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There have been a great many SMT and Persona games that have been purposed, created and (unfortunately) lost. But even before I found those great games being created, I was creating a game for, well, the entire game-verse. I'll post the rest of it when I either get out of school or this Saturday, but I'll definitely be posting it soon and some of my ideas very soon.
edited 1st Dec '10 8:22:35 PM by Otogi
There was already a thread for that.
...But to be honest, I don't know where it is. Buried around here. It had a lot of good stuff, too. (I guess it got deleted)
Are you interested in doing this from scratch?
If you are, I'll be happy to try this out with you.
edited 26th Nov '10 11:25:34 AM by Neccy60
I actually have quite a lot of it figured out, (with obvious inspiration from the previous game because the ideas shot out were just amazing and I highly suggest anyone interested in SMT check it out) but I would just love some help, because just deciding the rolling system is really biting me in the ass. Should I send you a PM of what I've got so far?
You might as well post it here, right? That way anyone else who's interested in joining the project could see and comment.
Sounds great, Duranzo!
2d6 + modifiers
Stats, Levels and Experience
Stats fall into the 6 original stats from the first SMT games: Strength (Physical Attack and Damage), Magic (Magic Damage and MP), Intelligence (Magic Attack and Negotiations), Agility (Evasion and Turn Order), Vitality (Defense and HP) and Luck (Critical Hits, Random Drops and Escape Attempts).
At character creation, everybody gets 24 points to spread amongst these stats, with a cap of 6 at 1st level. Characters gain 1 more stat point every level.
Alright, with stats out of the way, there's levels and XP. There are 30 levels in total, and you need 10 XP to level up each time (meaning that the amount you need to level up never changes [thought that may change]). You get XP for mostly for combat, usually by fighting an enemy from -2 to +2 the party level. Fighting enemies +3 (and for every +2)the party level grants an extra XP per 2 levels, while enemies -3 the party level give no XP. Mini-bosses also give +1 XP, while bosses give +2 XP. You can also gain XP from special challenges or just good roleplaying.
edited 1st Dec '10 8:26:03 PM by Otogi
These represent several of the playable characters found in the Shin Megami Tensei franchise. There are 8 in total, but most of them come in two categories: Summoners and Enhancers. Summoners call demons to assist them in combat, while Enhancers empower themselves (either using personae or shifting into a demonic form). The classes (and their basis/inspiration) are:
As of right now, these are all just sketches on a notebook without much detail. Something I do know is that none of them are set up into any role like fighter, caster or healer; stats and demon/persona/skill selection do that. Most of them have also have a bank limiting to the amount of something they can have (such as demons for summoners and skills for Avatar Tuners). This increases with level.
There might also be advanced classes that allow the P Cs to specialize into something like Half-Demon or the like if I can come up with more (and give them a better name)
If I ever get a proper handle on these classes, I'll probably make other classes emulating games like Shin Megami Tensei: If... or the magic-using companions from the first few games. Hey, maybe I'll set up playable demons!
edited 1st Dec '10 8:20:40 PM by Otogi
Defining characteristics that characters gain as they advance through the game (though they gain 2 at 1st level). They're the feats or merits of the game, and are divided into two different categories: General and Class, which are pretty self-explanatory. Some of them have prerequisites, from being 1st level, to having high enough stats to having another ability. Some so far are Favored Arcana/Species, Improved Fusion, Mesian/Gaian and Non-Human.
I have some of them down just fine, but others need some work and I'm still not even sure how a few will work out in the game. I know I listed a few already, but here's a complete list of what I've got so far:
Still more to come, of course!
edited 1st Dec '10 4:29:10 PM by Otogi
The standard affair of things found in most games: Weapons (both Melee and Ranged), Ammo, Armor, Accessories, Tools and Items. Weapons have an Accuracy and Power rating (both enhanced by Strength) and Armors have a DEF and EVA rating (enhanced by Vitality and Agility respectively). Accessories give special bonuses like elemental resistances, stat boosts or status effect prevention. Tools are equipment demon/persona summoners need to do their summons. They also give bonuses like increased stock and stat bonuses to summons. Items are one-use nick-knacks that heal HP, heal MP, cure status ailments, deal damage or status ailments, resurrect allies and even permanently increase stats. Ranged weapons also have ammo that allows the wielder to deal elemental damage or status ailments with the weapon.
Every character has 6 gear slots: 2 weapon slots, an ammo slot, an armor slot, an accessory slot and a tool slot. Demon Sponsored, however, have only 1 slot: magatama. Magatama act as a weapon, armor and accessory all in one. They cannot be bought, only gained as a Demon Sponsored increases in level.
