Senshi: The Merchandising

Revised Edition

A humorous supplement for the White Wolf Storyteller system, at least in some loose sense :)

The Storyteller system and various World of Darkness material mentioned here are all copyright of White Wolf Game Studio. Click here for legal stype stuff: (C)1999 White Wolf Publishing Inc. All Rights Reserved

Sailor Moon and company are copyrighted/trademarked, etc by some Japanese people (I don't know who, other than whoever published the manga and did the anime) and I believe DIC has the US rights.

This supplement should not be taken as a challenge to said copyrights, trademarks, etc, not that suing me would get you much other than my WW products and a jar of pennies :)

TABLE OF CONTENTS

Part I: Rationalization

A new force has arisen in the world of Darkness. Some think it a light of hope. Others see it as the greatest evil since the corruption of the Wyrm. It started in Japan, then spread to America.... Children and teenagers who fight for Love and Justice and sometimes in the name of the Moon. This has lead some Garou to claim them as fellow servants of Gaia, or at least of Luna. The women identify themselves with planets, the men can't seem to keep their own names straight... They are children, wielding the power of gods. The world trembles...well, okay, they have magic powers and sometimes even don't abuse them for fun and profit.

Since 1992, the show Sailor Moon has been running on Japanese Television, both in our world and in the World of Darkness. But in the World of Darkness, reality relys on belief. And Children tend to believe what they see...Sailor Moon has been wildly popular. You can buy toys. You can buy books. You can buy costumes. You can BE Sailor Moon. And thus...the awakenings have begun. Children weilding the powers they have seen on TV... Or to be more precise, teenagers weilding the power....Not that this hasn't stopped a plethora of younger children from taking Chibi Moon as a model. SHUDDER.

To make matters worse, other shows are also inspiring young folk to awaken. The Techocracy is STILL trying to cover up the 'Tokyo-3' disaster. Splinter groups and factions have arisen, creating several different groups of Senshi, from the Sailor Warriors to the Espers to the Wedding Warriors (be very, very afraid).

The New World Order is very angry about this whole phenomenon, but the Syndicate is making so much money off of merchandising the show that they refuse tolet it be suppressed entirely.. Despite stories of their products developing mystical powers. Despite stories of Men in Black being hurled through walls by kids in Sailor Jupiter costumes. Despite that incident with the eight year old hypnotizing three hit marks with an umbrella and having a tea party with them. Despite...well, you get the picture. The Void Engineers were busy at a Star Trek convention and refused comment, while the Progenitors have been contemplating selling clones of the major characters.

The Traditions have found the Senshi to be useful allies, especially against the Nephandi, if not always the most reliable of allies. The Garou are on good terms with most of them, except the Red Talons, who don't watch television and thus don't understand what these silly monkeys are up to. Most Wraiths find them to be excellent sources of pathos, since most of them are rather emotional. The Faery get a big laugh out of the whole thing. The vampires, on the other hand, hate them. The Senshi tend to walk up to vampires, start babbling about the DARK KINGDOM and then cut them in half with tiaras. This wears thin after the first six or eight times.

Pentex denies offering Queen Beryl a seat on their board of directors. They also continue to deny rumors that they actually now work for Lord Zed. However, Queen Beryl was seen at a New York dance club with the Defiler Wyrm recently... Still, it does seem likely that all these youmas and other energy vampires that the Senshi are noted for fighting probably do have some connection to the Wyrm. It is possible that Queen Beryl is/was actually a powerful umbrood or Maejlin serving the Consuming Wyrm, who seems most likely to be behind all of this energy consumption. But then again, everyone seems to work for the Wyrm, so maybe the Wyrm is actually just another Youma working for Queen Beyrl. Wouldn't that be different...

Theme:

Well, the real theme of this is that this is a parody, an exercise in making fun of the World of Darkness in a friendly way. I love it, but it takes itself a little too seriously at times, and so this is my way of combining two things I both love, and love to make fun of. This revised edition encompasses a wider range of 'magical girl' and 'kids with powers' shows; I'm not sure how well they all fit together, but it gives me more targets to take potshots at.

But if this was to be a serious work, and if anyone (like myself) is crazy enough to try actually playing this, the theme is in many ways a combination of the themes of Changeling and Mage. It's about believing in dreams and fighting for them, whether it's the hope of a peaceful future, the urge to create beauty, or the righting of wrongs. It's also about the potential of youth, and how to channel that youthful energy constructively without either running wild in stupid activities, or becoming a cynical, burnt out adult. The theme monsters, the Youma and all their successors, reveal how various aspects of our everyday lives can become something that pointlessly saps our energy and consumes our souls. Horror can lurk beneath anything, no matter how apparently innocent, yet we must live our lives as if that potential was not there if we are to retain hope, faith, and love. One must fight for what one believes in, whether it be with words, art, or huge explosions.

All cynics may feel free to depart and go play Vampire and Wraith now :)

Mood:

Parody at various levels of sophistication, really. I hope you laugh a lot while you read this.

Should you actually try to play...Bright, shiny colors which sometimes hide deep, dismal darkness.

The world where one lives one's normal life is a bright and cheerful place, marred only by the normal sadnesses of youth, from dropping ice cream to being dumped. But everything has the potential to have a nightmare lurking under it. The main difference between it and the standard World of Darkness is that normal life is much brighter and cheerier...which makes the monsters, horror, and death that much darker when they happen. Especially as the average Senshi has much closer ties to the normal people around him than the average Vampire/Garou/Mage/Wraith/Changeling.

But at the same time, there is hope. The Senshi are not fighting Ragnarok, they're fighting a battle they believe they CAN win, to make a peaceful future. Their victory is not foreordained, evil can triumph...but good can win, and that, for them, makes all the difference.

Cliques:

The Senshi community is divided into several major factions known as 'Cliques'. These cliques have different origins (mostly delusional since none of these groups existed more than a few years ago, yet, some of them claim to have histories going back more than 25,000 years. Then again, if the Mages are right and reality is consensual, possibly they've changed the past through their belief so that these origins are true)

The major Cliques are:

The Sailor Warriors (Sailor Moon)

25,000 or 1,000 years ago, depending on who you ask, there was a Kingdom on the Moon (Ya know, the WOD Moon gets pretty crowded sometimes), during an age of peace and prosperity. Its royal family was guarded by nine magical warriors, the Senshi. Unfortunately, Evil Queen Beryl, having already conquered the Earth (I bet the Technocracy had a fun time when they eventually had to cover all the evidence of that up), set out to destroy the Moon Kingdom, and brought it to ruin. However, Queen Serenity successfully used the Maguffin Stone...I mean, the Silver Moon Crystal, to destroy Beryl's army and send all the souls of the fallen to the future to be reborn in another age of peace and prosperity. This being the World of Darkness, they got stuck settling for the prosperity part, and have been reborn in the twentieth century as the Sailor Warriors, so called because their royal uniforms bears a suspicious resemblance to the school girl uniform style known as the 'Sailor Fuku' because it bears some resemblance to old British naval uniforms (in the same way that a red corvette bears some resemblence to a red fire truck).

The Sailor Warriors are all either female, or turn into women when they transform, and work closely with the Tuxedos. Each of them draws their power from a celestial body (no, that doesn't mean they have to have a high Appearance), and typically has a theme to their powers, such as fire, light, water, or crying a lot. Some take on the persona of a character from the TV show and manga, while others, sometimes derided as 'fanfic Senshi', retain their original identity to a greater extent and have a non-standard celestial body as a patron, such as Sailor Ooort Cloud or Sailor Dust Particle 556473-B.

They are further torn by intellectual strife often referred to as the 'inner' and 'outer' Senshi split. The Inners try to lead normal lives, although Sailor Business always seems to come looking for them, and they will do their duty at that time, and the Outers, who seem themselves as having a mission to rid the World of Darkness of Evil and focus much more heavily on the monster-stomping side of their life. The two groups have yet to actively split, but it keeps the many Sailor Moons busy trying to prevent such disunion.

Clique Merit: Sailor Teleport: By joining hands, a group of Sailor Warriors can go anywhere they've ever heard of by each spending one willpower point, and rolling a number of dice equal to the amount of willpower spent (a small group can spend extra willpower to get extra dice) at difficulty six. The number of successes needed is the same as if one was using the Mage Correspondence Table. They can transport one non-sailor in addition for every point of willpower that was spent on the teleport.

Clique Flaw: Must Pose and Shout Command Words to Use Powers

The Espers and Miracle Girls (KOR, Miracle Girls)

This faction believes themselves to be part of a vast international family of psychics which maintains its own Masquerade in order to have ordinary lives. However, they seem to constantly find themselves in situations which require them to break their 'no powers in public' rules, ranging from basketball games they just have to win to fighting off efforts by the Sabbat to recruit their siblings. Unlike some of the other factions, they try very much to lead normal lives, or as normal a life as a telepathic telekinetic can have in the World of Darkness. Yeah, right.

Clique Merit: Your family already knows you have powers, which means you don't have to try to hide it from your family and they may be able to come save your butt when you get in over your head.

Clique Flaw: Must eat a lot to refuel their powers.

The Wedding Warriors (Wedding Peach)

If there's any group of Senshi which even other Senshi can't quite believe are real, the Wedding Warriors are it. Many a member of the Sabbat, Nephandi, Youma, or Black Spiral Dancers has had his last thought be 'Okay, I've finally fallen screaming over the edge into total insanity. This can't be real. I'm not about to be killed by some kid in a wedding dress. I should have listened to my mother and become a dentist'. Malkavians, on the other hand, love them. Yes, these are young women who wear armored wedding dresses into battle and smite evil with bouquets, garters, wedding cakes, and other items typically not associated with battle, even by Changelings in Bedlam. They are all female, although they often cooperate with the Tuxedos as well.

Clique Merit: Their Wedding Armor cannot be stolen or permanently destroyed, and provides three extra soak dice (against Aggravated Damage too)

Clique Flaw: -1 die to all Dex actions while wearing their combat garb. Fighting in a wedding dress just isn't easy.

The Tuxedos (or Guardians) (Sailor Moon)

Every heroic female warrior needs a male sidekick/boyfriend, and these guys fit the bill. (Well, unless they'd rather have a female sidekick/girlfriend, of course). Dressed in snazzy evening wear and armed with unusual weapons like roses, they prove that by any other name, a rose can be a weapon of destruction. Unlike other Cliques, they rarely come in groups, but rather join a Team from another Clique and act as someone's token boyfriend, sometime rescuer, and frequent victim of mind-control.

Clique Merit: By throwing a rose or other flower of their choice, they can dispel any Magick, Power, Arcanos, Art, Discipline, Gift, or whatever. They spend one point of willpower and make a willpower check at difficulty six. Each success destroys one success from the effect in question.

Clique Flaw: Loses three dice off any effort to resist mind control, unless that mind control is intended to cause them to injure or kill their true love..

