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MSV

Modern
Supernatural
Violent
monster-hunting violent comedy mystery metaphor TV

MSV: Modern Supernatural Violent is a roleplaying game of


supernatural combat-based soap-opera/comedy.

The Game
What is this roleplaying thing all about?
Well it is:

 A Game
 It is not real.
 It is fiction.
 If you can't understand that then I can't help you.

 An Interactive Story
 This is a roleplaying game, or RPG, it is kinda liek an
interactive fiction.
 Imagine a story, or better yet a TV series, except that you
can control one character in it (one of the heroes), you can control
what he says, what he does.
 The players control the player characters, AKA the PCs
who are kinda the heroes in this story.
 The games master, or GM, AKA the guy running this
interactive story, runs the story and plays the parts of the non-
player characters, AKA NPCs, which include the badguys, their
victims, innocent bystanders, other good guy, etc, etc.

 A (sort of) Heroic Story


 Good versus evil, kinda.
 The players take the part of monster hunters who are
generally considered to be good guys, although some of them can
be bastards there is generally a cut-off point where if you are too
much of a dick you become evil.
 If a PC becomes too evil then the player gets that
character taken off them, to be used as an NPC badguy (i.e. killed
by the PCs), and has to make another PC.
 The PCs are part of a group called, appropriately enough,
the group, or the party. They band together for some reason to
fight evil, are expected to work together for some kind of
approximation of the common good. They may or may not work for
some in-game organisation.

 A thing that you do with mates


 A social hobby. Ironically, given the behaviour of certain
people in this hobby, roleplaying is a social hobby.
 A source of cool jokes, ideas and quotes.
 An X-Box substitute.

The Genre
What makes this game what it is?
Well it is:

 Modern
 The game is set in the modern world...
 ...although not as we know it (gasp!)
 The PCs are people we can relate to. They went to
schools, watched the same telly, talked shit on the internets, have
the same stupid hopes and dreams. They are not medieval
peasants or transhuman spacemen.
 The world is superficially similar to our world with the
same headlines and things happening as far as the public knows.
You don't have to worry if quoting Monty Python breaks immersion,
just if it is crap and unfunny (it is).

 Supernatural
 The world is full of hidden wondrous things...
 Monsters! Vampires and werewolves roam the night, and
also the day when they can get up in time.
 Wizards and witches and warlocks (bad wizards) exist and
ply their trades and have their little wars.
 Good and evil fight in different ways. Gods, angels and
demons, some from many religions (some from no religion
originating on earth) war with each other.
 Technology is the new god, and some people are its
priests, working miracles against the monsters, or sometimes
becoming monsters themselves.
 This shit is mostly hidden from the generally public,
although they kind of know that something ain't right...
 Secret government and corporate conspiracies try to use
the monsters to their own advantage.
 Monsters can be outright monsters, cursed innocents, or
both at once.

 Violent
 The PCs are heroic(ish) monster hunters.
 And the friend/support staff of monster hunters,
 And Victims of monsters who survived,
 And maybe monsters who ain't so bad.
 They are soldiers in a secret war against some very bad
people and things, and a lot is riding on them.

 Magic
 Magic is a useful tool, but it is often corrupting.
 And when it isn't corrupting people tend to assume it is.
 And messing with the supernatural can attract the
attention of other things.

 Horror
 The world is full of horrible things.
 Unlike the real world, which is also full of horrible things,
the PCs can maybe do something about this, because the horrible
things tend to be incarnated into things that have faces that can be
punched.

 Conspiracy
 The supernatural is kinda hidden.
 People don't want to believe in it anyway
 The government, corporations, and secret societies hide
the truth.
 NB: This is still just a game and not real.
 Soap-Opera

 Character-Driven

 Mystery

 Comedy
 The juxtaposition of serious with the mundane, of fantastic
and stupid.
 Character-driven comedy, personalities matter.
Personality clashes matter.
 Don't say "That is so", say "That is soooo"

 Realism?
 This game is not so much about realism as being in-
genre.
 Plausible rather than realistic.
 Based on story logic.
The Narrative
This game is about a story, how do you keep the story going?

 The games master


 Runs the story
 Plays the badguys/important NPCs
 Plays the parts of the innocent bystanders, unimportant
NPCs and generally makes the world seem real.
 Does the stupid accents.
 Also has fun in some way!

