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Law of Talos

Would you rather do this on RpNation or Discord?


  • Total voters
    2

GinkyGotBack

A Very Good Boy
This is a little RPG game that I 'devised' based on the OCT Law of Talos. Essentially, the story is the same as the original. It takes place in Taitle, a once grand steampunk-themed city. Any technology that isn't steam-based, or that would've come after the steam era does not work in the city, due to a strange scientific/magical phenomenon known as the Law of Talos.

law_of_talos__okami_art_style_by_minsunwolf-d58m09k.jpg

In this long abandoned city, there was an old man who invented the world's first and only wishing machine. With only one wish remaining, the old man decided to give it, no matter how big or small, to someone who was willing to go any lengths to prove they deserved it. It was his nephew who suggested they hold a tournament in the city, and to the winner would go the wish.

"The idea was simple. People who heard of this machine, be it by technology like the internet or carrier pigeons, were told to gather in the city if they were interested. Bring yourselves, it said. Bring courage and the will to win. And bring your greatest desire, because fulfilling it is your prize. Once it starts, step outside Taitle, and you’re out. Be defeated by your set opponent and you’re out. And when you’re out, you forfeit everything you have collected over the course of the tournament to the winner of your match. Since it wouldn’t be a proper tournament in the old man’s eyes if it didn’t allow for some inventiveness, he will give each contestant a set of tools, the most unique and important of these being the boiler, the gas tank, and the engine parts. Metal, pipes, chimneys, everything else could be scavenged. But those parts you could only get by defeating your opponent, and it is with those parts that you can build bigger things, or many small things, whichever you prefer. And it is those parts you forfeit when you lose a match. Do you have to use the kit? No, of course not. The old man only wanted to give everyone the fair option to. Just keep those vital parts close, because even if you don’t want them, leaving them would give a huge advantage to whoever finds them. The goal is to be the last one standing, brought in front of the wishing machine and given the chance to make your deepest desire come true."


So here's a summary of how everyone's first post would go. Your OC will arrive in the city, at which point they will realize that whatever technology (that isn't steam-based) no longer works. Your character will be directed to a designated area in the city by a tournament official and will be handed a basic kit by said official.

The kit will contain a decently-sized boiler, a full gas tank and several sturdy pipes needed to link the two cylindrical objects. Those are the most important pieces, because they cannot be found anywhere else in the city - except in the hands of another contestant. The rest of the kit is rudimentary engine supplies, governors, water tanks, valves, insulation, gears, pieces of metal and bolts, safety goggles and basic tools. Everything, aside from the boiler and the gas tank, can be dug up in various places in the city. Old factories that would make metal still have scraps of it lying around. Gears are in no short supply, big or small. There are several big pieces of machinery abandoned, no fuel supplies to speak of, but working pipes and wheels/treads. Even the buildings themselves can serve as supplies as needed, with their high ledges and tall spires, working chimneys and wooden planks.

Once the kit is received, regardless if you want it or not, you are officially a contestant, and are to assume that anyone you meet in the city wandering freely is also a contestant. You are not required to use the kits, but you have an obligation to keep the boiler and gas tanks safe (be it with you in a machine or in a safe hiding place), which you only part with if you lose a match, and surrender them to the winner. If you are defeated, you will be escorted to the modernized and out-of-place observation deck, from which you are not technically allowed to move for your and other's safety, as freely wandering people are assumed to be contestants (though if you listen to the rules or not is entirely up to you).
(Here are some websites about the workings of steam machines and the fashion styles of steampunk;
How to draw Steampunk Machines
Steampunk Fashion

Any player that would like to create a steam machine, explore the city or interact with nonhostile contestants before their fight will be free to do so. However, at any point during this time I may decide when two players meet to fight. At the end of the round, the winner gets all of the loser's gathered supplies, most importantly, the gas tanks and boilers. More of these allow you to build bigger things, or simply more thing than you currently have. The matches will be randomized each time, meaning that your opponent could literally be any one of the contestants.