The Idol Angels (Too many shows to list, really...Creamy Mami and Fancy Lala are fairly archetypical)

One of the earliest Cliques to form, the history of this group is less delusionary than that of many of the others, as there have been those inspired to become Idol Angels for decades, following in the path of such icons as Creamy Mami (no, not an ecchi show, but it sure sounds like it) and Fancy Lala. Rather than smiting evil, they use their powers to turn into adults and gain beautiful singing voices, which then leverages them a successful career in show business and a boyfriend who is too old for them. Still, while they have been known to occassionaly abuse their powers, they bring joy and happiness wherever they go. Don't take them to the big fight against the Sabbat, though.

Clique Merit: Calming Voice. Their performances can soothe the savage beast. Each success on a Charisma + Performance roll (difficulty of six) will strip all listening Garou of one rage point per success and give all listening vampires one automatic success on any effort to resist frenzy as long as they sustain the performance. They can force people to be calm by opposing their Manipulation + Performance vs. the target's Willpower. If they get more successes, the target must remain peaceful as long as someone else doesn't attack them first.

Clique Flaw: -1 die from any use of their powers in combat.

The Holy Thieves (Mysterious Saint Tail)

In the World of Darkness, some criminals believe themselves to be above the law...usually because they can eat cops for breakfast and wash them down with the blood of a SWAT team. There are those who won't stand for this (or sit for it either), the Holy Thieves, who steal from the forces of Evil in the name of the Lord (or Kami-sama, or Buddha, or Odin, or...) Led by the Mysterious Saint Tail, they rob from the rich to give to the poor, recover stolen items, and generally annoy powerful elders in every supernatural society who don't want to admit some thirteen year old girl made off with their collection of Rembrandt paintings...especially not the one with pages from the Book of Nod hidden in the frame...

Clique Merit: Holy Thieves double their stealth and streetwise dice while conscious and have the Background 'Contacts' at a level equal to their Intelligence automatically.

Clique Flaw: Every Holy Thief starts play with a enemy equivalent to the Enemy flaw at level 3, to reflect someone they've already hacked off.

The Fairy Princesses(Minki Momo)

Even in the World of Darkness, some people are truly innocent. Which probably means they're doomed. But they'll be bright and perky when that Mokole eats them. The Fairy Princesses believe they've been sent from the Land of Dreams to help people's dreams come true. They work to make the World of Darkness the World of Bright, Shiny, Pink Things. As long as they stay away from reckless drivers, perhaps they'll succeed...

Clique Merit: Fairy Princesses can assess what a person's dreams and hopes are just by looking at them and making a Perception + Empathy roll at a difficulty equal to their willpower. They can interact with chimera and fae seemings...in fact, they have to :)

Clique Flaw: Vehicle-inflicted wounds triple their dice pool to do damage before soaking. Like Faeries, they have a vulnerability to Cold Iron.

The Card Captors (Card Captor Sakura)

In the early 1400s, a cabal known as the 'Sons of Hoyle' of House Verdititus tried to get around the rising strength of the Scourge by enchanting special packs of cards so that each card would have a spirit bound into it. If you held the card, you could then command the spirit to use its Charms to perform magical feats, thus dodging the Scourge. This would have worked if they hadn't made a few mistakes like failing to ward their Chantry against scrying. The Sons of Hoyle were defeated by the Order of Reason and largely killed, and the decks became scattered through Enlightened and Sleeper society and largely forgotten...until now.

As a result of a series of suspiciously simultaneous accidents, various children found and accidentally released most of the spirits...who are not amused. Now, those children, known as the Card Captors, must hunt down and recapture all of the spirits before they can wreak too much havoc. As they capture more cards, they grow in power, and as a result, have begun to attract attention from the many other forces in the World of Darkness who would like to get their hands on some paradox free Magick...

Clique Merit: All Card Captors get a free animal companion at level 3, a Clow Stick (Difficulty 4, Damage Strength + 1, does Willpower damage to spirits), and an extra three dice to resist Spirit Charms, Spirit Magick, Arcanos, Chimera Redes, and anything else powered by spirits.

Clique Flaw: Roll dice equal to the level of the most powerful Clow card they possess each story at difficulty six. The more successes, the more powerful the rival or enemy who shows up in the story and tries to either take their Clow Cards or make off with the one they're after. On a failure, nothing happens. If the roll botches, someone shows up and gives them a new Clow Card of a level equal to the number of ones rolled or in some other way, gives them aid.

The Magical Knights of Arcadia (Magical Knights Rayearth. One can, in some ways, stretch Hime-chan no Ribbon into this category)

The Magical Knights of Arcadia are similar to the Senshi, except for not claiming any connection to the Moon Kingdom. They possess magical weapons and armor supposedly given to them by the Queen of Arcadia, which tends to send Changelings into shock, as they'd like to know how these kids got to Arcadia to get them. Their weapons and armor grow and evolve with them.

Clique Merit: They can interact with chimera and fae seemings as if they were completely real, but are immune to Banality.

Clique Flaw: They take real damage from chimerical weapons and creatures.

The Good Witches and Warlocks (Mahou Tsukai Tai, Azukin Chacha)

These Senshi are reminiscent of what one would get by cross-pollinating the Verbena and the Order of Hermes, calling themselves Witches and Warlocks, hugging trees, and casting spells that are a strange mix of Hermetic and Verbena rituals. While most Senshi Cliques are entirely female or female dominated, this group has a fairly even mix of both genders. Pointed hats are, of course, obligatory.

Clique Merit: They can use brooms to fly at a speed of their willpower times ten miles per hour, and they can learn Hedge Magick. (But NOT True Magick)

Clique Flaw: Cannot use their powers unless they wear their special witch/warlock garb, which takes three rounds to put on, and are vulnerable to traditional defenses against witches, such as dunking, lines of salt, wearing clothing inside out, etc. Anyone using a traditional ward against them can use opposed willpower to keep them out of a place, and gains three extra dice to resist any magic they use on them.

Senshi Society and Agendas

Senshi come in three major flavors. One group are magical warriors and thieves who use their powers to do battle with evil. A second group largely uses their powers to try to live an enhanced normal life. The third group focuses on helping people to find their dreams and live them and on protecting the Dreaming; this group usually allies with Changelings.

The Warrior Cliques deal extensively with the Supernatural World, fighting Youma, Vampires, Banes, and other threats, either directly (Sailors, Wedding Warriors, Tuxedos) or through stealth, cunning, and less directly explosive magick (Holy Thieves, Good Witches and Warlocks and Card Captors). They are usually organized into Teams, an alliance of Senshi with a common supernatural target or targets. They tend to have the highest casualty rate.

The 'Normals' try to use their powers to help out their families and friends in normal activities, and to lead a normal life. But oddness just seems to come looking for them. The Idol Angels and Espers and Miracle Girls fall into this category. They usually operate alone, or with a small circle of Relatives.

Finally, the Guardians of Dreams are sometimes to be found alone, working with ordinary people (Fairy Princesses) or in teams, fighting the enemies of Dreams (Magical Knights of Arcadia), often in conjunction with Changelings. Good for crosssover Chronicles, or taunting the local faeries with immunity to Banality.

Senshi society as a whole is very disorganized, with no real umbrella organizations, only loose bonds of friendship and family, and some degree of organization into Cliques. Of course, given they've all only existed a few years, give them time, and soon they'll be as tightly organized and bureaucratized as the Garou...okay, not the best example.

Youmas:

The primary purpose of the Senshi is to battle the Youmas. American Youmas serve the Negaverse. Japanese Youmas come in a variety of shapes and forms (Youmas, Yumas, Cardians, Droids, Daemons, Daimons, people named Damon, Newt Gingrich, etc, etc) and work for many different masters. No one is quite sure why Japanese Youmas are so disorganized. Many theorize the Negaverse is sort of a Union for Youmas, and American Unions are stronger than Japanese ones...

Be that as it may, Youmas are typically created by some evil mastermind. They impersonate humans and use some kind of trick to suck energy from them. They are Thaumivores, stealing the Quintessence/ life-energy from other beings who participate in some activity the Youma has designed. Many among the Changeling community have noticed the similarity between their actions and ravaging and believe them to be Prodigals as a result.

Past Youma traps have included

boutiques with life sapping jewelry

tennis lessons

pets

A party on a cruise ship

working for Microsoft

being locked in a room and forced to watch Brady Bunch reruns.

whiny protest songs from the sixties.

Youmas are often lead by subsidiary masterminds, known as Generals, Seargants, Left Lieutenants, Bosses, and you over there. They often have extra abilities and a lot more brains than the average bear. Or Youma. Notable Generals include Zoisite, Nephrite, Budlite, Flashlite, WEROEURWIRIEite, and QWERTYite. Why their names all end in ite is probably some mystic thing that we're just not hip enough to understand. It's a youma thing.

Ultimately, Youmas serve various evil Masterminds, from Queen Beryl to Lord Zed. These evil masterminds have a variety of goals, from changing history to "AFTER 10,000 years I'm FREE! TIME TO CONQUER...EARTH!" to just not getting enough to ever really relax. An evil mastermind is usually the focus of an entire chronicle, with the ultimate goal to defeat, reimprison, kill or get the evil mastermind laid. These evil masterminds are vastly powerful, able to level heroes with ease, usually, though some just have billions of minions.

Teen Angst:

All teenagers suffer from some degree of teen angst. This is not quite so vicious as the Angst suffered by Wraiths, but then again, what is? Teen angst exists by the same forces of nature that force every group of supernaturals to struggle with their own inner stupidity. In the case of Senshi and Tuxedos, this force represents the inherent tendency of teenagers to do dumb things. Not because they are dumb, but because they are old enough to do incredibly foolish things and not old enough to know better. As the level of teen angst builds, the pressure builds to do something incredibly stupid to relieve your angst. This can range from drooling over the New Kids on the Block, to tatooing your girlfriend's name on your butt to getting drunk to cutting class and driving your dad's car into the Pacific Ocean. Once released, you are free of it, until it begins to mount again...

Part II:

See Page XX.



Part III: MECHANICS:

Character Generation:

Attributes:

Primary 6, Secondary 4, Tertiary 3

Senshi have attributes as ordinary humans...They're not even adults yet, ya know :) They get one free pip in all attributes, but must choose 1 in which they have a base of zero (their flaw attribute, usually), and they get two free pips in Appearance (name one ugly Senshi or Tuxedo. You can't. So there. Senshi can have 6 pips in appearance, and a maximum of five in all other Attributes. However, see the Transformation Standard Power, which effects one's physical statistics in one's magical form.

Abilities:

Primary 11 Secondary 7 Tertiary 4

They're not exactly mega-skilled, either. A Senshi cannot take Knowledges as her primary area unless their Intelligence is 3 or higher, or they have the Know-it-all merit...They're not even out of high school yet :)

Backgrounds: 5

Base WP: 3

Powers: 5

You get five pips to distribute among powers. You can choose one elemental power, and as many of the other powers as you can find the pips for.

Power-Up: 1

Virtues: All Virtues start at a base of 1, you get 9 points to distribute among them.