 Techniques
 There are various techniques that mite help you to write
better imaginary supernatural sitcoms.
 Or they mite make it worse.
 When I say " techniques" I actually mean "tropes".
 Go to tvtropes.org and waste a day to see what I mean.
 See below for examples:

 Friends plotting.
 This is the name I give to a certain style of sitcom writing...
 ...where everyone, does everything.
 In the TV series Friends, where the name is from, this
meant that every cast member kissed (with tongues) every other
cast member (including all the guys, seriously, count them, and the
brother-and-sister team, eugh! [also, yes evan Rachel and
Chandler, daydream sequence in the flashback pilot episode, ha!]),
everyone gets to live in each of the two main apartments for
various reasons, everyone gets dramas.
 Every single comedy situation and drama lama is milked
to the maximum hilarity/pathos.
 In Buffy this is also used to the maximum.
 In Buffy not everyone kisses with tongues, but (just about)
everyone gets to play the badguy (seriously, Angelis, multiple Evil
Willows, Vampire Zander!) and everyone gets their moment in the
sun (except, you know, vampires).
 Gives everyone a chance to shine.
 Everyone should get an episode based on them (even
Zander) if the game goes on long enough. Seriously, everyone
with some obscure skill; see the "Missile Command" episode of
Chuck (evan though spoiler alert: the guy with the special skill
wussed out and left Chuck to do the work).
 It's not the writing, it's the overall plot arc writing. Don't try
to micro-manage, just set up situations.
 Categorically do not say "rite now your character is in love
with..." or " now your character is evil", that is too railroading...
 ...you could bribe them with drama points though...
 ...just give the players a chance to hog the spotlight for a
session or two by baiting them with opportunities and encouraging
them to take the bait.
 Beer in mind the characters' disadvantages and stiques,
then use them ruthlessly.

 Lampshading
 Basically, if something is stupid, and the writers know it is
stupid, and the characters know it is stupid...
 ...and the characters continually point out that it is stupid...
 ...then the audience mite just forgive that it is stupid..
 ...because they are in on the joke...
 ...and because it becomes somehow an accepted part of
the genre.
 Therefore if you are going to do something stupid, make
sure that everyone knows and is onboard.

 Genre awareness
 That is when the characters are aware of the conventions
of the genre, and use them to their advantage.
 A good example of this in The Incredibles, and the
goodguys' awareness of the badguys' need to monologue.
 This is somewhat related to Lampshading.
 "The same thing we do every night Pinky..."
 "The Bronze. It's always The Bronze." (The first couple of
seriesis of Buffy).
 "Guns do/don't work."
 "Hey, this is just like that movie. " (NCIS, I'm looking at you).
 "Screw it. Turn up to the fight with flamethrowers." (Angel)
 That last one is for the PCs to do, and should really be
used sparingly, such as when the PCs have better things to do
than an unimportant (to the plot) fight, and not to gank the main
badguys, because you know that the GM will retaliate.
 Foreshadowing/Previewing
 Trying things out in advance, on a temporary basis to see
how they work.
 Slipping in plot-hinting dialogue.
 "She's skanky and kind of gay..." Yes, your evil vampire
version of yourself is kinda gay and lieks to kill people in horrible
ways. There's no way that either or both of those things could evah
possibly apply to you, is there?
 New characters. They always get a slight introduction
beforehand to see how the audience take them.
 Hint to GMs: have a bunch of minor vampire hunters
milling about, then you can just name and stat them and hand
them to latecomers.
 Constant side-changing. Oh he's a goodguy, look he's a
badguy, now he's a goodguy again. Goddammit you know who I
am talking about. Hint: it begins in "B" and ends in "uffy"!
 "Oh it was all a curse." And that's definitely the only
reason that your psycho vampire archenemy has fallen in love with
you isn't it. It's not liek you have a type (which is "psycho vampire
archenemies") and he has a type (which is "chicks that cause him
pain"). Hint: see my last point.
 "There's no way I'll ever go out with you." Hint: they will
when the scriptwriters run out of ideas.
 "But I like it in this closet." (Ellen)

 Supernaturalize Everything!
 The excellent, and I am sure non-litigous and
understanding of the meaning of fair use, website tvtropes.org has
this (and a bunch of other stuff) to say about Buffy:
Originally Posted by tvtropes.org
"Joss and his team of merry writers at Mutant Enemy took many
standard teenaged issues ("high school is hell", "why is my boyfriend
acting weird now that I've slept with him?", "now we're at college, and
all my best friend wants to do is hang out with her boy/girlfriend"...) and
explored them with a supernatural, self-knowing, but emotional eye."
 That is pretty-much the key point of a lot of modern
supernatural fiction, and in fact fairytales in general; the monsters
are representations of real-world problems that matter to the
audience.
 Badguys aren't just monsters/opponents, they mean
something.
 Let's you punch real-world problems in the face. Seriously
a lot of it is taking a serious problem and putting a face on it that
can be punched to death, thus satisfying everyone involved.

