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==The RPG== KonoSuba: The RPG is a tabletop RPG using a custom-brewed D6 system that was actually created by the author of the original light novels. It debuted in Japan in 2019, and crept into the Western sphere in 2022. Gameplay is quite simple, given it's based on the system of mechanics already seen in the original light novels and their adaptations. It revolves around the seven [[Ability Score]]s of Strength (STR), Dexterity (DEX), Agility (AGI), Intelligence (INT), Perception (PER), Mind (MND) and Luck (LCK), and skills, which are divided into racial skills, class skills, and generic skills. There are also, of course, secondary stats; ''Health Points'', ''Mana Points'', ''Action Points'', ''Movement'', and ''Blessings''. Health Points, obviously, are how much health you have, and are determined by a character's Base Strength score + their Class Modifiers + any relevant Skill modifiers. Mana Points are how much energy you can use to fuel certain skills that function as spells. Maximum value here is determined by your Base Mind Score, + Class and Skill modifiers. Action Points determine initiative; when you can act in a combat round, stuff like that. Agility + Perception + Equipment Modifiers + Skill Modifiers. Movement is how many meters you can move in a given turn in a combat situation. Strength + 5 + Equipment Modifiers + Skill Modifiers. Blessings are basically what other games would deem "fortune points". They can be invoked either to add a boost to any kind of roll (damage, save, skill check, etc) at a rate of +1d6 per Blessing spent, or be used to reroll a check one time. A character has either 5 Blessings or Blessings equal to their Luck score, depending on where you look in the book - nice editing job, guys. There's also the optional Cheat mechanic, where you can have one super-special power that comes with both a Merit and a Demerit. Merits are either passive or can be actively invoked once per scenario, whilst Demerits are permanent. One of the sample cheats is ''Intoxicated by Pain'' (aka, Darkness' cheat); you can negate all damage from an attack once per scenario, but you suffer a permanent penalty to all Attack and Dodge rolls (roll a d6 and subtract the result whenever you make an Attack or Dodge check). ===Races=== Races in the KonoSuba TRPG determine your starting [[Ability Score]] values. Each also comes with a list of special racial skills, of which you get to pick '''one'''. The '''Reincarnated Person''' is, of course, the standard [[isekai]] guy (or gal, we won't judge); somebody from regular Earth who died and was then revived in the world of KonoSuba. Their racial skill choices are '''Boon: Armor''' (start play with a piece of armor that has +2 Physical Defense and +1 Magical Defense), '''Boon: Weapon''' (start play with a weapon that does +2 attack power), '''Power of Fate''' (+1 Blessing) and '''Flash of Reincarnation''' (once per scenario, add +3 to the result of a check). Their stat array is STR 8, DEX 9, AGI 8, INT 9, PER 8, MND 7, LCK 8. The '''Native Inhabitant''' is the obligatory "actually born in this crazy world" choice. Their racial skill choices are '''Combat Arts''' (+2 to final hit checks), '''Snap Decision''' (+3 Action Points), '''Stalwart''' (+3 Physical Defense) and '''Versatility''' (+1 to 3 base ability scores of your choice). Their stat array is STR 9, DEX 8, AGI 8, INT 8, PER 8, MND 8, LCK 6. The '''Crimson Magic Clan''' represents a member of a [[abhuman|distinct human subspecies native to this world]], characterized by their crimson irises, pronounced aptitude for magic, and racial proclivity towards insanity. Every Crimson Mage is at best quirky and eccentric, and at worst at outright babbling imbecile. Their racial skill choices are '''Ability Specialization''' (boost one ability score by +4, penalize a second by -1), '''Godsent Child of Destruction''' (+3 damage with all magical attacks), '''Great Magic Power''' (+5 maximum MP) and '''Magical Talent''' (+1 to all magic check results). Their stat array is STR 7, DEX 8, AGI 8, INT 10, PER 7, MND 10, LCK 7. You may be asking; what if I don't want to play a human? What if I want to play a [[demihuman]] or a redeemed [[monster]]? Well, officially, the book just says "use the Native Inhabitant race". If it strikes you as odd that, say, a [[centaur]] or an [[elf]] is mechanically identical to a human, you'll have to put the work in to coming up with your own distinct racial ability score layout and unique racial skills. ===Classes=== Classes are the most unusual aspect of the KonoSuba TRPG. Each class gives stat modifiers, determines your starting HP and MP, and gives specific amounts of maximum HP and MP upon gaining a level in it. However, [[multiclassing]] is a thing, and is kind of a weird bastard lovechild of the 2e and 3e [[Dungeons & Dragons]] version. Every time you gain a level, you can choose to either increase your current class's level, or switch to a new class. If you change a class, you replace your former class's ability score modifiers with those of your new class, with the attendant adjustments to secondary ability scores. You keep any skills you learned in your previous class, but can learn any and all of the skills of your new class. There are 5 "base classes", 7 "specialist classes", and four "advanced classes" in KonoSuba TRPG. The base classes are the '''Warrior''', '''Priest''', '''Wizard''', '''Thief''' and '''Adventurer'''. These are the simplest, most easy to grasp classes of all. You can probably grasp what all of these do, except maybe the Adventurer, who is the unique class of the five. The Adventurer is the [[Skill Monkey]] class. It has the lousiest stats of all the classes - +1 to all ability scores, starting HP and MP of 23, +10 HP and MP on a level up. Also, it can't evolve into an advanced class. But it does have some perks. Firstly, you get +1 Blessing, a trait you lose if you change to any other class, but regain if you change back. Secondly, you can learn the skills from '''all''' of the four base classes and the seven specialist classes. Plus, at the DM's discretion, it can even learn advanced class skills and even monster skills. So whilst it lacks in raw power, it can become an incredibly versatile class that compensates with breadth of tools - the Jack of All Trades. The "specialist classes" are the '''Archer''', '''Elemental Master''', '''Creator''' (a wizard specialized in applying debuffs through attacks and arcane traps), '''Swordfighter''', '''Knight''', '''Lancer''' and '''Rune Knight'''. Despite what you might think, these can be taken straight away from 1st level, just like a base class. The distinction is that specialist classes have more unique skill sets, but they can't evolve into advanced classes. The "advanced classes" are the most powerful of classes; you can't take an advanced class until you've reached Character Level 10, minimum. However, you also can't multiclass into an advanced class unless you are currently using its attendant base class as your character class. This is the price you pay for the power they grant; you need to master the basics. The advanced classes are the '''Crusader''' (advanced Warrior), '''Arch-Priest''' (advanced Priest), '''Arch-Wizard''' (advanced Wizard) and '''Assassin''' (advanced Thief). [[Category: Roleplaying]] [[Category: Weeaboo]] [[Category: Approved Media]]
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