Post by Storyteller on Jul 11, 2016 12:32:52 GMT -8
Creation Special Moves
You have 2 Creation Special Moves to start. There are more you can take later, through gaming and through learning. Players will be able to buy additional special moves through Experience Points, or choose to have the staff update their character based on their play style and in character choices. (Its player choice which path to take) You can see the subject “Experience Points and Level Up” topic in the system section for more information.
Luck Triggered Special Moves
These special moves include a luck point which gives an automatic partial success with the results listed below. Unless otherwise stated it’s assumed these last until the end of the scene.
Ebb and Flow
Luck SM You are so aware of the social currents in a situation that you are able to see something of what’s coming before it arrives. At the beginning of any exchange, you may spend a Luck point to attempt to create an advantage with Read Person. You may then act normally on your turn as usual.
Eye for Detail
Luck SM Your visual memory is so strong that with a little concentration, you can revisit any place you've been to in your memory in exacting detail. Sometimes, you can even pick up on details that you hadn’t consciously realized before. To use this ability, spend a Luck point to find things out as if you were still in the location, no matter how long ago you left it.
Haggler
Luck SM When you’re poor, or just miserly, you learn to get things for the cheapest possible price. An adventurer with a talent for haggling can lower the cost of one item per shopping trip by 25% if she spends 30 minutes haggling with the storekeeper. The player is encouraged to role-play at least part of the haggling process. You must spend a luck to weasel that precious money from the merchant.
It’s Academic
Luck SM Once per scene you can spend a luck point (and a few minutes of observation) to make a special Sharp roll representing a flash of insight. On a success, you discover an aspect related to your field of specialization on either the scene or the target of your observations. Though you may only invoke one of them for free.
Quick Exit
Luck SM A momentary distraction is all you need to vanish from the scene. Provided you are not in the midst of a conflict, you may spend one Luck point and the next time someone turns to look at or talk to you, you’re not there.
Reading the Line of Fire
Luck SM Spending a Luck point, you can tell where the bullets will go before the trigger is pulled for an entire game session. (Note: This includes Arrows and Thrown objects. ) This gives you a +1 on any dodge or snatch of bullets/arrows or thrown objects.
Redirect Attack
Luck SM Spending a Luck point you can redirect any attack directed at you towards another opponent of your choice.
Right Place, Right Time
Luck SM Spending a Luck point will make sure you're always in the right place at the right time. Perhaps you know there's an important conversation you want to be a part of. Perhaps you want to be there to intercept a bullet for someone using a Defend Basic Move. Perhaps you just REALLY like pretending to be Tuxedo Kamen. This gives you 2 things. 1) It allows for you to know on a subconscious level you're needed somewhere, instantly. 2) You can not only get there in perfect time, but you are still able to do a single action before anyone else.
Turtle Defense
Luck SM You seem to always be in a safe spot, without moving in any obvious way. You may use a Luck point to defend against all physical attacks, and may also use it to move or take cover (so long as you merely saunter; no sprints allowed). To the outside world, it appears that you are simply staying put and unfazed as gunfire and other attacks miss you by scant inches, or are picking up your undisturbed martini as the werewolf rushes past. Circumstance conspires to leave you undisturbed so long as your defense is not beaten. This lasts 3 rounds (barring you running/you attacking, etc.)
Passive Special Moves
Passive Special Moves are moves that can be used alone as a stand-alone-special move, or in combination with another special move (as specified by the power). These “automatically” succeed (unless otherwise stated, such as adding a bonus to your roll) and don’t need to have dice associated, just a post explain the move used. Some special moves have an associated stat, this is incase a roll is needed for an extended action or for flavor.
Bodyguard
Passive SM If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.
Caveman Lifestyle
Passive SM You know how to live naked in the wilderness. When you undertake survival activities, you never suffer increased difficulty due to a lack of tools.
Direction Sense
Passive SM You are rarely lost. You always know where North is and can orient yourself easily without any external cues.
Drink like a Fish
Passive SM Either through building up a tolerance or a quirk of biology, you can drink far more alcohol than most people your size can. It still has an effect, but about half as much as it does for anyone else. When testing for drunk status, you automatically succeed on anything above a 7. If you go on an extreme drinking fiesta this will not prevent you from becoming drunk.
Fearless
Passive SM When people actively try to scare or provoke you something happens, maybe you just get mad- or perhaps humored by their pathetic attempts to make you afraid. Perhaps you merely feel cold enough inside that such petty attempts don’t sway you. It’s just that much harder to get you to lose your cool. You get a +2 to any rolls when defending against intimidation or fear tactics. (Max +5 to any roll)
Katana Space
Passive SM You have an unearthly ability to conceal swords (or other melee weapons) about your person. As long as you have something to hide the weapons (even if it’s only long hair or a light robe) your weapons will not be noticed by anything short of an actual physical search. (This is not a dimensional Pocket, but rather just the ability to shift/hide melee weapons with skill. Weird)
Mountaineer
Passive SM You are used to mountainous terrain. When you are faced with a climbing challenge you can add a +1 to all rolls, including ones with combat. (Max +5 to any roll)
Noble Heroism
Passive SM When you successfully Defend, give a nearby hunter +1 forward for one round.
One Bullet Left
Passive SM The character will always have a single bullet in his or her gun, even after an extended firefight. In games using “dramatic ammunition” rules, a character with this attribute has a single bullet left in the gun when the ST declares that is out of ammunition, which may be used as he or she chooses.
Power Snack!
Passive SM Decide what your favorite snack food is. Whenever you take a moment to eat and enjoy some, take +1 forward for the next two moves. You must put on your CS: My snack is: _______________________________________.
Run Away!
Passive SM When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, and important to the current mystery.
Sea Legs
Passive SM No matter how rough the seas, rivers or other “ground” movement, you can walk, run, or do other amazing feats of nimble activity unimpeded by conditions like storms, water, or high seas while on board a ship. Sea Legs works also on Airships not just ships at sea.