Dissecting Dexter
 The hit cop-procedural/serial killer show Dexter dealt with issues
of growing up through the analogy of a murderer murdering
people.
 Each episode was about a different aspect of becoming
human.

Dexter series

Spoiler alert: all of them


(well some one them, I only got round to doing some of season 8
in the ende)
Episode Theme

801: A Beautiful Day Rebellion; Debra's off the rails


self-destruction.
802: Every Silver Female role models; Dexter gets
Lining to know his other mother.
How our urges hurt those around
us; Debra's destruction.
803: What's Eating Sons; Dexter meets anotehr brother
Dexter Morgan? from another mother.
Hurting and fixing those around us;
Debra's continued destruction.

806: A Little Fatherhood; meets the next


Reflection generation.
Reconcilliation; Dexter and Debra
try to aort out their issues.
Crazy ex gierlfriend.
Legacy; Dexter takes on an
aprentice

Kicking Ass
This game is fundamentally about hunting monsters, following
clues and investigating and shit, and then, when you find them,
you kick their asses.

The System
Basic Concepts
 Power Level
 The power level of a campaign, not individual characters.
 Everyone in the campaign has the same power level.
 The power level is always an odd number.
 The power level is the maximum level that anyone in the
campaign can have any ability.
 The power level will generally vary between 1 (toddlers)
and 19 (gods). The usual power level for a Weedonesk starting
campaign is 5.

Dice Rolls
 Dice Type
 The game will often say "roll a dice".
 That dice can be:
- D2 (coin with 1 on one side and 2 on the other)
- D4 (the caltrop ones)
- D6 (the dice you get for free in board games,
you know; the ones normal people think of as dice)
- D8 (those ones you think are D10s)
- D10 (those ones you think are D8s)
- D12 (Raphael Chandler dice,
also 2-handed sword in D&D damage dice)
- D14 (what?)
- D16 (rarer than hen's teeth)
- D18 (rarer than a geekcore rapper who isn't white)
- and of coarse D20 (Dungeons and Dragons dice)
 The game will often say "roll a dice" and not specify.
 The type of dice you roll is based on the power level of the
campaign.
 The dice type you roll is the campaign power level +1.
 I'll repeat that: Dice rolled = D[power level+1]

 Dice Mechanic
 The system uses a "roll high-roll under" mechanic.
 That is you try to roll equal to or under an ability...
 ... but you try to roll as high as possible.
 In essence, if your ability is 5, then you want to roll 5 or
less, 5 is a good success, 1 is a bad success but still a success.
 If you succeed then the result of the dice is the level of
success.
 If [roll equal to or less than your ability] then dice result =
successes.

 Opposed Rolls
 Almost all rolls in this system will be opposed rolls.
 That is two people roll; one trying to do something, one
trying to stop them doing something.
 If the person trying to do something succeeds (rolls equal
to or under their ability) and the person trying to stop them doing
something fails (rolls over their ability)... then the person trying to
do something succeeds... and the level of their success is based
on what the person trying to do the thing rolled on the dice.
 If the person trying to do something fails (rolls over their
ability) and the person trying to stop them doing something
succeeds (rolls under their ability)... then the person trying to do
something fails... and what they rolled on their dice doesn't matter
(unless they rolled the maximum result on the dice, moar on that
later).

 Degree of Success in Opposed Rolls


 If the person trying to do something rolls highest, then the
thing happens, and the result on the dice is the degree of success.
 If the person trying to stop something from happening rolls
highest, then nothing happens, the action fails.
 If both people succeed then compare the results of the
two dice... the higher wins. If the person trying to do something
wins, then the overall success depends on the difference between
the two dice rolls.

 Opposed Rolls summed up


 If one roll succeeds (and the other fails) that that guy wins,
and how much he wins by is determined by the result on his dice.
 If both rolls succeed then see who rolled the highest. That
guy wins.
 If the person trying to do a thing rolls highest, then that
thing happens, The overall success depends on the difference
between the two dice rolls.

