Heart & Mind: The Mood System
Emotional states and their rank-based bonuses and penalties.
Life as a teenager and a magical protector in Narasato is an emotional rollercoaster! One day you might feel on top of the world, the next weighed down by secrets or stress. The Mood System reflects your character's general emotional state each day, providing roleplaying guidance and subtle mechanical effects that influence how they interact with the world.
This system helps bring your character's inner life to the forefront, adding flavour to daily activities and linking their feelings to their actions.
Core Concepts
Daily Mood: At the start of each significant period of gameplay (usually considered "one day" or after a long rest), your character will have a specific Mood.
Choose or Roll: You can often choose a Mood that fits your character's recent experiences and current mindset. Alternatively, if you're unsure or want to embrace randomness, the Game Master (GM) might have you roll to determine the Mood.
Rank Shifts: Each Mood grants a +1 Rank Shift (making actions easier) to tasks related to one category and imposes a -1 Rank Shift (making actions harder) to tasks related to another category. These shifts apply when using the Mythic resolution system.
Roleplaying Guide: Your Mood is a primary prompt for how your character behaves, speaks, and thinks throughout the day.
How the Mood System Works
Follow these steps at the beginning of a new day or gameplay block:
Determine Mood: Based on recent events (last night's patrol, a conversation, a stressful encounter, upcoming tests), either choose a Mood from the table below that reflects your character's state, or roll if suggested by the GM or if you prefer uncertainty.
Note the Effects: Identify the specific action categories that receive the +1 and -1 Rank Shifts from your chosen Mood. Write this down or keep it in mind.
Apply Shifts During Play: When you perform an action that clearly falls under one of your Mood's affected categories, remind the GM. The +/- 1 Rank Shift will be applied to that specific check resolution.
Roleplay Your Mood: Most importantly, let your Mood influence your character!
How does being 'Cheerful' change their dialogue with friends?
How does being 'Anxious' affect their approach to investigating a strange noise?
How does being 'Focused' make them interact during a casual lunch break?
Affected Action Categories
These broad categories cover the main types of actions your character might take. Your Mood will make one category slightly easier (+) and another slightly harder (-).
Social: Interacting with others – conversations, making friends, persuading, intimidating, performing publicly, teamwork coordination, navigating social events.
Mental: Tasks requiring focus, intellect, or concentration – studying, investigating, planning strategy, recalling information, solving puzzles, resisting mental manipulation.
Physical: Actions involving bodily exertion or coordination – combat actions (attacking, dodging), athletics checks, manual labour, chasing or fleeing, resisting physical restraint.
Emotional Resilience: Handling emotional pressure or strain – resisting fear or despair effects, managing Stress triggers, opening up emotionally to others, pushing through grief or emotional pain to act.
(The GM has the final say on which category a specific action falls under if it's ambiguous. Some actions might not fit any category and won't be affected by Mood shifts.)
The Mood Table
This table lists common Moods your character might experience. At the start of the day (or gameplay block), choose one that fits, or roll if preferred/suggested. Remember each Mood provides a +1 Rank Shift to one category and a -1 Rank Shift to another, and serves as a key roleplaying guide.
(Categories: Social, Mental, Physical, Emotional Resilience)
Mood | Description / Roleplaying Prompt | +1 Rank Shift To | -1 Rank Shift To | Notes & Examples |
---|---|---|---|---|
Cheerful | Feeling upbeat, positive, friendly, seeing the good side. | Social | Mental | Great for making friends, lifting spirits. Might overlook important details or risks. |
Hopeful | Optimistic about the future, believing things will work out. | Emotional Resilience | Mental | Easier to resist despair/fear. Might be prone to wishful thinking or ignore harsh realities. |
Confident | Sure of oneself, assertive, ready to take charge. | Social | Emotional Resilience | Excellent for leadership, persuasion. Might seem arrogant or dismiss others' concerns/fears. |
Focused | Mentally sharp, concentrating deeply on tasks or goals. | Mental | Social | Ideal for studying, investigating, planning. Might seem aloof, blunt, or ignore social cues. |
Calm | Feeling peaceful, level-headed, patient, serene. | Emotional Resilience | Physical | Good for resisting panic, careful consideration. Might react slightly slower physically. |
Energetic | Physically active, eager for action, perhaps restless. | Physical | Emotional Resilience | Ready for sports, combat, movement. Might act impulsively or struggle with sitting still/patience. |
Determined | Set on a goal, resolute, persistent, perhaps stubborn. | Mental | Social | Great for pushing through obstacles, intense focus. Might ignore alternative solutions or social niceties. |
Empathetic | Feeling connected to others' emotions, compassionate, caring. | Social | Physical | Excellent for supporting friends, understanding motives. Might hesitate in conflict or prioritize others over the mission. |
