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| Experience Points & Drama Points | |||||||
| Episode | Cam | Chloe | Jamie | Gloria | Maia | Pen | Roland |
| 2.01 - The First Day of the Rest of Your Life (Part 1) | X | X | -- | X | X | X | X |
| 2.02 - The First Day of the Rest of Your Life (Part 2) | 5 | 4 | -- | 5 | 5 | 5 | 4 |
| 2.03 - The Season of the Wolf | 3 | 2 | 2 | 2 | 3 | 3 | 3 |
| 2.04 - Boy, Girl, Boy, Girl | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 2.05 - Missing You | 1 | 1 | 1 | 1 | - | 1 | 1 |
| 2.06 - Love and War | 2 | 1 | 2 | 1 | 2 | 2 | 1 |
| 2.07 - Nine-Tenths of The Law | 2 | 1 | 1 | 2 | 2 | 1 | 1 |
| Drama Point Stunts | |
| These stunts are intended to supplement the listings in the Core Rulebook (pg. 127-129). As always, the Director reserves to right to allow or disallow the invocation of any DRS for purely arbitrary reasons. Nyah, nyah, nyah. | |
| Back Against the Wall costs 2 DP |
The defensive counterpart to Righteous Fury(CR, p.128), BatW allows an outnumbered, outgunned, outsworded Cast Member (or Villain - remember, baddies get DP too!) to get truly defensive. It costs 2 Drama Points to invoke BatW and the Cast Member thereafter adds a +4 to all Defensive rolls for the duration of the combat, or until the tables have turned substantially in your favor. The amazing effect of BatW stack with Heroic Feats and most other DPS' as well.
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| Look Behind You! costs 1 DP |
Just that. If you win a contest pitting your INT+Influence against your opponent's Brains Score, he falls for the ancient gag and does, indeed, turn around to see [whatever you claimed was behind him]. Now's the time to put the boot in, just in case you missed that page in the "Fighting Dirty for Dummies!" book.
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| With Friends Like These costs 1 DP |
Play this DPS immediately against any attack which you've successfully Dodged or Parried. It allows you to direct that attack against any foe who's within range - presumably one of your attacker's buddies.
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| No 'I' in Team costs 2 DP |
This DPS allows you to 'give' someone a Drama Point. It's especially useful for saving Extras and Supporting Cast, who can run out of Drama Points in a bigger hurry even than Heroes (and who start off with far fewer as well).
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| Combat & Weapon Cards | |
| Set-Up Maneuvers | |
| Hand-To-Hand Attack Maneuvers | |
| Attack Modifiers | |
| Defensive Maneuvers | |
| Hand-to-Hand Weapons | |
| Ranged Weapons | |
| New Qualities & Drawbacks | |
| Animal Empathy 1-point Quality |
Animals, both domestic and wild, tend to react to you better than they would otherwise. You're never been attacked by anything that wasn't trained to do so, or really, really provoked. You have an easy time befriending, gaining the trust of, and training animals. You get an automatic bonus of +2 to Influence rolls against animals, and should you ever acquire the Wild Card skill Horseback Riding, you'll enjoy a +1 bonus to that as well.
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| Animal Hatred 1-point Drawback |
This is pretty much the opposite of Animal Empathy. Animals hate you. Could be it's your smell, your vibe, the Dalmatian-skin coat you're wearing. Whatever. Exactly how they react to you depends on the animal. Those inclined to attack will attack you first - almost guaranteed. Those inclined to flee will do so instantly. Well trained animals will cower, snarl, snap, hide behind their owners... You don't have pets, your local Werewolf snubs you even when he's in human form, and it's recommended you not seek employment as a rodeo clown. Deal.
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| Cool Head 1-point Quality |
This Quality has elements of both Fast Reaction Time and Nerves of Steel. You get a +2 bonus to resist Fear Checks, and you roll Initiative as though your Dexterity was 2 points higher than it is. You're not as icy-calm as the folks with Nerves of Steel, but you generally are the first person to say, "Hey, wait a second...".
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| Dazed & Confused 2-point or 6-pointDrawback |
The world doesn't look the same to you as it does to everybody else. Maybe you were born that way, or maybe you suffered a severe trauma which bent your outlook. You may hallucinate. For either level of this Drawback, the Director may tell you something completely different from what he tells the other players - and that's how the universe looks, viewed through your uniquely warped perspective. Some medications can help control this Drawback.
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| Deadly Accurate 5 or 10-point Quality |
With your favorite ranged weapon in hand, you can hit a gnat's ass from a roller-coaster - in the dark. If you play a "Take Aim" card before firing, you double the appropriate combat skill when you roll to hit. (It doesn't matter if you fail the Taking Aim roll and the Set-Up maneuver nets you no bonus - you still get to double your effective Skill Level. You're just that good!)
