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Anonymous /tg/95490340#95544112
4/28/2025, 2:12:03 AM
>>95543931

It's a feudal Japan-ish setting (with things like soul-based mechas, people having insects for supernatural powers and hokuto no ken zen monks) with your not really so usual over the top manga/kabuki style action and drama, and actually a pretty awesome buddhism theme, believe it or not. And the real thing is that PCs actions are literally fueled by how they the characters is played; you get more dice/XPs the more you are awesome and stick by the passions your PC has displayed on his sheet, with these points given by the whole table during the game itself. Your character actually is troubled by his conflict between his duty with his master and his love for her? Yes, he will be better in combat.
Oh, and you can not get serious wounds if you (the player) don't feel you like it a that time. That's because you get powered up by them - the pattern in which the protag gets more serious the longer and crazier the fight got.

And actually it was made in the ninties, even.

While it is a heavy investment on the GM, at least for the planning of the adventure, the only thing that might not be on everybody's alley is that some archetypes ARE pretty rules-heavy, while the base game isn't. You might want to disallow shit like onmyoujis (who on the other hand are badass spirit builders/summoners on the fly, but they are not noob friendly). I am not really one that likes many older TTRPGS but it's a gem.