Abilities
Classes
 Classes at its core this game is about classes, you do stuff by
rolling under a relevant class.
 Classes are fairly loose, with defaults if you have a not
quite the right class, but one class that is close enough.
 Classes are basically a job, social role, place in society,
etc.
 Be creative with classes, you want to play a millionaire
henti artists go ahead. It's basically a guideline as to what you can
do. Don't diggle, you don't have to be a black forces veteran with
an interest in the occult and martial arts who moonlights as a
highly-connected Washington fixer.
 You will notice that classes are a bit highschool; jock,
geek, cheerleader, etc. This is deliberate because Buffy.

 Civilian Classes
 Civilian classes are basically a job, social role, place in
society, etc. They can be general or narrow. You could be a
computer geek, a general geek, a football player, a general jock, a
celebrity, an actor, an office worker, a professional designer, etc.

 Adverturer Classes
 Adverturer classes are basically civilian classes, only
useful for fighting the supernatural.
 You could be an occultist, a sneak thief, a professional
getaway driver, a computer hacker, a cop, a private investigator.

 Supernatural Classes
 Supernatural classes are similar to adverturer classes,
only they give you supernatural powers, such as magic, super
attributes, vampire bloodlust, chosen sense weakness and
desperation, etc.
 You could be a witch, a chosen, a vampire, or some kind
of angel/demon-related thing, maybe something related to the old
gods.
 The powers from supernatural classes add new game
systems with their own mechanical rules, stress tracks, etc.
 Supernatural classes are not generally used for seeing if
you can do stuff (by rolling under them), they are usually
augmentive. i.e. they help you when you use other abilities to do
things. But you could use them for knowledge rolls, for instance roll
against your vampire class to see if you know a fact in vampire
history.
 The ultimate adverturer class is called "asskicker". Pretty-
much every character designed for to survive kind of combat will
have this class. Asskicker is used to attack and defend in combat.

 Class Defaults
 If you have a class that is kinda relevant but not exactly
what you need for a task you can use half that class's rating, roll
up.
 If you are a jock, in the general sense, and you need to
play a particular sport, roll under half your class.
 If you are a comic geek then you might have a broad
knowledge about the occult or superheroes that could maybe help
you in a situation.
 If you are a sports jock, a martial arts instructor, a
stuntman, then it is possible that you know enough about kicking
ass to hold your own in a fight against a trained opponent in a
fight. As such you asskicker Pretty-much every character designed
for to survive kind of combat will have this class. Asskicker is used
to attack and defend in combat.
 If you don't have a class then you are treated as having it
at 1. But the GM is encouraged not to even let you try to do stuff
that you could with the actual class at 1.

 Asskicker
 The asskicker class is used to kick ass. It is used to attack
and defend in combat.
 If you don't have it then you are treated as having it at 1.
 If you have a useful class such as jock, martial arts
instructor, stuntman, doorman, thug, etc. then you can use half
your level in that class, roll up, as a default.

 Civilians Fighting
 If two people without the asskicker class are fighting each
other then they both can use their moast relevant civilian class
instead at its full level.
 So if two dudes who think they are hard (sports players,
thugs, etc) without a single level of asskicker between them are
fighting, then they use their full class levels. But if someone with
even asskicker 1 walks in then their effective levels are both
halved. Yes this is intentional.

 Class Costs
 Civilian classes cost 2 character points per level.
 Adverturer classes cost 4 character points per level.
 Supernatural classes cost 4 character points per level.

Attributes
 Attributes measure how good your character is in some
predefined areas.
 You know what attributes are.
 Like all abilities attributes are limited by the power level of
the campaign.

Attribute list:

Physical

 Strength
 Your physical might
 Used to kick down doors, lift weights, arm-wrestle, fight
where speed isn't important.
 Adds to damage done in hand-to-hand & melee

 Reflexes
 A measure of your reaction speed, but also how well you
react; do you do the right things and move in the right way in a
stressful situation.
 Used to react quickly, to attack and defend in a fight,
 Adds to action points

 Toughness
 A measure of your physical durability.
 Toughness is added to physical damage boxes.

 Health
 A measure of your physical fitness.
 Health is also added to physical damage boxes.

 Movement
 How fast you can move.
 Determines your movement rate

Mental
 Intelligence
 A measure of your ability to think.
 Used in a lot of skills.
 Determines damage done in mystery solving subgame.

