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  1. - Top - End - #1051
    Titan in the Playground
     
    AvatarVecna's Avatar

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    Jan 2014

    Default Re: High School Harem Comedy (Game System, PEACH)

    Spoiler: Supernatural
    Show
    Spoiler: Amazon
    Show
    Blessed By The Gods: Fate and destiny may have it out for you sometimes, but you've got some divine power in your corner as well. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Death By Snu Snu: Your attempts at romance can be endearing, but they can also be unintentionally dangerous...but hey, that's just part of your charm! Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Hulking Brute: People see your towering form, and their expectations for your academic capabilities are lowered. Once per episode, you may treat a failed Unopposed Mental roll as a success for the purposes of VP.

    Impressive Physique: You've spent your life pushing your body to its limits, and the results speak for themselves. Passive Power:
    • +2 on Physical/Allure rolls when showing off your rockin' bod.
    • +2 on Physical/Conflict rolls involving close combat.
    • +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.Unlimited/Skill
    • -2 on Social/Luck rolls due to being too intimidating to approach usually.


    Olympian Body: Natural talent and hard work combine to make you physical perfection. +3 on Opposed Physical rolls.

    Stubborn Persistence: You're more than capable of brute-forcing your way past a run of bad luck! Twice per episode, you may make a Conflict roll in place of a Luck roll.

    Warrior Woman: You're a headstrong, confident, ruthless, violent woman! +1 on Conflict rolls if non-Conflict was an option.

    You Won't Like Me When I'm Angry: Things tend to get a bit messy when your romantic advances are rebuffed. Whenever you lose an Opposed Allure roll or fail an Unopposed Allure roll, you gain +4 on a Conflict roll or a Luck roll later in the episode. You can stack charges of this, if possible.


    Spoiler: Catgirl
    Show
    "Come on, Protagonist-kun! Let's play nyaaow!"

    Nyaa~! You're an adorable mix of girl and feline, with the cute little ears, fangs, and tail to show for it. You've found the lap that you'd like to curl up on for the rest of your life, and absolutely nothing is going to stand between a cat and a warm, comfortable place. Everyone had better be careful, because you aren't declawed!


    Always Land On Your Feet: Nothing seems to phase you, no matter how bad things get. +1 on Luck if non-Luck was an option.

    Distractingly Cute: It doesn't matter what's going on, you can distract everybody from what they're doing by making a cute pose, or meowing, or turning up those irresistible eyes. Thrice per episode, you may impose a -2 on all Skill rolls (including your own).

    Energetic: You can summon up even more energy than normal at times, but you tend to burn out afterwards. Thrice per episode, you may take a +4 to your current roll, in exchange for taking a -2 on your next roll.

    Everybody Loves Catgirls: For whatever reason, catgirls are super-popular among the student body, and it turns out that protagonist-kun is among those naturally predisposed to dispensing pets and cuddles! +1 to all rolls.

    Feral Feline: You have deep instincts that push you to sneak around, stalk people, and then...pounce! Biting, clawing, tearing...whatever it takes to win! Passive Power:
    • +2 on Physical/Conflict rolls involving close combat.Unlimited/Conflict
    • +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    • +2 on Physical/Skill rolls involving stealth and mobility.
    • -2 on Social/Skill due to your bestial tendencies.


    Fickle Feline Favor: Your mood shifts with the wind from one moment to the next. Upon selecting this power, select one power from either the Genki or Tsundere archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Neko Paragon: It's like somebody poured two cups of sugar and three cups of internet into a glass shaped like a semi-colon and the number 'three'. Passive Power:
    • +2 on Physical/Allure rolls when napping or behaving cutely.
    • +2 on Social/Allure rolls when those involved would be swayed by adorableness.Unlimited/Allure
    • +2 on Social/Conflict to hot the spotlight and attention.
    • -2 on Mental/Luck rolls due to your lack of ability to focus on much of anything.


    Nine Lives: You have a knack for getting out of the stickiest situations without a scratch. Twice per episode, you may make a Luck roll in place of a Conflict roll.


    Spoiler: Celestial
    Show
    “Love is truly the greatest blessing, Protagonist-kun.”

    You are a blessed being from on high, whether that be an angel or a goddess. Your love for the protagonist is pure as the driven snow, and you will pursue him with all the warmth and compassion befitting a benevolent angel.


    Calming Presence: Just being near you makes people want to calm down and be nicer. Thrice per episode, you may impose a -2 on all Conflict rolls (including your own).

    Compassion: You believe in peace, not conflict, and seeing others find happiness warms your heart greatly. Thrice per episode, you may give +2 to another girl's roll. If she receives VP as a result of that roll, you receive a VP bonus equal to half of what your target received (rounded down).

    Divine Wrath: You don't advocate violence, but when the situation calls for it, you're more than capable of smiting down your foes. Passive Power:
    • +2 on Physical/Conflict rolls to smite your foes with furious anger.Unlimited/Conflict
    • +2 on Physical/Luck rolls involving things going horribly wrong for others.
    • +2 on Physical/Skill rolls involving running, jumping, climbing, and other forms of mobility.
    • -2 on Mental/Allure rolls due to your less-than-attractive chipped shoulder.


    One-Winged Angel: You didn't start this fight, but you're definitely ending it. Now. +3 on Opposed Conflict rolls.

    Pacifist: Your rise above the dirty tricks and fighting of your competitors to attain a peaceful state of enlightenment. Twice per episode, you may (instead of rolling) take a natural 1 on a Conflict roll; you may (instead of rolling) take a natural 6 on a non-Conflict roll later in the episode.

    Purity: Your heavenly presence is not as marred and ridden with imperfections as many of your competitors. +1 to all rolls.

    Serenity: You prefer using careful words, calming arguments, and compromise to solve your problems. Passive Power:
    • +2 on Social/Allure involving your reputation as a kind, peaceful person.Unlimited/Allure
    • +2 on Social/Luck rolls when somebody with a strong moral/ethical compass is sought out.
    • +2 on Social/Skill rolls when your supernatural empathy could be useful.
    • -2 on Physical/Conflict rolls due to your preference to avoid combat.


    Setting The Example: Prim and proper to a fault, you're a shining example of what a girl is expected to be. Upon selecting this power, select one power from either the Miko or Proper Lady archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.


    Spoiler: Changeling
    Show
    "Mmmmm...oh Protagonist-kun, you always say the nicest things~"

    Protagonist-kun is the eye of a storm - a storm of love, lust, desire, jealousy, and angst. Emotional love interests follow after Protagonist-kun like lovesick puppies...how could you possibly stay away? Protagonist-kun would make such a lovely life partner, if they're going to attract this many romantic interests regularly. You'll be set for life, if you can manage to win their heart...



    Confusion And Chaos: A quick disguise and a careful action can make everything go topsy turvy if you borrow the right face. Twice per episode, all other girls participating in the current roll must roll twice and take the worse result.

    Draining Presence: Your presence makes people moody, irritable, and exhausted. Thrice per episode, all sources of penalties have their penalty increased by an additional -2. This extra penalty can stack with itself.

    Emotional Siphon: People should be wary of you when you come offering help; more than likely, you're going to leave having leeched away a good deal of their energy. Twice per episode, you may select a girl rolling in the same scene as you and grant them a +3; on the next scene in which the both of you participate, they take a -3 penalty and you gain a +3 to your own roll.

    Manipulative: You've got a natural talent for deception and misdirection, and no cheap tactic is too beneath you when it comes to winning the Protagonist's heart. Passive Power:
    • +2 on Social/Allure rolls when using lies and rumors to manipulate others.Unlimited/Allure
    • +2 on Social/Conflict rolls involving exploiting people's insecurities.
    • +2 on Social/Skill rolls when your ability to read minds and detect emotions assists you in manipulating someone.
    • -2 on Social/Luck rolls due to people avoiding the drama that seems to surround you.


    Multiple Personalities: A fluid mind and a fluid body allow you to change up your approach to problems with relative ease. Thrice per episode, you may reassign your strong/weak rolls for the rest of the episode.

    Shapeshifter: You can be whoever you want to be! Passive Power:
    • +2 on Physical/Allure rolls when subtly altering your form to suit your target's preference.
    • +2 on Physical/Conflict rolls involving close combat or avoiding injury.
    • +2 on Mental/Skill rolls when you can use your new persona's skill sets.Unlimited/Skill
    • -2 on Mental/Luck rolls due to it being difficult to keep your various personas straight in your head sometimes.


    Social Butterfly: You can fit in with absolutely anybody. +1 on Social rolls if non-Social was an option.

    Sowing Chaos: When people aren't sure where you are, they get paranoid and irritable. Thrice per episode, you may impose a -2 on all Social rolls (including your own).


    Spoiler: Demon
    Show
    “I want all of you, Protagonist-kun... your body and your soul.”

    You are a fiendish being of the Underworld, an accursed servant of the lords of Hell. You’re no stranger to the sin of lust, and you have plenty of temptations to dangle before the protagonist to draw him into your dark, loving embrace.


    Black Magic: The forces of darkness you command are more than a match for anything most mortals can bring to bear. Once per episode, you may treat a failed unopposed Conflict roll as a success for the purposes of VP.

    Diabolic: Perception is reality. Reputation is everything. Make everybody love you, and you'll be able to do whatever you want. Passive Power:
    • +2 on Social/Allure rolls when attempting to improve/expand your social status.
    • +2 on Social/Conflict rolls to assert your authority over others.
    • +2 on Social/Luck rolls when mentioned by name in the current and/or previous scene by anybody else.Unlimited/Luck
    • -2 on Physical/Conflict rolls due to a preference to not get your hands dirty, so to speak.


    Faustian Pact: You can grant devilish gifts to your competitors, knowing all the while that the cost for a demon’s services is always greater than it first appears. Twice per episode, you may select a girl rolling in the same scene as you and grant them a +3; on the next scene in which the both of you participate, they take a -3 penalty and you gain a +3 to your own roll.

