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Herp_Deprs MGCYOA v.1.2-1.3

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Sep 25th, 2015
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  1. Herp-Derp's change to Derp_Herps magical girl CYOA combat system v.1.2-1.3:
  2.  
  3. Your HP = 10 + STR + 2xVIT
  4. Max HP from VIT =30
  5. Max HP from STR =15
  6.  
  7. 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
  8. Passive magical girl costume armor negation -1 dmg, doubled with enhanced outfit
  9.  
  10.  
  11. Change to Fighting:
  12. You can use only 1(one) dice set for damage per person.
  13. So if you have rolled: 1,2,1,5,4,2,1 you'll have to chose between 2x2 and 3x1
  14.  
  15. But don't be afraid! You can store ONE excessive dice set for future uses. For now called "pocket set"
  16. The WxH of set you can store is determined by LUCK.
  17. Height of set you can store:
  18. 4 luck : 1-3
  19. 6 luck : 1-4
  20. 8 luck : 1-5
  21. 10 luck : 1-6
  22.  
  23. The Width of set you can store:
  24.  
  25. 5 luck : 2
  26. 7 luck : 3
  27. 9 luck : 4
  28.  
  29. If you have set with bigger width than you can store part of it that you can.
  30. 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.
  31. 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.
  32.  
  33. 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.
  34.  
  35. Everyone can attack at least once per turn. You roll defend every time you're attacked.
  36.  
  37. Due to girls with less than 12 in stat failing to do anything:
  38. That's for STR,VIT or AGI rolls
  39. 1-2 :1 Die
  40. 3 :2 Dice
  41.  
  42. 4-5: 3 dice
  43. 6-8: 4 Dice
  44. 9-11:5 Dice
  45. 12-14:6 Dice
  46. 15-17:7 Dice
  47. 18-21:8 Dice
  48.  
  49. 22-25:9 Dice
  50. 26-30:10 Dice
  51.  
  52. Mana: for usage of magic magical girl needs mana. your maximum Mana= MAG + VIT
  53. Mana regeneration- how much mana do you regenerate every turn:
  54. 1-7 MAG - 1 mana/turn
  55. 8-13 MAG - 2 mana/turn
  56. 14-19 MAG - 3 mana/turn
  57. 20-24 MAG - 4 mana/turn
  58. 25-30 MAG - 5 mana/turn
  59.  
  60. Mag dice:
  61. 1-2 :2 Die -1 mana
  62. 3 :3 Dice -1 mana
  63.  
  64. 4-5: 4 dice -1 mana
  65. 6-8: 5 Dice -2 mana
  66. 9-11:6 Dice -2 mana
  67. 12-14:7 Dice -3 mana
  68. 15-17:8 Dice -3 mana
  69. 18-21:9 Dice -4 mana
  70.  
  71. 22-25:10 Dice -5 mana
  72. 25-30:11 Dice -6 mana
  73.  
  74.  
  75. >>>>>>>>>>>>>>>>>>>>>>Changes with version 1.2:
  76.  
  77. >>>Clarification
  78. 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
  79.  
  80.  
  81. 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.
  82.  
  83.  
  84. Defense rolls:
  85. You roll defense roll every time you're attacked, if more lesser creatures attack, you can use only one defense roll against them.
  86.  
  87.  
  88.  
  89. >>>Weapon if you have 2(two) weapons:
  90. 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.
  91. Ranged always roll with AGI unless it's Dual weapons
  92. Mystic always roll with MAG unless it's Dual weapons
  93. Melee and Fists roll with STR unless it's Dual weapons
  94.  
  95. But you can use your weapon differently, if you have imagination:
  96. 1.Bashing something with your Ranged weapon require STR roll
  97. 2.Throwing your weapon at someone require AGI roll
  98. etc.
  99.  
  100.  
  101. >>>Empowerment: you can empower your non-MAG rolls with mana 1.2:
  102. +3 to your rolling stat during action - 2 mana, at least 4 required in rolling stat and magic
  103. +5 to your rolling stat during action - 3 mana, at least 6 required in rolling stat and magic
  104. +7 to your rolling stat during action - 4 mana, at least 8 required in rolling stat and magic
  105. +9 to your rolling stat during action - 5 mana, at least 10 required in rolling stat and magic
  106.  
  107.  
