The Ladybug
Apex predator
Special abilities
Lucky charm:
When you toss your yo-yo into the air and call for the powers of
Skills
Brawl
Command
Name: Creativity, mark three Doom. Your yo-yo transforms into
something useful against the akuma.
Destroy
Concept: Reason
Miraculous cure: Study
Doom When you purify akuma, everything reverts back to normal and
everyone’s Doom is reduced by half rounded up .
( )
Track
When your doom fills up, choose one:
Exploit
• Your identity is exposed to someone you didn’t want to find out.
Born leader:
• A civilian you care about is hurt. Badly.
• You’ve lost your Miraculous.
Sway
When you bark orders at your allies and they abide, they act with
• You are dead, plain and simple.
D.
+1 Traverse
Then reset your Doom to zero.
O n the bri ht side: g
When creating a character,
assign four skill points. No
Harm Every time you su er Harm, reduce your Doom by one.
ff
skill may begin with a
rating
higher than 2 during
character
creation.
Mild:
Less effect: Battered, Drained, Distracted, Scared, Confused.
ust a coincedence:
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Things generally go your way. When they don’t, describe how you
Moderate: want them to go and mar
• Doom if it’s plausibl
1
k
-1D: Exhausted, Deep Cut to Arm, Concussion, Panicked, Seduced. • 2 Doom if it’s uestionabl
q e
• Doom if it’s atout craz
3 fl y
Severe: and it’ll work out ust fine.
Need help: Impaled, Broken Leg, Shot in Chest, Badly Burned, Terrified. Maybe a gun in enemy’s hand would am, a guard would be asleep
j
or the door would ust happen to be unlocked.
j
When an akuma shows up, make a Fortune roll.
K arma houdini:
6 Time to kick some asses. At the end of each session, reduce your Doom by two.
4/5 At least, you’re not going to die within next few seconds. Choose one: You can transform XP
without compromising your identity or you weren’t in the middle of something important.
At the end of each session, for each item below, mark 1 xp or 2 xp
1-3 You are between hell and high water. You’re unmasked, you can’t transform for whatever if that item occurred multiple times.
reason and you’re in danger. Right now. Damn your luck.
• You addressed a challenge with creativity and leadership.
• You struggled with issued caused by the burdens of your mask.
• You suffered from a very bad luck.
Taking action Skills Teamwork
When you do something risky, state your goal and choose a To do it, do it. If you want to roll Brawl, then get into a fight. If you want to • Assist: mark one Doom and give another player D. You +1
Skill that matches what your character is doing in fiction. The roll Evade, then get out of the harm’s way.
might also suffer
consequences from the roll. nly one person
O
GM will tell you your Position and Effect. Then, roll a D6 for may assist a roll.
D ifferent skills may be used to accomplish the same goal. This is by design. If
each point you have in that Skill and pick the highest.
you want to hurt someone with violence, you may use both Brawl or ead a group: roll for each character who participates in the
• L
If you have no points in that Skill, roll 2d6 and pick the lowest. Destroy, but it doesn’t mean they are the same thing. If you Brawl, you group action. The best single roll counts as the action result,
brawl – you employ your martial arts skills to your advantage, if you which
applies to every character that rolled. You mark one
Controlled position
Destroy, you aim to destroy and you fight with a reckless abandon. It Doom for each character who failed the roll.
You act on your terms. You exploit a dominant advantage. affects your position and effect and different skills may be more or less Protect: step in to suffer a consequence in the place of the
•
6 You do it. What’s next? effective, depending on the circumstances. other character.
You hesitate. Withdraw and try a different approach, • Brawl with an opponent in close • Study a place, a person or a text. Set up another character with your action. If you achieve it,
•
4/5 combat. any
team members who follow up get +1 effect or improved
or else do it with a minor complication. • Exploit weakness with dextrous
Destroy a place, an item or an manipulation or subtle position
You falter. Press on by seizing a Risky opportunity, or •
1-3 withdraw
and try a different approach. obstacle with savage force. misdirection.
Command swift obedience. Sway someone with your charm or
Risky position
• •
deception.
You go head to head. You act under fire. You take a chance. • Reason with someone using logic
and knowledge • Traverse across ground, rooftops
6 You do it. What’s next? or water.
• Track a target.
You do it, but there’s a complication, or you have
4/5
reduced effect, or both.
Pushing your luck
Things go south. You probably fail and a
1-3 When you really need something done, you may mark 2 Doom for +1D. Or,
complication occurs.
you may ask for the Devil’s Bargain.
Desperate position
The GM will tell you a price. If you take the deal, it occurs regardless of the
You overreach your capabilities. You're in serious trouble. outcome of the roll.
6 You manage to do it. What’s next?
4/5
You do it, but there’s a serious complication, or F ortune rolls
you have reduced effect, or both.
Sometimes, you can rely only on your luck. In such cases, the GM may ask
It’s the worst outcome. You probably fail and a you to make a Fortune roll: just roll a D6 for each blank space you have in
1-3 your Doom tracker, to a maximum of four.
serious complication occurs.
Fortune rolls don’t have a position nor effect, the GM will tell you what
happens next.
G reat effect: You achieve more than usual. How does the
extra effort manifest? What additional benefit do you enjoy?
Standard effect: You achieve what we’d expect as
“normal” with this action. Is that enough, or is there more left
to do?
Limited effect: You achieve a partial or weak effect. How is
your impact diminished? What effort remains to achieve your
goal?