Purity: Sum of your Credo Virtues

Freebie Costs:

You get 21 freebies.

Attributes: 5

Abilities: 2

Willpower: 2

Power-Up: 4 (Recommended starting cap of 3)

Powers: 5

Backgrounds: 1

Virtues: 2

Merits:

Physical:

Hold Breath even after you turn blue (M1)

You can hold your breath for a really long time. Double time you can go without air and lower difficulty of use of the Crybaby talent by 2.

Mental:

Know-it-all(M4)

You have one pip or one extra pip in ALL Knowledges, because you've been reading since Age 3 and aren't afraid to show it. You know a little of everything. You have +1 to all social difficulties when dealing with anyone who has less than Intelligence 4, because all the words you use are so big that most people don't understand you. Yes, Ami does have this merit.

Social:

Skilled at Flirting (M1)

You are skilled at being flirtatious. You get three bonus dice to any effort to flirt or attract someone's romantic attentions.

Mean Parents(F1)

You have mean parents who just don't understand. This functions in reverse of the Parental Coolness background, causing you to lose three dice in dealing with your parents.

Crybaby (F2)

While this does give you one bonus pip in the crybaby skill, it also means you tend to whine and pule so much that you drive people nuts. A lot. Any Garou must make a frenzy check after spending more than five minutes in your presence. The same applies to vampires. Under stress, you must make a difficulty 7 willpower check or start crying for a number of rounds equal to the number of dice you got a six or less on.

Annoying Girl-friend/Boy-friend wannabe (F2)

Some annoying person wants to date you, who you can't stand! They pop up all the time and make your life difficult, get taken hostage and have to be saved, etc.

Supernatural:

Instant Transformation (M5)

You can snap your fingers and transform. This does not require an action. You could even do it while tied up at the bottom of a lake; you just need to be awake to do it. A Good Witch or Warlock with this merit can transform in one round, as with most other Senshi Cliques.

Vulnerable to Mind Control (F3)

A typical boyfriend flaw. Target suffers from the Tuxedos Clique Weakness, losing three dice to resist mind control.

New Abilities:

Talents:

Crybaby:

This is the art of getting your way through pouting, crying, whining, pitching a fit and holding your breath until you turn blue. Usually used with Manipulation+Crybaby vs. Willpower.

1--Whiner: You are rather annoying.

2--Pouter: You can usually extend your curfew before you pass out for lack of oxygen.

3--Screamer: Your parents tend to give in.

4--Master Screamer: Your relatives and teachers tend to do what you want so you'll be quiet.

5--Crybaby: You could annoy Caine into giving in to your will.

Specialties: Screaming, Breaking Things, holding your breath until you turn blue, starting to rip your clothing off, whining

This is the fine art of attracting the attention of the opposite sex, from finding out the sort of person your target likes to smiles to touches to sexy poses to efforts at mind-control. Well, maybe not the last part. It's also the art of using one's sex appeal to get people to do things without making sexual promises you don't intend to keep.

1--Novice: "MARRY ME NOW!!!!!"

2--Practiced: You know how to hint you'd like to go on a date.

3--Competent: You can watch a guy for a few minutes, and get a good feel for his personality and what he likes in a woman.

4--Expert: You're good at using your sex appeal to get people to do what you want.

5--Master: You could give a cloistered monk a nosebleed just by winking.

Specialties: Attracting a person's romantic attention, Bowing Out Before You Push Too Far, Dressing Attractively, Leading People On, Tempting the Chaste



Make Speeches:

This is the fine art of announcing who you are, why you've come, and how much monster butt you're going to kick, done with such style that even a raging humanity 0 frenzied Assamite will stand there and listen to you talk until you finish. It can also be used to try and inspire your allies. It is often used in conjunction with the Skill, Pose Impressively.

1--Novice: "Like, stop. No, really. You're being bad."

2--Practiced: "Invited by a new age, I am the...hey, wait for me to finish!"

3--Competent: "I am the Lovely Sailor Soldier Sailor Moon, and in the name of the Moon, I will punish you!"

4--Expert: The universe provides you with special effects while you are making your speeches.

5--Master: Antediluvians in a blood frenzy stop drinking and start listening when you talk. Eat your heart out, Paine Weber.

Specialties: Dramatic Enterances, Getting Attention, Inducing Guilt, Inspiring your allies

This is the fine art of putting the blame on someone else. Usually your little brother uses this on you when he breaks something.

1--Novice: You occassionally don't get blamed for things other people did.

2--Practiced: You can convince your parents that your little brother ate all the cookies

3--Competent: I didn't break the vase. Billy did.

4--Expert: I didn't break the vase. It was an earthquake.

5--Master: I only wrecked the car because I was possessed.

Specialties: Blaming your sister, Blaming your brother, Blaming Society, Blaming misfortune, Blaming natural disaster, wiggling out of car wreck responsibility

Skills



Makeup

This is the fine art of using makeup to improve your Appearance, rather than making yourself look like an explosion in a paint factory.

1--Novice: You don't get eyeliner and lipstick confused.

2--Practiced: You can successfully match your choice in makeup to your skintone, hair color, and other major traits.

3--Competent: You can make yourself look pretty good if you have enough time.

4--Expert: You're ready to model makeup.

5--Master: You could make a Nosferatu look good.

Specialties: Preparing for a Hot Date, Looking Like You Didn't Just Sleep On the Floor, Unusual Complexions, Stage Makeup, Making up the Undead, Looking Like You're Undead

This is the skill of showing off. It helps you strike dramatic poses and say things like, "I, Sailor Moon, shall punish you in the name of the moon!" without looking silly. Done properly, you can inspire people, strike fear into your enemies, and look cool.

1--Novice: You aren't embarrassed by your costume, usually.

2--Practiced: You no longer say Moon healing Escalator instead of Escalation by accident.

3--Competent: Your enemies stand and listen to you rant at them before the fight begins.

4--Expert: Your enemies know fear when you are about to punish them in the name of the moon.

5--Master: Entire Sabbat Packs run in fear, or worship in awe.

Specialties: Impressive Transformation sequences, Speeches, Threatening gestures, Showing off

This reflects how good you are at cutting class without getting in trouble. Ferris Beuller had a five. It helps you fake illness, forge parental notes, spread plausible rumors, and find something fun to do while you are out of class.

1--Novice: You can squeeze a few extra minutes with the bathroom excuse.

2--Practiced: You can manage to miss a class a week with ease.

3--Competent: Your homeroom teacher barely recognizes you.

4--Expert: "Acclimated compounded Rubella flu? Again? How horrible. We'll be seeing you when you recover."

5--Master: You and Ferris hang out together all the time.

Specialties: Fake Illness, Fake death of a relative, Find something fun to do, find transportation, Con your parents into letting you skip school

This skill is the art of throwing things as weapons that one wouldn't normally think to use as a thrown weapon, such as tiaras, top hats, roses, pencils, pizzas, monofilament frisbees, etc.

1--Novice: You generally don't hit yourself.

2--Practiced: You play frisbee or shoot discus on a regular basis.

3--Competent: You are the king of the Frisbee Golf circuit.

4--Expert: You could take down a vampire with a thrown pencil through the heart.

5--Master: You could take down a Garou with the contents of an office supply store.

Specialties: Stake Vampires, Frisbee Golf, Track and Field, Kill with Office Supplies, Flowers



Knowledges

Clique Lore

You know all about the other Cliques of Senshi, or at least you THINK you do....

1--Student: You know what other cliques exist.

2--College: You can tell the difference between a Miracle Girl and a Holy Thief with some effort.

3--Masters: You know the signature powers of the different cliques and their different goals.

4--Doctorate: You probably know more about other cliques than most of their members know about themselves.

5--Scholar: You can just hear a Senshi's name and know their clique, identity, and history, as well as their shoe size and favorite food.

Specialties: Clique histories, Clique Powers, Notable Clique Members



Merchandising Lore

She who fights with the most toys wins. You know all about Merchandising: where it comes from, what you can do with it, and how best to use it.

1--Student: You don't mistake a toy lightsabre for real Merchandising. Much.

2--College: You easily recognize the usual Merchandising of your Clique.

3--Masters: You can generally make a good guess what any Merchandising you find does.

4--Doctorate: You actually understand the principles on which Merchandising works and can try to duplicate an item in hand.

5--Scholar: You can reconstruct what a piece of Merchandising does from a scribbled note on a napkin

Specialties: Fixing Merchandising, Identifying Merchandising, Creating Merchandising

You know all there is to know about Youmas. What they like and dislike. Why they listen to Michael Bolton. Who they work for. Their powers. Their cologne. Their shirt size. You know it all.

1--Student: You can tell that giant Bagel is a youma.

2--College: You know the difference between a cardian and a youma.

3--Masters: You know which general is behind this youma.

4--Doctorate: You know the Verminizer is vulnerable to RAID.

5--Scholar: You could teach Queen Beryl a few things about Youmas.

Specialties: Youma types, Youma weaknesses, Youma generals, Youma history

Backgrounds:

Acquaintances:

This is like the normal Contacts background.

Age:

-1 --13 or younger. This is for people who want to be like Chibi Moon. SHUDDER. You do get a extra freebie, though...

0 --14

1 --15. You're in High School. You can now purchase the Cool power.

2 --16. You can get a driver's license.

3 --17 +2 dice to intimidate freshmen.

4 --18 You can now buy the normal resources background.

5 --19-20 You are now in college. Add 3 free pips of knowleges..

6 --21+ You can now buy alcohol legally.

1--You have a talking pet that isn't much brighter or knowledgeable than a normal pet.

2--You have a talking pet with an intelligence of 2, and five pips of knowledges. His or her advice is usually cogent, at least in areas where she or he has some expertise.

3--You have a talking pet with an intelligence of 3, eight pips of knowledges, and who sees him/herself as your teacher or guide, probably with good reason.

4--Your animal companion has an intelligence of 4, eleven pips of knowledges, and has the Instruction Talent at level 1. He or she can guide you in learning new powers and knowledges, and has a magical power such as flight, invisibility, or running at incredible speed. On the downside, your companion has some flaw, such as bad attitude, eating like a pig, needing to be fed magical energy periodically, or some other annoying quality.

5--Your animal companion has an intelligence of 5, fifteen pips of knowledges, and has the Instruction Talent at level 2. He or she can guide you in learning new powers and abilities, and has a magical power such as flight, invisibility, or running at incredible speed. On the downside, your companion has some flaw, such as bad attitude, eating like a pig, needing to be fed magical energy periodically, or some other annoying quality.

1 Poor Family --Your family doesn't have much money. You have an allowance of Y300 per week, and you pretty much walk or take the bus everywhere. If liquidated, you might be able to afford a couple of burgers.

2 Working Class Family--You live like the Connors from Roseanne. Above the Mouth to mouth level, but still struggling. You have your own bedroom, probably, and at least a bicycle (A motorcycle if you are old enough). You have an allowance of Y500 per week. If liquidated, you could probably sell all your old toys for about Y5000 or so.