DA RULES

  1. OC's only, no fancharacters or characters from any franchises (popular or unpopular) universe, unless of course, it is your own universe. As mentioned, using the kit provided is not necessary. Magic is allowed, and infusing any steam machines your character creates is also allowed, should you choose to do that.
  2. Characters can use familiar, summons, doppelgangers, separate entities, etc. Squads of OC’s squishing into ‘one’ combatant slot are allowed, but each fight must feature one main OC which will be the fighter, and the others may offer only minimal support (minimal as in they cannot harm your opponent). The focus should always be on your main combatant.
  3. Battles don’t necessarily have to end in death. Rendering an opponent unconscious or incapable of fighting is more than acceptable. Keep in mind that you may only kill your opponent if you have been given permission by the OC's creator to do so.
  4. The minimum number of contestants shall be 4 to keep it relatively simple. However, if more people were to show interest in participating, this limit may be extended.
  5. You may only do battle with your randomly chosen opponent. If you are a spectator entering the city you may not initiate combat with any contestant who is still in the tournament, and vice versa. Spectators may fight among themselves if two players agree to it and whether they use the official combat system will be decided by them.
  6. All actions taken using the system's rules must be emboldened. Any actions that must be emboldened but are not will be pointed out by me and edits to your post must be made accordingly. If you have any questions regarding the system, do not be afraid to ask me. Answering your questions will help you, and perhaps even myself, get a better understanding of how the game works.

Speaking of which, this is the combat system we would be using for this RPG Tournament. Most, if not all, of the mechanics used are borrowed from a little guilty pleasure of mine called "JoJo's Bizarre Adventure - The RPG." I do not claim to be the creator/owner of JJBA -The RPG or The Law of Talos OCT, and I may not have ever come up with this idea if it weren't for the both of them having existed.

All official tournament battles will be done using this system. I have made slight changes from the original rules, basically editing out all mentions of Stands and stuff like that and making it better suited for Law of Talos' theme. When we have enough people, we will decide by a majority vote whether we will take this game to either the Dice forums, the Colosseum forums, or to Discord. If we were to choose Discord, I will be making a server suitable for our needs. We would be using text chat by default during battles. The only time we would be using voice chat for battles is if both opponents agree to it.
Rolling in this RPG is generally kept to demanding Actions. As such, basic adventuring or dialogue shouldn’t need rolls. If it’s not something the average person would have any chance of failing, it’s probably not worth it (like tying one’s shoes or lighting a cigarette). Players should be free to narrate their characters’ actions or dialogue at any time the story doesn’t call for a roll.

You roll based on four Stats: Power, Durability, Speed or Precision. Any Action you want to perform will be assigned to one of those Stats, by you or the GM (Me). For example, if you’re about to be hit by a projectile, and would like your OC to take the hit, you’d use their Durability Stat. However, the same situation could be approached with any other Stat. Dodging the projectile could involve jumping out of the way, which would be a Speed roll, or you could try to deflect it with your own attack, which would count as a Power roll. The GM has final approval, but it comes down to whether or not you, as a player, can justify using the Stat you want to use.

Most Actions can be completed with any Stat, but some will only work with specific Stats. The use of any projectiles will most likely use Precision, and any sort of quick movement will probably also use Speed. Characters will want to choose their Stats according to how their character is liable to try and resolve problems.


Additionally, using an Ability or Stat is the same as any other Action. Some abilities/stats are almost always as natural to a person as clenching a fist, so there’s no need to treat them like a special skill, or something with limited usage. They do not always have to be rolled for.


Example: Joanna is on the roof of a building, and needs to get to the ground. She could:

  • Use Speed to jump from the roof and bounce off the walls to slow her fall.

  • Use Durability to jump from the roof and try to withstand the landing.

  • Use Precision to grab a clothesline and swing for a less painful landing.

  • Use Power to punch her way down through the floors of the building.
Once you’ve picked an Action that you’d like to perform, and worked out the Stat you’ll use, you’ll roll to determine how successful you were. The specific dice you roll are dependent on the rank you have in the Stat that you’re using, according to the table below. This is true for any variety of roll made that’s dependent on a Stat, unless something else directly affects it. In all cases, this dice roll is called the Action Roll.


A
Roll 3 d20, and take the highest result.

B
Roll 2 d20, and take the highest result.

C
Roll 1 d20.

D
Roll 2 d20, and take the lowest result.

E
Roll 3 d20, and take the lowest result.

Once the result is adjusted based on Momentum, any Conditions, Techniques, Damage, Goals, or Impulses, it’s called an ‘adjusted roll’, and is compared to the table below to get a result.

