not legally allowed to do this but will do anyways.

The table of contents lets you know what kind of system you are in for and how they will be organizing things along with how not-American their style is considering the fact that using underlines in this fashion is a huge faux pas. The game has a subsection for everything and will not lump similar things together so you better have a big capacity for a bunch of similar but not identical rules, terms, and items or you will be left for dead in the cantina hombre. The font choices are especially terrible if you're the kind of autism elemental that cares about typography and the book isn't really well edited in general, more of a jumbled mess of several subsections per page, but that is kind of part of the charm I think.


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If you haven't caught on by now English is a secondary language so if I sound like I chewed bricks for a hobby forgive me, twenty years stateside can only do so much for one's English. Anima mentions that you will need a calculator pretty early on and it uses the strange phrasing of "may need" when what it actually means is "will need." I have thankfully been able to acquire a digital calculator through the glorious abilities of my Win7 system but if you downgraded to Win10 please consult your local Windows merchant to start the monthly rental fee for a Functionality Suite of tools for $59.99. The book is free but the tools aren't.

The generic example roleplay situation is made better by imagining that the Pazusu character is actually the ancient pestilence demon Pazuzu and Lumres is one of his Lemures, otherwise it is an uninteresting waste of time as, in the infinite wisdom of the Spanish, they decided to not actually include any examples of the rules of the game and instead replaced every possible instance with (makes an appropriate roll) or (follows the correct rules) or (Jerry put the actual rules in these reminder brackets before we publish.) After that we begin with the first game mechanic that Anima introduces to us - dice rolling and how it wants to make that complicated.

You see, Anima wants to make EVERYTHING complicated.

A roll is usually a d100 (+ your Ability) and any number that is 90+ is an exploding die (what they call an 'open roll') but every subsequent explosion increases the explosive threshold by +1 so you need to roll 91, then 92, then 93, etc. to continue exploding (why they added this rule to influence the 0.00X% of the time this happens is beyond my knowledge.) Similarly if you roll a 1, 2, or 3 then you have a Fumble and then you have to reroll and add an amount equal to your Fumble Level (3 is -15, 2 is 0, and 1 is +15) to the result to determine how badly you Fumbled (but these rolls aren't able to explode) …unless you have an Ability over 200, in which case you only Fumble on a 2 and a 1 and then 2 is -15 and 1 is nothing. Also if you want to make a Save, called Resistance, then a 100 always succeeds and you can't explode this roll.

With me so far? Good. Sometimes you roll 1d10 instead of 1d100 and none of the above rules apply and instead you have to roll UNDER your Characteristic. If you want to roll this as an opposed check then whoever rolled under the most wins but a 10 counts as a 13 and a 1 counts as a -2 but also if the difference between your two stats is 4+, then every numeral you roll under counts as 2 instead of 1 for this competitive check.

My theory is that an ancient Aztec demon haunted the offices of Anima's producers and told them that unless they took every possible measure to make even simple die rolls more complicated than they needed to be that it would thread their dicks shut but you are welcome to your own theories for why they couldn't unify even the bare basics of their system.

You thought I was joking about the mechanical aid didn't you?


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Moving right along to our first chapter, character creation, we are greeted by the Characteristics that every character will be using…

>Strength (STR) is your usual RPG muscle stat, nothing special

>Dexterity (DEX) which is physical skill, coordination, and precision compared to…

>Agility (AGI) which is speed, movement, and balance but you need both DEX and AGI to determine reaction speed.

>Constitution (CON) is also normal

>Intelligence (INT) is your ability to interpret Anima rules successfully

>Power (POW) is your strength of spirit but also charisma

>Willpower (WP) is not abbreviate as WIL for some reason

>Perception (PER) is normal

Anima also offers us four methods of generating these stat rolls which is one more than usual. Every stat caps at 10 during rolls.

>Method 1 - Roll 8d10, ignore results 3 or below then discard the lowest roll and replace it with a 9. Assign stats as desired

>Method 2 - Roll 2d10 eight times, take the highest result, and then assign as desired

>Method 3 - Roll 8d10 straight down the line and assign each roll to each stat in sequence

>Method 4 - Roll 7d10, add every result together and then divide this between stats as desired

Methods 2 and 3 aren't interesting and Method 1 is a bit much so I think Method 4 is probably the approach I would take. None of the options are point buy though and every option introduces more than a fair bit of randomness which is unusual, maybe roleplaying games in Ecuador don't know what a point buy system is or why Americans like them. They do, however, use the stat to modifier system that D&D popularized so there is a layer of yet more math to be done.

You can break past a 10 in other steps and something about Inhumanity and Zen are involved in these but I don't really know what that means yet. The stat block describing what every numeral value of a Characteristic means has a Sharingan in the top corner though which is cute and tickles my fancy. Your stats also determine some derivatives…

>Movement Value which is equal to your Agility (AGI)

>Fatigue which is equal to your Constitution (CON)

>Size which is equal to your Strength (STR) plus your Constitution (CON), then use the table to find your height and weight.

Your Appearance is also a stat but you roll it as a single d10 and then that's it. It's separate from the other stats for some reason, probably because of the fact that if you have an 11 or better you are apparently irresistibly attractive and players would pump all their points into that shit if it means that they could fuck Orcus instead of fight him.


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They mention your character Race but then say they'll cover it later wasting a paragraph on just informing you that this is a concept which exists in case you just blew in from a SocJus rally and were under the impression it was a social construct. We have yet more derivatives but these ones are not stats (Characteristics) and are instead Abilities which the book says "represent knowledge and skills" but then depend on your physical Characteristics but that's not an abnormal quirk for roleplaying games.

>Attack Ability is based in Dexterity and determines your ability to hit

>Block Ability is based in Dexterity and does the opposite

>Dodge Ability is based in Agility and helps you duck child support payments from your baby mamas

>Ki Abilities is based in…nothing I guess, it has two sub-abilities (or maybe they're not sub?) - Ki and Ki Accumulation which are not yet explained

>Weapon Modules is your ability to use polearms and other inferior weapons

>Martial Arts is your ability to punch a man's prostate until it kills him

>Wear Armor is based in Strength and represents your ability to put objects on your body and not strangle yourself with a cloak clasp

We have some Psychic abilities…

>Psychic Points (PP) are summarized with PP which is always funny

>Psychic Projection is based in Dexterity and helps you avoid guilt by accusing other people of your own flaws

>Psychic Modules is your knowledge of combat abilities

And then Supernatural Abilities…

>Zeon is your Mana

>Magic Accumulation (MA) is your ability to gather mana

>Magic Projection is based in Dexterity and determines your ability to hit people with your jack off crystal energy

>Summon is what it says on the tin

>Control is based in Willpower and also helps you keep your subs in line

>Bind is based in Power and mentions traps so I'm sure you degenerates will love that shit

>Banish is based in Power and I don't have a joke

>Mystic Modules are magic combat abilities

Secondary Abilities appear to just be skills or knowledges which are governed by a stat related to their category (ex. Athletics secondary abilities are based in Dexterity) and I'll include the table instead of going over those point by point because apparently that is for chapter four. You add your stat modifier plus the score of the secondary ability to determine it's bonus but it's worded strangely (either that or my brain is just mush already.) They mention DP (development points) but they haven't gotten there yet.

As if to spite me before I made fun of the categories within categories (which I intended to do) we now have Archetypes which have several Classes within them. Our available Archetypes are Domine (Ki user), Fighter, Mystic (Spell user), Prowler (Rogue), Psychic, and Novel (jack of all trades) which don't have an even spread of Classes between them but some Classes also fit into several Archetypes which the book mentions but doesn't really get into at this point. I'm not sure I get it either. Also some Classes have actual names and some are just descriptions which is weird like they blew their budget before they could think of a name for Warrior Mentalist or something. They could spend all the money on art but not on coming up with names for character classes apparently.

Since they don't have names I've decided that Wizard Mentalist is Meme Magician and Anima can't stop me.


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When/if I get around to making a character the name drop of Einstein has inspired me to make Einstein into a Meme Magician but that is neither here nor there. Anima spends a couple paragraphs explaining the concept of experience points like the reader was dropped on their head and then makes this strange Einstein reference. The important takeaway is that you have 600 DP to spend when you enter play.

The good thing about Anima's DP system is that for Characteristics you spend it at a 1:1 rati- no nevermind, sometimes it's 2 or 3. Dammit Anima, why can't you let me have this one thing that is single and intuitive? So not only do you have to spend a minimum of points equal to reach 5 in an ability if you don't have it yet which could be 5, 10, or 15 DP but some abilities, like Zeon can only go up in increments of 5 for some reason. You also can't spend all your DP in one area of abilities based on your class which gives you a percentage limit of your 600 DP you can spend in either Combat, Psychic, or Supernatural ALSO you can't spend more than half your total DP on Attack, Block, or Dodge and you can't have more than 50 points of difference between your Attack and your Block/Dodge….ALSO ALSO you can't spend more than half the amount of DP you're allowed to spend on your Magic or Psychic categories (whatever percentage of DP you're allowed based on class) on their respective Projection.

So, to clarify, every class has a percentage of DP you are allowed to spend of your total within one of three categories and then every actual value within those categories costs 1, 2, or 3 points to increase it by 1 but also your Attack can't be more than 50 points different from either your Block/Dodge and your Magic/Psychic categories can't have more than half the allowed percentage of DP in Projection.

Now you also get a class bonus to cerain secondaries which is added but not part of the DP spent pool and once every level you can apply a Natural Bonus which doubles your Characteristic bonus for a certain secondary (ie. if you choose Acrobatics then you apply your DEX twice to determine your bonus.) Also apparently that Mastery thing from early where if you have 200 or higher in something your fumbles are less bad only applies to some things and not all things.

…so I thought I had the DP thing figured out and assumed Fatigue was your hitpoints but no, those are Life Points which requires another chart entirely to figure out but also you can't buy that up normally at a 1:1, 2:1, or 3:1 ratio it instead uses it's own rules where you pay at a ratio based on your class and then you add your Constitution to your base amount everytime you spend to that ratio. It is at this point that I realize god has forsaken me and I am adrift in this land but I'm already…fuck…only 15 pages in? Jesus cock sucking tap dancing mary magdeline's mother fucking christ. I swear to whatever Elder God is listening if I look down and this Initiative score is not two steps or less I will personally find and murder Hotwheels live on camera.

Initiative is a base score of 20 + DEX + AGI + Class Bonus - Armor Penalties and is the sanest thing I've seen in a while, it also means I do not have to murder a cripple which would've been a welcome relief but also a substantial delay in my attempt to relay Anima to you kind folks. Presence has a table though and apparently is not the same thing as Power and is your total DP / 20 which means you start with a Presence of 30 and the table is just doing math for you.

Resistance (Saves) comes in five different types because of fucking tap dancing christ it comes in more flavors than Mountain Dew why not? Each Resistance is your Presence (30) plus the appropriate stat.

>Disease Resistance (DR) based in CON

>Magic Resistance (MR) based in POW

>Physical Resistance (PR) based in CON

>Venom Resistance (VR) based in CON and I am fucking shocked there isn't a Poison Resistance too since apparently Disease and Venom are distinct enough to warrant seperate categories despite both being rolled up in any other roleplaying system as afflictions which target the bodily systems from inside.

>Psychic Resistance (PsR) based in WP (not WIL remember)

They also repeat what a Resistance check is but with less information than last time and I am baffled.


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Guess what my amigos? We have another thing called Creation Points, which are not Development Points, that effectively are feat selections as far as I can tell and calling them points was just not needed quite honestly and about gave me heart failure assuming you were going to give me 1,000 CP and force me to calculate out what every feat cost based on two different stats and a ratio. Thankfully we are spared and it is just a matter of spending three points of feats, some of which cost 2 or 3 points. You can also take Disadvantages (Flaws) to gain more CP to spend on Advantages (Feats) which is par for the course and an island of sanity where I will rest my weary mind.

Two Advantages let you bump up your stats, either by +1 or bump a stat of less than 9 up to 9 for 2CP.

Charm exists which lets you charm people but wouldn't bumping up your Appearance to 11 from 10, if you rolled it before, be better? It says you are irresistible even if they're the same sex and not gay or otherwise not interested in you but I guess if you can't do that then you'll have to settle for this GM fiat Advantage.

Disquieting is paying 1CP, as an Advantage, to have the effect of ChrisChan on everyone around you and is definitely not an Advantage.

Animal Affinity doesn't prevent you from having animals attack your party if it's trained to attack which is a weird and pointless reduction in potency for an already mediocre Advantage that at best keeps wild elephants from trampling you, maybe, if your GM feels like it.

Been Around mentions Experience Points but those don't exist, you have Development Points. After CTRL+F'ing for "Experience Points" I have actually learned that EXP has to be translated into level ups which then grant you more DP to spend which is just icing on the fucking cake. You get 50 EXP for every CP you spend which ends up being a great way to annoy your GM because the next level up to level 2 is 100EXP so basically if you take it for 1 or 3 CP you are over or under shooting. Why the fuck doesn't the Advantage just cost 2CP and bump you up a level if it's going to exist at all? 1CP for 50DP would also make sense.

Learning, on page 19, only gives you +3 per CP, per session, and since you need hundreds to level up is absolute shit.

Aptitude in a Subject/Field is a weird one because 200 seems to be either a soft cap or a hard cap so, at most, your benefit is 400DP which is pretty valuable if you intend to make that skill your best thing but you'd probably pick a class that gets it at a 1:1 ratio anyways so I'm not sure how to feel about it. Could be good.

Repeat a Roll is an Advantage and I don't know how I feel about that.

Exclusive Weapon is a pretty safe Disadvantage to take, you're not likely to use a weapon that isn't your preferred type as a fighter man.

-2 to a Stat for 1CP is also probably a good choice to cut a dump stat deeper but you can't drop it below 3

Unattractive is good if you got lucky and rolled 7+ on Appearance since that seems to not matter much it's basically free CP for a good roll

Action Requirement for magic is also interesting and pretty easy to manage for an extra CP, an example is having your feet on the ground to cast spells which is something that happens 90% of the time anyways so if you can pick something that trivial (ex. wearing and touching your prayer beads) then this is a no brainer.

Moving on from Advantages and Disadvantages we reach final details which mention race which we haven't even covered yet so what the shit. Also here is the experience chart I mentioned from earlier that makes me want to die a lot inside. Here we are introduced to another rule that probably belonged earlier or belongs later that says you can't pick a class bonus in offensive (Attack) or defensive (Block or Dodge) more than ten times because that adds up to +50 which is the limit allowed so be sure to remember yet another rule about how you can do things.

Multiclassing costs 20DP if the classes are in the same Archetype, 40DP if they have an Archetype in common, 60DP if they're different Archetypes.

Rules for starting at Level 0 exist which complicate things further, if your GM asks you to play Level 0 just kill them on the spot.

Finally we have an example character with mismatching art and a number and word density that are more than a bit intimidating. Still no race though.

Where are the god damn races Anima? Where did you hide them?


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I brain farted on providing page numbers so far but since I have been largely summarizing a bunch of not well organized information that hasn't been a big issue, if you are reading along then you're likely hitting things as I mentioned them since I'm going page by page but I'll try to remember them going forward. Here on pg27 we have what I think is information about races, maybe…hopefully. I'm just flat out not reading this text dump and it better say "Here are those races we promised." in like 600 words.

Page 28 confirms for me that this is what it said and I am pleased. We have Sylvain (elves) which are apparently attractive but don't get a bonus to their Appearance score oddly enough, they do however get bonuses to all of their resistances, resistance to light (but can't become compatible with darkness magic), can sense light or dark energy, don't need to eat or sleep as much, and they get -4 EXP per session.

Jayan also start on 28 and are giants and nothing they get ability wise is even remotely interesting beyond seeing spirits sometimes. It's just a giant.

D'anjayni on pg29 are edge elves who can pass without being traced and make you forget they were ever there but unlike the pretty boys they actually have an ability that influences Appearance which makes me wonder how important of a stat it really is for Anima. They're hard to hear as well if they aren't talking explicitly to you. All in all a good stealth race.

Ebudan on pg30 are reincarnated angel dudes who get wings and are immune to injuries that can't hurt a being of pure celestial energy which seems busted. Ironically they have the same -3 EXP penalty as every race that isn't an elf so one wonders what the elf has that is better than not being hurt by a trebuchet.

Daimah start on pg30 and are happier forest elves who are small and hide, sense, move, and even regenerate better in the woods.

Duk'zarist on pg31 again mention that they are always physically attractive but have no bonus to Appearance. Anima, if you are going to make attractiveness a stat and say that some races are attractive then why the fuck aren't you giving them a bonus to it? Seriously. What is going on? Anyways I apologize to the D'anjayni because these guys are the real edge lords and have the biggest penalty of all at -5 EXP because they have 10+ abilities that I am not going to read. They also look like Sephiroth, see attached image.

So you can be a giant or you can be immune to swords to the face, tough choices here with Anima.



>All these posts

>Only page 27

Holy shit.



It's a lot to take in, but it's a fun system. At least, I had fun with it.


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I am a thorough man and also I don't value my sanity at this point, did find a waifu tier girl though. Shame dating her would require a spreadsheet.


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We are finally at character classes which begins on page 32 by telling you about the creation of new classes by explaining in 500 words or more why you don't need to make new classes which is strange and yet another example of why I believe this book was designed to smuggle printing ink outside of Brazil or some shit.

Page 33 includes a summary of some of the madness up to this point. Read it if you need to catch up although I think I've already fucked up somewhere because I don't recall seeing the term "Martial Knowledge" prior to this moment and I also don't think Innate Bonuses are right. I thought that was once per level you get to apply your stat twice to something but then they mention it's actually +5 and you can't stack more than +50 but how is it +5 if it's based on your stat? I need to backtrack…okay so no that's the NATURAL bonus and this is talking about the INNATE bonus so we have two different, very similar, bonuses and I am 0.12 seconds from screaming.

The actual class entries look very smooth, provide information concisely, and seem to be sanely organized compared to literally everything else prior to this point but since classes are just stat blocks and don't provide abilities I can't really see why you would want to multiclass for slightly different numbers but I guess I'm not a munchkin. Limits seem to come in two varieties: 50% or 60% which is slightly cleaner than expected but still another number to keep track of in a system with plenty more.

Locating our Wizard Mentalist, renamed Meme Magician, we can see that buying up Life Points is expensive, as are all of our combat abilities, but buying Zeon (mana) is 1:5 and we are similarly blessed with +100 Zeon per level and some secondary skills. The rest of the sheet is a bit less impressive but psychic points aren't too bad either as a hybrid but Anima classes really just lack the punch of having unique abilities from most other systems. It is very unfortunate.

Classes run from 33 to 45 and coming out of that tunnel of varying levels of art quality we have a table of DCs on page 45 which are a bit difficult to understand in context without having a character to look at but so far most of the numbers have been pretty surprisingly balanced even if the system requires a degree in theoretical maths to figure it out.

We also get to see a chart for fumble rolls which we saw 40+ pages ago.

46-50 is a list of skills (secondaries) which run the gamut from sensible to excessively specific but page 52 is a bunch of information on crafting and I do love a good crafting system so it's earning back some of it's affection. Unfortunately that is only one page and I think more information is located elsewhere in the GM section or something (at least I hope so but, like races, it could be a disappointment.)

I'll resume at page 53 getting into life, death, and my own suicide later.




Maybe.. Just maybe.. Don't transcribe the whole book.



Sounds like quitter talk.


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OH BOY I REMEMBER THIS, I swear the only good fucking thing about this was the art itself. Everything else, ESPECIALLY the expansion books for this shit were just plain bloatware.


Remember Folks! He IS giving you the post it note versions and not the full story. If that doesn't put a heavy feeling on your back then I don't know what will.


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>If that doesn't put a heavy feeling on your back then I don't know what will.

I am deeply concerned.


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So now that I have rested and recovered a bit of my mental processing power we'll resume things on page 53 where we learn more about how characters in Anima live, breath, and die. Anima wants to make it clear that LP is an abstraction of surviving damage and wounds but doesn't use the word pain because then it's Withstand Pain skill wouldn't make sense, mainly it wants you to know that life-threatening wounds are not part of the LP system. If you get your head smashed in then you die, Anima wants to be semi-realistic so if you have 100 LP and take 100 damage then your skull is caved in and if you have 1,000 LP and take 100 damage then someone smacks the side of your helmet, damage is relative basically. You don't also get your head caved in but keep on fighting, sensible enough.

The system for dying is only marginally more complicated than your usual d20 system (which this is but hiding with d100s): you are dying when you get to 0 or less LP and every hour you are dying you have to check your physical resistance against 120, if you fail the check you lose 1 LP (but you need to hit your CON x5 in negative LP to actually die this way), if you fail by 60 or more you die on the spot, if you pass you return to 0 LP and aren't dying anymore, and if someone else makes a medicine check against a DC 80 then you also return to 0 and aren't dying. If you do die your spirit is attached to your body for POW hours. So even if you manage to die Anima still has rules for days, suicide won't help me escape.

Dying is made especially complicated by Regeneration which still seems to work while you are dying (I would consider laying on the ground "resting") so if you have 10+ CON the only way I can see an Anima character dying is by massive damage that exceeds CON x5 because you recover 60LP per hour or more at that point. Even if they knocked you down to 0 it's unlikely they knocked you 50LP below 0 and in an hour, before you have to save, you'll have recovered back to 10 and be fine. The only way to kill an Anima character successfully is to decapitate and stake the heart which the rules explicitly state so Anime characters are all vampires.

Oddly enough at 9 CON you recover from dying within three days but that is 72 checks which will, for sure, kill you before then. Wounds also give you a -60 penalty to everything when you stop dying that is recovered at a rate also on the table so I guess even if you don't die you'll just suck and then get killed again, sort of like Full Metal Alchemist Homonculi I guess. Your GM is going to have to keep track of a lot of math just to handle hitpoints though and I haven't even MENTIONED Bleeding Out which is a thing that happens when you get critically hit in certain ways apparently and adds another layer of problems.

If dying doesn't count as resting then you recover DP by the DAY instead and by the time a day passes you'll have had 24 chances to fail your check so it's a wonder Anima didn't make the recovery hourly, as is if your GM intreprets that to mean you need to pass 24 checks before you die than Anima becames a game of minor sword wounds killing you over time. You would think I'm joking but I'm not, the book says right there on page 53; "There are many ways a character can lose LP, receiving a wound in combat, falling down a set of stairs, or being rolled on by a horse are only a few examples."

Based on GM fiat either Anima makes you a homonculi or you will die from office papercuts, there is no middle ground.


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Anima uses your normal "Stat converts into feet moved per round" system so nothing special to talk about there, shockingly the game doesn't use double or triple movement rules like many other systems or reduce your movement when taking other actions which I was expecting when I turned over to page 55. Unfortunately Anima won't let you be superhuman in this fantasy game though because if you aren't magic you can't have a movement speed above 115ft per turn because "When a character reaches a Movement Value greater than 10 he moves at a speed no normal human could reach in real life." so if you were butthurt about Pathfinder's enforced normies suck rules then you'll love that.

Jumping is 1/5th of your movement "modified by the Jump secondary ability." and I don't want to know what chart that means.

We have some more rules for weight capacity but I don't know of anyone who counts arrows and pounds in a tabletop game so moving right along…

Fatigue (equal to your CON) can be spent to boost actions by +15 and every half hour of heavy work and two hours of light work burns a point, they don't specify which of these combat is so I will assume combat doesn't tire you unless you spend Fatigue for boosts. It also says "It is not possible to use Fatigue Points to improve Magic Projection or Psychic Projection, as they are not dependant on physical effort." and then later on says "Lastly, Fatigue can be used to increase a character's Supernatural Abilities for a very brief period of time." both on page 56 so which is it Anima?

Not eating gives you penalties

Not sleeping gives you penalties

Spending fatigue gives you penalties

Walking costs fatigue so watch your pace and if you have a CON of 4 or lower just off yourself. Brisk walking is 1 Fatigue for 6 hours and then you start taking penalties of -20 to everything for being tired and if you march for 6 hours instead you'll take -80 so ask your GM to just completely ignore this shit because I'm pretty sure some abilities ALSO consume Fatigue.

Moving right along to page 57 we have Combat Modules (AKA Attack options.) The modifier chart has already confused me because apparently if you use a weapon that is similar to yours but not yours exactly you take penalties so why was it a feat option earlier? Similarly Block and Dodging penalty doesn't make any sense to me at all so maybe someone else can explain it to me. There are also more…not-feats (I guess they're proficiencies you buy) which cost DP instead of CP for weapon usage and decide what weapons you can and can't use with penalties, including some bundles which give you proficiency in a bunch of archetype appropriate weapons.

For example on pg58 the Ninja costs 50 DP and gives you Katana, Tanto, Claws, Shuriken, and Kusari-gama proficiency.

You can also buy proficiency in certain types of technique for DP but they're aren't a lot.

Martial Arts exist and cost a pretty penny for non-Taos but otherwise they're your standard fare of Aikido, Tai Chi, Kung Fu, etc. continuing to pg61

Money and goods start on pg64 and being poor sucks, your GM is supposed to let you pick so choose to be a noble and buy whatever you want. If you choose to be a lower class then even armor and weapons will be beyond your reach, poor people can't even afford pants. This is not a joke. You have 5 CC and pants cost 1 SC (10 CC) so again, RAW is terrible and your GM better be the coolest dude ever and let you have money for clothes and then maybe armor and weapons.

Much like 1E weapons influence your initiative and faster weapons go first. Weapons have 6 stats and then actual attacks and special effects and I will be fucked if I bother learning them at this point, apparently you can break weapons with other weapons which is a nifty idea but the system already is bloated with other rules so this doesn't need to exist. Anima has also referenced a weapon I have never heard of and that is incredibly unusual so I need to give it props for that but most weapons are your standard fare.

Skipping right along to pg76 we get into armor which penalizes you by the difference between it's requirements and your Wear Armor total which doesn't require a chart and I am impressed by Anma's restraint to use a simple rule. Additionally the armor penalty of the armor is reduced by the amount of Wear Armor you have over it's requirements. So far so simple …but then you have the fact that armor can be hard or soft, come in three types, and helmets are their own type which fucks up the simplicity.

Then on page 77 we see more charts and see that armor reacts to all seven damage types differently on a scale of 1 to 10…helmets do too.


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OKAY. So lets just relax, not freak out, and try and puzzle this mess out…

Initiative is 20 + DEX + AGI modified by your Armor, Shield, and/or Weapon(s.) If you win by 150 or more you take the opponent by surprise and they get a -90 penalty against any actions you take against them, you can also choose to wait to act but otherwise it's highest first. You get a number of actions based on your DEX + AGI as well and they get, uh, absurd but thankfully Anima saddles you with a -25 penalty per action, per round, including movement (but moving 1/4th or less is free, so is unsheathing your weapon but it applies a penalty to attack that round.) Attacking is 1d100 (open rolls and fumbles too) and then you add your Attack Ability, whomever you target also rolls 1d100 (open rolls and fumbles too) and adds their chosen defense (Block or Dodge) to it. Then you subtract the Final Attack value from the Final Defense value and check the chart.

Assuming you beat their defense then you check the appropriate column for the AT against the damage type you are inflicting and find the listed percentage, then you calculate your damage (the weapons base damage + stat) and modify it by this percentage before it is finally subtracted from the target's LP.

If the attack misses then that is it, blank results on the table mean you missed.

If the attack fails and the table has a C on it then that means you can counter attack your attacker, repeating the process all over again (often with a bonus to your new attack), and if you do hit the attacker then their turn ends immediately and they cannot take additional actions or make additional attacks as you bust their knee caps open with a hammer or what have you. Unless you acted first and don't have active actions left, then you can't counter.

Except for page 84 where we get into all the possible ways to get negatives and we have the phrase "Flight Type 10-14" and "Flight Type 15 or higher" and just…I need a break. Or to just stop. I don't know which but this can't have POSSIBLY been intended to be actually played, I fucking refuse to believe that this was playtested, as is, and everyone decided this was a good way to go about things.


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It's shit like this that makes me realize I would be completely and utterly fucked if this was my first system.


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oh, I was curious about thi-

what the fuck am i reading? I think I had an easier time parsing World of Synnibar.



I will never complain about how annoying it is to explain 5E to new players again, if I tried to teach someone new Anima it just wouldn't work.


I really don't understand how it was published in this state and am now looking at reviews for the game when it came out because I hope it was critically panned.


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Has Animafag gone insane from staring into the abyss?


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Hey guys who wants to build a mecha in Mekton Zeta?

It's okay, it's more complicated than it looks.



Maybe wait until Animafag is done?



Wasn't that by the same people that did Cyberpunk? Cyberpunk wasn't that bad, so I think I could manage.


Hey OP, if you manage to get to the end of Anima without going mad and killing yourself, could you do Monsters and Other Childish Things next?


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I got a little…mind burned yeah. Also I didn't think people were reading my text walls so I figured I'd just cool it.


I'm not OP, I'm a different guy entirely. >>292653 OP is buy or taking a break so I just just got into Anima >>293105


Lets get back into it though with all that aside on page 84. Like I mentioned there is a table full of modifiers which aren't even consistent as you can see in the attached image, they influence attacking, block, and dodging differently and some of them influence physical actions more than they influence dodging (see Vision Partially Obscured) which doesn't make sense considering dodging is a physical action. If anyone can puzzle that one out let me know. Also if more than five enemies attack you the sixth one is considered as being behind you for this table's purposes which is another…man…I don't even know. Anima is cryptic, maybe it's supposed to represent being overwhelmed but the game doesn't say that and considering we have so many different detriments you would figure they would have a seperate one for that and call it a day. What's the difference between 14 and 15 combat conditions? Can't believe this game has me asking for MORE shit.

Surprised and Surprise Round are different terms but have the same effect (ie. -90) but if the conditions stack being invisible meets the criteria for surprise so being invisible is actually much better than the table suggests. I do think that being held up with a weapon is a special condition because that's pretty common so props given for that Anima. We'll move on from the table although it's interesting to page 85 where we find out that being attacked a bunch of times in a round penalizes your defense (fair enough) but also that you can make multiple attacks out of one attack by, once your number is figured (Final Attack), reducing the value by 25 per additional attack (of which you can make one per 100 Final Attack.) The example makes this mechanic much clearer but it has different rules if you use a different weapon.

The tail end of 85 and moving onto 86 includes a lot of combat options including your usual aimed attacks (and Anima includes a bit about how it would be impossible to make a chart to include the anatomy of non-human creatures when they made a chart for AC resolution so go fuck yourself, you absolutely could) and you have some glorious clusterfucks as expected. Shockingly Put At Weapon's Point (because the name Hold Up was too simple) just requires you hit them at a -100 penalty which is way simpler than expected. Take Down is an attack that also just has to hit followed by a stat check to force them to the ground, Trapping is it's own mini set of rules, Area Attack (aka Whirlwind) is an ability any rando can use which is cool. I have given the game a lot of flack for being cumbersome as shit but at least your martials have a fair number of options, regardless of class, to approach a situation. Page 87 even has a few options for defensive options although there are only three of them.

Page 87 also brings us to an OPTIONAL RULE which has restored my faith in a loving lord because I didn't know that there was a word in fucking Spanish for "optional rule" since apparently nobody used it prior but this optional rule is weapons breaking. The book mentions how using this rule constantly would be "fatiguing" which is out of place considering now would've been a great time to apologize to the reader and list out which previous rules were actually optional rules now that they have crafted a word for optional rule in their tongue. Again, because I've lost it entirely, I would argue this works better as a normal rule that is just an attack option like holding people up at sword point since it is no more complicated than attacking which also requires checking a chart. Unarmed blocking uses the same rules as weapon breaking except you can break your hands which causes damage.


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Had to split up my post, a first for me so far.

Apparently you can also Sleight of Hand projectiles out of the god damn air which is the raddest shit I have ever heard of and I have no idea why more games don't include that. You can catch arrows but fuck that, make their throwing knife disappear into a deck of cards and then shoot it back with an "Is this your card?" I don't know if that's actually how it works because I don't want Anima to ruin my impression of the ability by reading it.

Page 88 has more uses of skills in combat (there are only three) and then goes into ranged rules. Ranged weapons have caps on their numbers because they have a maximum velocity that doesn't care how hard you fire the weapon which is some top tier bullshit that I am not even going to get into, just fuck yourself Anima. Counter attacking with a ranged attack also gets no bonuses because defending yourself doesn't make you better at shooting which raises into question what part of defending yourself makes you better at stabbing. This is dumb, you're dumb for writing it you Spanish fuck ticks. Go back to watching Magyver reruns and drinking away your memories of global relevance.

Page 89 is a table for penalties at range which are different than the other penalties (and probably stack) along with some bonuses such as point blank range for +30. Oddly there are rules for the point in initiative when a projectile hits you since hits interrupt your turn, if your attacker has 25 less init then you can still attack them because their attack is in motion (or at least that is my understanding, it's a bit confusing to me.) Every ranged attack requires you to make a check, beyond your attack roll, to double check the range which is yet another strange instance of telling ranged characters to get bent but page 90 offers us some good news - it is really hard to defend against projectiles. "It is much harder to defend oneself against projectiles than against hand-held weapons." is a statement we get but it doesn't explain why and I'm not sure if Anima wants to be about weeaboo fighting magic or realistic combat simulators because it sucks at both.

Hopping over to 91 we can see criticals which challenge my notion that Anima characters can survive anything. If you take half or more of your CURRENT LP you threaten a critical which is 1d100 + the attack damage vs 1d100 + Physical Resistance which only requires ANY success to suceed and at least caise some harm but results of 50 or more in favor of the critical. I need to revise my statement about Anima characters being vampires, they are shit vampires since someone can walk up and remove your kidneys for lethal damage. More positively the page includes a picture of a woman about to engage in skeletal coitus.



Not gonna do anything just yet.


Yeah, Mekton is by "Maximum" Mike Pondsmith, a first-generation weeaboo and the creator of things like Cyberpunk 2020 (which has quite a bit of Bubblegum Crisis in it) and Teenagers From Outer Space, a slice-of-life game that is aggressively 80's roleplaying and 80's anime at the same time.


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Page 92 mentions how you can fumble in combat in unique ways, how damage resistance works for creatures that use DR instead of defending themselves (they can do both but it sucks), and a mention of magic which continues onto page 93. Magic can't be used to counter attack which is yet another baffling decision but spells don't care about most combat conditions beyond obstructions to sight and they also don't care about limits of attacks per round, if you can muster up the mana and actions to do it (I think, they menton it counts as a normal action as if that was different than an active action or a passive action. Maybe I'm wrong.) Magic shields are always an option and they operate at your projection value plus the roll same as anything else (although you can project it onto another person if you like), they can't suffer more than a hit though so if it breaks then the rest of the attack carries on through to you.

Page 94 just explains attack options and types of attack magic can offer, each with yet more rules. Energy attacks can't be blocked normally (or if they're physical such as fire, ice, etc. they can at -120 penalty) so you have to dodge, essence attacks are save-or-die type deals but if you can't see them coming you take the -90 penalty which sounds fucking brutal, and area of effect spells are harder to dodge (no shit.)

But lets get into some actual magic, Ki begins on page 95 and lets us use our fighting magic. You acquire Martial Knowledge (MK) as a points pool dependant on your class that you spend on Ki abilities as you gain them each level (which answers my previous question as to what MK was.) Your Ki is based on your stat scores, for every relevant score (everything but INT and PER) you gain 1 Ki point for every stat point up to 10 and then you gain 2 for every point above 10 (so 10 Strength gives you 10 Ki but 12 Strength gives you 14 Ki) and you can buy up more Ki points if needed. Every stat has it's own Ki pool and accumulation rate (how many points it restores, per round, passively.) If you have a lot of Ki you get a fighting aura.

Ki powers include the ability to see other people's power levels, manipulate body mass to fly, manipulate pure energy, turn your aura into a weapon, ignore exhaustion, heal yourself, turn invisbile, or become physically perfect in one of several ways. Dominion powers begin on page 98 and are more active options which are uh…complicated. Basically these abilities are tailor made for the character and use up MK to develop and Ki to activate. Dominion effects care where you get your Ki from though which is an added layer of problems on an otherwise cool system. You may read through the many effects on to page 108 and it includes several example Dominion trees, it's a really interesting system and almost makes me want to forgive Anima for everything else it has going on.

Magic follows on page 109 where we learn that Zeon is another word for Mana and you get more of it based on Power and how much you spend DP on it, you are also given an amount of magic you can use per turn which is also based on Power multiplied by your multiple which is also bought up with DP. You regenerate Zeon at a rate equal to your per turn use rate per day so while you can blow your magical load all at once you'll be fucked for a week if you do. Gathering magical energy has it's own rules and you can declare you are gathering it towards a specific spell or just gather it and declare the spell later but both have different effects.

Mages can attack with their projection ability directly and defend with it (as mentioned) but can choose to be better at one than the other by 15 (+15 to one and -15 to the other) and change or widen the gap by 10 each level, up to 30 difference which I find interesting since not many systems let you specialize in that way (not many systems use this many numbers either so that may be moot.) Also interesting is the fact that you can use innate magic and draw energy from the environment without tapping your own reserves to cast spells. Magic batteries exist where you can dump mana in and get mana out but oddly no mention of potions, wonder if those exist in this universe.


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Spells are learned as part of a higher path (Light, Darkness, Creation, Destruction, Necromancy) which manipulate reality or fundamental rules of the universe and lower paths (Fire, Air, Water, Essence, Illusion) which manipulate energy and fundamental forces. You have a number of magic levels based on your Intelligence and can split this up between paths as you choose, paths which are opposed are harder to learn and take more levels if you have both, and some paths are free but are still learned as part of a path (basically paths give you free spells at certain levels of which high paths offer more and low paths offer less) Every path is sort of like a psuedo class for the mage who takes it and you can mix and match by taking specific spells at a certain cost. Unfortunately Necromancy opposes everything because it is a "perversion of magic" so either you are a Necromancer or you're not, mixing that one is costly.

Level 81+ spells are special in that they are higher than mortals as either High Magic (81-90) or Divine Magic (91+) which require Gnosis of 35/40+ respectively to cast. Beyond that we have on pages 114 - 117 explanations of various rules about how magic works, none of it is really exciting or new. You can use rituals like many other systems, spell books allow you to cast from them, you can appraise items or detect magic, the standard stuff really. The only thing to note is that you can cast spells at varying levels of effectiveness based on how much you put into it so that gives magic a bit of wiggle room that some systems don't offer.

Page 118 explains spell templates and how to read them and then begins listing out paths for spells. Paths give you a spell at every even level above 0 (so once every other level) so if you buy Light up to 20 you would know 10 spells, two of which are free access. Since every path goes up to 100 that means there are a metric fuckton of spells. If anyone wants me to look over a specific path and give my thoughts let me know but otherwise I am skipping over that entire monster as I did with Ki powers, basically you can do what magic does. There exists, theoretically, 1,000 unique spells although the real number appears to be less with free access spells.

Being able to pump spells makes them interesting, for example, Light Beam on page 119 is 60 attack for 50 Zeon but you can pump it for +5 attack per +10 Zeon (every boost is +10 Zeon to get one instance of Added Effect) which seems not as good as attacking with your pure magic attack quite frankly but it is Energy which, as mentioned before, is ball shatteringly difficult to deal with or defend against. You also have some things like Uncreation on page 136 which basically lets you wipe the complete fucking existence of an entire concept or person which sounds like a sweet gig. Unfortunately it can be resisted and if you target more than one thing (the book gives the example of a whole city of an entire race of things) then when they resist they get the highest resistance they possess as a group which can make eliminating, say, all humans difficult.

The reason this spell interests me is because I can just imagine a bunch of /pol/ wizards getting together and trying to uncreate the (((Jews))) or similar undesirables so this system has potential for that alone, you just have to find out which among them has a particularly high resistance and single them out for death prior to casting. Or we could just wipe the existence of Mark Rosewater or all SJWs (they count as a race right? I think an idealogy would be a valid target) similarly /tg/ unfriendly folks, food for thought.


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Summoning begins where the spell lists end on page 177 (so that's like…60 pages of spells, lot of spells.) Summoners are not, by default, mages and manipulate the essence of the supernatural with or without the ability to manipulate actual magical energy which strikes me as strange by Anima is weird already, no news there. Summoning requires the four abilities we mentioned WAY earlier - Summon, Bind, Control, and Banish. Summoning lets you call and create the creatures you need, Control allows you to subjugate them and develop a bond of control with them, Binding lets you attach them to things such as objects or living creatures, and Banishing lets you tell them that they have to go back over the big beautiful wall Trump is building.

Unlike some systems you have to know what you want to summon and have some experience with it, although you don't need to know the individual you are calling. To summon a spirit wolf you need to know about wolves, by experience with them or by being told or reading about them in-depth. If you can't then you get a -50 penalty. The table provided gives you a level for what you want and what checks you have to pass along with the Zeon costs of those things, so to summon a Level 5 Fursona you would need to pass the summoning check of 240 and pay 100 Zeon, to control it you would have to pass 280 and pay an additional 200 Zeon. According to page 178 creatures you summon have free will but they can't disobey your orders and they always understand your intent, regardless of language or communication, but you don't understand theirs by default.

Binding is neat and since I'm a weeb, if you haven't noticed already, it reminds me a lot of Biiju and Jinchuriki. Since a bound creature can't free itself and you can prepare special containers, including humans, to host particularly powerful beasts it works pretty well for that sort of thing and living beings can even house 2x their Presence unlike objects. Go ahead, just bind a bunch of powerful demons to children, Anima will let you regardless of how reckless and dangerous that happens to fucking be and if they grow up to be a ninja that's cool too. Unfortunately you can't tap a summoned creature or a bound one for Zeon which would really give them a great battery utility and on a weird note Anima is VERY clear that bound creatures cannot resist you or does not consent in a fair number of places…it mentions it a lot actually which I know is a translation quirk due to familiarity with the language but in English it sounds a bit rapey.

Page 179 and 180 go over specific rules, much like magic, for different ways to do things and what you can and cannot bind under what circumstances and while it's as clumsily organized as I've come to expect from Anima it is surprisingly brief. Even the table is only a couple entries as opposed to like…twelve. You can specialize in an element similar to how wizards specialize in offense or defense on page 181 and we get another, less kind, table about what happens when you fuck up and rules for familiars.

Familiars are detailed on 181 and 182 and use up some of your Zeon automatically every day and require you to bind them to you as if they were 2 levels higher than normal, both parties have to consent but Anima makes it clear you can force them to consent to giving you part of their body and soul by commanding them so again, rapey. They level up when you do, can use their abilities as normal, know where you are and vice versa, can be treated as you for the purposes of casting a spell (at half value), and dying hurts you but doesn't cost experience like some other retarded systems we all know about (although if you break the bond by being unable to pay the Zeon cost daily out of your normal regen you will cost yourself 1 Power so it's not entirely out of the system that familiars can steal your experience.)

You can also perform an Invocation and bind yourself to one of the tarot spirits or their negative version, once you are bound by doing something to appease the spirit you can summon them for their effects. They're pretty powerful and you can bind as many as you like so long as you don't bind the Pure and Reversed form of a single card. For example the Priestess on page 183 asks you to solve a riddle without outside help, if you can then you summon her later for 150 Zeon and create a shield that can take 800 + 100 for every 10 points you beat the check by before breaking which is, if you didn't notice, a FUCK TON of damage. Of interest is the last Arcana, The World Reversed which can only be bound to you by failing at everything in your life and in a moment of complete desperation, having lost everything, failing the check to even invoke him. In exchange he can be conjured to make everyone around you for one mile + one mile per 10 you beat his check to automatically fumble anything they try to do for 1 minute + 1 minute for every 10 you beat the check.


>people talking about Anima

This was my first tabletop game.

There are a lot of things I like about it, but it's such an inexcusable mess. I'm looking forward to your reading of the Beryl and Shajad.


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It is a clusterfuck but I feel like there is something to it, hopefully I last long enough to get to whatever you're talking about.

My sheer rage being converted into maddening fascination aside we are now on page 193 where we get to see psions (I don't care what Anima calls it, that is a fucking psion.) My honest first impression? It sucks, be a mage. You have to roll to hit with a lot of the abilities and actually hit (do 10%+ damage on the chart) and they don't seem to have a lot of the elemental benefits of magic which is hard to block so that right off the bat sucks cocks out of a hose but you also have to skillcheck to even use the powers in the first place. I really just don't see it working well but what do I know? This is my first read.

Your psychic potential is based in Willpower and you have to concentrate to amplify the effects which mages do by just pumping more zeon into it and if you fail your check to start the power you can get burned on fatigue with no effect. Every ability will do this if you don't roll well. Also your pool is PP which is still funny. Powers go all the way to page 212 but flipping through nothing looks super exciting after I had to look through magic to get here, really should've reversed those orders so I could think magic was OP instead of psionics being dumpster tier.

As with everything else if I gloss over something you're actually interested in let me know and I'll go into it and try to explain as best I understand. Chapter 14 on page 213 begins to explain how falling down the stairs can kill your Anima character as I mentioned with regeneration a few posts ago and it explains itself in a really cumbersome fashion. The exact quote is "A fall basically functions as an attack that a character tries to repel using Acrobatics." which is not how a fall works but the mere idea is hilarious. Don't forget to throw down your shield and do evasive maneuvers are you fall down the stairs. You can also use Jump instead which raises the question of how you fell but can jump, how does that work?

Choking has more rules than it needs, go figure. The really interesting part is how fucked the editor made this entry because it looks like the table for falls is actually about choking which is really the kind of thing even a 12 year old could've caught if they cared. The rest of the page is explaining things we've already been over like negatives and positives for everything although they clarify what things can't get universal bonuses (namely anything magic and radical.) 214 is where we get to see the real conditions and it is also edited over a piece of art that makes the text a little harder to read which, again, could've been EASILY prevented but they really wanted you to see the background of this burning lady apparently.

Fear inflicts a -60 on all actions except those taken to escape your fear which is, if i I remember correctly, the same detriment value as coming back from the brink of death which is a strange choice. I didn't know that being shown a needle in the doctor's office was the same as dying but good to know. Terror is save or suck because you HAVE to escape your fear, Pain is -40, Weakness hits your stats directly, paralysis is paralysis, etc. Nothing exciting her beyond the editor asleep at the wheel.

More importantly page 214 ends with what 215 will cover - Traps. And as Anima says "traps are a constant danger" so don't let that boy pussy get you confused, they are just there to be a danger to you and your sexuality. Respond as such. Unlike /cuteboys/ though these traps are hidden and you have to roll to see them with Notice which is, if it's d20 roots are true (and since I just saw how shafted psions are compared to mages they FOR SURE are), this is the most important skill.

1. It lets you detect things.

2. It keeps you from being turned gay.

Traps can also poison you and poisons ane traps have a trio of tables which are actually well assembled so this raises some questions about the editor. Traps have levels up to 100 which seems to be the theme, when things have levels they tend to go up to 100 unless they're characters (unless that also goes up to 100 and Ijust don't know it.) On page 217 we find out that aging only grants you negatives, no positives, so don't be old. Bunch of damage types that all have rules and I really don't get it, why? Just why. Cold makes you save or suck which is slow to heal, electrical makes you save or suck (but also will knock you out if you suck too much), heat makes you roll an extra die of damage which goes up if you are wearing flammable materials and…fuck it I'll just show you the rules. You have to figure this out everytime you throw a fireball.


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On page 218 we get into a bunch of tables which describe the intensity of elemental types. Intensity can be directly interacted with by some abilities which means it is yet another layer of rules for the three primary elements when you use them - touching the residual flames from a fireball, for example, causes damage based on the intensity of these left over flames. The same applies to other elemental effects, I'll include all the tables because they are in the same column, easy to crop, and informative on the topic. The rules don't really explain how you determine intensity of effects beyond guessing which is odd, maybe spells include that information like for my fireball example? Hold on let me check…yeah no, spells don't list intensities for their effects in fire unless they manipulate intensity so you have to guess if you want to do that but the spells don't say they light things on fire…but the rules for fire damage say they do extra if things are flammable which implies they do create lasting fires…fuck it. Moving on.

Presence was mentioned a lot in a bunch of sections, even weapons have it. so now we have rules about what it is and what it does. I can honestly say I'm more confused than when I came in, objects of all stripes have resistances equal to their presence which means that a lake can resist your magic (for some reason) but also they have, detailed on page 219, structural health and damage barriers which interact but I don't know how exactly. Wouldn't an object's physical resistance be related to it's durability? Apparently not, apparently a child's crayon drawing can have 80 physical resistance as a work of art despite having no notable "hit points." I guess that kind of strangeness is inherent to roleplaying games but considering how much shit Anima already wants from me and how many rules it has what is their excuse?

Chapter 15 is on page 220 and we get into experience. Did you think they were just going to say "Give this much each session for three tracks of game speed and here is how experience might be represented in game" like a normal game? Didn't think, here is a fucking break down of experience for five different things you can do. You earn 15 - 35 per average session so those reductions to experience end up being roughly 20-30% of your total per session which is actually larger than expected despite needing hundreds to level up so if you're not a human you're going to need like 5 sessions to reach level 2, go fuck yourself.


Experience you just give out when you feel like it, the description is a paragraph long of just "do what you want." This goes from 5 to 25, presumably per session. It mentions "exceptionally outstanding performances" which is some top tier engrish so I think this is "you did good, have bonus experience."

>Difficult actions

Passing hard skill checks that they're skilled in in important situations is supposed to merit experience points. You get experience for doing things you are statistically more likely to succeed at than other people, what the fuck are you doing Anima? Why?

>Good ideas or plans

Jesus tap dancing christ…

>One-hour sessions

You get 1-3 exp per hour, usually 2 but if you bicker you get 1. That is literal, "On a regular session, characters will usually receive 2 experience points per hour, whereas in an unsatisfactory session (because of inter-play bickering, or simply because things have gone wrong), the GM may choose to aware only 1 point." Your players testy and having a bad night? Shaft them on experience. What a great idea.

>Segment closure

5- 30 for finishing a series of events, the only sensible choice.

You also get experience from combat but the book says to make it relative to the difficulty of the kill which means if you kill someone when they're weaker you get less so I guess don't play an assassin who kills people in their sleep if you want those sweet sweet experience points. You do get experience if you are defeated though which is weird but okay, you still learned so I guess that makes sense.

Chapter 16 breaks off into the GMs portion of the book so as a player you are expected to grock that 220 page nightmare machine. Lets see whats in store for our unlucky GM…


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Here is a list of things Anima would like you, as a GM, to do with your players.

>Light candles near flammable character sheets and books to set the mood, presumably the mood of a house fire

>Play music from the 2002 Triple X movie

>Yell or shriek at players when appropriate

>Reward players for the numbers they roll which they have literally no control over with concrete skill bonuses

>Discuss how gaining Strength or Con might influence how buff your character is (get /fit/)

>Avoid the combat table, don't use it


All that aside the book gives a couple solid pages of actually useful, if incredibly redundant, advice beyond the things I nitpicked out. It's not bad, it's just not needed if you've ever read a roleplaying book prior to this and most books offer better advice anyways. Books exist to teach you how to GM. Anima doesn't need this.

Page 226 begins to teach us about the default setting of Anime and how to use characters in that world, straying away from the madness of its rules which is going to be just GREAT for my blood pressure…I hope. The translation gets particularly bad at this point and I glanced at the Spanish version to confirm that it is indeed just poor translation into really basic English phrases that lose nuance. Basically, this lore writing is like the dub of tabletop so if you want to read it don't expect great literary quality.

Basically in the before time some ancient beings watched humans, noticing humanity for some unknown reason, and then made things like us for shits and giggles and presumably cosmic shot glass based bets which created the Duk'zarist (our previously mentioned edge lord Nephilim option.) They didn't like them because they were broody faggots who stole their cars to go out and vape on weekends so they made Sylvain, light beings who trolled /cow/ to ask people to stop being so mean to Chrischan, instead but some of them liked these ones even less and tensions rose between Cthulhu and his sixteen billion inbred cousins. Everyone just started making shit out of whatever two lego bricks they had lying around, monsters, elementals, partially strange Bad Dragon dildos, etc. and then they all hated each other's creations so they had a war that lasted approximately ten seconds because they all had the stamina of a preteen in bed. This left two dudes who didn't want to fuck with each other anymore but also seven other things were brought back from the dead (I think?) which were the Berly, light guys who probably wear shutter shades and help old ladies cross the street so they can go home and fill up their cum jar with their two minutes of hand holding as fuel, and the Shajad, dark dudes who listen to heavy metal and kick puppies and make dick rating threads on /b/ and actually post their dicks.

Normies weren't affected because they were probably just too fucking irrelevant compared to the conflict between edge lords and white knights. The two big kahunas who made the Berly and the Shajad, C'iel and Gaira, decided that it would be super cool of them to watch over the normies until their meme magic levels were high enough that they wouldn't get curb stomped by random wild boar or whatever the fuck. They named their new assisted human living facility Gaia. Everyone was cool, spread out, got to know each other, started a few cults worshiping the Berly and Shajad who didn't really want to be worshiped but couldn't turn down free handjobs, but the two races of not-humans that were made before were territorial and plunged the world into war.

This war wasn't as short because the Sylvain were bad at actual conflicts that weren't m'lady over a keyboard and none of the not-gods wanted to directly intervene because then the plot wouldn't move along until the Shajad, the edge lords the smaller edge lords worshipped as gods, decided that if they killed everyone nobody would be around to hear their gothic slam poetry so they started actively and violently telling the Duk'zarist to fuck off. A nameless mcguffin man who is definitely not a DMPC who is better than you in every way and has a dick that is always six times bigger than yours unified everyone against the Duk'zarist and they pushed them back despite the book saying they were physically perfect like Jojo characters.


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They got kicked back into their Hot Topic territory and were pretty upset that their gods didn't side with them but they had managed to turn the world into a metal album cover so that was pretty cool. Since humans didn't get decimated by this conflict they grew in number and did what humans do - take over the setting so that players have someone they can relate to in accordance with those consumer polls. Also the literal Christ showed up and everyone believed in him and his word was law and do you have a moment to talk about our Lord and Savior in the middle of your tabletop manual? Except in this fanfiction there aren't any fucking jews to nail him to a cross and he's magic and super ripped so he just takes over everything and unites everyone.

Anyways Jesus gets nailed to a cross anyways because not-Judas betrays him and he dies but a super solemn death because he's such a humble guy you know? As he died though he made sure to make sure that everyone on Gaia knew that Spain was a totally great country and that if he was going to give his blessing to just one place on Earth he would skip over Portugal and give it to Spain because Spain is the best; unfortunately nobody on Gaia knew what a Spain was so they just wrote that part out of all future bibles.

The apostles who didn't suck cocks and trade Jesus for some black licorice broke the walls of Solomon, ended the Chaos Era, built a temple tomb to Jesus, and built a city around it to become the center of the Sacred Holy Empire of Abel. They divided the kingdom into eleven sections, each growing into it's own kingdom, and declared themselves kings because democracy hadn't been invented yet. Once in charge they made magic illegal as shit and started looking at their non-human neighbors as the xeno scum they were, creating inquisitors to start purging that shit ASAP. Not-Judas got away after he sold out The First Jojo and made his own kingdom.

Not-Judas's empire of Judas (as in, it is named Judas) produced a great man of their own, Rah, who united everyone who wasn't super keen on being hunted down or who liked magic or who found the inclusion of Jesus in a tabletop game in such a preachy fashion more than a little inappropriate. Judas reached out to the Duk'zarist who were busy opening up random Pop figure boxes from their monthly Goth Crates and they got onboard too and Rah even found himself a waifu, their empress Ark Noah, who he captured and used to ensure their cooperation. Whether or not the Duk'zarist were familiar with rape play is uncertain but what is certain is that Judas, and by proxy Rah, was going full on r/Atheism and wanted to eliminate god entirely and to become god himself.

The author, once again, switches tense and lectures you, the reader, about what he thinks Atheists believe for a sentence or two and I'm not even going to make a joke about that, it's just really cringy especially after the DMPC and the LITERAL JESUS CHRIST who also had similar preaching to the reader.

Rah and his army of Redditors kicked the shit out of The Eleven Holy Kingdoms and then another DMPC, this time a prince, was born to set things right named Zhorne Giovanni whose muscles were too huge to prevent him from turning the tide of battle. This meant Rah had to leave his island where he was bondage playing with Ark Noah all day to bring his wizard cabal, the Conclave, who upvoted the army so hard it started kicking ass again. Reddit was unstoppable until somebody rescued Ark Noah and found a soul machine that pissed off the Duz'karist so they splintered and then Zhorne ran roughshod over the remaining army. The soul machine was activated as a last ditch effort to blow up everything but our two true gods intervened and greatly reduced the damage, although the empire of Judas was obliterated and humans hated and killed every non-human plebbiter they found.



Three (((puppeteers))) moved out from the shadows and introduced themselves to the world at large, the Imperium, the Technocracy, and the Illuminati each of human, sylvain, and duk'zarist origins respectively. They asked both gods to show up to a meeting and they sent their surrogates to decide what to do after the Anima Holocaust. They racially and dimensionally segregated the three races and began a Masquerade to pretend the others didn't exist and Zhorne came home to his busted ass empire and put his house in order by murdering everyone who was in his territory. Zhorne, on the 16th of September 233 A.D. (yes, Anima uses normal months and measures time by the death of Christ), established the Holy Empire of Abel…which already existed? He remade it I guess, and he's emperor. He also remade the Inquisition because xeno scum could hide as humans and still needed to be purged.

