Project 1: LOST TRPG Introduction

The first translation project for Ancient Scars will be the survival RPG LOST. LOST takes place in a post-apocalyptic version of Japan that is similar to the setting of Tokyo Jungle; deep forest has completely taken over the country and wild animals (as well as strange monsters) roam freely. The players take on the roles of survivors, who are mainly children, who are attempting to gather resources to continue living in this harsh environment.

Ever since the release of Minecraft there has been a huge boom in popularity for roguelike survival games. LOST fits perfectly into that niche. I think the video game it is closest to would be Darkest Dungeon. Like Darkest Dungeon it includes a mechanic for gathering materials to improve your base (which in turn improves your character attributes), a flexible class system that allows you to re-spec your character’s abilities between each adventure, a focus on risk/reward gambles during adventures, and a resource management system.

The actual crunch of the game is based on the Saikoro Fiction system; the same system used by Shinobigami, which was recently released in the US. This system is incredibly easy to pick up and learn for both players and GMs, making it great for use at conventions and single-session games. LOST, however, also has a very good campaign set up, making it easy to also have long-running games using the system. The scenario and GM tools make it very easy to create sessions and whole campaigns, and the system is easy to use enough to make house rules and additions a snap.

I think this is a great game. It’s easy to read, easy to learn and easy to play. It encourages roleplaying and has an easy to understand but rich world that players can get immersed in. I hope everyone enjoys reading and using this game system as much as I am going to enjoy translating it and bringing it to you.

To get started reading the translation, the project page can be found here

Hibo’s original Japanese page for the game can be found here

Ancient Scars is Open!

Hello!

My name is Gene, and I started this blog for one purpose: to host my translations of indie Japanese Tabletop Role-Playing Games. At the moment I only have a single project, but hopefully as time goes on I’ll be able to get involved with many more projects.

I love TRPGs. I met some of my best friends and have had some of my most memorable experiences around a gaming table. While I lived in Japan I was able to connect with Japanese friends by joining a TRPG circle in the prefecture where I lived. I think these games can open doors and connect people’s hearts. It sounds sappy, but I think many TRPG veterans would agree with me.

The name of this site is based on one possible interpretation of the name 古痕 (read Kokon). This was the name of the TRPG circle I was in while I lived in Japan. The members of that group are my great friends, and I am always grateful to them for inviting me to play with them. They are the ones who gave me the great love for Japanese TRPGs I have today.

Please check back here regularly, as I’ll be posting fairly regular updates on my first project in the near future. Look forward to an introduction of this first project within the next 24 hours.

Thank you so much for visiting my humble blog. I hope we can all have many wonderful adventures together.

 

LOST Sample of Play

This is a brief section of a much larger sample of play based on the Sample Scenario. The full Replay will be translated at a later date. This will hopefully give everyone an idea of what actual play will look like.

Characters

Player 1

Classes: Wounded/Adult

Abilities: Silver Arm, Practice: Stab, Veteran

Items: Fire-Starting Tools, Torch x2, Coka Leaf, Spear

Specialties: <Wound> (Brain), Treat, React, Stab, Endure, Initiate, Herd

 

Player 2

Classes: Hunter/Scout

Abilities: Weapon Attack: Shoot, Recon, Poison Arrow

Items: Arrow (10/10), Rope, Belt Pouch (Contains 2J), Crossbow

Specialties: Search, Find, Shoot, Lungs, Walk, Hide

 

Player 3

Classes: New Age/Small

Abilities: Generator, Flame Bullet, Acrobat

Items: Radio, Coka Leaf, 1J, Bar

Specialties: Machinery, Use, Hit, Throw, Dodge, Go Without Rest

 

After the prologue, in which the hook for the adventure is presented, and the Camp Phase, where the players each take 1 Action at the Camp, their adventure begins. This scene takes place immediately after they arrive at the first Checkpoint. As this is meant to be a very simple example of gameplay, I’ll be cutting all the dialogue/banter.

 

GM: You are now in the Search Phase, and the first thing you’ll do is Move. But first I’d like to explain: during the Search Phase you move between <Checkpoints> that will eventually lead you to the <Boss>.

Checkpoint A: Description/Encounter

GM: There’s a clearing in the woods. Ivy climbs up empty swing sets, the place that was once a sandbox is now overflowing with lush greenery.

GM: As you approach, 3 Jackalopes burst from the overgrown sandbox and attack.