0 and less = Critical Failure
1-5 = Definite Failure
6-10 = Moderate Failure
11-15 = Moderate Success
16-20 = Definite Success
21+ = Critical Success


Anything 10 or below is a Failure, while anything 11 or above is a Success. This is true regardless of the Rank or dice that you roll. A Failure means you did not complete your Action, and a Success means you did. However, there are three types of Success and Failure.


A Definite result is simply failing or succeeding at the Action. Very little happens that wasn’t a direct consequence of the Action.


A Moderate result is a Success or Failure with a complication. A Moderate Success might mean the Action is completed, but something goes wrong, or the final result is not as good as it seemed. A Moderate Failure will still result in an incomplete Action, but there may be an unexpected advantage to the new situation, or something to reduce the consequences of Failure. In terms of storytelling, you can think of it as “You succeed/fail, but…

A Critical result is a Success or Failure with a bonus. A Success might result in knocking an opponent down, or finding something particularly helpful after punching them through a wall. Similarly, a Failure could be disastrous. You might break through the same wall, only to find it’s load-bearing, and bring the ceiling down on your head. It’s important to note that the result might not be the best or worst possible at the time. Instead, the situation is in some way enhanced, or made more severe. This could be thought of as “You succeed/fail, and…

If a player wants to perform an Action on another character, and that character wants to stop them with an Action of their own, the rolls play out differently to standard Actions. These rolls are played against each other, simultaneously, and are called Contests. Only one character can Act at a time, so the player who starts the Contest will have to make the first move, but that move doesn’t have to be an attack. It can be throwing, grabbing, shooting, speeding ahead, or anything else, as long as it’s something your opponent is trying to respond to.

The player targeted by the Contest has the same freedom to approach it how they want. Their counter-Action should be a response to the initiating player’s Action, which can be as simple as blocking, or complex, specific maneuvers. You can also attack the other player back. It doesn’t even have to address the other Action, but the GM will resolve both the Action and counter-Action based on common sense.

Once both players have chosen their Action, and the Stat they’re going to use, they roll the same rank-based dice they would for an Action roll, simultaneously. From there, the results of each adjusted roll are checked; if either are 10 or under, then the Action has failed, the same as a normal roll.

  • If the initiating Action succeeded and the counter-Action failed, then the initiating player’s Action succeeds, with any consequences: punches land, Stand effects are activated, etc.

  • If the initiating Action failed and the counter-Action succeeded, the countering player can Contest immediately in retaliation. If they want, they can instead initiate this contest any time later, until they have their next normal Action.

  • If both players failed, then nothing happens, and the initiating player’s Action is spent.

  • If both players succeed, then their Actions cancel each other out. This doesn’t necessarily have the same result as both players failing; it depends on the Actions involved.

Additionally, the two rolls are compared to each other. If there’s a tie, nothing else happens. Otherwise, whoever rolled higher gets an increase of +1 to their Momentum. The other player reduces their Momentum by -1. (This is independent of whether or not the Actions were successful.)


Example: Joanna wishes to attack Bonnie using her Power rank of B. Bonnie chooses to block the attack using which would use the Durability rank of C. The two enter a Contest. Bonnie rolls a 13, Joanna rolls an 18. The attack connects, but is blocked by Bonnie. Since she rolled higher, Joanna gains +1 Momentum, while Bonnie loses -1.


Momentum is a constantly changing number that represents how much control a character has over the situation they’re in. It starts at 0, and ranges from -3 to +3, depending on how a character is matching up to their opponents. Momentum can never be lower than -3 or higher than +3. This value is applied as a penalty or bonus to all Action rolls. Players with higher Momentum also get more control over when they move in a turn, getting priority if they want to move at the same time as someone with less Momentum.

In addition to this, when characters have Momentum above or below zero, they also receive an additional ability, depending on whether or not their Momentum is positive or negative.

While you have positive Momentum, you have the ability to Predict your opponent’s moves. This means that when a Contest is declared against you, you can interrupt their declaration at the immediate cost of -1 Momentum. You then announce a Stat that you Predict your opponent is likely to try to use. If they decide to use that Stat anyway, then you don’t roll, and will automatically win that Contest. The Contest otherwise proceeds as normal. Even if they succeed, you’ll gain +1 Momentum from the Contest and they’ll lose -1, as if you had rolled higher.