Once Zhorne had reunited everything he died a century later and his son, Lazaro, who stamped out some rebellions and the holy lineage of the Giovannis finally lead to Lascar who was corrupt as shit and started just executing people and declaring war for fun. His cousin, Elias Barbados, kicked him out and took over because he forced his son to kill him and apparently if you kill your dad you can't be king in Abel. Elias ends up needing to appoint someone to be Archbishop so he picks his fuckbuddy and everybody gets upset about it and he left her take over until the Inquistion said she was a witch, a bunch of lords agreed that she was a cunt and seceeded, her soldiers burned down a place for no reason, and fuckbuddy Eljared declared war on everybody. Elias tries to kill his daughter for telling him to get his shit together so his daughter's mentor kills him, everything goes to shit, fuckbuddy escapes to nobody knows where, and every lord declares themselves their own king of their own territory because they don't want to be ruled by a twelve year old girl.

Present day is AD 989 and the souls of the dead supernaturals for the holocaust are reincarnating into humans creating the Nephilim. Supernaturals who have breached the barriers or managed to escape being exiled have also come out of hiding to make things much more complicated and the Inquisition can only do so much to keep that shit under wraps from normies.

And that's Anima's history, pages 232+ go into modern era politics, empires, etc. , actual fullblood races begin on 257, Elan (page 262) which are basically cleric orders begin on 262, and the concept of Gnosis is on 277 which is basically the idea that certain entities, like player characters, are special and that specialness can be measured. Monsters, NPCs, and how to make them runs all the way till 314 where we get some rules on system conversion, modern times Anima, the glossary, an advertisement for the Anima card game, and the character sheet which concludes the book.

So I think we're pretty much done here unless anyone wants me to touch a specific topic I haven't, we can move on to something that is less of a clusterfuck maybe.



I always really liked the Elan mechanic. It's closer to what I think Clerics should be doing in D&D to begin with: actual divine mediums that get very unique and fluffy bonuses relating to their deity of choice.



I dare you to go into the expansion pack books.



Who hurt you?


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No one, I merely want to see you stare into the Abyss that is those expansion books.

Embrace the Darkness fellow Anon, it is not as cold as you may believe…


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My nigga, your incredibly good taste has convinced me.


In order to understand any of the expansion material we first have to go over the Core Exxet which serves as an English 1.5E for Anima that hasn't been published in English, normally I would be loathe to translate but we have some kind folks from the Anima community who have already done this for us. The changes come to the system as follows…

>Natural Bonus (pg14) is changed, still clunky and may actually be more clunky as I understand even less

>Advantages changed and renamed, Shamanism was changed because they made Shamanism it's own thing and is now called Wizardry

>Skills are changed, Athleticism changes addresses several of my Fatigue related complaints

>Every spell was changed to include degrees instead of spending in increments, now you spend in four levels for four levels of effect (although this is "optional")

>Combat table removed and replaced

This one needs some clarification as I know everyone loves the table and you might be thinking "Well gee if they replaced it then it got more simple right?" and you're a fucking guillible idiot, here is the new equation…

[Attacker's Total (After Modifiers) - Defender's Total (After Modifiers) - (20 + (10 x AT for the damage type)) / 100] % of final weapon damage

1. You can't have a negative value for Attacker's Total or Defender's Total, they have a minimum of 0

2. If a weapon's base damage ends in a 5 you round it up to the nearest tens place (ex. 15 is 20) for this calculation

3. Multiattacks now have penalties based on the weapon size instead of flat.

>The d10 roll under system I mentioned as being particularly stupid was changed to a roll over system, 10 counts as 12 now and every +4 you have over someone makes every value count as 2 still

>Fumble levels are gone, you Fumble on 1, 2, or 3 and still roll the degree of Fumble but you don't have to recall a modifier for it. Fumble severity is also slightly changed.

>Soft and Hard armor is no longer relevant, you can stack up to three armor sources of any type and only the highest three count (this includes your skin if it's particularly hard or magic armor)

So basically the Anima crew wised up just a smidge but not enough to make the game easy to play or anything crazy like that. The damage equation is preferable to the chart to some people but I really don't know…I think I like the chart compared to that mess.


Elan is interesting, kind of unfortunate that it's tucked away so far in the back and doesn't have as much art and work devoted to it as the other systems though. The idea of earning favor with various gods should've been more prominent since you don't have to court them specifically to earn it as far as I understand (to any extent anyways.) It's substantially less anal about things though which is nice since most abilities don't have action costs or specifications on how they work as a refreshing portion of fucking sanity in Anima. Unfortunately there aren't that many options and they're all pretty standard fantasy fare which is extra disappointing.



If I'm going to be at this a while longer you can probably just go ahead, it's not like several concurrent things is super confusing in a post by post format linking to other posts. Don't let me stop you. For the purposes of clarity I'll just put a name on for posts here regarding Anima.



And like I explained while I'm not OP I can do that if you want but if you specifically want OP to do it (or OP wants to do it himself, his style is probably more suited that kind of lighter, fluffier, game that doesn't need a hard ass like me picking every sentence apart) then I'll leave you to it. In either case I don't see that one in the share drive so you'd have to point people to the PDF to begin with.


OVA seems fun I'd like to play it sometime.




>And like I explained while I'm not OP I can do that if you want but if you specifically want OP to do it (or OP wants to do it himself, his style is probably more suited that kind of lighter, fluffier, game that doesn't need a hard ass like me picking every sentence apart) then I'll leave you to it. In either case I don't see that one in the share drive so you'd have to point people to the PDF to begin with.

OP here. I'm just enjoying your descent into madness for the time being. I've been reading Ryuutama for the past couple weeks, usually before bed, but that book is so damned comfy that I can't get through more than a couple pages before feeling like dozing off.

I'll add Monsters and Other Childish things to my list, I suppose. I paged through it years ago but never had the chance to learn it.


Should we read together GURPS 4ed?

I never read it



Anon, there's less painful ways to commit suicide…



There's not much to say, is there? The rules are mostly contained in the first 20 or so pages, and the rest is just the Ad/Disad catalog.


Suicide? The system isn't that bad. It's no BESM.



Yeah. i guess the real hard part of the system is making ad/disad/skills work for the setting.

There is no way i can make it run with my actual friends as seen that we struggle even with the most simple of situations.

Will write an adventure where the PC are young abused kids surviving in a suburb with a boss that both protects them and abuse them sexually



Did you mean to reply here >>294273 to this post? >>294270

Because I could understand suicide by GURPS, but not OVA



Well, Elan is a supplemental system, not your class. You don't take levels in it; you just do things and the pseudo-gods might give you a kickback for it. I don't have my book in front of me (yes I have an actual book), but I recall some of the abilities being pretty powerful and unique from any other system. The Beryl of freedom/travel/whatever has a later ability where you start receiving plot-convenience-tier assistance in trying to get wherever you're going.



>Will write an adventure where the PC are young abused kids surviving in a suburb with a boss that both protects them and abuse them sexually

And you wonder why your friends are struggling…




he probably confused OVA with Anima



Well at least someone is enjoying it.


I think I'd do it over in the GURPs thread where people are bickering at the moment, it would be helpful to that entire non-conversation that has been happening all week. Not to push you out of the thread or something because obviously it could also work here but I think you would have a much better response and be more effective in that clusterfuck.


Oh no I wasn't talking about the abilities I meant the gods themselves, they're not really unique. God of law, god of chaos, god of life, god of death, etc. Could've done more creative things with it than the usual.


OVA is anime done simple (too simple) and Anima is anime done complicated (too complicated.)


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Dominus Exxet


We're starting with the expansion book I am the most interested in because Ki is cool, techniques are cool, and it's all cooler than the glacial ice caps. The Exxet books are where we really get to see some early Wen works (some of which are shit, not going to lie) but the cover is pretty fucking cool and I defy you to tell me it isn't. The sword that is below the eclipse shows that Wen, while he has a lot of talent when it comes to design, colors, details, etc. has just PISS poor understanding of perspective. Look at that sad little wobby blade, who draws that? That's not how it's supposed to look. Come on bro, I expected better. This being the martial arts book though we will have plenty of chances to see what Wen things perspective and human anatomy are supposed to look like and I will absolutely make fun of them because he is more talented of an artist than me and my insecurity has to come out somehow.

Alright so starting on page 5 we get some information about how Ki works and what it is which contains the line "Forget everything that you thought you knew about Ki before now." which is concerning because I tried pretty hard to learn that much. In order to comply with the book though forget this post happened >>293833 and we will move right along. We get an explaination that normies don't mind Ki as much as flat out magic and that only a rare few fighters can employ it, the book says a few soldiers out a squadron might use Ki so 1% of any given military would probably be fair. Ki is spirit power that is funneled into your physical form and lets you do not-magic in case you needed someone to explain that to you.

Ki also has an opposite for creatures which cannot use Ki due to the lack of a soul (like undead) called Nemesis, a force which is as cold as Ki is hot, which some people can learn to master despite having a soul by creating artificial emptiness to manipulate Nemesis but since no GM on any forum, community, or Roll20 listing will let you use Nemesis it completely doesn't matter. We get a few rules on Martial Knowledge (points to buy Ki shit) and Ki in general on page 7 now, of importance is the optional rule of sanity known as Unification of Ki Points.

Unification of Ki Points lets us just throw all your points into pool and you spend them regardless of the stat they come from so you don't have to keep track of every single stat's accumulation of Ki, each round, halved if you do anything but power up. When an ability says POW 5 DEX 6 you don't care, you pay 11 points from your pool of every stat you have granting you points. Unfortunately most other rules still care and the listing still cares and you still have to keep track of whatever every stat gives you so it really doesn't matter, it actually adds a step of adding it all together which is so unfortunate because I REALLY wish this simplified things but it doesn't.

Since we forgot what we knew Ki accumulation is an action, an inate passive one you can do whenever, but still an action so if you do it while doing anything else you halve it (like I mentioned) which sucks. What doesn't suck is a detailed list of how cool you look while you Accumulate Ki (also you lose a bunch if you accumulate that high and don't spend it but why the fuck are you accumulating without spending?) Page 7 and 8 talk about the visual effects of powering up, both by describing it's impact on the world around you and the common colors of your Ki aura which is cool and appeals to my inner weeb. We get some rules on recovering Ki but now you can focus to increase your normal recovery of 1pt, per stat, per hour, to 2 points via meditation. Also if you have less than 10 Ki you start losing Fatigue…because your soul is tired? The book says it's because you pushed your body to the limit but that doesn't always add up.

Chapter 2 is a bunch of bullshit because it's more rules for combat and just fuck …we get some rules on making craters when you punch people, how many orphans you create if you clash with another blade in the middle of town and you're both stronger than jesus, and how far you hurl people if you kick their shit in with excessive force but the guide says to only use these rules some of the time so your GM will probably only use that calculation like…once. Also rules on sensing people with a high enough PER letting you ignore things like lighting or the physical limitations of your human eye because you can somehow see 360 if your Perception is high enough despite not growing a ring of eyes on your head.


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We get a handful of new maneuvers and I will touch upon them all briefly because I included like two sentences on all of them but 8chan told me my body was too long so fuck it - you get a longer body now Hotwheels you crippled cocks-for-legs Phyrexian abomination.

Multiple Missiles

Shoot more things in one attack instead of several attacks in succession which is meh, you gain +10 damage but lose -5 Attack and -10 Init for each additional projectile but if you need the extra damage and don't care if you go last or hit as much then throwing four shuriken would probably be wise.

Defensive Fan

Fuck projectiles with your sword and quick feet, -40 Defense but that's it instead of potentially 100+ for multiple projectiles. Much needed.

Anticipate Surprise

Declare a creature(s) that you think will gain Surprise on you (because he beats your Init by 150+) before anyone rolls for Init and instead of -90 you get -40 for actions against them (even if they don't end up surprising you.) Again, much needed option to keep you from getting raped just because you aren't fast enough. You'll still get raped because it's still -40 but it's like someone fingering your butt in the locker room as opposed to Obesity Steve slamming his front flaps against your boyhole.

Aimed Attack - Clothes

Use your Inhuman ability to free boobs but it's at -150 (-100 if you have Precision) so good luck.

Aimed Shot - Ricochet

Use your Inhuman aim to take -20 Attack (if one ricochet) or -40 (multiple) and reduce your damage by 10 to ignore cover or shields.

Delayed Damage

Use your Inhuman power and speed to take a -10 Attack penalty but your injuries only appear after a number of turns you decide. I think we all know what this can do and what it is supposed to do but the game tries to treat it like it has tactical advantage when it's really just a -10 and a delay in damage (almost always a bad thing) for rule of cool. Don't pretend like this is useful Anima, we'll do it because it's cool and don't need an excuse.

Rain of Projectiles

If you are Inhuman and have an Attack of 200+ you can cover an area with arrows, throwables, bullets, etc. as an Area Attack and a complete action meaning you can't take other actions in the turn you use this. The rules for Area Attacks make it pretty worth it if you can muster up the prereqs to get there and are using ranged attacks at all.

Immobilize from a Distance

Throw your fucking sword through a man's shoulder and pin him to a wall with your Inhuman stats (if you haven't noticed Inhuman is a prereq that I'm just trying to phrase in) which is -80 Attack if you don't want to do damage (ie. pin clothes, armor, backpacks, hair, etc.) and only -50 if you don't care (the rules literally read "if he doesn't care whether he damages the target or not.") This is another complete action but it acts like a Trapping action from the core rules.

Page 15 & 16 are about learning Ki shit but these rules assume your GM is anal and wants to make you learn things over weeks or months so fuck that. The only thing worth noting is the option to learn a Techinque BEFORE you have the MK (if you're short 50MK or less) to actually purchase it (though any further MK is obligated to go towards it until it's paid) but in exchange you check your Power (roll over instead of roll under since we fixed that_ with a -1 for every 10MK you're been loaned when you use the Technique and if you fail it you double the Ki cost and lose that many points.

So basically you can develop abilities you can't properly use yet and that's cool, very thematic.



Simple is better, its easy to wing a way to fill in the gaps.



Are you going to go through another entire Anima book? Because I don't think anyone can take any more of this.



I disagree.


I'll get back into it when I'm less busy, yes. I've taken to the system somewhat despite it's ridiculous translations, constant errors, bewildering terminology, etc. and am actually working to get into a game and considering starting up one of my own.


OP here.

I'll be finished reading Ryuutama soon enough and probably start posting a reading of it sometime tonight.


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So, now I really need to learn and burn Ryuutama into my head because our Saturday session fell through again and I offered to run Ryuutama, because that's what we agreed on a couple weeks ago.

Ryuutama, or Ryuu 🐉 tama as it shows on the cover

I hope that works. Emojis on 8chan are weird

A lighthearted fantasy roleplaying game about going on journeys and having comfy adventures. On the back cover, it is literally described as "Hayaoi Miyazaki's Oregon Trail" and that is a really apt description.

I own a physical copy of this book and it is a thing of beauty. The whole book is really nicely produced. Good quality paper. Sturdy binding. The outer hardcover has a smooth matte texture, instead of the usual glossy. The art is all quite nice, done entirely by Ayako Nagamori. It features a mix of cute chibi art and detail ink drawings, often with a gentle watercolor palette. If I were a kid, this sort of book would have lit my imagination ablaze. It's got all the trappings of a wondrous magical tome and I love it.

As far as I know, this version of the game is a translation of the base book, plus a little extra material, which was done through kickstarter. I didn't back this one at the time, because I had no idea it was going on. There's supposed to be a few other books that cover stuff like Sea travel, I think, but I've heard nothing about those being translated.

Follow along with me if you want. I've provided the base PDF plus a lot of the various character sheets and GM materials you can find in the book. For some reason, the sheets they provide from their website are in an effecient side-by-side landscape format, but in the book, they are split into multiple portrait oriented sheets.

mega <dot> nz/#F!lI0XwRjY!FitDngfkZRCaSYIXSq1yuw


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The first few pages are some minor stuff, including a little bit of lore. We'll learn in a little bit that Ryuutama doesn't have a fixed setting, but it does have some framework lore about the Dragons and the Ryuujin and the general structure of adventures within the game.

On page 4 there's a little poem and a cute Rain Dragon. Page 6 follows up immediately with an introduction to the traveler classes… This is actually a minor problem with the system. It's a little disjointed in its presentation of information. But this is only a minor problem.

Rather than being stuff like Fighter, Wizard, and Rogue, the classes are all seemingly mundane things: Minstrel, Merchant, Hunter, Healer, Farmer, Artisan, and Noble.


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The Travelers do introduce some minor mechanical concepts in the form of skills, which kind of highlights the way that these classes fill different niches.

Immediately following that, on page 8 are the Ryuujin. This section will make sense later, but each of these Season-themed Dragon people represent a different kind of journey. Green for exploration and adventure, Blue for human drama and heart-warming tales, Red for battle and combat, and Black for intrigue and tragedy.

Page 10 explains some formatting notation and abstract concepts. Page 11 offers an explanation of the universal Rule 0, which is that the GM supersedes the rules, but that this should be done for good reason.

Table of contents, and then on page 14, a proper explanation of the system and it's general purpose as a game. Ryuutama, by their description, is about Travelers going on journeys because everyone in these worlds is occasionally consumed by wanderlust and this is just an accepted part of their lives.

This also introduced some background fluff regarding the GM, who actually plays a sort of character in the form of a Ryuujin. A sort of semi-divine entity whose job it is to record stories and then feed them to young seasonal dragons so they will grow and go out to enrich the world.

This is also the part where they just tell you that there's no established setting and it's up to you to make your own.


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Page 16 is just the "What's an RPG?!" section. Only interesting thing about this is that they refer to Ryuutama as a "TRPG" which they say stands for "Table-talk RPG" which is a term I have literally never heard used anywhere, ever.

They also make sure to explain that Ryuutama takes a lot of inspiration from vidya RPGs, which will be pretty obvious once we've read more of the book.

Page 18 gets into describing player characters, called Travelers in this game. They can be from all kinds of backgrounds, but they all share the need to go on a journey. Where and why is largely up to the players and the GMt o figure out. As a nice aside, they mention that the journey is such an intrinsically important aspect of life that anyone who leaves to go travel for a bit is assured that their family and neighbors will see to their responsibilities while they are away.

They also cover stuff like having the proper travel gear, including a weapon, and finding work on the side to fund a journey, usually by doing jobs posted in towns.

Section after that, starting on page 20, is about the Ryuujin, which is like a GMPC, complete with it's own special character sheet and powers. Ryuujin record travelogues, the stories and deeds of travelers, and feed them to the Seasonal Dragons. The reason there are different types/colors of Ryuujin is because different seasonal dragons eat different kinds of stories. Mechanically, the different types of Ryuujin have access to different powers to air or fuck with players.


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Page 22 features a step-by-step guide, both for getting started and playing the game regularly.

Page 24 is the same thing for the GM.

Page 26 is a small lexicon of common RPG terms, like Game Master and Player Character.

Page 27 briefly touches on dice. Ryuutama uses the common set of dice, minus the d20. So d4, d6, d8, d10, and d12.

Mechanically this usually involves rolling two dice at a time and adding the results together, then comparing against a target number. Ryuutama rate Traveler stats in dice types, so if you had a d4 in one stat and a d10 in another, and a check called for you to roll both those stats, you'd roll a 1d4+1d10 as your check.

Crits happen when there are two 6s facing, or the highest possible result for that type of die. Fumbles happen when you roll two 1s on any check, but doing so gives you a Fumble Point which is explained later.


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Page 28 starts the "Book of Spring" which is the Character creation chapter.

Remember what I said earlier about no Fighter-Wizard-Rogue classes? Well, that's not entirely true. Travelers are still limited to the Farmer, merchant, healer, and so on.. But when you pick your class, you also pick a Type which is either Attack, Technical, or Magic. We'll come back to those in a little bit.

Stats are split between Strength, Dexterity, Intelligence, and Spirit. Each one is rated as a specific kind of die and character creation involves assigning a rating based on one of the sets they provide.

HP and MP are derived stats determined by multiplying Str and Spi respectively. Carrying capacity is Str x 3. Carrying capacity is usually a pretty minor thing in other RPGs, but they treat it very seriously in this game, so don't let players overlook or ignore it.

As part of character creation, players choose a weapon type and start with one weapon from that category. The weapons themselves don't seem to offer any particular special abilities, but they use different stats in different ways, which is a nice way to give Travelers with different focuses ways to stay effective alongside their burlier murderhobo friends.

Also, in between all of this is an example character being built. A Farmer Girl with magic powers and a Dog.

Then there's the Traveler's personal item, something important that they'd have on them at all times. A momento or keepsake. Starting characters get 1k gold to spend on gear and supplies, but a starting session might involve shopping for gear before the journey starts.

After that, it's just adding fluff.

They also tossed in some optional ultra dumbed down rules for clueless players. Nice, but perhaps a little too simple.


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Oh, and here's the example character. A lot of the stuff shown here, like class abilities and magic has been explained yet.


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The next few pages, starting with 36, are all about the Traveler classes. These consist of a one page table and a rather nice full page illustration.

Each classes has several Skills, some of which are innate bonuses to certain kinds of rolls, and other that are usable under certain conditions to gain greater effects.

Minstrel has a sort of Bardic Knowledge and the ability to learn songs based on the weather or terrain to gain bonuses while playing those songs in those conditions.

Merchant can keep extra animals – Travelers can normally keep one animal without needing to pay for it's food and water upkeep – Merchants can keep up to 3. Also, as Merchants, they can barter for better deals of course. Oy vey.

Hunter can track creatures carve materials off monsters, and gain extra food by hunting small critters.


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Healer is the qt healslut. Can gather Herbs and make them into potions to heal HP in and out of combat. They also have a basic first aid ability for reducing Status Ailments. Later on there are specific mechanics for finding different kinds of Herbs in specific environments while traveling.

Farmer is.. not about crops, oddly enough. They are like the Freelancer class in Final Fantasy games. They get extra carrying capacity, the ability to have more animals like the Merchant, and a Skill to give them a skill from another class - Specifically one that requires a skill check.

The Artisan shares the trapping skill with Hunters, but they can make and repair items too. There's a little bit of extra information for being an Artisan whose specialization is cooking.

Lastly, the Noble is part party face, part bardic knowledge, part.. Master Swordsman. They get bonuses to conversing, they have general knowledge about a lot of stuff, and they get a bonus with a chosen type of weapon.


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So now we're back to Types. These are just secondary packages of bonuses that give you additional perks.

Magic is also briefly explained in a bit more depth, specifically in regards to how and when magic characters gain more spells.

The next section, starting on Page 54, is party roles. This is more of a meta-game thing, but it's also a really neat idea that I haven't seen other RPGs do. You assign certain tasks to each player, which also coincide with their in-game responsibilities.

The Party Leader has the final say in decisions, but also keeps track of Initiative and Turn order.

The Mapper is responsible for the Direction check during travel, but they also get to draw the map as you go and keep it up to date. They do supply a map sheet, which is a nice touch.

The Quartermaster keeps track of and manages supplies. They suggest a character with pack animals, specifically. This player will have a ration sheet for food and water to keep track of.

Last one is the Journal Keeper, who takes campaign notes. As this is not as important, they suggest passing around the session journal so multiple players can add their notes. This would be especially fun if it were written in character. Looking forward to seeing what my players do with this sort of thing.


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Lost an image.


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Starting on 55 and continuing properly on 56 is Leveling up! Because Ryuutama isn't just a boring game where you play a couple sessions, toss out your character, and start over! (That is actually an unfortunate trend with a lot of Japanese RPGs I've seen)

You gain XP by overcoming difficult travels, beating strong monster, and getting yourself in enough trouble for the GM to need to bail you out.

Interestingly, when you level up you get points to split between HP and MP as you please. A nice touch. What's also cool is that you also gain an additional Class and Type as you level, so it might not be in your best interest to completely avoid taking points in MP because you can pick up magic later.

There's also some high level powers you gain, like having such favor with a certain type of Dragon that you get a free pass on one roll a day in their season, or being chosen to go on an epic journey that only the most amazing and beloved Travelers are called on to do.


And it's at about this point that I'm going to put this on pause. I'll wrap the rest of this up tomorrow.


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Resuming on the bottom of page 58 - Items!

As I mentioned before, Carrying Capacity is kind of big deal, which is why certain Classes and Traveler Types give bonus Capacity or access to pack animals.

Instead of getting into weight measured in pounds and ounces, it's a pretty streamlined system. Size determines weight and also durability, which only really comes into play if you Fumble while rolling to use an item. Artisans can repair durability though.

The following pages introduce some different characteristics and qualities that items can have, like being made of certain materials or being Smelly and Gross. These Characteristics can modify the cost for better or worse. Some have no benefit and others convey a bonus to rolls and stats.

There's also magical characteristics, but they're pretty limited. None of these really blow me away, but the system is simple enough that I feel like you could homebrew up a whole list of new characteristics that don't break the system.

Page 61 has details on Facilities, which covers buying food and board at Inns and Restaurants. Better food gives you better bonuses on your Condition check, while shitty cheap food or rooming will give you penalties.


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Page 62 has rules buying other services like Healing or Item repair. Nothing too crazy here.

page 63 has a small section on Weapons and Armor. Interestingly, just like the weapon types you can pick as your traveler's Mastered type, they are not broken down into individual statblocks. Interesting to note that characters who use a Bow do not have to keep track of arrows. Seems like an odd thing for them to handwave.

There's also a brief note that any character that sleeps in their armor takes a penalty to their condition check based on the Initiative and Travel penalty of the armor, if any. Armor also grants Defense points, but they don't talk about how that works in this section.

Shields grant a secondary sort of Defense when being attacked. Initiative in Ryuutama doubles as your Defense score, apparently, and when you're attacked, enemies need to beat the higher of your Initiative of Sheild Dodge Value.

The Travel Gear section on Page 64 offers a variety of different Shoes, Capes, Staffs, Hats, and Accessories that grant a bonus based on what kind of Terrain or Weather you're facing. Snow Boots for traveling in show. Raincoats for Rain, etc.


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The next section covers Animals, but it's at this point that I have to bemoan the total lack of illustrations or even little margin doodles. It's a shame that this book isn't illustrated as much as it should be, because all these tables are really boring to look at.

Animals, like Weapons, are split into types. Normal and Large Riding and Pack Animals, and Pets. Higher cost offers options like higher carrying capacity or the ability for multiple people to ride together. These lack any definite description, so I guess they can just be anything you want.

As mentioned earlier, every character can keep at least one animal without needing to pay food and water ration costs each day. Merchants and Farmers can keep up to 3 animals without that cost, but bringing more than that simply means you need enough food and water for them, because that is an important aspect.

Of course, Animals have characteristics of their own, which will modify their cost for various benefits or penalties.

Remainder of the section covers assorted generic items, like Rations, Kits, Tents, Containers, and shit.

This is where carrying capacity, pack animals, and preparedness comes into play. You can buy stuff like barrels and chest pretty cheaply, but their size will make them difficult to carry.. but if you have some kind of large pack animal that can haul everything for you, it makes it worth it to invest in these containers so you can carry enough food and water for everyone to cover a long journey.. Otherwise, it's going to be waterskins and backpacks that will fill up quickly with Lanterns and Tents and soap.


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Starting on Page 69, we have a section dedicated to Herbs. These have different levels and healing properties and typically wilt away and become unusable after 24 hours unless you buy a special bottle.

This section is just a couple pages of charts on the Physical, Mental, and Enhance types of Herb and what Terrain they are likely to be found in.

Page 70 starts the Magic section. Magic in Ryuutama is split into Incantation Magic, which can be learned and taught, often recorded in spell books, and Seasonal Magic, which everyone in the Ryuuniverse has a natural affinity for and may spontaneously learn to use naturally.

If a magic user's spellbook is lost they become unable to use their magic until they acquire a new book to re-record their spells.

All spells have an associated MP cost, of course, and are split into Normal and Ritual magic. Normal being the usual instant spells that can be cast in combat, and Ritual being ones that take at least an hour to activate. There's also targeted, ranged, touch, and area spells.

The spells list is pretty straight forward and far more condense than the usual D&D type shit where each spell gets its own novel. Little in the way of fireballs and low-orbit ion cannons, but plenty of utility and support magic.

All magic, Incantation and Seasonal, is split into Low, Mid, and High level.

As explained back on page 53, at each level, a character picks 2 Incantation spells of their choice, gaining access to Mid-level spells at level 4, and High Level spells at Level 7.

Seasonal magic gives you access to all of the spells, but likewise, you only gain access to the Mid and High tiers once you level up.

A character who picks the Magical Type twice would get access to 4 Incantation spells per level AND Two Types of Seasonal Magic.

The Magic section, which runs from 72 to 00 has no illustrations either, but it does have these nice little blurbs at the end of each seasonal magic list.


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Page 90 starts the Book of Summer, which is all about skill checks and basic rules. Remember how I mentioned that the book is a little disjointed? This is what I mean. Luckily, some of these concepts were touched on earlier.

The basic dice mechanic goes like this: Your stats are rated by Die Type. When you do certain actions, the GM or Rules tell you which two stats to use, you roll those dice, add them with any bonuses or maluses your have, and compare vs a target number.

On rare occasions you roll one die, or two dice for the same stat like [INT + INT] rolls for the Direction Check.