Speed Reader
Passive SM You can read one page of any normal text that you are familiar with in three seconds (you can read a 200 page book in 10 minutes)
Steady Hands
Passive SM A steady hand can be critical when things get hairy. Your hands never shake and never waver. +1 to rolls were having a steady hand is critical (including medicine, fine craftsmanship etc)
Stubborn Faith
Passive SM You cling to your beliefs with amazing determination. +2 to any roll (Max +5 to any roll) when overcoming or defending against attempts to make you act directly against the principles of your faith. (Note: This must be written down clearly--- and look a lot like the complication: Code of Honor)
Surefooted
Passive SM You are unaffected any surface, like slippery oil, due to snowdrifts, loose soil, or shifting sand.
Tunnel Fighter
Passive SM You're Fighting styles work unimpeded by conditions such as narrow passages, low ceilings, or other spatial limitations.
Well Traveled
Passive SM You have dealt with hundreds of different human languages and cultures in your travels. You can communicate with anyone, regardless of the language or culture barriers, assuming you keep the conversation simple and to the point. This allows you to make manipulate someone and investigate a mystery moves against bystanders that do not share a common language with you.
Why So Serious
Passive SM If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1) (Max +5 to any roll)
Charm Special Moves
A Friend in Every Port
Charm SM You have a strange, and wondrous knack for finding a useful friend in any new settlement you're in. Usually it's one "type" of person... For example, you may go into town and have an instant click with Police like figures. Perhaps you are able to communicate with Merchants or housewives. Perhaps you are able to click and rub noses with local celebrities or nobles. This person will likely be willing to assist you based on a general vibe you give off or the way you talk shop. (You must make a note on your character sheet of the 'type' of persons this move effects when the move is taken. It should make sense for your character.) *** At Creation you choose who your friend is, and they are already established with you.***
On a Success (10+) You have a friend there who will do any one thing for you that is within his power. (IE: Police types can help get information about legal and not so legal activities. Merchants can help get goods. Housewives happily give out the gossip, Nobles are happy to share hospitality in exchange for stories, rumors or entertainment. Church figures or local religion types are more likely to be generous about their religions, rites, healing spells, etc.)
On a Partial Success (9-7) You have a friend there who owes you one favor—nothing costly or life threatening.
On a Miss (6-)... Huh... I guess you have a friend in ALMOST every port! And some enemies... I'd... sleep with one eye open just in case.
Artful and Gracious *You can take this multiple times for multiple art forms.
Charm SM When you perform your chosen art — any act of expression or culture — or when you put its product before an audience, roll+Charm.
• this person must meet me
• this person must have my services
• this person loves me
• this person must give me a gift
• this person admires my patron
On a Success (10+) Choose three NPCs and give each one of the choices from the list above.Bartender’s Ear
On a Partial Success (9-7) Choose one NPC and give it one of the choices from the list above.
On a Miss (6-)On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well.
Charm Passive SM Like any good bartender, you know how to understand drunk people. Add two to your Charm rolls when dealing with people who are under the influence of alcohol. (up to +5 Max)
Center of the Web: A Spider
Requires the background of Contacts or Allies for a total of 3 of either, and you should be a part of a crystal family or other “organization”.
Charm SM Whether or not you lead it, you are like the spider at the center of a web regarding any organization of which you are a part. Information about the organization flows your way naturally, taking one time increment less to reach your attentive ears than it would normally, and so long as you are able to make any sort of contact with the outside world, you are quickly able to find out information about your organization’s dealings as long as it's common knowledge somewhere.
You must chose a specific organization or group to be a part of-- or become a part of. This may be any of the following samples and requires ST approval and conversations before taking this to ensure you get the support you want and need out of this special move.
On a Success (10+) You are able to gain information and details about your organization, business dealings, or other information pieces with ease- though sometimes it may take time.
On a Partial Success (9-7) Information drifts in and out seemingly without much of focus or drive.
On a Miss (6-) Half of the information you hear is probably incorrect, completely false or unhelpful and there’s no real way to know which parts of it aren’t right.
Criminal Underbelly
Charm SM Whenever you enter a settlement for the first time, you can spend a Luck point to declare that the local criminals know you. Choose one of the following: they have a lead on a promising job, they’ll give you and your companions free room and board for a few weeks, or they’ll help you with something right now but you might owe them afterward. If you have been here before, you may have a reputation. Roll a +Charm.
On a Success (10+) Based on that reputation, the local criminals will help you.
Choose One:● They have a lead on a promising Job.
● They'll give you and your companions free room and board for a few weeks.
● Or they'll help you with something right now, but you might owe them afterwards.On a Partial Success (9-7) The local criminals are iffy about helping you.
Choose one:
● They offer to give you a few small jobs, or perhaps just a place on the heist (not leading).On a Miss (6-) Either they don't remember you or your rep is so terrifying that no one would dare help you for fear of you taking over their group 'or' being associated with you with the local good guys. You're on your own!
● They give you and your companions a place to crash for the night- after that you're on your own.
● They will help you with something right now, however it'll cost you.
Discreet Enquiries
Charm SM You are unusually subtle when it comes to gathering information. Whenever you seek information and an opponent is trying to track it back to you, you can roll a charm roll to cover your tracks (or other people cover them for you!)
On a Success (10+) Not only are you not the person looking for information, but you've managed to convince anyone trying to figure out who's doing it that it's some mysterious shadowy figure that is untouchable. (Or perhaps you've managed to pin it on someone else!)
On a Partial Success (9-7) You managed to throw the person who was looking for information backwards off your trail- temporarily. They will be able to try again over the course of days to track you down- they aren't off your scent yet!
On a Miss (6-) ... You managed to point giant neon pink fingers toward you as a suspect by attempting to be discreet. Whoops!
