It's on the final page on the chart. You need X amount of Domains per Rank. 5 for Lesser, 8 for Intermediate, 11 for Greater, and 14 for Elder God.
Five Points Games
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Thanks for backing!!
To answer your first question: Yes. It is incredibly easy to convert the game to using Pokemon. The only issue you might run into is Immunities such as Dark being Immune to Psychic but we're confident it can work. The original Playtest actually used Pokemon. We simply ignored the Immunity Rule and gave a harsher penalty for rolls against what you'd otherwise be Immune to.
Second: We don't have plans for print on demand yet but if and when we do we'll be sure to announce it. We don't currently have our company set up on Drivethru which is the first hurdle but we plan to in the near future. Once we've got that worked out, we'll be looking into doing Print on Demand for all our content up on that platform.
Hey! Thanks for the interest!
We are, indeed, still working on this! We have plans on doing a Kickstarter by the end of the year!! You can keep updated on our progress either here on Itch by following our page or following us on Twitter and Bluesky, here are the links to that, it's the best way to keep abreast of what we're doing, any art we put out or other news.
https://twitter.com/FivePointsGames
@fivepointsgames.bsky.social
We are planning on a physical copy through the kickstarter as well! Thanks again for the interest and the kind words! We're excited to show you what we've got for the future! Lots of plans for the game, splatbooks and additional content are in the works.
Not at the moment but we're working on this! We have a Twitch Channel we'll be broadcasting it on: https://www.twitch.tv/five_points_games
I'm sorry to hear about your husband, I hope he's doing better!
I sadly cannot re-send codes to individual people. They're not assigned to an account, they're assigned in the system to e-mails which then you have to claim. We, Five Points, don't know what e-mails those codes are assigned to. That's something Itch has on their end. We're looking for ways to avoid/work around this for our next Kickstarter because as you can imagine it's been a real, excuse the language but we're just as frustrated as you all are if not more, fucking pain in our ass. So at this time we just can't send you the missing codes for The Midnight Generation. We will be re-sending the WAR Book codes however probably next week some time so as not to spam everyone's inboxes.
As mentioned, we didn't hit All Stars during the campaign. We really wanted to, we got halfway there but the Kickstarter was always to pay for art and graphic design and that money has long been spent. Even if we could reallocate funds from other projects to finish it, we made it clear during and post-campaign that we didn't hit it and it wasn't something we'd be able to put out as part of the campaign. We realize there was some confusion with how it was listed in the Tier rewards and that led to some thinking it was coming out even though we didn't get it hit with the stretch goal.
The only individual Playbook you should have is the Liminal, we've not sent any of the individual ones to our Backers. We might do a collected Just the Playbooks for backers however. We're still in discussion.
Hi! Thanks for the review and feedback! A few comments of our own, if you'd like
1. The Houses for the school, as is all of Chapter 2, are entirely optional. They're more modeled however after American Boarding Schools, where students are assigned dorms. Kyle, our writer, attended a Boarding School and wanted to more fully embody that within the setting. As the students live on campus during school, we felt that dorm assignment and such should be carried forward as well. Boarding Schools often do this to keep different grades into a single unit so inter-grade cliches and bullying can be better mitigated and addressed. The students are, likewise, not expected to be "trapt" in the school. They're most certainly free to go out with assumed supervision and of course, the weekends are free for students like anywhere else. This is also fairly typical of American Boarding Schools.
2. The Shadow's Move in question assumes the players know the source material and like PbtA games in general, lets players and GMs adjudicate exactly how Moves and the narrative work for them at the table.
3. The Investigation Track are the pips next to the names on your Laundry List. It appears we missed a header for those, we'll make sure to add that in when we update the art. The pips are also supposed to be filled in, not blank. They're a Clock like any other in PbtA, where you tick down instead of up like most Clocks in Masks. We'll make the graphic easier to understand. Thanks!
4. Malus is a term in tabletop games that is the opposite of Bonus. So any penalties to a roll.
1. Yes, flip and change are the same.
2. Whatever feels right for the fiction. I know that's sort of a hinky answer but it's really dependent on the narrative like a lot of PbtA stuff. Running from the fight for a better position, having to fall back from a powerful assault. That sort of thing.
3. Whenever the GM says it's over. We did three rounds, fourth for a tie breaker and it was over during playtests.
4. Again, this depends on the GM and the fiction. As the book says, the GM sets the prizes for winning.
5. The former.
6. Also the former.
The point to Earth and Wood Tokens is you can change your choices once you know what your opponent chooses. Since both sides declare at once, and you flip them, it allows you to either not take a loss or to change a choice to a win.
You need to win two out of three scuffles. If you're already down one, cutting a second means it's a draw. If you're up one and confident you can win the second, it's a victory.
I'm not sure what you're looking for for the last question.
Per the GM advice
The “High Road” specified in Good Egg applies to giving into a person’s Influence or ignoring a Provoke action from other players in addition to simply not raising to the bait from opponents or being the better person in a given situation. The actual stakes of the situation should be important however, simply ignoring a baseless taunt is not enough for this move.
This is a move that triggers when people use their Influence on you. You can't simply take the high road without either rolling to reject their influence or using this move.