Fumbles were mentioned earlier too. When you roll double 1s on any check, you fuck up bad, but everyone at the table gains a Fumble Point. Fumble points may be spent for Concentration, which just means you get a +1.. or a +2 if you're a technical character. You may also spend half of your current MP (giving you reason to put points in MP) to Concentrate. If you spent a Fumble Point and Half your MP, you get +2 to any roll.


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Page 97 features the Condition check, a mechanic that has been alluded to numerous time already.

At the start of each day, players roll [STR + SPI] adding or subtracting for stuff like lodging, food, whether or not they slept in their heavy armor, and so on. High enough condition and one of their stats gets bumped up for the day, which is awesome. If they fuck up their roll, they pick up a status condition which must be treated or beaten by rolling a better Condition check the next day. This is where healing herbs come in.

The next part on page 100 covers the Travel check, which they call the journey check.. I'm not actually too fond of this rule because it simplifies an entire days worth of walking and hiking into one roll based on the Terrain Level + Weather Conditions as the TN. If you fail, you straight up lose half your HP.

In terms of planning sessions, I feel like this offers a variety of problems.. Either you put anything of interest at the end or beginning of a day's journey.. or Do the players lose half their HP somewhere along the day? Is this the Oregon Trail part where you sneeze wrong and break your leg? It's a little clunky…

Page 102 has a handy chart that covers the daily checks, Condition, Travel, Direction, and Camping. 103 covers the Journey Checks in more detail. They suggest embellishing and heavily narrating each check to make it more fun, instead of just having a dice roll and moving on. I don't know if this solves the problem.


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104 covers some rules for food and water and random events to fuck with players. None of them are positive, oddly enough..

105 is a neat section, but I have mixed feelings about it. Mostly because it's tons of awesome illustrations and fluff for the various dragons… but considering we went dozens of pages without much in the way of illustrations, I have to wonder why they didn't pepper the whole book with this awesome little drawings. They look like the field notes some experienced Traveler made along their own journey.


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116 brings us to the combat section.

Combat is a little different than most games, but largely the same in a lot of ways. Initiative rolls determine turn order, but also determine how hard they are to hit. Monsters have a fixed initiative score for this reason.

Ryuutama used a special battle sheet with a front and back area which are more or less abstractions for Melee and Ranged positioning.

There's also the Objects, where both sides establish 5 assorted things that can be used, as long as the reasoning or narration fits, to gain a +1 bonus on their action.

There's also an official explanation for what armor does and what Defense Points are, which would have been nice to know back in the items section. Defense Points are Damage Reduction. Simple as that.

There's some unique actions players, like being able to reroll your initiative to get a better score, and some that players can take once they hit level 2. Feint, which allows you to penalize enemies with a successful accuracy check, and Search, which can be used to add Objects to the battlefield for later use.


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Pg 123 gets into town creation, which is a lot less involved than it may seem. It's mostly just about jotting down the basic details that define a place. Like most of this game, they tell you not to get hung up on the hyper specifics.

Worldbuilding is likewise vague, with some suggestions to wait a few sessions before taking the time to really nail down any specifics.

There's another small replay in between and then on page 132, we start the Book of Autumn. This is character creation and game running for the GM


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As mentioned yesterday, there are different types of GMPC types, called Ryuujin. Each one reflects a different mood or theme for the game and they get access to certain powers reflecting that.

What's interesting about Ryuutama is that the GM's Ryuujin levels up based on the number of sessions it plays. Also worth noting is that the Ryuujin can die. Using their powers depletes their Life Points (LP) and if they are ever in a situation where they need to use up all their LP, they will die.

If this happens, either the campaign is over or a new Ryuujin must take their place. Presumably, the story of the game doesn't matter if the Ryuujin isn't there to record it, even if the Travelers aren't supposed to know that the Ryuujin even exists.

Each Ryuujin type is defined by their Benediction powers and an artefact. Each type of Ryuujin has three to pick from and they tend to represent a sort of on-going effect in the overall campaign. Like extra HP, modified battle rules, or just the looming threat that NPCs will die.


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As a Ryuujin levels up, they gain additional slots for generic Benedictions and starting at level 2, they start gaining Reveils.

Benedictions are generic powers that can help or hinder the Travelers at the cost of LP. Since the Ryuujin gains slots and not specific powers, the Benedictions they have can change from session to session. Reveils, however, are permanently chosen when the Ryuujin levels up.

Additionally, at certain levels, they can gain the Ryuujin class benedictions of another type, as well as one of their artefacts.

Ryuujins do have the ability to join the players as a Traveler, but that involves giving up their powers and becoming a mortal. After so many sessions, the Dragon that's been feeding on their travelogues will leave the nest and the Ryuujin ascends, and the GM must make a new Ryuujin.. But the old one can still show up and cast special Ritual Benedictions.


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And this is the part where things accelerate a bit, as there's not too much left to say.

Page 153 starts the section on Scenario creation. It gives advice on how to run the game, how to scale challenges and enemies and tells you the proper amount of gold to give, depending on player level.

There's an extensive example scenario that runs from page 158 to 172. It makes for a nice intro session and gives an excuse to learn the different mechanics. The section closes with another replay before starting the Book of Winter, which is all about monsters.

Not much to say here, because unfortunately.. this section is bereft of illustrations and I have no idea why. 178 to 207 are all monster statblocks and there's not a single doodle or picture to accompany any of the monsters. Considering how much detail went into the Dragons in the earlier sections, this is a massive fuck up if you ask me.


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Page 208 features a Q&A which does clarify some things and add a few others, like being able to be a Cooking-focused Artisan.

It also mentions the Sea Travel supplement which is nowhere to be seen.

There's even a couple questions that clarify the whole Journey check aspect, but it's still not an ideal mechanic in my eyes.

Index on Page 215. Afterword and messages from the translators starting on 217. Character sheets, journey logs, and other stuff starting on 227.

And that's Ryutama. Overall, I really do like it and I see a lot of potential in this game. There's only a few niggling details that I'll need to homebrew around, but overall, it's a strong system that's easy to learn and teach, while still maintaining a satisfying amount of depth.

However, my biggest complaint will always be the lack of art, especially because the book opens with a strong impression and definitely shows that there's a lot of care and thought put into the various elements of the game.. But you'll go dozens of pages without so much as a chibi doodle, where the opening of the book was dotted with all kinds of pleasant art.



Table talk rpg is how pnp rpg's are called in japan, since their first exposure to the genre was vidya and not say DnD





Anima? It's the maddening fever dream of some Spaniard weeaboos.


How about instead of delving into the madness of Anima again, we read some fun systems? Golden Sky Stories, maybe?



If you want to go through something specific then nothing is stopping you from doing that.



He said he'd do MAOCT after this. Relax, it's a much lighter system.



OP wasn't the one reading Anima



OP here. Been busy, but I am curious if you fa/tg/uys were enjoying this or not.


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I definitely am enjoying it. Every book is not my taste of course but its nice to see a constructive (or at least thorough) book review.

I was gonna ask if I could get your opinion (or the full treatment) for ShadowRun Anarchy. Its a bit big (but still indie ish) so if you dont want to dont sweat it. Sorry for potato quality.



Got a PDF or something? I'm not familiar with Shadowrun beyond the surface stuff.


What happened to Animafag? Did he died?



Presumably, he went insane.


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Some books, huh?

I started reading overlord, it's pretty good.


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Okay /sp/iggers, this is all I'll do for you.











I come back to this thread to see if I've missed anything and I find this nonsense.


So, about those book reviews…


You guys might find this entertaining.



After this thread, I've had more than enough Anima for one lifetime.





I didn't die life just got busier and I lost all my mental progress so I am reluctant to go back and rebuild that momentum.



>This section seems handy, except for one troubling entry. For the most part, this book seems perfectly fine, but then there's this paragraph about anime bucking gender roles and homosex.. Not sure if poz, but concerning all the same.

Heh, I guess one could argue this shit ought to be brought up on the simple basis that anime and manga (and japan) handle this shit rather differently from our easily offended oversensitive western millennial ways. Japan has entire genre dedicated to gay and lesbian stuff (yaoi and yuri), for one thing, and Japan remain a rather traditional society in many aspects, which invariably affect the way certain stories and characters are, given the cultural context. This is especially true of setting which are more historic or semi-historic. Likewise, the paragraph point out that androgynous, faaabulous and achingly pretty young men, bishonen are a thing and such characters would appear 'totally gay' to us in spite of most of them being completely straight. There's a whole cultural beauty standard there which rather different from us until rather recently. This is funny because our grizzled, awesome classic action heroes would look rather gay to the japanese, with their exposed bulging muscles and overt, over the top masculinity. What looks badass to us can look corny to outsiders and vice-versa.

It's also possible the paragraph was there to appease the our current cultural and moral busybodies.


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>This is funny because our grizzled, awesome classic action heroes would look rather gay to the japanese, with their exposed bulging muscles and overt, over the top masculinity. What looks badass to us can look corny to outsiders and vice-versa.

I've never thought about it that way, but you're totally right.



Arnold, Stallone and Willis in their prime are pretty damn Bara if you think about it!



I can't say I've watched all that much anime but it seems to me that there's a difference between bishonen pretty boys and effeminates in anime and that effeminate characters are if they are heroes often of ambiguous loyalty and if they are villains psychopaths.




We ever get anywhere on Anarchy or nah?


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OP here. Been busy, sick, and more busy.

I want to get back to doing this thing when time permits. Currently on the list of stuff I've seen requested

>Monsters and Other Childish Things

>Shadowrun Anarchy (need PDF)

>Fantasy Craft

>Small Weeb RPGs by Ewen Cluney (need PDFs)

>Golden Sky Stories


Catalog went fucking nuts after the revival. Bumping threads that need saving.



Hey, which version of MaOCT are you planning on reading through? I've got both the original and Completely Monstrous Edition pdfs.



Can't speak for OP, but if I were him I'd go with the latter, seeing as it's the definitive iteration.



Post a link to the Completely Monstrous Edition, plz.




bumpin' for GSS


If OP is still alive, I'd like to suggest Mutants & Masterminds, 3rd Edition.


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Alright. May as well get started on this. It's only 196 pages, so it shouldn't be that bad to read through.

PDFs here >>305121 Follow along if you want.

Monsters and Other Childish Things is kind of like the Grimdark version of Foster's Home for Imaginary Friends. The Monsters that kids imagine up can become real, and more often than not, they have a very childish sense of morality, causing them to be destructive and dangerous to the world around their Kid.

This is an One Role Engine (ORE) game, which means it uses a pretty basic dice mechanic for determining success and effectiveness in one role. More on that later.

Right off the bat, the game gives us a taste of the theming of this game with a crude doodle and a poorly scrawled description of Mr. Cuddles. He's a cute, pocket-sized Spider Monkey… who rips out the eyes of anyone who bullies his owner… or makes him angry.

One of the things you need to know about this game is that it tries to cover up the really, really dark shit going on by writing the whole book in this sort of "kid talk". It takes a little while to get used to.


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Table of Contents on page 3 and 4.

Page 5 has an exchange between a Monster and its Child. Monsters do horrible things without caring about the consequences, but it also mentions conflicts between other monsters and how this Kid's monster gained abilities by beating up another monster.

Page 7 begins our intro. All about how Childhood is hard and confusing.. and your best friend is a monster. A real one. One that causes all kinds of problems for you, but when the doodoo hits the fan, he's there to save you.

There's some talk about relationships and stuff, too. Not important. The monsters are important, because they're not just like normal imaginary friends. They're kind of fucked up and weird in a way that if they were explained to other people, they'd think the kid was seriously disturbed. Like Mr. Cuddles. And they have a way of rubbing off on their kid, influencing them in a way. Urging them to pick fights with other kids and their monsters.

There's a lot of flavor packed into these first few pages. Hints of other dimensions, mysterious organizations that hung monsters, and some mundane boring school shit.


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Page 10 starts into some proper mechanics. Kids have stats rated from 1 to 5, Feet, Guts, Hands, Brains, and Face. System runs on pools of d10s, by the way.

Kids also have Skills, which add extra dice to the Stats rolls. Their early example is having 3 in Feet and 2 in the P.E. skill, which gives you 5 dice for running races and stuff like that.

And on top of that, there's relationships, also rated 1 to 5, and added to rolls whenever relevant or related to your relationship with that person or thing… because relationships can be TV shows or Objects too, apparently. Whatever is most important to your character.

All of this stuff totals up so you can get as many dice as possible on your roles. This is important because of how the ORE mechanics work. Rolling more dice means more of a chance to roll multiples of the same number. They touch on this on page 12, but don't go into depth, just letting you know that rolling lots of the same number and multiple of a high number is good.

Forgot to mention that the whole book is styled so it looks like the inside of a spiral notebook. The art ranges from crude pencil scribbles to dark inky crosshatched type stuff.


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Page 12 also briefly mentions something important for later

>Monsters are sort of like shared characters, controlled partially by their kids’ players, and partially by the GM.

You control your Monster's actions in combat, but outside of fights, the GM is free to use your monster to get you into trouble whenever he wants, giving the GM a constant excuse to fuck with you whenever he wants.

Page 13 covers some of the basic of play, touching on the central theme of balancing a Kid's life with the untold cosmic horror of your Monster friends, guided on by the Relationships between characters and the relationships within those relationships.

Page 14 is where they start covering Stats and Skills and the mechanics relating to them. Interestingly, since the game only uses d10s, all dice ratings are just #d, instead of #d10, which would be redundant, I guess.

Kids start with 1 die in all stats, and get 10 dice to distribute amongst them.

Kids start with 0 dice in all skills, but have 15 points to distribute into whatever skills they like.

No Stat or Skill may go to 5 at creation.. for kids at least. Monsters are a different matter.


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Stats & Skills

Feet - Bodily coordination

—-Dodging, Kicking, P.E

Guts - Toughness

—-Courage, Wind (like breath), Wrestling

Hands - Hand-eye coordination / Dexterity

—-Blocking, Punching, Shop (crafts)

Brains - Smarts

—-Notice, Out-Think, Remember

Face - Charisma

—-Charm, Connive, Putdown

They're all pretty straight forward, but the sidebar does mention that it is allowable, under GM discretion, to make up skills that fit your character concept. You can also tell this book wasn't written in the last 10 years because it uses words like "retard" and makes fun of special snowflakes.

Page 16 starts covering rolling dice in more detail. I've read several books now, and it's kind of interesting that so many of them stress that you should only roll dice when there's a chance of failure or when it's potentially interesting if you do fail. So many games say things like this, but so few players adhere to such a concept.

The ORE uses a mechanic called Width x Height which usually represents Speed and Finesse.

Width is the number of identical values, Height is the value itself.

So rolling Three Fives would be 3 x 5 (Three by Five)

Rolling Four Fours would be 4 x 4, Six Ones would be 6 x 1 and so on.

From Page 17

>Width usually indicates speed and sometimes (for physical actions like fighting) raw power. Height usually indicates quality, accuracy and finesse.

They refer to Width and Height as their own tie-breaker, because each can matter equally depending on the action being performed. Doing something really quickly but sloppily might not succeed, but doing something slowly, but with perfect precision might not be good enough either.

What Stats and Skills are being used, what is being accomplished, and what the circumstances all play into the GM determining how well you need to roll. Generally, get two matching dice can be good enough for most actions. A higher Height is always good, which is why the difficulty of most rolls will be determined by the Minimum Height set by the GM.




finally a game where I can have huge guts, doomguy can be my imaginary friend.


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For opposed rolls, as in other characters trying to stop you from doing something, it's just a matter of comparing rolls, highest Height Wins, Width is used as a tie-breaker.

Since you'll be rolling pools of dice, there is a chance you'll get multiple sets. They recommend always going with a wider set (more matching dice), but if it's about brute force, go with the taller set (larger matching numbers) – You only get to pick one set out of a roll, the others, if any, are lost.

If you don't roll anything matching and all dice are 5 or lower, it's a Critical Failure and the GM gets to fuck with you extra hard.

Onto more stuff about Relationships, and another fun quote

>Monsters really love this about humans—especially kids—because to a monster, a relationship is like a chocolate-and-meth milkshake.

Kids start with 6 dice to split amongst relationships

This can be their parents, their friends from school, or their blankie. They also get a special relationship with their Monster, called a Bond

You can add multiple relationships to a roll, under GM discretion of course. Pretty much, you need a good excuse to use it, but if you end up still failing, you suffer Relationship Shock which drops that Relationship by one die, meaning that relationship is damaged or strained, unless you spend some Quality Time with the target of that Relationship.

>Quality Time requires a dice roll with a difficulty equal to 4+X, where X is the number of Shocked dice that have been lost in that relationship. Th at means if you have three Shocked dice, you roll at difficulty 7: Your roll’s height must be 7 or higher to succeed.

The stats and skills rolled depend on what is being done, and can also be opposed, and the more "Shocked" a Relationship is, the more bonus dice an opposing roll gets against you.

And it gets worse, because your Monster can complicate your Quality Time, because they get jealous of all the attention you are giving to things that aren't them… This Quality Time/Relationship shit goes on for a couple more pages. Shit's complicated.

If you Shock a Relationship down to 0, you run the risk of it being permanently weakened. This is the sort of thing that becomes a story of its own, with several scenes revolving around repairing a damaged relationship. To fix a Relationship that's been damaged in this way involves hard-earned Character Advancement (EXP!)

But it gets worse!.. or better! Monster can literally eat Relationships. You can loan out your Relationship dice to your monster, but if it loses, the winning monster can decide to devour that stuff, biting into your soul and manifesting further trouble in your life.

This chapter wraps up with a suggestion to make characters as a group (always a good idea), some talk about Character Advancement, which more or less means earning Experience Points to upgrade your Kid and Monster. Play well and your GM will reward you with up to 3XP per session.

1XP will get you a new Skill die.

2XP will get you another Relationship die.

3XP will get you another Stat die.

5XP gets your Monster an extra die or a new quality. Monsters won't be covered til page 38.


…And that's only the first 24 pages. To this game's credit, they do front load it with the mechanics and concepts you need to understand, and it lays them all out quite clearly, with simple examples and brief explanations.

More games need to do this shit, but I talked about that with OVA already.

I need to call it a night, but I'll try and pick up again tomorrow evening, hopefully a bit early than I did tonight.


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Alright. I'm back. Let's keep reading! We were just about to start on page 25, the Conflicts Chapter. This is the combat chapter, more or less, and it's going to take too long to summarize every little mechanic.

In the first couple pages of this chapter, they tell you that you can escalate things into a full blown conflict if you don't like the results of a roll, but they also highly recommend avoiding conflicts also, by wit or simply running, because conflicts hurt. Your character is a kid with a lot to lose. You're fragile, easily injured, and you're playing a kid… But conflicts are also inevitable. Why have monsters if they aren't going to fight?

Combat is a little wonkier than it is in other games because of the way turn order and actions are decided.

First everyone declares what they are going to do in order or Brains + Out-thinking, Lowest to Highest – This means that the slowest characters acts first, but everyone else gets a chance to potentially react to what they are doing.

When declaring actions, you typically only get one action. If you want to do more than one thing, you pick the lowest dice pool for your actions and drop one die per additional action.

Then you roll your shit and pick out your matching set, if any. This is where you need to figure out which is better, more width or more height, because of the next step.

Then you resolve everything in order of Highest Width to Lowest meaning even if you get the short end of the stick, you can still act first. If you are dealt damage before your turn, you lose a die from the set you rolled and chose. Meaning they are subtracting from the Width of your roll. This works for your opponents too, meaning you can fuck them up and diminish their roll and thus their effectiveness by damaging them instead.


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Dealing damage is likewise, kind of weird. When you damage someone, you deal damage equal to the Width of your roll, minus 1. A width of 3 deals 2 damage, for example.

Damage is dealt as Shocks and Scars. Like Shock to Relationships, it's a temporary hurt. Scars are more serious, permanent damage. Broken bones, grievous injury, possibly death. While it doesn't say so in the same section, I'm assuming that Scar damage must be healed by spending XP to regain those stats.

Because damage is dealt in temporary and dice penalties, this means that you can suffer emotional and social damage. You can get into a name-calling conflict with a bully who can damage you by bringing you to tears or by getting the whole class to laugh at you. In fact, based on how many people are around to laugh and witness verbal lashings, a sharp tongued assault can get a bonus (+1 damage for a small ground, +2 for a dozen or so, +3 for two dozen or more_

Most non-physical damage is only dealt in Shock, meaning you can take the time to roleplay it away, but it is possible in special circumstances to take emotional Scars as damage.

Worth noting.. If your kid gets hurt Emotionally, his monster gets hurt Physically. Keep that in mind for later.


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Page 29 gets into determining how you damage your target and how badly it sticks, depending on how you attacked and how well you rolled. Depending on what you hit with also determines whether or not the damage is in Shocks or Scars.

So, as previously mentioned, damage is equal to the Width of the roll minus 1, but it's the Height of the roll that determines what Stat takes the hurt. Along with determining what order actions are resolved in, picking your Width x Height set is important for deciding how you want to hurt your target.

Of course, if you want to make a called shot, you can drop a die from your Dice Pool (meaning before you roll), and when you do that, you set aside an extra die to the extra Height you want. So aiming for the Face, you set a die to 10, then roll. If you get another 10, then you've got your face hit.

Once a stat has been reduced to 0, through shock or scars, damage rolls into other stats (attacker's choice) and once you hit 0 in everything, you or your target are unconscious. You may be crippled and unable to fight long before that, though.

This is called Freaking Out! which occurs whenever any three of your stats are reduced to 0 by shocks or scars. You then make an immediate Guts + Courage roll and if you fail, you take your choice of screaming and flailing, running for your life, or curling into a ball on the floor.

Anyone who doesn't have a monster must make this roll whenever they see a Monster's attack… But some people, at the GM's discretion, can apparently become used to dealing with Monsters, even if they don't have their own.


Running low on time tonight, so I'm going to be a little more brief for these next parts.


At the end of a scene, you recover all but one Shock die from every damaged state. The remaining shock goes away after a few hours.

Scars need to be cared for and tended to, and will not recover at all without professional attention. You can recover 1 scar per week but one die stays gone until you spend XP to regain it.

If you're reduced to 0 by scars alone, when you recover, your maximum dice in that stat is permanently reduced by one, meaning you cannot raise it up to 5 anymore.

Dodging and Defending

You can dedicate your turn to defending against incoming attacks in the event that you can't just run.

Usually, you roll something like Feet + Dodging or Guts + Wrestling if you're grappling with someone. I guess this can vary.

From page 31

>each die in the defense action’s set can neutralize or “gobble” any attack die from a set that has an equal or lower width and height.

What you're looking to do is roll equal or greater width to the incoming attack. Match Width and then you can compare Height – If the height of your roll equals or exceeds theirs, you can negate their dice on a one-for-one basis, potentially negating the roll.

Page 32 explains this pretty well.

If you match or exceed Width, but not Height, you get the option to shift the attack to a different stat, meaning you don't run the risk of completely fucking up a useful stat.

If you run from a fight, your enemy gets a free hit on you, but you can only get away with a successful Feet + Dodge roll, and if you fail, you're still in the fight.



>Running low on time tonight, so I'm going to be a little more brief for these next parts.

Take your time bro, no need to rush or anything.


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Page 33 talks about some of the different qualities attacks can have. Like being able to Aim for several turns to get a dice bonus, setting things on fire and dealing extra shock damage each round, and others that are just Wicked Fast

Page 35 covers Damage from non-conflict sources, like falling, getting into car crashes, poisons, and finding out you were adopted. That last one more specifically relates to devastating revelations that are emotionally impactful.

Sidebars tell you about different example weapons, how badly they hurt, and what sorts of effects they have.

Page 36 and 37 are an example of combat, in case this still isn't making sense.

Starting on Page 39 is the Monsters section… which I'll have to cover later.


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Page 39, Monsters!

This sections starts out with some interesting information about the way monsters work and the unique Bond they share with their kids. Turns out monsters are only attuned to their kid in a sort of symbiotic relationship. They aren't just some creature from another dimensions that befriended a kid, they are intrinsically and inescapably tied to their kid.

A sidebar further explains that this has something to do with the way that children are emotionally vulnerable. This ties into the fact that Monsters know what their Kid is feeling and Kids know what their monster is feeling and sometimes get a feeling for what they are up to when they aren't around.

Mechanically, this means that if the Kid takes emotional damage, their Monster takes physical damage and vice versa. When a Kid's monster gets beat up, the Kid takes emotional damage in return, meaning you can't just make your Monster do all the fighting for you.

Page 40 to 42 outline some of the abstract rules for monsters.

>Monsters Aren't From Around Here

Meaning they don't abide by the rules of reality. Don't need to eat or breath. Aren't really affected by the physical world.

>Monsters Look After Their Kids

Monsters try to listen to them and obey them and even try to predict their needs, even if that sometimes causes trouble. Plus they can extend their environmental invulnerability to their kid to help them survive things.

>Monsters Are Good At Hiding

They can turn invisible or shrink or just appear imperceptible, making them impossible to see, but they can't use their powers while hidden.

>Monsters Can't Die

Unless another Monster eats them or something happens to their kid. Damage from other Monsters recovers at 1 die per day, but can be sped up with a Face + Charm roll per day.

>Monsters Know Each Other

They can naturally sense and spot other Monsters, meaning their Kids kinda know when other Monsters are around

>Nothing Can Stop a Monster

Except another Monster. They are effectively invincible against mundane weapons (free 5x10 Defense against them!) – Only other Kids with Monsters can hurt them.


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So, with all the gritty details out of the way, Bottom of Page 42 starts the rules for building your own Monster!

>Doodle your Monster

>Circle the important parts - These are your Monster's Hit Locations

>Assign Hit Numbers to each Location (This is for determining what areas get hit based on the Height of attack rolls against your monster)

>A Monster Location cannot have more than 4 Hit Numbers associated with it and no Monster can have fewer than 4 Hit Locations total.

>Each Hit Number assigned to a Monster Location gives that part 5 Dice. (3 Hit Numbers = 15 dice) Dice can be exchanged for special abilities and qualities AND the limit on Dice pools is 10 dice

so don't put 4 Hit Numbers on one Location and think you can have 20 dice to roll like you've got one beefy Trogdor Arm.

>Dice are rolled whenever your Monster performs an action using that body part.

Since you'll have extra dice on some locations, you have to spend those dice to give those Monster Parts special qualities. Page 43 and 44 have various Monster Qualities and Extras to spend those dice on.

If you want to be able to attack with a body part, spend 1 die to give that part the Attacks quality. If you want your monster to be able to fly, you need to spend 1 die on the Useful quality.

If you want your monster to be able to set things on fire, you need to spend a die to give it the Burn extra. This stuff was briefly mentioned here >>306389

Worth noting the values on page 44's sidebar. Monsters aren't as fast or as strong as they appear.. They are insanely faster and colossal stronger. A 6 dice strong limb can lift 3.2 tons, for example.


Going to have to gloss over the remainder of the chapter due to time constraints again.

>Scoping out Monsters

You can study an enemy monster with a Brains + Notice roll to determine what it's parts are, what it can do, and how strong it is.


It's important to nail down how your monster acts and behaves because your Monster is partially shared with the GM, who gets to play and control your monster when it's not fighting other Monsters.

Determine what motivates it and what it takes to get it to do what you want. This also kind of determines the sort of relationship the Monster has with it's kid. Even if it unconditionally loves you, it can still be a stubborn dick.

Figure out it's method of hiding and how that relates to its behavior and persona. While a monster is hidden, it can talk to its kid, and the kid can talk back, but other people will likely notice the kid talking to himself. Also, while hidden, monsters can do little physical things, pretty much anything that wouldn't require a dice roll.

What's your monster's favorite thing? What will always please them and what will they go out of their way to indulge in? This can cause trouble, but it can also be used to encourage the monster to behave the way their Kid wants.

Pg 48 covers some advanced tips for building your monster, like not putting all your proverbial eggs in one basket but giving them one super over-powered Hit Location.

They also note that Monsters can be told to go easy on Mundane opponents, only dealing Shock damage (as they do not take scarring damage, or nearly any damage, from Mundane sources). Monsters only take scars from other Monsters.

In combat, Monster turn order is determined by their Kid's Brains+Out-Thinking score.

You might have to make a Motivation Roll (Face + Charm) to keep your Monster fighting when he's getting his ass kicked, in some cases.. of course, brutalizing your opponent is a good way to circumvent the need for motivation.

Monsters can target wiped out hit locations on other Monsters to circumvent any protection or defenses they might have. Similar to causing a Flinch when kids fight.

And of course, you can fucking run for it when shit gets too dodgy. Motivation rolls required, because that can hurt a Monster's pride.

On page 50, it brings up the mechanic for "Loaning" Relationship dice to your Monser. The catch here is that any damage taken by your monster is soaked from those Relationship dice before they take damage as normal. Shock damage, specifically.

Monster can help with Quality Time rolls to repair a shocked relationship, but if you fail, that Relationship is permanently damaged.

Final section, pg 51, goes over KICKING BUTT

When you beat an enemy monster, you can take one last big bite out of them, dealing Scar Damage, and you get to keep that chomped off die for yourself. Add it to a hit location, spend it, or take a quality from that Monster… Or a monster can give a chomped die to its kid

If you Kick Butt so hard that the enemy monster doesn't have any dice to chomp, your monster takes a metaphorical bite out of the other Kid and takes all of the dice from one of that kid's relationships (holy shit that's fucked up)

And that's all for now!



Man, this took off before I saw your reply. https://mega.nz/#!GRVG3KA



So they're literally just stands?



Kinda sorta. They function on some similar ideas, but they are like external entities that are only capable of existing by being psychically attached to a child. They aren't exactly projections of some inner quality of the child.


anon.to seems down. Can we have the first pdf uploaded again?



mega [dot] nz/#!UY1g0ZzT!H63v-kUKiewmrCTzJV6J1aIiz-lcVTwGVTByb5IefYQ


Thanks, that was fast!



Anon.to is just a link shortener, so the actual mega upload was still there.


OP here. I'm still around and paging through the book. I'll see about posting more stuff tonight.


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We left off on page 53, the Janitor's closet, which is the GM advice section.There's not much to say here, but I'll try and highlight a few noteworthy bits. There is a pretty great bit in the first section.

>GMing is all about the gentle art of making everyone think you’re totally in control, on top of things, and were completely expecting the players to whack your awesome, über-nasty main bad guy in one round of combat. Rolling with the unexpected and then coming up with cool riffs on it is the Five-Fold Palm-Exploding Heart Technique of GMing.

The gist of running a MaOCT is if the game is going to be short, focus on awesome monster fights, if you've got the time, play off the relationships of the player characters to form quick and easy plothooks. Overall, the game is about Monster Conflicts and Relationships.

Given the themes of the game, the GM's job is entirely based around starting shit by poking at the things that matter most to the player characters, and since the PCs are kids, there's so many different authority figures and forces beyond a child's control that allows the GM to have the kind of power that they sometimes don't get in other games.

Couple things that stand out to me in the first few pages of this chapter

1) They repeatedly mention the idea of the principal enforcing rules against monster fights in school, seemingly implying a situation where there's an adult who is aware of, but tolerant of the existence of monsters.

2) On pg57, they mention the idea of going wild with the setting. This throws a lot of the ideas established earlier out the window, like monsters being kind of secret or only known by government agencies, and here, they say "go fucking wild. Set your game in a magic school or in space or some shit!"


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On page 59 they bring up something that I don't think they mentioned any point earlier: the hidden world that only kids understand. Exploring abandoned buildings, sewer pipes big enough to climb into, going deep into the woods. Normally, these wouldn't really be all that exciting in a mundane game, but this is a world where kids are emotionally bound to monsters. Suddenly, going 'sploring in the woods sounds a lot more interesting.

Lot of stuff in this chapter is weird musings on social pressure, school, life, puberty. It's not much to talk about, but these make for strong themes and important elements within the life of a troubled child and his monster friend.

The sidebars are especially good reads though.

Given the talk about puberty and growing up, it's not entirely unexpected that they also go into the different grade levels you can set the game in. Elementary School (age 4 to 10), Middle School (10 to 15), and High School (15 to 18). Each one reflects on the different aspects of adolescence and how the themes, interests, and pressures change drastically as a child gets older.

Considering that a lot of this book is very.. childish.. it's a little weird to consider a game about bitchin' monster battles with moody, angsty teens as the protagonists.

Page 64 is something they've been talking up the whole chapter. The One-Roll Conflict Generator.

You pick a relationship for every kid involved in the inter-personal conflict to come. Add the Monster Bond dice if you want the monsters involved. If the players have any emotional Shock damage on them, put those dice to the side and set them to whatever amount you want after you roll. This allows you to further tweak the results. Shocked dice guarantee your monster will be involved in some way.

In this specific roll, each set that turns up represents some kind of entanglement, meaning you don't just pick the one you want.. Also meaning if you roll a giant pool of dice, you can end up with a huge clusterfuck.


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The entanglement thing can get crazy severe. Some of the results and combinations are big enough to be entire sessions on their own, and some of them are especially brutal. Know the risks when you decide to use this.

Page 68 covers a similar system for One-Roll Random Monster Generation. A nice tool to keep on hand to quickly cook up baddies, bully monsters, or wayward things lurking in dark, abandoned places.

Page 74 has a few pre-baked characters for players to use, or for the GM to use as NPCs. Some of them appear to be the kids and monsters that have been used in various examples throughout the book. I like the first girl listed. She's a tomboy from hawaii whose monster is an ancient megalodon shark god that saved her from drowning. He's also got some really interesting abilities, like being able to swim into The Dream Sea and glimpse the future.

This is the first time they've mentioned a monster being something that attached itself to a kid, rather than being something potentially created or shaped in appearance by its kid.

Other examples include a popular kid with a hypnotic snake monster hiding in the reflections of his eyes. A homeless kid whose monster is a swarm of rats. A moody kid whose venus flytrap grew into a monster somehow. A high-strung over-achiever girl whose monster is a giant horrific teddybear called Yog'So-Soft (kek).

Page 85 is npc antagonists. Hilariously, the most troubling thing that kids with monsters encounter is drugs. Their first example is a creepy guy who offers to buy kids cigarettes and beer. He was one of the first people to get a monster, and he supposedly still has one, but it's fucked him up pretty bad because he doesn't know how to relate to people anymore. His monster is a garbage-truck-sized insect.

Not going to spoil any more of these, because they're actually really neat to read. Not sure if you should read them ahead of time, or wait for your GM to spring them on you.


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Seriously, page through some of the antagonists. They're fucking awesome and dripping with plothooks.

Page 96 is more NPCs, but these are mundane folks, like the school adminstrator, cops, a drunken party clown, your Gym teacher, the anti-drug mascot character who shows up to your school in a fursuit. Y'know, the usuals.

Page 113 is a section all about campaign jumpstarts. This is a collection of place with plothooks and themes of their own.

Some of them explicitly exist in worlds where people know about Monsters and are, more or less, okay with them. One of the campaigns is literally a world where a professional Monster Fighting League exists and kids with monsters are like reality TV stars.

Others are darker, more in line with some of the earlier material in this book. One called "Ugly Secrets" is introduced with a kid about to be molested by his Step Dad when the thing that lives under his bed eats the kiddy-diddler and cleans up all the evidence.

As I read this book, I assumed this was the overall kind of theme and mood for MaOCT. Dark, kind of uncomfortable. Monsters eating people and making horrible shit happen while a scared child tries to cope. I'm somewhat relieved that they intend this system to run "dark and serious" just as easily as "wacky and adventurous"


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Page 120 starts a chapter that goes into the dark and dirty secret of MaOCT… It's a stripped down version of the ORE found in Wild Talents.

I don't actually know shit about Wild Talents. This section seems to be all about converting stuff from Wild Talents into MaOCT, and vice versa.

Page 124 is a new chapter with a starter adventure for new players and GMs. It's set in a world that they describe as being on the cusp of going from mundane, like our world, to become really weird. Monsters are appearing and attaching themselves to kids for the first time. This is interesting all kinds of shadowy organizations and kooks, some of which have infiltrated your school. No point spoiling it any further than that.

Page 152 features some writing by Greg Stolze about playing RPGs. This goes over abstract concepts, as well as common problems (powergamers, lazy idiots), and roadbumps that tend to pop up. There's also a part B with some advice for GMs.

It's a lot to read and I'm not about to summarize it. Fuck that.

Page 180 has the character sheets, including one for the monster and how it looks, and a Kid's Personal Record, which is kind of awesome because it looks more official.

last few pages are ads for Wild Talents and Godlike. Plus there's a couple more handwritten pages about Mr. Cuddles causing all kinds of problems by ripping the eyes out of things.


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And that's Monster and Other Childish Things! There's several supplemental books for it, but I'm not about to go over those just yet.

When I went into this, I had this half-formed view of the game that wasn't very positive. I kind of assumed it was another one of those generic "fill in the blank and then just roll whatever!" kind of RPGs you find from time to time. The kind that really try to sell you on theme or setting more than game design. I'm kind of glad I was very wrong. There's a lot going on here, as evidenced by the massive amount of shit I had to break down just to cover a basic overview of the mechanics.

The book is laid out very nicely, though I fear it might be a little awkward to find exactly the rules you need in a timely manner. A lot of them are just packed in there, back to back. Luckily, once you understand the basic logic of the ORE and how damage is dealt and resolved, there's not much of a need to constantly check the book, I'd think.

The thing I found really enticing about this book were the little bits of mystery they slipped in. Monsters and where they come from is never fully explained. There's no hard setting or canon explanation. They just are. They're from somewhere else and that's about as far as any kid will ever understand, because what really matters is that they are a badass monster who loves you, and they'll fight for you whenever life starts kicking you around.

I dig it. I really dig it.


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>it's a little weird to consider a game about bitchin' monster battles with moody, angsty teens as the protagonists.


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Original Yu-Gi-Oh fits in perfectly with the Ugly Secrets setting. People died constantly, in that.

What I meant, though, was MaOCT initially sells itself from the perspective of a child. Kind of naive, kind of innocent, with the monsters being a sort of awesome, childish power fantasy with unforeseen consequences. I dunno.. Teenagers just don't seem to jive with that in the same way. I see no reason why it couldn't work, but it feels like it clashes with the mental image they built up.


is there another link to OVA? link in OP is dead



Right here fam-a-lam >>307069



hey thanks.

have you played it at all? how's it come off with an anime feel?



Haven't had the chance yet. Not long after I started doing these threads, we ended up having to cancel our one weekly game for 2 months in a row.

It's on the table as one of the games we might play next, so I intend to have something scribbled up and ready for when they eventually give in and agree to play something else.


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So what are we reading next and who wants to read it?



If anyone is up for reading another ORE book so quickly after MaOCT, I could hand over the Reign: Enchiridion pdf I used to run a Golden Age/immediate-post-Golden Age Berserk campaign (until I got a new job and had to put the campaign on indefinite hiatus).


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Anima was a real dumpster fire and I think I'm finally recovering from that…what do you even call it? Game seems incorrect…that aside, I survived it. Who wants to hear about Godbound, another game I thought sounded cool but never got too far into. Maybe this one won't be terrible and scar me for life.



Go ahead.



I'm alright with that.



Godbound is great. I'd do this personally but I am likely too biased in favour of the book to give it a fair review.


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So I'm sure there are newer versions considering mine is 1.7b but our Godbound thread vanished months ago and whatever Kickstarter guys we had sharing releases stopped when the thread did. If anyone has a recent version of the complete release (assuming they finished and got there) please feel free to share and I'll update. For now I'll use the version I have available to me.


So as I mentioned we had a Godbound thread during the Kickstarter and a second thread shortly after it finished where consistent release versions were shared before the thread died off (which I think may have been during the time 8chan just didn't work but my memory is foggy, maybe it just lost popularity.) The game was succesfully funded for around $40,000 and you can look at it for yourself here if you're interested : https://www.kickstarter.com/projects/1637945166/godbound-a-game-of-divine-heroes

Godbound is exactly what it says in the title - you play as gods that are bound up in mortal flesh. The first page (p3) gives us some background information on what a Godbound is, where they come from, what the world is like, etc. and it uses the full page so its not exactly trying to be brief.

Basically the ancient empires went full Atlantis and were technologically perfect (what ancient fantasy empire isn't?) but they decided being perfect wasn't good enough and started picking fights. Since nothing was keeping them occupied besides petty nonsense they were at each other's throats competing over what they thought was the real truth of the world and eventually they went to war. Godbound pulls some Dark Souls shit were time is convulted in Lordran and nobody remembers exactly how long ago things happened or how long they lasted but at the end of the war wizards decided that war was pretty shitty and they wanted to get back to whatever wizards do when they're bored (probably a fetish so extreme normies can't understand it) so they invaded heaven. Again, playing to trope, invading heaven is bad and after throwing out a bunch of angels with heresy machines they find the throne is empty.

Since there was no god they decided to steal shit from heaven, make gods, try to shove them on the throne, continue killing each other, fracture reality itself, and any Made God who actually made it to the throne went full Ark of the Covenant and was destroyed for it. With nobody to maintain heaven's machinery the world is unstable and the war died slowly, quietly, and crudely leaving behind displaced people in displaced nations. Sometimes tears open up to the void (Uncreated Night) called Night Roads and the flickers of divine fire are sometimes born into humans creating Godbound. In order for Godbound to hold power and sway they need faith but they are not alone, the remnants of the old world who weren't scattered into seperated parts of reality remain as Eldritch, Parasite Gods, uncreated, etc. which require Godbound to deal with (almost literally.) The conflict to sit on god's throne didn't really end so much as the previous competitors fucked up the race track so bad nobody is sure which direction to run in anymore, now instead of formula race cars literally ripping the track to bits a bunch of peasants run on foot.

Page 4 leads us into the way the game works which is that it is an OSR game with a different template. It gives you some more plot information which I have already included above but it harps on how, as a Godbound, you are inherently above mortals and mortal issues. A Godbound character doesn't interact with a mortal like it does with creatures that are its peer, in a mechanical sense at least (nothing is stopping you from playing nice with the clergy.) If enough people stab you then you might die (depending on what kind of god you are) especially if you're fresh and weak but any Godbound worth their salt can bat an eyelash and put down a human.

Page 6 is yet more stuff about how to play the game…except I don't know how because it hasn't gotten to the rules yet, it spent the first five pages frontloading lore in the least concise way possible. So we're moving along to page 8 where all the character building is dumped on you in one page which I'm not unhappy with but its very sudden. If you are new to roleplaying games then my first concern is how you found this board and my second concern is that you are going to get lost, fast. Definitely not arranged to be new player friendly despite explaining dice notations like it expects new tabletoppers to be reading it.

To repeat - this could be a fluke of the beta version but I work with what I have. Also have an unrelated image, you're going to get a lot of them because I have a lot of cool pictures to share.



Luckily this isn't some review site and we're not some big fancy community that could be shilled to for any notable profit. You can like a thing and still talk about it, anon.


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Hah, I would be accused of shilling anyway. You know how anons are.

Oh and,

Kevin Crawford himself is a pretty cool guy as far as I can tell, he doesn't mind pirating too much but he wants people to put at least a little effort into keeping it secret.


>working with incomplete materials

This can not stand.

Some notes though: Godbound shines the most when you can see two pages at a time. Crawford wrote it so that everything that can be contained to one or two pages open (like in a physical book) will be contained like that. It's exemplary for the abbreviated version of character creation, each word, strife, quick rules sheet, each country and the short player version of the country information.

Come on post, go through!




Question: are you allowed to use the names and characteristics of gods from actual mythologies?


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Danke, figured someone had it. So far the content is the same but with art and we can move right along.

So unlike Anima which had too many options and too many subrules for subrules Godbound has a lot more of a restrictive idea of how you build a character. Everything is pretty normal for character creation beyond subtraction instead of addition (in keeping with an OSR base) so there isn't much to comment on beyond the differences. I am not at all familiar with OSR so I might be wrong on what those differences actually are but from what I can tell its that you pick three Facts, pick three Words, gain 2 Influence, note your Effort, and then pick up equipment for your Godbound. You have a very pared down weapon and armor selection in that there are no specifics just a handful (a very small one) of effects and then flavor them to your liking. A weapon is light, medium, or heavy and has a damage die associated with that choice, ranged weapons are either one or two handed. Armor is light, medium, or heavy and the same way with each one having an associated effect and you flavoring as you like.

So Facts are basically information about your character which can offer a +4 bonus to a relevant check. Your first fact is your origins, commonly your home nation, city, country, etc. which gives you information about it, languages, etc. all rolled up into one. Your second fact is what you did, how you made money and how you lived (typically your job.) Your third fact is a group that you belong to and participate in such as a magic circle, religous group, security force, etc. Facts are stated as a single sentence and you can gain more as you play and facts can be used to gain new abilities, namely traditional magic.

Words of Creation are your domains as a Godbound and you can choose quite a few of them to make up for the lackluster choices elsewhere. There are 25 choices and you can obviously homebrew more and each choice grants you access to that Words' gifts. They explain some of the basics on 12 and move onto equipment on 13 which is, as I said, pretty bare bones. This isn't really the focus of Godbound but its still a bit unsatisfying that every medium weapon is the same and every light weapon is the same and so on.

14 explains how to add it all up but its nothing new and not worth special attention, the sidebar mentions for probably the third time that you can reflavor things and that GMs are strongly encouraged to let players decide how things look and operate so long as the mechanics are the same, up to and including changing the names of Words or their flavor effects. 15 shows us an example creation but I don't give a shit - you can click on the page numbers to see what the fuck they're talking about as they mention them which is a utility I have never seen before. I love it. All is forgiven Godbound.

17 pretty much says "This is rules light, do whatever seems cool."

Rule of Cool is what Godbound wants to provide.


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To elaborate a bit on Page 17/18 if your character, as a Godbound, has a Word related to something then they do not risk failure and you do not roll - you just do it. Similarly mundane tasks or tasks that would not challenge an exemplary human are not rolled, Godbound just succeed at it. They can similarly dispatch of mortal opposition, sway mortal minds, solve their issues, etc. although weaker Godbound are at risk of particularly powerful humans harming them. You don't roll any checks if you have a relevant Fact either a lot of the time, if you are related to a group then you don't check if you want to convince them to help you do something unless its beyond their normal means. Even when you are required to roll the book tells your GM to add a complication if you fail the roll but the Godbound does not fail the task.

Basically the only thing that can oppose a Godbound to a meaningful degree are other Godbound or similarly powerful creatures. If you stroll into a village and start doing things the only thing you would have to roll is if something as powerful as you opposed you or you tried to do something beyond your realm of expertise. A fire Godbound doesn't ask to burn a house down, he does but if you say you're throwing a villager into the sun for making fun of your mustache then you might have to roll. Not hard to understand and the book goes over it a lot more than is needed.

Page 19 gves you leveling up information, how much exp takes it, what you get for it, etc. and goes over Apotheosis which is unique to Godbound. You get new points to spend on Gifts as you level, more Effort and Influence (explained a bit later), your scores all get better, and you get a new fact but more important than all that you advance as a deity in the Gifts of Apotheosis. A new Godbound is weak and can't even properly benefit from the faith of those around him but as you advance in level you become a much more proper and powerful god.

A Godbound chooses to either be a free god who cannot benefit from worship and does not recieve the usual gifts or they must form a church, although you can switch between these when appropriate and with the GM's permission. More on those choices later.

Godbound handles combat a bit strangely, your damage is not dealt straight unless an ability says so (ie. if you roll 10 damage you do not deal 10 damage, you deal 4 damage.) The chart on 20 explains it all and its not very complex. Damage is translated per die so if you roll 2d6 and you get a 4 and a 6 you don't deal 4 damage, you deal 3 damage (4 = 1, 6 = 2.) Mortals use their hit dice as a hitpoint pool and damage is dealt to it by Godbound but when fighting other Godbound they damage HP as normal. You also can apply any excess damage to another mortal you can hit if you kill them if their AC is worse than the person you already hit.

Basically a Godbound can wipe out a bunch of people in a single attack if they are actually forced to make a roll, they are especially adept at this if their Words or Gifts give them benefits. To really seal the deal just being in combat grants a Godbound Fray which deals 1d8 damage to any normie they're tussling with due to pretty much whatever, flavor varies but the idea is that a Godbound can just exert trivial amounts of power to cause more harm than their physical attacks. That fray damage ALSO can overflow if it kills someone.

Even if you don't kill all of them in one round they roll Morale, 2d6 v Morale (2 - 12) and if they fail then they don't want to get fucked up by holy fury and bolt. This is good news for Godbound because sometimes they actually get hurt and if they're left alone for an hour they regain 1 HP and return to life. So scaring them off might be advisable if they actually manage to wound you.

But lets assme you don't want to spook them, well then you can enter Divine Fury instead when you hit zero HP. You gain HP equal to half your max Effort and gain bonus Effort equal to your level. What can you do with Effort? Later. Right now Divine Fury is a chance to fuck shit up with your newfound rush of powers. A Godbound in this state cannot be held, coerced, controlled, etc. and has a number of rounds equal to their level to utterly destroy whatever offending party wounded them.

After that they are helpless for five rounds, you fail all saves you have to make, you can't activate any powers, and you can't take any actions. Anyone who can hurt you can kill you, automatically. If your HP drop to zero during Divine Fury or someone stabs your helpless corpse then you die, no more freebies.

As neat as that is you can only do this once per level. NPCs cannot enter this state because they are assumed to have already used their Divine Fury because someone told them the Mcflurry machine was broken or something.


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Godbound heal all their hitpoints when they rest, lesser creatures heal one HD. They also regain their Effort unless they choose to maintain what it was spent on (thats coming, Godbound really doesn't explain what the terms its using mean as they come up which is a bit of a gripe.) If you can use magic to remove an effect then thats fine but if you cure HP then you have to spend Effort. The book doesn't mention if that applies to healing Hitdice instead of Hitpoints so I'm going to assume you can heal as many normies as you want without spending anything.

Page 22 goes over yet more combat options but they are infinitely less interesting and are your usual combat options. You can choose to not kill someone and instead put them down non-lethally, Godbound typically do not get extra actions in a round (you can move and perform an action) but enemies do to compete with a full party, but we do have some interesting information on defending yourself. Godbound who compete with Godbounds roll against each other but you can also come up with a way to dispell a power targeting you and spend Effort to do so. Enemies can also do this if they have Effort so if you try to use your fire powers against a water god they're going to dispel that shit all the live long day.

Page 23 repeats information about damage overflow, saving throws, fray dice, etc. and I am completely fucking stunned that it exists. Not a single fucking rule on this page is not repeated elsewhere and I get the feeling nobody edited this book prior to release, they just blocked out where art went, hired their graphic designer, and then skimped on the editor. If anyone who watched or participated on the Kickstarter heard them mention the word 'editor' I will eat my fucking hat.

So skip 23 or enjoy the repeat (I do not think a single piece of information on this page is not already known and I am not being figurative.) Godbound repeats itself a lot so far and I hope that trend ends or I'm going to start just screaming "Edit your fucking book" at my computer until my words go back in time and get them to put an extra 2-3k in the budget for an editor in the Kickstarter.

That astounding piece of literary ineptitude aside…Now we finally get to talk about Effort! And Gifts! And Miracles! All that shit that makes Godbound special. To sum up the next couple pages…

Effort is a measure of your god powers and you spend (Commit) it in order to do things for as long as the power you Commited to lasts, simple enough. Gifts are your unique powers and come from Words, usually, and sometimes cost Effort but not always. They come in two categories - Lesser and Greater. Lesser Gifts cost less to learn than Greater Gifts. Gifts can either be Consant, On Turn, Action, or Instant.

When something mentions Lesser Foe it means normies, those with HD equal to or less than your level. Any creature with 1HD or less is lesser to a beginning Godbound and their powers can usually influence them without resistance.

When something mentions Worthy Foe it means actual threat, those with more HD than they have levels or supernatural creatures. Some abilities don't work on them at all or allow them to make a saving throw. This can include particularly powerful mortals so be wary. They can't be hurt by Fray Dice.

Miracles are anything that you don't have the explicit, written, ability to do via a Gift or Word. A Miracle always takes Effort for the whole day, you Commit for the day and regain it when the day ends, but they can emulate other Gifts or do things that Gifts cannot explicitly do but you have to explain what you are doing and how you do it. As mentioned before you can use it to form a defense and dispel (this is borderline acceptable to repeat because its not too long but still…we know that already.) Notably you can dispel any non-Gift magic, these lesser magics just can't stand up to the divine effort you exert.

Page 27 goes into details about what Miracles can do and gives them concrete rules which can be read at your leisure. There is a lot there and its not actually repeating itself too much so its a good page with information of value. 28 is about how to make new Words and Gifts and I do not give a shit about this subject for this purpose, again you can read it for information but its not helpful to understanding the book.

So whose fucking ready for some god powers finally?


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Universal Gifts

These are powers that apply to any Godbound and anyone can take them. These are usually worse than exclusive powers but important to allow Godbound access to these effects, regardless of divine portfolio (namely damage.)


Divine Wrath and Corona of Fury are both Smites which can only be used once every other round but offer you a way to deal damage if you don't have one, either 1d8/level to one target or 1d8/2 levels as an AoE. Godbound are immune to effects that they would logically be immune to (ex. if your Divine Wrath summons pestilience to eat their face other bug-related Godbound, or other entities, are immune.)

Points for Benefits

Effort of the Word gives you +1 effort.

Influence of the Word gives you +2 influence.

Excellence of the Word raises a score to 18.

You have six points to spend on Gifts and every Universal is Lesser (1pt) so you can trade in points for stats. You can buy a Greater for 2pt and you can add a Word beyond your starting three for 3pt. You can also buy a Lesser from a Word you don't have for 2pt. Not too complicated and Godbound lays it out plainly in a few paragraphs. They also repeat information about making new Words even though we just spent a whole fucking page going o- nope. Gotta stay chill. This is fine.

Lets talk about Words since you get three of them. When you choose a Word you get a bonus effect from that Word just for taking it. For example, some bump a stat up to 16 or 18 if it was already 16-17. Beyond that Apothesis is a Word you get for free and the book decides to, instead of grouping that right after Universal or making it a subsect of Universal starts with Alacrity because its alphabetically BEFORE Apotheosis because some god damn retard let a crippled chimpanzee organize this book because it was easier to pay intern medical bills from monkey bite injuries than to organize their god damn product. Again, prove to me someone edited this and if you have their home phone number I'd love to ask them if they were high at the time.


You can receive power from worship. Worship cannot be magically coerced but may be manually coerced but a worshiper can only worship one god or one pantheon (read - party) at a time. Even if they revolt they have to find a new god to worship or they continue to give you power. You own the souls of your flock, you know who is yours and who is not, and you know when people choose to worship you. Beyond all that you have the Gifts mentioned earlier on…

2nd level allows you to start on this path.

3rd allows you make temples.

3rd also lets you kill or punish your flock.

4th allows you to hear prayers given to you.

5th you may understand a petitioner's plight.

6th you may create prophets.

7th you may manifest yourself to petitioners.

8th you can bless or blight a whole faction.

Unfortunately actual information on how you assemble your clergy is all the way on page 133 and has a lot of rules and terms we don't know yet. Just know that Godbound also have to build and manage their faithful as a part of these gifts, many of them help this but if you make the rules of your cult demanding enough you can often be required to intervene to ensure they function. Its a balance of power for convenience, cults that you demand more from are harder to manage but are more faithful and thus offer more power but cults with much more lax restrictions offer less but usually run themselves.

You can also go without clergy entirely and forego the Gifts of this Word as mentioned earlier but you get even less power out of it and it depends on your level instead of the capacity of your people.


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Speed, grace, movement, etc. fits under this and for choosing it you can increase your Dexterity to 16 (18 if its already 16+) and you also cannot be surprised. The gifts allow you to do some pretty crazy things like move 2x as fast as whatever you are chasing, take an extra round at the start of combat or when someone else tries to act (if they were going to approach you then you can break their legs and then they can't, don't allow competition), become immune to anything that wasn't willfully used against you (ex. falling rocks won't hurt you unless someone dropped them on you), and teleport. Mostly defensive and utility abilities but they're very cool and very useful…except being immune to falling. That Gift is kinda lackluster.

Teleport into people's houses by vibrating through the walls, steal their baby, look out the window, be three miles away in the blink of an eye, sell them their baby back. Nobody can stop you, if they chase you then you're 2x faster than them, always. Your baby now.


You want to build shit? You can build shit. You can build any non-magical shit that a man could normally carry using pocket lint just for taking this Word. Not only can you do that but if you work on actual projects with actual materials you count as 100 people/level because you're the best at making shit. You heard me right - One. Hundred. Per. Level. As part of your Gifts you can also repair anything, control vehicles with your mind, make your fists into d10 magic weapons which do damage straight to constructs, understand how anything works by looking at it, or hell was 100 not enough? How about 1,000 per level? How about it literally can't break? How about you alchemically turn shoes so good it would take an entire country to make them as good as you into solid gold? Fucking do it.

Oh and also you can make armor that gives you AC 3 or gives less penalties for other people…then turn it to gold and bankrupt a country's economy because you replaced their workforce with suits made out of gold you refuse to stop making.


Alright furfags you are legally required to fuck off right now because you are not ruining this for me. For starters you can talk to animals and mind control dumb ones for taking the Word and theres a primer about wildshaping that takes up like the whole primer. The Gifts let you extend your ability to talk to animals to a whole mile if they know you (which is a really lame ability to start with honestly), gain super senses (two abilities for that actually), get an animal companion who becomes magic, grow d10 magic claws that roll against 9 instead of whatever AC they thought they had if they're an animal or beast, buck mind control even after the fact, turn people you beat up into animals for the purposes of your powers, or wildshape as already mentioned. Two powers are senses and two powers are mind control and thats not very exciting but considering you could walk into town and command all the livestock to off themselves unless they worship you I can see this having some utility. Or just turn into a cow and have a bunch of cow-god hybrid mutant babies, the rules don't say you can't.