Heart’s Secret
Charm SM When you successfully use Read Person to read a person's emotional state, if that person's aspects are secret, the aspects the ST reveals must be those that are of the utmost importance to the person, unless you explicitly instruct her otherwise. Your ability to "read a heart's secret" may be limited only by a person's secrets and the flow of conversation between you.
On a Success (10+) The ST will provide for you two heart-deep secrets about the character if available.
On a Partial Success (9-7) You will get one heart-secret from your target. It may not be a major heart secret.
On a Miss (6-) ... They have some kind of "weird magical power" that pervents you from reading to deeply into them... Or perhaps they are just that distracting.
Hey, What’s That?!
Passive Charm SM Gain a +2 bonus whenever you’re using Deceive to momentarily distract someone, as long as part of the distraction involves saying something. This does require some kind of distraction to take the edge off your Deceive basic move.
Hit Them Where It Hurts
Charm SM Your skill at reading people makes you adept at provoking a strong emotional response if you’re trying to get them angry, depressed, or something similar.
On a Success (10+) Through paying attention and conversation, you're able to know exactly where to hit to get a strong emotional response. The ST can assist if needed, but this can send someone into an emotional storm of rage, depression, love, lust, etc. In some situations this may also prompt a chaos roll from your target.In some situations this can "counter" a chaos roll by invoking a different set of emotions.
On a Partial Success (9-7) You are able to provoke emotion with your choice of words, body language, and so forth. But it's not enough for anyone to become unhinged, just... a small spurt of emotion. However, if this is on the heels of some other strong emotion of the same vein it may heighten that issue and cause a chaos roll.
On a Miss (6-) They think your pathetic attempts to make them feel anything are amusing-- was that your intent?
I’m looking for Mr. Brown
Passive Charm SM You are extremely good at tracking people down. +2 to charm rolls whenever you are seeking a specific person whose name you know and you’re asking around for assistance locating them.
Inspiring Speech
Charm SM When you rally a group with your point of view, roll +Charm.
On a Success (10+)They are pumped and ready to risk life and limb for the cause. Choose One:
• Act as an angry mob, unleashed at the target you name.
• Be a vigilant watch force.
• Go wherever you tell them to.
• Help construct a trap.
On a Partial Success (9-7) They are ready to pitch in their help, as long as there is little personal risk.
On a Miss (6-) On a miss, you lose face with the bystanders.
Know When to Fold ‘Em
Passive Charm SM Whenever gambling with NPCs, you may ask that the ST roll the NPC’s Deceive Person in advance. Whenever the ST does this, the roll is automatically considered to be secret – she doesn’t have to show it to anyone. The twist is that the ST must indicate to you whether the NPC’s roll is above or below your Deceive Person roll – just not by how much. Given this knowledge, you may then choose whether you participate or excuse yourself from the gambling contest. If you do participate, the ST reveals the value of the roll, and may still spend Luck points on behalf of her NPC as usual once the contest starts in earnest.
Renowned Courtesan (or Professional Listener)
Passive Charm SM You have a reputation for being a good courtesan. (Whore aspects are optional--- A professional listener/companion are also valued!) This means people actively seek your favor with gifts, or "favors" in return for some previous time with you. This may be to go out for drinks, dinner, dancing-- or just sitting somewhere outside looking out into the horizon... of course for the more amorous, there's always the other aspect of this that involves bedrooms. You gain a +2 on all charm rolls where your aspect of being a courtesan is a benefit toward a target/client and definately a +2 on all Seduction Rolls.
Soothe
Passive Charm SM If you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions. This works even if the thing that freaked them out is still present, as long as your voice can be heard. For PC’s this acts as a “Manipulate someone roll” without needing to offer something in return. Note: This does not work against those who have lost themselves to becoming a Youma/ or are 3+ points chaos tainted.
The Appearance of Wealth
Passive Charm SM You seem like a wealthy and powerful person, regardless of the reality. You may use Deceive Person in place of Resources as long as no actual money or goods need to change hands.
Trust in Me
Charm SM When you tell a normal person (Read: NPC) the truth in order to protect them from danger, roll +Charm PC's suffer the same but the roll total is -1 in their favor.
On a Success (10+) They'll do what you say they should, no questions asked.
On a Partial Success (9-7) On a 7-9 they do it, but the Storyteller chooses one from:
• They ask you a hard question first.
• They stall and dither a while.
• They have a “better” idea.
On a Miss (6-) They're going to think you're crazy and maybe dangerous too
You’ve Got...Issues
Charm SM You are a master of pointing out other people's issues. You are able to figure out any complications they have and use them against them.
On a Success (10+) You discover all of their current Complications/Flaws.
On a Partial Success (9-7) You are able to discover 1 of your targets complications/flaws.
On a Miss (6-) ... They are flawless! (Is that even possible? Are they robots?!)
Cool Special Moves
Back Stabber
Cool SM Perhaps it’s not the nicest way to do battle, but you’ve picked up (and perfected) the art of backstabbing. You know just how to maneuver yourself into position to get the perfect, sneaky strike. Roll +Cool
On a Success (10+) The Opponent never saw you coming- you do at least 3 harm. (Their armor/natural defenses will still subtract from your total)
On a Partial Success (9-7) Your Opponent either saw you coming, or they twitched at the wrong moment. +1 harm.
On a Miss (6-) You are spotted and your backstabbing becomes a struggle not to be impaled on something unpleasant in exchange. (+2 Harm to you)
DIY Surgery
Cool SM When you do quick and dirty first aid on someone (including yourself), roll +Cool.
On a Success (10+) It's all good, stabilize the injury and heal 1-harm.
On a Partial Success (9-7) You pick one of these:
• Stabilize the injury but the patient takes -1 on their dicepools until they have at least 4+ health.
• Heal 1-harm and stabilize for now, but have it return as 2-harm (and become unstable) later.
• Heal 1-harm but the patient takes -1 ongoing until it's fixed properly.
