Post by Storyteller on May 17, 2015 23:07:36 GMT -8
Bonuses at Creation!
These Bonuses are COMPLETELY 100% OPTIONAL.
100% OPTIONAL.
You Do NOT have to take ANY Bonuses.
REPEAT: NONE.
You get the OPTION of taking these and more as Improvements to your character. They are additional challenges, bonuses, negative mojo.... Things that make your character be poked in various directions from the Staff.... etc.
Did we mention COMPLETELY OPTIONAL?
100% OPTIONAL.
You Do NOT have to take ANY Bonuses.
REPEAT: NONE.
You get the OPTION of taking these and more as Improvements to your character. They are additional challenges, bonuses, negative mojo.... Things that make your character be poked in various directions from the Staff.... etc.
Did we mention COMPLETELY OPTIONAL?
You can go forth into our game without taking ANY bonuses. BUT. If you want a challenge, love storytellers breathing down your neck while whispering sweet evil in your ear- then please... Step right this way...
You only get 1 bonus at creation.
(Alphabetical Order, not by Hinting!)
(Alphabetical Order, not by Hinting!)
When you have chosen your bonus, and made the basics of your character (You know who your character IS...) Joy or Yavie will work with you to put it into the Agency, Crystal Family, etc al or help you design a Agency or Sept that will fit in our game. A lot of information is 'very' vague to allow for players to put their own special touches into the game. Plus.... experience has stated that if a board gets to big, players go swirlie eyed!!!
Agency- Earth
Decide who it is you work for. Are they a black-budget government department, a secret military arm, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? (ST Choice is also an option, there are a few “groups” out there in game too)
Pick two resources tags and two red tape tags to describe how the Agency operates:
Agency Resources (pick two)
- Well-armed
- Cover identities
- Well-financed
- Offices all over the place
- Rigorous training
- Good intel
- Official pull
- Recognized authority
- Weird tech gadgets
- Support teams
Agency Red Tape (pick two)
- Dubious motives
- Budget cuts
- Bureaucratic
- Take no prisoners policy
- Hostile superiors
- Live capture policy
- Inter-departmental rivalry
- On-call 24/7
- Secretive hierarchy
- Cryptic missions
Animal Guardian
Animal Guardian's are shape-shifting humans from other planets from back in the Silver and Solar Millenniums. These shape-shifting humans are a small part of a larger populace-- and may have begun "human" and reincarnated with the other senshi/knights (their transformation then would be their animal forms.)
Animal Guardians shape-shifting abilities allow them to be able to wear "clothes" when coming back and forth between forms.
They can be played as "minor" characters to your character, or you can have another player play your animal guardian. There is a special place for animal guardians to pick up information. Further, animal guardians can be as young or old as you would like.
Crystal Families
You belong to one of the crystal families. Either as a part of the direct line or main family, or as a cousin or other assorted members.
As apart of the crystal family you have access to family resources and havens, however they are a part of the family and not your personal resources. (IE: piss off the family/elders/etc you potentially won't have access to those family resources.) Crystal families also have more information concerning the Senshi and Knights (As they are their descendants and family members) that the normal public doesn't have. Some Crystal families still have Items of Power that have been passed down from generation to generation.
MOST Crystal Families allow and accept only those with blood ties to their family. They are, after all, the nobility of our world. Those who who have adopted people into their family only do so with a reason.
*preliminary conversations with potential character ideas show adoption as the number one way to join a crystal family. Look. This is a role-playing game.. Not everyone can be adopted or sold to the highest bidder! (That goes to Mommy n Daddy being dead... the age range is 18-28 for a reason, parents don't need to be killed anymore to give you freedom!!! lol)
You can find information on the Crystal Families earlier in creation.
Haven
You have a haven set up, a safe place to study and work. This may, or may not be in Crystal Angeles (our starting city.)
Pick two of the following options for your haven:
- Armory. You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it, and plenty if that matters. On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing.
- Infirmary. You can heal people up here, and have the space for one or two people to recuperate. The Keeper will tell you how long a patient's recovery is likely to take, and if you need extra supplies or help.
- Lore Library. When you hit the books, take +1 forward to investigate the mystery (as long as historical or reference works are relevant).
- Magical Laboratory. You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (the use magic move, big magic, and other magical moves).
- Mystical Library. If you use your library, preparing with your tomes and grimoires, take +1 forward for use magic.
- Oubliette. This room is isolated from every kind of monster, spirit and magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
- Panic Room. You have a room set up, with essential supplies and protected from almost anything, mundane or mystical. You can hide out there for a couple of days.
- Protection Spells. The haven is safe from monsters – they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
- Workshop. You have a space for building and repairing guns, cars and other gadgets. Work out with the Keeper how long any repair or construction is likely to take, and if you need extra supplies or help.
Independently Wealthy
Through deeds or inheritance, you have become a person of means with an immense amount of funds and influence available to meet your needs.
Pick two of the options below as benefits of your status:
- Faithful Companion: Years ago, an honorable tribesman or local saved you life and has traveled with you ever since. You gain an Ally (How to Build your Ally) who is talented and loyal to the death.
