• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

In the Dojo (O.O.C. Chat - Session Zero)

Sweet. I’m still trying to fill out the “who is he” part of my character sheet, but I’m making some progress.
 
I have a bit to say on these subjects, but right now? Noms come first. More later today! =)
 
A question for you, Purr Purr . You have said that we are not starting with chi powers and stuff like that, but are we aware of such things existing in the game world? I don’t want to have as a goal to be able to develop chi powers if we have no idea that they exist.
Unlike the vast, vast majority of Earth's population, your five characters are not only aware of such things, but you have seen and experienced them first-hand and on a regular basis! To be specific, each of your characters knows they come in basically three forms:

1. Chi Combat - the understanding and manipulation of Chi (or "Ki" in Japanese). This also involves yin-yang, the path to harmony.
2. Martial Art Powers. Seemingly superhuman feats of mind and body produced only through dedication and countless practice.
3. (Evidently human-only) Elemental Martial Arts. Mama-san and Papa-san Hirawi have performed elemental feats without tools.

Papa-san and Mama-san Hirawi demonstrated all three of these on numerous occasions, but nearly all of the time these demonstrations were just that - demonstrations - to share with you what is possible. A lot is possible!
 
Sweet. I’m still trying to fill out the “who is he” part of my character sheet, but I’m making some progress.
I still have a great deal more to share with all of you concerning background. Please don't think you have to figure out your characters right now. You might change things as you learn more about Other Strangeness (the more I say that name, the more I like it!).

What I mean by this is - I have 3-5 major history events that take place prior to our starting of our game. All of your characters are present and all of your characters had a stake. I was thinking about writing out each event and then allowing each of you to represent how your character feels afterward. Why after? Because thanks to Sil and D. Rex, I am well-aware of just how long my Prologues (in Broadsword) can take!

So... 3-5 major history events in your characters' lives, plus one more scene that brings you up to speed with your characters' situation, and then it's off to San Francisco, California where your adventures will take place!
 
Last edited:
Here's are two questions for everyone:

#1
Remember this? "Skill Programs that require one select Military Weapon Proficiencies can also select from Ancient Weapon Proficiencies. Skill Programs that contain specific Military W.P.s are unchanged."

Hmm. What if... folks could select either the Modern W.P. that a Skill Program provides, or folks can select an Ancient W.P. of their choice in its place? Like instead of Basic Military Skill Program giving W.P. Automatic Rifle and W.P. Grenade Throwing, folks could either have those or replace them with a W.P. of their choice? Same with Helicopter Aviation Skill Program (take any 3 W.P.s, not just Military W.P.s).

And #2
Do you like the following game idea? Playing a team of young folks who have been raised by great people, but unfortunately have to part ways with them? Then they are taken to a city populated by 99% humans who won't understand what they are, forcing them to live in secrecy? Most of all, Chinatown, the part of the city they live in that was once protected by The Savior, now needs heroes more than ever - and since the Savior is gone, Chinatown and your party need each other to survive!

As I wrote earlier today, I'm in the process of nailing down the introduction I'd like to see in this game. There's a part of me that wants to set this in Japantown (because I know more about Japan and the Japanese than I do Chinatown and the Chinese). Thoughts are welcome! =)
 
Last edited:
Here's are two questions for everyone:

#1
Remember this? "Skill Programs that require one select Military Weapon Proficiencies can also select from Ancient Weapon Proficiencies. Skill Programs that contain specific Military W.P.s are unchanged."

Hmm. What if... folks could select either the Modern W.P. that a Skill Program provides, or folks can select an Ancient W.P. of their choice in its place? Like instead of Basic Military Skill Program giving W.P. Automatic Rifle and W.P. Grenade Throwing, folks could either have those or replace them with a W.P. of their choice? Same with Helicopter Aviation Skill Program (take any 3 W.P.s, not just Military W.P.s).
I already am not sure what to do with the W.P. choices Kiseko gets (either restricted or unrestricted). 😅 So I don't really know how I feel about this.

