Supernatural Sub-Attributes


SAILOR SENSHI / KNIGHT SUB-ATTRIBUTES

For assigning supernatural powers to a Sailor Senshi or a Knight, please refer to pages 31-38 in the Sailor Moon RPG Resource Book, available from Guardians of Order.

Knight Armor (1 PP / level)

This is available to Knight characters as a subset of the "Item of Power" Sub-Attribute. For each level of this Sub-Attribute, the damage delivered to the Knight (physical, magical, or otherwise) is reduced by 5 points.

(See p. 35 and p. 124 of the Sailor Moon RPG Resource Book for more about Knight Armor.)

Level 1 - Damage is reduced by 5 points.
Level 2 - Damage is reduced by 10 points.
Level 3 - Damage is reduced by 15 points.
Level 4 - Damage is reduced by 20 points.
Level 5 - Damage is reduced by 25 points.
Level 6 - Damage is reduced by 30 points.

DARK WARRIOR SUB-ATTRIBUTES

For assigning supernatural powers to a Dark Villain or evil servant, please refer to pages 38-44 in the Sailor Moon RPG Resource Book, available from Guardians of Order.

3. SAMURAI TROOPER / RONIN WARRIOR SUB-ATTRIBUTES

==A. Ronin Weapon (2 PP / level)
(Relevant Stat: None)

Every Ronin Warrior needs a weapon to fight off evil. The Ronin Weapon also serves as a focal point from which he channels the Ronin Armor's Power to launch his Ronin Attack. While attacking with this weapon, the normal damage modifiers for physical combat do not apply, as these are not "non-magical weapons" (See p. 123 in the Sailor Moon RPG Resource Book) and because Samurai are trained specifically for armed combat rather than unarmed.
Level 1 - Weak Ronin Weapon. Damage Delivered is 1 * ACV.
Level 2 - Normal Ronin Weapon. Damage delivered is 1.5 * ACV.
Level 3 - Strong Ronin Weapon or two weak Ronin Weapons. 
	Damage delivered is 2 * ACV.
Level 4 - Very strong Ronin Weapon or two normal Ronin Weapons.
	Damage delivered is 2.5 * ACV.
Level 5 - Extremely strong Ronin Weapon or two strong Ronin
	Weapons. Damage delivered is 3 * ACV.
Level 6 - Primally-powered Ronin Weapon or two very strong Ronin Weapons. Damage delivered is 3 * ACV.

==B. Animal Guardian (1 PP / level)
(Relevant Stat: None)

See p. 32 in the Sailor Moon RPG Resource Book for details.

==C. Item of Power (2 PP / level)
(Relevant Stat: None)

See p. 35 in the Sailor Moon RPG Resource Book for details.

==D. Ronin Attack (4 PP / level)
(Relevant Stat: ACV)

Unlike the Sailor Senshi, a Samurai Trooper can only possess one magical attack. However, this single Ronin Attack is more powerful than an equivilent Sailor Senshi Attack. But, to use a Ronin Attack, the character must be in possession of his Ronin Weapon, and the Ronin Weapon must be powerful enough to handle the Ronin Attack. Also, a Ronin Attack is far more energy-intensive. The energy consumed is 15 * level, compared to 10 * level for a Sailor Senshi Attack.

Like a Sailor Senshi Attack, a Ronin Attack can be used to gain an advantage rather than deal damage (as with Sailor Mercury's "Shabon Spray," which clouds her opponent's vision).

Unlike a Sailor Senshi Attack, a Ronin Attack is always a one-shot event. It cannot be sustained over multiple combat rounds. (See p. 37 in the Sailor Moon RPG Resouce Book.)

Level 1 - Attack consumes 15 EP. Deals 15 damage or a small
	advantage to the character. Opponent defents at +1 
	penalty. Requires at least level 1 Ronin Weapon.
Level 2 - Attack consumes 30 EP. Deals 45 damage or a moderate
	advantage to the character. Opponent defents at +2 
	penalty. Requires at least level 2 Ronin Weapon.
Level 3 - Attack consumes 45 EP. Deals 90 damage or a good
	advantage to the character. Opponent defents at +3 
	penalty. Requires at least level 3 Ronin Weapon.
Level 4 - Attack consumes 60 EP. Deals 120 damage or a great
	advantage to the character. Opponent defents at +4 
	penalty. Requires at least level 4 Ronin Weapon.
Level 5 - Attack consumes 75 EP. Deals 180 damage or an extreme
	advantage to the character. Opponent defents at +5 
	penalty. Requires at least level 5 Ronin Weapon.
level 6 - Attack consumes 90 EP. Deals 225 damage or a primal
	advantage to the character. Opponent defents at +6 
	penalty. Requires at least level 6 Ronin Weapon.