3 Middle Class Family--You live pretty well off. You definitely have your own bedroom, and probably your own stereo. You might have a car, but you definitely have access to the family cars, if you're old enough to drive. You have an allowance of Y1000 per week. If liquidated, you could probably scrounge up Y10000.

4 Well off Family--Your father and/or Mother is probably a rich doctor, lawyer, stockbroker, or similar upper middle class type person. You have your own car if old enough, or can get someone to drive you around as needed. You have your own bedroom, TV, VCR, and stereo. You might have your own computer, too. You have an allowance of Y2000 per week. If liquidated, you could probably scrounge up Y20000.

5 Rich Family--Your father and/or mother is rolling in dough. You live like Richie Rich. Well, maybe not quite that rich :) You have your own limousine, with driver if needed/desired. You have your own swimming pool, and as much neat entertainment stuff as you can stand. Your allowance is Y10000 per week. But if you try to sell your stuff, your parents will probably get mad at you.

You have a collection of mindless fans of your Senshi/Tuxedo identity who hang on your every heroic deed. They are easy to manipulate (-3 to all social difficulties with them), but tend to mob you :)

1--1 lone groupie

2--10 groupies

3--20 groupies

4--Your own fan club

5--They're everywhere! You can't show up in public without them finding you.

You have a helpful animal companion or a more experienced Senshi who has taken you under her "wing". Your mentor can teach you skills and powers and offer helpful advice. Whenever you spend XP on a new skill or power, roll dice = your mentor rating at difficulty 6 and reduce the XP cost by the number of successes.

Merchandising:

Some Senshi have Merchandise--Items with neat built-in powers that can also be copied and sold to small children for several times its original value by various toy companies. Each dot gets you one level of merchandise (listed later).

Parental Coolness Level:

This reflects how much freedom your parents give you. Each level gives you a free success at trying to talk your parents into letting you stay out late, borrow the car, not ground you for vanishing for a week, etc.

Resources:

As the WW standard, but you can only buy Resources if you have enough points in the Age background.

Sidekicks:

For every point, you get one sidekick. A sidekick has 5/3/3 for Attributes and 9/6/3 for Abilities, with 15 freebies and 3 background points. They are your non-powered pals you hang out with.

Merchandising:

Listed as:

Item (Merchandising level): Game effects

Glitterator (1): This lets you put glitter all over something. Anyone looking at the item is dazzled and suffers +1 to all difficulties for the next five turns. After ten uses, you have to buy more glitter (Y500 cost). It can also be used to jazz up the cheap plastic fake jewelry that comes with it.

Makeup Kit (1 per daily use): This makeup kit gives you +3 to your Makeup skill when you use it.

Mesmerism Umbrella (3): You have a hypnotic umbrella you can use to try to mesmerize people and plant simple suggestions. This takes two combat rounds, and requires a roll on Manipulation + 4 vs. Their willpower. You can use it as often as you like. The target has to make a difficulty 8 WP roll the first round, or spend the second round just watching you finish the process of mesmerism.

Mood Ring (1): This ring changes colors indicating what mood you are in. You can also try to use it to read other people's moods, but you have to touch them with the hand holding the ring, then get at least one success on Perception + Empathy + 4 vs. their Manipulation + Subterfuge if they are trying to hide their mood at diff. 6. The ring will turn Black if you touch a youma.

My Little Pony (2): You have a magical little pony figurine. Once per day for up to four hours, it can become a magical full sized pony, which can run tirelessly or fly at up to 60 MPH. It has a name, talks, and a sweet personality.

(Your Planet or Moon) Rod (2): This is an ornately decorated rod which augments one of your powers. You gain +3 dice in that power while carrying it. For every 2 levels of merchandising, you can add another power it effects.

Portable Super Computer (4): You have a wrist computer with a display screen that either pops up from it or slides down from your tiara. It can hold up to five dice of abilities that you can use to augment your own. You can try to reprogram it to have different abilities-- Intelligence + Computers, Difficulty 7, 1 success per point changed. It takes one hour per success desired to do this. It can also be used to play computer games or to aid in the use of other computers (add 3 dice to computer rolls on other computers while you have it.) For one extra level of merchandising you can have a built-in youma tracker installed in it.

Stuffed Animal companion: (1+): You have a talking stuffed animal friend. He/She/It starts with the base ability of Talking, all physical attributes at 1, mental and social at 2 and 7/5/3 for abilities. And Three health Levels: Ok, Crippled, Incapacitated For every additional point you invest, he/she/it gets one of the following: --5 ability pips --2 attribute pips --One extra Health Level (Moving up from Crippled) --The ability to move when no one but you is looking at him --(requires the previous ^) The ability to move at any time

Super Transformation Pen (1 or 3): Not only can you turn into various human forms, you can turn into 1 (level 1) or any animal form (level 3) with your pen, gaining appropriate physical abilities. The special transformation can be done 3 times per day, then it has to recharge.

Weapon Tiara (1+): Your tiara can function as a weapon. It does Str + Level damage and comes back to you like a boomerang. This is aggravated damage.

Umbrella of Mary Poppins (X + 2): This grants the Flight Power at Level X while held, although it works a lot better if the wind is blowing. You need at least a strength of 2, or you won't be able to keep your grip.

Vitamins (2): These are magical vitamins. When taken, they boost your physical attributes by 1 for one hour. You can benefit from them a number of times per day = your Stamina, but the effects are not culmulative.

Special Senshi Attributes

The Senshi Virtues

There are four virtues which form the basis of the various Senshi Credos, the codes of behavior they live by. Like the Virtues of Vampire, they reflect how spiritually pure the Senshi is, which is reflected in their 'Purity' rating, which is similar to Humanity, but not the same, since where would we be without more mechanics incompatible with the other games in every new one?



Love

This statistic reflects how strongly the fires of love are burning within your heart.

Apathetic: You've been burned by love too many times. Average: It takes some effort to arouse you to care a lot, but you're not burnt out either. Friendly: You easily build emotional bonds to people, and come to love strongly with time. Compassionate: You feel a strong tie to people soon after meeting them, and when you love, it consumes you. Passionate: Your love burns strong enough to do aggravated damage.

Justice

This reflects how strongly you believe in justice and fairness.

Bitter: You have little faith in the law, courts, or humanity. You expect people to lie, cheat, and steal, and can't work up the energy to care if they do. Average: You know the system is sometimes corrupt, but you know it works well enough to get by. You're reasonably just, if you're not tempted too much. Just: You do your best to be fair, and you expect it of others. Impassioned: You are willing to make sacrifices in the cause of justice. Fanatical: You're a prime candidate to become a vigilante or a supreme court judge.

Hope

Hope measures how much you believe in a better future.

Cynical: This isn't the World of Darkness, it's the World of Futility. Average: You fear everything is going to go to hell in a handbasket, but most of the time, you act as if life was going to go on as normal. Hopeful: You think you can make a positive impact on the world, and that some degree of reform is possible. Optimist: This is the best of all possible worlds, and we can make it even better. Dreamer: What World of Darkness? Can't you see that everyone's dreams can come true if they would just believe?

Courage

This one, as you've probably guessed, is a measure of how brave you are. Let's face it, the Senshi are all pretty young, except for Pluto, and I know that when I was fourteen, if some youma had attacked me, I'd have collapsed into a puddle of fear. Now that my confession is over, here comes the roster...

Fearful: The creatures on Pokemon scare you. Average: You can handle horror movies, but real life danger is still pretty scary, and the average monster will make you run for your life. Brave: You can handle a fair fight with a supernatural being as long as it isn't too creepy, like Nexus Crawlers and Shoggoths. Courageous: "Let's see how that Methusalah likes my Mars Flame Sniper attack!" Fearless: "Five frenzied Garou, twelve Youma, a Nexus Crawler, eight Nephandi, and a Dauntain with a flamethrower? Leave the Nexus Crawler and the Garou to me."

Purity

Your purity is rated from one to ten and is the sum of two other virtues, which vary according to the Credo you follow. You have both temporary and permanent Purity ratings. Every time you succeed in a check against one of your Credo virtues or act in a way particularly in accord with your Credo (Storyteller's discretion), you gain a point of temporary Purity, up to a maximum of your permanent Purity rating. Purity can be spent in several ways:

It can be burnt like willpower in pursuit of your Credo's virtues. Thus, for example, an Outer Senshi could spend a point of Purity to gain an automatic success on zapping a Youma, while being unable to spend it on repairing the back porch. A Fairy Princess, on the other hand, could spend it to help someone create the back porch they always dreamed of, while not being able to spend it to zap the same Youma.

It must be burned to perform certain Powers.

If you have spent all of your Purity, you cannot transform until you recover a point. It can be spent to transform instantly, as if one had the Instant Transformation merit.

You can spend a point and throw off evil mind-control for one round, even if you're a Tuxedo.

The Senshi Credos



Fighting For Love and Justice: Love + Justice. Typically followed by the 'Inner' Sailors, the Tuxedos, and the Wedding Warriors

Love + Justice. Typically followed by the 'Inner' Sailors, the Tuxedos, and the Wedding Warriors Justice Makers: Justice + Courage. Typically followed by the 'Outer' Sailors, Holy Thieves, and Card Captors

Justice + Courage. Typically followed by the 'Outer' Sailors, Holy Thieves, and Card Captors Dream Weaving: Love + Hope. Typically followed by Idol Angels, Fairy Princesses, and Espers and Miracle Girls

Love + Hope. Typically followed by Idol Angels, Fairy Princesses, and Espers and Miracle Girls Arcadian Chivalry: Hope + Courage. Typically followed by Magical Knights of Arcadia

Hope + Courage. Typically followed by Magical Knights of Arcadia White Magick: Love + Courage. Typically followed by Good Witches and Warlocks



Power-Up

A Senshi's Power-Up Stat reflects how powerful they can potentially become. Raising one's 'Power-Up' stat is like raising one's Arete in Mage; it requires achieving some sort of special task which reflects a growth in maturity and spiritual power. Or possibly just bribing the Storyteller with donuts, but that's out of our hands.

No Power can reach a higher level than one's Power-Up level, and each level of Power-Up comes with an appropriate title within your Clique, which you'll have to wait for the appropriate Cliquebook to find out. However, here's an example for the Sailors:

Chibi-Sailor (Like Chibi-Moon) Sailor Sailor with Fries Super Sailor Eternal Sailor

Standard Senshi Powers:

The Disguise:

Some strange mystic force protects a fully garbed Senshi or Tuxedo from being recognized by anyone who has not been told they are also their mundane self. This force is referred to as the Disguise, or by the more cinematic among them as "Dramatic Necessity". To some extent, the Disguise springs from the aura of glory and power that is unleashed by the transformation, and to some extent by the fact that you just don't expect the crybaby who lives next door to be cutting youmas in half with a tiara in her spare time.

The degree of vulnerability to the disguise is called Gullibility. The base of Gullibility is equal to the viewer's perception, with the following modifiers:

Anyone viewing someone with the cool power subtracts the senshi's cool from their gullibility.

