The Reddest Mage wrote:Thanks Clay, I appreciate the answers and clarifications, that really helps.
1) On another note, a quick question about Barrier. In the little blurb after the Ability, it says in regards to Barriers with the Effective Perk: "In this case, Barrier is treated like an Attack Roll against zero, and Damage is calculated accordingly." When it says that Barrier is treated like an Attack roll, is it referring to the actual Barrier roll that was made as defense, or is it referring to the rank in Barrier? For example, if someone tried to attack a character with a +3 Effective Barrier and failed against their Barrier roll of 12, would the damage they received be based on the roll of 12, or the rank of 3?
It’s referring to your
Barrier roll. Your DX is based solely on your
Effective Perks. So if you take
Effective twice, your
Barrier “attack” has a DX of 2. As a general rule, no Ability will add to your roll
AND to your DX. It’s one or the other.
2) And on an unrelated note, the reason for the questions about Heightened Sense and multiple limbs is because I'm trying to make animal-type beastmen and such in OVA. Would having thick, warm fur or wool be worthy of a Unique Ability, or would that be just a background thing in OVA that doesn't need a mechanical representation?
It depends on the focus of the game. If you’re living in an ice world where freezing to death is a real and constant worry, a fur coat could very well be a significant and stat-able Ability.
...generally though, I probably wouldn’t bother unless it was thick enough to provide an
Armored bonus.
3) Also, what about night vision for feline-type characters and other such creatures. Would having night vision be a Unique Perk of Heightened Sense (Sight), or would it be its own Unique Ability? If it were a Unique Perk, how much of an Endurance cost do you think that would be worth? Or would having night vision not be worth having a Unique Ability or Perk for, and could just be assumed to be a part of already having Heightened Sense (Sight)?
I would probably just roll it in and let the rank in
Heightened Sense double as canceling Penalties for low light. If you prefer, just rename the Ability “Night Vision” or “Cat Eyes” or whatever feels appropriate.
4) Speaking of animals, I noticed in the sample NPCs in the book, neither the flying cat Companion of the magical girl, nor the pet monster dog Companion of the pet monster trainer, have any Weakness denoting being quadrupeds or and not having hands/thumbs for holding and manipulating things. For four-legged characters or Companions, is such a Weakness unnecessary in OVA?
There’s two things to consider when building characters with OVA: 1) Characters are built based on what is average for that character and 2) When you buy a Weakness, it’s because you want it to matter.
That’s why you don’t need to stat up, say,
Emotionless for a mecha. All mecha are emotionless, and there’s just no reason to state the point. Likewise, unless mecha being
Emotionless is a core tenant of the story, it has no value.
In the case of animal companions, most animals don’t have thumbs and walk on all fours, so there’s no need to call out that point. (One could argue that animals DON’T TALK...but since most companion animals do, I gave Fenrir the benefit of the doubt with a few points of
Mute, while Azyrus makes no special mention of his gift for gab.)
But if you want the lack of thumbs to be a constant story point and source of frustration for Azyrus, then by all means make it a Weakness.
5) With Time Freeze, it says "you gain an equivalent Bonus in all tests of speed and quickness or Penalty to those of your opponents." Is whether this Ability gives the user a bonus or an opponent a penalty a decision made at character creation that must always be kept to (such as always giving a personal bonus or an enemy penalty), or can the player choose each time they use this Ability whether they are getting a bonus or giving a penalty?
Can be chosen each time they use the Ability.
6) Does a character need to actually have the Attack Ability to be able to add Perks and Flaws to their normal attacks? I assumed that one did, as most of the NPCs who didn't have the Attack Ability did not have any Perks or Flaws on their standard attack forms. But then I noticed Dr. Tomori's normal attack had the Fatiguing Perk. Or, is it that Perks that don't have an Endurance cost (such as Fatiguing, Ranged, and Will Attack) are okay?