Not as cool as the previous two so my buzz is dead, hopefully the next one is more exciting…


Right off the bat the first word I see in bold is Omnipresent Reach so you have my full attention. Your bonus for picking this word is that you never run out of ranged ammo, can summon a ranged weapon to you from any distance (suck it Alacrity, you have to walk home and fetch your swords), your ranged attacks are magic, and you never hurt anyone you didn't intend to. Your gifts here allow you to be invincible to other projectiles, never miss a target who doesn't see you or maximize the damage of a shot, always hit lesser foes and spread overflow to anyone else you can hit, hit anyone can see ignoring range…I'm losing my interest. These abilities interact in strange ways, you can have no maximum range, provided you can see or know where it is, or you can have a maximum range as far as you can see and get 1d10 magic damage. Thats a strange overlap like they couldn't think of anything better to do with bows besides shoot further. Same thing with always hitting, two abilities do that in different ways. Hell one ability does both. I'm at a loss here.

The Seeking Flight chases a visible target with a homing arrow but None Beyond Reach shoots anyone you can see or know their location, on the same plane, within 10ft so why would I want Seeking Flight? Oh it hits against AC 9. Thats pretty much how all these Gifts interact, with one slight difference between each other. It is super fucking disappointing.



So, are we going to continue this one, or did this guy just give up on the thread?



I think the sheer obtuse nature of Godbound gave OP an aneurysm.




I'm here, and I'm not OP, but I just got busy. Recently adopted three new weekly games in addition to my three normal weekly games so its gotten…rough. Ironically one of them actually is Godbound so thats neat.


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>6 games a week.

I'm not going to say I hate you, because I don't envy that much of a burden, but…


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As someone interested in writing, developing, and publishing my own game I make it a point to say yes to as many chances to play games as my schedule allows. I want to try every game that I can which is part of why I write here, to deepen my understanding of other systems to see whats good and whats bad about them. Plus I work with other people on their games or custom content, just eats a lot of time but I'm not here to blog post about my issues.


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As a student with a part-time job, I can't imagine six games a week. Doing anything more than just the single game I'm DMing sounds like a nightmare.

But this summer? This summer is going to be fun. I wonder how much shit I can find to jump into.



So would you say it's meant to be a kid's first big roleplaying game?



Not the guy, but it fits the description very well.

Still, with a bit of tweaking it's very good for entr'acte between sessions featuring usual bloody and dark games.



Mechanically, it's not too complex, so I think you could teach some younger newbies how to play RPGs through a game like this, but it would require a little effort to keep them engaged.

If I'm not mistaken, Ryuutama was actually the designer's first attempt at making an RPG anyways, so it seems fitting.


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So what are we reading next?



>So what are we reading next?

The Long Wait, by OP. It's a work in progress.



OP Here. Been busy as fuck. Read your own goddamned books.



>Read your own goddamned books

No. :^)


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Not OP, but I got nothing to do for an evening.

Wanna read Double Cross? It's a Japanese one about a retrovirus overwriting DNA or some bullshit like that to give people superpowers, but also runs the risk of turning them into the monsters that they face if they go overboard. Very chuunibyou.






Am OP. Would like to see some stuff on Double Cross.


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Alright, first-up is the ever-important Table of Contents. The most noticeable thing about it is the massive size of the Character Section: particularly the fact that Power Data goes for a whole 130 pages. That seems like a lot, but you're not really going to be using all of it, for reasons that will make sense when we get to character creation.

After that is the credits, and I don't recognize any of the names, be they Japanese or English.

Then the Introduction page, decorated with a cross made of chains. When the intro page has something like that on it, you know you're in for some chuuni shit.


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The actual next page isn't much to look at it. It's a summary of the world as it stands, summarized even further here:

The world is more or less as it is today, Anno Domini 2017. People live and die as usual, unaware of the secret that threatens their peaceful life: Renegade. Renegade is a virus that has spread to all of mankind. A select few of those infected awaken to supernatural powers, and become something more than human: they become Overeds.

But because this is a Japanese game that has to be about serious drama instead of capeshit, using these powers slowly strips you of your humanity and bends you to the animal will of Renegade. Many Overeds indulge too deeply in their newfound powers, going on wild rampages with no regard for anything but their own will. The only force standing in their way are Double Crossers.

Interestingly, I don't think the term "Double Crosser" ever comes up again.

Then we get this nice slice of manga. Enjoy it while it lasts, there's not a whole lot of visuals in this book.


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And this nice two-page spread to cap it off.

What follows after tells you that Double Cross is played with a GM and a group of players, and uses d10, pencils, and character sheets.

Then another short summary of the setting. Again, this is a modern world much like ours. Everyone expects that after this normal today will be a normal tomorrow. Everyone except for you, anyway. You know about Renegade, and then you get a brief background. It spread to most of the world twenty years ago, and offers various powers to the Overeds. Collections of powers are categorized into 12 (actually 13 total, since one got added latter) groups known as Syndromes.

Now, Overeds who overuse the gifts of Renegade go mad and become Gjaums, and the only real threat to Gjaums are Overeds who still have their wits about them.

Brief side note: the original Japanese term would be romanized "Jaamu", leading me to believe it's an Engrished version of Germ. Take that as you will.


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We're in text city for a little while after that, starting with a glossary that explains what a GM is, how to roll 1d100, what PC/NPC mean. This is where we find out that the three primary stats of this game are Body, Sense, Mind, and Social, and where we get our first introduction to the concepts of Loises and Tituses. Those two will be important later.

The definitions afterward reiterate info on Renegade, Overeds, and Gjaums, and explain that Overeds and Gjaums alike experience an Impulse when their Renegade is at its most active, or they receive a sudden shock. If an Overed gives in to their Impulse, they become a Gjaum.

The last important things in the glossary are two organizations: the Universal Guardian Network and False Hearts. The UGN is a worldwide pseudo-governing agency that promotes coexistence between humans and Overeds. They're responsible for keeping Renegade under wraps. False Hearts is dedicated to showing Renegade on the world stage and creating a society ruled by Overeds. Consider them the Law and Chaos of the setting, I guess.

I really hate FH's emblem. It looks like it was thrown together from clipart.


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"What is a character in Double Cross? How do I make one?" All these questions and more are answered in the coming pages.

All PCs have one to three Syndromes, a Work (what they actually do), a Cover (what people think they do), Stats, Skills, and Powers, as well as Personal Data– more or less a combination of backstory and personality– and Loises.

Work gives you stats and skills, while Cover is pretty much fluff. Your Syndromes also contribute to your Stats.

Now for probably the most important part of the book, the list of Syndromes.

>Angel Halo: Bending and manipulating light, and enhancing your own senses. Laser beams and instant magnifying glasses.

<Balor: Creates floating, supermassive black orbs known as Evil Eyes. Useful for control of gravity and very minor influence on spacetime.

>Black Dog: Make your own lightning. Wire up your nerves to implant all kinds of cyberware.

<Bram Stoker: The resident edgelord Syndrome, this one lets you use your blood as poison and potion alike. Also lets you play puppetmaster.

>Chimera: The strongest syndrome. Beast strength, wings, claws, and cat's eyes.

<Exile: Body horror for everyone. Mr. Fantastic and Wolverine alike can be found here.

>Hanuman: SANIC SPEED. Also sound waves.

<Morpheus: I am the bone of my sword. If you don't like the gear in the book, conjure your own.

>Neumann: Just according to keikaku. Raise your IQ to 300, and use it to pull all kinds of bullshit.

<Orcus: Euclid and Newton become your bitch within your Domain, where the world tilts and twists at your whims.

>Salamandra: Fire? Ice? Why not both?

<Solaris: Poisons, medicines, and every other kind of drug runs through your bloodstream. Distill it out and use it as you see fit.


oh, thread is dead



Unfortunately the thread needs more than two people who share books



If you're the guy 'reading' Double Cross, you need to realize that most people will just lurk and sit quietly while you post. Look above you, dude. Hundreds of posts of OP by himself.

If anything, these threads server as resources for people to peer over later.



Yeah, as >>321184 said. I'm reading the thread and like it. I just didn't have anything to comment on yet.


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>One of the most important things about Anima is the art…

Shit system detected. I really can't tell if you are being serious with your post(s) or not.



I recognise that art,



Why wouldn't I be serious about iconic art?



How could the witch king ever mistake her for a guy?



He lives in such liberal times that he cannot tell anymore, and she got that really deep voice, and he is almost blind.


>>293308 Shit takes me back. This was fun to play.


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If the art is the only thing people who don't love spreadsheets like about it then it should be talked about.


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>I hope you enjoyed this and that I didn't completely waste mine or your time.

This is a little late but this has been helpful. Thank you.


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There's a list of Skills after that, as well as the Stats they correspond to. This despite the fact that the game has yet to explain how one relates to the other.




<Riding: for two vehicles of your choice, be they horse or a jet-ski. You assign points to each one separately.


<RC, short for Renegade Control. This is basically your Special Attack stat.

<Will, as in Willpower. This is a good one for basically any character.

<Knowledge. Two fill in the blanks here.

>Sense: What if we made Perception a stat?

<Ranged Weapons

<Perception: But why?

<Art: Fill in the blank for what you want to create.



<Procure: How good you are at getting hookups.

<Info: Fill in the blank for what you have the skinny on.

So that you get a visual for this section, here's what a character sheet for this game looks like. In true Jap fashion, you can even fill in boxes for your character's blood type and zodiac sign!



Glad to have you back at it


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This is the part of the book where we find out how to make characters. You get three choices:

>Quick Start

<Pick a pre-made. Give them Personal Data so they have a personality and backstory. Cool, you're done.


<This is the most generally useful one if you're not a turbo-autist. You pick however many Syndromes you want, and get a certain number of points to assign to stats, skills, and powers. Give them Personal Data.

>Full Scratch

<Turbo-autist mode. Point-buy your stats, skills, and powers. Give them Personal Data.

Construction is the method of choice if you're not going for some spreadsheet-honed edge case of a build. I have never used Full Scratch and don't think I would ever bother, since Construction is flexible enough.

The book also alludes to your ability to make a Renegade Being character. If you feel too constrained by a character who starts as human and awakens, live out your inner mascot character fantasies by having the renegade infect an animal and give it sentience (and maybe anthropomorphic form), bring shape to a rumor, or take shape from cyberspace. Their origin is pretty much the most special thing about them.

Here's the pre-mades, character sheet not included because those are boring as fuck.



>Wild Card


High school student with nothing else going on. How many levels of MC are you on right now?

>Speeding Bullets

<Angel Halo/Morpheus/Neumann

UGN Child, undercover as a high school student. Looks more like a heroine than waifu material

>Noble Blood

<Bram Stoker/Exile

Either a UGN branch office is tiny and insignificant, or this is quite the bumbling bureaucracy if they're trusting someone who can pass (and is passing) as a high schooler to run their shit. The third option is that the Bram Stoker is letting them take some hints from actual vampire literature and they are actually much younger than they look.

>Evergreen Apostle


UGN Agent with nothing else going on.

>Truth Seeker

<Black Dog/Hanuman

In case the coat didn't tell you, this is a PI, but I don't know how much investigating he's going to get done with only 1 Social.

>Defender of Dreams

<Angel Halo/Salamandra

Probably waifu material.

>Vermillion Blade


UGN Child undercover at a high school. Because flaming swords are cool.

>The Idealist


UGN Branch Chief. Did nothing wrong.

>Purple Lightning

<Black Dog/Hanuman/Neumann

UGN Agent. Most likely speaks with an accent and wears a thong. Voted most likely to talk to MC in the nude.



>Reaper's Hand


Delinquent. Fists solve all problems.

>Shining Void


Researcher. Will never, ever have a good doujin.

>Bloody Bullet

<Bram Stoker/Morpheus

Police Detective. I wonder who's going to go Gjaum? What the fuck is up with your gun, too? Why do you need a grip that big?

>World Hunter

<Balor/Black Dog

Journalist. Waifu material and top-tier megane. Most likely to end up in a generic monster rape doujin.

>Ruby Eyes

<Balor/Bram Stoker/Angel Halo

Elementary school student and lolicon bait. The only Renegade Being of the lot. Expect 2000 images on gelbooru within a month.


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Actual entertaining bits out of the way, we're back into "What are these concepts the game likes so much?" territory, starting with Personal Data. The thing that most games don't need to codify because it's pretty much all fluff. But Double Cross has to be different and give your background mechanical ramifications. This is how you come up with your starting Loises.

Now the Japs, autists they are, have broken Personal Data into five parts, each with a table attached that you can choose from if you need inspiration, or roll on if you can't be bothered to think anything up on your own.

Origin is upbringing and family life. If you were fortunate enough to have a family, anyway.

Experience is the life you led. This one has four tables so you can distinguish between the life of a Student, Adult, Criminal, and UGN character.


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Encounter is someone who stuck in your mind for some reason. Unlike the rest, this one gives you specific NPCs to use as a Lois, rather than giving you a category to fill in. My suspicion is that there's an unrollable result of 101 for a Free Encounter because otherwise the Japs would never think of coming up with it on their own.

Awakening and Impulse are the last two bits. The first explains how your character went from a normie to an Overed, and the second describes what Renegade orders them to do in times of extreme stress. These don't have Loises attached, but they do set your base Encroachment Rate. In case you forgot (or I skipped it like a dumbass), Encroachment Rate is the number that determines how close you are to becoming a Gjaum. It goes up as you do Renegade shit and the only way to bring it down comes at the end of the session, when you rely on your Loises to bring it back down.

Also included are two tables for feelings. The Lois part of the character sheet has boxes to fill in with a Positive and Negative motion towards each character, to create emotional depth or something. One of these emotions is the one your character actually expresses, and the other is buried in their psyche. Because monsters on the inside and monsters on the outside.

I think these tables are one of the best parts of the game They're just about setting-agnostic, so you can pull them and use them wherever you want.


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Hey look, crunch! For building your own character instead of just picking one out of the book. Pretty simple stuff.

1: Pick your Syndrome or Syndromes. For the sake of the example, let's pick Archer Morpheus, and only Morpheus. That means we have a Body 1, Sense 2, Mind 0, and Social 1. But because we only picked one Syndrome, that makes our character a Purebreed Overed. The stats from the Syndrome are doubled, giving us Bo2/Se4/Mi0/So2.

<If we were to pick two syndromes, the stats from each would add together. Picking Morpheus and Chimaera would give us Body 4, Sense 2, Mind 0, Social 2.

<Tri-Breed characters only get Stats from their first two syndromes. If we picked Morpheus, Chimaera, and Hanuman, we'd still have Body 4, Sense 2, Mind 0, Social 2.

2: Pick a Work. Hey look, more charts! Because this shit has mechanical impact, there's no rolling. Purebreed Morpheus already gives us a high Sense, and Sense means Ranged, so let's go with Mafia to get +1 Sense and +1 Ranged, along with 2 points to Ride skills of our choice, 1 point in Procure, 1 point in Negotiation, and 1 point in Info:Underworld.

<For some reason, the book explicitly states that anyone who picks UGN Child as a work can't be older than twenty. If that's to try and set this game at some specific time after Renegade rears its head, I have no idea.

3: Distribute free points. You have three points to slap in whatever stat you want. The only rule is that all stats must be 1 or higher. We have 0 Mind, so we have to put one point in there. Let's play up the shooting and the talking, too. Our spread is now Body 2, Sense 6, Mind 1, Social 3.

<If you're good at noticing things, you'll realize that all Syndrome stat spreads sum to 4. Syndromes alone, therefore, give a character 8 stat points. Add in the 1 point from Work and the 3 free, all starting characters made with Construction have 12 Stat points.


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So, is Double Cross anon ever going to finish?



Maybe we got double crossed.


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The semester started and getting back into things was rough. Pulling a fast one was not my intention.


The next few pages aren't much to talk about. After the chart comes two pages discussing Rebuilds; AKA, rerolling a character because either you or the GM fucked up and you're regretting your actions. You can select different Powers within your Syndrome, change your work (cosmetically or mechanically), or go Full Rebuild, going through Construction or Full Scratch one more time to change everything except Breed, Syndromes, Life History, and Loises. There's a note about how these are excepted because you might as well be making a completely new character at that point.

Now, we're at an actually interesting part of the book: describing the Syndromes that were previously only known by the Stats they gave you. You get more manga art here, because it's pretty damn important.

Only problem is, the actual lists of powers are boring as fuck. I included a couple of samples here so you could see. This is less than a tenth of each Syndromes powers; an even smaller percentage if you include the powers from the splatbooks.

While this is ostensibly a superhero game, the powers hold much more closely to the mechanics than you would find in a Western capeshit game. Jappo autism strikes. The ones included are good looks at what each Syndrome is capable of, except for Morpheus. I mostly picked those ones because they're Fate/Stay Night references. I'd let you use Giganto Lance for your own Unlimited Blade Works, anyway.

<Interesting note: Gigantic Mode and Genocide Mode have their descriptions switched. It's a known issue, and it's been in every pdf I've seen.


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All Overeds also have the following three powers:

<Resurrection: Gives Overeds their reputation for being unkillable monstrosities. Lets you recover from 0 HP, but aggravates your Renegade, increasing your Encroachment Rate. If your Encroachment Rate is too high when you bite it, that's the end of the character; barring any other power that can remove the Incapacitated status.

>Warding: What some other series might call "a flood of murderous intent." Anybody who doesn't have Renegade or GM Fiat on their side backs the fuck off. Another part of the book explains that this may only be extreme weakness, but it can simplify things if it just knocks them out. No witnesses that way.

>Concentrate: What you pull out when you want to hit hard, at the cost of increasing Encroachment Rate even more than you usually would. How this actually improves your attacks is something to save for when we actually learn about the game mechanics of DX.

There's a list of Common Powers that all Overeds can take after that, but it's not that interesting. Most of it is generic HP or Atk or Initiative up. The Renegade Being powers presented here are a little better. Pretty good at representing that Renegade Beings are even less human than your average Overed.

Worth noting: we're 230 pages into this book and still have no idea how the game actually works. Most of that can be chalked up to the Power lists going from page 97 to page 226, though.

Renegade Beings


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Rules are still nowhere in sight. All we get before the item listings is some brief definitions of what all the numbers mean. Most of it is your standard definition about what Atk, Range, Accuracy, etc. the weapon has.

The only standout thing is here is how item cost works. Instead of paying X amount to buy one of an item, you get two choices: Procuring it or Stocking it. Procuring involves making a check using your Procure skill; if you meet or exceed the number on the left of the slash, you get the item on a temporary basis, which is usually the rest of the session. If you want to keep it for a while, you're better off Stocking it. Rather than making a dice roll to Stock an item, you spend your Stock Points, which are derived from Social and Procure, and possibly your Powers. Morpheus Overeds can permanently increase their Encroachment Rate by a couple of points to understand Gold Transmutation, and Neumann Overeds can do the same and game the stock market to accumulate wealth. Either way, you have more Stock points to spend.

Worth noting that armor is fucking expensive in this game. My bet on the reason is that taking harder hits means using Resurrect more often, which brings a hell of a lot more tension to your character than being able to tank everything.

You can also spend Stock on vehicles, if you want to be the responsible one in the group instead of stuffing a whole bunch of walking bioweapons into a taxi or the subway or something. Contacts too, just in case you want to push more shit onto your GM on top of your Loises.

And then the rest of the items.



I kind of love these autistic super exhaustive charts, but goddamn…


Different anon but I'm here to bring pain. Who wants to learn some R W B Y?

This one https://www.reddit.com/r/Rwbytabletop/comments/6kbubf/the_unofficial_rwby_tabletop_rpg_update_62917/



>all these characters

[Insert edgy and pretentious quote]



Who is best syndrome and why is it Salamandra


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All of the others are blatant Chuuni edgelords, which is part of the fun of the game.


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I didn't hear a no! Great thing about this is that because it's a fan project, it's free. So even if I misunderstood something, you can yell at me telling me I'm fucking retard.

You may be wondering if I'm a fan, I'm not, but there is a character sheet on roll20 so I got curious.

So we begin with the introduction pg 2, and it's pretty standard.

We find out on pg 3 it's a d6 + d10 system, using a system called RoC (Rule of Cool)

Dice rolls work pretty simple. It's 2d10 + Stats. And damage is always a 1d6 + whatever.

On pg 4 we reach the system's unique mechanic. Rule of cool, adding a d10 to fucking anything and additional d6 to damage. It's already pretty freeform. Players earn and lose RoCs together, so it's like a heat system. You lose them at the end of an encounter, rolling two 1s, or your actions stagnate **read you're acting uncool.*

On pg 5 we learn the basics of character creation, and some deepest lore about names. It explains the system aims to make everything viable.

So I'm going to create a character. My character is Grey Shadow, it evokes the color of black.

Pg 6 is just explaining stats, and it's pretty self explanatory. Except for the fact there's nothing telling me how much stats I can put in each, and there's nothing else in character creation saying anything about the stats I can use so fuck it. I had to go to pg 31 to see what they fucking mean.

Using 15 points, because that's how much the example had.

So Str 2, Agi 5, End 3, Wil 1, Per 2, Dis 2.

Pg8 pretty much tells us what health stats are, but there's a minor issue. We're using 6.29.20 rules and the roll20 character sheet is 2.14.16

So because of this roll20 gives me 8 hp and 8 aura. So I'm fucking invincible.

Anyways semblance. Easy speed.

Fighting is kind of cool because you get to pick your fighting style, and your fighting style uses different stats. We'll choose aggressive and heavy.

Our weapon will be using mixed capacity and be oversized.

And we're done, I can't be bothered to read anymore.


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>Gray Shadow

>human female

I see you've seen the adventures of Gray Shadow The Hedgehog and his revolving rocket launcher. And how he was literally indestructible as he soared through the map at mach 2 velocities while littering the battlefield with rockets, up until the GM got tired of him and GM fiated a fucking metal gear in the middle of an arena.



Team FGGT number one, bitch!



Oh god I knew the creator of this system and playtested for him a few years back. While it started as something neat, it ended up square in the middle between a rules heavy D&D like system (fixed to hit and "AC" values, numbers focused weapon modification table, the like) and the freeform system like Apocalypse World the guy supposedly wanted. Dunno if that changed since the 1.0 launch but that was the state it was in when I left.


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I admit I'm not the real grey shadow. But I know his backstory and height.



Before you go any further, make sure the other guy is done.


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Oh shit, it's finally rules time. There's actually a lot less to cover here than there is in any other part of the book.

Checks are fairly simple and based on a dice pool system. Not one I've seen in any other game, but then again I'm no expert. It goes like this.

>Roll [Relevant Stat]d10 equal to the relevant stat, plus or minus whatever modifiers the GM throws at you.

>If they're all 1s, which I have never seen happen ever, the check automatically fails.

>If any of those dice show a 10, your roll becomes 10.

>Gather all 10s up and roll them again.

>Keep going as long as anything shows a 10, adding 10 each time.

>On a roll where no 10s show up, take the highest number out of the roll.

So if you get three 10s on your first roll, you roll three more dice, and the highest is a 6, your roll is a 16. Then you add your skill.

The thing is, rerolling on a 10 isn't set in stone. Concentration can lower the number you need for a reroll (and +10 to the final score) by its level, and there are other powers and items that lower it too. If you've got multiple, you take the lowest.

There's the rules for Opposed checks too. Works about the same, and defender wins ties.


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Now we get into weird narrative fuckery that you'd never see in a game from this side of the Pacific. The notion of breaking your session up into individual scenes that let your characters refresh their abilities isn't exactly new; it's all the other shit DX does with it that makes it so strange.

Before the game even begins, the book says the GM should have two things: a Trailer for the session written down to establish its tone and themes, and Scenario Handouts. I'm just going to take the book's words on these, since I'm as baffled as you are.

>These handouts will contain information on the kind of role the GM wants players to take in his Scenario, as well as the reason for why a character is involving himself in the situation. The GM may hand each player a specific handout, or he may allow players to choose the handout they like.

The GM can decide what your character's motivations for getting involved are, before the game even begins. There's also a section that explains how you should be seated? Then more explanation about what scenes are, with more strange Japanese narrative fuckery. Characters can't just enter or exit a scene, you see. It starts with the GM choosing a Lead Character, and everyone else he wants to be in the scene. Now, anyone can ask to be in the scene at any time, but it's up to the GM whether or not they actually come in. Anyone who enters the scene increases their current Encroachment rate by 1d10, and then things go on as they usually do. You investigate, or buy stuff, or fight guys, or research. Then the scene ends, and you do it again, increasing Encroachment Rate for everyone who enters each time.

And then there are Master Scenes. No players allowed in these, for whatever reason. They function cutaways that the GM can use to foreshadow, or exposition dump, or anything like that.

When the story proper wraps up, it's time to do some bookkeeping. Characters reduce their Encroachment Rates based on the number of Loises formed.

If you're over 100% from using Powers, Regenerating, entering Scenes, etc, your character loses control and becomes a Gjaum. If you're under, you get to reset your Encroachment Rate back to the base decided by your Awakening and Impulse.

Then everybody gets their experience points, recovers HP to max, throws out anything they Procured over the course of the session, and decides their Loises. You started with 3 from chargen, and you can only keep 3 between sessions. They can be the original 3, or some of the ones you made over the course of the first session.



And now we get to the part of the book that really needs to go further up: an explanation of the Lois system. To get one, you pick somebody and tell the GM you want them to be a Lois. If honorable GM-sama grants your request, you get to come up with two emotions you feel towards them, one conscious and one unconscious. You can do this until you have seven Loises.

There is one thing you can do with a Lois other than use them to lower your encroachment rate: turn them into a Titus. If something drastically alters the relationship between the PC and the Lois, to the point the Lois is no longer any good for providing the PC a will to live, they become a Titus. The Lois might die, backstab you, or otherwise cause a breakdown of the relationship. The point is that they're no longer reminders of your humanity, and instead fuel a powerful emotion within you. You can discard the Titus to utilize this emotion and:

>Add 10 dice to any roll.

>Add 1d10 the final value of any roll.

>Reduce the Critical Value (the value needed to add 10 and reroll) by 1. Minimum of 2, because otherwise you'd be rolling those same dice forever.

>Recover from Incapacitation. Gives more HP than Resurrect does, and can be used when your Encroachment Rate is above 100.

>Remove disadvantageous effects. A catch-all for removing possible status effects, dice penalties, etc. How many is decided by the GM, and it doesn't remove Incapacitation or Death.

But how do Loises help you avoid going Gjaum? Pretty simple.

>Count number of Loises that aren't Tituses.

>Roll that many d10.

>Subtract their sum from your Encroachment Rate.

If that's not enough to save you, you get two more options, and you can take both. You can double the amount of dice you roll and take an experience penalty. If that's still not enough, or you just rolled shitty, you can roll [Number of Loises]d10 and subtract that amount too. That comes with the stiff price of earning 0 Experience for the session.


I fucking love this thread

Thank you all for posting



I'd start up another book, but I have no idea if the Double Cross guy is coming back or not.



Why the name Titus though? I honeslty don't get the choice of nomenclature of many things, the powers particularly. Maybe I'm just a baka gaijin who needs to learn moon runes to uncover the original multi-layered meaning.


These powers are all incredibly samey, and not in a good (M&M) way.


File: a9656c3370ad78a⋯.png (1.09 MB, 900x481, 900:481, ClipboardImage.png)

OP here: After a little bit of prodding and some drama with our game being constantly postponed, I offered to GM something for my group and got them to agree on a Superhero game. Possibly against my better judgement, I introduced them to OVA as the system we should use.

I'm going to go over the whole book again on my own, cobble together a quick-ref and how to play sheet, and maybe cook up some setting specific content. Once I've got a firm grasp of things, I'm probably going to make a thread with information on the setting I've got in mind. I want you guys to help me design heroes and villains to populate the world.



Go back on using OVA and use Mutants & Masterminds instead.



Fuck that. I'm sick of d20s and I'm not supporting Green Ronin's faggotry, even via piracy.


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How does piracy support them?



In a roundabout way, it can encourage sales. PDFs are nice, but people like physical books. I've got a couple guys in my group who have gone out of their way to go and buy a physical copy of a system we were playing entirely through PDFs.


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Are you the IHA guy?



I figured that was pretty obvious, but yeah, that's me.



Seems like a very roundabout way to justify your position.



Don't give shitty companies promotion or free advertising, even if you aren't paying them for their games. Doesn't matter if it's free or pirated. Paizo's shit is OGL free but you shouldn't play their shit either.


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did you uh…want to say something or?…



Probably just bumping the thread to save it.



Fuck you. I'm an Amerifat. I'll do what I what.


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>Bloody Bullet

>you find yourself pointing guns at kids.


If neither OP nor substitute storytimer will continue, I feel obligated to pick up the slag. Suggest me a book and I'll give my impressions.



OP here. I'm still around, but just too busy to dedicate the hours it takes to sit down and do more books. If no one is going to suggest anything, I'd like to hear your thoughts on MYFAROG, as it's a system I've heard about often, but never read.

Also, remember that you can use the Snipping Tool built into more recent versions of windows to grab quick cropped screencaps, and then just paste them straight into the post box, where they'll upload as images.



