Advertisement
Guest User

madBrewer's MGCYOA rules v.1.3.5-1.4.0

a guest
Sep 28th, 2015
753
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.43 KB | None | 0 0
  1. madBrewers change to Derp_Herps magical girl CYOA combat system v.1.3.5-1.4, now you don't need to read Derp_Herps rules:
  2.  
  3. Combat will be resolved through the monstrous version of One-Roll Engine (ORE), Legend of the Wulin with a pinch of other rules books and some voodoo bullshit to make it all working.
  4.  
  5.  
  6. 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
  7. Basics:
  8.  
  9. To conduct an action, you roll a number of d6 dice and look for matching dice rolls, if there are no matching dice rolls, the action fails.
  10.  
  11. If there are multiple matching dice rolls, you can choose ONLY 1(ONE) you want for a particular action.
  12.  
  13. (W)Width: Number of matching dice from a roll.
  14. (H)Height: The value of the matching dice from a roll.
  15.  
  16. Width indicates speed, priority and raw power.
  17. Height indicates quality, finesse, and accuracy.
  18.  
  19. This abbreviated as WxH.
  20.  
  21. For each stat (STR, VIT, MAG, AGI, LUK) look at the total value of that stat and assign a corresponding number of d6 dice as indicated above.
  22.  
  23. (STR) STRENGTH: determines physical and lifting capability.
  24. (VIT) VITALITY: determines physical health, endurance and toughness.
  25. (MAG) MAGIC: determines overall magical capability
  26. (AGI) AGILITY: determines speed, dexterity and hand-eye coordination
  27. (LUK) LUCK: determines luckiness, fate and probability manipulation
  28.  
  29. Each combat round works like this:
  30. 1.)AGI determines in what order players act. From highest AGI to lowest, but other factors can influence order, such as different magic schools, successful ambush, etc. Player can also wait and act with another person.
  31.  
  32. Turn:Every turn you have one(unless specified that you can more) MAJOR act(it can be attack, or healing, or summoning. Basically something important) and one MINOR act(Empowering, cursing or distracting enemies), defend and regain mana, HP(regeneration rule). Turn ends when everyone involved rolled their Major action rolls, player can skip their action rolls if he wants.
  33. 2) Declare: Everybody declares an action
  34. Player assigns combat stat for an attacking roll and combat stat to an defense roll.
  35. Only one stat (STR, VIT, AGI, MAG) can be assigned to an combat roll, but the roll can be influnced by other(Empower rule).
  36. This is default, specialties, perks and magical powers may adjust the number of attack rolls.
  37.  
  38. 2) Roll: Roll dice equal the sum of your assigned stat and empowement.
  39. Players are not hard capped at dice per combat roll.
  40.  
  41. 3) Resolve:Attacks either inflict damage or impose a condition on the other dude.
  42.  
  43. Defense roll dice from WidthxHeight sets can gobble up dice from attack roll sets of equal or lesser value.
  44. Player rolls as many defense rolls as DM will determine, prefferebly
  45.  
  46. For example, if one player defends and rolls a 2x9, and one attacker rolls 3x5, the defending player can assign his 2x6 to gobble up the attackers 2x5, which reduced the attacker roll to 1x5 and a failure.
  47.  
  48. Your hit points is determined by Hit point rule below. You fall unconscious once you reach 0 or negative HP and you revert out of your mahou shoujo form you cannot conduct combat in this condition. The next successful attack will kill you.
  49.  
  50. >>>FATE RULES: Due to the fact that you can't use more than one set on attack(beside exceptions) you can store 1(ONE) excessive dice set for future uses. For now called "pocket set"
  51. The said pocket set can be later used in both attack and defense rolls. 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 merge it with 1x2 into 2x2 for attack.
  52.  
  53. The WxH of set you can store is determined by LUCK.
  54. Height of set you can store:
  55. 4 luck : 1-3
  56. 6 luck : 1-4
  57. 8 luck : 1-5
  58. 10 luck : 1-6
  59.  
  60. The Width of set you can store:
  61.  
  62. 5 luck : 2
  63. 7 luck : 3
  64. 9 luck : 4
  65.  
  66. If you have set with bigger width than you can store part of it that you can.
  67. But what if you have only 4 luck? You can store one die from unused in your pocket set, but you still need to have set of dice to store one of them inside.
  68.  
  69. >FATE ROLL:Something unexpected can happen and to determine if you failed or succeed you hate to roll fate dice. Your fate dice pool is determined by "General conversion of stats"
  70. You can't roll fate roll when failing attack roll. You can't store sets from defense rolls.
  71.  
  72.  
  73. >>>Hit point rule:
  74. Your HP is determined by STR and VIT. HP = 10 + STR + 2xVIT
  75. You can get Max HP from VIT = 30
  76. You can get Max HP from STR = 15
  77.  
