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Narrator's Guide (Pre-Alpha)

The document outlines the rules and guidelines for creating and controlling Shadows in the Agatha’s Rewrite system, detailing their combat mechanics, abilities, and tier-based attributes. It also describes the more powerful Tyrants, their unique actions, and the equipment creation process using a point-buy system. Additionally, it includes information on weapon and armor types, keywords, and scaling values for combat skills and damage reduction.
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© © All Rights Reserved
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0% found this document useful (0 votes)
37 views7 pages

Narrator's Guide (Pre-Alpha)

The document outlines the rules and guidelines for creating and controlling Shadows in the Agatha’s Rewrite system, detailing their combat mechanics, abilities, and tier-based attributes. It also describes the more powerful Tyrants, their unique actions, and the equipment creation process using a point-buy system. Additionally, it includes information on weapon and armor types, keywords, and scaling values for combat skills and damage reduction.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

NARRATOR’S GUIDE

-​ Shadows have a number of Aspect Points equal to


their Tier
-​ Shadows may make a basic attack using Physical or

(Pre-Alpha) -​
any of their given Types
Shadows may use Revival Skills to bring back other
Shadows who have been defeated in the current
combat scenario
-​ When a Shadow reaches 0 HP, they are defeated and
may no longer participate in combat. Shadows do not
Shadows receive the benefits of Death’s Door unless an effect
states otherwise
Below are rules and guidelines for creating Shadows and
controlling them in combat. While these guidelines are
designed to allow Narrators to comfortably develop their own
Shadows and utilize them in play, homebrewed Shadows
created using these guidelines are not officially endorsed by
the Agatha’s Rewrite system to be balanced with the core
combat infrastructure by any means.

Shadow Combat Rules


​ Below is a list of rules on how Shadows functionally
operate in combat under the Narrator’s control.

-​ Each Shadow has an associated Shadow Tier that is


equal to its current (Lv. / 5) + 1 rounded down. (i.e. a
Lv. 5 Shadow will have a Shadow Tier of 2. A Lv. 12
Shadow will have a Shadow Tier of 3.)
-​ Each Shadow has a Social Skill Tier value for all Social
Skills equal to Shadow Tier ± Disposition. Depending
on the Dispositions a Shadow has, the Shadow gets
bonuses or detriments to their Social Skill Tier value
according to the Social Skills associated with that
Disposition.
Example: If a Lv. 9 Shadow carries the Foolish and
Provocative Dispositions, their Social Skills will read
as follows:

Knowledge: 2
Discipline: 1
Understanding: 1
Charm: 4
Expression: 2
Courage: 2

-​ Each Shadow has a number of Abilities based on their


Shadow Tier, which are unique passive Skills that only
that Shadow will ever have access to. Abilities can not
be taken by Users when acquiring a Shadow as a
Persona.
-​ If a Shadow in negative Energy would cast a Skill that
would reduce their VIT score to 0, they instead cannot
cast that Skill.
-​ Energy
Building Shadows A Shadow’s Energy pool is equal to VIT + Lv

-​ BST -​ Damage Reduction


Shadows are created with 18 total Combat Skill Each Shadow receives DR equal to 2Lv + Lv/4 - 2
points to be distributed across their six Combat Skills,
same as Users. When allocating these base points, no -​ Basic Attack
Combat Skill may exceed a value of 5, or fall short of Shadows have a Basic Attack that deals SKLd4+(2Lv.)
1. damage and can only be performed at melee (Mono:
Shadow BST has variable values depending on the 1m) Range unless stated otherwise.
Combat Skill. Of the 18 points granted at creation, and
applying to any Bonuses other than Size bonus, -​ Specialty Skills
certain Skills will cost multiple points to increase, Each Shadow must have no more than 1 Skill above
listed as follows: its maximum Skill tier (same as Users'). Shadow
specialty Skills are not added onto their Skills per
➢​ STR: 1 point level, and instead take from it.
➢​ MAG: 1 point
➢​ TEC: 1 point -​ Abilities
➢​ AGI: 1 point until 3 points reached, then 2 points Abilities can represent User Feats, Social Skill Tier
➢​ VIT: 1 point abilities, or Shadow-exclusive passives and effects
➢​ LCK: 1 point until 3 points reached, then 2 points from source material. Shadows at lv 1 have one
Ability, and gain an additional Ability every five levels
-​ Bonuses at levels 6, 11, and 16.
Shadows gain the following bonuses that can be
added onto their base Combat Skills after the base 18
are allocated:
-​ First Bonus: 1 every 3 levels
-​ Second Bonus: 1 every 6 levels
-​ Third Bonus: 1 every 3 levels; The total value
of Third Bonus applied to any one Shadow
Skill cannot exceed the total number of Skills
that have benefitted from Third Bonus.
Additionally, this bonus will be denoted on
the Shadow’s sheet as their Persona Combat
Skill bonus.
-​ Size Bonus: Shadows gain Combat Skill
points based on their size according to the
following chart:

Shadow Sizes
Size AGI STR Spaces

Tiny 2 -1 1/4
Small 1 0 1/2
Average 0 1 1
Large -1 2 4
Huge -2 3 9
Colossal -3 4 16

-​ HP
Shadow HP is equal to 15Lv + 10VIT
-​ Skills
Shadows gain Skills per level as listed in the table
below. Specialty Skills are considered part of the Skills
by level and are not added after them.