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| Impatient 2-point Drawback |
Spike: "I had a plan." Angel: "You? A plan?" Spike: "Yeah. Smart, carefully laid out. But I got bored. All that watching, waiting. My legs started to cramp." Angel 1.3 "In The Dark" You have a classic case of Attention Deficit Disorder. Anytime you are forced to wait for something, you must make a Willpower (doubled) roll to avoid abandoning the plan and pursuing a swifter resolution. This makes undercover operations and stakeouts problematic for you and your allies.
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| In Touch With The Powers That Be 7-point Quality |
You have a direct link to the Powers That Be - or, more accurately, they have a direct link to you. We're not talking some wimpy visions, like the celestial version of Instant Messenger. In your case, the PTB hunt you up personally in all sorts of human guises (Cute Guy On The Bus PTB, Soccer Mom PTB, Profound Civil Servant PTB) to give you assignments. They also may (mind you, may) stick around to answer questions and debrief you after you've completed these little jobs, and generally engage in some Delphic banter. As a benefit of this occasional wisdom, you get the equivalent of +2 to Occultism and +1 to Knowledge due to the advice they offer, and you can count the PTB as a 2-point Contact. (You know how to get in touch with them, but even though they're almost omniscient, they're still not so good with the Straight Answer, which reduces their Contact-value.) Also, you get 2 levels of Good Luck, a handy little perk for fighting the Good Fight on an "on-call" basis.
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| Painfully Optimistic 1 to 3-point Drawback |
You want everyone you meet to be happy and will go out of your way to make them happy, especially close friends. Whenever the character with this drawback encounters a person who's in a funk for whatever reason, you have to make a Willpower (doubled) roll, with a negative modifier equal to the level of this drawback, or you'll do something either humorous/annoying in an attempt to cheer up the person up. All attempts to influence someone in these deep funks, even in an attempt to aid a player through "The Agony that is Life", suffer a negative modifier equal to the level of this drawback. |
| Reduced Sleep Variable Quality |
The average person needs eight hours of sleep a night, pretty much every night, or they'll begin to suffer the effects of accumulating fatigue. After a few days of shorting the "ZZZ's" and tempers fray, concentration wanes, health will fail (eventually) - anyone who's attended college can describe for you the symptoms of sleep deprivation first-hand! If you have this this Quality, you can get by on less sleep each night - sometimes a lot less. For each 1-point level of this Quality you've purchased, you'll need one hour less sleep per night to feel chipper and refreshed and live your life without hassle. Normal human beings can buy a maximum of 5 levels of Reduced Sleep - even the true freaks of the world need a couple hours of down-time every night.
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| Run Like Hell 1-point Quality |
You're fleet of foot - not "faster than a speeding bullet"-fast but definitely track-team, Varsity-sprinter, urban-purse-snatcher-type fast. In situations where the Director isn't tracking movement by numbers, you simply can outrun any opponent who lacks this Quality - no test needed. You're just that fast. Lesser mortals chasing you had better know the terrain a lot better than you do or be prepared to run into an ambush you've had plenty of time to plan as you jogged to safety in a leisurely fashion. If the Director is tracking movement by numbers, any time you declare that you're accelerating to an All-Out Run, add 10 Yards per Turn to your Move score. |
| Stoner Logic 3-point Quality |
Your brain only reaches it's proper working tremperature while you're getting 'baked'. You possess the ability to stumble onto the solution of a given problem through divine chemical inspiration. (Or sheer luck, depending on who you ask.) To represent this in the Unisystem, you gain a temporary +2 to intelligence while stoned, as well as a +1 to research rolls. It is important to note that this quality only comes into play when you're stoned - otherwise there's no effect.
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| Wheels 2-point Quality |
Scooter: "And I'm the band's manager!" Kermit: "Is that because you're the man with the connections?" Scooter: "No, it's because I'm the man with The Van!" The Muppet Movie In your group, you're the Man with The Van.(Or the coupe, or the SUV or whatever.) You've got Wheels, you don't have to beg anyone else for the keys, and they're a nicer set of Wheels than folks would expect given your socio-economic level. Your wheels are your pride and joy - it's sort of a self-image thing. You may even Obsess over your machine.(Mental Problems: Obsession) This Quality confers 1 level of Driver skill and also requires you to buy one more (at least). You also get +1 to any Mr. Fix-It test on your vehicle - though not necessarily on anyone else's... |
| Experience Points & Drama Points |