Post by Storyteller on May 24, 2015 11:00:31 GMT -8
Doing stuff....with Dice!!!
Basic Moves
Basic moves are our way of "simplifying" what we're trying to do. Your posts should be like regular posts, only 'after' you describe what you do, you put in the "tag" of one of the basic (or special or magical moves).
For example:
Act Under Pressure (Roll 2d6 + Cool)
Help Out (2d6+ Cool)
Investigate a Mystery (2d6+ Sharp)
Kick Some Ass (2d6 +Tough)
Manipulate Someone (2d6 +Charm)
Protect Someone (2d6 +Tough)
Read a Bad Situation (2d6 +Sharp)
Using Basic Magic and Magical Moves (2d6 +Weird)
BIG Magic (2d6 +Weird)
For the most part when using a basic move, you do your post as you normally would. If your roll is completely successful you can write out what your perfect roll did successfully! If it was a partial success, or a miss, you can have your character react, as they would normally and wait for the responding post from the staff member or other player.
Remember, dice rolling isn't supposed to hurt our gaming, it's our backbone so no one has to wonder if there's a favortism game going on. If you suspect cheating (or hacking.. or anything) the staff are a PM away to help address your concerns!
***There's also LUCK. Which we'll get into below!****
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Basic Moves
Basic moves are our way of "simplifying" what we're trying to do. Your posts should be like regular posts, only 'after' you describe what you do, you put in the "tag" of one of the basic (or special or magical moves).
For example:
Sailor Moon runs as fast as she can, leaping high into the air to deliver one of her infamous "SAILOR MOON KICK!!!"Note: This is painfully not descriptive, but I'm trying not to blow up your eyeballs with details. Your posts can be as descriptive and fun as much as you like. In fact, the more description of 'what' your doing, and how your doing it, helps the staff figure out the youma's move.
(Kick Some Ass) P7PVqb_C - 1 (Assuming Sailor Moon has a tough of -1 as she's a klutz in canon?)
-A quick save of the post to see the results 10. 10-1= 9.
Sailor Moon successfully knocks the youma back with her booted heel!! (But it's only a partial success.)
You only get to do ONE move per post, be it basic, special or magical.
Act Under Pressure (Roll 2d6 + Cool)
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you're badly injured.
On a +10 you do what you set out to do.
On a 7-9 the Storyteller gives you a worse outcome, a hard choice, or a price to pay.
On a miss, things go to hell.
Help Out (2d6+ Cool)
When you help another player with a move they are making. (note, when using Magic you also deduct MP points equal to the spell being cast)
On a +10 you do what you set out to do and your help grants them +1 to their roll.
On a 7-9 the Storyteller gives you a worse outcome, a hard choice, or a price to pay. your help grants them +1 to their roll, but you also expose yourself to trouble or danger
On a miss, things go to hell. You expose yourself to trouble or danger without helping.
Investigate a Mystery (2d6+ Sharp)
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster's name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what's going on is fair game for an investigate move.The Storyteller may ask “how do you find that out?” in response to a question. If there is no good answer, choose another question.
On a +10 hold 2, and on a 7-9 hold 1
A Hold can be spent to ask the Storyteller one of the following questions:
- What happened here?
- What sort of creature/human/etc was around?
- What can it do?
- What can hurt _____?
- What is it going to do?
- What is being concealed here?
- Where can I get _____?
- What is obvious about ____?
Two holds can ask a question not on the above list, or two questions from the list above.
On a miss, you reveal some information to those around you, or whoever you were talking to.
Kick Some Ass (2d6 +Tough)
This is used when you are fighting something that's fighting you back.
On Any success (i.e. 7 or more) you inflict harm on (and suffer harm from) whatever your fighting.
On a +10, choose one extra effect:
- Gain an advantage: take +1 forward, or give a +1 forward to a friend near by.
- Inflict terrible harm (+1 harm)
- Suffer less harm (-1 harm)
- Force them where you want them.
On a miss, you got your ass kicked instead.
Manipulate Someone (2d6 +Charm)
This move is used to get people to do what you want, but you need to give them a reason to do it first. What counts as a reason will depend on your relationship with the person. Maybe you've given them a reason to trust you, or you offer them a reward to do it, or maybe you have real (or faked) authority.
For a normal (NPC) person:
If you get a +10, then they do it for the reason you gave them.
On a 7-9, they’ll do it, but only if you do something for them right now to show you mean it.
On a miss, your approach was completely wrong, you offend or anger the target.
On another player*--- Required: Character doing the manipulate sends in the EXP Request. If you don't do what the power says
On a 10+ they get 1 Exp point and get +1 going forward if they do what you ask.
On a 7-9 they get 1 Exp point
On a miss, it’s up to the other player how they feel. But they mark a 1 experience point if they do NOT do what you asked.
For most “monsters” you’ll fight, you can’t manipulate them unless they have enough rationality to be considered an NPC. If there’s no one there to manipulate in their faces, you are out of luck! There is an improvement you can buy to make this an option…
A Grave Warning…. Manipulating people in an effort for giving EXP to people will not be tolerated. The EXP is there because players typically don’t “deal” with being manipulated IC well and it’s an encouragement. If players ABUSE this they will find this bonus taken away- after all, it’s to soften the blow of being manipulated, not to give reason to be social bastards. You will be given ONE warning and ONE warning only if the staff becomes concerned over this.
Protect Someone (2d6 +Tough)
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them.
On Any success (ie a 7 or more) you protect them okay, but you’ll suffer some or all of the harm they were going to get.
If you get a 10+ choose one extra:
- You suffer little harm (-1 harm)
- All impending danger is now focused on you
- You inflict harm on the enemy
- You hold the enemy back.
On a miss you make things worse (Storyteller will reply.)
Read a Bad Situation (2d6 +Sharp)
On a +10 hold 3, and on a 7-9 hold 1.
One hold can be spent to ask the Storyteller one of the following questions:
- What’s my best way in?
- What’s my best way out?
- Are there any dangers we haven’t noticed?
- What’s the biggest threat?
- What’s the most vulnerable to me?
- What’s the best way to protect the victims?
If you act on the answers you get a +1 ongoing while the information is relevant.
On a miss you might mis-read the situation, or even reveal tactical details to your enemies.
Using Basic Magic and Magical Moves (2d6 +Weird)
Using basic magic requires the special move "Basic Magic:___________" Basic magic is based on the planet your character is, however minorly, attached too. Crystal families, descendants from the Sailor Senshi of the 20th century, or their family members, are frequently the most apt at basic magic. However, there are those not associated with a crystal family who also have their magic through other means- such as being reincarnations from the Silver Millennium.* See special moves below for more information.
Using Magical moves requires your character to be transformed into a super hero (or villain) of some kind. (No, you can't have a villain at creation). When a character is transformed (henshined) into a super hero (King, Sailor Senshi, etc) they can use Magical Moves that are listed on their sheet. * See special moves below for more information.
Magic costs "energy" we don't have a system in place for "energy" counting. Simply because--- aren't there enough things to keep track of? We are counting on the honor/sanity system to monitor it. If you use a LOT of magic (Big or Basic)
On a +10 the magic works without a hitch.
On a 7-9 the magic works, but has a small glitch:
- The effect is weakened
- The effect is of short duration
- You take -1 Harm, ignore armor
- It draws immediate, unwelcome attention
- It has a “problematic” side effect.
On a miss, things go to hell in a hand basket. (Alert the ST and sit back for the happiness of what happens when Magic goes funky!)
BIG Magic (2d6 +Weird)
Sometimes the Senshi, Kings and others do BIG magic. These include, but are not limited accessing any of the magical crystals to amplify magic, teleporting as a group, Huge combined attacks channeling all your magic into one blast, etc.
BIG MAGIC will always require more then one person to use. If you want to do BIG Magic, it's a good idea to contact the Staff and alert them so they can tell you about anything that this might do (energy drain, a giant collumn of light and rainbows shooting up into the skyline...etc..)
For the most part when using a basic move, you do your post as you normally would. If your roll is completely successful you can write out what your perfect roll did successfully! If it was a partial success, or a miss, you can have your character react, as they would normally and wait for the responding post from the staff member or other player.
Remember, dice rolling isn't supposed to hurt our gaming, it's our backbone so no one has to wonder if there's a favortism game going on. If you suspect cheating (or hacking.. or anything) the staff are a PM away to help address your concerns!
***There's also LUCK. Which we'll get into below!****
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