  • While you have negative Momentum, you instead have the ability to Feint. This means you can make failed Actions or lost Contests into tricks, meant to bait your opponent. (Whether or not it actually was is irrelevant.) When you fail a roll, you can immediately roll for a different Action, using a different Stat. You can only do this once per Turn. When the Action you’re Feinting from is part of a Contest, your opponent can also choose a different Action and roll for that instead. If you succeed on the new roll, you gain +1 Momentum, even if you don’t win the Contest. If you fail, you take the consequences associated with both Actions.
Example: Bonnie has managed to get herself some positive Momentum through winning Contests, but Joanna hasn’t let up yet. As Joanna starts a Contest, Bonnie interrupts it, telling Joanna that she Predicts she’s about to use her Power Stat. This costs -1 Momentum, but now Joanna is forced to choose between using that Stat and losing the Contest, or using a different one.

  • While you have negative Momentum, you instead have the ability to Feint. This means you can make failed Actions or lost Contests into tricks, meant to bait your opponent. (Whether or not it actually was is irrelevant.) When you fail a roll, you can immediately roll for a different Action, using a different Stat. You can only do this once per Turn. When the Action you’re Feinting from is part of a Contest, your opponent can also choose a different Action and roll for that instead. If you succeed on the new roll, you gain +1 Momentum, even if you don’t win the Contest. If you fail, you take the consequences associated with both Actions.
Example: Joanna’s behind in Momentum, and has just failed her attempt at blocking a hit using her Durability due to Bonnie’s Prediction. In an attempt to turn things around, she declares a Feint. Her dodge was simply a quick movement to the side, meant to force Bonnie to move closer, where she would step on a rug in the middle of the floor. She attempts a Speed Roll to pull the rug and trip Bonnie up before she can react instead, to which Bonnie responds with a Speed Roll of her own, to jump off the rug.

Characters with positive Momentum have more control over the fight, and can limit their opponent’s options. Having negative Momentum can be a disadvantage, but Feinting opens up opportunities for people who can think on their feet that positive Momentum doesn’t give you.

Feints themselves might not always be enough for your players to put themselves back in the fight. While Feinting opens an opportunity for players to get a timely Action in, those Actions need to be possible in the narrative, so you should make sure you’re providing ways for your characters to improvise their way out of trouble.

If you find yourself struggling to break a defensive opponent’s guard despite having plenty of Momentum, or are backed far into a corner, you have the option to go for a Venture. When you have either -3 or +3 Momentum, you can declare that you’re putting everything you’ve got into initiating a Contest or completing an Action.


To use a Venture, start by resetting your Momentum to 0. From here, if you’re attempting a non-Contest Action, it automatically succeeds. If you are attempting a Contest, you pick an Action and Stat as normal, but you don’t take any penalties from injuries when rolling. Additionally, your opponent can’t Predict or Feint during this Contest. Then, the two of you roll for the Contest.

  • If you exceed your opponent’s roll, then their roll is considered a failure. Instead of losing Momentum, your opponent’s Momentum is set to 0, while you gain the normal +1 from beating their roll.

  • If you don’t exceed your opponent’s roll, you lose a point of Stamina. Momentum is potentially gained and lost as normal.

The Contest is otherwise resolved as usual.

Joanna’s had just about enough of Bonnie blocking her attacks, and has built up +3 Momentum; enough to perform a Venture. She declares that she’s putting all of her strength into hurling a manhole cover at Bonnie, and sets her Momentum to 0. Bonnie, on the other hand, will use her speed to attempt a dodge. Bonnie rolls an 11, while Joanna rolls an 18. Even though Bonnie would normally have succeeded, Joanna’s Venture was a higher roll, so the dodge is considered a failure.

The best way to counter a Venture, if you have the maximum positive or negative Momentum to do it, is to respond with a Venture of your own. When you have +3 or -3 Momentum and another character declares a Venture against you, you may choose to use your Momentum to start a Clash. Declare an Action that acts as a counter-Action to your opponent, as though it was a Contest. The two Actions will oppose each other repeatedly, over multiple rolls, until one or both characters are worn down.

Both players set their Momentum to +3 to represent the amount of energy they’re putting into their Actions. They then roll for the Actions they’re using simultaneously; whoever rolls lower loses one Momentum. If the rolls tie, both players lose one. The rolls repeat, using the same Action, until either player reaches 0 Momentum. The losing player takes the effects of their opponent’s Action, and loses a point of Stamina. The winner keeps however much Momentum they had left.