And #2
Do you like the following game idea? Playing a team of young folks who have been raised by great people, but unfortunately have to part ways with them? Then they are taken to a city populated by 99% humans who won't understand what they are, forcing them to live in secrecy? Most of all, Chinatown, the part of the city they live in that was once protected by The Savior, now needs heroes more than ever - and since the Savior is gone, Chinatown and your party need each other to survive!
I thought that was what we were going with already?

As I wrote earlier today, I'm in the process of nailing down the introduction I'd like to see in this game. There's a part of me that wants to set this in Japantown (because I know more about Japan and the Japanese than I do Chinatown and the Chinese). Thoughts are welcome! =)
I know a little more about Japanese than I do Chinese so this works for me. ^3^
 
I was operating under the idea that Moyo had been expected to be a military style soldier, thus my purchase of the Basic Military package. Unless we can say that it was hoped that he’d be a special ops kind of guy, then he might get crossbow instead of grenades. The training in auto rifle, while I will most likely be using it, still seems to be appropriate for the background I had pictured.
 
And I’m in the same boat as Kaerri when I had thought that we had lost contact with our savior somehow and were in Chinatown for a purpose without their guidance.
 
I am satisfied with Haoyu’s weapon skill selection as is. While I can see us using martial arts and ancient weapons to go into a fight, there may be times that being able to grab an assault rifle or shotgun and use it effectively might be a good thing.

Also, I know little of real Chinatown or Japanesetown to know any differences, so either one is fine for me.

Finally, I kinda like the idea of at least starting out with our human saviors still in the game. That can change, and it might provide the impetus for us to range out of our comfort zones to find and save them.
 
I thought that was what we were going with already?
And I’m in the same boat as Kaerri when I had thought that we had lost contact with our savior somehow and were in Chinatown for a purpose without their guidance.
O.K.! So I have explained this much. With all of the storms and pressure changes in the climate here, it's been a wonky week and I wasn't sure how well I'd expressed the idea and how much of it I had shared with you.

I was operating under the idea that Moyo had been expected to be a military style soldier, thus my purchase of the Basic Military package. Unless we can say that it was hoped that he’d be a special ops kind of guy, then he might get crossbow instead of grenades. The training in auto rifle, while I will most likely be using it, still seems to be appropriate for the background I had pictured.
The Savior doesn't train modern soldiers - it's not their way (call them old-fashioned!). Your characters were/are allowed to choose their own destinies. The soldier idea is purely Moyo's. =)
 
The Savior doesn't train modern soldiers - it's not their way (call them old-fashioned!). Your characters were/are allowed to choose their own destinies. The soldier idea is purely Moyo's. =)
I was thinking that this military training would have taken place early in Moyo’s life before he was freed by our Savior. Unless he was the one that made him? Then I would have a different background.
 
I was thinking that this military training would have taken place early in Moyo’s life before he was freed by our Savior. Unless he was the one that made him? Then I would have a different background.
That's an option too.

Kaerri Kaerri Psychie Psychie Sherwood Sherwood Silanon Silanon

=)
I recommend throwing the Skill Program titles to the wind. Meaning, it's the collection of Skills that are important. You don't have to play a Soldier or Espionage Agent (that's really N&S territory). These programs are just ways for your characters to have a really, really good education. If you see your character instead as a Martial Warrior, a weapon specialist, a Would-be Sage, or something else that excites you, then that's what your character is going for! As I said before, throw the history and the lore of Ninjas and Superspies aside (just like we have done with After the Bomb)! Skill Programs are just collections of Skills.

Let me answer that by going back to this:
What I mean by this is - I have 3-5 major history events that take place prior to our starting of our game. All of your characters are present and all of your characters had a stake. I was thinking about writing out each event and then allowing each of you to represent how your character feels afterward. Why after? Because thanks to Sil and D. Rex, I am well-aware of just how long my Prologues (in Broadsword) can take!