Currency used to pay for items and equipment, amongst other things. Usually Yen in the human world (or not, whatever) and Macca in the Makai or Makai-fied world.
edited 1st Dec '10 8:26:59 PM by Otogi
Or more accurately, spells and powers. Skills allow characters and demons to attack with higher and elemental damage, boost stats, heal and many other things. They come in different type, such as Physical, Fire, Expel, Recovery or Ailment. Demons also have affinities that aligned with a certain type that lessen the stat prerequisite to learn skills (see below) by about 1 (perhaps 2).
In order to learn a certain skill, a character or demon needs to have stats at least as high as the prerequisite listed in the description (e.g., VIT 8 and MAG 5) and be able to reach the skill tier. Skill Tiers go from 1 to 9, and a character or demon can access tiers of their level/3, rounded down (so a level 14 character can learn tier 4 skills and can learn tier 5 when they level up).
Skills require a certain expenditure of HP (for physical) or MP (for everything else), but can also be passive, meaning they are always active and never need to spend either HP or MP.
A homebrew megaten game, color me interested.
Also known as the 'ol Press Turn system. Just like the newer games of Shin Megami Tensei (except Strange Journey for some strange reason), whenever someone scores a critical hit or hits the elemental weakness on somebody else, that someone gets an extra "half-turn" to attack, use a skill/item or pass. On the other hand, scoring a critical miss or using an element that somebody else blocks, absorbs or reflects causes that someone to lose not only their turn ends regardless of how many half-turns they had. One can gain as many half-turns as they want, but can only accrue one per enemy.
Before any of that begins, however, everyone makes an Initiative roll to see who goes when. The highest goes first, the second highest goes second and so on.
On their turn, characters have several options listed here:
Combatants have 4 combat statistics:
For an attack to connect, an attack roll must match or exceed the defender's evasion score. If the attack hits, the attacker makes a damage roll, subtracting the amount from the defender's defense. If the attack rolls under the defender's evasion score, the attack misses. Either an attacker or can deliberately fail any of these checks (especially useful when a defender has a particular elemental reaction; see below)
When a combatant rolls a natural 10, 11 or 12 on an attack, they score a critical hit, dealing double damage and giving the attacker a half-turn. Before the attacker can do this, however, he has to make an attack roll, adding his Luck bonus.
Combatants usually have some special reaction to elemental attacks. Here's a list of the degrees the elements might effect a combatant:
Combatants can have multiple reactions to different elements, but reactions don't stack and only the higher reaction works (Drain > Reflect > Block > Resist > Weak)
During combat, combatants may sometimes be afflicted with some kind of impairment. These are called status ailments, which debuff whoever is afflicted with them. A list of them so far:
(Might add down, dizzy and stone, but not sure).
Fusion Skills: When using a certain arrangement of skills, two or more players can initiate a special attack called a Fusion Skill. To initiate a fusion skill, each player part of the initiation must use a skill from the prerequisite. The fusion skill is activated when the last initiator, but until then, enemies and allies can do as still use their turns and go on.
Whenever an enemy attacks, have an Agility vs. Luck roll for each character (enemies can roll against more than one character). If the enemy is successful, it (and only it) gets a free half-action on whoever it won against in the contest. If the character is successful, they don't get attacked...unless it's by another enemy (or maybe they're just immune since they already see it coming; not totally sure). After the surprise, roll initiative as normal and continue. Remember, the players can also surprise an enemy they know of if they take the special precautions (hiding in the shadows, getting to higher ground, trojan horse, etc.)
edited 5th Dec '10 4:24:12 PM by Otogi
Fighting isn't the only was to deal with demons. At anytime during battle you may try to talk to a demon with a Neg check. When you first talk to a demon, you take a stance, whether Friendly or Threatening. Depending on the demon's personality and what stance you take, you either gain a +3 bonus, -3 penalty or neither. After that, each person in the party can make a check, adding bonuses or penalties depending on what they say and whether the demon likes it or not. Different personalities like different things, of course, and even the demons with the same personality act and feel differently than others. Bonuses and penalties range from 1 to 5. Positive and negative reactions are cumulative, and every demon has a threshold that may cause them to attack, retreat, heal the party, give an item or join in (see below).
If you have the same demon with you, make a Luck check. If you succeed, the demon gives you an item. If not, they either attack or flee (50/50). If the demons happens to be dead, the roll is an automatic failure.
Additionally, Light and Dark demons are difficult or even impossible to recruit, sometimes even to talk to. In order to do so, the time must be at it's maximum rating or a character must have a special skill, like Dark Talk or Hymn.