Curious | Inquisitive, eager to learn, explore, uncover secrets. | Mental | Emotional Resilience | Drives investigation, learning. Might lead to taking unnecessary risks or ignoring potential danger. |
Inspired | Full of creative ideas, artistic energy, seeing connections. | Mental | Physical | Great for problem-solving, art/music creation. Might be clumsy or less aware of physical surroundings. |
Playful / Mischievous | Feeling lighthearted, wanting to tease or joke, maybe stir harmless trouble. | Social | Mental | Good for charming, pranking, lifting moods playfully. Terrible for serious focus or solemn occasions. |
Content / Peaceful | A deep sense of satisfaction, well-being, and ease with the world. | Social | Physical | Very approachable, serene presence. Lacks urgency, might be slow to react physically. More profound than just 'Calm'. |
Excited / Anticipatory | Buzzing with energy for an upcoming event, eager and perhaps impatient. | Social | Mental | Infectious enthusiasm, great for hyping others. Hard to focus on mundane tasks, easily distracted by anticipation. |
Suspicious / Wary | Feeling distrustful, looking for hidden motives or potential threats. | Mental | Social | Excellent for spotting lies (Deception), noticing inconsistencies. Comes across as unfriendly, paranoid, or accusatory. |
Nostalgic / Reflective | Lost in memories of the past (fond or sorrowful), thoughtful and introspective. | Mental | Physical | Good for recalling past events (Lore), deep thinking. Less aware of the present moment, slow physical reactions. |
Duty-Bound / Serious | Focused on responsibilities, the mission, perhaps feeling the weight of destiny. | Emotional Resilience | Social | Excellent for pushing through hardship for a cause. Comes across as cold, distant, or dismisses 'frivolous' social interaction. |
Grumpy | Irritable, easily annoyed, pessimistic, complaining. | Physical | Social | May lash out effectively in anger. Terrible for cooperation, making friends, or diplomacy. |
Anxious | Worried, stressed, anticipating problems, fearful. | Emotional Resilience | Mental | Heightened awareness of potential danger/threats. Hard to concentrate, relax, or think clearly. |
Distracted | Mind wandering, unable to focus, forgetful, scatterbrained. | Physical | Mental | Might react instinctively/quickly physically. Planning, remembering details, or studying is very hard. |
Tired | Physically or mentally exhausted, low energy, weary. | Emotional Resilience | Physical | Too weary for strong emotional overreactions. Physical actions are sluggish and difficult. |
Melancholy | Sad, thoughtful, withdrawn, dwelling on negative feelings. | Mental | Physical | Deep thinking or introspection comes easier. Lacks energy/motivation for physical action or bright socialising. |
Guarded | Wary, defensive, distrustful, keeping others at arm's length. | Emotional Resilience | Social | Harder for others to manipulate emotionally. Difficult to connect with others or ask for help. |
Overwhelmed | Feeling swamped by tasks, emotions, or sensory input; struggling to cope. | Physical | Mental | Reacts instinctively, pushes through physically. Cannot plan, organize thoughts, or make complex decisions. Distinct from Stress 5's breaking point but related. |
Resentful / Bitter | Holding a grudge, feeling wronged or envious, simmering anger. | Emotional Resilience | Social | Stubbornly resists influence/persuasion related to the grudge. Pushes people away, makes sarcastic/cutting remarks. |
Lonely / Isolated | Feeling disconnected, unseen, craving connection but perhaps unable to initiate. | Mental | Social | Keen observation skills from the 'outside'. Finds it very difficult to initiate social contact or express needs. |
Apathetic | Emotionally detached, unmotivated, indifferent, numb. | None | All Categories | Represents significant burnout/despair. GM may impose -1 Rank Shift to ALL categories. Hard to shake without major intervention. |
Moods & Other Systems
Your Mood doesn't exist in a vacuum! It interacts with other parts of the game:
Stress System: High Stress makes it difficult to choose or maintain positive Moods. Reducing Stress often opens up more positive Mood options. Chronic high Stress might even force negative Moods upon your character.
Relationship System: Your Mood significantly affects how you interact with friends, rivals, and potential romantic interests, influencing Relationship Rank changes. A consistently Grumpy Mood will strain friendships, while being Empathetic can strengthen them.
Slice-of-Life Activities: Mood adds flavour and minor mechanical effects to everyday scenes. Being Focused helps with studying (#gakuen-classrooms), being Cheerful helps during club activities (#gakuen-club-rooms), while being Distracted might lead to amusing mishaps at the arcade (#arcade-galaxy).
Changing Moods During Play
Generally, a Mood lasts for the entire day/gameplay block or until your character gets significant rest. However, major emotional events – a shocking revelation, a traumatic battle, a heartfelt confession, a devastating loss – can potentially cause a Mood shift mid-session. This is determined by the GM based on the narrative circumstances and isn't something players can trigger strategically simply to change their bonuses. The shift should feel like a natural emotional reaction to significant events.
Think of your Mood as the emotional lens through which your character views the world each day. Use it not just for the minor mechanical shifts, but as a powerful tool to guide your roleplaying and explore the inner life of your Chroma Knight!
Comments