A Senshi/Tuxedo: +3

A close friend: -1 (They can't possibly believe a geek like you could be a Senshi :)

Parental Coolness Factor: Subtract from your parent's perception. Mean Parents factor: Add to your parent's perception.

Awakened non-wrym tainted being (Mage, Faery, Garou, Wraith, Mummy, Gypsy, Vampire, Ghoul) +5

Awakened wyrm-tainted being (Formor, Vampire, Ghoul, Spectre, Nephandus, Youma, etc) +2

Anyone who has a crush on your senshi/tuxedo form: -3

Anyone who think Beavis and Butthead are cool: -5 Anyone who thinks Baywatch is sophisticated Television: -10

Anyone who likes Pauly Shore: -5

# of times a sidekick has been kidnapped by bad guys, then rescued by their Senshi/Tuxedo friend at the same time that their mundane friend mysteriously vanishes.: +1 per time.

Groupie of the Senshi/Tuxedo: -3

Gullibility table:

0 or lower: God himself couldn't convince you that Usagi is actually Sailor Moon.

1: Even if the Senshi/Tuxedo tells you, transforms in front of you, and generally tries deliberately to blow their secret, you still just won't get it without a lot of work.

2: You'd have to see them transform several times before you ever clued in that Sailor Europa is really your best friend Josie.

3: You'd never believe that Makiko is really Sailor IO until you saw her change before your eyes.

4: You're beginning to wonder why Bobby always vanishes just before Tuxedo Sword shows up.

5: Hmm, Hitomi looks a lot like Sailor Ganymede...maybe they're related. Your suspicions have been aroused. You can make a Per + Alertness vs. a difficulty of 6 to realize that the two identities are the same person. You need 4 successes.

6: Hmm. Rei went in the bathroom and Sailor Mars came out. Your suspicions have been aroused. You can make a Per + Alertness vs. a difficulty of 6 to realize that the two identities are the same person. You need 3 successes.

7: Hmm. Makoto went in the bathroom and Sailor Jupiter came out. Your suspicions have been aroused. You can make a Per + Alertness vs. a difficulty of 6 to realize that the two identities are the same person. You need 2 successes.

8: Hmm. Ami went in the bathroom and Sailor Mercury came out. Your suspicions have been aroused. You can make a Per + Alertness vs. a difficulty of 6 to realize that the two identities are the same person. You need 1 success.

9: I knew all along. You can easily tell that Minako is actually Sailor Venus. It's not like that outfit hides anything (Quite the opposite, really.)

10: You ignorant fools! Can't you see that Kasuga kid has psychic powers???. Not only can you tell, but you're good at pointing it out to others. Anyone you harangue gains +3 to their Gullibility for the scene if you make a Manipulation + expression roll at difficulty 6.

Transformation:

All Senshi have two forms: The mundane form and the magical form. To transform between the two, they need a foci(magic sword, ribbon, gem, transformation pen, whatever) unique to themselves and they have to be able to speak their mystic transformation phrase: Moon Power Make Up! (or whatever).

The process of transformation takes an entire combat round and consumes all your actions, unless you use speed. A foe who wins initiative on you can try to interrupt the transformation by knocking away your foci, preventing you finishing your transformation phrase, or beating you unconscious. Once you begin transforming, any foe who wants to attack you must make a willpower check at difficulty of 10, or just stand there and stare at you, probably because you briefly become naked during this process. However, you are rather defenseless while this is going on.

The character's Powers are all possessed by the magical form unless the Power indicates otherwise. In magical form, all physical attributes are boosted by 1 (max 6), as is Appearance (no max). The transformation foci is clearly magical to those who can sense such things, as is the magical form. The mundane form appears quite non-magical, although use of Aura Sight or Spirit magick will reveal an odd rune on the character's forehead, unique to themselves, as will use of the Fateweaving Arcanos.

For several cliques, there are variations on this. Espers and Miracle Girls are considered to be in their magical form all the time, which looks perfectly normal. They must, however, eat twice as much as an ordinary person to maintain this, and more if they actually use their powers. Card Captors do not have to transform, but all of their powers come from their Clow Cards and other magical items. They do not recieve any of the benefits of a magical form (enhanced statistics). Good Witches and Warlocks have to spend time changing into their costume, which takes longer, unless they have the Instant Transformation merit. Idol Angels typically have a young (8-12) normal form, and an adult magical form.

Healing and soaking:

Senshi can take three kinds of damage. Non-lethal bruising damage, aka Annoying Damage, can be soaked with Stamina + Toughness, as can Lethal Damage (caused by nasty sharp pointy things). Senshi take aggravated damage from fire, electricity, supernatural critters that do agg. damage, and Pauly Shore. It can only be soaked with Toughness.

Even in their mundane form, Senshi recover with remarkable speed, healing one annoying wound per round, one lethal wound an hour, or one aggravated wound a day, no matter how hurt they are. A senshi who reaches Mauled or worse must swathe themselves in bandages to recieve this benefit, regardless of whether actual blood loss occured. Aggravated damage can only be healed by swathing yourself in bandages, regardless of how hurt you are.

Last Ditch Effort:

The Senshi are noted for pulling themselves together at the last moment and overcoming a foe when all seems lost. When a Senshi has her back to the wall, so to speak, she can try for a last ditch effort. Spend 1 WP and make a WP roll at difficulty 6. If you fail, you collapse in despair. If you botch, you lose 1 WP permanently and collapse in despair. If you succeed, you get to make a five minute speech on Truth and Justice, then unleash one flurry of action, ignoring all wound penalties. You can add your WP successes to your successes on all actions that round, and any resistance rolls by your enemies lose successes = your WP successes. They also have to pose in some expression of contempt just before you cut them in half.



Power Descriptions:

Elemental Powers:

Air:

1 Gentle Breeze: You can call up a gentle wind, which can disperse gases and adds +2 to the difficulty of using any missile weapon. It also messes up people's hair and enables you to have a cape that rustles at all times, whether or not there is a wind.

2 Stiff Breeze: You can use winds to deflect missile attacks (Dex + Air diff. 6 to parry missile attacks). You can also make people's hats blow away.

3 Strong Wind: Blow people off their feet. (Air+3 vs. Their strength, diff. 6). Each success forces them back 5 feet, and forces a dex check at diff.6 to stay standing. They must get equal to your successes.

4 Dangerous Wind: You can unleash a wind attack that does 6 dice of damage from its force and coldness. Roll Dex + Air to hit, diff. 6.

5 Gale Force Wind: Unleash a blue norther on your enemies. 90 MPH winds. 9 dice damage and blow them all over the place. They also turn blue and little ice crystals form on them.

1 Consume anything: You can eat anything and probably will. By spending one Willpower point, you can eat up to 3 times your body mass in edibles or fill up your stomach with nails, battery acid, etc. You will gain no weight from this, but you may end up spending a LONG time in the bathroom. If you've ever wondered why some people eat endlessly and never get fat...well, now you know.

2 Rumbles: You can make the ground shake or other solid objects, like vehicles, shake. You can affect a (10 * Your Rating in Earth) foot radius. Everyone in the radius must beat your successes on Str + Earth with a Dex + Athletics roll.

3 Shatter: You can shatter objects. Roll Str+Earth (Diff 6). Every success inflicts a wound on the object. Sentient inanimate objects can soak.

4 Earth Shaker: You can create massive rumbles and rip the ground open. Roll Dex+Earth if you want to open a crack under someone. 10*Your rating foot radius. Also has the effects of the level 2 power.

5 Earthquake: You can create a mini-Earthquake by spending a WP point. Roll Dex+Earth to open up cracks under people. You can effect 100 * Your rating Foot Radius.

1 Hotfoot You can start small fires on a successful roll on your power rating at difficulty 6. Usually they do at most one wound, unless you are igniting something flammable.

2 Flame bolt: You can shoot bolts of flame, or set your hands on fire without burning yourself. Besides the obvious advantage of being able to set your little brother on fire, you can fire flame bolts at people. They do Your level +3 in dice of wound damage and use Dex+Fire to hit. Also works well for toasting marshmellows.

3 Snuff Flame: You can put out fires. The bigger the fire, the more successes you need on Man+Fire, diff. 6.

4 Flame Animals: You can make flame blasts that look like animals. Besides the obvious entertainment value (Just DON'T give them to small children), they can be sent to attack people. Once they hit, they wink out. They have your dex+brawl, and do 2*your rating in dice of aggravated damage.

5 Flame Wall: Put up a blazing wall of flame.(Must get 3 successes on Sta+Fire). (2 foot thick, 10*level height and width. Anyone dumb enough to walk through it takes twice your rating in dice of aggravated damage.

Ball of Light: You can create a shiny ball of light that will follow you around and help you see. You can pretty much do this at will. Single Sense Illusions: You can create a single sense illusion. The more successes on Wits + Illusions, the larger and more detailed it can be. You have to maintain concentration or it fades away after a number of rounds equal to your Illusions. Multi-Sensory Illusions: As per level 2, but you can add a number of senses equal to your Wits Programmed Illusion: By spending a point of temporary Purity, you can create a single-sense programmed illusion which lasts for days equal to your successes on a Stamina + Illusions check. It can either perform a loop of actions over and over, or it can be static, but responds with some change to a number of contingencies equal to your Wits. Programmed Multi-Sensory Illusion: As Level 4, but it can encompass a number of senses equal to your Wits.

1 Static generator: You can easily build up massive amounts of static electricity if you want to. Besides the obvious joy-buzzer effects, you can try to power small electrical devices by making a Stamina check (difficulty 6) or make people's hair stand on end by waving your hands over their head. You can also add your Lightning rating to Stamina to resist electrical damage.

2 Lightning bolt: You can shoot bolts of lightning. Besides the obvious advantage of being able to crisp that annoying boy in third period, you can fire lightning bolts at people which do Your level +3 in dice of wound damage and use Dex+lightning to hit.

3 Overload: You can touch any electrical device and try to short it out. Roll Int+Technology, diff. 6.

4 Super Lightning Bolt: As Lightning bolt, but you do level*2 aggravated damage.

5 Control Machines: Roll Intelligence +Technology (Diff 6) to control any electrical machines. The more complex, the more difficult. You can only make the machine do things it is designed to do. The Toaster can't start walking, nor will your computer fly.

Sense Spark of Goodness: By rolling Perception + Empathy at a difficulty of six, you can discover a person's best feature, and the best avenue by which to try to redeem them. Evoke Virtue: By spending a Purity point, you can try to bring someone out of a frenzy or cause them to pause and reconsider some evil action. If used on another Senshi, they get to make a Virtue check on the appropriate virtue. If used on a Vampire, they can check against the appropriate virtue to come out of the frenzy, gaining one automatic success to start with. If used on a frenzied Garou, they make another Frenzy check with plus two to difficulty to see if the Frenzy continues. Cast Out Possessor: By opposing your Purity to the possessing being's Willpower, you can try to cast them out. If you botch, you open yourself to possession. Cleansing: Spend a point of Purity and Willpower. You can attempt to drive out every possessing being within line of sight simultaneously, as per 3. Each being resists seperately. Redemption: This is largely a plot device power, enabling one to turn Vampires back into mortals or help them increase their humanity, break oaths sworn to Malfeans/Nephandic Lords/the Wyrm/Etc, and to generally turn the fallen back to the path of righteousness. There is no dice mechanic because this would have to come as the climax of a story or chronicle, and would probably involve heavy Purity and Willpower expenditure, plus much roleplaying.