As demons come in many shapes and size, so do their personalities. Here is an undetailed list of some I've made (and a few I took from the previous project )
edited 1st Dec '10 8:14:05 PM by Otogi
Alignment, Time and Non-Combat (?)
Alignment is how characters view the universe, whether through a Lawful or Chaotic view. It is measured in a meter going from 12 (Law) to -12 (Chaos). Most characters are considered neutral until they reach either +8 or -8, at which point they become lawful or chaotic,
Law believes in order, peace and tradition. Chaos believes in freedom, change and adaptability. Neutral, the balance between the two, believe in personal empowerment, individuality and inherit strength.
This is pretty much a roleplay thing, as it would be pretty tedious to track down every law and chaos opponent you fight (although fighting an entire lawful or chaotic stronghold or organization might be different...). Also, Light and Dark are only measured for demons since I'm not quite sure what a "light" and "dark" action is in SMT.
Time Phases – A way to determine time and it's effect on the world, opening up fusions, new enemies, new forms for Avatar Tuners, etc. Usually go from 1-8. Usually determined by phases of the moon, but may be determined by weather or even seasons. The phase (at least for the moon) changes with each rest, terminal visit, otherwise non-combat action or just plain waiting around.
Non-Combat: In a sitsuation requiring a certain amount of skill (like moving something heavy or hacking a computer) requires a check to do, usually rolling 2d6+Stat Modifier.
Enemies and Fusion
Creatures and things you fight against, such as demons, shadows and regular humans
Every creature belong to a species, their physical being and how demon summoners categorize them. This determines their stats, alignments and sometimes personality. A list of them are:
Every creature also belongs to an Arcana, their spiritual being and the way persona summoners categorize them. This determines the elemental affinity and tactical focus of the monster.
Affinity is the particular skill focus a demon/persona has. It's what they focus in, and they receive an ease on stat prerequisites for skills (tiers still apply, though).
Fusion: Every demon has a listing of what they can be fused with and what they make. Formula is Demon Level's/Demon's Fused. Species/Arcana is the 1st demon + the 2nd demon, going by chart.
Rank: A"demon's level". Starts at one, but grows as used. Each has a max of 8 levels. They only have to gain 3 XP rather than 10 to level, but only gain skills (and only every 1-3 levels). Everytime they level, the summoner makes a Luck roll. If succeed, the demon/persona gains a mutation when they gain a rank, giving them a stat bonus, a hidden skill or a mutation skill (against their affinity, i.e., a Jack Frost learning Maragi). They always have a skill above their level at or near the end of their rank.
And as far as I know, that's most of what I've got. Keen eyes will see that I have taken quite a few notes from Final Fantasty d6 . I tried to distance myself from it, but when someone does something perfect for JRP Gs and it's so good, it's kinda hard. The base roll, the abilities and the perfect-30-cut off are just fantastic. I actually tried to contact the author, and he seems to be alright with it, but I don't have direct confirmation, so feel free to contact him on the board if this seems a little to copyright-y.
Like I said, this is just a sketch, but with that in mind, I'm still have trouble with a couple of things. Here's a list of them that' I'm just noticing:
But, other than that, what do you guys think?
edited 1st Dec '10 8:49:09 PM by Otogi
I still stand by my earlier statement.
Just saw your PM. Least I think it was your PM. O.O Mannn, you have a lot of stuff. How long have you been working on this? I'll read it all and tell you what I think.
Can't say I'll be particularly helpful (I'm awful at math taught beyond the 4th grade), but I'll do what I can.
Not sure what Ascended is...however, you can make Half-Demon/Demifiend an optional (or if storyline dictates, non-optional) prestige class.
Well, one problem I see is that many of these classes seem to be redundant for a starter. The unique ones seem to be Demon Controller, Devil Summoner, Persona User, and Avatar Tuner; the others don't seem very useful (except the Demifiend). After all, not all bases need to be touched.
I'd say turning some of these into prestige classes: I'm referring to Demifiend/Half-Demon/Hito-Shura, Wild Card (I read up on this and it sounds more useful), and Demon General. Both of these could pass as stronger versions of existing classes (Wild Card for Persona, Demon General for Demon Summoner) or just something that can be acquired due to reward/storyline(Hito-Shura)
Well, we could just take the bosses from previous games and buff/debuff them accordingly. I'd imagine it would be mostly buffing, though. In any case, there's a massive amount of them that we can figure out once we start a Demonic Compendium/Monster Manual and would probably involve test runs as well (you want to get started on that, btw, or do you want all the mechanics set in stone first?)