So... 3-5 major history events in your characters' lives, plus one more scene that brings you up to speed with your characters' situation, and then it's off to San Francisco, California where your adventures will take place!
Say, if there are 3 events that take place, the game would "prologue" this way.

Important: I am adding details as I go along. Everything is subject to change.

1. Before the Savior. A time when your characters were normal animals. What your lives were back then. How your perspectives guided your actions until you were captured. In the case of the Yokai, this stage is where you are taken from your family by the same group that captured your animal family. The result? The five of you, in infancy, are captured by the bad group.

The animals are experimented on and turned into mutant animals. The yokai are captured too. This way, the mutant animals are born and the yokai join the group. The yokai don't require the "ooze" or whatever to become anthropomorphic creatures - it is what they are. None of your characters are conscious at this time. This way, there is no psychological damage whatsoever because none of you remember your captivity.

2. Your rescue. The Savior along with strong allies finally find your characters and free them. There are complications which all of you survive. Whatever the bad group had in store for you, the group wanted you to become a team and was working toward that goal when your end of captivity takes place. It is decided that the mutant animals and yokai (all of your characters plus Toby) are to be raised together. The Savior volunteers and you are raised by them.

3. Your upbringing. The Savior trains each of you. It appears to you that the Savior knows everything there is to know that is worth knowing. Want to see a Martial Art System in action? Ask them! They know it! Lore? Weapons? Languages? Fairy Tales? History? Culture? Traditions? You name it, they appear to know it! The Savior trains all of you in your Martial Art Systems (including your yokai characters) and give you each and every one of your Skills.

The only exception are modern Skills. It becomes apparent that the Savior has little knowledge of computers, mechanics, electronics, firearms, and many of the tools of modern science and technology here in the 1980s. The Savior's age is also a huge unknown, but their wisdom and knowledge is beyond compare - if one of the two doesn't know it, the other often does.

Again, except for the case of modern Skills. These are taught by trusted experts in the field who visit Shangri-La (the name of your home and the incredible realm you grew up in - it is on Earth, but none of you know where, nor is its location given any importance). It is through these experts that your characters learn any modern Skills they desire. For example, thanks to these experts, Toby is a bonafide Medical Doctor, but he learned his herbalism Skills from the Savior, since that skill has been around for a very long time - just as the Savior has been around for a very long time.

4. Pre-Start of game. Your characters and The Savior are forced to go their separate ways. It is a bittersweet parting, but one that all agree must be done. Put simply, all things are temporary and the Savior's time to move on has finally come. But Chinatown/Japantown/San Fran needs heroes right now. If anything, the Savior has been a hero to San Francisco for a looong time! And they have been absent from San Fran for a looong time.

The Savior (and the experts and the Savior's staff who raised you in Shangri-La) are all hoping you will go to San Francisco and pick up where The Savior left off. Your characters are super well-aware that The Savior was part of an incredible force called the Great Guardians of Chinatown (maybe Japantown? Maybe San Fran? Maybe the "Golden Gate Guardians?" I don't know yet). But The Savior was but 2 in this team. The Savior is the last of these valiant protectors. They can do no more for San Francisco.

Will your characters pick up where they left off?

While your loving parents deeply hope so, they leave that decision to your characters alone. Because only you can decide. =)

5. Start of Game. With an ally willing to get you from Shangri-La to San Francisco, you and your family PCs (and Toby) depart together on your way to a whole new life!
 
Last edited:
I am getting a better mental picture of what you are looking for in a game. Thank you for explaining this better for me. I have some pondering to do for my character now.
 