1 Bubble Bath: You can turn a body of water all bubbly and sweet smelling at will. You can affect up to a tub worth of water per 2 successes on Appearance + Water.

2 Walk on Water: You can now walk on water by making a successful Dex + Athletics roll.

3 Mist: by rolling Dex+Water you can create a large cloud of mist that only you can see through. For every success you get, anyone else loses one die on any action which requires visual targeting.

4 Boiling Mist: The Mist now is scalding hot and does non-aggravated wounds = Water +2 in dice.

5 Water Blast: Fire a geyser of boiling water. They do Your twice your level in dice for wound damage and use Dex + Water to hit.

Non-Elemental Powers:

Arcane:

As per the Mage Background. Pluto has a five, and if I could find her, she'd confirm that for me. [Subtract one die per level of Arcane from any Perception or Investigation pools used against you, basically]

Cool:

You must have the Age Background at 1 to buy this power. You command the incredible powers of Coolness. You can add your Cool dice to any social skill use when dealing with Youmas or teenagers. Oddly, adults seem uneffected by cool. Also, you get one "bonus die" per level of cool, that can be used once per session to add to a dice pool...you do things better if you are cool. This power functions in both forms.

Flight

You must either sprout wings or ride something to use this power. You move at Dex + Flight * 10 miles per hour. Use Dex + Athletics to manuever. Rather obviously, this only works in your magical form if you do it by sprouting wings.

Inspiration

Inspiration is the power to bring new hope and energy to your allies by making an inspiring speech. You go beyond normal speechmaking into the realm of magical speeches, which can accomplish nigh impossible feats like causing Ronald Reagan to think. You must spend one point of temporary Purity to use this power. This power functions in both forms, but you lose three dice if you try to do it while in your normal form.

1: By praising someone, you can give them one automatic success on an action, as if they had spent willpower. This requires you to succeed at a Charisma + Make Speeches roll at a difficulty equal to that of the task being undertaken.

2: By taunting an enemy, you can cause him to lose one success off his next action. This requires a Charisma + Make Speeches roll at a difficulty equal to his willpower.

3: You can inspire a friend by making a speech about truth, love, justice, and heroism. Spend one willpower point and roll your Charisma + Make Speeches talent at a difficulty of six. Your friend regains temporary willpower equal to your number of successes.

4: As level 3, but you can divide the successes among all your friends as needed.

5: As level 3, but a number of allies equal to your charisma gains the benefit..



Look Good at All times:

This power gives you extra dice to resist any attack that would make you look bad. It can prevent your hair from getting snarled, your hat from blowing away, your makeup from getting mussed, etc. This power functions in both forms.

Might:

You are stronger than you look. You get 1 automatic success at any strength action for every level of Might.

Sense Annoying Being:

Used with Perception + Sense Annoying Being to spot really annoying people before they spot you. Difficulty is usually 6. It also lets you tell that someone is about to be annoying, at difficulty 7. This power functions in both forms.

Sense Youma:

This power is used with a Perception + Awareness roll to sense youmas and other spiritually corrupt beings (like low humanity vampires). Vampires with Obfuscate or mages with Arcane higher than your Sense Youma are immune. Bullies also are immune, but they probably aren't that much of a threat, either. This power functions in both forms, if you possess the Occult knowledge. You must spend one point of Purity to use this power if the target is shielded from detection in some manner.

Show up when most needed:

This power enables you to always show up when you are most needed. The more pips, the better you are at it. Usually Perception + Show up when most needed at difficulty 7 to realize in time you will be needed and show up.

Speed:

You are capable of bursts of speed at moments of extreme danger. You get a number of extra actions per scene equal to your Speed power. You can also spend temporary Purity to get an extra action whenever you want, with a maximum # of actions in a turn = your speed power.

Spirit Wards:

You have the power to make spirit wards. These can be affixed to a door to bar passage or to a spirit/demon/youma to harm it. Attached to a door, they force a WP roll with success = your level in this power and a difficulty = your wp to pass the door. Attached to a evil spirit being, they inflict aggravated damage on it with dice equal to your level +3. This power functions in both forms, if you possess the Occult knowledge. You must invest one point of temporary Purity into the ward.

Taunt:

You are superhumanly good at making fun of people. You can roll Manipulation + Taunt vs. a target's willpower. Each success causes them to lose dice = your successes for turns = your taunt rating. If you get three or more successes, they also start crying in a really loud and annoying manner. This power can be used culmulatively to send the victim into a pathetic crying jag. This power functions in both forms.

Telepathy:

You can send and recieve thoughts with a range equal to your Telepathy rating in miles. Make a Perception + Telepathy roll to successfully contact someone. You can try to use this power to read minds, but the target gets an automatic willpower roll to resist.

Telekinesis:

Move objects with a strength = your level in TK. Can also deliver a TK punch that does damage dice =Level +2. You can move objects = your level. You have a range equal to 100 feet * your level in TK. It can only be done via line-of-sight or if you can see the target location in some othe way.

Toughness:

Your Senshi form can take a lot of punishment. Get one extra soak dice for every level of Toughness that you have. These dice can soak aggravated wounds.

Teen Angst:

Normally, you have NO permanent Teen Angst. As you experience frustrations, or exhibit abnormal self-control, your teen angst builds up until you must release it. Most frustrating situations give you one point of Teen Angst, but really heavy things like flunking a class, being dumped by a long term boyfriend, or having your family turned into youmas can be worth two or three points. Once your teen angst = your willpower, you must make a WP check every time you get teen angst, or release it in a incredibly foolish display of behavior. If you fail the check, you must release it all at once. If you botch the check, you release it all at once, and gain one permanent Teen Angst point which can only be gotten rid of by grovelling really hard and buying your Storyteller something he wants, or however else he choses to make you jump through hoops to be rid of it. You can also choose to release your angst earlier, but must release at least half of it.

Angst release examples:

1-3 points: Very minor act like refusing to do do a chore until it irritates your parents and they yell at you, letting your desk get messy

4-5 points: Adopting a life style that screams, "I am Angsting!" Wearing black, smoking clove cigarettes, voluntarily listening to the Cure, reading anything by Sartre.

6 point: Indulging in alcohol or cigarettes, regardless of your tolerance for them, no smoking signs, attack squads from the American Cancer Association, etc. Dieting until you weigh 10 pounds.

7 points: Speeding. Petty law violations. Getting so wasted you dance naked on the table...the dinner table, in front of your parents.

8 points: Going into total teenage rebellion mode. Getting a mohawk. Burning your school uniform. Telling your principal to @#$@#$ off. Putting a dot in your name. Changing your name to "Butthead"

9 points: Insanely self-destructive behavior, like getting pregnant or taking up drugs just to irritate your parents.

10 points: Running away from home to join the Sabbat. Walking up to Methusalahs and saying, "Bite me". Driving a bulldozer through your local Garou caern.

XP:

I recommend totally arbitrary assignment of XP as fits your taste and how much food the players give to the storyteller. Creative Whining and successfully conning the parents one more time into not realizing you spent the afternoon fighting a giant monster that looks like a Donut with glitter should be rewarded also.

Spending XP:

Attributes: 4 * Current Value

Abilities: 2 * Current Value

New Abilities: 3

Powers: 5 * Current Value

New Powers: 7

Willpower: 2 * Current Value

Teen Angst: Trust me, you don't want more.

Systems for Common Situations

Evil Stomping-Related Systems

You can find most combat related stuff in one of the official Storyteller games, but here's a few things that I bet you won't find in them...

The Big Introduction

No magical girl combat is complete without everyone making a grand entrance speech. This effectively takes place between combat rounds, because everyone else MUST stop what they're doing and listen. Even if they're an Oracle, an Antediluvian, or Mark Rein*Hagen, they just can't help it.

This has two parts. The posing part of it requires using Dex + Pose Impressively, difficulty 6 usually. If you get more successes than your target's willpower, they will either run in fear (Vampires and Werewolves must check for a fear frenzy) or worship your awesomeness (-3 to social difficulties) as appropriate for your intent and their personality. The speech making is covered by Charisma + Make Speeches (difficulty 6). Those with the Inspiration power can use it here. Without Inspiration, you just sound cool.

The Hong Kong Style Combat Option

The Storyteller may choose to require, in the style of Kung Fu flicks and much anime, that no more than one person can attack any given other person per round, unless the attackers are faceless minions. And even then, they probably will come one at a time.

Last Ditch Efforts

See the Standard Senshi Powers Section







School-Related Systems

Cheating

There are, of course, a million ways to cheat in class, from writing answers on your hand to using your Telepathy to read the answers from the mind of other students. Here's systems for a few of the common ways.



Buying Pre-written Papers: Perception + Streetwise, Difficulty 5 to find someone willing to sell you one. On a failure, you can't find anyone, on a botch, you get sold a paper that gets you an F.

Perception + Streetwise, Difficulty 5 to find someone willing to sell you one. On a failure, you can't find anyone, on a botch, you get sold a paper that gets you an F. Concealing Answers on Your Body or Clothing: (Your Intelligence + Subterfuge vs. the Teacher's Perception + Subterfuge or Instruction at difficulty 6). If your successes - hers is greater than her perception, she suspects nothing. If you get equal to or less than her perception, she has a vague uncomfortable feeling something is wrong; add +1 to the difficulty if you cheat again within a week. But she can't prove it, so you get away with it. If you each get equal successes, her suspicions are aroused; add +2 to difficulty of future cheating. You still got away with it, just barely. If she gets more than you, she catches you. Hope you can talk your way out of it.

(Your Intelligence + Subterfuge vs. the Teacher's Perception + Subterfuge or Instruction at difficulty 6). If your successes - hers is greater than her perception, she suspects nothing. If you get equal to or less than her perception, she has a vague uncomfortable feeling something is wrong; add +1 to the difficulty if you cheat again within a week. But she can't prove it, so you get away with it. If you each get equal successes, her suspicions are aroused; add +2 to difficulty of future cheating. You still got away with it, just barely. If she gets more than you, she catches you. Hope you can talk your way out of it. Looking at Other People's Papers: (Your Perception + Subterfuge vs. vs. the Teacher's Perception + Subterfuge or Instruction at difficulty 6). Use system above to resolve results of the compared roll. Effectively gives you successes on the assignment equal to the person you cheated off.