==E. Combined Attacks (1 PP / level)
(Relevant Stat: Varies, usually Soul or ACV)

See p. 33-34 in the Sailor Moon RPG Resource Book for details. Ronin Warriors may combine attacks with Knights and Sailor Senshi. However, they may only combine attacks with A Dark Warlord of they themselves have the "Taint of Evil" Defect or if the Dark Warlord has the "Question of Loyalty" Defect. A Ronin Warrior cannot combine attacks with a Dark Warlord and a Knight or Senshi at the same time.

==F. Rejuvination (1 PP / level)
(Relevant Stat: Soul)

This deals with that adrenaline rush that happens in an intense moment. However, as the samurai do not fear death, the emotional intensity is not as intense as with a Knight or Sailor Senshi. (See p. 36 in the Sailor Moon RPG Resource Book for details.)
Level 1 - HP or EP increases by 5
Level 2 - HP or EP increases by 10
Level 3 - HP or EP increases by 15
Level 4 - HP or EP increases by 20
Level 5 - HP or EP increases by 25
Level 6 - HP or EP increases by 30

==G. Guardian Force (1 PP / level)
(Relevant Stat: Soul)

Ronin Armor is capable of protecting its wearer from inclement conditions. It kicks in of its own accord, without the consious effort of its wearer. [Rowan (Touma) was protected from the vacuum of space while in his armor, and Ryo was kept from drowning while battling Sekmet (Naaza) underwater.]

The opportunities for the Guardian Force to be activated are at the GM's discression. They activate if the player makes a successful Soul stat check.

Level 1 - Protects wearer from mild harm or conditions, or
	slightly softens the effects of worse.
Level 2 - Protects wearer from moderate harm or unfavorable
	conditions, or softens the effects of worse.
Level 3 - Protects wearer from harm or inclement conditions, 
	or softens the effects of worse.
Level 4 - Protects wearer from great harm or dangerous 
	conditions, or softens the effects of much worse.
Level 5 - Protects wearer from excessive harm or more hazardous
	conditions, or softens the effects of much worse.
Level 6 - Protects wearer from very excessive harm or extreme
	conditions, or softens the effects of a whole lot worse.

==H. Elemental Power (1 PP / level)
(Relevant Stat: None)

The Elemental Power of a Ronin Armor is a double-edged sword. On the one hand, it can add power to a Ronin Warrior when he is immersed in his element, but it can also weaken the Ronin Warrior when he is immersed in a opposing element. [Ryo's armor, connected to flame, became stronger when he faught Anubis (Shuten Doji) in a volcano. However, it was weakened while fighting Sekmet (Naaza) underwater.]

Elemental power affects the damage a Ronin Warrior can dish out, but also can affect their Attack and Defense Combat Value.

Level 1 - All Ronin Warrior's attacks are strengthened or 
	weakened by 5. 
Level 2 - All Ronin Warrior's attacks are strengthened or 
	weakened by 10. 
Level 3 - All Ronin Warrior's attacks are strengthened or 
	weakened by 15.
Level 4 - All Ronin Warrior's attacks are strengthened or 
	weakened by 20. CV increases or decreases by 1.
Level 5 - All Ronin Warrior's attacks are strengthened or 
	weakened by 25. CV increases or decreases by 2.
Level 6 - All Ronin Warrior's attacks are strengthened or 
	weakened by 30. CV increases or decreases by 3.

==I. Ronin Super Armor (3 PP / level)
(Relevant Stat: Soul or Mind)

It is possible for certain mystical armors to draw power from other armors. However, a Ronin Armor can only be upgraded into Super Armor by combining with a specific number of other armors. Also, when one or more Ronin Warriors give their power to energize a Super Armor upgrade, they give up their powers in the process (though they still may retain physical attack protection from the simple fact that their armor is still physically present). The Super Armor can be charged if and only if it recieves power from EXACTLY the right number of contributors.

In the absence of a sufficient number of Ronin Armors, certain substitutes can be made. The power of a Dark Warlord's Armor or the power of a Sailor Senshi or Knight can be used to drive the armor upgrade. A Dark Warlord can only contribute his armor's power if he has a "Question of Loyalty" or if the Ronin Warrior has been "Tainted by Evil."