 Academics
 A measure of your ability to follow logical rules and
perform according to them, i.e. the ability to study and do
homework.
 Used in a lot of largely useless skills.

 Wits
 A measure of your ability to think under pressure.
 Adds to action points in mystery solving & save vs
damage from mystery solving

 Common Sense
 A measure of your ability to not do stupid things.
 Added to hit physical boxes in mystery solving subgame

 Perception
 A measure of your ability to notice things.
 Used to avoid surprise damage.
 Used in ranged combat.

Social

 Charisma
 Awareness
 Attractiveness
 Status

 What Attributes Do
 Attributes basically give you a chance at a reroll.
 If you roll a dice to do something (trying to get equal or
less than the level of your class)...
 ...and you aren't happy with the result...
 ...and the number on the dice is equal or less than a
relevant attribute...
 ...then you get to reroll the dice!
 If you don't like the result of the reroll then you can use the
original result. Say maybe you have a class at 4, roll dice (a D6)
and get a 3 (success but could be betterer), decide on a reroll, roll
a 5 (failure), then you can go back to the 3 result.

Skills
 Attributes measure how good your character is in some
predefined areas.
 You know what skills are.
 Like all abilities skills are limited by the power level of the
campaign.

 What Skills Do
 Skills basically give you a chance at a reroll.
 If you roll a dice to do something (trying to get equal or
less than the level of your class)...
 ...and you aren't happy with the result...
 ...and the number on the dice is equal or less than a
relevant skill...
 ...then you get to reroll the dice!
 If you don't like the result of the reroll then you can use the
original result. Say maybe you have a class at 5, roll dice (a D6)
and get a 2 (success but crap), decide on a reroll, roll a 6 (abject
failure), then you can go back to the 2 result.
 It is suggested that you don't actually reroll the actual
same dice, but use another dice. Because there are other abilities
that let you reroll, and if you use a bunch of them you mite forget
the original dice result.

 What sort of skills?


 Basically, like classes, skills can be anything and are
kinda freeform. Freeformish.
 Skills can be anything from comicbook knowledge, sports
trivia, football, martial arts, lockpicking, stealth, etc.

 Adventurer skills
 Basically the useful skill (ones useful for fighting evil) are
called adventurer skills.
 Adventurer skills are less freeform and more specialised.
 Whereas general skills are kinda loose (comicbook
knowledge, sports trivia, etc.), adventurer skills are split into
relatively tight skills.
 Martial arts are split by fighting style. I might write special
rules for individual martial arts later. But generally; you can't use
brawling in a boxing match, you can't use karate in a wrestling
match.
 Melee combat (fighting with close weapons) is split by
weapon type.
 Stealth is split into sneaking, shadowing, owning it (acting
like you belong somewhere).
 Security is split into lockpicking, B&E, security (doing this
for a living).

 Adventurer skills list, such as it is.


 Martial arts, by type:
- Karate
- Wrestling
- Brawling
- Wrestling
- any other you can think of
 Melee combat, by type:
- Sword
- Knife
- Stabbing. Stabbing weapons deserve special
mention, the stabbing skill includes non-bladed stabbing weapons
such as stilettos (can also be used with bladed weapons if you
really want), this skill is mainly relevant because it is used to stake
vampires till they explode.
- Axe/mace
- Spear/polearm
- Staff
- Ninja Wolverine claws
- any other you can think of
 Driving, by vehicle type:
- Car
- Motorbike
- Truck
- Massive truck
- Construction vehicle (you know you want to...)
- Small plane
- Large plane
- Jetfighter
- Helicopter
- Huge helicopter
- Spaceshuttle
- Iron Man armour
 Stealth:
- Sneaking
- Shadowing
- Owning it (acting like you belong somewhere).
 Security:
- Lockpicking
- Breaking & entering (unscientifically forcing your way
into things).
- Security (doing this for a living).

Giving places stats


haunted house/abandoned house example

Supernatural Powers
Chose a supernatural class and it will give you a preset menu of
powers to chose from, you get a certain number for free (usually
one but vampire get moar because they suck).

Supernatural Attributes

 Supernatural Attributes
 Supernaturals usually start with 3 Supernatural Attributes.
 Supernatural Attributes start at half class level (round up).
 You can increase a Supernatural Attribute by decreasing
another, up to the power level of the campaign. So instead of
having three at 3, you could have two at 1 and another at 5.
 Advantages of Supernatural Attributes
 Supernatural Attributes give you a +1 bonus if you roll
equal or less than their level on a relevant roll.
 i.e. if you have super reflexes then you get a +1 to the
final result if the dice roll you use is equal to or less than the level
of your super reflexes.