On a Miss (6-) The Storyteller chooses what damage you did
Drive n Ride: Defensive Driving
Cool SM You’re good at keeping your vehicle in one piece. Roll Cool +2 to overcome with Drive during a chase.
On a Success (7+) You are able to drive/ride/run/pilot defensively with the best of them.
On a Miss (6-) You really need lessons... Poor vehicle just failed to stay in one piece...
Drive n Ride: Fly by Night
Cool SM Whether in dead of night or during a storm, your piloting skills remain true. You never face increased difficulties due to environmental factors (darkness, weather) when flying. This does not protect your plane from taking damage from the environment – but your skill remains unreduced.
On a Success (10+) ....That was a storm? You should have seen the Great Storm of 1908.... Now that... That was a storm! You make whatever trip you were trying to do without any problems whatsoever.
On a Partial Success (9-7) Well, that was a little dicey wasn't it? You're able to make it through the storm with only bumps, bruises and minor damage to yourself/your cargo and your vehicle.
On a Miss (6-) Awww Shit. ... You're in trouble...
Drive n Ride: Launchpad Training School
Cool SM You have a great instinct for crash-landing planes, and are able to walk away from even the most catastrophic-seeming landings. While you are piloting a plane into its crash landing, coincidence conspires to keep you and your passengers alive, and you pass from the view of the other combatants. You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You can use this whenever you find yourself driving/piloting and you're about to crash due to a miss or a failure. Roll this secondary roll as a +Cool to find out how badly the crash happens. (Without this, it's assumed the miss results are bad.)
On a Success (10+) You taught Launchpad McQuack everything he knew about crash landings-- and more importantly-- how to walk away from them. Not only are the crashes complete destruction of your vehicle (Plane, car, motorcycle...) but you, your cargo and anyone with you arrive unscathed and perfectly damage free. The cost of course, is whatever you were driving...
On a Partial Success (9-7) You almost nailed that landing like a pro! Goodnews? Your vessel/vehicle/plane/train whatever is mostly in one piece. Bad news? Your cargo/passengers/yourself took a minor damage. Take 1 unsoakable Harm for bumps and bruises for everyone in the area. Fragile cargo is now more pieces than whole, and more hearty cargo looks worse for wear.
On a Miss (6-) ...Mama always said there'd be days like this...
Drive n Ride: Anything?
Passive Cool SM If it can be ridden like a riding beast, you can ride it. And Ride it good. Most creatures/vehicles/etc seem to almost supernaturally sense you're not an idiot and will happily assist you in riding. When doing combat while mounted, you and your mount get a +1 to your rolls (Max +5).
Eek
Cool SM Eek!: When an opponent (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp.
On a Success (10+) You hide in the best nearby spot before the opponent sees you.
On a Partial Success (9-7) You pick one of these:
• You hide okay, but the opponent is now between you and escape.
• You hide okay for now, but your hiding spot is bound to be spotted soon.
• You hide okay, but leave something important out in the open.
On a Miss (6-) The opponent gets an opportunity to create chaos and attack before you have a chance to find the perfect (or nearly perfect) hiding spot.
Eavesdropper
Cool SM You're a pro at overhearing things you probably shouldn't. This is your ability to sneak up into a conversation and listen in without being noticed.
On a Success (10+) You are so good at eavesdropping you could be standing right next to someone and they wouldn't believe you were paying one iota of attention to what they are saying and spill the beans.
On a Partial Success (9-7) You are able to successfully find some place discreet to hide and overhear conversations near by without discovery.
On a Miss (6-) You are obviously listening. No one is remotely fooled by your shoddy attempts to eavesdrop.
Ninja: I am a NINJA!!!!
Cool SM You are an expert at hiding and stealth. You either had a lot of time as a child sneaking around to give your friends heart attacks, or perhaps you just have a natural knack to fade into the background. Regardless when you sneak roll a +Cool roll.
On a Success (10+) You are a sneaky, sneaky bastard- you practically could walk out at noon in an empty street and no one would notice you! (Free Surprise attack against any opponent.)
On a Partial Success (9-7) On a 7-9 You are sneaky! Choose one of the following:
• You are sneaky if you go slow and stay to the shadows.
• You are sneaky if you go slow and stay low to the ground and bolt from cover to cover.
• You are sneaky! Unfortunately *target of your choice* still manages to spot you no matter what you do.
• You are sneaky! that won’t save you from electronic equipment/sensors or some types of magic.
On a Miss (6-) Your as sneaky as a long tailed cat in a room full of rocking chairs. Everyone knows where you are. Everyone.
Returning Throw
Cool SM When an ally misses with a thrown weapon attack, you can catch the weapon and use it to attack the original target. This also works if someone throws something at you and they miss. Roll + Cool
On a Success (10+) You manage to perfectly grab the thrown object and send it back toward your target with a flair. (+1 Harm, + weapon bonuses if any)
On a Partial Success (9-7) You manage to grab the thrown item and throw it back, but it’s a wobbly thing and probably only does 1 harm, regardless of weapon bonuses.
On a Miss (6-) You manage to get hit by the thrown item instead of catching it and take +1 harm.
Roll With It!
Cool SM You reduce damage you take from an attack and get tossed aside. Roll a +Cool. This takes 1 action- either this round, or the next round.
On a Success (10+) You manage to deflect all damage and roll out of the way. (Note this is not a block, if there are people around you or behind you they might get hit with the attack.)
On a Partial Success (9-7) You deflect 50% of the damage of the incoming attack and roll out of the way.
On a Miss (6-) You rolled...not enough! Take full damage
Rogue: Five-Fingered Discount
Cool SM Why buy what you can steal? You have sticky fingers and very little is safe from your "desires." Everything obtained this way has the aspect Stolen Property with one free invocation against you. These should be things that you can pick up and carry somewhat easily.
On a Success (10+) You successfully steal whatever you wanted without anyone noticing. *This includes cameras or other recording equipment- you're just that damn good.