Example: Bonnie has been taking hits for a while, and has the Momentum for a Venture. She declares one, deciding she’ll attack directly, and Joanna does the same. They set their Momentum to +3, beginning the Clash. Their fists connect over a number of rolls, with Joanna rolling a 5 to Bonnie’s 14, meaning Joanna loses -1 Momentum, putting her at +2. Joanna takes the next two rolls, meaning she has +2 Momentum to Bonnie’s +1. They tie the last roll, meaning that they both lose -1, and Bonnie reaches 0. This ends the Clash; Bonnie takes Joanna’s attack, and Joanna keeps her +1 Momentum.

If a Clash doesn’t seem to be working out in your favor, and you want to back out, you can perform a Clash Break. In exchange for -1 Momentum, you can choose a different Action to perform that would separate you and your opponent, and roll for it. If you beat your opponent’s last roll, then your Action is successful, and you escape the Clash. Otherwise, the Clash ends as though you’d failed your Action roll.

Gambits are different from normal Actions in that you don’t necessarily have to roll for them; it depends on the specific Action. Every character made for the system has traits that define their personality, known as Impulses and Goals, which are covered in more detail in 'Building Your Character.' These give a bonus or penalty of 3 to their character’s next roll, depending on whether that character is going to satisfy or resist them, respectively. This is known as ‘activating’ a trait.

When a character intentionally does something to activate an opponent’s trait, whether or not they’re certain the trait exists, then their opponent has to choose whether to satisfy or resist it. If they satisfy the trait, they gain +3 to their next roll, but lose -1 Momentum. If they resist the trait, they suffer a -3 penalty to their next roll, as normal. Any Momentum loss is applied after the roll. To gain Momentum as the result of a Gambit, the trait activation must be intentional, and declared by the player.

Example: During their fighting, Bonnie has picked up on one of Joanna’s Impulses; she’s extremely protective of her friends. She’s looking to get an upper hand in the encounter, and this time Joanna has been joined by Morrison, a beat cop she’s been working with. Bonnie decides to take advantage of Joanna’s Impulse. Making a show of it, and waiting until Joanna is there to see it, she attacks Morrison, declaring a Gambit. In addition to her Contest, Joanna now has to choose between protecting her friend, for +3 to the roll and a penalty of -1 to her Momentum, or doing something else, at a -3 penalty to the roll, but no Momentum loss.

Other players and the GM are encouraged to point out opportunities to make otherwise-mundane Actions into Gambits that carry emotional meaning for the opponent, but the GM has final say over what can push a traited character’s buttons.

Since a Gambit doesn’t necessarily have to be rolled for, it includes things like breaking a fragile but important item, taking a threatening step forward, or speech: taunts, threats, bragging, and anything else you can think of to fall under this umbrella. Often, you won’t discover a new opponent’s Impulses or Goals until they activate them, but as you fight and learn more about them, you can start to find ways to use their traits to your advantage.

If more than one character wants to Act at once, then the priority goes to whoever has the highest Momentum at that time. If more than one character shares the highest Momentum, then they roll using their Speed Stat against each other, including any penalties that affect the Speed Stat or Speed Actions. Whoever has the higher roll gets to move first. This roll only counts for that single Action.

If the roll results in a tie, then all relevant Actions need to be resolved simultaneously. All players who tied will need to whisper their action to the GM, keeping the details hidden from the other players.
The GM then decides how those Actions play out.

An Ability, Technique or Weapon's Range defines how far it can move from the User. There are no specific rules about where things are positioned, or exactly how far they can move. If you need to know how far apart something is from something else, the GM can give one of three distances. Each of these distances corresponds to a Stand’s Range stat, with the exception of E and A.

  • Close (within 10m/33 ft., or in the same typical room), D

  • Mid (within 40 m/130 ft., or in the same typical building), C

  • Long (within 100 m/330 ft., or in the same typical city block), B

An Ability or Technique with a Range Stat of E
can’t move very far from their User, if they can at all. Actions using this ability/technique are only possible if their User is close enough to their target.

An Action with a Range Stat of A, on the other hand, has virtually unlimited Range. This often applies to Abilities/Techniques that have specific effects. In most situations, their Range won’t limit what they can do, but it depends on the Ability/Technique and the GM discretion.

Users can only perform Actions within that Ability/Technique's Maximum Range, relative to their User, meaning an ability with a Range of C can Act anywhere within 40 meters of their User, and no further. This Range is a hard limitation for anything created by the User, like flames made by a magical ability.

