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- Herp-Derp's change to Derp_Herps magical girl CYOA combat system v.1.2-1.3:
- Your HP = 10 + STR + 2xVIT
- Max HP from VIT =30
- Max HP from STR =15
- Passive dmg negation: VIT/5 (down) - if you have 1-5 hp you negate 0 dmg, if you have 6-10 you negate 1 dmg etc. MAX 3 dmg negation, including MG costume
- Passive magical girl costume armor negation -1 dmg, doubled with enhanced outfit
- Change to Fighting:
- You can use only 1(one) dice set for damage per person.
- So if you have rolled: 1,2,1,5,4,2,1 you'll have to chose between 2x2 and 3x1
- But don't be afraid! You can store ONE excessive dice set for future uses. For now called "pocket set"
- The WxH of set you can store is determined by LUCK.
- Height of set you can store:
- 4 luck : 1-3
- 6 luck : 1-4
- 8 luck : 1-5
- 10 luck : 1-6
- The Width of set you can store:
- 5 luck : 2
- 7 luck : 3
- 9 luck : 4
- If you have set with bigger width than you can store part of it that you can.
- But what if you have only 4 luck? You can store one die in your pocket set, but you still need to have set of dice to store one of them inside.
- But what they use of die without set? You can merge your pocket set with your roll. So if you have rolled 1,1,2,5,6 and 2 in your pocket set(because you have not invested anything in luck) you can you 2x2 for attack and store 1 in pocket.
- You can't roll fate roll when failing attack roll, DM will roll your fate roll in when luck matters(i.e. surviving unexpected). You can't store sets from defense rolls.
- Everyone can attack at least once per turn. You roll defend every time you're attacked.
- Due to girls with less than 12 in stat failing to do anything:
- That's for STR,VIT or AGI rolls
- 1-2 :1 Die
- 3 :2 Dice
- 4-5: 3 dice
- 6-8: 4 Dice
- 9-11:5 Dice
- 12-14:6 Dice
- 15-17:7 Dice
- 18-21:8 Dice
- 22-25:9 Dice
- 26-30:10 Dice
- Mana: for usage of magic magical girl needs mana. your maximum Mana= MAG + VIT
- Mana regeneration- how much mana do you regenerate every turn:
- 1-7 MAG - 1 mana/turn
- 8-13 MAG - 2 mana/turn
- 14-19 MAG - 3 mana/turn
- 20-24 MAG - 4 mana/turn
- 25-30 MAG - 5 mana/turn
- Mag dice:
- 1-2 :2 Die -1 mana
- 3 :3 Dice -1 mana
- 4-5: 4 dice -1 mana
- 6-8: 5 Dice -2 mana
- 9-11:6 Dice -2 mana
- 12-14:7 Dice -3 mana
- 15-17:8 Dice -3 mana
- 18-21:9 Dice -4 mana
- 22-25:10 Dice -5 mana
- 25-30:11 Dice -6 mana
- >>>>>>>>>>>>>>>>>>>>>>Changes with version 1.2:
- >>>Clarification
- Just because it doesn't say that you can do X, doesn't mean you can't do it. Punch enemy so hard he will fly away? He's out for turn or two. Distract enemy and he'll have hard time evading attacks. Jump from the building on emey and it'll be harder for him to defend with STR, VIT or MAG, yet he wont suffer with AGI roll. So be creative or DM will let enemes be creative
- Turn:Every turn you act(it can be attack, or healing) once(unless specified that you can more), defend and regain mana. Turn ends when everyone involved rolled thier act rolls.
- Defense rolls:
- You roll defense roll every time you're attacked, if more lesser creatures attack, you can use only one defense roll against them.
- >>>Weapon if you have 2(two) weapons:
- For every weapon you have you can have attack roll and must use respective stat. Unless your dual weapons are Melee and Fists, than you can use 2(two) sets per attack, but roll ONLY ONCE PER TURN.
- Ranged always roll with AGI unless it's Dual weapons
- Mystic always roll with MAG unless it's Dual weapons
- Melee and Fists roll with STR unless it's Dual weapons
- But you can use your weapon differently, if you have imagination:
- 1.Bashing something with your Ranged weapon require STR roll
- 2.Throwing your weapon at someone require AGI roll
- etc.
- >>>Empowerment: you can empower your non-MAG rolls with mana 1.2:
- +3 to your rolling stat during action - 2 mana, at least 4 required in rolling stat and magic
- +5 to your rolling stat during action - 3 mana, at least 6 required in rolling stat and magic
- +7 to your rolling stat during action - 4 mana, at least 8 required in rolling stat and magic
- +9 to your rolling stat during action - 5 mana, at least 10 required in rolling stat and magic
- >>>Power rules 1.2 for test:
- Regeneration rule: You gain +2 HP/turn and +1 Mana/turn, you can double HP regen by using 2(two) mana regen
- Killing blow rule: roll your dice, if enemy defended with AGI and has higher set than you... you've missed. if he chose to defend with STR, MAG or VIT. Chose one of these options:
- 1. Triple your set DMG. Lose half of your dice for several turns
- 2. Deal DMG equal to twice as much mana as you have right now. Lose all your mana
- Focused assault rule: roll your dice, enemy needs +1 higher roll to block your attack. I.e. If you attack with 4x2, his 4x2 wont stop full damage, but 5x2 and 6x2 will. You use 1(one) extra mana for this attack and you can't perform it continuously
- Barrage rule: roll your dice, but Xd4(not Xd6) where X is number of dice you roll. You can use every set you get two times, but not more than one per target, you can target multiple enemies.