GM: To begin combat, first roll Initiative. If you succeed in your Initiative Check, you will take your turn during the Adventurer Action: Advance step, if you fail you will take your turn during the Adventurer Action: Late step. You are free to decide among yourselves who takes actions in what order within those two steps. The Specialty you need to roll against for the Initiative Check is decided using the Initiative Check Table. I rolled a 1 on this, so the target Specialty is (React).

GM: The flow of turns in battle each round goes: Initiative Check > Adventurer Action: Advance > Enemy Action > Adventurer Action: Late > Additional Actions > Round Upkeep Step (Status Ailments etc.) This is repeated each round.

Player 3: My closest Specialty is Machinery, so let’s say I have my radio let off some static to spook the enemies and take the initiative (Roll Difficulty: 9). *Roll* I got a 9.

(Note: The Radio Item isn’t actually used in this way. Instead this is merely the player’s explanation of how they are using the Machinery Specialty in this situation.)

GM: The Jackalopes shrink away from the noise of the static. (Everyone else rolls) Looks like you’re all in the Advance step. You can decide amongst yourselves who goes first.

Player 1: I’m going to stab at one of the Jackalopes with my spear.

Player 2: I’ll shoot one with my crossbow.

Player 3: I’ll hit one with my bar.

GM: When attacking, first roll a Hit Check. Your weapon’s item listing will show you which Specialty to roll against. If you succeed, you can deal your weapon’s Power in Damage to the enemy. You can also declare that you’re adding the effect of an Ability.

Player 1: I’m attacking with my Spear. The Specialty is Stab (Roll Difficulty: 5). I’ll use the Ability Veteran to add 1 to my Hit Check. So if I roll at least a 4 I’ll make it. *Roll* With the +1 I got an 11.

GM: The Jackalope will attempt to dodge. Dodging consumes 1 Willpower. Since you got a result of 11 against a Difficulty of 5 for your attack, the Jackalope’s Dodge Check will have a penalty of -6. The Specialty for the Dodge is the same as the Specialty that was used for the Attack. In this case, you used Stab, and the Jackalope also has that Specialty (Difficulty 5). So I just need to roll an 11. *Roll* Nope. The Jackalope takes 2 damage, and its Stamina is reduced to 0. All enemies that aren’t <Bosses> die instantly when their Stamina hits 0.

Player 2: I’m using the Ability Weapon Attack: Shoot with my Crossbow (Difficulty 5, result +2 from Ability). *Roll* Hit.

GM: *Rolls* Dodge Check failed. Thunk. That’s 2 down.

Player 3: I swing with my Bar (Difficulty 5). *Roll* I got 2 6s!

GM: That’s a Crit! Whenever you roll 2 6s you can heal 1 Status Ailment and gain 1D6 Willpower. Also, you can roll on the Hit Check Crit Table for a bonus to your attack.

Player 3: *Roll* I gain 5 Willpower and *Roll* the added Crit effect is that it ignores the enemy’s defense.

GM: A Crit Hit can only be dodged with a Dodge Crit so… *roll* Nope. The Jackalope has no defense, so the added effect doesn’t really do anything. Anyway it’s dead. You’ve vanquished all of them.

GM: Please roll a 1D6 for each Jackalope to see what they dropped using the Enemy Drop Tables.

*Everyone rolls*

GM: You got 2 Furs (Value: 1J, Weight 1) and 1 Raw Meat (Value 1, Weight 1, Food). You can put all of that in your backpack. With that the encounter has ended.

GM: You can take the following actions during each Cycle of the Search Phase:

Try to clear the Hazard

Search (roll on Search Table)

Rest (roll on Rest Table)

Use a Support type Item/Ability

Investigate an Object

Player 1: I’m going to try to clear the Hazard

GM: The path to the next Checkpoint is blocked off by a partially collapsed tunnel. You’ll need to clear the rubble out of the way to get through it. The target Specialty is Grab, which is Specialty 7 in the Arms area.

Player 1: Oh, that falls in the Area Damage I have due to the Wound I have in the Brain slot. So I can’t roll this, can I?

(Note: Characters with the Wounded class choose one body area to be replaced with a Wound. This Wound counts as Area Damage, which prevents them from taking any of the 8 Specialties immediately surrounding their Wound.)

GM: No, you can still roll it. You’ll make use your nearest Specialty; Stab, as a Proxy.

Player 1: Stab is 3 blocks away from Grab, and it’s #7, so 7+3= a difficulty of 10?