Well, it seems that Enhancers should have more skills to choose from than Summoners, seeing as they're lone wolves. Also, consdier limiting certain skills to certain classes.
Actually yeah, I don't see the problem, so long as we don't make about 100000 skills for all sorts of different things. Upon reflection I can see the benefit of driving a tank to crash into King Frost. I do think this shouldn't be a primary concern, though.
I'd go with percentage rounded down over a straight number. This way, a Glass Cannon
won't get totally obliterated in a turn while a Mighty Glacier stoutly goes Deathbound for 5 turns.
Pretty straight forward. Say Garu takes a minimum of 4 Intellegence, while Magaru takes 7, Garula more, etc. As far as anything definitive, I'd need to do some research.
Again, not too bad. Crib from the games, toss in a bit of spice, etc. I believe there are listing of each game's equipement and what they can do/hit rate/etc. Of course, certain classes should have better/worse proficiencies in certain weapons than others.
Uh. What do you consider tools?
Steal bicycles! WITH JACK FROST FUCK YEAH
This would seem to depend on if the world we're creating has two seperate worlds (Earth/Makai) or is a fusion, or some sort of invasion, etc. Demons having yen/U.S. Dollars dropping everywhere is much easier explained if the worlds aren't seperate imo. On the other hand, demons dropping macca, the currency of choice of Makai, makes sense. Maybe the world's made some sort of deal with the demons like in SMTII, when Lucifuge prints the money everyone uses?
Those sound like instant death in an tabletop RPG, with the enemy being on their backs and tmporarily helpless. (Least that's what I've read up.) This depends on what you want to do about a down status.
Alternatively, you can just double attacks.
Maybe I'll try generating test characters with what's here, make up a demon, etc.
I have a few more random things to say as well:
^ Speaking of which, are Persona Users basically magicians? It seems that way. However, I've never played Persona, so I'm not sure how to quite balance them.
edited 3rd Dec '10 9:26:36 AM by Neccy60
edited 3rd Dec '10 9:56:36 AM by Otogi
Oh, that's an Ascended? Hurr durr. I just beat SJ too. :P In that case, Ascended should definitely be prestige.
Speaking of which, lemme throw down some other ideas I've had on classes.
-I'd say bring up the stat points from 24 to 30. It's a nice roundy number, and after all, P Cs are exceptional people. :o
-From what we're discussing, the basic gist of the classes as to how I think they should be is this. Tell me what you think (note that the +1 for things is meant to compare to the rest of the classes) :
SO, what this would mean is that Devil Controllers are the “base” Summoner class while Alignment Heres are the “base” Enhancer class; Avatar Turners are stronger but for limited times; Demi-Fiend is more powerful than the others in “normal mode”; Persona Users are weaker overall but get dat Persona to aid them; Devil Summoners get all the supercool sword moves...and yeah.
edited 3rd Dec '10 11:34:45 AM by Neccy60
Anyway, here's a list of "skills" from the Final Fantasy d6 RPG (seriously, any Final Fantasy fans should give it a read!)
Something I just thought up: There should be a sort of neutral equivalent to Half-Demons and Ascended, like the old man in SMT and Gore in Strange Journey. Any ideas for a name?
BTW, do you mind if I post this stuff on Giants in the Playground (if only my original work)?
EDIT: On second thought, I'll just post the original work and put a link toward over here.
edited 4th Dec '10 2:31:19 PM by Otogi
And don’t forget, even though the Heroine follows the Hero no matter what, the canon endings are typically Neutral, so by implication, the Heroine/etc is Neutral.
Well, back on the Hero class….from what I’ve seen, Law heroes tend to get Wind/Electric/Recover/Expel skills, Neutral get Phys/Gun/lots of Resistances, and Chaos heroes tend to get Fire/Gun/Charm/Curse skills. So question: Do you think Heroes should have skills befitting their Alignment and if they switch to another Alignment gain an appropriate skill set, or what exactly?
What do you think? BTW, I really like the Synthesis skills since it means I get unlimited Megido Stones. :D
I certainly don’t mind if you post anything from either of us on GITP, so long as you post it here too so I’m not left in the dark (;-;). The more contributions and suggestions, the better.
edited 5th Dec '10 10:46:05 AM by Neccy60
Also, here's the forum page! 
By the way, new idea. What if, instead of summoners gaining new turns because of their demons, everyone gains only 1 turn, including demons controlled by summoners. That way
edited 5th Dec '10 5:19:53 PM by Otogi
Jesus Christ I love this idea.
Care to playtest when it gets further?
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How well does it match the trope?