All contributions towards the activation of Ronin Super Armor must be voluntary. However, the power contribution may be facillitated by other means, such as "Strenght of the Fallen" or a supernatural event like the Ancient's (Kaosu's) inter- vention.

Additionally, contributors to the power of Ronin Super Armor may override the armor wearer's wishes to not form the armor. To force the transformation, each contributor's force of will (Mind) or strength of heart (Soul) must overpower that of the Super Armor's wearer.

[Rowan (Touma), Sage (Seiji), Kento (Xiuli), and Cye (Shin) forced Ryo's Inferno Armor to form by overpowering his desire not to use the Inferno Armor.]

The player(s) wishing to force a Super Ronin Armor transformation must make a successful Mind or Soul Stat check (for whichever Stat is higher) modified by the difference between his or her Stat and the Super Armor host's Mind or Soul Stat (whichever is higher).

For example: Player 1 has Super Armor level 2, and his Stats are Soul = 5 and Mind = 6. Player 2 (higher Stat: Soul = 6) and Player 3 (higher Stat: Mind = 5) want to force the Super Armor transformation. Player 2 must make a successful Soul Stat check, with a -1 modifier to his dice roll. Player 3 must make a successful Mind Stat check with a +1 modifier to his roll. If either or both of them is unsuccessful, the forced power-up does not occur.

The Super Armor wearer now has a maximum EP of his or her own EP plus 20% for each contributor (round up). His Ronin Attack is powerd up, now doing 20% more damage per contributor (rounding up). However, it also costs 20% more EP (round up).

The formation of Super Armor costs each contributor 10 EP. Then, each contributor may give the host as many EP as they desire, up to the maximum allowed. Until the Super Armor is deactivated, the contributors have none of their powers.

The host Ronin Armor is altered in its appearence, though the wearer's Ronin Weapon may or may not change. [Ryo's Wildfire Armor is red, but transforms into a more elaborately-deorated white Inferno Armor, exchanging the Wildfire Swords for the Soul Swords of Fervor, which look and function very similarly.]

To form the Ronin Super Armor, all power contributions must be made at once. If formed while in a combat situation, all contributors and the host must forfeit their combat actions in a single round. Formation of the super armor occurs during the earliest contributor's action. That is, it is executed during the turn of the player who rolls the highest total for his or her initiative roll.

Level 1 - Super Armor activation requires power from 1 other
	character. 
Level 2 - Super Armor activation requires power from 2 other
	characters.
Level 3 - Super Armor activation requires power from 3 other
	characters.
Level 4 - Super Armor activation requires power from 4 other
	characters.
Level 5 - Super Armor activation requires power from 5 other
	characters.
Level 6 - Super Armor activation requires power from 6 other
	characters.

4. MASHOU / DARK WARLORD SUB-ATTRIBUTES

==A. Primary Warlord Weapon (2 PP / level)
(Relevant Stat: None)

The Warlord Weapons opperate in much the same way as Ronin Weapons. They act as the focal points in launching Warlord Attacks.
Level 1 - Weak Warlord Weapon. Damage Delivered is 2 * ACV.
Level 2 - Standard Warlord Weapon. Damage delivered is 
	2.5 * ACV.
Level 3 - Strong Warlord Weapon. Damage delivered is 3 * ACV.
Level 4 - Very strong Warlord Weapon. Damage delivered is 
	3.5 * ACV.
Level 5 - Extremely strong Warlord Weapon. Damage delivered 
	is 4 * ACV.

==B. Secondary Weapons (2 PP / level)
(Relevant Stat: None)

Dark Warlords may carry additional weapons with them, though the power of their mystical armor does not surge through them as much as with their Primary Warlord Weapon. Sometimes, however, a Warlord instead possesses copies of his Primary Warlord Weapon. In the case of a normal secondary weapon, the normal damage modifiers apply. (See "Deliver Damage," p. 123 of the Sailor Moon RPG Resource Book.)

[Kale (Anubis) does not have the same powers in his claw as in his Sword of Darkness (level 1). Sekmet (Naaza) owns six Swords of Venom, and each of them contains the same power (level 6).]

