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  1. Shounen Vow
  2.  
  3. Honour
  4. Courage
  5. Charm
  6. Guile
  7. Friendship
  8.  
  9. Everyman
  10.  
  11. Break Through
  12. Trauma
  13. Awakening
  14. Signature Move
  15. Grand Quest
  16. [12:49:08 AM] Oracle: The Grand Quest is what your hero wants to be.
  17. [12:49:31 AM] Oracle: There will be several grand quests that have a few stat requirements
  18. [12:49:35 AM] Oracle: they're victory conditions
  19. [12:50:18 AM] Oracle: It functions as the 'hidden reserve of strength.'
  20. [12:50:29 AM] Oracle: You can use it to refresh a single power.
  21. [12:51:04 AM] Oracle: A player can design their own Grand Quest.
  22. [12:51:23 AM] Oracle: But most often it requires a certain allotment of shounen archetype as well as a fluff condition as well.
  23.  
  24. Level system
  25. 1 - E Power
  26. 2 1 New Shonen Category, BT
  27. 3 3 E Power
  28. 4 5 Timeskip Buff to Archetype, Awakening, BT
  29. 5 7 E Power
  30. 6 9 A Rival Appears!, BT
  31. 7 11 E Power
  32. 8 13 New Shonen Category, BT
  33. 9 15 E Power
  34. 10 17 A New Power Buff to Archetype, Signature Move, BT
  35. 11 19 E Power
  36.  
  37. 1/2/3
  38.  
  39. Honour Breakthroughs
  40.  
  41. Intangible Virtue
  42. You grew up with a ethos that governs your way of life, and its meaning permeates your being and your every action.
  43. >Gain a point when you uphold principle over expediency.
  44. Power: Augment half your Honour total (rounded up) to another archtype's roll.
  45.  
  46. Right or Wrong
  47. You are loyal to your country, you celebrate its strengths, and try your best to mend its flaws.
  48. >Gain a point when siding with your country would conflict with your personal code.
  49. Power: Ignore a single Friendship-based attack.
  50.  
  51. Way of the Warrior
  52. You are a hereditary fighter, battle is in your blood, and no one dares questions your ability.
  53. >Gain a point when you grant an defeated enemy mercy or show chivalry to someone who does not deserve it.
  54. Power: Your next Courage roll is augmented by your Honour score.
  55.  
  56. Oathkeeper
  57. You never go back on your word. Lying is anathema to you, and you always tell the truth.
  58. >Gain a point when you keep a promise or tell a uncomfortable truth.
  59. Power: If a character would take Trauma from a external source, instead ignore the result and teleport the character to their side.
  60.  
  61. Absolute Law
  62. You are a servant of justice, and your judgement is blind and fair.
  63. >Gain a point where you decide the result of a morally gray situation to your own personal satisfaction.
  64. Power: You are immune to social stress that are not Honour-based.
  65.  
  66. Courage Breakthroughs
  67.  
  68. Face Your Fears
  69. You have determination beyond limit. Nothing can sway you from your path.
  70. >Gain a point when you help another come to terms with their phobias.
  71. Power: Augment half your Courage total (rounded up) to another Archetype's roll.
  72.  
  73. Who Dares Wins
  74. You are blessed with a combination of bravado and lack of caution that carries the day.
  75. >Gain a point when you seize the initiative to deal with a problem the group faces.
  76. Power: In physical combat, you always strike first, regardless of what is rolled.
  77.  
  78. Rival Of Mine
  79. You enjoy the companionship of people who share your spirit, even if they happen to be enemies.
  80. >Gain a point when you recognize the courage of a foe.
  81. Power: Ignore a single Honour-Based attack.
  82.  
  83. Indomitable Will
  84. Your body has taken so much punishment that it's a wonder that you're still standing. How?
  85. >Gain a point when you take Physical stress against a superior opponent.
  86. Power: You are immune to physical stress that is not Courage-based.
  87.  