GM: No, 7 just refers to where you can find Grab on the chart. All Specialty Checks have a standard difficulty of 5, then you add each space (including the gaps between columns) between the target Specialty and the nearest Specialty your character has.

Player: Oh, well if Grab to Stab gives me 8 difficulty, React would have the same. I’m going to say that my character is keeping an eye out for movements of animals and then he’ll trail them to see how they get into and out of the tunnel. *rolls* Nope.

Player 3: I’m going to interact with the Park. You said it was an Object, right?

GM: Correct. Roll a Search Specialty Check. If you succeed you’ll roll on the Park Search Table (this is a special table created specifically for this sample mission) and if you fail you’ll roll on the Park Search Failure Table (ditto).

Player 3: The closest I have to Search is Hit. So, uh, difficulty 7?

GM: You didn’t count the gaps between the columns. The actual difficulty is 9.

Player 3: I see. Wait, are the ‘Talent’ and ‘Survival’ columns connected?

GM: No. But there is an Ability for the Professor class that lets you treat them like they are.

Player 3: Okay. Well here goes *roll* nope.

GM: Okay roll on the Park Search Failure Table.

Player 3: *roll* 2!

GM: The rusty playground toy you’re searching creaks and collapses. This has no actual effect.

Player 2: I’m going to try to clear the Hazard. Let’s say I stick a horn off one of the Jackalopes on my crossbow and try to aim for a weak point in the rocks to open the path. So I’m using Shoot as my Proxy. *roll* Crit!

GM: The horn you shot flies true, and the rubble collapses out of the way safely. Also you gain 1D6 Willpower.

GM: Okay, that’s everyone’s Actions for this Cycle, so we’ll move on to Cycle 2. The path to Checkpoint B is open, so you can move on to there in Cycle 2 if you’d like, or you can continue to take Actions in Checkpoint A.

LOST Status Ailments

Status Ailments

Poison

Character takes 1D6 damage to their [Stamina] at the end of each round. Does not cause Body Part damage.

Burning

At the end of each round, character takes 1 damage to [Willpower] and [Stamina].

Paralysis

The results of all checks made by this character are -1

Captured

The results of all Hit Checks made by this character are -1.

Downed

The results of all Evasion Checks made by this character are -2.

Heavily Wounded

The results of all Death Checks made by this character are -1.

Exposed

All data on this character is revealed. Also, all damage dealt to this character through attacks is +1.

LOST Chapter 12 – FAQ

FAQ

Class FAQs

Q: Can a Wounded whose <Wound> takes up their (Main Hand) Specialty still use items in their right and left hands?

A: Yes.

Q: Can a Wounded whose <Wound> takes up their (Main Hand) Specialty still equip two-handed weapons such as a Spear? Are there any penalties?

A: Yes, they can equip two-handed weapons. There are no penalties.

Action FAQs

Q: Can a player use an Interrupt-type action even if they are Done for the Round?

A: Yes. Interrupt-type actions ignore Ready/Done status.

Ability FAQs

Q: Can I use [Poison Arrow] without any arrows in my inventory?

A: Yes. Having this Ability represents your character having the arrow and poison available to use.

Q: Does the Specialty check for [Full Body Attack] need to be the same as my equipped weapon?

A: No, unlike [Weapon Attack], [Full Body Attack] does not need to use the same Specialty as your weapon. You are free to choose the Specialty for the check. You could, for example, use (Hit) even though you are wielding a spear. Just make sure to properly describe how you are using that Specialty to make the attack.

Q: What happens if I use [Counter Stab] but the enemy already had damage to that Area?

A: Nothing. This Ability should be used only after you have  confirmed the Area where you will take the damage.

Q: Do damaging Support abilities like [Pythagoras] cause an Evasion check?

A: No.

Q: Do attacks that cause status ailments, like [Roar], cause an Evasion check?

A: Yes. Any Attack-type Ability will cause an Evasion check.

Q: Will I lose the ability to use a Specialty gained through the Wounded Ability [Rehabilitation] if the Area that Specialty belongs to is damaged?

A: Yes, you will lose the ability to use it. [Rehabilitation] does not protect this Specialty from being rendered unusable.

Q: At character creation, can I make a character who only has General Group Abilities?

A: Yes.

Q: Can I stack the effects of the Worker Ability [Remodel] on a single item?

A: Effects from an Ability of the same name cannot stack on a single target.