Oh crap, yep! We totally missed that! Thanks for the catch! The real Backstory questions are
When did you learn you had a mind for tactics?
What scheme of yours cost the most when it fell apart?
Who do you see as a rival to your strategic skills?
What is the biggest obstacle for your long term plans?
Why do you care about the team?
Yes, we'll be updating any errors. That one probably soon.
For The Ranger, when you pick the four they're clear. On a hit you mark them. When they're both marked, you clear it.
They start at 0. On a hit, you mark one. On a miss, you unmark one. Two hits, you clear an Image.
As the title says, we just launched The Midnight Generation which was a stretch goal for our Kickstarter now approaching last year. Time sure flies. Art is forthcoming because this year has kicked our asses but the PDF is content complete. You can get it here: https://fivepointsgames.itch.io/the-midnight-generation
The Midnight Generation is a rules hack for Masks: A New Generation by Magpie Games inspired by the Shin Megami Tensei: Persona series of JRPGs. Take the role of teenagers thrust into mystery and conflict. Explore the cognitive landscape of The Midnight World, the realm made by the collective unconscious of humanity and the distortions that arise when people retreat from reality. Take control of powerful Facades, spiritual manifestations of one's true self to battle powerful Shadows, willful manifestations of human emotions and to overcome the trials set forth in The Midnight Generation!
The Midnight Generation contains three chapters to convert Masks: A New Generation over into The Midnight Generation.
Chapter One details powerful Arcana, the empowerment of the Players Facades, rules on creating Rulers, Shadows, Palaces and the Facades themselves. Additionally Chapter One covers converting existing Masks Playbooks for use in The Midnight Generation.
Chapter Two introduces Hawthorne, a city in the far North West grappling with a secret history, a dangerous cult and the trials of school life for the Players. Hawthorne outlines five Rulers and their palaces, the city of Hawthorne itself and advice for GMs wanting to run their own game of The Midnight Generation.
Chapter Three covers the Playbooks of The Midnight Generation, each created to more closely parallel the inspiration material as well as using the Playbooks in games of Masks: A New Generation.
The Golem: You were created for a purpose, to study humans and the emotions they carry. Can you go beyond your programing and gain the very emotions you study?
Touchstones: AEGIS, Labrys
The Icon: You have to put on a mask every day for a crowd that you fear won't accept your true self. Are you that mask, is it worth hiding your true self from the world for fame?
Touchstones: Takamaki Ann, Kujikawa Rise, Kitagawa Yusuke
The Navigator: Something or someone pushed you, or caused you to flee, the real world. Perhaps that someone was you. Whatever the reason, you've withdrawn into a safe space, filled with creature comforts as a distraction from the truth. Will you come out of your shell and trust your new friends or isolate even further from the world?
Touchstones: Sakura Futaba, Yamagashi Fuuka
The Outcast: The world assumes just because you're a little rough around the edges that you're dangerous, that you don't belong. You act out to reinforce this fact out of fear. Fear that they might figure out that you're not the delinquent they think you are or, worse, that you are the delinquent they think you are. Will you stop acting the clown and show your worth or prove them right? That you don't actually belong. Touchstones: Tatsumi Kanji, Sakamoto Ryuji, Iori Junpei
The Practiced: You've been hurt, you've lost and you're terrified you'll lose again. Of all your friends you know the stakes of fighting Shadows, of exploring the Midnight World. Will your fears overcome you or will you protect your friends? Even more pressing, will you let them protect you? Touchstones: Sanada Akihiko, Aragaki Shinjiro, SEES T
he Prisoner: The world of adults is difficult, a world where power and influence mean more than the truth. You ran afoul of this fact, made the wrong people mad and now you're suffering whatever consequences that might bring. With these new powers however you finally have the means to bring those that put you in chains to justice. Will you be a Virtuous Thief, a modern day Robin Hood, or use this power to perpetuate the same crimes you yourself have suffered?
Touchstones: Joker, The Phantom Thieves
The Psientist: You've uncovered a truth of the world. That the Midnight Generation is real. You didn't do this on your own, someone discovered this information before you, put you on the trail, but the trail went cold. Whoever came before you is nowhere to be found, another mystery to uncover even if it might be best to let sleeping dogs lie. Will you do what it takes to bring the fate of those who came before you, and the truth of the Midnight World, to light or will you suffer the same fate, lost and buried to time?
Touchstones: Kirijo Mitsuru, Takuto Maruki
The Shadow: You were born in the Midnight World, born from the collective emotions, dreams and fears of mankind but you're different. You are not some mindless thing, you have hopes and dreams of your own. Your appearance may be strange, you may not truly know why you are different from other Shadows, but you have friends to help you figure it out. Will you discover that you really are just a simple Shadow, nothing more than the sum of your parts, or will you show what it truly means to be human after all?
Touchstones: Teddy, Morgana
Thanks for the feedback! I can see where the sentence on moves is a little unclear but all Thresholds are listed on the Player Moves themselves, along with Hit and Successes. We can certainly make that more clear however. As for art, it's a free game made for a gamejam which originally had a maximum page limit. Art costs time and money (and takes up space!), none of which we could really excuse for a game made in under a month for a game jam.