AnimaSurvivor here, I watch the thread but haven't had any new games that really spoke to me in the way the madness of Anima did and once I took a break from it getting back on that train is impossible. I've been learning Burning Wheel recently but thats not really interesting to talk about



This is my fav thread on the board. Any way to persuade you to continue the God's work?

Aside of blowjobs, bitcoins and money, that is?


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To go back to Anima? Probably nothing, thats a LOT of work to get back into that mindset since I haven't touched it in years, but there might be other things I could do. Theres a homebrew system a friend of mine made that I hate and would love to dissect but its kind of petty to do that on 8chan, similarly theres a second 'homebrew' (although once you have a physical print run I think it stops counting as homebrew, even if its obscure and only played in one place) I know of thats also bad but again, I'd be ranting over personal nonsense. Numenera, Exalted 3E, CthulhuTech, etc. are all on my computer, I've just never read them. If theres some suggestion (besides F.A.T.A.L. because theres no way I can offer any new insight into that game that hasn't been beat to death) then by all means, shoot it by me.



Anima? Nah, 'tis a piece of shit.

Other games would be great, though. Say, Symbaroum, Trudvang Chronicles, some game based on Ubiquity, or one of these space-western slash Elite RPGs produced lately like In Exilum. Been hearing about them, never got the chance to play them and there's too much material for games I play to study something else.

I'd gladly appreciate someone with your skills doing that.



I have literally never heard of or seen PDFs for the titles you just mentioned, nor are they are in share drives or similar dumps I can find.



Holy crap!

I was sure these titles are quite well known and pretty much everyone owns them in their libraries…

How about something different, less… niche?

The newest Mutant Chronicles or any other game by Modiphus, like Coriolis, DUST Adventures, or Fragged Empires?



If you have the PDFs feel free to share



How about Elite? Or the Strange?

Both available on





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After downloading The Strange because an Elite Dangerous RPG sounds kind of redundant when the video game exists and probably does a better job at it (I've never understood turning video games into roleplaying games personally) I can say that my initial impression since this is based on the Cypher System and Numenera is…poor. I'm more of a crunch kind of guy but we'll give it a shake regardless and see how it pans out, assuming we don't hit the bump limit first. So for starters this is some Monte Cook shit (whether thats good or not is up to taste) and based on the foreward reads like some Stranger Things fanfiction game (maybe thats where the name came from? I don't know. How old is this game exactly?…) except with magic and technology and space…so Spelljammer? I really have no idea whats going on here.

The foreward is followed by..another foreward? Who greenlight this shit? The second one is talking about science fiction movies but Matt Colville already has a good video about Kubrick shit so if you want to hear some RPG nerd explain Kubrick movies then you have his channel for that (its also a good channel for D&D stuff and tabletop advice in general and not super pozzed but maybe I just have a high tolerance.) This second bit is followed by a World of Darkness esque news paper clipping that I assume is actual lore contents but I'm going to eat some food first before I get into this.


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So thankfully I have a giant folder of sci-fi art to add to these posts because of my own game project, this will be helpful in punctuating my posts because The Strange seems much more sci-fi than any other category. The introductory document is written like what people think classified documents look like with weird stamps on it (as if it weren't all digital nowadays) but it mostly covers the fact that The Strange is the Not-Warp (unoriginally called the Chaossphere too if that wasn't clear enough) created by ancient Ayy Lmaos and it follows all the same rules - governed by unknown and alien laws, hostile to human life, contains its own unique life forms (Planetovores which I'm CONFIDENT is also a fetish and if I find it I'm attaching an image for it.) There is a mildly (and I do mean mildly) original idea here though in that the boundaries between planes can be breached through Recursions, areas which have laws inbetween the two realms which makes it equally difficult for both parties to cross it keeping the demons in and the humans out and vice versa. These apparently fall into one of a couple categories - Magic, Mad Science, Psionics, Substandard Physics, and IThinkCreepyPastaRedactedBlackLinesAreStillCoolBecauseIWriteSCPFanfiction.

Since The Strange is the Not-Warp what humans think and feel influences it and its also a multiverse replacement meaning anything exists as a Recursion with infinite variants because a human imagined it. This is a reassuring fact to me because there is a Recursion where Jeb Bush won the election and has solved world hunger with his Guacomancy. Since Jeb isn't here though you'll need to work for the Estate, the people who make the SCP-style redactions, and use Cyphers to do…things? They don't specify what you're supposed to do exactly so presumably your mission is to find the most horrible alien monster girls and give them the shaft. Especially Jeb.

The actual rules start early enough in chapter 2 but begin with the infamous "quite straightforward" phrasing that tells me things are either…

A) Not straightforward at all, actually a gordian knot made out of Yuan-Ti abominations trying to fist fuck your brain.

B) Rules lite garbage

Since this is a d20 system I will assume its A even though I know the Cypher System is actually B. You know how to play a d20 system? Of course you do. You were born knowing. But The Strange is not content to just use the d20 system we all know and love to hate, it has to be weird with it. Not Cthulutech weird, but weird enough that I have to actually explain it.


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GM sets a Task Difficulty (1-10) and you have to roll a Target Number (Task Difficulty x3) on the d20 plus modifiers, this is just different enough that I am honestly annoyed by it. This math is pointless, why is x3? Why not just make it 30 levels of difficulty and not bother with two terms with a translation inbetween them? This is the kind of shit you don't have to do just because D&D has needless translations but you changed the system and carried over the bad parts anyways? Who does that? Cook apparently. You absolute fuck. Also your skills, environment, etc. don't add to modifiers (so I lied), they reduce the TD (but not the TN, obviously) which is another needless weirdness added to a classic d20 system, presumably (because I'll be generous in my assumptions) just to be different.

Skills are either Trained (-1 TD) or Specialized (-2 TD) and anything else (weather, a good fortune telling, a small penis) that helps out is called an Asset and is capped at -2 TD (a total of -4) unless you spend Willpower…sorry, Effort. If the TD goes to 0 you automatically win because any roll would win, why you need a rule to tell you that is beyond me and Monte must assume I pound nails in my head as a hobby. Actually he repeats it TWICE just in case you're extra special needs. All of Page 11 could be MUCH shorter, how short? This short:

"Anything that assists in reducing a TD which is not a Skill is called an Asset. Assets are capped at -2TD. You may also spend Effort (discussed later) to reduce it further. If a TD is 0 or less, no roll is made and you automatically succeed (you didn't need me to tell you that, 0x3 = 0 you absolute fucking retard.) You also do not roll on any action that is not difficult or is considered routine. Any time you would roll and roll a 19-20 it is a Special Roll (discussed later.)"

That is a total of 90ish words, including me being a smarmy cunt. This page is about 380ish words long. We aren't at Anima levels of redundant rules but I notice these kinds of things and they tell me the book needs, you guessed it, a fucking editor. Admittedly some of it is flavor but we're onto rules right now, you just had flavor earlier and you're not World of Darkness so lets keep the peas out of my mashed potatoes, okay? I realize the irony in my long posting ass telling someone else to be brief but I'm trying to retain a conversational tone and make jokes, you're writing a book of rules text.

For the ultimate irony my post body was too long, go figure.


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Combat works the same way as any other roll, a creature's level is its TD. Damage is flat (based on three categories - light (2), medium (4), or heavy (6)), not rolled so Armor is also flat DR. They need to specify that 'Armor' and 'armor' are different terms because you couldn't just call Armor something else like Combat Armor or assume your playerbase is literate enough to identify capital letters, instead include a whole paragraph to explain that. Also I'm wrong, there ARE bonuses in addition to a TD reduction, because why not? Both effects are positive so special equipment could just give you -1 TN instead of +1 to your roll to remain consistent with the subtraction rather than addition but nope, make it weird. Especially since if your bonuses total up to +3 or better it becomes an Asset and converts to -1 TD (which is literally what -3 TN would equal so it is exactly the same shit, just with an added layer of conversion…because reasons.)

Anyways, Special Rolls (not Criticals, how dare you) add a minor effect (on a 19) which is either +3 damage or flair of your choice (rules lite, ahoy) or a major effect (on a 20) for +4 damage or dramatic flair of your choice (you can choose minor flair if you want though.) Also 17 adds +1 damage and 18 adds +2 damage but aren't special rolls I don't think…they're just under the special roll section? Sure.

Just like weapons (in case that wasn't clear before EVERY weapon is one of those three categories, a dagger and a laser pistol would both deal the same damage because RULLLLEEESSSSS LITTTTTEEEEEE) you have three ranges of Immediate (0-10ft, all melee weapons), Short (11-50ft, all thrown weapons), and Long (51-100+ft, all ranged weapons) but Long ranges can be more specific if they go past 100ft. You can move an Immediate Distance as part of another action, you can move a Short Distance as a whole action (a Long Distance is possible but requires a roll for potential failure despite movement being an example of a common, non-rolling, action before…"walking across the room" was the example and a room can be larger than 50ft across, in fact most commercial areas are much larger, so…go fuck yourself The Strange) and The Strange seems to imply you only get one action per turn. No rules section of action economy or anything yet.

Apparently the GM can 'intrude' and introduce complications mid-game for 2XP per intrusion (the game plays itself beyond this because players make all rolls, you just sit there so if you're the forever GM? Stay tuned. This is your game.) but you have to give 1XP to someone else and 'justify the gift'. This is a weird idea but I guess not a bad one if you have decent enough social skills or want to make a joke like "You get 1XP because your mom's bathroom handie last night was stellar." but the game seems to imply you would do this for serious reasons and that sounds like a road for disaster and in-fighting but maybe (definitely) I'm just a jaded asshole. Players can reject the intrusion though which makes this entire mechanic a rip off of the NWoD bartering system except WAY less interesting. It is genuine fun to dangle shit in front of players in a game of Vampire to say "If you upgrade that a critical failure…" but this is cooperative, not antagonistic, so its just sanitary and dull. Its like Monte Cook had a fun game of Vampire Requiem one night and decided that he could take this game mechanic and make it part of his own game, except he didn't want to be the dick DM so he needed to take the teeth out of it and make it a non-choice (who is going to reject an intrusion if thats how you get XP? Nobody. If your intrusion was "Six gorillas emerge from the sky, roll for anal circumference." you'd still accept it.)


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XP also comes from just about anything the GM wants to give it for though so realistically you could say no to every intrusion and they would probably still give you enough XP to stay on track with the party (but don't tell them I told you that.) You can also spend 1XP to gain Advantage (if you somehow missed 5E it means you roll two dice and take the better roll) if you don't want to spend it to cybernetically augment your wizard hat.

Cyphers are either Anoetic (simple) or Occultic (complex) and the rules have mentioned twice now how they want players to use Cyphers, how hoarding them is bad, etc. so I assume this was an issue during playtesting and rather than find a way to incentivize players to do something they just begged for it in the rules text. I am honestly just beyond embarrassed that this is happening in official rules text for your published game, this is like an editor note or part of the beta feedback form…jesus…I feel bad now.

Rapidly moving on…the game suggests that when you need to roll a d100 you should roll 2d20 and translate, implying that anyone reading this fucking book doesn't own a d10 at minimum. Do you understand who your target audience is? Even the most CASUAL of tabletop gamers (and I know MANY) have access to the entire basic dice suite of d4, d6, d8, d10, d20 because thats how Chessex dice are sold and thats what most stores carry. If you wanted to appeal to the super casual audience who only have Monopoly d6s around then you wouldn't use a d20 at all, but you did…so you aren't. Everyone who reads this book has a d10, might as well explain how to use chits just in case the homeless are pirating your book on public library computers and stealing printer paper.

We're stopping here for the night and will resume on the morrow (hopefully) with character creation. We'll try and assemble the best Jeb Bush we can. Picture unrelated but like I said, I have a big folder of cool art and fuck you - I'm sharing it.


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For those of you who don't appreciate my humor (I barely do) and just want to know the basics I'll TLDR the games core mechanics before I pass out for the night…

All rolls are performed by players. Rolls use 1d20 and are against a Task Difficulty (TD) of 1 - 10 with a Target Number (TD x 3) being what you need to beat on your d20 roll. A Skill can offer you -1 TD or -2 TD, equipment can offer +1 to your roll, +2 to your roll, or -1TD, and any other factors (collectively called Assets) can offer up to -2 TD. A roll of 19 adds minor flair/story impact, a roll of 20 adds major flair/story impact.

Weapons are either Light (dealing 2 damage), medium (dealing 4 damage), or Heavy (dealing 6 damage) and can hit within Immediate, Close, or Long Ranges. Armor exists and offers DR based on its value. Combat rolls are against the enemy's level as their TD but a 17 adds +1 damage, 18 is +2, 19 is +3 (or a minor effect), 20 is +4 (or a major effect.)

You have one action per turn (I think) but it can include movement of up to Immediate (10ft) range, Close Range takes your whole action, Long Range takes your whole action and also requires a roll.

Cyphers exist and are either Anoetic (minor) or Occultic (major) and so far I don't know a god damn other thing about them.

The GM can offer you 2XP to change something in the game, offering it to the effected player who must offer 1XP of it to someone else at the table and explain why they're giving it to them. They can also refuse the change.



Dude. What the fuck?



I put the spoiler on the wrong post so Chrow can fix that if he'd be so kind but I found planet vore, the demons in The Strange are Planetovores. Theres your antagonists son.



aaaaand we're back on rails.

Thank you, bro!


The better question is wtf you're doing here, son? Such an image would be considered "mildly amusing" on Reddit…



Also, there's CORIOLIS available on the same VOLA. It's supposed to be Arabian Nights in spaaaaaaaaaace!

Might be better choice than Elite.


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Yeah but we're still supposed to spoiler things so I just made a slight error, oh well. Its been fixed (thanks Chrow.)


If I get done with this in a timely fashion maybe.



Back to the Jeb Quest, characters are made up on three stats - Might, Speed, and Intellect; and every stat has two components - Pool and Edge. Pool is your stat as normal, Edge is what you know about using it (so like a skill…but not a skill.) Your Pool can be reduced by certain effects, spent as a cost for others, and can be recovered or returned to you, important since Might is also like your Constitution/Endurance/Hitpoints. Edge reduces any Pool you spend (but not lose, it won't help with damage) by its value so Edge 1 means an ability requiring Pool 2 would only cost 1. Again they mention that reducing it to 0 makes it free because we don't understand how the number 0 works apparently.

You may exert Effort by paying 3 Pool, The Strange tells us that we don't have to use Effort if we don't want to which is another charmingly pointless statement to make as if players don't understand 'may', 'can', or 'instead of' phrasings. You have to make the choice before the roll and you can spend more than one level of Effort with each new level adding +2 to the cost (5, 7, 9, etc.) but you can only add an amount of Effort based on your Tier (read: level.) Again, not an original idea and again drawing from WoD's book. Effort is an expense, by the way, so your Edge reduces the cost in case that wasn't obvious (it was) but we spend another 400 words explaining how Effort, Edge, and rolls in general interact completely reiterating the information we had a couple pages ago.

This whole ruleset just seems to be if D&D and WoD had a retarded flipper baby, like I don't want to be super mean to the game someone clearly cared about enough to ask for me to look at but its really just unimpressive in every category beyond the art. The art is mediocre and doesn't have a consistent style to it thus far so its not selling the game either and they even implemented the art in a sloppy fashion. Page 17 has a cape that just cuts off because of the image corners (which also cut off other parts of the art) and instead of resizing the picture or putting the text on top of the image (which I know you can do, I've fucking done it) they just…left it looking like shit.

I attached the image so its clear what I'm talking about but I'm sure you could imagine. Even old 3.5E books would try to give the art enough room to be present in its entirety and warp words around it but I don't remember them ever cutting the corners like that. Amateur hour mistakes that could've been corrected and caught by, say it with me in the back people because its my fucking catchphrase now - an editor.


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Back to numbers, to clarify what you can do with Effort and damage (even though we covered damage earlier and that would've been a smarter place to put this information) you can use Effort to add +3 damage or +2 damage if its an AoE attack, applying it to all targets and making the minimum damage 1 (which we didn't explain earlier with attack rolls so I didn't know that existed.) You spend Might or Speed on Melee attack damage, Speed for ranged attacks, Intellect for mental attacks. Now they mention that Melee's expanded options is because you can't use raw power to make a ranged attack worse which is retarded considering you can throw things harder and those are ranged attacks but since this is rules lite we can't differentiate between a gun (which can't be aided by your strength) and throwing things (which can be.) You can't use Edge for more than one stat per action but you can spend Effort on multiple types of things in the same attack, namely an attack roll and damage.

You level up when you have bought 4 new abilities which are not actual abilities, abilities instead means when you improve your character by paying 4XP (yes its confusing, no I don't know why they do these things.) Basically you can spend 4XP to do one of the following….

1. Increase your Pools by 4 points, spread however you like.

2. Increase an Edge by 1 point.

3. Increase your Effort score by 1 point.

4. Increase proficiency in a skill or gain a new skill.

5. Reduce the armor penalty by 1 Might & 1 Speed (they haven't explained what this means yet, you didn't miss something)

6. Add +2 to recovery rolls (not sure what these are either)

7. Vectors Only - Gain a new Move from your Tier (Level) or a lower Tier (probably wizard stuff)

8. Spinners Only - Gain a new Twist from your Tier or a lower Tier

9. Paradox Only - Gain a new Revision from your Tier or a lower Tier

For some reason character creation's core idea is pushed to page 20 but the Cypher core is as follows: I am a(n) XY who Z(s) where X is an Adjective (Descriptor in game), Y is a Noun (Type in game, read 'Class'), and Z is a Verb (Focus in game.) In this game the Noun is your character Type of the three mentioned above, Vector, Spinner, or Paradox. Your Focus changes based on where you are since its what you do or are capable of doing, in a magical world it might be magic-based but in a tech world its probably something different. Whatever you change it to within a new Recursion you are that in that Recursion, but you can change in another Recursion.

Employees of Estate who adventure into Recursions are called Recursors, another strange placement since this should've gone like in the fucking beginning when we were covering that lore detail. Recursors have The Spark which doesn't make you a cool planeswalker unfortunately, it instead makes you self-aware and self-determining regardless of where you go and allows you to understand Recursions. Earthlings all have a Spark though so you're not special for having it unless you're not from Earth and from another Recursion with the two big ones having similarly high rates of Spark.

You're special because you're also Quickened which gives you an innate connection to The Strange which is like a flavor example of the mechanics - an added layer you didn't need. Why doesn't The Spark just give you that and belong to player characters? Why do you need two layers of special magic? Why did you need to rip off two seperate franchise's name for their magic powers to use here? Stop anytime please.

Next installment we'll cover actually making your character, hopefully.



>The better question is wtf you're doing here, son? Such an image would be considered "mildly amusing" on Reddit…

>a bunch of braindead low-lifes would be okay with it so you should be too!



>a bunch of braindead low-lifes would be okay with it so you should be too!

Sure, if you happen to visit a place known of its "fringe" tastes.

The place you voluntarily visit - after all it's not that anybody dragged you under a gunpoint here.

So, yeah. Comes with the territory, son.


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> an added layer you didn't need

This is what makes me wonder. Why anyone adds parts of mechanics that don't fix a thing, but instead make the game more complicated and task resolve/combat - slower?


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Its a popular trend in roleplaying games, it makes your game seem like its much more comprehensive (because you can fiddle with more things, even if those things don't matter) and thus better. D&D did it to begin with because of their use of attribute modifiers when you could just read the stat as is and just add +18 to a dice roll and shift DCs up to compensate, it would actually work better because it would mean EVERY stat point matters instead of only every other point that nets you a modifier. Games have continued to do this kind of 'translation complication' ever since.


To streamline this nonsense characters are actually made out of more than their three word sentence because the book just likes to fucking lie a ton. A character is made out of their Stats, Background, Type (Class), Tier, Powers, etc. but only some of those things actually do anything, the book covers Backgrounds from 22-24 and they have no mechanical impact whatsoever beyond being idea prompts for how your character got involved with The Strange. Read them if you want but reiterating them would be pointless.

So for Types we have three 'classes' based on the three stats which is…boring. Just boring. Vectors are Might, Spinners are Speed, and Paradox is Intellect. Lets get into how they work though - each one gives you starting pool values for your stats (god forbid you be able to make your own build choices, not that it would matter when the rules are so thin) and access to unique class abilities.


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Lets get into the first one - Vectors

Vectors at lv1 have Might 10 / 1 (Pool / Edge), Speed 10 / 1, and Intellect 8 / 1 with a 2 Ciper maximum, training in Speed Defense (which is a skill, I think?), trained in two of the follow: balancing, climbing, jumping, running, or swimming, can use any weapon, you have two 1st tier moves (special actions) and you can do something about translation which is explained a literal hundred pages later so…moving on to moves.

Bash - Deal -1 damage, stun them for a round (+1 difficulty for all actions) for 1 Might

Endurance - Double or halve physical effects, minimum reduction to 1 round duration

Fleet of Foot - Make a 2 Speed check (6 or higher), on success you can move a Short distance and still take another action

No Need for Weapons - Unarmed attacks can be Medium weapons or Light weapons

Pierce - +1 damage Ranged attack for 1 Speed

Practiced in Armor - Armor rules we still haven't covered but you're better in it

Since you can increase up to lv6 (tier 6) you can purchase six different tiers of abilities (Vectors) and Moves (activated abilities) I won't repeat all of them but I will cover the interesting or stupid ones past the full tier 1 list I just provided to give a general idea of what to expect from these abilities from now on.

Reach Beyond (Vector, so at least its passive and free) - An intellect ability despite tha being your worst stat and it costs you 3 Intellect? Rough. What do you get for it? You can gain a skill, so -1 TD, if its related to your focus…and you've used the skill already in this recursion..and it only lasts for one use. What an absolute trash dump of an ability, holy fuck.

Skill with Attacks (Move) - This lists a bunch of new attack types like bashing, bladed, and ranged of all three damage varieties which I don't remember seeing before so…strange. Also you can only pick one and you get training in it which is okay enough but where were these terms before?

Spray (Move) - The game counts ammo and cares if your weapon can be rapidly fired or not, another added complexity that is new to me. Its also a strangely complicated ability for this game - use 1d6+1 (oh so you DO expect people to have other die sizes, go figure) ammo, all of it if it has less ammo than what you roll, attacks at -1 TD and deals -1 damage.

Ignore the Pain - Status effects are new too, impaired and debilitated, but I guess we had stun already so thats three. Wonder what they all do. Guess we'll find out.

Parry (Move) - Deflects attacks giving you -1 TD for Speed defense rolls (read - dodge) but its for 10 rounds. Jesus thats a duration aint it?


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Paradox is Might 8 / 0, Speed 8 / 0, Intellect 12 / 1 and the same free 6 points to move around which I assume is consistent regardless of class and forgot to mention above. You can have 3 Cyphers, get training in a technical skill or knowledge, and also a Strange related knowledge, also Translation again which I assume is for everyone but I still don't know what the fuck it is. Revisions are spells, you change reality, and we'll once again cover interesting ones only.

Exception (Spell) - 4 damage within long range, if its not native to that plane its an extra +4 (but only once.) Good, direct, damage spell / 10.

Levitate Creature (Spell) - does what it says on the tin but doesn't have any actual mechanical rules to it beyond the target being in the air and thus at Intermediate Range (so they can't stab you, I guess?) You have status effects apparently so why not use one here? You can't even move them either, you can only lift them up. Dumb ability.

Premonition (Spell) - You learn a fact thats relevant to what you're doing, which is probably an auto-choice because thats crazy useful.

Mind Reading (Spell) - For 4 points you can read a creature's surface level thoughts and this is either really good or really bad depending on your GM. Usually really bad, I steer clear of these types of effects personally but a sometimes good ability is worse than an always good ability.

Plasma Arc - 4 damage for two targets now which is good shit.

Revise Flesh - Cool fucking name, meh ability

Recursion Viewing - "lasts for about an hour" excuse me? 'About' an hour? It either is an hour or it isn't, this is rules text not guesstimation central. Who the fuck

Drag Through Hell - Literally what it says on the tin, what an oddly specific ability.

Usurp Cypher - Gain a magic item power forever but only once, ever. Still pretty sweet though.



> D&D did it to begin with because of their use of attribute modifiers when you could just read the stat as is and just add +18 to a dice roll and shift DCs up to compensate, it would actually work better because it would mean EVERY stat point matters instead of only every other point that nets you a modifier.

Way I see it, the initial generations of D&D-ers had very little experience to begin with (well, duh), so they experimented with stuff and that's why they smuggled plenty of idiotic solutions to the mechanics.

AD 2018 we don't have the luxury of using the same explanation. We have plenty of games, many different mechanics and examples of things that achieve same results faster, easier and better. And yet certain people do that. Even weirder, there are so many idiots, who spend time defending such solutions.

Anyway, back to the thread.


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Gonna be real chief, the new book sucks



Noprob, master! A good review is always good.

Any new plans?

Perhaps something from Modiphus/2d20 based?


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Great question, I apparently have to learn Gensys for a game I'll be participating in so I have to read it anyways, might as well share while I read. Never heard of Modiphus or 2d20 base systems but I'll give them a look over at some point. I'm always putting my own game on hold anyways so its not like I can delay myself any worse.


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2d20 became quite popular nowadays - there's the newest edition of Mutant Chronicles, Conan, Star Trek…

As for Genesys - thumbs up for a review. I loathe mechanics that use weird dice, but a good review is always welcome.


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Genesys, the game with the weird Star Wars dice based on the game with the weird Star Wars dice. The first thing I want to say is that the dice literally do the same thing as normal dice, but with silly symbols on them and weighting towards success over failures to make it seem more impactful and your mileage may vary with this idea. Its easy enough to break down…

On a GOOD d6 any result above a 3 is good, 3 and 4 give you actual Successes with 4 giving you Advantage (perks whether you win or lose) and 5 and 6 only offering Advantage.

On a BAD d6 a roll of 3 and 4 is a failure, 5 and 6 are disadvantage (called Threats) and a Failure cancels a Success and the same with Advantage and Threat.

The rest of the dice are similarly staggered towards a good result but really its just modifying your normal 'count successes' system with a weird sort of ORE width addition. I hesitate to say that its an added layer because you would have to go through more or the same number of steps, regardless of weird die faces, so its just a quirk. Not as bad as Cthulhutech Poker Dice but certainly a strong contender for 'why the fuck are you doing this with your dice.' The chart of symbols is attached as well as what they're supposed to mean.

Successes are successes and if I have to explain what that means then you must be green behind both ears, they tell you whether or not you succeed at the task the pool is made for as well as how much you succeed at doing it.

Failure negates success and indicates the opposite, how badly you do and whether or not you fail. If more Succeses are in the pool then you succeed at the check, more Failures and you fail, and any excess of either determine the degree of success or failure. Again, basic stuff.

Advantage is used to add small perks, activate certain effects, etc. but does not make you succeed (you can fail with three Advantages, for example.)

Threat is the opposite of Advantage and again they cancel out and again they do not make you fail the check, they only add complications to whether you succeed or fail.

Triumph is a Success and a 'Super Advantage' and while the Success portion is counted or negated as normal, the Advantage portion cannot be negated.

Despair is a Failure and a 'Super Disadvantage' and the same as above - you can negate the Failure like a normal Failure but the Disadvantage sticks.

Other general information is that stats cap out at 5 and are Agility, Brawn, Cunning, Presence, Intellect, and Willpower which all do pretty much what you expect them to do.

There are six levels of difficulty for a check which are Simple (no check), Easy, Average, Hard, Daunting, and Formidable which are written out with a number of Difficulty dice (d8) that rise by one each rank. Fairly simple, fairly intuitive.

My major complaint in the early book is the way its written using phrases like 'our game' and 'we designed it' along with overuse of exclamation points and other weird, cutesy, quirks trying to personalize the company or endear the reader to it which just rub me the wrong way. I don't like the idea of a book by commitee, so 'we' or 'our' already annoys me as the best roleplaying books tend to come from one mind with assistance not several minds throwing shit together (a 'hot take' as the kids say I'm sure.) Its not enough that I want to stop reading or harp on it too much like I've harped on other quirks in books but its present enough that I have to comment as I don't like it and clearly if Im autistic enough to write this shit I'm autistic enough to be mad about random shit.


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The game revolves largely on skill checks where you assemble your dice pools, positive and negative, throw them, read the results, and then determine what happens. Your basic dice pool is composed on your stat and your skill, figure out the highest one out of those two and add that many d8s (Ability Dice) and then upgrade as many as the lower value to d12s (Proficiency Dice.) You add the Difficulty value in d8s to your pool as Difficulty Die but the GM can spend Story Points to upgrade them to d12s (Challenge Dice.) For every helping factor you add Boost Dice (d6) and for every hindered factor you add Setback Dice (d6) and then you roll your unwieldy dice pool (which is why they have an app just to roll the fucking things I'm sure.) Dice can be upgraded by outside effects or downgraded but if you need to upgrade dice and have none to upgrade you instead gain a die and then upgrade if you have more upgrades left, but if you have to downgrade and can't downgrade then you ignore it. You can only ever upgrade or downgrade the Ability, Proficiency, Difficulty, and Challenge dice so Boosts and Setbacks are left alone (though other effects can remove them and are calculated after all other effects occur to the dice pool.)