On a Partial Success (9-7) You are Partially successful at making the grab. Choose One:
• You got what you wanted but someone noticed what you were doing.
• You noticed people were watching fast enough to play off that whole "thieving thing" was really just a lark. a joke. You don't get the goods, but you're not in trouble either.
• Screw it, you nab it, a few of its buddies and make a break for it. Sure they know your face and will probably be watching you, but you got more than what you wanted right?
On a Miss (6-) BUSTED.
It Wasn’t As Bad As It Looked
Cool SM Once per scene, you may attempt to keep going despite your injuries. Roll +Cool.
On a Success (10+) You Heal 2 and stabilize your wounds.
On a Partial Success (9-7) You may either stabilize or Heal 1.
On a Miss (6-) It was worse than it looked! Shit! Take 2 Harm.
Sharp Special Moves
Big Pocking Wrench
Sharp SM You can do a lot as long as you have your trusty giant wrench on hand.
On a Success (10+) Fixing: You managed to fix whatever was broken with the help of your trusty wrench!
Beating: You managed to brain someone with your trusty wrench! Choose 1:
• Your target is now unconscious for a period of time thanks to your mighty blow.
• Your target now has one broken limb (or set of ribs) and takes 3 harm. The harm can be tested down, but the broken state can't be.
On a Partial Success (9-7) You might be able to fix it, given some time and a bit of elbow grease, or you manage a solid hit to a target doing 3 harm.
On a Miss (6-) You really should have thought about hitting that machine that hard with your wrench! It's Broken!
...OW! That's going to leave a mark on your toes, Butterfingers. Take 1 Harm and you have a broken toe/foot!
Connect the Dots
Sharp SM At the beginning of each scene, if you look for the wider patterns that current events might be part of, roll +Sharp.
• Is this person connected to current events more than they are saying?
• When and where will the next critical event occur?
• What does the opponent want from this person?
• Is this connected to previous mysteries we have investigated?
• How does this mystery connect to the bigger picture?
On a Success (10+) You can ask 3 questions of the above list.
On a Partial Success (9-7) You can ask 1 question of the above list.
On a Miss (6-) Interesting train of thought.. - the ST will inform you of the connections you made.
Culinary Brilliance
Sharp SM You are a fantastic cook. You can make ramen seem like it came from a 5 star restaurant. Not only can you cook high end cuisine, you can do it with few supplies and challenging conditions. You can cook gourmet and delicious food even out in the wilderness with a single frying pan and an open fire. This is just as much about being able to cook, as it is being creative and quick thinking with limited supplies and tools. Before rolling, everyone who is going to eat of this meal states it and is committed to eating this meal. Roll a +sharp roll.
On a Success (10+) You make a successful, fulfilling meal- using what’s around and your own genius. Everyone who eats of this meal goes forward with a +1 for 1 hour in a stat of your choice.
On a Partial Success (9-7) Something went wrong, perhaps it wasn’t as yummy as it should have been, or perhaps you couldn’t find all the supplies you needed and your substitutions weren’t as good as the originals. Everyone who eats of this meal goes forward with a +1 for 15 minutes in a stat of your choice.
On a Miss (6-) Either you couldn’t find ingredients or your best guess left a lot to be desired... worse? It’s burned, undercooked or just plain-- nasty.... Those who eat of this meal will find themselves with food poisoning, or worse! (Everyone who eats of this mean rolls a +Tough roll, on a 7+ they are fine, on a 6 and lower, they have been food poisoned and will be throwing up/ queasy and have a -1 to all rolls for 1 hour.
Disarm Master
Sharp SM Take a man from his guns, a woman from her sword, and they are less dangerous. This is the ability to disarm an armed opponent using your wits and your hands. Roll +Sharp
On a Success (10+) You disarm your opponent and keep the weapon
On a Partial Success (9-7) You disarm your opponent and the weapon is thrown away or dropped.
On a Miss (6-) Your opponent not only manages to keep the weapon but for the next turn of that person they get a +1 against you.
Inspired Guesswork
Passive Sharp SM Once per mystery, observing an opponent in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed: you work it out by deduction (okay: guessing).
It’s a Trap!
Sharp SM When you make a trap to capture an opponent or minion, roll +Sharp.
On a Success (10+) Not only do you capture something, but you can choose one extra effect:
• It will take some time for the victim to get free.
• The trap inflicts harm (as an improvised weapon).
• The trap may be re-set and re-used later (you'll need to roll the move again when you do so, with +1 forward).
On a Partial Success (9-7) You captured something!
On a Miss (6-) You trap a friend, Trap yourself or the Trap doesn't go off.
Leave No One Behind
Sharp SM In combat, when you help someone escape, roll +Sharp.
On a Success (10+) You get them out clean.
On a Partial Success (9-7) You can either get them out or suffer no harm.
On a Miss (6-) You fail to get them out, and you've attracted hostile attention.
Mental Blueprint
Sharp SM You are highly skilled at visualizing the whole of a location, even if you only see a part of it. When casing a location roll a +sharp roll.
On a Success (10+) You know the ins and outs of place, including any likely places to have a secret door or two.
On a Partial Success (9-7) You know the basic entrances and exits and how many floors there are to a building.
On a Miss (6-) .... It has 4 walls, a floor and a ceiling--- ?
One Breath
Sharp SM A true samurai can size up a foe within a single breath. You may use Sharp to read when a person will attack you and evaluate their combat skills.
On a Success (10+) You are figure out their stats, and most of their special moves. Just by a look.
On a Partial Success (9-7) You have an idea on two stats of your choice and 3 special moves of their choice.
On a Miss (6-) ...They probably can kick your ass... Good time to run! Or You can totally take 'em!
Panic Button
Sharp SM When you need to escape, name the route you'll try and roll +Sharp.
On a Success (10+) You are out of danger, no problem.