- Duplication:Create your duplicate.
- 1. They have your stats, except their HP=4, Mana =4, Maximum Magic < 11
- 2. They drain your mana
- 3. They can't store pocket rolls
- 4. They can't roll Fate rolls
- 5. You feel their pain
- Third eye rule:roll AGI check to spot illusions and magic.
- Tentacles rule: tentacles use your highest stat for rolls. They roll individually, you don't lose attack option that turn. If magical girl fails the defense roll(AGI must be rolled to evade them) against tentacles, they catch her.
- Phase 1(one) - magical girl can attack but suffers AGI defense rolls. STR and MAG rolls required to break free from tentacles
- Phase 2(two) - magical girl didn't broke free from tentacles, she can't attack anymore and has to roll STR and MAG rolls to break free
- Phase 3(three) - magical girl can't break free from them. Really sad if there is no friends to help.
- Attacking ensnared girl during phase 2(two) and 3(three) will break her free.
- If tentacles are repelled or destroyed they need time to regenerate
- Tentacles drain your mana:
- First use: 3 mana
- Phase 1(one) - 1 mana/turn, doubled for magical fueled tentacles
- Phase 2(two) - 2 mana/turn, doubled for magical fueled tentacles
- Phase 3(three) - 3 mana/turn, doubled for magical fueled tentacles
- >>>Perks rules 1.2:
- Dual weapon: weapon you have can roll with different stat(depending on what you've selected), see "two weapon" for more info.
- Enhanced weapon: Your weapon deals +1(one) damage per dice more in set if it passess defense roll of enemy
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> version 1.3:
- >>>Different magic schools
- Fire - You can target more enemies with your spells, burnt enemies will have hard time regenerating themselve, your attacks are also much stronger, you're raging fire. But be careful as anything get get through fire, so you can't defend with your fire magic(except for ice).
- +Target mupltiple enemies
- +you can change your dice from Xd6 on Xd8 for fire spells
- -You might fry your friends
- -can't defend with magic(unless you can comeup with some great idea how would you do it) from anything but ice magic
- Ice - You're good overall. You can Attack, debuff enemies, defend and create barriers and also ice structures, enemies will have hard time walking through them.
- +Can do anything
- -Not best at anything
- Air - Everyone else is too slow, maybe beside time mages. Blow away(or slow) enemy bullets and arrows, don't let enemies run with powerfull wind pinning them down. You can easily attack with your magic, debuff enemies
- (MAYBE?)+better buffs to agillity?
- +debuff enemies using strong winds
- +Even if enemy attacks hit you, they will carry less impact(as they lost it by going through wind)
- -Hard time defending with magic against non-projectile magic(How can someone evade gravity?)
- Spirit - Enemies need good luck, because you're behind 7000 spirits, those spirits can inform you about danger and will sacrificy themself for you. Ghost weapon can go through steel like butter
- +your empowerment ignors damage negetion
- +You have spirits for every job
- +Your spirits can do heavy lifting
- +They will defend you from enemy attacks
- -Your magic can't attack or defend on it's own, at all (If you can justify defending by spirit magic, I would try to hear it)
- Reinforcment - Best buffs, best shields, best heals, not that good attack.
- +You can empower you allies
- +You can heal them
- +put strong shields on them that block both magic and physical attack
- -Your magic can't attack on it's own
- -It's taxing(now ANY all your magic cost +1 more mana)
- ***
- ***
- Time - "Too slow" is your moto. Speed time, slow time, even stop time. But can't do anything past that
- +you alwas start first
- +By stopping time only you can act(you can do ZA WARUDO if you want)
- +Good debuffs or buffs
- -This magic can't attack or defend on it's own
- -stopping time is taxing(6 mana/turn)
- Lightning - Throw your lightning strikes on punny mortal or other magical girls. Your attacks are shocking, accurate but very taxing
- +empower anything to turn it into Xd8 dice and get double buff
- +your magic can boosted to Xd8 or Xd10 depending what you want
- +You get 3 more dice for magic rolls
- +/-Your barrage turn from Xd4 to Xd6
- -you can't use Xd6 for magic
- -your magic costs TWICE more(minimum 3 mana/turn)
- Sound - probably buffs, I duno
- +you play nice music
- -idk
- Darkness - https://www.youtube.com/watch?v=9kkjr4qcrkE
- +enemies can't see you if you're sneaky
- +you can see enemies
- +attacking from stealth is critical, duh
- -it's not like you can do with it past that
- that's enough for now
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