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- Shounen Vow
- Honour
- Courage
- Charm
- Guile
- Friendship
- Everyman
- Break Through
- Trauma
- Awakening
- Signature Move
- Grand Quest
- [12:49:08 AM] Oracle: The Grand Quest is what your hero wants to be.
- [12:49:31 AM] Oracle: There will be several grand quests that have a few stat requirements
- [12:49:35 AM] Oracle: they're victory conditions
- [12:50:18 AM] Oracle: It functions as the 'hidden reserve of strength.'
- [12:50:29 AM] Oracle: You can use it to refresh a single power.
- [12:51:04 AM] Oracle: A player can design their own Grand Quest.
- [12:51:23 AM] Oracle: But most often it requires a certain allotment of shounen archetype as well as a fluff condition as well.
- Level system
- 1 - E Power
- 2 1 New Shonen Category, BT
- 3 3 E Power
- 4 5 Timeskip Buff to Archetype, Awakening, BT
- 5 7 E Power
- 6 9 A Rival Appears!, BT
- 7 11 E Power
- 8 13 New Shonen Category, BT
- 9 15 E Power
- 10 17 A New Power Buff to Archetype, Signature Move, BT
- 11 19 E Power
- 1/2/3
- Honour Breakthroughs
- Intangible Virtue
- You grew up with a ethos that governs your way of life, and its meaning permeates your being and your every action.
- >Gain a point when you uphold principle over expediency.
- Power: Augment half your Honour total (rounded up) to another archtype's roll.
- Right or Wrong
- You are loyal to your country, you celebrate its strengths, and try your best to mend its flaws.
- >Gain a point when siding with your country would conflict with your personal code.
- Power: Ignore a single Friendship-based attack.
- Way of the Warrior
- You are a hereditary fighter, battle is in your blood, and no one dares questions your ability.
- >Gain a point when you grant an defeated enemy mercy or show chivalry to someone who does not deserve it.
- Power: Your next Courage roll is augmented by your Honour score.
- Oathkeeper
- You never go back on your word. Lying is anathema to you, and you always tell the truth.
- >Gain a point when you keep a promise or tell a uncomfortable truth.
- Power: If a character would take Trauma from a external source, instead ignore the result and teleport the character to their side.
- Absolute Law
- You are a servant of justice, and your judgement is blind and fair.
- >Gain a point where you decide the result of a morally gray situation to your own personal satisfaction.
- Power: You are immune to social stress that are not Honour-based.
- Courage Breakthroughs
- Face Your Fears
- You have determination beyond limit. Nothing can sway you from your path.
- >Gain a point when you help another come to terms with their phobias.
- Power: Augment half your Courage total (rounded up) to another Archetype's roll.
- Who Dares Wins
- You are blessed with a combination of bravado and lack of caution that carries the day.
- >Gain a point when you seize the initiative to deal with a problem the group faces.
- Power: In physical combat, you always strike first, regardless of what is rolled.
- Rival Of Mine
- You enjoy the companionship of people who share your spirit, even if they happen to be enemies.
- >Gain a point when you recognize the courage of a foe.
- Power: Ignore a single Honour-Based attack.
- Indomitable Will
- Your body has taken so much punishment that it's a wonder that you're still standing. How?
- >Gain a point when you take Physical stress against a superior opponent.
- Power: You are immune to physical stress that is not Courage-based.
- Heroic Defiance
- You are a underdog who wins the hearts and minds of everyone, even the people that would call you foe.
- >Gain a point when you say a pithy one liner that makes the party laugh.
- Power: Your next Charm roll is augmented by your Courage score.
- Charm Breakthroughs
- Power of Love
- You've nurtured a secret longing for someone for a long time, and its power carries you through the darkest of trials.
- >Gain a point where you help out that special someone with their Breakthrough.
- Power: You may remove a Trauma from someone who's been confessed to.
- Heart of Hope
- You believe in the power of the soul, you believe in people.
- >Gain a point when you gain a skeptical person's trust.
- Power: You are immune to social attacks that are not Charm-based.
- Serene Majesty
- You exude charisma and personal power in everything you do.
- >Gain a point when you choose to behave in a dignified and cultured way when it would be tempting to be otherwise.
- Power: Augment half your Charm total (rounded up) to another Archetype's roll.
- Unquestionable Nobility
- You are a scion of a noble family, and you are born to lead.
- >Gain a point when you successfully give an order that turns out to be the right move.
- Power: Your next Guile roll is augmented by your Charm score.
- Man of the People
- You court followers easily and they flock to your banner, willing to die for your cause.
- >Gain a point when you convince important person comes to your side.
- Power: Ignore a single Courage-based attack.
- Guile Breakthroughs
- Just As Planned
- Your gambits always work out so that even losing is a minor victory.
- >Gain a point when you convince someone that they were working to your advantage all along.
- Power: Inflict social stress damage equal to your Guile.
- Indy Ploy
- You think to yourself, sometimes, you gotta make it up as you go along.
- >Gain a point where an improvised plan works out better than expected.
- Power: Augment half your Guile total (rounded up) to another Archetype's roll.
- Thinking Ahead Of You
- You enjoy anticipating your enemy's moves and the expression on their faces when you reveal you knew all along.
- >Gain a point when you dash someone's attempt to Break Through.
- Power: You are immune to physical attacks that are not augmented with powers.