Level 1 - One non-magical weapon.
Level 2 - Two non-magical weapons, or one copy of Primary
	Warlord Weapon.
Level 3 - Three non-magical weapons or two copies of Primary
	Warlord Weapon.
Level 4 - Four non-magical weapons or three copies of Primary
	Warlord Weapon.
Level 5 - Five non-magical weapons or four copies of Primary
	Warlord Weapon.
Level 6 - six non-magical weapons or five copies of Primary
	Warlord Weapon.

==C. Personality Influence (3 PP / level)
(Relevant Stat: Soul, but could vary.)

Dark Warlords can tap into the evil that rests within every human being. They can bring the darker side of people's psyche to the surface in the same way that a Knight can influence people's emotions.

Success may depend on a stat check (GM's discression). [Dais (Rajura) has influence over Illusion, and can affect people with a low Mind stat. Sekmet (Naaza) deals in Venom, which has greater affect on those with a lower Body stat.]

Personality Influence may also be more difficult against a Ronin Warrior or Dark Warlord whose Special Trait is in direct opposition to the type of evil in question. [For example, Anubis' (Shuten Doji's) Cruelty against Ryo's Jin (Benevolence) trait is less effective than against Cye's (Shin's) Shin (Trust) or Sekmet's (Naaza's) Nin (Serene endurence).]

Level 1 - Little control over a person's evil nature. 
Level 2 - Moderate control over a person's evil nature. 
Level 3 - Good control over a person's evil nature. 
Level 4 - Great control over a person's evil nature. 
Level 5 - Extreme control over a person's evil nature. 
Level 6 - Primal control over a person's evil nature. 

==D. Environmental Control (4 PP / level)
(Relevant Stat: Soul)

See p. 39-40 in the Sailor Moon RPG Resource Book for details.

==E. Summon / Control Servant (2 PP / level)
(Relevant Stat: Soul)

See p. 44 in the Sailor Moon RPG Resource Book for details.

==F. Warlord Attack (4 PP / level)
(Relevant Stat: ACV)

As with the Ronin Attack, a Dark Warlord focuses the power of his armor through his Primary Warlord Weapon (or a copy thereof). Without it, the attack cannot be launched.

The attack can be used to deliver damage or to obtain an advantage in battle. [Dais' (Rajura's) attack can be used to attack or to restrain his opponents.]

Sustaining the attack over the course of more than one combat round halves the EP requirement for the second and successive rounds, rounding up. (See p. 37 and p. 42 in the Sailor Moon RPG Resource Book for more on sustaining attacks.)

Level 1 - Attack consumes 15 EP. Deals 15 damage or a small
	advantage to the character. Requires at least level 1
	Warlord Primary Weapon.
Level 2 - Attack consumes 30 EP. Deals 45 damage or a small
	advantage to the character. Requires at least level 2
	Warlord Primary Weapon.
Level 3 - Attack consumes 45 EP. Deals 90 damage or a good
	advantage to the character. Requires at least level 3 
	Warlord Primary Weapon.
Level 4 - Attack consumes 60 EP. Deals 120 damage or a great
	advantage to the character. Requires at least level 4 
	Warlord Primary Weapon.
Level 5 - Attack consumes 75 EP. Deals 180 damage or an extreme
	advantage to the character. Requires at least level 5 
	Warlord Primary Weapon.
level 6 - Attack consumes 90 EP. Deals 225 damage or a primal
	advantage to the character. Requires at least level 6 
	Warlord Primary Weapon.

==G. Combined Attacks (2 PP / level)
(Relevant Stat: Varies, usually Soul or ACV)

See p. 33-34 in the Sailor Moon RPG Resource Book for details.

Dark Warlords may combine attacks with each other freely. However, they may only combine attacks with a Ronin Warrior if they themselves have the "Question of Loyalty" Defect or if the Ronin Warrior has the "Taint of Evil" Defect. A Ronin Warrior cannot combine attacks with a Dark Warlord and a Knight or Senshi at the same time.

==H. Elemental Connection (1 PP / level)

This Sub-Attribute gives the Dark Warlord's mystical armor and Warlord Attack elemental properties. At higher levels, it allows them to draw power from their environment if they are immersed in their element.

Like Ronin Armor Elemental Power, it can be a double-edged sword in an opposing or overpowering elemental environment, or when an opposing elemental attack is made.