- Entourage: You never go on a hunt without your faithful servants to carry your gear and take care of other laborious tasks that might distract you from the hunt. You gain a Team: Subordinates (motivation: to follow your exact instructions) (See how to Build your Ally for information on Ally’s/Minions… This specific “team” are played by the player or the staff and are “faceless minions” without much personal direction and will zip merrily off in fear- with skills appropriate to travel, camping, and domestics. Note that these people are not risk takers and will run from any combat situation.
- Vehicle Aficionado: You have a massive collection of vehicles in your personal collection and the contacts to get one delivered to even the remotest location, given time. Once per mystery you can have any type of civilian class vehicle on hand. Commercial and military class vehicles will require Keeper approval.
- Equipment Cache: You have access to large inventories of mundane gear and rapid delivery service. If you need something special from there, roll +Sharp. On a 10+ you have access to it, and plenty if that matters. On a 7-9 you have access to it, but only the minimum. On a miss, you receive the wrong thing.
- Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool. On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On a miss, you are dropped off at the border and told not to come back. Home Away From Home: You have numerous luxury hide-aways located all over the globe. Each is private, secure, well stocked, and capable of housing 4-6 people comfortably.
- Open Invitation: You are known in all of the right social circles. If you need to get an audience with someone or access to a restricted location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
- Old Alma Mater: Your generous annual donations to your old university have not been forgotten. If ask for a bit of research assistance, gain +1 on an investigate the mystery roll. (as long as the relevant information is available to the university)
Sept
You are a part of an ancient, secret order. Septs basically function like an agency except instead of being built (and controlled) by the government, Septs tend to play more in the metaphysical and may know a bit more- ultimately about the Sailor Moon Universe as a whole.
Players can choose to “influence” their choice of group by choosing information below. But the staff and the setting ultimately choose how they come into play for your character. There are two sept examples below.
Traditions- (Pick 2 of each)
Good:
- Knowledgeable
- Ancient lore
- Chapters everywhere
- Magical Lore
- Fighting arts
- Flexible tactics
- Secular power
- Modernized
- Open Hierarchy
- Nifty gadgets
- Magical Items
- Integrated into Society
- Rich
Bad:
- Dubious Motives
- Tradition-bound
- Short-sighted
- Tyrannical Leaders
- Poor
- Total Obedience
- Paranoid and Secretive
- Closed Hierarchy
- Factionalized
- Strict Laws
- Mystical Oaths
- Obsolete Gear
- Uses No Magic
- Uses Forbidden Magic
Other "septs" that are in our universe are:
Hestia's Daughters
Magical Lore, Chapters Everywhere / Tradition- Bound, Paranoid and Secretive
This sept is known only as Hestia's daughters. The entire sept is mostly female with very few men who have braved non-traditional waters. This sept is very focused on hearth and home. They are mostly made up of Midwives and herbal healers, with the occasional chef and housewife. They come from all walks of life, even boosting a few women from various crystal families. Unlike the crystal families however, Hestia's daughters believe in the betterment of not just their families, but their communities. They call each other sisters (and the very rare brother) and work to do small acts to create betterment around them using ancient lores and healing practices. They are very paranoid and secretive to those outside of their order--- as many a woman in history has been burned as a witch for using these simple practices. They do use magic, mostly focusing in the healing arts and they are doing their best to comfort those who are now dealing with a very different world- with diseases, plagues and even death. They understand they can't save everyone, but they do their best to ease comfort even when a body can't be saved. Hestia's daughters can be found in any city, though sometimes finding one can be difficult as they are incredibly secretive and paranoid and may just pretend to be another midwife or herbalist.
Hestia's daughters have access to a wide range of oral traditional knowledge- as well as some small collections of written mythology. Some say that the first daughter of Hestia was someone who remembered the ancient ways through dreams and taught her friends and those who could be trusted.
Jupiter's Thorns
Fighting Arts, Ancient Lore / Dubious Motives, Poor
Jupiter's Thorns is the last remains of a small collection of bodyguards, martial artists and stargazers. Lead by Master Jin (old Man Jin, that crazy drunk in the corner of the local bar..) Jin was once a captain of the guard at the royal palace. He claims that he once was the captain of one of lord Nephrite's armies- before they went crazy back in the Silver Millennium... Jin's also considered crazy, a lunatic and a drunk. But his skill at martial arts, tactics and strategy mean that some people, either who served with him or who's family once served, know the man used to be great. He one of the last people to be in the crystal palace in crystal Angeles. He was there when the Emerald Crystal Family slowly was widdled away by disease and fatal accidents. He's watched everything he loved, and protected, slowly slip through his fingers.
But the old man can really tell a tale. And he still has enough strength in his bones that, when the mood strikes him, he is still a fairly wise and competent martial artist. So a few people still visit the run down old dojo or at the bar. Young hopefuls take classes from his last grandson and hope to have a lesson or two from Jin himself. Still a few consider themselves apart of Jin's unit, and still one of the Thorns speically tasked to protect Crystal Angeles from the forces of corruption and darkness- guided by the stars.