  88. Heroic Defiance
  89. You are a underdog who wins the hearts and minds of everyone, even the people that would call you foe.
  90. >Gain a point when you say a pithy one liner that makes the party laugh.
  91. Power: Your next Charm roll is augmented by your Courage score.
  92.  
  93. Charm Breakthroughs
  94.  
  95. Power of Love
  96. You've nurtured a secret longing for someone for a long time, and its power carries you through the darkest of trials.
  97. >Gain a point where you help out that special someone with their Breakthrough.
  98. Power: You may remove a Trauma from someone who's been confessed to.
  99.  
  100. Heart of Hope
  101. You believe in the power of the soul, you believe in people.
  102. >Gain a point when you gain a skeptical person's trust.
  103. Power: You are immune to social attacks that are not Charm-based.
  104.  
  105. Serene Majesty
  106. You exude charisma and personal power in everything you do.
  107. >Gain a point when you choose to behave in a dignified and cultured way when it would be tempting to be otherwise.
  108. Power: Augment half your Charm total (rounded up) to another Archetype's roll.
  109.  
  110. Unquestionable Nobility
  111. You are a scion of a noble family, and you are born to lead.
  112. >Gain a point when you successfully give an order that turns out to be the right move.
  113. Power: Your next Guile roll is augmented by your Charm score.
  114.  
  115. Man of the People
  116. You court followers easily and they flock to your banner, willing to die for your cause.
  117. >Gain a point when you convince important person comes to your side.
  118. Power: Ignore a single Courage-based attack.
  119.  
  120. Guile Breakthroughs
  121.  
  122. Just As Planned
  123. Your gambits always work out so that even losing is a minor victory.
  124. >Gain a point when you convince someone that they were working to your advantage all along.
  125. Power: Inflict social stress damage equal to your Guile.
  126.  
  127. Indy Ploy
  128. You think to yourself, sometimes, you gotta make it up as you go along.
  129. >Gain a point where an improvised plan works out better than expected.
  130. Power: Augment half your Guile total (rounded up) to another Archetype's roll.
  131.  
  132. Thinking Ahead Of You
  133. You enjoy anticipating your enemy's moves and the expression on their faces when you reveal you knew all along.
  134. >Gain a point when you dash someone's attempt to Break Through.
  135. Power: You are immune to physical attacks that are not augmented with powers.
  136.  
  137. Well Done Son Guy
  138. You understand that loyalty can be bought cheaply, but its value is beyond price.
  139. >Gain a point when you recognize the worth of someone you despise.
  140. Power: Your next Friendship roll is augmented by your Guile.
  141.  
  142. Better to Be Feared
  143. You are a prince of the classical style, ruling with a iron fist.
  144. >Gain a point where you intimidate someone when you could have done otherwise.
  145. Power: Ignore a single Charm-based attack.
  146.  
  147. Friendship Breakthroughs
  148.  
  149. One for All
  150. You are loyal to your comrades, and you will never betray them.
  151. >Gain a point when you have another player's back in a tense situation.
  152. Power: Ignore a single Guile-Based attack.
  153.  
  154. United We Stand
  155. You are the heart of your team, always urging them on to greater heights.
  156. >Gain a point when you assist someone on their Grand Quest.
  157. Power: Remove stress from either track from a hero equal to their Friendship score.
  158.  
  159. Familial Bond
  160. You had a childhood that was troubled in many ways, but home and family always gives you strength.
  161. >Gain a point when you deal with the consequences of your past and move on.
  162. Power: If you would take Trauma, you become comatose for 7-friendship score rounds and you come back with both stress pools refreshed.
  163.  
  164. Loyal Compact
  165. You rely on the strength of your fellows, and in turn, they rely on you to make the group a coherent whole.
  166. >Gain a point where a unique combination of abilities solves the situation in a surprising fashion.
  167. Ability: Augment half your Friendship total (rounded up) to another Archetype's roll.
  168.  
