Ostinato

OstinatoArpeggio Info

Support System

Support Levels

When two or more characters work together as a team, they build support betwixt themselves. Support levels progress from nonexistence to C (a respected teammate), then to B (a close friend), and are capped at A (one who is considered family); several different things build support. Firstly, if the characters participate in a battle together and are victorious, 1 support point is awarded. Secondly, if the characters solve a field puzzle together (as opposed to one character completing a simple field task), this will also earn them 1 support point. Thirdly, 1 support point is awarded to a team of characters when they complete a particular story arc—to be more specific, story arcs usually culminate in the characters receiving one permanent base stat increase apiece. Lastly, the Maestro may award support points for specific occurrences in role playing, which will more likely be between pairs of characters rather than the entire party, allowing party support levels to differ. However, a single support point is always earned between at least two characters, so a given character cannot have more or fewer support points with someone than that person has with them.

To go from n/a to C, a pair of characters needs 11 support points. To climb from C to B, the duo needs 22 more points. To get from B to A, an additional 42 points are needed. This puts the total required to get from n/a to A at 75 support points. Thus, support is not built very quickly.

Support is primarily for player characters, but sometimes non-player characters may have built support between themselves; if so, this will start out at a certain level, and will not change throughout the course of the game. This is because non-player characters are not normally involved in enough battles for their support levels to increase; if the Maestro wishes to design a story arc that involves one or more NPCs all the way through, then an exception can be made, and non-player characters could be allowed to build more support, or the players could be allowed to build support with one or more NPCs. It would also be possible for a player character to begin a game already having a support level with an NPC, based on the characters' backstories; support between different player characters, however, should usually be earned in-game so as not to begin with an unfair advantage.

If a boss battle involves more than one boss character, then these characters may have a support level built between them, but this is not required.

Breaking Support

Unlike character levels and weapon levels, which, once earned, are permanent, support levels can be decreased. However, this is slightly more complicated than just subtracting support points.

A support point of -1 is "awarded" when characters who have built support complete a battle on opposing sides (which means that one of them will have died, but we're working under the assumption that they would later be revived). Negative points can also come from the field, but would probably not be in the form of puzzles—more likely, a dramatic revelation by one character would shock the other so much (and be so out of their favor) that a negative support point would be appropriate. Following such revelations, further negative points might come more easily, such as with each opportunity that one character takes to continue to oppose the other instead of reconciling.

If the two characters have some support points at the time—for example, if they are at a C support level with 19/22 points toward B level—then negative support points simply subtract from the total—so the example would go down to 18/22. However, a full support level does not actually break until the total of negative points earned reaches the same number as the positive total necessary to reach that support level in the first place. This means that if two characters have a C support level, their support points must progress downward from 0/11 and reach a total of -11/11 for the C support level to break and return to "n/a." To follow through, it takes a marked total of -22 support points to break a B support level, and -42 to break an A level.

There are no negative support levels, so characters with an "n/a" support relationship cannot earn negative points.

Even if two teams of characters enter into battle against one another as a form of friendly competition, they still get negative support points, which falls under the same justification as support being buildable between characters who are supposed to be enemies.

When a support level is broken, "(broken)" will be written after the resulting lower level. If positive support points are then earned toward repairing the broken support level, then instead of beginning at 1/11, 1/22, and 1/42, the count will begin at -10/11, -21/22, or -41/42, making the repaired support level twice as hard to earn as a regular one.

Because making and breaking support takes so long, an entire game of Arpeggio (with the players progressing from Level 0 to Level 55) can be built around the idea of a major betrayal. In practice, games will probably not last this long.

Support Bonuses

When two characters who have support built between them enter a battle, the characters receive Stat Increases at the battle's onset; there is no further effect later in to the battle. The stats that are increased and the exact numbers are determined by the two characters' Affinities: each of the eight Elements in Arpeggio doubles as an Affinity (see below). Support bonuses are only applied to the two characters who have built support, but if one character has built support with multiple characters (who are all in the battle), then all of those support bonuses are activated for that character. On the other hand, a character's own support bonus is only activated once in regard to that character. So, for example,

Bob has a Fire Affinity, Fred has an Earth Affinity, and Jim has a Plant Affinity. Bob has built support with both Fred and Jim, but Fred and Jim have not built support with each other. When the three battle as a team, Bob will receive the stat bonuses from Fire, Earth, and Plant Affinities, but his Fire Affinity bonus will not be doubled, even though he has support with two characters. Fred will receive the Fire and Earth bonuses, while Jim will receive the Fire and Plant bonuses.

Unfortunately, if two characters have the same Affinity, they still only receive one dose of the support bonus: there is no circumstance under which it is doubled (or anything higher). However, the normal rules for Stat Increase combining do apply, meaning that, for example, if one character has an Earth Affinity and another character has an Ice Affinity, and the two have built A-level support, then they receive a Defense Increase of 3 for 3 turns (combining Earth's 3 for 1 turn with Ice's 1 for 3 turns). If two characters who have support built between them enter a battle on opposing sides, then their support bonuses are activated, but become negative—so whichever stat would normally be Increased is instead Decreased by the same amount, for the same number of turns.

If a battle is already in progress and some characters enter it some turns in, those characters' support bonuses activate at that later time. If a latecomer has built support with someone already present, their bonuses activate at that later time even for the character(s) already present. It would also be possible for a character to have an attack that reactivates support bonuses later into the battle, but this should not be common. (Pokémon emerging from Poké Balls count as entering the battle at that time, but if the same Pokémon is switched out and sent back in, or faints and is revived, its support bonus does not activate again; just remember it as each Pokémon's bonus only being able to activate once per battle.)

Affinities

An Affinity is expressed as one of the eight Elements used in the Arpeggio system, and every character has one Affinity, no more, no less. Affinities determine the support bonuses awarded to pairs of characters as described above, and have no other effect. As with the answers to multiple-choice questions, the closest match to the character's personality should be selected, even if some aspect of the description given here is in direct opposition to said personality. It would be possible to give a character an attack that, for example, deals damage using the Element of their Affinity, but these kinds of abilities should be very rare—which means that by and large, a character's Affinity has nothing to do with the Element(s) that they use in battle, nor with their Elemental Modifiers. Instead, it's more like a metaphorical connection: sturdy like Earth, fluid like Water, aggressive like Fire, etc.

The Maestro should be wary of players attempting to choose their characters' Affinities based on which support bonuses they want, and should discourage this in favor of matching the characters' personalities. However, if a player is unsure about what kind of character they want to make, an Affinity can be used as a starting point for their character's personality. All that being said, Affinity isn't meant to restrict a character's behavior in the way that the Alignment chart does in some tabletop games, and so if a character starts behaving differently, their Affinity does not change. Rather, at that point, the Zodiac comparison comes full circle, with the Affinity chart simply being wildly inaccurate for some characters.

The eight Affinities and their characteristics and support bonuses are: