Post by Storyteller on May 25, 2015 0:03:34 GMT -8
What can I do at Leveling for levels that end in 0 or 5.
You can choose one of the following options:
Anything from other level ups
Just because it's a special level doesn't mean you have to treat it any differently!
Take a Stat Switcher
Some of us are just not that "normal." Stat switchers allow one stat to take the place of another for certain things. They are, of course, completely optional.
You can also choose one of the following special moves:
You can choose one of the following options:
Anything from other level ups
Just because it's a special level doesn't mean you have to treat it any differently!
Take a Stat Switcher
Some of us are just not that "normal." Stat switchers allow one stat to take the place of another for certain things. They are, of course, completely optional.
FervorAny one of the Optional Bonuses from creation.
When you manipulate someone, roll +Tough instead of +Charm.
Oops!
If you want to stumble across something important, roll +Weird instead of +Sharp on an Investigate Mystery roll. Treat the results as if you had investigated a mystery, but anything you discover is by dumb luck rather than skill (e.g. literally tripping over a clue).
Let's Get Out Of Here!
If you protect someone by telling them what to do, or leading them out, roll +Charm instead of +Tough.
Tactical Genius
When you read a bad situation, you may roll +Cool instead of +Sharp
See, It All Fits
You can use +Sharp instead of +Charm when you manipulate someone.
Unnatural Appeal
Roll +Weird instead of +Charm when you manipulate someone.
Sheer Willpower
Roll +Sharp instead of +Weird when casting basic magic.
*If you have another idea, you can ask the staff to approve it. However, the staff reserves the right to say No, and not get a face full of guilt and/or anger. Asking does not mean we're going to say yes.
You can also choose one of the following special moves:
The Gossip Mill:
You listen. You listen really well. And as an added bonus you read. You typically will hear more and gather more information on possible youma attacks or other interesting bits of information. (+1, up to a max of four on investigation of mystery rolls when reading/listening to newspapers, in coffee shops etc.
The Media Darling:
You have friends, perhaps even family, in the media circles. You hear things before most people do, and as such you have a +1 forward on an adventure where you successfully investigated a mystery using your media contacts.
Premonitions:
At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9+ you get clouded images of something bad that is yet to happen: mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent one-for-one as penalties to rolls you make.
Dark Past:
In your past life you dabbled in the worst sort of mystical arts before you became one of the good guys. If you trawl through your memories for something relevant to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9 ask one. On a miss, you can ask a question anyway but you were complicit in creating the situation that you are dealing with now. The questions are:
•When I dealt with this creature (or one of it's kind) before, what did I learn?
•What chaos magic do I know that could help here?
•Do I know anyone who might be behind this?
•Who do I know who can help us right now?
Thrilling Tale:
By regaling your fellow warriors with a exciting account of one of your previous adventures, you can give them insight in to the mystery at hand. When you tell a story about a similar situation, roll +Charm.
On a 10+, every hunter present gains a +1 forward.
On a 7-9, one hunter of your choice gains +1 forward.
On a miss, the Storyteller holds 3 that can be spent to give anyone who heard the story -1 forward on any investigate or kick ass roll.
Experienced Youma Hunter:
You are an expert at figuring out your prey's strengths and weakness by only the faintest of clues. After finding physical evidence of the monster or hearing a detailed eyewitness account of it, roll +Sharp. On a 10+, ask two questions, On a 7-9, ask one question.• What is the monster's main method of attack?
• What does the monster feed on?
• What environment would the monster prefer to den in?
• Is there anything the monster seems to be avoiding?
• What is one of the monster's special powers?
• Is the monster nesting/caring for young?
Destiny's Plaything:
At the beginning of each "day", roll +Weird to see what is revealed about your immediate future. On a 10+, the Storyteller will reveal a useful detail about the coming mystery. On a 7-9 you get a vague hint about it. On a miss, something bad is going to happen to you.
I'm here for a Reason!
There's something you are destined to do. Work out the details with the storyteller, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or get returned to life. Once your task is done (or you use up all your Luck), all bets are off.
Your My Hero! / I'm going to Save you!
Pick one of the other Senshi/Knights to be your hero/heroine. This is the person you decided is such an awesome person that you are going to spend your time helping them out. Check with the hero/heroine's player, to make sure they're okay with it.
Ask your hero/heroine which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.
---- Additionally after you take this you can take:
There's No “I” In “Team”:
You get +1 on all rolls to help out, or +2 if you are helping your hero. (Counts as 1 move. Special.)