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  1. - Top - End - #511
    Ettin in the Playground
     
    Comissar's Avatar

    Join Date
    Jan 2012

    Default Re: [Masks] San Fransapporo: After Dark

    Sunburst
    Conditions:
    Potential: 3/5

    Spoiler: Labels
    Show
    • Danger: -1
    • Freak: +1
    • Savior: +2
    • Superior: +1
    • Mundane: +0

    Spoiler: Burn and Flares
    Show
    Held Burn

    0

    Shielding

    You call up a fast protective field to stop a danger. Spend 1 burn to defend someone else from an immediate threat, rolling +Freak instead of +Saviour.

    Moat

    Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.

    Reality Storm

    You channel a destructive burst with your powers. Spend 1 burn to directly engage a threat using your powers, rolling +Freak instead of +Danger. If you do, you will cause unwanted collateral damage unless you spend another burn.

    Snatch

    Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.

    Move

    Spend 1 Burn to move to any place you choose within the scene, breaking through or slipping past any restraints in your way. Spend a second burn to move to any place you've previously been.

    Overcharge

    You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers.

    Elemental Awareness

    Spend 1 Burn and Mark a Condition to open up your mind to the world around you with your powers. You can ask any one question about the world around you and the GM will answer honestly.

    Moves

    Wish I could be - When you comfort or support someone, if you tell them what you most envy about them, you can roll +Freak instead of +Mundane.

    Unstoppable - When you smash your way through scenery to get to or get away from something, roll +Danger. On a hit, the world breaks before you, and you get what you want. On a 7-9, choose one: mark a condition, leave something behind, or take something with you. On a miss, you smash through, but leave devestation in your wake or wind up somewhere worse, GM's choice.


    Kintsugi - The Past

    Lanuola's expression takes on a sad tint as she hears Sangha talk about his daughter. While it wasn't really broadcast, it wasn't a secret that he'd lost her a few years ago. Her final fate wasn't known for sure, but with how long it'd been it didn't seem likely she was going to be coming back. She frowns as he starts talking about Kintsugi's operations and the plans to instate bunkers for safer handling of people like herself.

    She rubs behind her neck, it felt like the older hero was expecting her to say something more to the plan. "I, uh... I guess that, uh, that makes sense." She gives an uncertain shrug, "I mean, uh, the people that, uh, that come here are dangerous, right. It's, umm, it's why we're here. Having a, uh, a safe bunker makes sense in case, uh, in case one of us goes too far."



    GLaDOS Avatar and Pokémon Sig. by me

    Spoiler: Alternate Avatars
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    Leah and Saura, Summer Rose, and Firebrand by me

  2. - Top - End - #512
    Orc in the Playground
     
    DreadPirateH's Avatar

    Join Date
    Jul 2012

    Default Re: [Masks] San Fransapporo: After Dark

    Silk
    Conditions: Angry, Insecure
    Potential: 0/5
    Hold: 1

    Spoiler: Labels
    Show
    • Freak: +1
    • Danger: +3
    • Savior: -1
    • Superior: +2
    • Mundane: -2

    Spoiler: Moves
    Show
    • [X] Devil or Angel on My Shoulder: When you provoke a teammate to violent action or drastic measures as your Hero Persona, roll + Danger. When you discourage a teammate from going overboard or making an action they can’t take back as your Alias Persona, roll + Superior.
    • [X]Been Reading the Files: You’ve learned about the superhuman world through your mentor’s resources. When you first encounter an important superpowered phenomenon (your call), roll + Superior. On a hit, tell the team one important detail you’ve learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.
    • [X]Company Man: When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
    • [X]There Will Be Blood: When you scathingly Reject the Influence of a Hero, you may choose to inflict a Condition as if they’d been hit hard even on a miss.
    • [X]As My Master Once Said: When you embody a lesson your former mentor taught you, name it and take +1 ongoing to fulfill your mission. If you’ve not completed your task by the end of the scene, flee it in disgrace.
    • [X]Aces High: When you enter a dangerous situation with no plan or trick up your sleeve roll + Danger. On a miss you’re truly woefully unprepared. Expect the worst. On a hit, the tools of success are near to hand. Some assembly may be required, the GM will fill in the details. On a 10+, take +1 forward to see yourself through.