On a Partial Success (9-7) You can go or stay, but if you go it's going to cost you (you leave something behind or something comes with you).
On a Miss (6-) You are caught halfway out.
Person with the Plan
Sharp SM At the beginning of each game, roll +Sharp.
On a Success (10+) You can choose two times in the next scene to be exactly where you need to do be, equipped with exactly what you need to be of assistance.
On a Partial Success (9-7) You can choose one time in the next scene to be exactly where you need to be, equipped with exactly what you need to be of assistance.
On a Miss (6-) You will be in the wrong place, unprepared and unready.
Researcher
Sharp SM You are a lover of knowledge and books. While it’s true your mind is a helpful load of factual information, you are just as comfortable researching it out of books and as possible, the internet. It may take you time, but if a book or a library has any information that might be of used to you, you’ll find it.
On a Success (10+) You find something that will help in your adventure on the direction or tangent of your search.
On a Partial Success (9-7) You find something that might lead you to an answer, either another book, or another location.
On a Miss (6-) Huh.. either you found something that wasn’t helpful or it was a lie.. Or it’s in a completely rare and hard to get to location for more information.
Rogue: Criminal Mind
Sharp SM You are, or have studied, the criminal mind. You know how they think, how the act, and most importantly what they'd do. (+Sharp)
On a Success (10+) You create an advantage, discover a clue or otherwise figure out (with ST assistance) what's going on in the criminal mind you're tracking.
On a Partial Success (9-7) You have a pretty good idea and lead for finding out more information.
On a Miss (6-) No criminal mind is that dumb....
Tough Special Moves
Called-Shot
* Cannot be used with other special moves that give you extra shots/movements.
Tough SM When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and Roll Kick Some Ass.
On a Success (10+)
Head: They do nothing but stand and drool for a few moments + 1 Harm
Arms: They drop anything they’re holding. +1 Harm
Legs: They’re hobbled and slow moving. +1 Harm
On a Partial Success (9-7)
Head: They do nothing but stand and drool for a few moments
Arms: They drop anything they’re holding.
Legs: They’re hobbled and slow moving.
On a Miss (6-) The called shot goes wide, or just misses.... worst case scenario? You shot yourself or a friend (whoops!)
Come and Get Some
Tough SM You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest, baddest bastard in the team. Roll +Tough.
On a Success (10+) They all go for you.
On a Partial Success (9-7) They go for you, mainly, but maybe one or two of your comrades are getting marked too.
On a Miss (6-) They come for you, harder than you expected. (They get a +1 on their first attack against you)
Contortionist
Tough SM You have the ability to manipulate your body to get out of ropes and similar bonds. It may be a gift of your birth, or something you have trained to be able to do. You may also contort your body to fit into generally inaccessible places. Roll a +Tough roll.
On a Success (10+) You easily escape the most terrifying of ropes and bondages- you little Houdini you!
On a Partial Success (9-7) You get out, but....
Choose one thing that goes wrong
• You get free but your captors notice right away.
• You get free but take 1 point of Harm (Regardless of bonuses) due to • rope burns or muscles that were pulled to get out.
• You loosen your bonds but you don’t quite make it out.
• You're able to free an ally similarly bound, but not yourself.
• Something dramatically negative happens as you get free- a candle falls over and starts a fire, you twist your ankle, your wrist, you manage to slice up a priceless painting you were trying to rescue...etc.
On a Miss (6-) You only serve to get yourself more thoroughly tangled up in your bonds and can’t try again.
Daredevil Move
Tough SM You can attempt a tricky, high risk maneuver to gain an advantage on an opponent. Roll +Tough.
• Interrupt a move someone or something else is making, so they can't do it yet
• Take +1 forward.
• Give another character +1 forward
• Inflict 2-harm if you are unarmed, and your weapon's harm if you are armed.
• You don't suffer harm in return
On a Success (10+) Choose 2 from the above list.
On a Partial Success (9-7) Choose 1 from the above list.
On a Miss (6-) You suffer 1-harm from your failed move, and leave yourself open to your foes.
Good Arm
Passive Tough SM You have an amazing throwing arm, and can throw weapons with great force. This gives a +1 to any kickass rolls or similar where you are throwing an item. (Max +5 to any roll)
Juggler
Passive Tough SM You have a great talent for juggling; this includes the ability to throw around seemingly dangerous objects (knives, torches) without any fear of harm to yourself. You gain a +2 to all rolls that have to do with juggling, for entertainment or for dangerous activities- including intimidating. (Max +5 to any roll.)
Leave My Friends Alone!
Passive Tough SM You gain a +2 to attack with Kick Some Ass when your opponent’s most recent action was to attack one of your allies. (Max +5 to any roll.)
Martial Arts Mojo: Brick ‘n’ Board Breaker
Tough SM You are able to focus the force of your blows into a concentrated, small area that is devastating to solid materials. You may make attacks with your body against objects that would typically only be damaged by weapons or tools. If you attack something softer, such as wood, your damage is doubled. Roll Tough. (Note this is flesh to thing breaking, not done with a weapon or other item. Helmets ok.)
On a Success (10+) You are able to successfully break metal, stone and other items with your bare hands (or feet, or head....) This must be against a solid material (yes including bones) and it’s to a specific area. This does +3 harm damage, and while the harm damage is soakable, the breaks are not. If against an inanimate object it breaks (or for those who want to show off, shatters!)
On a Partial Success (9-7) You are able to Break bones, or do serious bruising (3 harm, soakable) in addition you are still able to break down wooden doors (stone doors will show damage, but you need 2 partial successes on most doors.)
On a Miss (6-) Ow! You probably just broke something- take 2 harm soakable, and 1 broken bone at least in whatever body part was doing the attacking.