    Manipulative: You'll do whatever it takes to get your way. Passive Power:
    • +2 on Physical/Allure rolls when using your appearance to manipulate somebody.Unlimited/Allure
    • +2 on Mental/Conflict rolls when manipulating somebody into losing their temper.
    • +2 on Social/Skill rolls involving cunning, planning, or manipulation.
    • -2 on Social/Luck rolls due to people trying to avoid your diabolic plots.


    Soldier Of Sin: You lean in to the rumors that demons are the physical embodiment of all that's wrong with the world. Upon selecting this power, select one power from either the Pervert or Sukeban archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Temptation: Your charms are the perfect tool for drawing the protagonist into your grasp, assuming you don’t put him off in the process. Twice per episode, you may take +3 on an unopposed Allure roll. If you succeed, your next roll also has a +3; if you fail, you instead take a -1 on your next roll.

    Tormentor: When others are out of their element, you sense their weakness and can take advantage of the opportunity. +2 on any roll where at least one other girl is using either of her weak rolls. You cannot trigger this advantage by using your own weak roll.

    Unlucky Charm: Your presence bends probability with the sole goal of making things go wrong for everybody. Twice per episode, all other girls participating in the current roll must roll twice and take the worse result.


    Spoiler: Eldritch Abomination
    Show
    “I’m the chaos that always crawls up to Protagonist-kun with a smile~!”

    You are an unspeakable elder god whose visage would drive mortals mad with but a glance. Luckily for the others, you’ve decided to take on the form of a cute high school girl, at least as long as your ineffable whims drive you to pursue the protagonist.


    Absorb Knowledge: Now I'm just shy and scared in this place; I'm just a fish outta water from outer space. You can see that the trip has left me tired and drained, so why don't you be a pal...and bring me some BRAINS? Twice per episode, you may make a Conflict roll in place of a Skill roll.

    Anomaly: Screw being pretty and popular, you make life more interesting when you're around. Protagonist-kun will appreciate the break from monotony. Twice per episode, you may make a Luck roll in place of an Allure roll.

    Eldritch Artifact: You gain a quick burst of excitement and energy when somebody, somewhere, locates one of your artifacts. Thrice per episode, you may make an additional D5 Unlimited/Luck roll; if successful, you gain +4 on a current Allure or Conflict roll.

    Incomprehensible: It's not just your body that's out of sync with reality, it's your mind too. Upon selecting this power, select one power from either the Chuunibyou or Cuckoolander archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Maelstrom Of Chaos: When you focus your powers, circumstance and statistics matter less than sheer willpower. +3 on Opposed Luck rolls.

    Reality Warper: Your mere presence disrupts reality nearby, altering it to better suit your whims and desires. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Tentacles!: Tentacles! Passive Power:
    • +2 on Physical/Allure rolls when being suggestive with your tentacles.
    • +2 on Physical/Conflict rolls involving close combat.Unlimited/Conflict
    • +2 on Physical/Skill rolls where additional appendages would be useful.
    • -2 on Social/Allure due to your tentacles making others rather nervous.


    Twisting Shadows: A judicious bit of body-swapping and mental projection lets you send your competitors down a dark, twisting path. Twice per episode, all other girls participating in the current roll must roll twice and take the worse result.


    Spoiler: Extraterrestrial
    Show
    “What a beautiful planet you live on, Protagonist-kun…perhaps I could show you mine, someday?”

    Perhaps you were pursued by intergalactic bounty hunters. Perhaps you are a scientist on an exploration mission, or the last survivor of your homeworld. Whatever the case may be, you’ve travelled across the galaxy to arrive at earth, only to find yourself falling for this strange human. Of course, there are several other humans vying for his attention too, but why would he choose them over you? You have a galaxy’s worth of stories to tell, a wealth of information to share to humanity, and a spaceship. None of those other girls have a spaceship, do they, Protagonist-kun?


    Alien Technology: If you can manage to fix up your tech real quick, you can accomplish far more than you normally could. Fights are easier to win with a ray gun or a mind control ray, tests are easier to pass when you can search the intergalactic net for the answers, and so on. Thrice per episode, you may roll an extra D5 Unlimited/Skill roll. If successful, you may add +4 to a current Conflict or Skill roll.

    Bioengineering: You can push your body and mind further than others can, although it leaves you tired. Thrice per episode, you make take +4 to your current roll in exchange for a -2 on your next roll.

    Everything's Better In Space: Space things are almost universally more interesting than non-space things, and the same goes for love interests! +1 to all rolls.

    Otherworldly: You're so...exotic! And fascinating! Passive Power:
    • +2 on Physical/Allure rolls where your otherworldly beauty can aid you.
    • +2 on Social/Allure rolls when your alien status makes you more interesting to others.Unlimited/Allure
    • +2 on Physical/Conflict rolls to avoid getting hurt, due to your odd biology.
    • -2 on Physical/Allure rolls where your alien appearance is more offputting than alluring.


    Pheromonal Manipulation: A quick bursts of pheromones can help you impress your beloved - or anyone else, for that matter. Once per episode, you may treat a failed Unopposed Allure roll as a success for the purposes of VP.

    Space Princess: It's weird just how common it is for first contact to involve nobility instead of military. Upon selecting this power, select one power from either the Ojou or Proper Lady archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Technical Mishap: If you can manage to work out the bugs, you can create devices capable of wondrous things! Passive Power:
    • +2 on Social/Allure to garner pity for your wonky tech.
    • +2 on Physical/Conflict rolls when your weapons get overcharged.
    • +2 on Physical/Luck rolls to teleport in at an opportune moment.Unlimited/Luck
    • -2 on Social/Skill rolls when your inability to get your tech working right makes you look incompetent.


    Utterly Alien: You're not merely humanish with some weird limbs or a different coat of paint: the differences are startling and unnerving at times. Upon selecting this power, select one power from either the Cuckoolander or Half-Foreign archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.


    Spoiler: Fae
    Show
    "It's the season of love, Protagonist-kun."

    You are a fae, a supernaturally attractive nature spirit. Although one may wonder what a nature spirit is doing in school, you know that inspiring the next generation to eco-friendly practices, is worth it's weight in gold. And maybe you'll get a chance to spread a little love around...


    Brainy Beauty: You've got a powerful mind in that beautiful head of yours. Passive Power:
    • +2 on Mental/Allure rolls when your intelligence makes you more attractive.
    • +2 on Mental/Luck rolls to recall important information.
    • +2 on Mental/Skill rolls involving knowledge and academics.Unlimited/Skill
    • -2 on Social/Skill rolls due to rumors that you use your looks to get away with cheating.


    Distracting Appearance: Your beauty tends to make it harder for people to focus on the task at hand. Thrice per episode, you may impose a -2 on all Skill rolls (including your own).

    Druidic Power: Your connection to the natural world is far stronger than even most other fae. Passive Power:
    • +2 on Physical/Conflict rolls to subdue others with magic.
    • +2 on Physical/Luck rolls involving an aspect of nature (plants, animals, the weather, etc).Unlimited/Luck
    • +2 on Physical/Skill rolls involving outdoorsy activities.
    • -2 on Social/Conflict rolls due to being less concerned with quarrels over social status.


    Earn The Fairy's Favor: People will go out of their way to assist you with trivial tasks hoping for your approval. Twice per episode, you may make an Allure roll in place of a Skill roll.

    Enchanting: You can make your beauty far more compelling when others make you actually work to be charming. +3 on Opposed Allure rolls.

    Fortune Favors The Beautiful: Your beauty is powerful enough to woo Fate itself. Thrice per episode, you may (instead of rolling) take a natural 4 and ignore any penalties you'd otherwise suffer.

    Supernaturally Attractive: Most fae have an unearthly beauty to them, but even among fae you stand out from the crowd. Passive Power:
    • +2 on Physical/Allure rolls when using your appearance to manipulate somebody.Unlimited/Allure
    • +2 on Social/Conflict rolls to cow others with your looks and pheromones.
    • +2 on Social/Luck rolls when you can request assistance from another student.
    • -2 on Physical/Skill rolls due to your assets throwing off your balance too much.


    Unseelie Bargain: A carefully-worded deal can earn your favor, but most are unhappy when payment comes due. Twice per episode, you may select a girl rolling in the same scene as you and grant them a +3; on the next scene in which the both of you participate, they take a -3 penalty and you gain a +3 to your own roll.


    Spoiler: Genie
    Show
    "Your wish is my command, Protagonist-kun~"

    Your kind goes by many names: ifrit, djinn, genie. The important thing to mortals is that you grant wishes and are imprisoned within some kind of container, usually a lamp. Whether you have been freed from your container or are still waiting on that fateful wish, you have fallen in love. And with a cry of 'abracadabra' and a bit of magic, perhaps you can make a wish of your own come true for once.


    A Touch Of Magic: You can push a good deal of magical power into your efforts, boosting yourself considerably...but it generally leaves you feeling a bit drained afterwards. Thrice per episode, you may take a +4 to your current roll, in exchange for taking a -2 on your next roll.

    Butterfly Wings: Unforeseen consequences don't have to be negative, they just usually are. Sometimes your twists make things better down the road. Twice per episode, you may make a Luck roll in place of a Skill roll.

    Dream Girl: Your body and mind naturally try to reflect the desires of others. Passive Power:
    • +2 on Physical/Allure rolls when magically shifting your outfit/appearance to better fit someone's desires.Unlimited/Allure
    • +2 on Social/Luck rolls when you can request assistance from another student.
    • +2 on Social/Skill rolls to use your knowledge of people's desires and dreams to manipulate them.
    • -2 on Mental/Luck rolls due to being distracted by the the mass of blending hopes and dreams that constantly fill your perception.


    Heart's Desire: You can pull out all the stops, if it's for your one true love. Once per episode, you may treat a failed Unopposed roll of any attribute as a success for the purposes of VP, as long as doing so either saves the protagonist or fulfills an explicit stated desire of theirs.

    Humble Servant: Using your powers to help out others reflects well on you, and that assistance tends to come back around and help you right back. Thrice per episode, you may give +2 to another girl's roll. If she receives VP as a result of that roll, you receive a VP bonus equal to half of what your target received (rounded down).

    Minor Wish Granting: You rarely hand out full wishes, but it's not that difficult for somebody to get you to expend just a touch of magical power to make life easier. Passive Power:
    • +2 on Social/Allure rolls when assisting others with magic.
    • +2 on Physical/Luck rolls when altering reality for a request.Unlimited/Luck
    • +2 on Physical/Skill rolls when boosting yourself with magic.
    • -2 on Social/Conflict rolls due to your seeming inability to resist peer pressure to use magic.


    Monkey's Paw: Be careful what you wish for...you just might get it! Twice per episode, you may select a girl rolling in the same scene as you and grant them a +3; on the next scene in which the both of you participate, they take a -3 penalty and you gain a +3 to your own roll.

    Ultimate Cosmic Power: The only mistakes you make with your magic are the ones you intend to make. Thrice per episode, you may (instead of rolling) take a natural 4 and ignore any penalties you'd otherwise suffer.


    Spoiler: Gynoid
    Show
    "Greetings, Protagonist-kun."

    You are a technological wonder, an artificial life form/intelligence. Somewhere in your journey through life, an errant wire or two got crossed, and you've started developing complicated feelings for Protagonist-kun. You might not be alive in the technical sense, but that doesn't mean you can't love...and you'll do whatever it takes to show him that!


    Advanced Socialization: Your artificial intelligence is more focused around the social sciences and personal interaction. Passive Power:
    • +2 on Social/Allure rolls to manipulate others.Unlimited/Allure
    • +2 on Social/Luck rolls when somebody wants to ha
    • +2 on Social/Skill rolls to improve your social standing.
    • -2 on Physical/Conflict rolls due your combat being hard on your delicate body/circuitry.


    Calculated Odds: "Luck" is just the presence of more variables than any normal mind could be capable of calculating. Twice per episode, you may make a Skill roll in place of a Luck roll.

    Combat Drone: Your artificial intelligence is more focused around combat and physical confrontation, and your frame houses many weapons. Passive Power:
    • +2 on Physical/Conflict rolls involving built-in weapons.Unlimited/Conflict
    • +2 on Social/Conflict rolls to cow others into submission.
    • +2 on Physical/Skill rolls involving stealth and mobility.
    • -2 on Social/Luck rolls due to your violent capabilities scaring others.


    Embarrassing Sensors: Your enhanced sensory array makes you privy to the inner workings of your competitors, which allows you to reveal their simple machinations when they attempt to manipulate others. Thrice per episode, you may impose a -2 on all Allure rolls (including your own).

    Impressive Demonstration: You're good at what you do, and watching technological perfection at work garners admiration more easily than shorts skirts. Twice per episode, you may make a Skill roll in place of an Allure roll.

    Supercomputer: You'e a technological wonder at the cutting edge of artificial intelligence. Upon selecting this power, select one power from either the Meganekko or Tech Whiz archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Technology Expert: Your artificial intelligence is more focused around the hard sciences, technology, programming, and engineering. Passive Power:
    • +2 on Mental/Allure rolls when showing off your tech-savvy knowledge.
    • +2 on Social/Luck rolls to be sought out for technical assistance.
    • +2 on Mental/Skill rolls involving technology.Unlimited/Skill
    • -2 on Social/Conflict rolls due to your introverted tendencies.


    Versatile Programming: Your artificial intelligence is well-rounded. +1 to all rolls.


    Spoiler: Lycan
    Show
    "Isn't the full moon so beautiful, Protagonist-Kun? Awrooo!~"

    Protagonist-kun has tamed your wild heart...now you just have to make him (and the other girls fighting for his attention) realize that!


    Aggravated Misery: You have a knack for exploiting and exacerbating your competitors' troubles when they're tired, or cranky, or upset. Thrice per episode, all sources of penalties have their penalty increased by an additional -2. This extra penalty can stack with itself.

    Bestial Roar: Your frightening roar causes most people to temporarily regress to fight-or-flight instincts. Thrice per episode, you may impose a -2 on all Mental rolls (including your own).

    Dominant: You're in charge around here, and you're going to make sure everybody knows it! Passive Power:
    • +2 on Social/Allure rolls to influence others with pheromones.Unlimited/Allure
    • +2 on Social/Conflict rolls to assert your dominance.
    • +2 on Social/Luck rolls for being sought out for physical assistance.
    • -2 on Social/Skill, since you don't need to be tricky to be popular when you're so naturally dominant and awesome.


    Feral Instincts: You have an instinctive sense for when others are off-balance, or out of their element, giving you the opportunity to take advantage of their mistakes. +2 on any roll where at least one other girl is using either of her weak rolls. You cannot trigger this advantage by using your own weak roll.

    Intimidating Presence: People prefer to solve problems in ways that don't involve violence or arguments when you're around, if only because they know they don't stand a chance against you. Thrice per episode, you may impose a -2 on all Conflict rolls (including your own).

    True Alpha: You're the pinnacle of lycankind and everybody knows it. +1 to all rolls.

    Unstoppable Predator: You're a primal hunter at heart, far more in tune with your wolf side than your non-wolf side. Passive Power:
    • +2 on Physical/Conflict rolls involving close combat.Unlimited/Conflict
    • +2 on Physical/Skill rolls involving stealth and mobility.
    • +2 on Mental/Skill rolls involving perception, tracking, and situational awareness.
    • -2 on Social/Luck rolls due to people avoiding you and your violent tendencies.



    Spoiler: Mahou Shoujo
    Show
    "True love always wins the day, Protagonist-kun!"

    Sweet and innocent, cute as a button, and more dangerous than the monsters they fight every night. But no power on any of the worlds in all the Universe is capable of overcoming true love. And that power has drawn the young Magical Girl to poor, hapless Protagonist-Kun. And nothing - no monster, power, or girl - will keep them apart.



    Eleventh Hour Superpower: You've always got some little-used trick up your sleeves to turn the tables on your enemies! Once per episode, you may treat a failed Unopposed Conflict roll as a success for the purposes of VP.

    Magical Girl Privilege: You're just naturally better at everything than most people. +1 on all rolls.

    Personality Shift: Maintaining your secret identity sometimes requires becoming an entirely different person, just to be safe. Thrice per episode, you may reassign your strong/weak rolls for the rest of the episode.

    Psionic Power: Your mind is far more powerful than your body. Passive Power:
    • +2 on Mental/Allure when impressing others with your knowledge or intellect.
    • +2 on Mental/Luck rolls to remain focused and undistracted.
    • +2 on Mental/Skill rolls when leveraging your powerful intelligence or psionic abilities.Unlimited/Skill
    • -2 on Physical/Conflict rolls, due to your body not being nearly as strong as your mind.


    Super-Special: At the end of the day, you have superpowers, and your competitors don't. Passive Power:
    • +2 on Physical/Allure rolls when showing off your rockin' bod.
    • +2 on Physical/Conflict rolls involving close combat.
    • +2 on Physical/Skill rolls when you supplement your natural talents with tons of practice.Unlimited/
    • -2 on Mental/Conflict rolls due to your preference to solve your problems physically rather than verbally.


    The Power Of Love: A true hero doesn't need violence to solve their problems. +1 on Allure rolls if non-Allure was an option.

    Underdog: A true hero makes their own luck! Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Unorthodox Victory: It's not about whether you win or lose, as long as you look really cool doing it! Twice per episode, you may make an Allure roll in place of a Conflict roll.


    Spoiler: Phantom
    Show
    "I'll wait for you forever, Protagonist-kun~"

    Whether through violence or illness, you met an untimely end in your teenaged years. But instead of moving on to the Great Beyond, you remained on the mortal plane. Now, you haunt the halls of your former school, which gives you plenty of opportunities to woo the love of your afterlife.


    Aggravated Misery: You make things go from bad to worse when you're around, just for the sake of causing misery and strife. Thrice per episode, all sources of penalties have their penalty increased by an additional -2. This extra penalty can stack with itself.

    Ectoplasmic Form: You can change your physical form with a touch of focus, altering it to better fit the task at hand...although it can be a touch exhausting. Thrice per episode, you can take +4 to your current roll, in exchange for taking -2 on your next roll.

    Haunting Appearance: A quick jump-scare is great for putting your competitors on edge and off their game. Thrice per episode, you may impose a -2 on all Mental rolls (including your own).

    Incorporeal: Your ability to interact with physical space isn't consistent, and everybody knows it. Once per episode, you may treat a failed Unopposed Physical roll as a success for the purposes of VP.

    Indiscriminate Mayhem: Hard to concentrate on the task at hand when there's a bored spirit making a nuisance of themselves, isn't it? Thrice per episode, you may impose a -2 on all Skill rolls (including your own).

    Old-Fashioned: You clearly harken from a different time and place. Upon selecting this power, select one power from either the Half-Foreign or Proper Lady archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Poltergeist: You may not be a malevolent spirit, but you're sure not a friendly ghost either. Passive Power:
    • +2 on Physical/Conflict rolls to be unharmed in a fight.
    • +2 on Physical/Luck rolls involving pranks (set by you or others).Unlimited/Luck
    • +2 on Physical/Skill rolls involving stealth or mobility.
    • -2 on Mental/Allure rolls from being viewed negatively for your relative immaturity.


    Spectre Out Of Time: Every once in a while, something you remember from your time among the living proves useful in your current existence. Thrice per episode, you may make an extra D5 Unlimited/Luck roll. If successful, you gain +4 to a current Luck roll or Skill roll.


    Spoiler: Pony
    Show
    "You know you can count on me, Protagonist-kun!"

    ?


    Alicorn: Among ponies, you're a cut above the rest. +1 on all rolls.

    A True True Friend: When you help another see the power of teamwork and friendship, they'll help you out. What goes around comes around, after all. Thrice per episode, you may give +2 to another girl's roll. If she receives VP as a result of that roll, you receive a VP bonus equal to half of what your target received (rounded down).

    Earth Pony: Your equestrian magic is spread throughout your body, giving you great strength and endurance, and making your far more down-to-earth than others. Passive Power:
    • +2 on Physical/Conflict when you refuse to back down from a challenge.Unlimited/Conflict
    • +2 on Social/Luck rolls when people are in need of assistance.
    • +2 on Physical/Skill rolls involving feats of strength, agility, or durability.
    • -2 on Social/Skill rolls, due to a preference to avoid being manipulative.


    Hearts As Strong As Horses: Determination and optimism are far more empowering for someone from a world where the Magic Of Friendship is a weaponizable force of nature; your focus and dedication make you stronger and faster and tougher than you've any right to be. You gain +2 on all Physical rolls, and +2 on all Conflict rolls. You gain -2 to all your weak rolls. These modifiers can stack with all others, including each other.

    Pegasus: Your equestrian magic is focused within the magnificent wings you sport. Passive Power:
    • +2 on Physical/Conflict rolls involving close combat.
    • +2 on Physical/Luck rolls involving the weather or assisting others.Unlimited/Luck
    • +2 on Physical/Skill rolls involving flying or other forms of mobility.
    • -2 on Mental/Skill rolls due to your rather focused specialized education.


    The Great And Powerful: You're a cut above the others when it comes to leveraging your abilities. Upon selecting this power, select one power from either the Mahou Shoujo or Spellcaster archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    The Magic Of Friendship: At the end of the day, competitors or no, you like to think of all these people as your friend, and you do what you can to help them when they need it. Twice per episode, you increase everybody's strong roll bonuses by +2 for the current scene (including your own). This bonus can stack with itself if somebody is rolling both of their strong rolls.

    Unicorn: Your equestrian magic is hyper-focused into your horn, allowing you to manipulate the world around you with powerful magicks! Don't let it go to your head, though. Passive Power:
    • +2 on Mental/Allure rolls when impressing others with your intelligence and wit.
    • +2 on Mental/Conflict rolls when proving your expertise superior to another.
    • +2 on Mental/Skill rolls involving the theory and application of magic.Unlimited/Skill
    • -2 on Social/Allure rolls, due to your distant or arrogant tendencies.



    Spoiler: Spellcaster
    Show
    "I've put a spell on you, Protagonist-kun~"

    You're just the friendly (hopefully) neighborhood witch! Sure, your house may look a bit creepy from the outside, and you tend to be kind of strange in your mannerisms, but that doesn't make you any different from the other girls! That's what your magic is for! And with Protagonist-kun casting a love charm on your heart, you'll have to pull out all the stops if you want to beat the competition!


    Curse Of Reversal: A lifetime spent minimizing your weaknesses and focusing on your strengths backfires when you get cursed into becoming everything you aren't! Thrice per episode, every girl (including you) has their strong rolls become weak, and their weak rolls become strong, but only for the current scene.

    Dizzying Intellect: Everything you do is proof that physical prowess is unnecessary when you truly know what you're doing. +1 on Mental rolls if non-Mental was an option.

    Evil Cackle: The sound of your laugh sends shivers down every spine in audible distance. Thrice per episode, you may impose a -2 on all Mental rolls (including your own).

    Magical Mishap: A burst of magic (possibly unintentionally released) affects those nearby, leaving them a touch disoriented while the magic is still screwing around with their system. Thrice per episode, you may impose a -2 on all Physical rolls (including your own).

    Potioneer: You're a fairly capable potion brewer; if you don't have a helpful potion on hand, you can just whip one up real quick! Thrice per episode, you may attempt an extra D5 Unlimited/Skill roll. If successful, you gain +4 to a current Allure or Conflict roll.

    Tongue-Tying Hex: So difficult to be manipulative and convincing when your words are tripping over each other, isn't it? Thrice per episode, you may impose a -2 on all Social rolls (including your own).

    Witchcraft: Your magical capabilities are six parts studying, and a half-dozen parts intuition. You've got a good feel for what you're capable, and have found ways to make magic a regular part of your everyday life. Passive Power:
    • +2 on Physical/Combat rolls to subdue others with magic.
    • +2 on Mental/Luck rolls to remain focused.
    • +2 on Physical/Skill rolls when enhancing or supplementing your natural skill with magic.Unlimited/Skill
    • -2 on Physical/Luck rolls due to some unforeseen additional effect of your magic on the world around you.


    Wizardry: Your understanding of magical theory is advanced enough to allow you to use your magic more directly when words or weapons would usually be preferable. Twice per episode, you may roll a Skill roll in place of a Conflict roll.


    Spoiler: Vampire
    Show
    “Your scent is ever so delicious, Protagonist-kun… I don’t know if I can restrain myself any longer.”

    You are an elegant creature of the night with a sinister beauty and a taste for human blood, but the protagonist has somehow become something more to you than an inviting meal. Your dark powers will be all you need to raise a glass of your competitors’ blood and make a toast to long life and happiness for you and your beloved.


    Afterdinner Glow: You always feel so much better after a good meal! Once per episode, you may use this ability to gain +2 on all Allure and Skill rolls for the next three scenes, but a -2 on all Conflict and Luck rolls for the same duration. This ability cannot be used during the duration of Bloodlust.

    Bloodlust: Your thirst for blood is stronger than in most children of the night, and far harder to resist (even if you wanted to). Once per episode, you may use this ability to gain +2 on all Conflict and Luck rolls for the next three scenes, but a -2 on all Allure and Skill rolls for the same duration. This ability cannot be used during the duration of Afterdinner Glow.

    Dominate: A quick bite and a dose of hypnotism can leave your victim enthralled just long enough to lend you some assistance. Thrice per episode, you may make an additional D5 Unlimited/Conflict roll. If successful, you gain +4 on a current Allure or Skill roll.

    Elegant Fiend: You have an air of class and sophistication that sets you apart from just any old monster. Passive Power:
    • +2 on Physical/Allure rolls when using your appearance to manipulate somebody.
    • +2 on Social/Conflict rolls to assert your dominance over others.
    • +2 on Social/Skill rolls involving cunning, planning, or manipulation.Unlimited/Skill
    • -2 on Physical/Conflict rolls due to a preference to not get your hands dirty.


    Hypnotic Gaze: Life would be so much simpler for everybody if people would just do what you tell them to! Passive Power:
    • +2 on Social/Allure rolls to manipulate others if you can make eye contact.Unlimited/Allure
    • +2 on Social/Conflict rolls to assert your dominance over others.
    • +2 on Social/Skill rolls to improve your social standing or to manipulate others.
    • -2 on Social/Luck due to others trying to avoid your mindscrewy ways.


    Overly Romantic: Some vampires who find themselves in love comport themselves with grace and decorum. Some...don't. You are among the latter. Upon selecting this power, select one power from either the Pervert or Yandere archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Thralls: The nature of your addictive bites and the frequency with which you need to feed means that your influence over others can come up at the oddest times Thrice per episode, you may make an additional D5 Unlimited/Luck roll. If successful, you gain +4 on a current Conflict or Skill roll.

    Undead Predator: Beneath your mask of civility and charm lies a remorseless monster. Passive Power:
    • +2 on Physical/Conflict rolls involving close combat.Unlimited/Conflict
    • +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    • +2 on Physical/Skill rolls involving stealth and mobility.
    • -2 on Mental/Allure rolls due to your tendency to view others as prey/food.



    Spoiler: Zombie
    Show
    "If my heart was still beating, it would beat for you, Protagonist-kun~"

    ?

    Barely Dead: Whether due to more recent creation or just good maintenance, you're a cut above the rest. Passive Power:
    • +2 on Physical/Allure rolls to show off your rockin' bod.Unlimited/Allure
    • +2 on Mental/Skill involving academic knowledge, logic, or raw intellect.
    • +2 on Mental/Luck involving perception.
    • -2 on Physical/Conflict checks, because you hate risking damage to your body any more than necessary.


    Ghoul Paragon: You're basically dead already, so pushing your body past its normal limits doesn't hurt. Passive Power:
    • +2 on Physical/Conflict rolls involving close combat.Unlimited/Conflict
    • +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    • +2 on Physical/Skill rolls involving stealth and mobility.
    • -2 on Physical/Allure rolls since all the stress you're putting on your body is resulting in visible wear and tear.


    Perfect Mind, Body, and Soul: This is just what happens when a determined soul is stuffed into a perfect body. +1 to all rolls.

    Photo Finish: You were almost beat to the punch on taking over this body by another, more natural spirit. Upon selecting this power, select one power from either the Celestial or Demon archetype; this power's mechanics shift to mimic the selected power's mechanics, and the selected power does not count as a quirk. You cannot mimic a power that you already possess.

    Quick Maintenance: Taking a moment to fix your stitches up can do wonders. Thrice per episode, you may make an additional D5 Unlimited/Skill roll. If successful, you gain +4 on a current Allure or Conflict roll.

    Shambling Stereotype: You're not exactly a shining example of what a Z-type can be. Your strong roll bonuses increase by +1. You take -1 to Mental rolls, and -1 to Allure rolls. This cannot be combined with any other power that improves your strong roll passively.

    Undead Resilience: It's legitimately impressive just how much random nonsense you can survive. Twice per episode, you may roll a Conflict check in place of an Allure check.

    What Is That Smell?!: The reek of the grave follows you no matter what you do, and taints anybody who gets near you. Thrice per episode, you may impose a -2 on all Social rolls (including your own).
    Last edited by AvatarVecna; 2021-04-03 at 07:40 PM.


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  2. - Top - End - #1052
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    Jan 2014

    Default Re: High School Harem Comedy (Game System, PEACH)

    (High-Powered Rebuild/Upgrade Rules)

    Spoiler: Joaquin Emilio Mondragon Jr. (courtesy of AvatarVecna)
    Show


    "My name is Joaquin! Son of Captain Mondragon! Tonight, the town of San Angel, is under my protection. Prepare to be defeated."

    Spoiler: Joaquin Emilio Mondragon Jr. (Episode I)
    Show
    Strong: Physical/Conflict
    Weak: Mental/Luck
    Archetypes: Osananajimi/Sports Star

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Allure rolls when showing off your rockin' bod.
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.
    -2 on Mental/Luck rolls when your exhaustive schedule leaves you unfocused and distracted.

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.

    Enlightenment (Quirk): Joaquin gains many benefits from his Medal Of Everlasting Life, most notably a surprising level of ability to avoid bad luck. Thrice per episode, you may (instead of rolling) take a natural 4.

    Friend In Need: Joaquin always rises to the defense of others, and can seem to appear from nowhere when danger strikes. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Old Friends: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    School Hero: Joaquin is a hero to the people of San Angel, and can often leverage his reputation in surprising ways. Thrice per episode, you may attempt a D4 Skill check. If successful, you gain +3 on a current Allure or Conflict roll.


    Spoiler: Joaquin Emilio Mondragon Jr. (Episode II)
    Show
    Strong: Physical/Social/Conflict/Skill
    Archetypes: Osananajimi/Sports Star

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Allure rolls when showing off your rockin' bod.
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.
    -2 on Mental/Luck rolls when your exhaustive schedule leaves you unfocused and distracted.

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Enlightenment (Quirk): Joaquin gains many benefits from his Medal Of Everlasting Life, most notably a surprising level of ability to avoid bad luck. Thrice per episode, you may (instead of rolling) take a natural 4.

    Friend In Need: Joaquin always rises to the defense of others, and can seem to appear from nowhere when danger strikes. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    School Hero: Joaquin is a hero to the people of San Angel, and can often leverage his reputation in surprising ways. Thrice per episode, you may attempt a D4 Skill check. If successful, you gain +3 on a current Allure or Conflict roll.

    Well-Rounded: A sound mind makes for a sound body; you've put a lot of work into overcoming your weaknesses, using your killer work ethic to become a far more capable person than you once were. You have no weak rolls. You may choose an additional strong roll of each type.


    Spoiler: Joaquin Emilio Mondragon Jr. (Episode III)
    Show
    Strong: Physical/Social/Conflict/Skill
    Archetypes: Osananajimi/Sports Star

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Allure rolls when showing off your rockin' bod.
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.
    -2 on Mental/Luck rolls when your exhaustive schedule leaves you unfocused and distracted.

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Enlightenment (Quirk): Joaquin gains many benefits from his Medal Of Everlasting Life, most notably a surprising level of ability to avoid bad luck. Thrice per episode, you may (instead of rolling) take a natural 4.

    Friend In Need: Joaquin always rises to the defense of others, and can seem to appear from nowhere when danger strikes. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    School Hero: Joaquin is a hero to the people of San Angel, and can often leverage his reputation in surprising ways. Thrice per episode, you may attempt a D4 Skill check. If successful, you gain +3 on a current Allure or Conflict roll.

    Well-Rounded: A sound mind makes for a sound body; you've put a lot of work into overcoming your weaknesses, using your killer work ethic to become a far more capable person than you once were. You have no weak rolls. You may choose an additional strong roll of each type.


    Spoiler: Joaquin Emilio Mondragon Jr. (Episode IV)
    Show
    Strong: Physical/Social/Conflict/Skill
    Archetypes: Osananajimi/Sports Star

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Allure rolls when showing off your rockin' bod.
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.
    -2 on Mental/Luck rolls when your exhaustive schedule leaves you unfocused and distracted.

    Athletic: Your relentless training regimen gives you a leg up in all kinds of physical pursuits. Passive Power:
    +2 on Physical/Conflict rolls involving close combat.
    +2 on Physical/Skill rolls due to both natural talent and the focus to hone your skills.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Competitive Spirit: A real winner doesn't allow themselves to fall behind just because they're not on their field of choice. +1 on all rolls.

    Enlightenment (Quirk): Joaquin gains many benefits from his Medal Of Everlasting Life, most notably a surprising level of ability to avoid bad luck. Thrice per episode, you may (instead of rolling) take a natural 4.

    Enlightenment (Quirk): Joaquin gains many benefits from his Medal Of Everlasting Life, most notably a surprising level of ability to avoid bad luck. Thrice per episode, you may (instead of rolling) take a natural 4.

    Friend In Need: Joaquin always rises to the defense of others, and can seem to appear from nowhere when danger strikes. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    School Hero: Joaquin is a hero to the people of San Angel, and can often leverage his reputation in surprising ways. Thrice per episode, you may attempt a D4 Skill check. If successful, you gain +3 on a current Allure or Conflict roll.

    Well-Rounded: A sound mind makes for a sound body; you've put a lot of work into overcoming your weaknesses, using your killer work ethic to become a far more capable person than you once were. You have no weak rolls. You may choose an additional strong roll of each type.


    Spoiler: Manolo Luis Sanchez (courtesy of AvatarVecna)
    Show


    "I will never stop loving you."

    Spoiler: Manolo Luis Sanchez (Episode I)
    Show
    Strong: Physical/Skill
    Weak: Social/Luck
    Archetypes: Idol Singer/Osananajimi

    Dedicated Artist (Quirk): Manolo isn't much of a fighter, and has rather poor luck, but give him a cape or a guitar, and he'll show you he's got more than enough skill to make up for his shortcomings. +2 on Skill rolls if non-Skill was an option.

    Friend In Need: Manolo always seems to find a silver lining even on his worst day, finding just a touch of fortune in an otherwise bad situation, and making the most of what life gives him. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Impressive: Always play from the heart. Twice per episode, you may make a Skill roll in place of an Allure roll.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Performer: You didn't rise to the top just by being good looking: you've got serious talent and a rock-solid work ethic. Passive Power:
    +2 on Physical/Skill rolls involving dancing, tumbling, running, or other forms of physical performance/competition.
    +2 on Unlimited/Skill rolls involving your performance talents, or skill sets you've picked up as part of mastering said talents.
    -2 on Mental/Conflict rolls, due to a preference to focus on making art rather than butting heads.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.


    Spoiler: Manolo Luis Sanchez (Episode II)
    Show
    Strong: Physical/Skill
    Weak: Social/Luck
    Archetypes: Idol Singer/Osananajimi

    Dedicated Artist (Quirk): Manolo isn't much of a fighter, and has rather poor luck, but give him a cape or a guitar, and he'll show you he's got more than enough skill to make up for his shortcomings. +2 on Skill rolls if non-Skill was an option.

    Friend In Need: Manolo always seems to find a silver lining even on his worst day, finding just a touch of fortune in an otherwise bad situation, and making the most of what life gives him. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Impressive: Always play from the heart. Twice per episode, you may make a Skill roll in place of an Allure roll.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Performer: You didn't rise to the top just by being good looking: you've got serious talent and a rock-solid work ethic. Passive Power:
    +2 on Physical/Skill rolls involving dancing, tumbling, running, or other forms of physical performance/competition.
    +2 on Unlimited/Skill rolls involving your performance talents, or skill sets you've picked up as part of mastering said talents.
    -2 on Mental/Conflict rolls, due to a preference to focus on making art rather than butting heads.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.


    Spoiler: Manolo Luis Sanchez (Episode III)
    Show
    Strong: Physical/Skill
    Weak: Social/Luck
    Archetypes: Idol Singer/Osananajimi

    Confidence (Quirk): Manolo's pacifist tendencies and moral courage are not always welcome, but give him the motivation to move ever forward. Passive Power:
    +2 on Unlimited/Allure rolls where your reputation as an ethical person can give you an advantage.
    +2 on Physical/Skill rolls involving extended effort or hard work.
    -2 on Social/Allure rolls when your religious beliefs or ethical code prove more of a hindrance than a help.

    Dedicated Artist (Quirk): Manolo isn't much of a fighter, and has rather poor luck, but give him a cape or a guitar, and he'll show you he's got more than enough skill to make up for his shortcomings. +2 on Skill rolls if non-Skill was an option.

    Friend In Need: Manolo always seems to find a silver lining even on his worst day, finding just a touch of fortune in an otherwise bad situation, and making the most of what life gives him. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Impressive: Always play from the heart. Twice per episode, you may make a Skill roll in place of an Allure roll.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Performer: You didn't rise to the top just by being good looking: you've got serious talent and a rock-solid work ethic. Passive Power:
    +2 on Physical/Skill rolls involving dancing, tumbling, running, or other forms of physical performance/competition.
    +2 on Unlimited/Skill rolls involving your performance talents, or skill sets you've picked up as part of mastering said talents.
    -2 on Mental/Conflict rolls, due to a preference to focus on making art rather than butting heads.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.

    The Meek Shall Inherit The Earth (Quirk): Manolo abhors violence, and while that rarely lets him shine immediately, it usually lets him shine all the brighter later. Twice per episode, you may (instead of rolling) take a natural 1 on a Conflict roll; you may (instead of rolling) take a natural 6 on a non-Conflict roll later in the episode.


    Spoiler: Manolo Luis Sanchez (Episode III)
    Show
    Strong: Physical/Skill
    Weak: Social/Luck
    Archetypes: Idol Singer/Osananajimi

    Confidence (Quirk): Manolo's pacifist tendencies and moral courage are not always welcome, but give him the motivation to move ever forward. Passive Power:
    +2 on Unlimited/Allure rolls where your reputation as an ethical person can give you an advantage.
    +2 on Physical/Skill rolls involving extended effort or hard work.
    -2 on Social/Allure rolls when your religious beliefs or ethical code prove more of a hindrance than a help.

    Confidence (Quirk): Manolo's pacifist tendencies and moral courage are not always welcome, but give him the motivation to move ever forward. Passive Power:
    +2 on Unlimited/Allure rolls where your reputation as an ethical person can give you an advantage.
    +2 on Physical/Skill rolls involving extended effort or hard work.
    -2 on Social/Allure rolls when your religious beliefs or ethical code prove more of a hindrance than a help.

    Dedicated Artist (Quirk): Manolo isn't much of a fighter, and has rather poor luck, but give him a cape or a guitar, and he'll show you he's got more than enough skill to make up for his shortcomings. +2 on Skill rolls if non-Skill was an option.

    Friend In Need: Manolo always seems to find a silver lining even on his worst day, finding just a touch of fortune in an otherwise bad situation, and making the most of what life gives him. Once per episode, you may treat a failed Unopposed Luck roll as a success for the purposes of VP.

    Impressive: Always play from the heart. Twice per episode, you may make a Skill roll in place of an Allure roll.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Old Friends: You have less romantic distance to cover since you already know the protagonist well. +1 on all rolls.

    Performer: You didn't rise to the top just by being good looking: you've got serious talent and a rock-solid work ethic. Passive Power:
    +2 on Physical/Skill rolls involving dancing, tumbling, running, or other forms of physical performance/competition.
    +2 on Unlimited/Skill rolls involving your performance talents, or skill sets you've picked up as part of mastering said talents.
    -2 on Mental/Conflict rolls, due to a preference to focus on making art rather than butting heads.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.

    Simpler Times: Any time you fail an Unopposed Luck roll or Skill roll, you gain +2 on an Allure roll later in the episode. You may stack charges, if possible.

    The Meek Shall Inherit The Earth (Quirk): Manolo abhors violence, and while that rarely lets him shine immediately, it usually lets him shine all the brighter later. Twice per episode, you may (instead of rolling) take a natural 1 on a Conflict roll; you may (instead of rolling) take a natural 6 on a non-Conflict roll later in the episode.


    Sample Characters (Normal Rebuild/Upgrade Rules)

    Spoiler: Yanako Ashimi (courtesy of Sgt. Cookie)
    Show
    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 1
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your wingmate building up your reputation.
    +2 on Social/Conflict rolls when your wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 2
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 3
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 4
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.
    Last edited by AvatarVecna; 2017-02-08 at 02:48 AM.


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    Default Re: High School Harem Comedy (Game System, PEACH)

    @vecna is goddess archtype still works and can we get belly dancer as an archtype
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by khadgar567 View Post
    @vecna is goddess archtype still works and can we get belly dancer as an archtype
    After a good bit of thought, I decided that some mix of Celestial and Supernatural Universal abilities could sufficiently cover most any 'goddess' character someone would want to make without having its own separate archetype. That said, I aim to check out several recommended harem animes (including the ones that inspired the two Goddess archetypes) to see if there's enough sufficiently different material to make a separate "Goddess" archetype for my system remix.

    As for Belly Dancer, I have not yet considered it, but my gut says that some mix of "Artist" and "Sports Star" covers this (the former covering many types of artistic expression, and the latter covering many types of physical expression).


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    Default Re: High School Harem Comedy (Game System, PEACH)

    Very nice! I'd be curious to see this implemented in a game at some point in the future.
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    Quote Originally Posted by Esprit15 View Post
    Very nice! I'd be curious to see this implemented in a game at some point in the future.
    While I'm not doing it tonight, and it'll be mixed with fluff updates to these posts, I'm looking at putting together a game to test both the Mental/Physical/Social/Unlimited sub-system, the Rebuild rules, and the Upgrade rules. I'd prefer to wait until I have a few episodes put together before dedicating to running a game, though, given my previous track record, but it's a work in progress.


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    Default Re: High School Harem Comedy (Game System, PEACH)

    I don't know. It makes the system very crunchy. Which is good for some games and systems, but as I understand, the original system was to be rules light.

    I mean, if you like it, go for it.

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    Quote Originally Posted by Lentrax View Post
    I don't know. It makes the system very crunchy. Which is good for some games and systems, but as I understand, the original system was to be rules light.

    I mean, if you like it, go for it.
    It's crunchier, but hardly 'very crunchy', at least in my view. It's got a bit more going on than the base system, but a lot of it's the same. It also mostly came about because of the community focus on mechanics that was making me frustrated with the players more than the game; intention with the remix is to make it a bit crunchier and more balanced across the board without losing the fluff that makes the game lovely (fluff will be going in once I get it all typed up, I just wanted to get the rebalancing stuff out tonight since it was finally finished). Hopefully, the finished product will be absolutely wonderful.


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    Default Re: High School Harem Comedy (Game System, PEACH)

    While it definitely is crunchier than original, I'm afraid it's unavoidable if the desire is to make the game balanced at all. I love the idea behind the original system, but PvP game with strictly fluff-related limitations on powers is prone to degenerating into "whoever can bully the GM into letting them get away with most bull****, wins"..

    That said, your current power template can use some work, I'm afraid; I'd say, at the very least, Unlimited options have to be spelled outright. Asterisk at the and of a line really gets lost, and even when seeing it, it still takes mental power to remember whether it makes "Skill/Mental" into "Any/Mental" or "Skill/Any".

    There are also things I want to say about specific powers ("take 8" on a d6 is not doubling the efficiency of "take 4" :-p), but those will have to wait until I'm on PC.

    All the above notwithstanding, looking forward to playtest :-)
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by jamieth View Post
    There are also things I want to say about specific powers ("take 8" on a d6 is not doubling the efficiency of "take 4" :-p), but those will have to wait until I'm on PC.
    I'm at one, so I'll do it: Taking 8" on a d6 is not doubling the efficiency of "take 4"

    That said, things like doubling the duration of Thaw Out to 6 turns, abilities with "on fail" conditions setting you up for calling them in at any time in an episode can get really messy really fast.
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by jamieth View Post
    While it definitely is crunchier than original, I'm afraid it's unavoidable if the desire is to make the game balanced at all. I love the idea behind the original system, but PvP game with strictly fluff-related limitations on powers is prone to degenerating into "whoever can bully the GM into letting them get away with most bull****, wins".
    A succinct way of putting it, to be sure.

    That said, your current power template can use some work, I'm afraid; I'd say, at the very least, Unlimited options have to be spelled outright. Asterisk at the and of a line really gets lost, and even when seeing it, it still takes mental power to remember whether it makes "Skill/Mental" into "Any/Mental" or "Skill/Any".
    Originally, the "*" was replaced with Unlimited/{Class}, but that got taken out to save on space at first. Then the whole thing grew so long that I'm going to need 4-5 posts once I add in fluff, so I'll be putting the superscript back in at the same time as I add fluff. The general wording on that power definitely needs some refinement (since squeezing the whole explanation into the power can be wordy to do every time), but I'm playing around with it. Still, good to know the thing my hunch of that upping the confusion turned out to be correct. Something to fix...

    There are also things I want to say about specific powers ("take 8" on a d6 is not doubling the efficiency of "take 4" :-p), but those will have to wait until I'm on PC.
    I'll admit that it's not a technical "doubling" given that you can't roll 8 on a d6, but I figured that letting you "take 8" 3/e isn't bad for a power that costs 2 advantages. I might end up changing that, I might not.

    All the above notwithstanding, looking forward to playtest :-)
    Good to hear, and thanks for the (currently limited) feedback. Can't wait to see what you have to say when you're back on PC.


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    General thoughts
    All in all, I fully support the idea behind this revision. The game definitely needs a general tightening of mechanics. Adding, essentially, a second set of attributes allows for better expressing some character concepts, so, yeah, I like it.

    2. Passive - aka flat - abilities
    (Have a section dedicated to them specifically, since they're such a big thing that getting them “right" is among the most important goals)
    As I said, template for wording them can definitely be improved. Here's my attempt:

    Honor Student
    Base effect:
    +2 on Mental/Skill rolls involving academic knowledge, logic, or raw intellect.
    Advancements:
    +2 on Mental/Allure rolls to appear attractive/impressive due to your intellect.
    +2 on Social/Luck rolls when another student is in need of academic assistance.
    Change base effect to +2 on Any/Skill rolls
    Drawback:
    -2 on Social/Allure rolls where you antisocial personality or reputation as a know-it-all/teacher's pet comes into play.
    When you acquire this trait, gain a base effect and pick one advancement. You can pick a second advancement by accepting a drawback.

    This isn't exactly like your write-up, since in your version, one could take Honor Student and pick Mental/Allure and Social/Luck options, but not the Mental/Skill one; I consider that limitation of my version a feature, not a bug :-p

    A question on stacking: if I'm reading it right, on Physical/Skill roll, a player can apply Physical/Skill flat and an Any/Skill one, but not two Physical/Skill ones, nor two Any/Skill ones. What about Mental/Skill or Social/Skill, should the player be able to narratively justify them? Do they stack with the rest? Is the following correct:
    “Passive advantages with different listed Class stack; ones with the same Clad don't”

    On drawbacks, whose job is it to tell whether they apply? With all respect, I wouldn't trust players with that, especially since, technically, they're also narratively conditional. Alternative: make drawbacks strictly mechanically conditional. Honor Student's drawback always applies to Social/Allure rolls; fluffing it as being seen as teacher's pet is joint responsibility of player and GM.
    Otherwise - if it gives penalty only if teacher's pet thing comes up in play - I suspect you'll never see any drawbacks triggered at all.

    3. On advancement:

    Proposed scheme of “overclocking" advantages works fine for flats (though, in my version, I'd reword it as “pick another advancement, remove a drawback or increase bonuses and penalties provided by this trait to +4”

    For misc. powers, though, I don't think it's possible to make a scheme for “doubling" that will be anything near balanced. Frex:
    I'd argue that increasing Deep Freeze duration to six rolls is actually a downgrade to the ability, not the upgrade; you pretty much lock yourself out of using allure and luck for most of the episode, with no guaranteed benefit. (If, after the rolls, you still need the skill bonus, second use of DF is much better in that regard)

    Final thought: I realise “high-powered" is the explicit aim of this rework, but I can't help but worry that modifiers creep will lead to even greater amount of pointless rolls ( that is, ones when you can't fall even on 1, can't succeed even on 6, or can't win an opposed roll even with 6 against 1) - And that, as a rule, didn't lead to fun gameplay. Dare I suggest… transplanting the system onto a 2d6 engine?

    Thoughts on specific archetypes later.
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    Default Re: High School Harem Comedy (Game System, PEACH)

    @AvatarVecna This is REALLY awesome! I look forward to a complete PDF :D
    Last edited by steelsmiter; 2017-01-26 at 07:55 AM.

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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by jamieth View Post
    General thoughts
    All in all, I fully support the idea behind this revision. The game definitely needs a general tightening of mechanics. Adding, essentially, a second set of attributes allows for better expressing some character concepts, so, yeah, I like it.

    2. Passive - aka flat - abilities
    (Have a section dedicated to them specifically, since they're such a big thing that getting them “right" is among the most important goals)
    As I said, template for wording them can definitely be improved. Here's my attempt:

    Honor Student
    Base effect:
    +2 on Mental/Skill rolls involving academic knowledge, logic, or raw intellect.
    Advancements:
    +2 on Mental/Allure rolls to appear attractive/impressive due to your intellect.
    +2 on Social/Luck rolls when another student is in need of academic assistance.
    Change base effect to +2 on Any/Skill rolls
    Drawback:
    -2 on Social/Allure rolls where you antisocial personality or reputation as a know-it-all/teacher's pet comes into play.
    When you acquire this trait, gain a base effect and pick one advancement. You can pick a second advancement by accepting a drawback.

    This isn't exactly like your write-up, since in your version, one could take Honor Student and pick Mental/Allure and Social/Luck options, but not the Mental/Skill one; I consider that limitation of my version a feature, not a bug :-p
    The ability to take the two non-potentially-unlimited abilities is a feature-not-a-bug of the powers as they were originally made. Whatever the final wording ends up being, that option won't be changing.

    A question on stacking: if I'm reading it right, on Physical/Skill roll, a player can apply Physical/Skill flat and an Any/Skill one, but not two Physical/Skill ones, nor two Any/Skill ones. What about Mental/Skill or Social/Skill, should the player be able to narratively justify them? Do they stack with the rest? Is the following correct:
    “Passive advantages with different listed Class stack; ones with the same Clad don't”
    With the exception of Unlimited, you cannot apply the same attribute to a roll twice. You apply one mental bonus, one physical bonus, one social bonus, and all your Unlimited bonuses of the appropriate class. If you have 6 Unlimited bonuses, they all stack together.

    Narrative justification comes up when the roll is marked as a particular Attribute: if the roll is Unlimited/Skill, you can apply any attribute as you please, but on a Physical/Skill roll, only Unlimited/Skill and Physical/Skill automatically apply; from there, it is the player's job to convince the DM that a Mental or Social bonus should be appropriately helpful here. Getting one of those should require a very good explanation, and getting both should be basically impossible. On rolls where a mechanical bonus is mechanically appropriate, it is automatically applied unless the player does not wish to apply it; if the player wishes to apply it, they have all the narrative leeway to do so. If a Pervert takes Shameless for the Physical/Conflict bonus, then any time they roll an Unlimited/Conflict or Physical/Conflict roll, it is their right to use their ability unless the GM steps in and declares that it's absolutely unviable in this situation for some reason.

    On drawbacks, whose job is it to tell whether they apply? With all respect, I wouldn't trust players with that, especially since, technically, they're also narratively conditional. Alternative: make drawbacks strictly mechanically conditional. Honor Student's drawback always applies to Social/Allure rolls; fluffing it as being seen as teacher's pet is joint responsibility of player and GM.
    Otherwise - if it gives penalty only if teacher's pet thing comes up in play - I suspect you'll never see any drawbacks triggered at all.
    Drawbacks, much like bonuses, automatically apply; it is up to the GM to decide if the circumstances of the roll dictate not applying the penalty for some reason. If a player takes Accident-Prone and decides to take the Physical/Skill penalty, there should be virtually no Physical/Skill roll it does not apply to - although whether it applies to a Universal/Skill roll is up to the GM. This version of the game requires a more involved GM who's less likely to allow mechanical benefits than before, but within the automatic benefits they've accrued, players have free reign.

    3. On advancement:

    Proposed scheme of “overclocking" advantages works fine for flats (though, in my version, I'd reword it as “pick another advancement, remove a drawback or increase bonuses and penalties provided by this trait to +4”
    Options for advancing a passive are basically "increase the bonuses/penalties by 2 each" or "change whatever your choice was to 'one Unlimited and two bonuses' from whatever it was before". The reason I don't just say "increase the bonuses/penalties to +4" is to specifically allow long-running characters to potentially upgrade the same power multiple times.

    For misc. powers, though, I don't think it's possible to make a scheme for “doubling" that will be anything near balanced. Frex:
    I'd argue that increasing Deep Freeze duration to six rolls is actually a downgrade to the ability, not the upgrade; you pretty much lock yourself out of using allure and luck for most of the episode, with no guaranteed benefit. (If, after the rolls, you still need the skill bonus, second use of DF is much better in that regard)
    Intention was that a power that's doubled up is essentially equivalent to taking the power twice; with a couple exceptions, this obviously isn't the case, but going over the existing powers, I can see some definitely flaws with my current approach. I'm probably gonna redo the upgrade rules, with the power-stacking option basically being "when you take a new power, you can choose to take a power that is mechanically identical to a power you currently possess, including taking a power you've already taken a second time", which is probably less clunky an explanation and more generally balanced.

    Final thought: I realise “high-powered" is the explicit aim of this rework, but I can't help but worry that modifiers creep will lead to even greater amount of pointless rolls ( that is, ones when you can't fall even on 1, can't succeed even on 6, or can't win an opposed roll even with 6 against 1) - And that, as a rule, didn't lead to fun gameplay. Dare I suggest… transplanting the system onto a 2d6 engine?
    For Unopposed rolls, there is no rule saying the DM has to stick to "D5/D7/D9" as being standard; they can measure the Unopposed DCs based on how difficult they think it should be for their group (since the difference between D7 and D10 isn't exactly mechanically defined in this system). For opposed rolls...people are competing. Getting a +3-5 to a variety of rolls isn't difficult in this system, whereas getting a +10 all the time is much harder.

    Still, it's definitely something I'm concerned about. Part of why I'm going to be playtesting it; if, at the end of episode one, one player has found enough exploits to let them run roughshod over the rest of the group, I'll probably knock it up to a 2d6 system where random luck is as relevant as bonuses.

    Thanks for all the feedback!

    Quote Originally Posted by steelsmiter View Post
    @AvatarVecna This is REALLY awesome! I look forward to a complete PDF :D
    You might be waiting a very long time for that. I'll be including fluff text and maybe pictures in these posts I've made, but a PDF is almost certainly not going to happen. Sorry.


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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by AvatarVecna View Post
    The ability to take the two non-potentially-unlimited abilities is a feature-not-a-bug of the powers as they were originally made. Whatever the final wording ends up being, that option won't be changing.
    I understand that the choice not to select the upgradeable power was intentional, I just don't understand the reasoning behind it, since it, for example, lets one make a Honor Student who is great at looking smart (Mental/Allure), and is adept at tutoring others (Social/Luck), but isn't actually that good at studying herself (no Mental/Skill). Seems weird :-)
    Quote Originally Posted by AvatarVecna View Post
    You might be waiting a very long time for that. I'll be including fluff text and maybe pictures in these posts I've made, but a PDF is almost certainly not going to happen. Sorry.
    Well, jsut because you're not going to make a PDF doesn't mean there won't be one :-) Just saying.~
    Tome of Radiance, a Magical Girl sourcebook for 3.5/PF.

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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by jamieth View Post
    I understand that the choice not to select the upgradeable power was intentional, I just don't understand the reasoning behind it, since it, for example, lets one make a Honor Student who is great at looking smart (Mental/Allure), and is adept at tutoring others (Social/Luck), but isn't actually that good at studying herself (no Mental/Skill). Seems weird :-)
    Feels like a perfectly good character concept, maybe even one you'd find in an anime.

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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by jamieth View Post
    I understand that the choice not to select the upgradeable power was intentional, I just don't understand the reasoning behind it, since it, for example, lets one make a Honor Student who is great at looking smart (Mental/Allure), and is adept at tutoring others (Social/Luck), but isn't actually that good at studying herself (no Mental/Skill). Seems weird :-)
    Speaking as someone who was just smart enough to enroll in Honors classes without actually being smart enough to deserve the credits they somehow earned him, I can assure you that it's entirely possible to look smarter than you actually are by just being an Honor Student. I picked up a lot of good habits from those classes, which certainly helped me when I was helping out my friends or project partners, but I got left behind in that class a lot because I just couldn't keep up sometimes.

    And it starts making a bit more sense when you look at other archetypes beyond the example power. Imagine a Chuunibyou with Rule Of Cool, who has the Allure and Skill bonuses, but not the Conflict bonus; sure, he spends a lot of time running and jumping around, and his fighting moves look super-cool, but they're not actually all that effective. Then check out Iinchou's Representative, where getting elected class president doesn't necessarily make you the smartest candidate who polled for the position...or the School Journalist's Silver Tongue, where you can play a character with a reputation as a sleezier journalist...or the Sukeban's Delinquent, except they're all bark and not bite...or Yandere's Crazy Dangerous where you're not violent, just a creepy stalker...or Extraterrestrial's Otherworldly, but turns out you're more 'cosmic horror' than 'cosmic beauty'...or maybe you're a Phantom with Polterguist who's less prank-prone and more just haunt-happy.

    The option is there to allow for a bit more versatility, and I feel that taking out that option because it's an edge case doesn't increase the usability of the system enough to make up for the lost options.

    Well, jsut because you're not going to make a PDF doesn't mean there won't be one :-) Just saying.~
    Fair enough. I would hope they wait until I get the fluff stuff put in and get everything cleaned up before whatever helpful soul that was decided to put it together.


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    Default Re: High School Harem Comedy (Game System, PEACH)

    I'm glad to see the noble harem comedy lives on even when I'm gone!

    @AvatarVecna: your revisions look really cool! I'm admittedly not very good at game balance, so I'd be interested to hear how they work out in your playtests.
    High School Harem Comedy, my original game system!

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    Glad to see my Wingmate class got revamped for this new version. A bit of ego stoking is never unappriciated.

    On my phone right now, but I think you typo'd with the Amazon's luck success. It lacks the "for the purposes of VP thing."
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by A Rainy Knight View Post
    I'm glad to see the noble harem comedy lives on even when I'm gone!

    @AvatarVecna: your revisions look really cool! I'm admittedly not very good at game balance, so I'd be interested to hear how they work out in your playtests.
    The game balance of the original game was mostly on-par with the rest, there were just certain powers that were noticeably less/more broad, or less/more abuseable; the shift in practical game balance is less the fault of bad theoretical game balance and more the fault of the community growing gradually more competitive as time went on - which isn't necessarily a bad thing, it just means that a rules revision with a stricter approach to balance might be appreciated by some. I still think the original system is super-fun though, and I've got a couple characters I play even though they suck pretty hard just because they're fun characters.

    Quote Originally Posted by Sgt. Cookie View Post
    Glad to see my Wingmate class got revamped for this new version. A bit of ego stoking is never unappriciated.
    Oh yeah, it was definitely getting it, I love Wingmate! Err, sort of, anyway. I liked the idea of the original archetype ("it's like School Queen, except now being popular to the point of having a cohort is an archetype rather than a single advantage!"), but I have to admit I found the execution a bit underwhelming when I first saw it. It wasn't really bad, it's just that the mechanics didn't really...I dunno, grab me nearly as much as the fluff did. Hopefully once I've got the fluff up for the new version, it'll come together really well.

    On my phone right now, but I think you typo'd with the Amazon's luck success. It lacks the "for the purposes of VP thing."
    Whoops! I'll go off and fix that post haste! Thanks for the heads up.


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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by AvatarVecna View Post
    The game balance of the original game was mostly on-par with the rest, there were just certain powers that were noticeably less/more broad, or less/more abuseable; the shift in practical game balance is less the fault of bad theoretical game balance and more the fault of the community growing gradually more competitive as time went on - which isn't necessarily a bad thing, it just means that a rules revision with a stricter approach to balance might be appreciated by some. I still think the original system is super-fun though, and I've got a couple characters I play even though they suck pretty hard just because they're fun characters.
    I think the that older version existing alongside the newer version would be cool.

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    Quote Originally Posted by GM_3826 View Post
    I think the that older version existing alongside the newer version would be cool.
    The older version already exists, and the appearance of the new one won't change that :-)
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by jamieth View Post
    Well, jsut because you're not going to make a PDF doesn't mean there won't be one :-) Just saying.~
    Rainey never made a PDF to begin with, and yet one exists (technically several, after all the changes)

    Quote Originally Posted by jamieth View Post
    The older version already exists, and the appearance of the new one won't change that :-)
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  24. - Top - End - #1074
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Haha, true.

    Edit: I generally find the new fluff rather stiff, but I do like this one.

    Stubborn Perseverance: When life gives you lemons, you punch life in the face, hit life over the head with a chair, and squeeze the lemons over life's wounds. Twice per episode, you may make a Conflict roll in place of a Luck roll.
    Last edited by GM_3826; 2017-01-28 at 11:04 AM.

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    Default Re: High School Harem Comedy (Game System, PEACH)

    Few things, Vecna:
    Make sure to use "you're" and "your" properly. I can see one instance in "Luck 'O The Irish" at least. "that you're luck is anything but average".

    Same thing for "There", "Their" and "They're". Yandere's Aggrivated Misery, for instance, has "their" when you mean "the're".

    And lastly it's Senpai, with an N, not an M. (Ignoring that fact that the word "Senpai" doesn't actually exist in the English language, of course, but it's generally accepted that it's spelt with an N.)


    As an aside, here's an extra pre-con character for later use. And this one totally isn't at the center of a s**tstorm about the actions of a popular streaming website. Uses the "Normal" rebuild/upgrade rules.

    Spoiler
    Show
    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 1
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your wingmate building up your reputation.
    +2 on Social/Conflict rolls when your wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.



    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 2
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 3
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 4
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.
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  26. - Top - End - #1076
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    Default Re: High School Harem Comedy (Game System, PEACH)

    I have a pre-constructed character, too, but I'm saving them for myself. I will tell you how they plan to work after Episode 4, though. I really wanted to play a Tsundere, but couldn't really be satisfied with the crunch and fluff at the same time. Now I have one that works.

    They're basically a supergenius. Unlimited Tech Expert, which since I'm planning on playing this character in a non-realistic game means that they can build practically anything. Thanks to Insistently Difficult and Romantic At Heart they're fair hands at Allure and Conflict rolls, too. Genius Intellect is also a thing since it lets them show off, which they want to do. Add on Sharp Wit, which lets them gain a +3 on an Allure or Conflict roll, which as it involves Skill they're almost bound to pass already. Double up all the passive advantages, so you can probably get +5 on most rolls, +9 (!!) if you take a Skill roll with any other options available. Also take Improvised Solutions, for more Skill and Conflict bonuses, in addition to Less is More and Calculated Odds, allowing them to substitute their weakest roll with their strongest one, and even pass Physical rolls if they are forced to make one. (You could probably build this character at this point, but in what order do you take the advantages? And what powers do you take? Hmm...)

    Also in case it wasn't clear, this is probably going to be for a game that doesn't allow Quirks. Like the one that's testing these mechanics. Maybe.

    I'm assuming builds this broken are going to be rather standard, though, since that seems to be the intention.

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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by Sgt. Cookie View Post
    Few things, Vecna:
    Make sure to use "you're" and "your" properly. I can see one instance in "Luck 'O The Irish" at least. "that you're luck is anything but average".

    Same thing for "There", "Their" and "They're". Yandere's Aggrivated Misery, for instance, has "their" when you mean "the're".
    Dang nab it! This is one of the flaws of my self-beta'ing process: Google never catches homophones when they're read out loud. I'll go back and use Ctrl-F to find and fix all the instances I can locate.

    And lastly it's Senpai, with an N, not an M. (Ignoring that fact that the word "Senpai" doesn't actually exist in the English language, of course, but it's generally accepted that it's spelt with an N.)
    I've seen both used, and I have no idea which is correct. Putting the actual word (せんぱい or alternatively 先輩) into Google Translate returns "Senpai" as the pronunciation, and "Senior" as the direction translation, and Wikipedia defaults to "Senpai" (although to continue the confusion, it adds that Sempai" is an alternate). That said, multiple answers I've found indicate either A) they're interchangeable, B) Senpai is correct but Sempai is acceptable, C) Sempai is correct but Senpai is acceptable, D) Senpai is how you write it in Romaji, but Sempai is how you say it, and E) Sempai is correct, but a lot of people use the direct translation of "Senpai". Until I'm corrected by somebody with Japanese as their first language, I'll continue using Sempai because I feel it sounds and looks better.

    As an aside, here's an extra pre-con character for later use. And this one totally isn't at the center of a s**tstorm about the actions of a popular streaming website. Uses the "Normal" rebuild/upgrade rules.

    Spoiler
    Show
    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 1
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your wingmate building up your reputation.
    +2 on Social/Conflict rolls when your wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.



    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 2
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 3
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.


    Spoiler: Yanako Ashimi (And her "friend" Intel-Chan) Episode 4
    Show

    Strong: Physical/Conflict
    Weak: Social/Allure
    Archetypes: Yandere/Wingmate

    Crazy Dangerous:
    +2 on Physical/Conflict rolls involving weaponry.Unlimited/Conflict
    +2 on Physical/Luck rolls to be stalking somebody at an opportune moment.
    +2 on Physical/Skill rolls involving stealth or mobility.
    -2 on Social/Allure rolls due to your violent reputation and creepy smile/laugh.

    Insidious:
    +2 on Mental/Conflict rolls to influence others with your words.
    +2 on Social/Skill to play people against each other.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Murderous Love:
    Twice per episode, you may make a Conflict roll in place of an Allure roll.

    Outnumbered:
    +2 on Social/Allure rolls due to your Wingmate building up your reputation.
    +2 on Social/Conflict rolls when your Wingmate has your back in a clash of wills. (In Yanako's case, this is flavoured less as Intel-Chan being a cheerleader, and more like Intel-Chan trashing the opponent's reputation.)

    Sabotage: Twice per episode, all other girls participating in the current roll must roll twice and take the worse result. If somebody uses an ability allowing them to take a number instead of rolling, they count that number as their second die and only roll once, taking the worse between their roll and their non-rolled number. If a person uses two such powers in conjunction, they do not need to roll at all.

    I Got Your Back: Thrice per episode, you may attempt two separate rolls in the current scene, taking a -1 penalty to both. If you succeed at both, you gain the benefits of both wins; if both rolls lead to the same conclusion, use the better of the two rolls.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.

    Unstoppable: You won't let anything stand in your way to winning senpai's heart! Passive Power:
    +2 on Social/Conflict rolls to cow others into submission.
    +2 on Social/Luck rolls to force your assistance onto others. Unlimited/Luck
    +2 on Mental/Skill rolls involving manipulation, knowledge, or cunning plans.
    -2 on Mental/Luck rolls due to your singular focus causing you to lose track of/get distracted from other important factors in reality.
    Ooh, many thanks! I'll add it shortly.


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  28. - Top - End - #1078
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by GM_3826 View Post
    I generally find the new fluff rather stiff, but I do like this one.
    Apologies, I'm not great at fluff, but I'm doing my best. If people have ideas for fluff stuff, that's what I'm working on at the moment, and whether it's for something I've yet to do or something I've already done, I appreciate all feedback.


    Currently Recruiting WW/Mafia: Logic's Deathloop Mafia and Cazero's Graduates Of Hope's Peak - Danganronpa Mafia

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by Sgt. Cookie View Post
    I can see one instance in "Luck 'O The Irish" at least. "that you're luck is anything but average".
    It's almost impressive that you managed to mess that up, seeing as how I had it correct in the original version...

    As for senpai/sempai, there are a couple of native Japanese-speakers on this forum that might be willing to help clarify it. Gastronomie, for example.
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    Default Re: High School Harem Comedy (Game System, PEACH)

    Quote Originally Posted by Ninja_Prawn View Post
    It's almost impressive that you managed to mess that up, seeing as how I had it correct in the original version...

    As for senpai/sempai, there are a couple of native Japanese-speakers on this forum that might be willing to help clarify it. Gastronomie, for example.
    non Japanese person so I am gonna roll my arse speak skill but if i remember correctly one is others polite counterpart and they both used in Japanese.
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