I am getting a better mental picture of what you are looking for in a game. Thank you for explaining this better for me. I have some pondering to do for my character now.
You're welcome, Bud! I appreciate your interest! I like making deep games that everyone enjoys, but I can only get there when I understand what everyone likes and dislikes. Only then can I create stories and develop details with any accuracy. =)
 
I am satisfied with Haoyu’s weapon skill selection as is. While I can see us using martial arts and ancient weapons to go into a fight, there may be times that being able to grab an assault rifle or shotgun and use it effectively might be a good thing.

Also, I know little of real Chinatown or Japanesetown to know any differences, so either one is fine for me.

Finally, I kinda like the idea of at least starting out with our human saviors still in the game. That can change, and it might provide the impetus for us to range out of our comfort zones to find and save them.
1. Glad you like Haoyu's W.P. selections! Being a shoki (Demon Queller), Haoyu will definitely know that there are beasties and baddies in the world that cannot be harmed even by the biggest guns or melee weapons. Sometimes only magic can defeat magic. That's the way it is. =)

2. Huh! I like the idea of having both Chinatown and Japantown available (yes, there are 3 total Japantowns in California; we're only going with San Francisco. I have been making up adventures only in San Fran!).

3. Not an option, I'm afraid (which you'll know by now after having read my above post). You can carry your memories of them and their remarkable love and family spirit wherever your characters adventure to. It is they who saved your characters from a very, very bad life and raised you as if you were their very own children. You are the last, yet also the first!

There will be more family in San Fran. Your family-party isn't just being dropped off at some corner downtown and left to fend for yourselves, oh no. You'll have a place to go and strong reasons to go there, and stronger reasons still to stay there if you all decide to walk in the path of The Savior. =)
 
I recommend throwing the Skill Program titles to the wind. Meaning, it's the collection of Skills that are important. You don't have to play a Soldier or Espionage Agent (that's really N&S territory). These programs are just ways for your characters to have a really, really good education. If you see your character instead as a Martial Warrior, a weapon specialist, a Would-be Sage, or something else that excites you, then that's what your character is going for! As I said before, throw the history and the lore of Ninjas and Superspies aside (just like we have done with After the Bomb)! Skill Programs are just collections of Skills.
This is more or less what I think I was doing already. ^3^
 
Kaerri Kaerri Psychie Psychie Sherwood Sherwood Silanon Silanon

Further thoughts into Character Creation here. I am in the process of creating a "how to" for Character Creation to aid future Players. As I was writing it, I had some thoughts toward design and simplification. If you're in the mood to add your thoughts, I'm here for hear them! =)

1. What if... we disregarded Ninjas & Superspies O.C.C.s and simply selected x number of Skill Programs and Secondary Skills based on your Species selection? (I.e. 4 Skill Programs/6 Secondary Skills for Mutanimals and Yokai and 5 Skill Programs and 7 Secondary Skills for Humans?) That would take away any confusion concerning N&S O.C.C.s.

1a. A Martial Art System is free to your character unless you don't want one! If you don't, you receive a number of "Other" Skills instead? In other words, 1 "Other" Skill if Hand to Hand: Martial Arts/Assassin is selected, 2 "Other" Skills for Hand to Hand: Expert, 3 "Other" Skills for Hand to Hand: Basic, or 4 "Other" Skills for having no Hand to Hand Skills (not recommended!). "Other" Skills means any Skill your character qualifies for after having selected your Skill Programs (like Secondary Skills but without having to use the list of Secondary Skill list and each "Other" Skills comes with a starting bonus of +10%).

If the above spoiler is well-received, I thought this might make a "one stop shopping" list of each playable Species? Human, Mutanimal, Yokai. What are the advantages in disadvantages of playing each?

Human Advantages
1. Human appearance. Is part of human society. Generally knows what kind of behavior to expect when among most human beings.
2. 5 Skill Programs and 7 Secondary Skills when selecting Ninjas & Superspies Skills.
3. Eligible for Elemental Martial Arts (which, if desired, cost 1 Skill Program each).