Martial Arts Mojo: Kick the Bruise
Passive Tough SM It really hurts to take two hits to the same place. Once per conflict when you successfully hit a target twice in the same area, that area takes double damage and those harm points are not soakable by any armor. (both Successes must be from Kick Some Ass or other “Tough” based attacks)
Martial Arts Mojo: Monkey Fu
Passive Tough SM You can attack with feet, with hands, with head, and yes, even your butt. Every part of you is an effective weapon you know how to use. You gain +1 to any rolls using your body as a weapon. (Max +5 to a roll)
Martial Arts Mojo: Talking with my Fists
Passive Tough SM As a trained fighter, you are able to adopt a stance that makes it unequivocally clear how capable you are of handing someone his ass. Whenever displaying your fighting stance or threatening someone with violence, you may add +2 to to your Intimidate rolls against your target. (Max +5 to any roll)
Master of the Lasso
Tough SM You are able to use a Lasso to be able to bind and capture opponents on the move. This binds/disables/entraps a single large target (or up to 4 medium sized targets, like people. or up to 8 small people/critters.) Roll +Tough.
On a Success (10+) You are able to successfully rope your targets! They are unable to move much under a lasso and are very limited in movement.
On a Partial Success (9-7) You are able to successfully partially rope, or only rope a target or two. They might have a limb not be able to move without the rope following but they aren’t completely helpless.
On a Miss (6-) What exactly were you aiming for Buckaroo?
Night-Night!
Tough SM Sometimes you just need a way to knock someone out. Some people use drugs, other people use magic...you? You have mastered the art of the Night-Night, using a bludgeoning object of any kind (chairs, clubs, frying pans.... other people’s bodies, you know ‘just’ where to hit someone to make them go--- night night! *Non Lethal Damage, this can’t, by definition kill anyone*
On a Success (10+) You made someone go Night Night Successfully! You are quite the pro and can chose if they wake up anywhere from 5 minutes to 24 hours. (Dang you are Good!)
On a Partial Success (9-7) You made someone go Night Night! But not for long! They’ll be up in 30 minutes (or less!)
On a Miss (6-) .... You really meant to hit the wall didn’t you...?
Right Back at You
Tough SM You are the master of pitch hitting. Perhaps it’s a youth filled with baseball, perhaps you had a pesky brother or sister that kept throwing stuff at you. If someone throws something at you, you can hit it away, or, with a success, hit it right back at the person who threw it at you-- with their damage reflected completely on them!
On a Success (10+) You send that shit right back at its source, with a bit of extra punch! (Their damage, plus 1!)
On a Partial Success (9-7) You knock the incoming thing away with great skill! It doesn’t go back to it’s owner, but it’s not hittin’ you!
On a Miss (6-) It hits. Sucks.
Safe Fall
Tough SM You can skip effortlessly down sheer surfaces. You have a knack for keeping on your feet regardless of the surface, and more importantly, the fall! It’s really all about momentum.
On a Success (10+) You are able to get to safety- and it probably looks planned and effortless. You take no damage.
On a Partial Success (9-7) You are able to make it down mostly safely, with flailing arms and a few hops around various places when you skip a beat or make a mistake. It doesn’t look graceful, but it gets the job done.
On a Miss (6-) You fall. Epically.
Serpent's Tongue
Tough SM It’s hard not to talk to you. Not because you're approachable, but because it seems like such a bad idea not to. Fear makes people uncomfortable, and they occasionally let things slip they would not otherwise. You may use Tough in place of Charm when trying to get information out of someone in a “softer” fashion (Read Person). If successfully used in this way, the target is definitely rattled – so it certainly doesn’t leave the target in the same pleasant state he might be left in by intimate words. If used to read a character's emotional state, the aspects revealed are limited only to those which might be expressed in the language of fear. When used against a PC, the “roll” operates like a manipulate someone roll.
On a Success (10+) The target is sufficiently afraid and uncomfortable. They are happy to spill any and all beans if just to get you to go away.
On a Partial Success (9-7) The target is... a little rattled, they will likely tell you most things but the most dear and secret.
On a Miss (6-) The target isn’t afraid, they think you're funny.
Signature Move
Tough SM You have perfected a signature move. You must put this on your character sheet in detail:
Signature Move: _______________________________
Description: _______________________________
When you unleash your signature move on something, roll +Tough.
On a Success (10+) You do 2 Harm (+ Your Weapon Harm) and take +1 forward.
On a Partial Success (9-7) You do 1 Harm (+ Your Weapon Harm)
On a Miss (6-) Your opponent counters the move.
Swordsmanship: Chanbara Master
Tough SM You can make leaping attacks with his or her weapon, delivering additional damage due to momentum. Any time you have a higher Initiative than your opponent, you may attempt a leaping attack. (Tough)
On a Success (10+) The opponent really fell for it, add an additional +2 harm to your attack.
On a Partial Success (9-7) Your intentions were good, your skill was good, the landing? The landing kind of left a lot to be desired. You and your opponent both take +1 Harm in addition to your weapon’s harm value.
On a Miss (6-) Your leap into the air was somehow a complete and utter failure and you take +2 harm.
Use Their Strength Against Them
Tough SM Excessive strength can be a disadvantage if your opponent knows how to exploit it. +2 to tough rolls made to defend against an opponent, provided the opponent is physically much stronger than you.
Wallop
Tough SM When you Wallop! it’s a Kick Some Ass roll. In addition, when you use an improvised weapon to attack something, you may choose one of these:
• Inflict +1 harm.
• Momentarily stun them with a blow to the head.
• Trip or entangle them.
• Inflict +2 harm but the improvised weapon breaks.
Way of the Gun: Archery Crazed
Tough or Sharp SM You know archery. You know all kinds of bows and types of arrows. You know they work, how they repair, what kind of arrows work the best-- and how to create those arrows with a minimum of materials. You are an archery nut. So when you go up against someone you can usually spot what kind of bow they have. This can be rolled with Sharp or Tough.