Level 1 - Warlord Armor and Warlord Attack have weak elemental
	properties.
Level 2 - Warlord Armor and Attack have moderate elemental
	properties. Armor adds or subtracts 5 from elemental
	attack damage from opponents.
Level 3 - Warlord Armor and Attack have moderate elemental
	properties. Armor adds or subtracts 10 from opponent's
	elemental attack damage. Character adds or subtracts 
	5 to all his attack damage within an elemental environment.
Level 4 - Warlord Armor and Attack have strong elemental
	properties. Armor adds or subtracts 10 from opponent's
	elemental attack damage. Character adds or subtracts 
	10 to all his attack damage within an elemental environment.
Level 5 - Warlord Armor and Attack have extreme elemental
	properties. Armor adds or subtracts 15 from opponent's
	elemental attack damage. Character adds or subtracts 
	10 to all his attack damage within an elemental environment.
Level 6 - Warlord Armor and Attack have primal elemental
	properties. Armor adds or subtracts 15 from opponent's
	elemental attack damage. Character adds or subtracts 
	15 to all his attack damage within an elemental environment.

==I. Warlord Super Armor (3 PP / level)
(Relevant Stat: Soul or Mind)

Like some Ronin Armors, some Warlord Armors are capable of drawing power from other mystical armors. However, Warlord Armor can draw strength from combining a variable number of armors. The contributors of the mystical armor power lose their powers as well as the physical presence of their full armor regalia, being reduced down to their Sub-Armor.

Other Dark Warlords may contribute their armor voluntarily, and so may Ronin Warriors if the host and contributor have the proper Character Defects (See "Tainted by Evil" and "Question of Loyalty" in the "YOROIDEN DEFECTS" section.)

Dark Warlords with Super Armor capability may also steal the power of other armored warriors. (No Defects are neccessary for a Ronin Warrior ro have his or her armor's power stolen.) Doing so, however, requires that the Warlord overwhelm his target's with force of will (Mind) or strength of heart (Soul).

[Talpa (Arago) stole the armor's power from his servants: Kale (Anubis), Anubis (Shuten), Dais (Rajura), and Sekmet (Naaza). Later, he also stole the Ronin Armors of Sage (Seiji), Kento (Xiuli), Cye (Shin), Rowan (Touma), and Ryo.]

The player(s) wishing to steal another player's mystical armor power must make a successful Soul Stat check, modified by the difference between his or her Stat and the target's Mind or Soul Stat (whichever is higher).

For example: Player 1 (Soul = 6) has Super Armor level 2. He wishes to steal the armors of Player 2 (higher Stat: Soul = 7) and Player 3 (higher Stat: Mind = 5). Against Player 2, he must make a successful Soul Stat check, with a +1 modifier to his dice roll. Against Player 3, he must must make a successful Soul Stat check with a -1 modifier to his roll. For each successful stat check, he can steal their armor.

The Warlord Super Armor wearer now has a maximum EP of his or her own EP plus 20% for each willing or unwilling contributor (round up). The super-charged Dark Warlord now has access to the contributors' Ronin or Warlord Attacks.

The formation of Super Armor costs each willing contributor 10 EP. Stealing mystical armor costs the host 20 EP per theft. Each voluntary contributor may give the host as many EP as they desire, up to the maximum allowed. Until the Super Armor is deactivated, the contributors have none of their powers.

If mystical armor power is stolen in combat, the theft uses one combat action. Beyond that, willing contributors to the Warlord Super Armor must use their combat action to do so. All contributions need not be made all at once. The effects are cumulative with each armor gained until the Warlord Super Armor is dissolved.

The original owner of a mystical armor's power can reclaim it if it has been stolen. It must be won by force of will (Mind) or strength of heart (Soul). The armor power's owner must make a successful Soul Stat or Mind Stat check (whichever Stat is greater, modified by the difference between his or her Stat and the super-charged Warlord's Soul Stat.

Unlike the Ronin Super Armor, the Warlord's armor does not change in appearence when absorbing the power of other armors.

Level 1 - Warlord may combine armors with 1 other character.
	It may be stolen. 
Level 2 - Warlord may combine armors with 2-3 other characters.
	Up to 2 may be stolen. 
Level 3 - Warlord may combine armors with 4-5 other characters.
	Up to 3 may be stolen.
Level 4 - Warlord may combine armors with 6-7 other characters.
	Up to 4 may be stolen.
Level 5 - Warlord may combine armors with 8-9 other characters.
	Up to 5 may be stolen.
Level 6 - Warlord may combine armors with 10-11 other characters.
	Up to 6 may be stolen.


Created Feb. 21, 2001
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