Item FAQs

Q: During character creation, can I sell my starting backpack and use that money to buy other equipment?

A: Yes. You can combine the 10J from selling the backpack with your starting 5J and purchase items that add up to 15J.

Q: Does the effect of the Handbag only work if I have it equipped?

A: Yes, you must have it equipped to one of your hands. Otherwise it is simply a Weight: 2 Container.

Q: I want to trade a 6J Machete for a 4J Spear. Will I get change back?

A: It depends. If you are making this purchase in a situation that states ‘You may purchase 1 item’ then you will not get change. If there is no such condition in place, you would get 2J in change back with the 4J Spear.

Q: During combat, can I take a weapon out of my bag and equip it in the same Round?

A: No. Taking it out of the bag is 1 Action and equipping it is 1 Action. Therefore, it would take a total of 2 Rounds.

Q: If I equip 2 Pot Lids, will I get +2 to my Evasion Checks?

A: No. Effects from equipment of the same name do not stack.

Q: I have 2 Coka Leaves. They have Interrupt Timing, but can I use 2 of them in the same Round?

A: Yes. With regards to Consumable Items, even if they share the same name each one is treated as a separate Item.

Q: When I ‘use’ a Pet, does that signify my character eating it?

A: No. Using a Pet as a Support Action signifies playing with/petting it and recovering 1D3 [Willpower]. The Food trait for Pets simply represents that they could be treated as a Food Item under dire circumstances.

Q: How do you use Pepper Balls?

A: You use them the same as any other Attack. While using a Sling, consume 1 Pepper Ball you have before rolling your Hit Check. If you hit with your attack, the target is [Paralyzed].

Q: I got a crit with my katana! My attack power is doubled! Do I roll 1D6 for the attack power before or after?

A: Roll the 1D6 attack power first, then double that number.

Q: Can I target someone else’s Items with Abilities like [Remodel] or [Discount] that target Items?

A: Yes.

Q: If I’m using equipment that is two-handed or a one-handed item in each hand, can I still use consumables like a Coka Leaf?

A: Yes. Usage of consumables is not affected by what you have equipped in your hands.

Q: I took Damage to my Dominant Hand. Can I use items or weapons equipped to it?

A: Yes. In-character you should interpret this as still being able to hold the weapon in that hand but having been wounded too greatly to use any Specialties related to that arm.

Q: If there is a value assigned to an item that can’t be purchased, can I still trade that item for J?

A: Yes. For example, Hard Shells can be traded for 1J a piece.

Check FAQs

Q: Is a Death Check considered a ‘Check’ for the sake of rulings?

A: Yes. A Death Check can be the target of Abilities such as the Hope’s Light of Hope and Wounded’s Bad Luck.

Q: I rolled a crit but had to re-roll. Do I still get the [Willpower] boost?

A: Crits/Fumbles only count on the final roll result. In the case you mentioned this would not be counted as a crit, so you would not recover [Willpower].

Camp FAQ

Q: When I roll a 6 on the Additional Facilities Table, do I need to choose either a Water Barrel or a Bath? Or do I get them both?

A: In that case you receive both a Water Barrel and a Bath.

Search Phase FAQ

Q: When do the players receive information on whether a <Checkpoint> has a <Hazard>, or information on the <Boss>?

A: Information regarding <Checkpoints>, such as a description of the location and the existence of any <Hazards>, will generally be explained when your characters arrive at that <Checkpoint>. However, there may be exceptions. If other explorers have been through the area before, it may be possible that this information could be gained earlier. You may also be able to predict the existence of <Hazards> if you have a map of the <Field>. You may also obtain information on the appearance and general nature of the <Boss> as well.

Status Ailment FAQ

Q: If my [Stamina] is 0 and I take 1 damage from [Burning], will that cause Area Damage?

A: Yes, that will cause Area Damage. Roll to check which Area is damaged.

Q: If my [Willpower] hits 0 due to [Burning], will I become [Helpless]?

A: Yes, you will become [Helpless].

LOST Chapter 11 – Boss Creation

Boss Creation

  1.  Name and Appearance

The name and physical description of the <Boss> are up to you. Most <Bosses> are based on animals, with mechanical or supernatural parts mixed in.

  1. Level

The <Boss’s> Level is a general indicator of how strong it is.

Making the <Boss’s> Level equal to the number of characters in the party is a good rubric for fresh adventurers.

  1. Specialties

<Boss’s> have all Specialties.