Skills by Level
Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
-​ Tyrant Actions
Tyrants have an assortment of unique actions
Tyrants at their disposal that can be used outside of the
normal Skill / Attack windows and operate using their
​ Tyrants are more powerful versions of standard own resource system. Unless stated otherwise, Tyrant
Shadows that act as the boss entities in Agatha’s Rewrite, and actions do not consume any of the Tyrants actions to
stats for Tyrants can be imposed onto any Shadow listed in trigger.
the Shadow Compendium. To create a Tyrant, simply add on or ​ Tyrants may only have 1 + [Shadow Tier]
replace the Shadow’s existing stats as directed below: different Tyrant actions in their repertoire, and only
have one of each Tyrant action they take. Tyrant
-​ Tyrant Bonuses actions do not cost Energy to cast unless stated
Tyrants gain 2 additional BST points every 2 levels in otherwise, and may be cast an indefinite number of
addition to the standard Shadow bonuses. For Tyrant times over the course of a single combat. The formula
bonuses, 1 point must go into either STR or MAG, and used to determine a Tyrant’s total Tyrant Action
the other must go into either TEC or LCK. repertoire also determines the number of Tyrant
Actions they can take per turn, and they lose 1
-​ Tyrant HP per-turn allotment for each allied Shadow in the
Tyrants have a separate HP formula from standard combat (minimum 1).
Shadows equal to 65Lv + 15VIT
-​ Invading: These actions can be taken at the
-​ Tyrant Armor end of any turn in combat before the next turn
Tyrants have a second HP pool referred to as Tyrant begins.
armor, which is equal to 45Lv + 10VIT. Full rules on -​ Rebuking: These actions are taken at Interrupt
Tyrant Armor can be found in the Shadow speed, and come paired with a prerequisite
Compendium on page 11. condition that must be met in order to trigger
the action.
-​ Tyrant DR
Tyrants have a separate DR formula from standard -​ Armored Tyrant Actions
Shadows equal to 2Lv + Lv/4. Armor is A keyword that can be applied to Invading
and Rebuking actions that expend a Tyrant’s Armor to trigger.
These are often more powerful than other Tyrant Actions, but
come paired with the drawback of leaving the Tyrant more
vulnerable in exchange. Armored Tyrant Actions will always
display a percentage
Variables
Equipment The following are a list of variables used to build out
an item’s stats. Each variable comes with a cost that denotes
Equipment creation functions via a point-buy system based on the number of points it takes to use that variable. If any
the various mechanical functions of the piece of equipment variable would be doubled (i.e. 2SKLd2+4), simply double the
being made. Each item tier has a limit to the number of points cost added to your point-buy for the given item.
that can be spent to build a weapon of that tier, as listed
below. Special-Tier items have no explicit cost limit and can be NOTE: Many of these variables are shared between both weapons and
armor.
built at Narrator discretion, though these items should have
equivalent challenges associated that must be cleared in order
-​ Stat Scaling
for players to obtain said items. Items made using these
The scaling value placed before a damage die in a
guidelines are not endorsed by the Agatha’s Rewrite system
weapon’s damage formula. (eg. SKLd2+4)
to be balanced with the core combat infrastructure by any
means.
-​ Dice Category
The type of dice used when rolling relevant checks for
a given item. (SKLd2+4)
Weapons
Tier Max Cost Armor
-​ Stat Mod
1 10 Tier Max Cost
A scaling value added onto or in place of a formula.
2 20 1 5 (SKLd2+STR)
3 30 2 10
-​ Flat Mod
4 40 3 15
A flat value added onto or in place of a formula.
5 50 4 20
(SKLd2+4)
8 Special 5 30
6 40 -​ DR
The damage reduction value granted by an item. Cost:
7 60
1 per point of DR. For Combat Skill-scaling DR: Item
8 Special Tier * Stat Scaling Skill value

Stat
Scaling Cost Flat Mod Cost
Tier Max Cost Tier Max Cost
Stat Mod Cost 1 0.5
SKL 3 Dice Tier Max Cost
STR 2 Category Cost 2 1
SKL 2
MAG 2 Tier Max Cost 3 1.5
STR 1
TEC 4 d2 3 4 2
MAG 1
AGI 3 d4 6 5 4
TEC 3
VIT 2 d6 9 6 4.5
AGI 2
LCK 3 d8 12 7 5
VIT 1
N/A -2 d10 15 8 5.5
LCK 2
d12 18 9 6
10 10
11 10.5
12 11
Armor Types
Weapon Keywords
Keyword Cost Shell Armors
Critical X 2 + value of effect Characterized by high baseline DR and relatively weak
Critical Margin X 5 per secondary effects outside of the inclusion of Affinity boosts.
Snipe X 1 per extra space These armors gain scaling DR early and are great for Soak
Type Boost / Amp Tier of effect x5 Tanks.

Pierce 1/2/3 4/7/15


<Type> Transfer 8 Specialization Armors

Transfer 20 Focus less on direct DR / Affinity / Dodge boosting, but instead


grant extra effects and occasionally stat boosts as a focus. (i.e.
Riposte 1.5 + value of effect
Featherman yellow Owl armor, which grants cast Zio.)
Sweeping X 4 per level of effect
Combo X 7 per level of effect
Evasive Armor
Whiplash X% 3 per 5%
Defined by low DR, and Dodge increases, Movement
Reload / Cast 4 per each Skill Tier
Allowance boosts, and Evade benefits. They rarely have
Move X X
effects aside from these, but some exceptions, like the Zebul’s
Fortify <Type> X 0.5 per
Garb do exist.
Fortify All 1 per
Type Affinity rank up 8 per tier
Armor Keywords
Increased HP X 1 per 4 HP
Keyword Cost
Increased Energy X 2 per 1 Energy
Evade <Type> 6 per tier
Combat Skill Boost 2 per
Evade All 12 per tier
Damage Type Shift 10
Transfer (Armor) 8 per property transferred
Dodge X (flat value) X
Dodge X (scaling value Stat mod * 2

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