Instead of performing an Action, a character can move from one distance to another, to get closer or further away from something. You can only move from one distance to the next closest, so there’s no movement from Close to Long, or vice versa.

A Condition is a tool used by this system to represent anything that affects how a character is performing, whether positive or negative. They can affect the mechanics, or just the narrative, though they’ll typically affect how rolls play out. While they are similar to traditional status effects from other RPGs, their uses are much broader, and players/GMs are encouraged to come up with their own ways to represent their Stand’s unique qualities. To help with this, Conditions can also have a Value, which is a number recorded alongside the Condition, indicating a ‘stack’, or potency, of that Condition.

Some Examples Are:

  • [Blinded]: Roll for Precision before attempting any Action, to see if you can attempt it without using sight. If the roll succeeds, roll for your Action as normal. Otherwise, the roll has a -6 penalty.

  • [Magnetized]: Resisting the effects requires a Power roll to succeed before any Action can take place, to represent the character’s body fighting the magnetic force. This may apply a penalty based on proximity based on Range relative to the magnetized object.

  • [Burning] 2: This character takes the Value of the Condition in damage every turn, caused by the flames consuming them. The Value is equivalent to the heat/coverage of the flames.

Often the simplest way to defeat an opponent is to Retire them. In other words, this usually means beating them until they’re incapable of fighting back. To keep track of how close a character is to being Retired, they will have a pool of Stamina, which will usually start out at the maximum of 10.


The damage that a Stand does is based on its Power. This doesn’t mean that Power Actions are the only ones that can cause damage; any Stat can be used to land a hit, but the amount of damage dealt is always based on a Stand’s Power. This amount is tracked in ‘injuries’, which come in three varieties; light, heavy, and major. As a character takes them, they’re stored, and each brings their own penalties that need to be dealt with.


A character’s Durability can help reduce the amount of damage taken. At a rank of C or above, the amount of light injuries dealt is reduced by a flat amount based on that Stat. Since rolls involving a User instead of their Stand are usually set to a D-rank, this means that attacking a User is often a better idea than striking the Stand, if possible.

Rank - Injuries Dealt (Power)/Injuries Blocked (Durability)
E - 0/0
D - 2/0
C - 4/2
B - 6/2
A - 8/4

Once the final amount of injuries have been determined, they’re added to the character. It’s up to that character to deal with them going forward. Light injuries are the only ones you can remove in the middle of a fight by default, and since they quickly build into heavy injuries, you’ll want to take care of them as quickly as possible.

Light injuries are minor scrapes, bruises, and cuts. Most damage done will be dealt as light injuries, and the pain is minor enough to only be a small distraction. To remove the light injury, you can apply a -3 penalty to any Action you roll for. There’s no limit to the amount of injuries you can remove at once, and whether or not the Action is successful, the injury will be gone.


Heavy injuries can only be removed with healing abilities or first-aid. Any-time you have four light injuries, they combine into a single heavy injury, which is given a body location by the person who was responsible for the damage. This location has a penalty of -3 to any Action that uses it primarily. Additionally, receiving a heavy injury reduces your Stamina by 1.


Example: Four of the five injuries Joanna just dealt are applied as a heavy injury. Joanna decides to apply this heavy injury to Bonnie’s right arm. Any rolls using that limb, on either Bonnie or her Stand, will take a -3 penalty. This makes it harder for her to do things like punch, block, lift, or push items around. The remaining injury is kept as a light injury.


Major injuries happen when you receive a heavy injury on top of a previous heavy injury. A major injury must be caused by an Action that deliberately targets the location of the heavy injury, (usually through a Precision roll) and the entire injury must be caused in one blow. The difficulty of inflicting one of these injuries matches up to its severity; in addition to the -3 penalty, any time a majorly injured character performs an Action, they reduce their Stamina by 1. Body parts with major injuries are often damaged beyond use, meaning that they can have severe narrative consequences when applied to vital organs.

Example: Bonnie has managed to fight back, leaving Joanna with some injuries of her own; there’s a heavy injury on her stomach that Bonnie wants to take advantage of. For their next Contest, she uses Precision to target the heavy injury she’s already left; when it succeeds, striking her for an additional 4 injuries, it’s upgraded to a major injury.