  169. Believe In Me
  170. You have absolute confidence in your fellows, no matter how much they might protest otherwise.
  171. >Gain a point when you trust someone despite all evidence to the contrary.
  172. Ability: Another may reroll dice equal to your friendship score when they make a roll.
  173.  
  174. Everyman
  175. Blossoming Spring of (Archetype)
  176. Awakening Summer of (Archetype)
  177. Eternal Autumn of (Archetype)
  178.  
  179. +1 to relevant stat
  180.  
  181. Trauma
  182.  
  183. [7:14:10 AM] Oracle: There are five stats
  184. [7:14:18 AM] Oracle: Honour, Courage, Charm, Guile, and Friendship
  185. [7:14:58 AM] Oracle: The game starts out at level one
  186. [7:15:04 AM] Oracle: and you suck
  187. [7:15:21 AM] Oracle: but no matter what in every game
  188. [7:15:32 AM] Oracle: You will Break Through in your first session and level up.
  189. [7:15:52 AM] Oracle: Every stat has their own unique Breakthroughs.
  190. [7:16:21 AM] Oracle: You gain points in breakthroughs by satisfying their conditions. They can even happen in Combat.
  191. [7:16:45 AM] Oracle: When you satisfy the Break Through's condition, you gain a power.
  192. [7:17:12 AM] Oracle: Powers are segmented into tiers.
  193. [7:17:14 AM] Oracle: Within a stat.
  194. [7:17:23 AM] Oracle: There are no tiers of powers
  195. [7:17:43 AM] Oracle: but the manner of the order you take them determines them instead
  196. [7:18:15 AM] Oracle: 2nd rank powers can be activated twice but require to be broken Twice
  197. [7:18:22 AM] Oracle: 3rd rank powers are activated 3 times
  198. [7:18:28 AM] Oracle: but must be broken thrice
  199. [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.
  200. [7:20:18 AM] Oracle: However, you can always burn powers to remove stress equal to their tier.
  201.  
  202. Traumas tick similarly to Breakthroughs, but the more ticks you have on them the worse it is!
  203. A completely filled Trauma cannot be tapped for refreshes!
  204. 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!
  205. 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.
  206.  
  207. Trauma
  208. All traumas are activated by ticking them up in the appropriate situation.
  209. Traumas drain once per session.
  210. In addition to refreshing a power, it adds a secondary side effect - as well as a final negative effect when it's maxed out.
  211. 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.
  212. zx
  213. If one abstains from a trauma, it will be removed in time.
  214.  
  215. Driven By Revenge
  216. No one insults me with impunity.
  217. >Activated when your hero feels mocked or pitied.
  218. Bonus Effect: Physical stress damage you inflict is increased by one.
  219. Final Flaw: You take an additional one social stress from all sources.
  220.  
  221. Arrogant Pariah
  222. Better to reign in hell...
  223. >Activate when your hero is excluded or scorned by a love one.
  224. Bonus Effect: Your main hero statistic is increased by two.
  225. Final Flaw. All other statistics are decreased by one.
  226.  
  227. Broken Betrayal
  228. How could you?
  229. >Activate when your hero is betrayed or psychologically disturbed.
  230. Bonus Effect: If your hero would take Social stress, instead they may automatically disengage from the combat. Either party
  231. may not initiate another conversation until the scene is over.
  232. Final Flaw: If you would inflict Social stress, your enemy may take the same option as well.
  233.  
  234. Shattered Body
  235. I'm still alive...
  236. >Activate when your character goes into combat or does something strenous.
  237. Bonus Effect: Physical Stress dealt to you is decreased by two.
  238. Final Flaw: All physical stress you deal is reduced to zero, regardless of effect.
  239.  
  240. Unrequited Love
  241. Dares Not Speak Its Name
  242. >Activate when you fight someone you care about.
  243. Bonus Effect: If your enemy would use a power with the same name as one you have, instead, negate it.
  244. Final Flaw: If the target of your affections suffers additional Trauma, you suffer the same.
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