STYLE
A MATTER OF STYLE
MODELS use an
in-game currency called, Style Points.
Players earn Style Points for their M.O.D.E.L.S. by acting in ways that
celebrate their two natures: their super model and their super spy sides. All M.O.D.E.L.S. have Style points which can
be used to activate different awesome things in the game.
Style Points are an
in-game currency which the player earns in the following ways:
Be Super Extra
By choosing
to indulge in fun distractions, such as going out for a night of dancing or
having a mocha Frappuccino with the guys, the player earns one to three Style
Points for their respective M.O.D.E.L.S.
If the action stresses on your needs as a super model, or delays or
distracts you from your Mission, then it is an action where you are being super
extra. You can only Be Super Extra once per scene.
Alternately, instead of Style Points, you can also use this moment to describe
how it “fixes” or “heals” an appropriate Injury.
The GM has the final say on what reward you can avail when you Be Super Extra.
Being Stylish
Stress the rarity,
cost, or beauty of your current outfit during a scene. Highlight why the outfit
is notable, whether it is because it was by a name in the industry, or because
it is one of a kind. Stress how your outfit bounces the spotlights as you come
into view. Or how the world seemingly moves in slow motion as you turn to throw
the security guards a smile. Celebrate your style and you are rewarded a Style
Point in return. Being Stylish is highly recommended, and if the GM does not
reward you with a Style Point, another player might.
Accepting Failure
Rather than rolling
to see if you succeed in a Risky Action, you can earn two Style Points by
declaring how – despite your proficiency and reputation – things go awry, and
you fail in an action. This is perfect for mid-game scenes where the enemy
seemingly gets the upper hand before the heroes, at the end, save the day. You
do not suffer Injuries when you choose to Accept Failure. However, it would be only fair to roleplay how
the failure affects your agent appropriately.
Getting Hurt
Pain is a powerful
motivator. Whenever your character gets hurt from forces outside of their
control, such as from the hands of a nonPC, or from the environment, or events,
the player instantly earns a Style Point.
COLLECTING STYLE
POINTS
All M.O.D.E.L.S. can
store a number of Style Points equal to their X Factor plus 2. Any Excess Style
Points are lost at the end of a game session.
CELEBRATING STYLE
Given this is a
game about super styling fashionable spies, players are encouraged to come up
with ways their M.O.D.E.L.S. act fabulous and amazing.
Once per game
session, each player can award one other player a free Style Point (taken from
the supply, and not from their own M.O.D.E.L.S. Style Points). This is a good
way to reinforce fun role-playing, or to award the player for coming up with
something pretty cool for the story.
It is completely up
to the awarding player to decide why the other player deserves the free Style
Point. Award away and have fun!
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MODELS
Handling missions all around the globe, the M.O.D.E.L.S. will engage in various espionage missions that combine the thrilling tradecraft drama of spy stories with irreverent humor and stylish over-the-top action.
Available now on Drivethrurpg:
https://www.drivethrurpg.com/product/349402/MODELS