Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Herp-Derp's change to Derp_Herps magical girl CYOA combat system 1.1:
- Change to HP: 10 + STR + 2xVIT
- 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
- 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
- 25-30:10 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
- Empowerment: you can empower your non-MAG rolls with mana 1.0:
- +3 to your rolling stat during action - 1 mana , 1 mana if your mag stat 10+
- +6 to your rolling stat during action - 2 mana , 2 mana if your mag stat 10+
- +10 to your rolling stat during action - 4 mana , 3 mana if your mag stat 14+
- Empowerment: you can empower your non-MAG rolls with mana 1.1:
- +3 to your rolling stat during action - 1 mana , at least 4 required in rolling stat
- +6 to your rolling stat during action - 2 mana , at least 6 required in rolling stat
- +10 to your rolling stat during action - 4 mana , at least 8 required in rolling stat
- This section is under construction.
- Power rules 1.2, not for test yet:
- Regeneration rule: You gain +1 HP/turn and +1 Mana/turn, you can double HP regen by using this 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, 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
- 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
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement