Otome Row: Appendices

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Otome Row
Otome Row: System

Stats

Melee
Melee is used to hit or block things using martial arts, melee weapons or plain old brawliness. It is an important combat attribute at Close and Too Close range where guns can potentially be inconvenient and also serves as part of your health pool. Even gunslingers will find it very useful when caught up close. It can also stand in for strength or be used to break things in addition to people if fire or explosions aren't practical for the job.

Physique
Physique determines what a person can do with their body and how well tuned it is to do things usual or unusual. It is most important in dodging bullets and moving about but also forms part of your health pool, initiative, and can be used to throw things. Countless tasks that require physical reflexes often use or can use Physique as do ones that require precision (assuming Tech isn't more suitable).

Shoot
Shoot is the common person's superpower provided, of course, that you have a gun. It is the dominant offensive combat attribute from Short to Long range and usually works just fine up Close as well. Owing to cinematics, reloading is generally automatic.

Charm
Charm is the subtle aspect of social interaction that is useful for getting what you want without giving away what it is or who wants it. Seduction, subterfuge and trickery converge here. It can also stand in for Smarts for perception in a social context, though results may return as feelings of what to do rather than anything specific.

Presence
Presence covers performance, leadership and overall social forcefulness. Whether it is fast-talk, extracting favors from contacts, intimidating folks into a protection racket or defeating zombies with rock'n'roll, the target of a presence roll usually realises what is going on. Remember, respect is everything. Having a strong presence also lets you be stubborn as a brick.

Smarts
This is your perception, mental dexerity, quickness, cleverness and natural intelligence stat. It is also half of your initiative rating alongside Physique and the main contribution to one's social defenses.

Tech
This stat in practice will probably be mostly technology but can apply for any learned field with ivory tower potential, from mechanics to computer hacking to religious and occult literature. Many of the tasks related to it will have very high thresholds (such as aforementioned occult literature) when attempted without a supporting skill.

Example Skills

These are only examples. You can make up your own so long as they fall into the same level of specificity. Note that arranging this stuff under stats is largely artificial - you can roll any skill with any stat in the right situation.

Melee


Fencing (<style>)
Jujutsu – A skill that originated from the close combat techniques of samurai. It is a soft martial art that allows grapples and throws.
Kagura – A martial art derived from the shrine maidens' sacred dance. It is a hard martial art centered around acrobatics and kicks and allows the fighter to dart in and out of range.
Karate – A fighting skill born right here in Ryunan. Karate allows the fighter to deal a lot of damage and break things, mostly with their bare hands.
Kenjutsu
Pro Wrestling – Unlike in real life, this shit actually works for some reason.

Physique


Acrobat
Biker – The kind with a motor on it, naturally.
Blowpipe – Why the fuck not?
Breakdancer
Driver
Parkourist – The art of quickly traversing urban terrain on hand and foot. Actually called a traceur but nobody knows that.
Stealth
Throwing Knives

Shoot


Revolvers
Pistols
Machine Pistols
Assault Rifles
Rocket Launcher
Shotguns
Sniper Rifles

Charm


Actor
Animal Friendship – You never know when you'll need to calm a tiger in the back seat.
Art Sense (<type>)
Empathy
Etiquette
Fashion
Musical Sense

Presence


Cosplay
Fast Talk
Gang Signs
Intimidation
Leadership
Singer-Songwriter
Performer (<type>)

Smarts


Art Sense (<type>)
Concealment
Cook
Investigator (<type>)
Tactician

Tech


Car Chopper
Chemist - A euphemism, naturally.
Electronics
Explosives
Hacker
Heavy Weapons
Particle Physicist - Never know when an understanding of the Vatican Large Hadron Collider will come in handy!
Software Engineer
Surgeon

Example Fate Tags

  • Action Girl
  • Addict
  • Arranged Marriage
  • Brutal
  • But Grandma Kana always said that...!
  • Coldblooded
  • Cool and Collected
  • Dark Secret
  • Descendant of Leizen-Eld
  • Drunkard
  • Ecchi is bad!
  • Everything is better with more ecchi!
  • Fae Beauty
  • For the lulz.
  • <insert> the Flash
  • Gardener
  • Honest
  • Hotblooded
  • Iron Maiden
  • Ivory Tower
  • Just as planned.
  • Leeroy Jenkins
  • Meganekko
  • Mother Bear
  • Motorhead
  • Murder Time, Fun Time
  • Mysterious Hidden Power
  • Nun
  • Oops? :(
  • Pai-check!
  • Patron of the Arts
  • Queen of Mahjong
  • Queen of Rock
  • Queen of <insert>
  • Rabid Fangirl
  • Raging libertarian
  • Respect is everything.
  • Sexy
  • Some asshole's in my pool.
  • Straight to Berlin
  • Tall, Dark and Bishoujo
  • Today's Experiment
  • Trained by Kana
  • Tsundere
  • Two Hands
  • Un-Ethical
  • Wrench Wench
  • You and how many of your...
  • You'll never take me alive!

Experience

  • The cost of raising any stat by 1 is 1000x exp where x is the current level of the stat.
  • The exp cost of buying a skill is 200y where y is the number of skills you currently have.
  • Buying a fate tag increases the fate pool by 1 each time but requires an appropriate point in the story as well as consistent roleplaying. The exp cost is 400z where z is the number of tags you currently have. If you need to go into debt, you may immediately do so but cannot buy anything else until it is paid off.
  • Like tags, social links are primarily acquired through roleplaying, getting progressively more demanding to improve as they intensify. The costs for this are provisional. I may make them vary case by case instead.
D rank: 1000
D to C rank: 2000
C to B rank: 4000

Gaining Experience

Generally this is how it goes subject to rebalancing if shit gets nutty. For each of the following, you get 100 exp:

Being here.
Learning something significant through the course of the session. Please record these on your character page in chronological order, a date or whatever.
Roleplaying point. Voted upon by secret ballot unless only two people had significant involvement in which case I'll just assign it. One person only.
Lending a helping hand to your mate. This is defined as a case where you played the primary supporting role in achieving a partner's aims. One person only.

The following are worth variable amounts per session:

Awesome actions. Managing to come up with a dangerous, very unlikely or insane course of physical or antagonistic social action and managing to execute it.
Subtle success. Managing to advance your goals without shooting or killing your way towards it, making peace with potentially hostile NPCs, or some other similar situation.
Success. Contributing to and achieving overall success within the session. Not necessarily assigned to everyone, especially if someone takes a leadership role throughout the session and pulled it off.

The following are cumulative 1.1x multipliers.

Danger. Assigned when there's some serious genuine danger.
Consistent non-irritating roleplaying of one's character throughout the session.
Having tags compelled during the session and never avoiding them through any means.
Finishing a story arc resulting in overall success. Maybe go beyond 1.1x

Gear

Each piece of gear can have a small ability or tags attached to it, though the effect is mostly not huge for PC's. Skilled gunslingers, for example, can kill shit with almost whatever they like, though guns still have range limits defined by their broad type and cars are limited by their class. Good gear makes a great deal more difference to mooks who become significantly more competent when equipped with big weapons, fast cars and sexy armour.

Guns

Shotguns

Artaria C.C.
The Artaria Close Combat is an old pump action military surplus of the Holy Dominion Army, the Albish Garda and various paramilitary and police forces of Rose Europe. Robust and superbly reliable but unspecial.

range: short, close
  • +2 Shotgun Shooting to anyone shooting with it.

MacUspaig Langley
This modernised double-barreled "frontier gun" from the Albish Union is famously advertised as capable of knocking out werewolves, with the disclaimer that werewolves might not exist or live in Iris America even if they did.

range: short, close
  • No magazine. :(
  • Alphastrike for double damage.
  • +2 Shotgun Shooting to anyone shooting with it.

Pistols

.38 Wendel An anemic police revolver mainly around so that it can be outshot by all sorts of other guns that criminals have but low end police don't because they're silly fuzz.

range: short, close, too close
  • No minimum damage :(

Tonelico M1934

range: short, close, too close
  • Tiny
  • No minimum damage :(

Tonelico 92F/FS The representative 9mm pistol of the fashionable gangsters all over the world since the 80's.

range: short, close, too close
  • Call a rabbit a smeerp.

Machine Pistols

MacUspaig REAPR

range: short, close
  • +1 vs mooks

Artaria Magic Girl
The Magic Girl is marketed to ladies or elderly who might have need of immediate automatic firepower while "walking one's dog, taking out the garbage, or making a trip to the post office." A variety of body kits allow it to be disguised as different objects.

range: short, close
  • +2 Hide Magic Girl to anyone trying to conceal it.
  • +1 vs mooks
  • No minimum damage :(

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