If you’re being super technical about it, if you don’t have
Attack, you don’t have an Ability to apply Perks and Flaws
to. ...but I think that’s a silly distinction. Just have the Perks and Flaws apply to an invisible
Attack +0 Ability, much like I did with Dr. Tomori. There’s no limitation on which Perks and Flaws you can buy.
7) With the Spirit Medium Ability, is there any rule of thumb for just how weak or powerful a summoned spirit should be mechanically? Should said summoned spirits be built based on the summoner's level in the Spirit Medium Ability similar to the Companion Ability, or based on a static number like the Minion Ability?
I’d argue you could use it like
Companion or
Minions as desired.
8 ) Can an Ability like Gear be used to remove Weaknesses in addition to adding them or Abilities? For example, a lucky charm that not only grants the Lucky Ability, but also removes any levels a character might have in the Unlucky Weakness? How might that be done?
Gear stacks like most Abilities in
OVA. Since
Lucky and
Unlucky are pretty obviously opposites (in the same way
Quick and
Slow, etc. are), just subtract the smaller from the larger and use the new Level, whatever it may be.
9) Complications from failed rolls, as well as another character's use of the Magic, Witchcraft Ability, may cause a character to gain a temporary Weakness. But can one ever gain a permanent Weakness in game? If so, does that entitle them to another Ability?
Yes, you can gain Weaknesses through the story (as described in Growth and Experience). No, you do not automatically get points for doing so. (But it’s perfectly fine for the story to develop in such a way that the GM also grants you Abilities at the same time you gain your Weakness. It’s just you don’t have versatile points to purchase with, is all.)
10) Since equipment (other than Gear or Vehicle) maybe be attached to another character's Weaknesses or Flaws (such as Focus, Weapon, Requirement etc.) how does one handle situations where a character disarms another character of their weapon and then tries to use it or keep it for themselves?
With
Gear or
Vehicle, it’s very easy since everything is packaged neatly for you to do just that.
Focus and
Weapon may be a little more problematic, but still easy to figure out with a little poking. Generally weapons are very personal and the issue isn’t as common as it may be in
Dungeons and Dragons. (You’re not going to see random bad guys pick up the hero’s katana. They already got one of their own, after all!)
But when it is appropriate, just decide what Perks, Abilities, etc. belong to it and make as best a quick judgment as you can. It’s more important to move along with the fight than make the stolen weapon 100% accurate.
11) Do the "Limiting the Character" rules such as "Base Zero" only apply at character creation, or throughout the game in general? That is, when a character spends experience points to add a new Ability, must he still remain within +5/-5?
Only at character creation.
12) How would you represent "minor effects?" That is, random little things that a character might be able to do, but that don't seem major enough to be a full Ability, but yet are still minorly useful enough that they might help in some situations by at least avoiding a situational penalty or lowering the difficulty of an action? For example, if a character could glow or create enough light to read by? Or a character that wasn't immune to extreme environmental temperatures, but would be fine in less severe weather/temperature conditions such as someone who wasn't bothered by rain or chilly days? If you are familiar with BESM, this would be like things that fell into BESM Third Edition's "Features" Attribute, things that are very minor advantages but not major enough to really be considered an Attribute/Ability of their own.
You could just write it in with the character’s background, but if you really want it to appear on the character sheet, just make a
Unique Ability +1 and lump all the character special features into it. +1 is not a hefty cost, but if you feel it is too much, apply the “
Knowledge/Ineptitude is worth half” rule to it. You could even call it “Features” if you wanted to.
13) Vehicles have their own Health and Endurance totals, but what about Gear? Nothing is mentioned about it, but can it be destroyed in the same way that Vehicles can?
You can give them a Health total that seems appropriate. Weapon breaking tends to be a very intimate, story-driven thing, though, so it might not be appropriate for every game.
14) Can Companion represent a swarm of insects or nanobots or other things that are made up of numerous smaller things that share a hive mind and functionally just act as one creature?
Yep!

You could give them a
Unique Weakness where their Abilities get capped as their Health goes down. (For instance, at 25% Health, their Abilities are capped at +1, to represent opponents thinning out the swarm.)