 Boosting Supernatural Attributes


 You can increase a Supernatural Attribute by decreasing
another, up to the power level of the campaign.
 You can increase your Supernatural Attributes. "Extra
Supernatural Points" costs 4 character points and gives you 3
extra points to split between your Supernatural Attributes. You still
can't exceed the campaign power level.

 Supernatural Toughness
 Doesn't give direct bonuses.
 Instead it adds its level to your physical damage boxes
when active (generally always).

Special Powers

 Special Powers
 Supernaturals usually start with 1 Power for free.
 Extra powers usually cost 4 character points each, though
some (good ones) cost 8.
 Extra Tracks
 Supernatural powers often give you an extra track, like a
health track, only not.
 For example:
 Blood gives you a track that refills as you drink blood, and
can be burned to give a bonus.
 Bloodlust gives you a track that refills as you get pissed
off, and as it fills up it gives you an increasing chance of going
berserk. While berserk you gain insane combat abilities but can't
really do anything else.
 Sense weakness lets you chose a certain circumstance at
the start of a combat and gives you a track that refills when that
circumstance is met. You can burn a single level of it for a bonus
to hit and to damage.
 Desperation gives you a track that refills as you and your
friends are threatened, you can burn levels of it during combat for
extra rerolls/bonuses.

usually start with 1 Special Power for free.

 Supernatural Classes
 Supernatural classes are similar to adverturer classes,
only they give you supernatural powers, such as magic, super
attributes, vampire bloodlust, chosen sense weakness and
desperation, etc.
 You could be a witch, a chosen, a vampire, or some kind
of angel/demon-related thing, maybe something related to the old
gods.
 The powers from supernatural classes add new game
systems with their own mechanical rules, stress tracks, etc.
 Supernatural classes are not generally used for seeing if
you can do stuff (by rolling under them), they are usually
augmentive. i.e. they help you when you use other abilities to do
things. But you could use them for knowledge rolls, for instance roll
against your vampire class to see if you know a fact in vampire
history.

Chosen
The Chosen is a member of a lineage of monster hunters,
sometimes an actual lineage as in family, sometimes it is a special
thing that attaches to their soul and reincarnates; attaching itself to
a different sold when they die.

 Chosen Lineages
 d'Orléans - A spirit weapon designed to destroy vampires
and demons, attached to one special soul every generation.
Named after Joan of Arc, who was one. All d'Orléans are female.
There is only one of these at any one time, in theory, however
there are similar spiritual weapons that reincarnate, with similar
abilities, plus there are rumours that if you kill a d'Orléans and
bring her back that it will clone the weapon, at some time in the
future someone may abuse this...
 Swordborn - Descended from a special family and named
after a weapon, the moast famous being the Colt Brothers monster
hunters. There are a about ten of these surnames, with multiple
members of each family as active hunters, but the number of them
is steadily decreasing as they do not reincarnate; they have to
pass the ability on to their descendants.

d'Orléans (and similar lineages)


 Supernatural Attributes
 The d'Orléans and similar Chosen starts with 3 of the
following:
 Reflexes
 Strength
 Toughness (added to physical damage boxes)
 Endurance
 Movement

 Extra Supernatural Attribute


 Gives you an extra Supernatural Attribute at half your
Chosen Class level (round up).
 Costs 4 character points

 Extra Supernatural Points


 Gives you 3 extra points to split between your
Supernatural Attributes.
 Costs 4 character points

 Supernatural Powers
 The d'Orléans and similar Chosen starts with 1 of the
following powers:

 Desperation
 Gives you a Desperation Track equal to half class level
(round up).
 Track starts out a 0. Fills as you and your friends are
threatened.
 You can burn any number of levels of it during combat for
extra rerolls/bonuses. Each level spent lets you make a single
reroll (in addition to the ones from attributes/skills/other powers) or
get a +1 to a combat roll, this ability only works if the dice result is
equal or less than your current Desperation Track.
 This can be done to attack, defend or defend your friends.
 If your Desperation Track fills up you enter Desperation
Frenzy!