The roll penalties from all injuries are ignored when your roll is part of a Venture, but you will still lose the Stamina from the effects of a major injury. When it comes down to a critical moment, and things need to get done, it’s rare to have the luxury of pain.

Some Stands do have healing abilities. All light injuries will typically be removed after an encounter, but heavy injuries may take a little more time to heal. It’s usually a good idea to keep your characters as healthy as they can be, since enemy Stand Users tend to attack without warning.

If a character loses all of their Stamina, they are Retired. This doesn’t necessarily mean they’re dead, or even unconscious, but they’re no longer able to perform any Actions, or counter as part of a Contest.

Precision can be used for more than just precise movements and projectiles. It can also be used to have a character search the area around them for traps, spot small details in enemy Actions, or anything else that a character could notice. This is represented as an Action roll, taken in secret by the GM at a players’ request. The results of this roll correspond to the following:

  • Definite failure: The result you get probably won’t be very useful, and may be problematic.

  • Moderate failure: You won’t find what you’re looking for, but you at least learn where not to look.

  • Moderate success: You should find something helpful, or at least a hint about what you’re looking for.

  • Definite success: You’ll likely find what you’re looking for, or else something at least as good.
Example: Bonnie retreats through a narrow corridor, under the effect of Joanna’s Stand, meaning her arm is magnetized. She makes a Precision roll as she runs, but since the roll fails, she doesn’t realize in time that a section of the wall has been affected by Joanna’s Stand as well, pulling her arm to it.

Designing a character works on a simple point-buy system. You begin with 10 build points, which are used to buy Stats, Abilities, and Techniques.


Stats are pretty self-explanatory, but here’s a specific definition for each of the six.


  • Power: Your Character’s destructive capability. Many might assume this is how well a Character can punch, but it also covers destruction caused by any projectiles or abilities, as well as the power of anything created by your Character. Helps for dealing damage, but not necessarily for landing hits.

  • Speed: Your Character’s movement speed, whether attacking, dodging, or crossing distances. In a ‘straight fight’, Speed can often prove useful, but Momentum has a higher priority when it comes to Action order.

  • Durability: Your Character’s ability to withstand attacks, from other Characters or otherwise. Having a high-Durability Stat is an easy way to stay safe, but it can limit your ability to make progress in an encounter.

  • Precision: Your Character’s accuracy. It can be used for pinpoint attacks, projectiles, observation, and fine movements.

  • Range: The distance an Ability can move from you, and the distance that it is capable of affecting with its abilities. Can be surprisingly powerful, with the right Ability.

  • Potential: Your capacity to learn new Abilities, Techniques, and more. Putting points into it in the early game can be a good way to mix things up later on.

Each different Stat costs the same amount of points. The cost of each rank is as follows:

  • E: - 1 points (You get 1 point to spend elsewhere.)

  • D: 0 points

  • C: 1 points

  • B: 2 points

  • A: 3 points

Most characters need at least one Ability. The GM has final approval, and will set the cost of abilities as well. They’ll normally cost 1 - 3 points, depending on the ability and its applications.


Examples:
  • Organic Magnetization - The power to selectively magnetize organic objects, including living beings, plant matter, wood, and more. This power has been given a cost of 2 points because of its versatility, and ability to affect enemies directly.
  • Surface Travel - The ability to transport the user across any reasonably flat surface. While good for mobility, it doesn’t have much power on its own, and has been given a cost of 1 points.
  • Light Absorption - The ability to absorb light from the surrounding area to power its attacks. This ability can be extremely powerful with time and the right conditions, and gives the user the ability to quickly reach A-ranks in multiple Stats, so it has been given a cost of 3 points, as well as the weakness that the light energy cannot be stored without damaging the user.

Though players can use their abilities how they like at no cost, Techniques give a player a small bonus for specific, creative uses. For 1 build point, you can make a note of a specific use of your character’s ability, and receive a +3 to any rolls involving it. There’s no limit to the amount of these you can have, but they must be based on things your character is capable of with their current abilities. They can include factors outside the Stand itself, like the User, items, or even other Stands, but all of those must be available to use the Technique.


Example: Magnetic Transmission - Joanna has, over time, learned how to quickly use her organic magnetization powers to magnetize her own body and a nearby object, allowing her to quickly launch herself towards that object.


Once you’ve decided on these, you’re done with build points.