On a Success (10+) You can repair or make arrows for any bow type with the right supplies. In battle or just scoping out a bow, a 10+ allows you to spot and identify information on archery weapons- giving you a +1 to counter any archery based moves in battle.
On a Partial Success (9-7) You are pretty sure you can fix the bow if a string broke. You are pretty sure you could make arrows for it too, but you are not exactly sure on the supplies or what’s needed. In battle, a 7-9 allows you to spot and identify basic information about archery, such as range and accuracy)
On a Miss (6-) You’ll be lucky if you don’t shoot yourself in the foot.
Way of the Gun: Gun-Crazy
Tough SM You know guns. You know all kinds of guns. How they work, how they repair, what kind of bullets they need-- and how to create those bullets with a minimum of materials. Your a gun nut. So when you go up against someone you can usually spot what kind of gun they have. This can be rolled with Sharp or Tough.
On a Success (10+) You can repair or make bullets for any gun with the right supplies. In battle or just scoping out a gun, a 10+ allows you to spot and identify information on the weapon- giving you a +1 to counter any moves in battle.
On a Partial Success (9-7) You are pretty sure you can fix the gun if it was broken. You are pretty sure you could make bullets for it too, but you are not exactly sure on the supplies or what’s needed. In battle, a 7-9 allows you to spot and identify basic information about the weapon, such as bullet size and what it is.)
On a Miss (6-) .... It goes boom? In all aspects?
What Could Go Wrong?
Passive Tough SM Whenever you Successfully charge into immediate danger without hedging your bets, hold 2. You may spend your hold to:
• Inflict +1 harm.
• Reduce someone's harm suffered by 1.
• Take +2 forward on an act under pressure roll.
You must do this move in conjunction with another that throws yourself into immediate danger.
Weird Special Moves
Often Overlooked
Weird SM When you act all crazy to avoid something or someone, roll +Weird.
On a Success (10+) You are regarded as unthreatening and unimportant.
On a Partial Success (9-7) Pick one: unthreatening or unimportant.
On a Miss (6-) You draw lots of attention to yourself.
Precognition
Passive Weird SM You occasionally have premonitions that foretell the future, or a possible future. Usually these are warnings of vague approaching danger. This attribute is appropriate to characters with a natural danger sense or psychic abilities, but it can also be used for those who wish to use techniques like astrology or spells to divine the future. Premonitions can also occur in dreams, while the character is awake, or perhaps when the character uses some form of fortune telling. The visions will rarely be detailed, but may provide a clue or warning. The timing, nature and content of these visions are up to the ST/ASTs. This power can be used with the "sense" magic powers (Such as Pyromancy) to add future visions to what you see current time.
Psychometry
Weird SM Whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the ST questions. You only get one chance to “read” an item a day.
Questions:
• Who handled this last before me?
• Who made this?
• What strong emotions have been most recently nearby this?
• What words have been said most recently nearby this?
• What has been done most recently with this, or to this?
• What’s wrong with this, and how might I fix it?
On a Success (10+) Ask 3 questions from the above list.
On a Partial Success (9-7) Ask 1 question from the above list.
On a Miss (6-) You cannot distinguish anything specific from the item, even the most obvious.
Spiritual Training: Ki Blasts 1
Weird SM You are able to access your personal energy to create blasts of “Ki” Energy. These cost 1 energy point (temporary health points) to use as your expanding your personal energy in a blast. This energy blast can do physical knock backs against others. This will do 1-2 magical damage that’s not based on any “planetary” influence. You do not have to be transformed to be able to do a Ki Blast.
On a Success (10+) You knock back your target, and any close-standing targets near by to the floor (counter Tough roll must be a success to stay on their feet). They take 2 Harm.
On a Partial Success (9-7) You knock back your target and they are knocked prone, taking 1 Harm Damage.
On a Miss (6-) Your Ki blast was pathetic and sad. It felt like a tickle. Or perhaps it just fizzled completely. You still loose the energy cost of trying.
Spiritual Training: Ofuda Scrolls 1
Weird SM You can use Ofuda Scrolls (stripes of paper with writing on them of various types). Like Wards, Ofuda Scrolls can bind individual people/objects/monsters with energy to stop, confuse, or, in some cases, cause an exorcism for those who are possessed by monsters not well rooted. This level only uses your personal energy and is only able to do some much. Some stronger youma and people may not be as effected as others. You must spend 1 EP to use each Ofuda Scroll.
On a Success (10+) You successfully create / use an Ofuda scroll to stop an action of a youma, daze or confuse a target or successfully exorcise a spirit from a resisting-host target.
On a Partial Success (9-7) You are able to daze or confuse a monster or weaken the hold of an exorcise spirit.
On a Miss (6-) Your ofuda scroll misses the target completely and doesn’t work effectively.
Spiritual Training: Sense Strong Energy
Passive Weird SM You are able to sense strong spiritual energy emanating from people, locations etc. This however is not an exact science, nor is it something you can actually “see” but more like a gut feeling. This doesn’t determine “good” or “evil” but it can point out when someone has a strong magical potential (or is magically strong). *Note* Some enemies, and some people can mask their energy and come off as “normal.”
Spiritual Training: Wards 1
Passive Weird SM You have been trained in some kind of spiritual arts. This allows you to set up meta-physical wards that can be designed by symbols (or words) on paper to trap energy of various kinds, including just “strong energy” or “Jaki/Evil Energy.” You could even trap in good, or planetary energy! Just based on the wards and symbols you use. At this level of spiritual wards, you can channel your personal energy in to your wards. Wards tend to be long strings with a variety of pieces of paper or other small items to “lock” things in or out. (There is a higher level of power and this does not stop strong/very strong Youma from breaking the wards.) Wards take time to set up and are not instant. This costs 1 energy every ward string which goes for roughly 5 feet.
The Sight: Spirits
Passive Weird SM You can see spirits and ghosts of the dead or the not-living. These spirits can communicate with you and to you and can ask favors in return for favors.