 Desperation Frenzy
 Lose the ability to get rerolls from attributes/skills.
 Instead you roll dice equal to your current Desperation
Track level in combat, and pick the best dice result.
 If the dice rolls under your current Desperation Track level
in combat, then add +1 to the result. You can spend an additional
level of desperation for an additional +1 in combat at any time.
 These bonuses explicitly do stack with bonuses from
supernatural attributes.
 Once in Desperation Frenzy your Desperation Track loses
1 level at the end of your action, in addition to what you willingly
spend, until it reaches zero.

 Sense Weakness
 Gives you a Sense Weakness Track equal to half class
level (round up).
 Track starts out a 0. Reset to zero when an enemy is
defeated.
 Lets you chose a certain circumstance at the start of a
combat and gives you a track that refills when that circumstance is
met.
 Examples would include: "vampire injures me" "I kill a
vampire" "I harm big demon" " big demon successfully attacks me"
"I save friend"
 You can burn a single level of your Sense Weakness
Track for a +1 bonus to hit.
 You can burn a single level of your Sense Weakness
Track for a +1 bonus to damage.
 (You can do both to hit and damage bonuses at once,
though this costs 2 levels).
 These bonuses explicitly do add to other powers.

 Extra Supernatural Power


 Gives you an extra Supernatural Power.
 Costs 4 character points.

Swordborn
 Supernatural Attributes
 The Swordborn starts with 3 of the following:
 Reflexes
 Toughness (added to physical damage boxes)
 Endurance
 Perception

 Sense Weakness
 Gives you a Sense Weakness Track equal to half class
level (round up).
 Track starts out a 0. Reset to zero when an enemy is
defeated.
 Lets you chose a certain circumstance at the start of a
combat and gives you a track that refills when that circumstance is
met.
 Examples would include: "vampire injures me" "I kill a
vampire" "I harm big demon" " big demon successfully attacks me"
"I save friend"
 You can burn a single level of your Sense Weakness
Track for a +1 bonus to hit.
 You can burn a single level of your Sense Weakness
Track for a +1 bonus to damage.
 (You can do both to hit and damage bonuses at once,
though this costs 2 levels).
 These bonuses explicitly do add to other powers.

 Backing

 Research

Vampire

 Supernatural Attributes
 Vampire start with 3 of the following:
 Reflexes
 Strength
 Toughness (added to physical damage boxes)
 Endurance
 Movement
 Perception

 Bloodlust
 Bloodlust gives you a track measures how hungry/angry a
vampire is.
 Perminant rating is qual to half the level of your Vampire
class (round up)
 Refills as you get pissed off.
 Temporary level starts at 0 (or roll a dice for encountering
a random vampire maybe?)
 As it fills up it gives you an increasing chance of going
berserk.
 To see if you go berserk roll a dice, if it gets equal or
under our temporary rating you go berserk.
 Roll to see if you go berserk when it seems appropriate to
the GM/other players.

 Things that gain you Bloodlust


 The sight of blood when Blood Track is lower than
Bloodlust Track.
 The smell of blood.
 The taste of blood.
 Being hurt in a way you don't like.
 Being humiliated hurt in a way you don't like.
 Failure at something (for example combat).

Going Berserk

 Blood
 Gives you a track that refills as you drink blood, and can
be burned to give a bonus
 Equal to half the level of your Vampire class (round up)
 Gives you a Blood Track


.

werewolf
angel
demon

Bringing it all together


Doing something:
Chose a relevant class, for combat this will be the Asskicker class
(if you don’t have Asskicker but have anoher relevant class you
can roll against half its rating, if no-one present has Asskicker then
everyone can use another relevant class).
Roll a dice (type dependant on the campaign power level; D[power
level+1], i.e. for a power level 5 campaign you roll a D6).
If the dice rolls equal or less than your class then you succeed.
how well you do depends on the result of the dice, higher is better.
Your opponent rolls their dice using the same rules.
Rerolling:
Are you happy with the result? If the dice rolled under a relevant
attribute, then you can reroll it. If the reroll sucks you can use the
original result instead.
Rerolling again:
Are you happy with the result? If the dice rolled under a relevant
skill, then you can reroll it. If the reroll sucks you can use the
original result instead, or the roll you got from the last reroll.
It is probably better to roll a separate dice rather than reroll the
original, so that you don't have to remember the original result.
Using powers:
Certain powers give you a bonus if you roll below them. i.e. if you
have super reflexes then you get a +1 to the final result if the dice
roll you use is under the level of your super reflexes.

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