Impulses and Goals allows for your character’s personality to have a meaningful bearing on rolls. They’re named personality traits with a brief description that outlines particular aspects of your character, based on who they are, and the life they’ve lead. When an Impulse or Goal becomes relevant to that character’s situation, it can be ‘activated’ by either the GM or any of the players. If the character’s Action satisfies the Impulse or Goal, they receive a +3 bonus to their roll. If it doesn’t, then they receive a -3 penalty. If the Action wasn’t rolled for, then the bonus/penalty is held until their next roll.
  • Impulses are easily-spotted surface qualities, the things that are quickly apparent to people they spend any time around. These help you define how a character goes about their life. Whenever an Action taken immediately satisfies or rejects the Impulse, the bonus/penalty is +/- 3 points.

Example: Joanna holds her friendships in high regard, meaning she takes a bonus to any Actions that involve protecting them from harm, or assisting them directly. If they are in danger, Actions that do not immediately protect them take a penalty.


  • Goals are specific ambitions, things that are fundamental to a character’s progression. These can be part of the reason a character has gained their Stand, or might be the result of a significant event in their past. When activating a Goal, it can be more indirect than an Impulse; the Action will receive a +3 bonus when it can be seen by the character as a distinct stepping stone towards this target, or a -3 penalty if it’s seen as something that would set them back.

Example: Bonnie seeks to bring down the criminal syndicate that left her homeless and bankrupt. She might receive bonuses while encountering members of that syndicate, while dealing with law enforcement trying to keep her from her goals, or pursuing leads. Penalties might occur when trying to retreat from a fight against a Stand User working to protect the head of the syndicate.


Each character receives as many Impulses or Goals as they like, at no build cost. Use them to flesh out your character, but keep in mind that the disadvantages can come just as readily as the bonuses, especially when an opponent works out how to target them with Gambits.

Building your character at the start of the game is the last you’ll see of build points. Once the game begins, any progression is managed with the Potential Stat. Ranks in this Stat are traded, permanently, in exchange for the following boosts. However, you can only progress your Character when you find yourself in a high-pressure situation. This makes Character progression a good tool for those who like having the extra versatility, and less necessary for those who have a good grasp on their capabilities.

To spend a Rank in Potential, you must have -3 Momentum, and use it on a Venture. The player chooses what to spend their Potential on, and then uses that for the Venture Action. (The Action doesn’t have to be successful to keep the boost.) Ranks in Potential are traded permanently.

To get a new Technique, spend one rank in Potential and use your new Technique as the Venture Action. Once this is done, you can commit the Technique to your CS, giving it a name, and giving you a +3 bonus to any attempt at using it from now on.

To get a new Ability, one or more ranks in Potential are exchanged for one ability, with the amount of ranks required dependent on how powerful the ability is. New Abilities should be related to the Character’s current ones, or otherwise reflect the User’s personality.

Advancing a Stat is as simple as trading a single rank in Potential for a single rank in a different Stat. A is always the maximum, however.

Well, if you read all (more-or-less) of that and are still interested than I invite you to the Law of Talos Tournament! Bring yourselves. Bring your courage and the will to win. And bring your greatest desire, because fulfilling it is your ultimate prize.
 
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GinkyGotBack GinkyGotBack

I'd also consider maybe shortening the number of possible applicants to a more reasonable number since it'd be best to have a shorter list of people to keep track of. Especially if you want to have a more reliable small group of players to do this game with who could even do more with this gaming system and world you've made. Just saying.
 
GinkyGotBack GinkyGotBack

I'd also consider maybe shortening the number of possible applicants to a more reasonable number since it'd be best to have a shorter list of people to keep track of. Especially if you want to have a more reliable small group of players to do this game with who could even do more with this gaming system and world you've made. Just saying.
I could make it with four players, but it would make for a somewhat shorter game. I suppose that would be alright though. Curious btw, did you vote and if so which option did you vote for?
 
I would agree. It would make for a shorter game but it would also make for something more interesting. Basically assembling a group of four different adventurers of different backgrounds together to do adventures like this one. Just saying.

I did vote, and I voted for the Rpn based rp. I have problems with discord.....i just prefer this one because I have BBcodes I'm well equipped with and can express my posts however I want and know fully well how to do that.
 
Yeah, you're probably right. I'll just shorten the number of contestants. Plus, it would make it a little easier to find enough people who are interested. The only reason discord is an option is because of the dice bot I have, which I personally think is better than RpNation's dice.
 

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