    Spoiler: Risk and Reward
    Show
    You’ve been on your own long enough and taken one too many gambles to learn a thing or two. How to repair your gear and stretch resources. How to watch your back when no one else will and how to watch other people’s backs when they think you’re not. Someone’s watching your back too however, Luck itself. However you conceptualize this being, it’s got you in its pocket. That isn’t always in your favor.

    When you begin play you have Influence over Luck and it has Influence over you. The GM acts as Luck’s agent when shifting Labels or using Luck’s Influence on you. Luck cannot lose Influence over you.

    Risk/Reward: As long as you have Luck, you may gain 1 Hold per scene to a maximum of 2 and begin your first scene in the first session with 2 Hold. You may spend Hold at any time to reroll a Move. You must take the result of the second roll, even on a miss.

    If you should go to 0 Hold at any time, lose Influence over Luck and shift Superior down and another Label up, your choice. You may mark a Condition to regain Influence over Luck. When you regain Influence over Luck, gain 2 Hold.

    Ante Up: When you would Reject the Influence of Luck, Ante Up instead. You and Luck’s Agent will roll opposing 2d6. The higher of the two rolls win. If the Player wins, clear a Condition or gain Potential. If Luck’s Agent wins, lose Influence over Luck and mark a Condition.

    Fortune Favors: When Luck would gain Influence over another Player, they Hold 1 and may spend it to reroll a move. They must take the second roll, even on a miss. When another Player would gain Influence over Luck, add a Team to the Pool.


    As she's thrown from the massive blade, Silk somersaults gracefully in the air - only to be pummeled by sound and light before she even touches the ground. She hits the highway asphalt with a sound that would be sickening if it could be heard above the din of the Boom Box Zanbato. As she tries to push herself to her feet, her left shoulder lights up in pain, but even Silk's cry of agony is swallowed by the blaring house music. Above Silk's hunched form, the neon waveforms take the shape of some familiar faces - Jin, Koto, and the Palm Top Tiger herself.

    Have you lost your edge? asks the Palm Top Tiger. Of course you have, Jin responds. It's at the bottom of the ocean, rusting along with your useless swords. A keen mind is sharper than any sword. If only yours wasn't so dull, mocks Koto.

    Gritting her teeth, she pushes on her shoulder, popping it back into place. She should be fine, but there's no reason that her enemy needs to know that.

    Call yourself whatever you want. Doesn't change a thing. You will never be the Chickadee. You will never be the Lady Dragon.

    Pulling the scarf from around her neck, she hastily ties it around her arm in a makeshift sling.

    When one of the Dragon Slayers comes around, I take notice. Know your place, samurai. Know your place, ninja.

    With her "good" hand, Silk touches two fingers inside of her mouth. They come away bloody. Bent over in darkness, she smears the blood on the ground, and her own shadow pushes itself off the ground to its feet.

    I'm Silk.

    Spoiler: OOC
    Show
    Per the previous GM post, I'm marking Insecure Spending my 5 Potential to Advance and take another move from the Ronin playbook, As My Master Once Said. Invoking it to take +1 Ongoing to embody the lesson "swords are tools, the wielder is the weapon". Rolled an 8 to Unleash. The GM may tell me how the effect is unstable or temporary.
    Last edited by DreadPirateH; 2023-04-02 at 01:20 AM.

  3. - Top - End - #513
    Dwarf in the Playground
     
    The_Specialist's Avatar

    Join Date
    May 2017
    Location
    The Surface of the Sun

    Default Re: [Masks] San Fransapporo: After Dark

    Tsunami
    Conditions: Angry, Insecure
    Potential: 2/5
    Gadget: 0
    Hold: 0

    Spoiler: Labels
    Show
    • Freak: +1
    • Danger: -1
    • Savior: +2
    • Superior: +3
    • Mundane: -2