(Your Perception + Subterfuge vs. vs. the Teacher's Perception + Subterfuge or Instruction at difficulty 6). Use system above to resolve results of the compared roll. Effectively gives you successes on the assignment equal to the person you cheated off. Turning a Web Site into a Paper to Turn In: (Perception + Research, difficulty 6 if you have the Computer Knowledge, difficulty 8 if you do not) Each success counts as a success on the paper. The teacher then gets a Perception + Instruction (difficulty of your Intelligence + 3) to determine if you have produced a better paper in this manner than you're capable of. If her successes equal yours, she is suspicious, if they exceed yours, she knows you must have cheated, and likely will take measures...

The systems for doing your homework are going to vary greatly by subject, but here's some guidelines to difficulties and modifiers:

Typical homework assignment: Difficulty 4 if they have the appropriate ability, difficulty 5 if not.

Write a short story or poem: Wits + Expression, difficulty 4-6, depending on length, usually. Difficulty 9 if you have to do it in Esperanto, backwards.

Science Projects: Difficulty 6 if you have an appropriate knowledge, difficulty 8 if not, unless you rope your parents into helping. This is an extended roll, made once per week of work. Any botches along the way mean you'll get an interesting disaster when you take it to the Science Fair...

Pretending to knowledge you don't have: Sometimes, you may lack any useful knowledge, so you just have to bluff like a maniac. Manipulation + Expression, difficulty 6 vs. the Teacher's Perception + (appropriate ability) to write an assignment with no meaningful content and get away with it.

Research Papers. If you have an appropriate knowledge, you can roll it, and each success on Intelligence + Appropriate Knowledge reduces the research difficulty by 1 up to a -3 difficulty bonus. Then roll Perception + Research (difficulty 5, max number of successes equal to your willpower, at which point you're too bored to keep working). You then roll Wits + Expression, with a difficulty equal to 10 - # of successes at research (min. difficulty of 3)).

Step 1a: Faking Illness. This requires Manipulation + Acting (difficulty 7) or Manipulation + Skip School (difficulty 5) vs. Parent's Perception + Detect Child Deceptions (Difficulty 7 for Dad, Difficulty 5 for Mom). If you get any successes, they buy it and let you stay home. If you tie, they take you to the doctor, determine you're faking it, and you get in trouble. If you botch, they ground you for lying, then send you to school.

Step 1b: Forging a Note from the Parents. If the parents didn't fall for it, then you get to try to forge a note. This requires Manipulation + Expression, difficulty 6 vs. the Teacher or Vice-Principal's Perception + See Through Student Tricks. If you get any successes, they buy it. If you get none, they accept it, but you add +1 to the difficulty if you try this within their Perception weeks again. If you botch, they send you to D-hall.

Step 2: Find something fun to do. This requires Wits + Area Knowledge (difficulty 7) or Wits + Skip School (difficulty 5). The more successes, the cooler the thing you manage to find to do while out of school. On Zero successes, I guess you'll be playing Space Invaders all day. On a botch, you and your friends head for where the Truant Officer likes to hang out.



Test Taking

Multiple Choice is difficulty 4.

Fill in the Blank is difficulty 5.

Short Answers are difficulty 6.

Essay Tests are difficulty 7.

Teen Life-Related Systems

Dating and other Romance stuff

Dating is not the same thing as Seduction, although it can often end up with the same results, over a much longer period of time. Here's a few dating related systems:



Getting A Date for the Big Dance: You can go about this either of two ways

A: Getting a specific person to go out with you. Roll on Charisma + Flirt (or Leadership at a +2 difficulty), difficulty = their Willpower/2 + 3.



B: Getting a date, any date. Roll Appearance + Makeup or Style, difficulty 6. The successes = their appearance. On a zero, no one wants to date you at all. On a botch, you get stuck going with some complete loser who will drive you insane. This causes you to gain a point of temporary teen angst.

Attracting a guy or gal's romantic attention: Appearance + Flirt at difficulty of 6 (or Style or Makeup at difficulty 7). Reduce difficulty by one if you've read a teen magazine with articles like Top Fifty Ways to Make Him Go Out With You And Sign Over His Life Insurance Right Now in it within Intelligence days. On a failure, he doesn't notice. On a botch, he or she decides you are a slut, and responds appropriately. You gain one teen angst.

in it within Intelligence days. On a failure, he doesn't notice. On a botch, he or she decides you are a slut, and responds appropriately. You gain one teen angst. Stringing a guy along to get him to do stuff for you, without you doing anything for him: Manipulation + Flirt, difficulty = his Intelligence + 3.

Remembering your one month anniversary and other important dates: Intelligence + Our Relationship Lore, difficulty 6. Sadly, most men never bother to buy this Knowledge, especially if they change girlfriends frequently...

Appendix I:

Enemies

Bullies:

Everyone has faced these beings before. They usually have 5/4/3 for attributes and 9/6/3 for abilities with an emphasis on Physical attributes and on Talents and Skills for beating people up.

A Typical Bully:

Attributes: Strength: 3 Dex: 2 Stamina: 3 Perception: 2 Intelligence: 1 Wits: 3 Charisma: 1 Manipulation: 4 (Being Scary) Appearance: 2

Talents: Alertness 2, Brawling: 2, Dodge: 1, Empathy: 1 (They use it to sense who is vulnerable to their bullying) Intimidation: 2, Shift Blame: 1

Skills: Melee 2, Skip School 2, Stealth 2

Knowledges: Area Knowledge (Hometown): 1, Sports Trivia: 2

Virtues: Love 1, Justice 1, Hope 3, Courage: Varies greatly; unfortunately, not all bullies are really cowards. Typical Bully has a 2.

Purity: (Base on Hope + Courage)

Willpower: 3

Powers: None, thankfully.



Faceless Minions:

These are your basic, generic faceless minions. They typically have all physicals at 3, mentals at 1 and socials at 1 if they can talk or 0 if they can't. Classic example is the putties from Mighty Morphing Power Rangers. They have 5-8 pips for Abilites, usually Brawl 2, Dodge 1, Melee 1, Athletics 1. They have the same health levels as a mortal.

A Typical Faceless Minion:

Attributes: Strength: 3 Dex: 3 Stamina: 3 Perception: 1 Intelligence: 1 Wits: 1 Charisma: 1 Manipulation: 1 Appearance: 1

Talents: Alertness 1, Athletics 1, Brawling: 2, Dodge: 1

Skills: Melee 1, Stealth 1

Knowledges:

Virtues: Love 2, Justice 1, Hope 2, Courage: 5 (They're mindlessly fanatical beyond common sense)

Purity: (Base on Hope + Courage) 7 (Purity of service...)

Willpower: 2

Powers: 3 points distributed among Might, Speed, and Toughness, possibly also 1-3 points in an Elemental Power.

Giant Monsters:

Gotta hate these. Giant Monsters come in three sizes: Big (8-12 feet), Real Big (13-50 feet), and HUGE (50+) They typically have little to no brains, but Physical stats of 8+ and 10 health levels if Big, 20 if Real Big, and 30+ if Huge. Many have some kind of weakness that helps make it possible to hurt them or drive them off, such as fear of bathing or a desire to eat Rutabagas.

Youmas:

Joe Youma has 3 pips in mental/4 in Social/7 in Physical. Some Youma, which trick their prey, will switch those priorities. Abilities are 11/7/4. They normally have health levels like an ordinary human and 3-8 levels worth of powers or merchandise. They also can suck life force from people. They must first trick the human into accepting some cursed merchandise or engaging in some long, monotonous, or stupid activity. They can then absorb one point of energy a day. This energy can be used by the youma to heal his wounds (spend one point per wound, three points if wound is aggravated) or fuel the use of his or her powers. It can also be used to fire energy blasts, doing 1 die damage per point used. They use this pool whenever they would normally have to spend purity. They can also try to do a rapid drain with Willpower vs. Willpower. For every point of life energy a normal human loses, they lose one die from all die pool. Mages lose Quintessence, Garou lose Gnosis, Vampires feel their blood turn to ash and lose a Blood Point, Wraiths lose Pathos, and Changelings lose Glamour. Senshi lose one point of temporary Purity. If they lose more than 7, ordinary humans pass out. Supernaturals normally pass out when they have lost all the dice from their highest pool.

Most Youma are fairly unique; every monster of the week needs a special concept, although I've provided a generic soldier youma for times when you need a semi-faceless horde more powerful than faceless minions.

A few Youma Concepts

Collectible Card Games Youma. Under his influence, the victims begin to obsessively collect CCGs, becoming increasingly obsessed and willing to do whatever the Youma suggests to get more of them. Eventually, they transform into faceless minions. The Youma's powers should parody some of your favorite cards from the CCG of your choice.

Fake Vampire Youma. The Youma dresses and acts like a stereotypical vampire, drawing in foolish goths and blood dolls from whom he drains energy while giving them a hickey. Eventually, they fall under his mental control. For a really fun time, let him transform some repeated victims into 'vampires' themselves.

Amway Youma. Youma recruits people to sell various cheesy products, which they gradually become more and more obsessed with pushing on their friends and trying to recruit those friends into the pyramid. Eventually, they become totally obsessed with buying and selling, giving him a steady diet of energy.



A Typical Youma: (Standard Soldier Youma)

Attributes: Strength: 4 (Strong arms) Dex: 3 Stamina: 3 Perception: 2 Intelligence: 2 Wits: 2 Charisma: 2 Manipulation: 3 Appearance: 2

Talents: Alertness 2, Athletics 1, Brawling: 2, Dodge: 2, Intimidation: 2, Subterfuge: 2

Skills: Etiquette: 1, Melee 2, Stealth 2, Thrown Weapons: 2

Knowledges: Occult: 2, Youma Lore: 2

Virtues: Love 1, Justice 1, Hope 3, Courage: 3.

Stolen Energy Pool: Usually 5 points when encountered.

Willpower: 3

Merchandising: Weapon that does Strength + 4 damage.

Powers: Might 2, Speed 1, Toughness 2. Probably can shapechange between a human and youma form by spending one SEP, and may have an Elemental Power at 3.

Youma Generals

Youma Generals usually have 15/13/11 for Attributes, and Abilities 25/21/17 or so. They are ancient and snooty, but often fall in love with innocent people. A flaw in their construction perhaps. They have 15-25 pips worth of powers and merchandise. They also have the ability to create new youmas and are usually called on by their master to do so. Youma Generals who fail too often tend to be vaporized by their masters...

A Typical General: (Major Rhodolite)

Attributes: Strength: 4 (Pound Flat) Dex: 5 (Nimble) Stamina: 7 (Take a massive beating) Perception: 7 (See through tricks) Intelligence: 4 Wits: 7 (Lightning Reflexes) Charisma: 5 (Lead Youma) Manipulation: 5 (Browbeat) Appearance: 4 (Impressive)

Talents: Acting: 2, Alertness 2, Awareness 3, Brawling: 4 (Dirty Tricks), Dodge: 3, Expression: 1, Intimidation: 4 (Threaten to Vaporize), Style: 3, Subterfuge: 3

Skills: Etiquette: 2, High Ritual: 2, Melee 5 (Kill Own Subordinates), Set Elaborate Traps With A Fatal Flaw: 4 (Forget to Stick Around and Watch), Stealth 3, Thrown Weapons: 5 (Kill Own Subordinates)

Knowledges: Bureaucracy: 2 Clique Lore: 1, Cosmology: 2, Enigmas: 2, Investigation: 2, Occult: 3, Tactics: 1, Youma Lore: 4 (Youma Politics)

Virtues: Love 1, Justice 1, Hope 4 (They don't hope to do GOOD, but they do think they can win), Courage: 4. Some generals have a higher love rating, and fall in love with some mortal, leading to their redemption...and usually their death.