Human Disadvantages
1. No Mutant Animal Form or BIO-E Powers (starting S.D.C. is 0).
2. No beginning understanding of the animal or spirit world. Cannot innately communicate with animals or spirits (but perhaps can be taught?).
3. May or may not believe in Mutanimals, Yokai, or anything supernatural at all!

Mutanimal Advantages
1. Possesses a Mutant Animal Form and BIO-E Powers.
2. Strong understanding of the animal world and regional animals. Generally knows what kind of behavior to expect when among most animals, domestic and wild.
3. Strong Ability to Communicate with Animals (note: I don't know if this means "speak" yet as animals don't use spoken language).

Mutanimal Disdvantages
1. Inhuman appearance (unless Full Looks is chosen). Is not part of human society. Has only a basic understanding of human society.
2. 4 Skill Programs and 6 Secondary Skills when selecting Ninjas & Superspies Skills.
3. Not eligible for Elemental Martial Arts.

Yokai Advantages
1. Possesses a Mutant Animal Form and BIO-E Powers.
2. Strong understanding of Spirit World and regional spirits. Generally knows what kind of behavior to expect when among most spirits (ghosts, demons, other yokai, and supernatural creatures not born on Earth).
3. Strong ability to communicate with spirits.

Yokai Disdvantages
1. Inhuman appearance (unless Full Looks is chosen). Is not part of human society. Has only a basic understanding of human society.
2. 4 Skill Programs and 6 Secondary Skills when selecting Ninjas & Superspies Skills.
3. Not Eligible for Elemental Martial Arts.

Thoughts?
 
Last edited:
Having a blanket set of skill rules for character creation sounds good to me. I'll have to double check to make sure my skills fit in this guideline you have set here.
 
Having a blanket set of skill rules for character creation sounds good to me. I'll have to double check to make sure my skills fit in this guideline you have set here.
Thanks, Bud!

EDIT: Made a minor but important addition to Human Disadvantages. Now reads as follows: "1. No Mutant Animal Form or BIO-E Powers (starting S.D.C. is 0)."
 
Kaerri Kaerri Psychie Psychie Sherwood Sherwood Silanon Silanon

Further thoughts into Character Creation here. I am in the process of creating a "how to" for Character Creation to aid future Players. As I was writing it, I had some thoughts toward design and simplification. If you're in the mood to add your thoughts, I'm here for hear them! =)

1. What if... we disregarded Ninjas & Superspies O.C.C.s and simply selected x number of Skill Programs and Secondary Skills based on your Species selection? (I.e. 4 Skill Programs/6 Secondary Skills for Mutanimals and Yokai and 5 Skill Programs and 7 Secondary Skills for Humans?) That would take away any confusion concerning N&S O.C.C.s.

1a. A Martial Art System is free to your character unless you don't want one! If you don't, you receive a number of "Other" Skills instead? In other words, 1 "Other" Skill if Hand to Hand: Martial Arts/Assassin is selected, 2 "Other" Skills for Hand to Hand: Expert, 3 "Other" Skills for Hand to Hand: Basic, or 4 "Other" Skills for having no Hand to Hand Skills (not recommended!). "Other" Skills means any Skill your character qualifies for after having selected your Skill Programs (like Secondary Skills but without having to use the list of Secondary Skill list and each "Other" Skills comes with a starting bonus of +10%).

If the above spoiler is well-received, I thought this might make a "one stop shopping" list of each playable Species? Human, Mutanimal, Yokai. What are the advantages in disadvantages of playing each?

Human Advantages
1. Human appearance. Is part of human society. Generally knows what kind of behavior to expect when among most human beings.
2. 5 Skill Programs and 7 Secondary Skills when selecting Ninjas & Superspies Skills.
3. Eligible for Elemental Martial Arts (which, if desired, cost 1 Skill Program each).

Human Disadvantages
1. No Mutant Animal Form or BIO-E Powers (starting S.D.C. is 0).
2. No beginning understanding of the animal or spirit world. Cannot innately communicate with animals or spirits (but perhaps can be taught?).
3. May or may not believe in Mutanimals, Yokai, or anything supernatural at all!