  1. Gaps

The Gaps on a <Boss’s> Specialty chart are not filled.

  1. Abilities

All <Bosses> have 4 Abilities chosen from the Boss Group. They also have X additional Abilities chosen from any enemy Group, where X is their Level.

Enemy Abilities

<Bosses> may use 2 Support Abilities simultaneously if they are Level 4 or higher, and 3 if they are Level 8 or higher.

  1. Stamina

The <Boss> has 5X [Stamina] where X is their Level.

  1. Willpower

The <Boss> has 10+X [Willpower] where X is their Level.

An example of a <Boss> can be found in the Sample Scenario.

LOST Chapter 10 – Character Growth

Character Growth

Adventurers grow over the course of Sessions. Character growth requires the player to spend the Experience Points they have accumulated. Unused Experience Points can be saved for later use.

Increase [Willpower Base] (10 pts.)

Increases [Willpower Base] by 1.

Additional Specialty (15 pts.)

Gain 1 additional Specialty.

Additional Ability (15 pts.)

Gain 1 additional Ability from the General or Class Ability list.

Increase [Stamina Base] (20 pts.)

Increases [Stamina Base] by 1.

Additional Class (30 pts.)

Gain 1 additional Class. At the same time, you may gain 1 Ability from that Class’s Ability list. The max Classes for a single character is 3.

LOST Chapter 9 – Results Phase

Results Phase

Closing Scene

During this Phase, the players will experience the ending awaiting their adventurers after the battle with the <Boss> is over.

If the purpose of the adventure was to gather supplies, the members of the Camp will come and harvest the bounty of the woods that have been cleared of the <Boss>’s <Field>. Surely they will heap praise on the brave adventurers.

Distribution of Rewards

There’s a good chance that there is all kinds of loot ready for the taking in the cleared <Field>. Since they cleared the <Field>, the adventurers have the right to first dibs on the spoils. A good rule of thumb for rewards is ‘Each adventurer gains an item or items whose value equal 3X, where X is the level of the <Boss> of that <Field>.’ The GM may add to this depending on circumstances, or may use alternative rewards such as new Camp Facilities.

Camp Growth

The Camp will gain X CP (Camp Points), where X is the level of the <Boss> that was defeated. Using these points, new Personnel or Facilities may be added to the Camp, or current ones may be leveled up. For the purpose of the explanation below, ‘Personnel’ and ‘Facilities’ will both be referred to as ‘Facilities’.

As long as your Camp has the CP for it, you may add or level up as many Facilities as you wish.

Camp Facilities have the following characteristics.

  • Name

The name of the Facility.

  • CP Cost

The cost in CP of adding this Facility to the Camp. If this cost is paid after a Facility has been built, the Facility will gain a level. Also, 1C (can) can be used to equal 1CP.

  • Type

There are 2 types: Permanent and Assist. Permanent type Facilities always give their benefit to the party. Assist type Facilities must be used during the Camp Phase to take advantage of their benefits.

  • Specialty

The Specialty used when making checks to use this Facility. If there is none, then no check is needed to use the Facility.

  • Level

The level of the Facility. When first purchased, all Facilities are at level 1.

  • Max Level

Maximum level this Facility can attain.

  • Prerequisite

If the listed prerequisite Facility does not exist in the Camp, this Facility cannot be purchased.

  • Effect

The effect of this Facility or Personnel when they are used.

Facility/Personnel Table

Acquire Experience

Experience is awarded to adventurers who survived the mission, and the players can use these points to improve their characters. Experience is awarded based on the following conditions.

  1. You survived! (3 points)
  2. You brought hope to the camp (1 point)
  3. You learned from your mistakes (1 point per Fumble rolled)
  4. You defeated a [Boss] (1X where X is the [Boss]’s level)
  5. You visited the [Checkpoint](s) (1 point per [Checkpoint])
  6. You cleared the Hazards (1 point per Hazard)
  7. You defeated the [Boss] before the Limit (1 point per Cycle remaining)
  8. You played your role well (1 point)
  9. You helped someone (1 point)
  10. You helped the game run smoothly (1 point)

After the Session Ends

The following things happen to each character after the Session is over:

  1. [Stamina] is set to [Stamina Base]x2
  2. [Willpower] is set to [Willpower Base]
  3. All damage is recovered. (Wounded characters’ <Wound> is not healed)
  4. (Optional) Players can re-assign their character’s Specialties.
  5. (Optional) Players can re-assign their character’s Abilities.