Summarized like four pages with that paragraph, if it doesn't make sense you can read it on the 20s of pages but its a bit wordy so I crunched it down. Then we get more repeated information, that thing I hate and which seems to be becoming more and more popular these days including two whole paragraphs on how roleplaying with this system offers 'unlimited possibilites' like this is a Kickstarter pitch from someone who has never played a roleplaying game before. You mean I can do ANYTHING mister? Golly gee, I didn't know that. Thank you sir. Wasted pages and the book is already short at under 300 pages so I'm gonna go ahead and assume they don't have a bestiary or anything in here.

Opposed checks are just making a dice pool with the opposing parties stat and skills making up the dice instead, but they have a different check for player v player conflicts instead called Competitive checks where you try to get more successes with your own check than anyone else's check. This confuses me because it favors, in opposed check, the person doing the rolls as they get the good dice which have higher likelihoods to produce good results than bad dice but I assume its for players to make against NPCs so…thats fine? Maybe? Still a bit off for me.

You can help with someone else's check and if you have higher stats or skill they can use your stat or skill for the check instead and if your helper is not better in either category then they contribute a d6 to your pool. You're allowed to have one person assist you.


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I think you're right about that by-committee shit, anon.

I played this system recently, so thanks for the rundown, it's putting a few things into perspective.


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It just reeks of corporate shit like someone's cleaning off trash and handing it to me with a smile, it gives me a fight or flight response like a used car salesmen. So far it just seems like…weird dice rules for an otherwise not different system, dice pool building style games are common they just normally use a bunch of the same dice and compare numbers because they're already on normal dice. It just reads like Babys First Shadowrun to me, not bad but I'm not impressed by die face changes.

So far there isn't anything mathematically that sticks out to me as wrong, its weighted towards success but ties mean failure (I think) so thats fair enough and the checks are the same in most cases so hard to really fuck up…but I feel like theres another shoe ready to drop. Guess I'll find out.


Page27 starts with Talents (read - abilities) and Story Points (you know what these are) and you get one Story Point per player and the GM starts with one in their own pool. This concept may be new to some people so I'll give it some time - basically the GM can activate their own point pool to confirm their crits, use NPC effects, etc. but many times dice can convert from one pool to the other so if you use one the GM gets one and vice versa (you can see a mechanic like this is Don't Rest Your Head.) Its sort of like gamifying narrative control with dice as dice influence whats going on in the game, it brings a sort of flow with it that I personally enjoy it although I'm partial to NWoD's whole 'Hey if you upgrade that failure to a critical I'll give you a candy' approach to these types of things. What can you actually do with the dice? Well hold that thought because we have a weird intrusive ad in the roleplaying book I need to look at.

Did you know you can buy gaming chips to keep track of these Story Dice from FantasyFlightGames.com? Well I hope you do now. They spent a whole paragraph talking about how you can use whatever to keep track but STILL plugged their site at the end as if to say "You normie fuck, you'll buy our products anyways won't you? Yeah you will." and it has no reason to be here. Who needs their roleplaying book to tell them how to keep track of things? Nobody. Not a fucking soul. We can all count. This book was not written for me, it was written for casual hobby shop Gamer Gurls and its becoming super apparent the more I read on but I guess its not a condemnation as long as the game is playable (man I hope its playable.)

Anyways, you spend Story Shekels on adding to your pools, upgrading bad dice in an NPCs pool (but not a PC? why can't I make Fred's job harder if I think he's a prick?), activate talents, or whatever the GM lets you do (you'll probably use this one the most.) You can only spend one per thing per player and if you need more specific rules you can read page 29 and 30, shouldn't be too much work.

Now the thing that confuses me is that the target audience is normies right? So why use actual experience point values, that seems not normie friendly, don't they prefer narrative based level ups? Weird choice but its part of character creation as different race choices have higher exp costs giving you less to spend on your build past that which is a fairly sane way to manage your race imbalances (unlike Pathfinder and their awful point system that doesn't work at all but I guess I'm not far enough in to know if this works or not in Gensys, maybe they both suck.) You can buy up everything at character creation as you would expect and they explain limits on everything but I don't care about that cause we have more stats, derived stats (my favorite kind.)

Wound threshold - hitpoints

Strain threshold - mental hitpoints

Defense - armor class probably

Soak value - damage reduction


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Sidebar but how much money did they save by using unfinished art as part of their whole aesthetic? Is this an unfinished book or is that what they actually printed? Cause I am inclined to believe its the latter and that is unacceptably lazy shit. The whole book is like this with unfinished art with clear sketch and guidelines left up and you know they had MORE than enough money to not make their game look like ass so why? They spent more money on getting the rights to a decent looking Serif font than they spent on their art budget and they didn't even do their page layouts well considering you have lines where words get cut off several times in one paragraph…so where did the money they save on this go, exactly? One of life's mysteries I suppose.


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In general this book is just weird to read and poorly structured, not in a 'I don't know where information is' way but in a 'how do I read this' way because normally I read left to right and then down but the book uses columns…but then cuts them off halfway down the page which is a new kind of 'what the fuck' to me. Sue me for being attentive to these kinds of details but I get real salty when people who publish these things and expect me to give them money for them can't even do me the bare minimum respect of following accepted rules of page layout, editing, art direction, etc. because I know for a fact these issues are easy to correct and any halfway decent graphic designer would've caught them before print. They just decided to run with it anyways and thats understandable for some dude printing homebrews in their basement but once you start expecting me to give you 40$+ for your book? I have a minimum level of quality expectation. Look at this page, look at how it flows and how you have to stop, go back up top, and then go back down, then go back to the leftmost column and resume normal reading from there…you don't see this kind of shit in other roleplaying books, heres a random page out of Volo's Guide for 5E for comparison - columns go up and down, don't interrupt them like that.


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Forgot the attachment, HERE is a random Volo page and as you can see you left to right down one column and then resume a new column on that page, you don't start and stop a column mid-page. Maybe I've just forgotten other books that did this but its jarringly obvious here when the font is enormous and the colors are so bold.




They probably tried to adjust the text for the mobile devices in landscape reading mode.



Looks to me like they're going for Leonardo da Vinci-style art with all the sketch lines. Seems like more of a deliberate style choice than cutting corners, honestly.



Oddly specific decision that makes it clunky to read for everyone else if thats the case.


I'm sure its a deliberate choice but its also a cheaper one because this kind of inprogress art gets created for all pieces anyways and I find it to be lazy and disrespectful to the consumer to give me unfinished art, even if you did it intentionally. I don't want an unfinished product, intentional or not , but your mileage my vary. I am very aware that I have a keen eye for nitpicks, its not everyone's cup of tea.



> Oddly specific decision that makes it clunky to read for everyone else if thats the case.

I agree. The choice to make it mobile-view focused (providing that's the case) surely is an idiotic one.

But what can you expect of people who use proprietary dice in their design?


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Well I _shouldn't_ expect much but I do so I guess its my fault I have standards. Oh well.


Returning from my side tangent on design decisions onto page 33ish (the PDF pages don't line up with the book pages perfectly so if anyone is curious why I've strayed away from exact page numbers, now you know) we find the core components of a character which I really wish were frontloaded like D&D does but hey, we're quirky.

You have a Background, Archetype (or Species), and Career in addition to stats, equipment, etc. Something funny is that the book says "Your character cannot suddenly change from a human into an elf in the middle of a game." which seems at odds with the modern political climate of everything-fluid, hell we have sex fluid Elves now, so it really stands out as weird from this otherwise Current Year friendly game and I'm 85% positive there is a forum post on RPGNet calling this transphobic.

Backgrounds have no mechanical portion whatsoever and thus are a complete waste of time to read, they are the same as every other game's background, history, etc. except 5E actually did it right by giving you mechanical rewards and investment for choosing certain professions and Burning Wheel's lifepath system did the same. Disappointing, to say the least.

Archetypes follow that and they say we only get separate non-human species later because this is setting non-specific (the worst kind of game.) It does give us a decent baseline to work from though since page 36 is literally 'Average Human' who is attached. The ability mentions something called 'an out-of-turn incidental' which implies some degree of mechanical depth which interests me although I'm pretty sure it just means 'whenever you want'.

The rest are cookie cutter strong guy, smart guy, and social guy. Read them if you want but you could predict what their stat spread if I gave you three minutes and a napkin to write on. Oddly though social human doubles Strain damage or Strain heal which implies to me that there is some form of social combat system, else why have that, so thats also interesting...if its better than Vampire Requiem's system.

Careers are next and offer you eight (8) skills as class skills, the rest are XP x 5 to buy up, and of those class skills you choose four and you get a free rank in them. This can stack with your archetype choice so you can get up to 2 ranks free in a skill which the archetypes explicitly spell out that whichever skill they give you a free rank in can't go above 2 so the freebies are still good but can't platform you into higher values. Personally I'm not a big fan of systems where classes exist solely to give you point buy rates and have no exclusive features but thats a personal gripe, not a gameplay failing (I mentioned this earlier with Anima although Genesys presents its information in a much cleaner way...though it also doesn't fill my head with rules either so it can afford that. Glad I learned Anima for one game that immediately fell apart...) Some skills change based on the setting and some careers are setting specific, really this is a huge missed opportunity for a lifepath system but that might be hard for setting neutral systems to accomplish and might also break the game since your skills would be effectively alacarte.

Of note the book mentions hacking, vehicle, magic, and weapon sub category rules which is a relief because we're not heading straight into garbage rules-lite territory. The system is simple, so far, but not rules-lite. Fucking thank you Kek. But theres a gripe to be made here - every fucking career repeats the basic rule of gaining a free rank in four skills for no good reason. That means we've hit an unprecedented level of redundant repetition because Genesys assumes either I'm...

A) Retarded

B) Unable to flip back to rules, even though thats what the game requires

C) Unable to find that rule, so they should've made it clearer

None of these are good looks. You get an inch and then you take an inch, really leaving me with a neutral fucking taste in my mouth. I'm not mad enough to be funny and I'm not pleased enough to be excited, this is some tofu roleplaying game.


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Gensys is also apparently allergic to numerals and provides the world's least helpful explanation of experience costs using words instead of charts and then somehow fucking up further with this disaster of a chart which uses words again and avoids numerals, the thing I need to know. I am honestly astounded at how easy this would've been to fix. Like, I made the mistake of having my cursor in the screengrab once and I've been double checking to make sure it didn't happen again since but apparently Gensys doesn't care so I don't care. Take a page from Anima and use numbers to explain things, fucking hell...

Let daddy AnimaSurvivor sort this shit out (sidebar - speaking of repetition from earlier they repeat rules A LOT since this is the third or fourth time you see 'you can only buy stats at character creation')...

Stats (max 5) = 10 x New Stat

Career Skills (max 2)= 5 x New Skill

Other Skills (max 2) (5 x New Skill) + 5

Talents = 5 x Tier Level

So I was wrong about other skills, its not x5 its +5. Weird but okay. Anyways now that we've cleaned that awful fucking table up, talents are build-your-own skill trees and have some other rules but we'll get there later.

Genesys then spends time explaining derived attributes even though they are BASIC math and explaining a few other rules in too many words which is a weird quirk this book has in general - its already short but they padded the length to get to 250 pages it seems, like they couldn't charge full price for a 200 page book. This coupled with the group design just tastes wrong to me.) Basically your Wound and Strain are determined at creation and even if you change your stat later, they don't change to accommodate the increase but they do change Soak.

Motivations of all sorts to include Desires, Fears, Strengths, and Flaws are all flavor text according to whats written up next but I don't believe that for a second, I'm confident this is NWOD shit so I skipped down to 123 where it says it will explain that and sure enough Motivations do have a mechanical impact that they just gloss over when telling you to pick them...are you fucking serious? Put the rules governing that thing with that thing. Basically a Strength or Flaw is 1d6 in the pool if used in the check and a Fear or Desire is 2d6 in the pool. This is for social checks however and requires you to go with (positive dice) or against (negative dice) a character's Motivations. Those are the only rules I can find about it though, it moves on to other shit afterwards so now I'm confused...they're flavor for you but not for targets of your social rolls? What do they do for you, besides a roleplaying checklist? I honestly didn't expect this to be their mechanical use, or expect them to not mention it, or any of this. I'm befuddled. If that is really their only use and I don't stumble onto another one I am going to be fucking amazed that they padded this game out with more redundant shit, except now its a completely redundant system.


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Also somehow your personality is distinct from those four useless traits you defined, so write a fifth thing. Amazing. Why not just write a personality and work with that instead of having four specific definable parts that serve no purpose like, you know, a normal game for normal people.

Equipment is bought with 500...currency? I know its a generic system but fuck off, call it points then or Wealth, are you so creatively bankrupt in your air conditioned office room that not even Steve from Accounting could come up with a name for a universal currency so you just wrote 'currency'? Do you also forget to pull your pants down when you take a shit? Whatever, you spend that and then whatever is left over gets an additional 1d100 roll to determine your carried amount post creation.

Then skills, with yet more repetition on how they work but we have four categories of skill (Combat, Social, General, and Knowledge) and now they list actual skills out in a chart, a better chart than the one last post thankfully. Actual skill entries are what you would expect and are decently explained and presented, one of the better parts of the book really. Skills that need subsystems or additional rules get them as needed. Although some of the skill examples are a bit cringy because of the book's general tonal problem. There is also an issue with broad and narrow skills, Operating, Driving, Piloting, and Riding are all seperate skills for steering different things but Skulduggery is one skill that covers EVERYTHING rogue-y to include pickpocketing, disarming, lockpicking, poison use, and feinting. Even worse? Knowledge is ONE skill unless you optionally change it to be several seperate Knowledges which is just...hooboy, what the fuck. So you can't fly a plane, boat, or car without separate skills but you can know basketball trivia, microbiology, and business economics with one skill...amazing. Magic is also only three skills for three different kinds of casting but without knowing the associated subsystem I guess I have no comment on that yet.

Next up, Talents


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Like I've mentioned Talents are a build-a-bear workshop of making your own 'class' since you can buy any Talent you want but you have to have more of the tier below it which naturally forces things into a pyramid shape (to buy a Tier 3 Talent you would need two Tier 2s and three Tier 1s for example.) If a talent has more than one rank to it, when you increase the rank its tier also increases (unless its already maximum) and you pay the new tier amount and have to the appropriate number of lower tiers as normal. There are nine pages of talents to look through but I'm going to skim and see what looks neat.

Clever Retort - Make someone's social checks hell for free, once per encounter

Jump Up - move from prone once per round, is this a common problem? I kind of doubt it

Knack for It - Removed 2 bad d6 from your pool for one skill? Yeah that sounds pretty good, also its ranked...but you can't pick combat or magic skills but still, looks good on paper.

One With Nature - Anything that helps you be more SAD instead of MAD is probably okay, especially for healing

Parry - reduce damage by paying strain

Swift - ignore terrain penalties, really? okay...

Berserk - what it says on the tin, strange include but I guess since there aren't class exclusives this had to go somewhere

Counteroffer - you can somehow negotiate someone into a stagger, or make them your ally...what?

Heightened Awareness - just FUCK ambushes

Inspiring Rhetoric - unlimited healing for a 2 die check, not a lot of healing but hey, free healing. Has an improved version at 3

Scathing Tirade - the opposite, weird social damage and also has an improved version at tier 3

Animal Companion - you know what it is

Field Commander - let your friends act out of turn

Forgot to Count? - the actual name of the talent, fuck you

Painkiller Specialization - really, weirdly, specific bonus to using painkillers...and its ranked and has a per day limit...why?

Natural - reroll dice once per session for two skills you know

Can't we talk about this? - again, fuck you

Defensive Driving - where is offensive driving?

How Convenient! - ruin a mcguffin once per session, great way to get your GM to stab you

Ruinous Repartee - damage someone with words and heal yourself...somehow

After all that is equipment which is based on a rarity system, the rarer the item the harder the check to acquire it, but this also effects selling items and has it all spelled out on page 82-83ish. More retardedly the game uses an encumberance system which I have literally, not once in my fucking life, seen someone actually use in a tabletop game. Not a single time, in the dozens of games I've played in recent memory or dozens I've probably forgotten from my childhood, has anyone counted item weight. Why copy that nonsense over? Its fucking dumb. They've streamlined it down a bit and involved concealment rules but this is one of those systems I can't imagine seeing in actual play, usually the way weights and carrying is handled is "is that a reasonable thing to carry or fit in a backpack?" and not "count numbers." This is counting arrows level pedantic and while I obviously hate rules-lite nonsense I also don't have a love in my heart for needless fiddling...but Genesys doesn't count ammo so at least thats a nice thing.

Anyways we're onto item qualities but I'm going to cut it here so the post isn't too long and get a drink, or be back another day more likely.



>One With Nature - Anything that helps you be more SAD instead of MAD is probably okay, especially for healing

Why do games do this shit?



Reuse the naturalism concept and associate it with healing or let you swap stats on things so you can do more with one stat when they tend to be the most powerful aspect of a character in these types of games?


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1. Fuck cancer

2. I'll be away for at least four months, anyone interested is welcome to post in my absence. I'm not OP, no idea if OP is even still around, but I'm worried the thread will die if I don't post in it once in a while so hopefully you folks can keep it from sliding into oblivion.



Best of luck out there, man.

Come back full of energy!


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So, as an appreciation for my predecessor: a reading of the newest iteration of KULT RPG (titled "KULT: the Divinity Lost").

First, a word of warning: a non native English speaker here. Also, I have a problem forming coherent sentences, once I get drunk, and I rarely visit the Internet sober.

What is KULT? It's one of the most violent and horrifying (both fluff and crunch -wise) RPGs ever developed. To this day it's hard to find a game who treats violence, sex (especially perverse sex), deviations and dark side of the humanity in such a direct fashion, while also delivering similarly pessimistic and hopeless vision of the reality.

The latest installment is a child begotten during weird times. It emerges in the reality, where merely mentioning that someone is black, that gay pairs can't produce offspring in a natural way, or that Arabs have the tendency to explode when agitated, is considered a social faux pas in the majority of civilized countries. How can one believe for KULT to stay true to its roots and deal with everything the dark side of the mankind have in store?

Let's find out.


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As usual, Swedes are responsible for the reboot of the game. Unfortunately, the last a few decades were enough to confirm the once proud scions of Vikings as the world's leaders in the way of total faggotism (although Canadians and Germans fight for the title with the tenacity worthy of the better case).

That they've chosen a variation of *.World mechanics to support the newest edition of KULT doesn't help. I might be biased (I am), but for everyone who came into contact with *.World-based game, it's obvious that there are some serious limitations making it a better engine for certain games, while totally poor choice for others. Two biggest limitations i can think about are:

- Not fit for a prolonged gameplay. There are no *.World-based campaigns, hardly anyone discusses their years-long lasting adventures. KULT, just like pretty much every RPG involving a setting full of esoteric knowledge kind of implies and prefers exactly this style of adventuring over one-shots or "little to no preferences short stories".

- *.World-based gameplay relies on the idea that player characters exist in sort of misty vacuum, and it's their actions that shape the reality around them. KULT is no "ah, you know, it's a typical fantasy, dragons, magic &shit" game. It's a heavy-setting RPG, where it takes plenty of time to understand what world the PCs inhabit, who is who and what is what. How can people who don't realize what they are after know what to do, what choices to make, what questions to ask?

- Moves. In *.World games, moves are very important - you can't commit certain actions unless your character doesn't posses certain move and your character absolutely has to perform certain moves if the conditions dictate so. On the one hand this is reasonable, on the other, it dictates certain mentality, choices (hmmm, I'm gonna act in this and that fashion - its not what I want, but I'm good in this move, so I'm gonna succeed). It resembles good old video adventure games, where the protagonist couldn't, say, pick up a rock and break the window's glass to gain entry into a building. No, he had to find a shovel and dig his way into the cellar, because that's what the designers hardcoded into their game.

- Every NPC is a quantum pawn. Since the GM doesn't roll dice, and uses entirely different moves to the ones available to PCs, his characters don't follow same rules, and ultimately can be perceived as 2-dimensional silhouettes, enough to drive the story further, rather than "alive" characters bowing to same rules that PCs do.

- The GM is reduced to a judge, a referee. While these are indeed responsibilities of the GM, in a traditional gameplay he is a gamer too. As mentioned above, his characters are "alive" in the sense that they might fail at some tasks, or perform extraordinarily well, thus surprising the GM. This is fun. It's also absent in *.World-based games, where the GM is merely a puppet master.

- Inability to fail. *.World-based games make sure that the story moves forward, even if PCs fail at their tasks. KULT is very similar to Call of Cthulhu, where fragile characters exist in a reality where everything is against them, and it's only by their smarts and no small dose of luck when they don't fail. Dying is expected. Ending the scenario prematurely (preferably with all PCs going insane and dying screaming a short while afterwards, fuck yeah) is typical.

So, what's it's gonna be? Dark, cruel game where one wrong step might end with all hell's break loose (literally), or a politically correct game where the enemy is white patriarchy, butch dykes with pink hair are the heroes and no matter what one does, he (pardon "xir") is gonna succeed while throwing some idiocy like "an X card" to Gm's face?



>non-native English speaker

You're just continuing the tradition then



>switching to Apocalypse rules

That is not fucking okay.


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Right, so, let's fucking begin the reading.

1st of all: my opinion is based on the PDF delivered recently to KS supporters. As such, it resembles an ancient katana sword: a beautiful thing to own, but also the thing you wouldn't dare to put into actual action. What I mean by that is that it's looking great until you start reading it. The choice of font, colors, illustrations, it's all very relevant to the setting, but fuck, your eyesight is guaranteed to get worse by good 15% near the end of the document. For example, white letters against black-ish background. Madre de Dios, eyes: DO YOU EVEN?


CHAPTER I: First 50 pages or so consist of a short overview of the setting and the in-game mechanics. There's some neat imagery, a compulsory "what is roleplaying" part followed by a short example of "actual" discussion between a GM and players.

So far, so good, it all looks quite reasonable. No hints of degeneracy, no gay *.World propaganda straight outta The Forge.

CHAPTER II: Archetypes.

Not a fan of "rules first, the world later". I firmly believe that the understanding of the game, its setting makes the gameplay and character creation easier, but ok...

As a player you're asked to either create a Freehand character (based on basic elements), or select an Archetype. Let's look at the latter first: There are 20 Archetypes in total, covering people scarred by some past event - an experience that makes them believe that the world around them is not what normal people believe it to be.

Each Archetype consists of:

- an Occupation: just choose something best suited for the Archetype. For example, if you're The Agent, then a "proper" occupation might be Mulder-like FBI Agent-investigator, or Will Graham's ("Hannibal") analytic, a spy or something like that.

A personal observation: I'm a veteran KULT and RPG gamer, I know how things work OR MIGHT WORK, so this all doesn't pose a big challenge for me, but I'm not so sure about newcomers. For example, the Occupation. It's there, but what does it mean? How does it influence things crunch-wise? Does picking a Russian spy for an occupation comes with some hardships and limitations? It's not explained in this part so it might be confusing... Anyway, back to the Archetype.

- 1x DARK SECRET. It might be a Curse, a committed Crime, a piece of Forbidden Knowledge, things like that. In short: a baggage of troubles, but also a tiny chance for some edge over typical person, and a nice plot device for the GM to throw at you every now and then.

- 2x Disadvantages: Nightmares, addictions, phobias, greed. Ya, KULTesque PCs are broken characters.

- 3x Advantages: things that might help you in different situations. Expertise in a chosen field, the knowledge about entering and escaping buildings (burglar), being seductive, manipulative, etc, etc...


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Again, it's all thrown at the player but not explained.

- Attributes. There are 3 passive attrs, Fortitude, Reflexes, and Willpower and 6 active, Charisma, Coolness, Intuition,

Perception, Reason, Soul, and Violence. You're free to assign +2, +1, 0 scores (modifiers?) to the first pool and +3, +2, +1, +1, +0, −1, and −2 to the second. This seems kind of semi-explanatory, although the direct explanation of what a certain specific attr does, or how good +2 is and how fucked up -2 is stays the mystery.

- Looks: reduced to a set of descriptors without any impact on anything. It's a bit too vague for me: there's no real difference between a hulking strongman, and a fragile geek, but I expected it, after all *.World mechanics doesn't pay much attention to tactical part of combat. All I can say here is, thank god there's no "IDENTIFIES AS A x" idiocy.

- Name: semi-explanatory

- Relations: and again, this comes into play in some way, apparently, but isn't explained so far. You're free to choose relations ranging from 0 to 2 and their focus (like you and another PC are lovers, or other PC owns something you're jealous about).

There's also a special Archetype called "The Sleeper, void of a DARK SECRET, and therefore oblivious to the fact that the world is a big, fat lie. It's suggested that it's better for the whole group to start as Sleepers rather than allow one to join a pack of those who realize just how wrong the reality is. An all-Sleepers party might make an interesting choice for a "from Zero to Hero" campaign.

That's Archetypes in a nutshell. There's also an option (and a guideline) to create your own Archetype, or generate a Freehand character, what translates to "just mix stuff as you want".

And that'd be all. No mention about owned stuff, income, things like that. You simply exist, a character in a vacuum. 'k that's pretty much how *.World-based games work, I guess.

A warning of tiny degeneracy: the descriptions for Archetypes and relevant images are morbidly focused on females, for reason unknown. For example, The Prophet, the Descendant, or the Ronin are all females. The Academic, although presented as an older man has the description in feminine form. WTF?

All in all, I'm kind of pleased about this part. There are no typical *.World playbooks, Archetypes seem very setting-relevant, the chargen process is fast and intuitive, at least for a guy who knows a thing or two about RPGs in general.


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Before we proceed to CH III, another observation: STABILITY. It is mentioned here and there, but not explained. Apparently it's important part of mechanics, but what does it do, how does it work? It's all too confusing for my taste. Were it a 1st edition of a game, a product rushed, I could've see past it, but it does not apply here.

Very, very sloppy.

Anyway, CHAPTER III: Character Traits.

Here we see a nice and extensive list of disadvantages followed by a list of advantages and Dark Secrets. Then the game proceeds to descriptions and explanations. I won't provide in-depth commentary here, since the list is quite long. Instead, a few observations:

- Dark Secrets are more or less plot hooks a GM might pull out in any given moment and thus complicate the life of a player (and his PC's). every Dark Secret is followed by a personal Drive that a player chooses for his PC, one that's supposed to be relevant to the Dark Secret itself. For example, a CURSE might involve a Drive "Find out how to get rid of it". Logical.

Again: although it looks reasonable at the first glance, it's not properly explained - one can only guess just how important an entry is for a character and how does it fit into the Big Picture.

- Advantages & Disadvantages: it's all Moves and options. For example, "Broken" is a passive option, a disadvantage that makes PC's Stability never truly "heal". Other entries require for a player to roll dice under certain circumstances and apply the effect.

I like some entries very much, they are very KULT-relevant, but once again: I'm not happy about their presentation and in-game application. For example: CONDEMNED makes a player roll once at the start of every game's session. If the roll succeeds, a PC has "still time". If he fails, then there are a few possibilities, like Stability is reduced by 2, or the "time pool" is reduced by 1 and when it does reach 0, the character "meets its ultimate fate". Ok, cool concept: living on a borrowed time & shit, it surely adds another layer to the gameplay, but heck, how does it work exactly? A player rolls dice so he sees the outcome and realizes there's gonna be "Something provides you with false hope of escaping your fate" effect introduced to the session, so he is warned not to be overly optimistic about any piece of knowledge he gets, right?

That's how I perceive *.World mechanics in general, and that's one of reasons I dislike it: it manipulates a player to act in a specific fashion, and is a bit too vague to be reliable.

For all I care, a more elegant way would be for the GM to roll in secret, or even skip rolling and simply choosing an outcome best suited for the current part of the scenario. Also, there are 10 stages in "time pool" for the Condemned one. It means there are AT LEAST 10 sessions until the grand finale, providing he does not die on the way. I already said that I don't see *.World based mechanics as very suitable for a prolonged gameplay, so the Condemned might as well be a good way to cheat the system - it puts you in a disadvantage all right, but at the same time, you know it's a relatively short scenario, so you won't ever deplete your "time pool".

- The mechanics of Disadvantages says a character needs to posses always at least two Disadvantages. It means that even though the player manages to solve his issues, he immediately gets another Disadvantage (s) so that he constantly has at least 2 issues. Queer. From the perspective of a player who wants to explore the game without being bothered by "mosquitoes", it means it's better for him to leave less bothersome issues unsolved.

At this moment I'm convinced that the newest edition of KULT faces a bit of identity problem: it's a dark, deadly game about tormented characters who find themselves in a reality-shattering net of conspiracies. So, it's in the best interest of players to cheat the system, create rather un-epic, mildly-skewed characters providing they want to see what the scenario has in store for them, rather than suffocate under the weight of both external and internal issues. Imagine: each character is going to be threatened by so many stuff, that at times it might be (and probably gonna be) confusing about whether they deal with the scenario or internal issues.

tl;dr: powergaming in a storytelling RPG, ahoy!