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(1 edit)

Honestly,  I thought I got the idea of the break system thing from the book!! I literally can't remember lol, but I just realised how the system would work with literally anything and sorta figured it out.

I had a session a couple days ago (and I forgot to send this then lol) and I mentioned our conversation, and one of my players told me to bring up a homebrew thing we had made. One issue we ran into in a long-term campaign like ours (a bit over a year, I think?) was that semblances can only go far. Eventually, you reach a point where you are completely satisfied with your semblance, but you still want more growth for your character. Therefore, I added the homebrew rule of specializations which is quite literally just a semblance aspect except for like, anything, instead. You still spend persona points for it as normal - but it allows you to get fancy character gear or abilities that don't necessarily relate to your semblance (oftentimes, in fact, relating to their weapon instead, or giving them some kind of unique combat ability.) This rule is sorta wishy washy, which is my only real problem with it - it works with a creative group you're really comfortable with, but just slinging the idea of 'Do whatever you want with this, but make it fair' is hard with a lot of groups, as I understand. But still, I though I'd bring up the dilemma and my solution anyhow!

While I'm here, I actually had a question we were always confused on what the working meant from the book - it was about team attacks. The first question is rather simple - how do you get persona points from team attacks? Is it every team attack? Is it only super cool ones?

The second question is 'Unlike Build-Up Team Attacks [momentum team attacks] do not deal extra Break damage, but all successes contribute break damage as usual.'
I am slightly confused what this actually means? Does this mean 6s, 5s, etc. don't deal extra break damage? If that's the case - I have a question about build up team attacks... do the rolls you use to assist the team attack give momentum? Or is it only the actual 'team' attack role that does, and all the assisting ones do is link them in with consequences and give you more dice?

Also, I suppose on the topic of team attacks, I might as well add one more detail - the detail of 'the enemy will go automatically after the team attack' has lead to unfortunate issues where the team can't do a team attack without accidentally skipping a teammates turn a few times, especially when they are split up by an enemy (as they can't go over the enemy in the turn order).


Buuut yea, I think that's about it. Sorry for the delay.