Mutanimal Advantages
1. Possesses a Mutant Animal Form and BIO-E Powers.
2. Strong understanding of the animal world and regional animals. Generally knows what kind of behavior to expect when among most animals, domestic and wild.
3. Strong Ability to Communicate with Animals (note: I don't know if this means "speak" yet as animals don't use spoken language).

Mutanimal Disdvantages
1. Inhuman appearance (unless Full Looks is chosen). Is not part of human society. Has only a basic understanding of human society.
2. 4 Skill Programs and 6 Secondary Skills when selecting Ninjas & Superspies Skills.
3. Not eligible for Elemental Martial Arts.

Yokai Advantages
1. Possesses a Mutant Animal Form and BIO-E Powers.
2. Strong understanding of Spirit World and regional spirits. Generally knows what kind of behavior to expect when among most spirits (ghosts, demons, other yokai, and supernatural creatures not born on Earth).
3. Strong ability to communicate with spirits.

Yokai Disdvantages
1. Inhuman appearance (unless Full Looks is chosen). Is not part of human society. Has only a basic understanding of human society.
2. 4 Skill Programs and 6 Secondary Skills when selecting Ninjas & Superspies Skills.
3. Not Eligible for Elemental Martial Arts.

Thoughts?
Maybe it's because I just woke up, but I found the advantages/disadvantages format a little confusing when comparing one species to another (also because at first my brain thought it was six separate lists instead of three groups of two). Maybe just a single list for each, with the traits in the same order, like I've done below? (Note: I rearranged the last couple points for human to make it align better with the last two for mutanimal and yokai.)

Human
1. Human appearance. Is part of human society. Generally knows what kind of behavior to expect when among most human beings.
2. No Mutant Animal Form or BIO-E Powers (starting S.D.C. is 0).
3. 5 Skill Programs and 7 Secondary Skills when selecting Ninjas & Superspies Skills.
4. Eligible for Elemental Martial Arts (which, if desired, cost 1 Skill Program each).
5. No beginning understanding of the animal or spirit world. May or may not believe in Mutanimals, Yokai, or anything supernatural at all!
6. Cannot innately communicate with animals or spirits (but perhaps can be taught?).

Mutanimal
1. Inhuman appearance (unless Full Looks is chosen). Is not part of human society. Has only a basic understanding of human society.
2. Possesses a Mutant Animal Form and BIO-E Powers.
3. 4 Skill Programs and 6 Secondary Skills when selecting Ninjas & Superspies Skills.
4. Not eligible for Elemental Martial Arts.
5. Strong understanding of the animal world and regional animals. Generally knows what kind of behavior to expect when among most animals, domestic and wild.
6. Strong ability to communicate with animals (note: I don't know if this means "speak" yet as animals don't use spoken language).

Yokai
1. Inhuman appearance (unless Full Looks is chosen). Is not part of human society. Has only a basic understanding of human society.
2. Possesses a Mutant Animal Form and BIO-E Powers.
3. 4 Skill Programs and 6 Secondary Skills when selecting Ninjas & Superspies Skills.
4. Not eligible for Elemental Martial Arts.
5. Strong understanding of Spirit World and regional spirits. Generally knows what kind of behavior to expect when among most spirits (ghosts, demons, other yokai, and supernatural creatures not born on Earth).
6. Strong ability to communicate with spirits.
 
That's a really good list and I thought of drawing it up the same way, but thought it was too wordy/complicated. But getting rid of the Advantages/Disadvantages like that does seem to clear things up and focus more on what each Species can do (which is my goal).

Kaerri Kaerri May I use this, please?

Also, I'll be putting up a Character page some time today. I just have to decide what I want in that initial page besides Character Creation steps.
 

Users who are viewing this thread

Back
Top