  108. >>>Power rules 1.2 for test:
  109. Regeneration rule: You gain +2 HP/turn and +1 Mana/turn, you can double HP regen by using 2(two) mana regen
  110.  
  111. 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:
  112. 1. Triple your set DMG. Lose half of your dice for several turns
  113. 2. Deal DMG equal to twice as much mana as you have right now. Lose all your mana
  114.  
  115. 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
  116.  
  117. 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.
  118.  
  119. Duplication:Create your duplicate.
  120. 1. They have your stats, except their HP=4, Mana =4, Maximum Magic < 11
  121. 2. They drain your mana
  122. 3. They can't store pocket rolls
  123. 4. They can't roll Fate rolls
  124. 5. You feel their pain
  125.  
  126. Third eye rule:roll AGI check to spot illusions and magic.
  127.  
  128.  
  129. 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.
  130. Phase 1(one) - magical girl can attack but suffers AGI defense rolls. STR and MAG rolls required to break free from tentacles
  131. 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
  132. Phase 3(three) - magical girl can't break free from them. Really sad if there is no friends to help.
  133.  
  134. Attacking ensnared girl during phase 2(two) and 3(three) will break her free.
  135. If tentacles are repelled or destroyed they need time to regenerate
  136. Tentacles drain your mana:
  137. First use: 3 mana
  138. Phase 1(one) - 1 mana/turn, doubled for magical fueled tentacles
  139. Phase 2(two) - 2 mana/turn, doubled for magical fueled tentacles
  140. Phase 3(three) - 3 mana/turn, doubled for magical fueled tentacles
  141.  
  142.  
  143.  
  144. >>>Perks rules 1.2:
  145.  
  146. Dual weapon: weapon you have can roll with different stat(depending on what you've selected), see "two weapon" for more info.
  147.  
  148. Enhanced weapon: Your weapon deals +1(one) damage per dice more in set if it passess defense roll of enemy
  149. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> version 1.3:
  150.  
  151. >>>Different magic schools
  152.  
  153. 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).
  154. +Target mupltiple enemies
  155. +you can change your dice from Xd6 on Xd8 for fire spells
  156. -You might fry your friends
  157. -can't defend with magic(unless you can comeup with some great idea how would you do it) from anything but ice magic
  158.  
  159. 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.
  160. +Can do anything
  161. -Not best at anything
  162.  
  163. 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
  164. (MAYBE?)+better buffs to agillity?
  165. +debuff enemies using strong winds
  166. +Even if enemy attacks hit you, they will carry less impact(as they lost it by going through wind)
  167. -Hard time defending with magic against non-projectile magic(How can someone evade gravity?)
  168.  
  169. 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
  170. +your empowerment ignors damage negetion
  171. +You have spirits for every job
  172. +Your spirits can do heavy lifting
  173. +They will defend you from enemy attacks
  174. -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)
  175.  
  176. Reinforcment - Best buffs, best shields, best heals, not that good attack.
  177. +You can empower you allies
  178. +You can heal them
  179. +put strong shields on them that block both magic and physical attack
  180. -Your magic can't attack on it's own
  181. -It's taxing(now ANY all your magic cost +1 more mana)
  182.  
  183. ***
  184. ***
  185. Time - "Too slow" is your moto. Speed time, slow time, even stop time. But can't do anything past that
  186. +you alwas start first
  187. +By stopping time only you can act(you can do ZA WARUDO if you want)
  188. +Good debuffs or buffs
  189. -This magic can't attack or defend on it's own
  190. -stopping time is taxing(6 mana/turn)
  191.  
  192. Lightning - Throw your lightning strikes on punny mortal or other magical girls. Your attacks are shocking, accurate but very taxing
  193. +empower anything to turn it into Xd8 dice and get double buff
  194. +your magic can boosted to Xd8 or Xd10 depending what you want
  195. +You get 3 more dice for magic rolls
  196. +/-Your barrage turn from Xd4 to Xd6
  197. -you can't use Xd6 for magic
  198. -your magic costs TWICE more(minimum 3 mana/turn)
  199.  
  200. Sound - probably buffs, I duno
  201. +you play nice music
  202. -idk
  203.  
  204. Darkness - https://www.youtube.com/watch?v=9kkjr4qcrkE
  205. +enemies can't see you if you're sneaky
  206. +you can see enemies
  207. +attacking from stealth is critical, duh
  208. -it's not like you can do with it past that
  209.  
  210. that's enough for now
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