    Spoiler: Moves
    Show
    • [X] Fireside Chat: When you seek advice from your mentor, roll + the Label they embody. On a hit they will tell you what to do. On a 10+, mark potential if you follow their advice, and take +1 ongoing to follow through. On a 7-9, you get +1 forward to see it through if you do it their way. On a miss, they don’t have time for you because something big has gone down; mark a condition, GM’s choice.
    • [X]Be Mindful of Your Surroundings: When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.
    • [X]Venting Frustration: When you directly engage while you are Angry, you can roll + the label your mentor denies (Mundane) and clear Angry.
    • [X]Fight the Good Fight: When you pull your punches while directly engaging a threat, you can roll + Savior instead of + Danger. If you do, you cannot choose to impress, surprise, or frighten your foe.
    • [X]Before We Get Started: When you take the time to closely observe your opposition before a battle, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During battle, you can spend your hold 1 for 1 to name a character you observed and...:
      • ...redirect their attack to another character or nowhere—into a wall or the sky.
      • ...cross a distance between them and you.
      • ...disarm them.
      • ...ignore all harm to yourself from one of their attacks.
      • ...escape any bindings or restrictions they attempt to place on you.


    While Max generally comes off as a less than 'affectionate' person, he accepts the hug without resistance or awkwardness. He even returns it, giving a small squeeze before releasing her. It's sort of nice really. There weren't many people he felt safe or comfortable with, sharing even platonic affection, even amongst his team mates. But somehow, some time, Lan had become one.

    "Good," Max smirks faintly when she agrees to let him know if she needs a stand in. Arching a thick brow at the offer, he takes just a moment to consider. Down time isn't something Max is historically good at. His initial instinct is to refuse out of habit; there's always something important that needs doing. The thought of his conversation earlier with Golden Hart tugs at his desire for vigilence. Surely he's not allowed to relax when there's so much to do?

    But then, his methods haven't seemed to be working for him lately. Maybe a few hours not trying to save the world... would be alright? He can be there for just Lan right now, instead. A little pang of guilt twists his gut. Maybe that was something he needed to learn sooner, for Xiua's sake too. "Y... yeah. I've got a little time," He answers, before giving a soft huff of wry amusement, "I have no idea what's out, honestly. But I heard a rumor they're actually serving ice cream at the theater now?"

    Maybe a distraction would be good anyway, not to leave himself time agonizing over what to say and do, when he meets Xiua later.

    Spoiler: OOC
    Show


  4. - Top - End - #514
    Ettin in the Playground
     
    Comissar's Avatar

    Join Date
    Jan 2012

    Default Re: [Masks] San Fransapporo: After Dark

    Sunburst
    Conditions:
    Potential: 3/5

    Spoiler: Labels
    Show
    • Danger: -1
    • Freak: +1
    • Savior: +2
    • Superior: +1
    • Mundane: +0

    Spoiler: Burn and Flares
    Show
    Held Burn

    0

    Shielding

    You call up a fast protective field to stop a danger. Spend 1 burn to defend someone else from an immediate threat, rolling +Freak instead of +Saviour.

    Moat

    Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.

    Reality Storm

    You channel a destructive burst with your powers. Spend 1 burn to directly engage a threat using your powers, rolling +Freak instead of +Danger. If you do, you will cause unwanted collateral damage unless you spend another burn.

    Snatch

    Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.

    Move

    Spend 1 Burn to move to any place you choose within the scene, breaking through or slipping past any restraints in your way. Spend a second burn to move to any place you've previously been.

    Overcharge

    You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers.

    Elemental Awareness

    Spend 1 Burn and Mark a Condition to open up your mind to the world around you with your powers. You can ask any one question about the world around you and the GM will answer honestly.

    Moves

    Wish I could be - When you comfort or support someone, if you tell them what you most envy about them, you can roll +Freak instead of +Mundane.

    Unstoppable - When you smash your way through scenery to get to or get away from something, roll +Danger. On a hit, the world breaks before you, and you get what you want. On a 7-9, choose one: mark a condition, leave something behind, or take something with you. On a miss, you smash through, but leave devestation in your wake or wind up somewhere worse, GM's choice.


    Lanuola glances off toward the park exit as she nods, "Yeah. It's, uh, it's a bit pricey, but we can get some snack while we're there for sure." She glances back to Max with a grin, then starts to make her way toward the Cinema, "I don't know if it'd be your thing or not, but there's the, uh, the film adaptation of Flights of Fancy..? That superhero rom-com?"

    A few panels track the pair's progress to the cinema, each having Lanuola happily talking with her friend, seemingly unaware of the soft glow surrounding her as she chatters away.



    GLaDOS Avatar and Pokémon Sig. by me

    Spoiler: Alternate Avatars
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    Leah and Saura, Summer Rose, and Firebrand by me

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