Stolen Energy Pool: Usually 10-30 points when encountered, possibly more.

Willpower: 8

Merchandising: 5-8 points worth, most of which will be designed to steal people's energy.

Powers: Might 4, Speed 5, Toughness 4. Has one Elemental Power at Five, and another one at Three. Usually has Arcane 4, Show Up When Least Wanted at 4, and can teleport or step into other dimensions by spending 1 SEP point. They can create new Youma by spending 7 SEP to transform a normal human, or 15 to create one from scratch. They can typically summon a servitor of theirs by spending 3 SEP.

The Hidden Masters:

These are the evil masterminds who unleash Youmas on the Universe. They seek human life force for evil unknowable purposes, like reviving ancient evils or just because it tastes good. Some Ventrue suspect perhaps it was they who Ventrue himself saw as the hidden threat against which he must prepare. Most Ventrue think the Ventrue who believe that must actually be Malkavians in disguise. They have no stats, since you normally never fight them directly, just thier minions. In mage terms, they would be Umbrood, on a level with a Preceptor or Lord. For most purposes, you can just note that anyone who can vaporize a Youma General with one shot is pretty SCARY...

Appendix 2: Crossover Rules

Changeling: The Dreaming

The average Senshi has a Banality between 3 and 5, depending on age, Clique, personality, etc. Faery Princesses have a 1 Banality, and Knights of Arcadia have a 3. Most others have a 4 unless they are very small. Most must be enchanted to percieve the Dreaming, but each point of Glamour spent on enchanting one lasts for an entire week. Changelings can use any Merchandising that doesn't require the expenditure of Purity points.

Because their dreams burn brightly, Senshi make good targets for reverie, ravaging, and rhapsody. Although before you try the latter two, the likelihood of painful retaliation should be taken into account. Any successful use of any of those methods of gaining Glamour from a Senshi gains one extra point, two if it is in sync with their Virtues.

If you don't possess Changeling: The Dreaming, go buy it! If your local gaming store caught fire, fell over, and sank into the swamp, you can use the following stuff to try to portray them in your Senshi: The Merchandising games, until someone builds a new gaming store, bringing your town out of the Dark Ages.

Changelings are creatures of dreams, reflecting the hopes and fears of various cultures. They are divided into two courts: Stuck Up Egotistical Snobs, and Out of Control Self-Centered Punks. Those aren't the official names, but what the heck does 'Seelie' and 'Unseelie' mean, anyway? That's like having the Republicans named the 'UnDemocrats'...on the other hand, that makes a lot of sense.

Changelings are vulnerable to Banality, which is roughly equivalent to: anything the Storyteller dislikes. In my own games, the Backstreet Boys, the New Kids on the Block, atheists, Republicans, Bill Gates, businessmen, Mexican Food, and Barbie are all major sources of Banality. But really, it's up to you. If you hate it, then obviously it's a source of Banality. Changelings are also vulnerable to Cold Iron, but fortunately, they can't play Cold Iron on the radio. Yet.

Like Senshi, Changelings have a magical and a normal form, but no one can see their magical form as it truly is unless they enchant them first by infusing something with Glamour, such as a marujuana brownie, and giving it to the person or feeding it to them. Stuffing it down the person's throat counts too.

Changeling's powers are fueled by Glamour which can be acquired by reverie (hanging around creative people) or ravaging (being a bastard and breaking someone's heart). Many ravaging techniques bear a suspicious resemblence to how Youma drain energy...hmmm...

The Changelings are led by the Noble Sidhe, who tend to be of the Stuck Up Egotistical Snobs persuasion, backed up by the Trolls. They have a feudal society (trying to count the number of vendettas would strain a super computer) which centers around Freeholds, which are places where Fae don't have to worry about dropping dead from accidentally hearing the Backstreet Boys. No one ages within Freeholds, and their faerie magics are easier there. They follow a code of honor similar for obvious reasons to the Credo of Arcadian Chivalry.

A Typical Sidhe Noble:

Attributes: Strength: 3 Dex: 4 (Lithe) Stamina: 3 Perception: 2 Intelligence: 2 Wits: 3 Charisma: 4 (Regal) Manipulation: 3 Appearance: 5

Talents: Act Snooty 4 (Ramble on about one's bloodline), Alertness 2, Brawling: 2, Dodge: 2, Empathy: 1 Kenning 2 Live in the Past: 4 (Talk about the good old days) Make Speeches 3

Skills: Etiquette 3, High Ritual 2, Leadership 4 (Inspire Retainers), Melee 4 (Sword), Music 2, Pose Impressively 3

Knowledges: Changeling Lore 2, Changeling Politics 2, History 1

Virtues: Love 4, Justice 3, Hope 3, Courage: 4

Purity: 7 (Credo of Arcadian Chivalry)

Willpower: 7

Merchandising: Chimerical Enchanted Bronze Sword (can only effect people who have been enchanted) Strength + 5 damage, Chimerical Black Stallion, Magic Hair Gel (10 uses, grants +3 dice to any Look Good At All Times check)

Powers: Cool 4, Inspiration 3, Look Good At All Times 5, Sense Annoying Being 2, Speed 3, 1 Elemental Power at 3

A Typical Phooka Trickster:

Attributes: Strength: 2 Dex: 4 (Run For Your Life) Stamina: 3 Perception: 2 Intelligence: 3 Wits: 3 Charisma: 2 Manipulation: 4 (Set people up for trouble) Appearance: 3

Talents: Acting 2, Alertness 2, Athletics 2, Brawling: 2, Dodge: 2, Empathy: 4 (Figure out best jokes to play on them), Kenning 2, Shift Blame 2, Stage Elaborate Practical Jokes: 3

Skills: Animal Ken 3, Etiquette 1, Leadership 3, Music 1, Stealth 2, Survival 2

Knowledges: Changeling Lore 2, Comedian Lore 4 (Practical Jokers), Prank Lore 3

Virtues: Love 4, Justice 1 (reflects Phooka inability to tell the Truth, their Kith Hindrance), Hope 3, Courage: 3

Purity: 7 (Credo of being a pain in the butt)

Willpower: 5

Merchandising: Joy Buzzer (does no damage, but sure startles people), Idential salt and sugar containers, Spray Can of paint, Groucho Marx mask, Eight Track Player

Powers: The Phooka Transformation power turns them into an animal form; it only works when no one is looking. Cool 2, Sense Anal Being 2, Show up when least wanted 3, Speed 4, Taunt 3, Elemental: Illusions: 3, Gain Trust 3

A Typical psychotic Unseelie Redcap to be chopped into tiny bits before he has you for a snack:

Attributes: Strength: 5 (Pop heads like a zit) Dex: 2 Stamina: 4 (Can't spell Pain) Perception: 2 Intelligence: 1 Wits: 3 Charisma: 1 Manipulation: 4 (Scary) Appearance: 1

Talents: Alertness 3, Athletics 3, Brawling: 4 (Rip off Arms), Dodge: 2, Intimidation: 4 (Look at you funny)

Skills: Firearms 2, Melee 4 (Weapons with spikes), Stealth 2, Torture 3

Knowledges: Nightmare Realms Lore 2

Virtues: Love 1, Justice 1, Hope 3 (They have a rather twisted view of what a better place would be, though), Courage: 5 (Mostly due to stupidity)

Purity: 6 (They have the 'be a suicidal, homocidal maniac' part of the Chivalric code down...)

Willpower: 6

Merchandising: Blood stained cap (adds +3 to any roll to induce nausea or look thuggish), Nasty Sharp Pointy Thing (Does Strength + 5 damage, difficulty 6), half of a hubcap (being kept as a snack), 'Vote Buchanan in '96) Campaign button

Powers: Might 2, Show up when least wanted 4, Speed 2, Taunt 2, Toughness 3, Elemental: Earth: 1 (All Redcaps can eat anything)



Mage: The Ascension

Mages can countermagick Senshi powers using the appropriate spheres. Only Good Witches and Warlocks can try to countermagick Mage magick, but in some cases, Senshi can use their virtues to help resist them. Senshi do not get Paradox because they are pure of heart. So there. Maybe if you people didn't have NO Humanity, the universe wouldn't want to kick you in the head, eh?

If you don't possess Mage: The Ascension, go buy it! If your local gaming store has been turned into a Technocracy front, you can use the following stuff to try to portray them in your Senshi: The Merchandising games, until someone builds a new gaming store, bringing your town closer to Ascension.

There are four major factions of mages: The Traditions, the Technocracy, the Marauders, and the Nephandi. The Traditions are the usual protagonists of the game, seeking to restore the Mythic Age of the past so they can run wild with their magic, using peasants for experiments, using princes and cities as pawns in their games, and letting people suffer while they find the Buddha hiding in their navel. I mean, they want to free up the paradigm to enable humanity to ascend and the Mythic creatures to survive. The Technocracy, their opponents, are a bunch of jackbooted fascists (or noble self-sacrificing scientists, depending on who you ask and which Convention you encounter), who, like Banality, should be blamed for everything you don't like, whether or not it makes sense to blame them. They have taken up the unreformed Traditions' practices of experimenting on the peasants, manipulating society to their profit, and hiding in their Horizon Constructs and seeking the Buddha locked inside their navels' DNA. Or, if you can't stomach the idea that people might actually abuse science and that a conspiratorial organization which answers to no democratic control and believes itself driven by a higher good, might actually become corrupt, you can make them a shining beacon of order and reason against those nasty, evil Tradition mages, a group of heroic nice guys in black who would never ever do anything bad, because after all, everyone knows scientists are the nicest people in the world and would never develop anything like atomic weapons, mustard gas, the Nazi concentration camp ovens, or biological weapons. Certainly, the power of human rationality has never been used for purposes such as genocide, slavery, systematic oppression, and totalitarian dictatorship. No, under the banner of science we will march into the bright shiny future! Well, ehough sarcasm for one paragraph. The Marauders are simply insane mages who are fighting to bring back the Mythic Age by making a huge mess and refusing to take any responsibility for it. Imagine if Bugs Bunny and Daffy Duck could squeeze reality like clay and reshape it. Finally, you have the Nephandi, who are EEEEVVVIIILLLL with a capital E. They've sold themselves to the forces of Darkness, and now they seek to sow corruption and destruction everywhere. In other words, they've all tattooed a big bullseye on their forehead and put on a shirt that says 'Shoot me'.

Tradition mages will t