- Well Done Son Guy
- You understand that loyalty can be bought cheaply, but its value is beyond price.
- >Gain a point when you recognize the worth of someone you despise.
- Power: Your next Friendship roll is augmented by your Guile.
- Better to Be Feared
- You are a prince of the classical style, ruling with a iron fist.
- >Gain a point where you intimidate someone when you could have done otherwise.
- Power: Ignore a single Charm-based attack.
- Friendship Breakthroughs
- One for All
- You are loyal to your comrades, and you will never betray them.
- >Gain a point when you have another player's back in a tense situation.
- Power: Ignore a single Guile-Based attack.
- United We Stand
- You are the heart of your team, always urging them on to greater heights.
- >Gain a point when you assist someone on their Grand Quest.
- Power: Remove stress from either track from a hero equal to their Friendship score.
- Familial Bond
- You had a childhood that was troubled in many ways, but home and family always gives you strength.
- >Gain a point when you deal with the consequences of your past and move on.
- Power: If you would take Trauma, you become comatose for 7-friendship score rounds and you come back with both stress pools refreshed.
- Loyal Compact
- You rely on the strength of your fellows, and in turn, they rely on you to make the group a coherent whole.
- >Gain a point where a unique combination of abilities solves the situation in a surprising fashion.
- Ability: Augment half your Friendship total (rounded up) to another Archetype's roll.
- Believe In Me
- You have absolute confidence in your fellows, no matter how much they might protest otherwise.
- >Gain a point when you trust someone despite all evidence to the contrary.
- Ability: Another may reroll dice equal to your friendship score when they make a roll.
- Everyman
- Blossoming Spring of (Archetype)
- Awakening Summer of (Archetype)
- Eternal Autumn of (Archetype)
- +1 to relevant stat
- Trauma
- [7:14:10 AM] Oracle: There are five stats
- [7:14:18 AM] Oracle: Honour, Courage, Charm, Guile, and Friendship
- [7:14:58 AM] Oracle: The game starts out at level one
- [7:15:04 AM] Oracle: and you suck
- [7:15:21 AM] Oracle: but no matter what in every game
- [7:15:32 AM] Oracle: You will Break Through in your first session and level up.
- [7:15:52 AM] Oracle: Every stat has their own unique Breakthroughs.
- [7:16:21 AM] Oracle: You gain points in breakthroughs by satisfying their conditions. They can even happen in Combat.
- [7:16:45 AM] Oracle: When you satisfy the Break Through's condition, you gain a power.
- [7:17:12 AM] Oracle: Powers are segmented into tiers.
- [7:17:14 AM] Oracle: Within a stat.
- [7:17:23 AM] Oracle: There are no tiers of powers
- [7:17:43 AM] Oracle: but the manner of the order you take them determines them instead
- [7:18:15 AM] Oracle: 2nd rank powers can be activated twice but require to be broken Twice
- [7:18:22 AM] Oracle: 3rd rank powers are activated 3 times
- [7:18:28 AM] Oracle: but must be broken thrice
- [7:19:21 AM] Oracle: In combat, if you would take Stress from a source that would kill you, instead you take a Trauma and are removed from the scene.
- [7:20:18 AM] Oracle: However, you can always burn powers to remove stress equal to their tier.
- Traumas tick similarly to Breakthroughs, but the more ticks you have on them the worse it is!
- A completely filled Trauma cannot be tapped for refreshes!
- Once you have three completely filled traumas and you would gain a fourth, instead your character is handed over to the GM and becomes a villain!
- A character so wounded can be recovered. If in play your party can go into actions to remove the traumas, as soon as they are removed the PC returns to play.
- Trauma
- All traumas are activated by ticking them up in the appropriate situation.
- Traumas drain once per session.
- In addition to refreshing a power, it adds a secondary side effect - as well as a final negative effect when it's maxed out.
- The cap on the first trauma is equal to your highest Shounen statistic, up to the third. The mimimum level of tick is the amount of traumas you have.
- zx
- If one abstains from a trauma, it will be removed in time.
- Driven By Revenge
- No one insults me with impunity.
- >Activated when your hero feels mocked or pitied.
- Bonus Effect: Physical stress damage you inflict is increased by one.
- Final Flaw: You take an additional one social stress from all sources.
- Arrogant Pariah
- Better to reign in hell...
- >Activate when your hero is excluded or scorned by a love one.
- Bonus Effect: Your main hero statistic is increased by two.
- Final Flaw. All other statistics are decreased by one.
- Broken Betrayal
- How could you?
- >Activate when your hero is betrayed or psychologically disturbed.
- Bonus Effect: If your hero would take Social stress, instead they may automatically disengage from the combat. Either party
- may not initiate another conversation until the scene is over.
- Final Flaw: If you would inflict Social stress, your enemy may take the same option as well.
- Shattered Body
- I'm still alive...
- >Activate when your character goes into combat or does something strenous.
- Bonus Effect: Physical Stress dealt to you is decreased by two.
- Final Flaw: All physical stress you deal is reduced to zero, regardless of effect.
- Unrequited Love
- Dares Not Speak Its Name
- >Activate when you fight someone you care about.
- Bonus Effect: If your enemy would use a power with the same name as one you have, instead, negate it.
- Final Flaw: If the target of your affections suffers additional Trauma, you suffer the same.
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