  78. Passive dmg negation: How much damage is negetade AFTER VIT/5 (down) - if you have 1-4 hp you negate 0 dmg, if you have 5-9 you negate 1 dmg etc. MAX 3 dmg negation, including negetion from MG costume
  79. Passive magical girl costume negation -1 dmg, doubled with enhanced outfit
  80.  
  81. General conversion of stats into dice pools:
  82. >That's for STR,VIT or AGI rolls
  83. 1-2 :1 Die
  84. 3 :2 Dice
  85.  
  86. 4-5: 3 dice
  87. 6-8: 4 Dice
  88. 9-11:5 Dice
  89. 12-14:6 Dice
  90. 15-17:7 Dice
  91. 18-21:8 Dice
  92.  
  93. 22-25:9 Dice
  94. 26-30:10 Dice
  95.  
  96. >Mana: for usage of magic magical girl requires mana. your maximum Mana = MAG + VIT
  97. >Mana regeneration- how much mana do you regenerate every turn:
  98. 1-7 MAG - 1 mana/turn
  99. 8-13 MAG - 2 mana/turn
  100. 14-19 MAG - 3 mana/turn
  101. 20-24 MAG - 4 mana/turn
  102. 25-30 MAG - 5 mana/turn
  103.  
  104. >MAG convertion of stats into dice pool:
  105. 1-2 :2 Die -1 mana
  106. 3 :3 Dice -1 mana
  107.  
  108. 4-5: 4 dice -1 mana
  109. 6-8: 5 Dice -2 mana
  110. 9-11:6 Dice -2 mana
  111. 12-14:7 Dice -3 mana
  112. 15-17:8 Dice -3 mana
  113. 18-21:9 Dice -4 mana
  114.  
  115. 22-25:10 Dice -5 mana
  116. 26-30:11 Dice -6 mana
  117.  
  118.  
  119. >>>Weapon rule if you have 2(two) weapons:
  120. >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.
  121. Ranged always roll with AGI unless it's Dual weapons
  122. Mystic always roll with MAG unless it's Dual weapons
  123. Melee and Fists roll with STR unless it's Dual weapons
  124.  
  125. >But you can use your weapon differently, if you have imagination:
  126. 1.Bashing something with your Ranged weapon require STR roll
  127. 2.Throwing your weapon at someone require AGI roll
  128. etc.
  129.  
  130. >>>Minor acts: minor acts can't attack or defend, yet they can influence other rolls. You can only empower/buff/debuff once per turn, empowements improve only one stat per turn, yet it persist for whole round(So if you empowered AGI you can attack and defend with it improved)
  131. >Empowerment rule: your magic can empower you attacks, with it you can hit harder or imbune your weapon with fire, anything works as long as it's logical.
  132. +3 to your rolling stat during action - 2 mana, at least 4 required in rolling stat and magic
  133. +5 to your rolling stat during action - 3 mana, at least 6 required in rolling stat and magic
  134. +7 to your rolling stat during action - 4 mana, at least 8 required in rolling stat and magic
  135. +9 to your rolling stat during action - 5 mana, at least 10 required in rolling stat and magic
  136.  
  137. >Debuff/buff rule: your magic can not only empower you or damage enemies, but to make your friends hit harder or enemies miss.You have to roll MAG dice, yet unlike empowerment you don't need to have stats improved, but require dice SET summ(basic multiplication). For example 2x3 is 6
  138. +/-3 to target rolling stat during action -2 mana, at least 6 summ of roll set
  139. +/-5 to target rolling stat during action -3 mana, at least 9 summ of roll set
  140. +/-7 to target rolling stat during action -4 mana, at least 12 summ of roll set
  141. +/-9 to target rolling stat during action -5 mana, at least 15 summ of roll set
  142. Not every magic school can buff your friends or impose debuffs on enemies. If enemy/friend already used his action, this buff/debuff applies on NEXT turn. You CAN'T DOUBLE buff or debuff someone
  143.  
  144. >Crippling: when you can't use magic to debuff enemies, you can still try to do it with your fists,gun or sword. Such action can only successed only if you main attack action was successful. You don't roll again, but rather assign another set from your attack dice. Enemy can also defend against this with his defense set so it's possible to deal damage to enemy put fail at crippling him.
  145. The difference is that cripple applies on next turn only.
  146.  
  147. >Other: you can influence enemy rolls other ways, like throwing pebbles at him, this is up to DM if or how you can do it.
  148.  
  149. >>>Power rules:Rules for chosen powers
  150. Regeneration rule: You gain +2 HP/turn and +1 Mana/turn, you can double HP regen by using 2(two) mana regen
  151.  
  152. Killing blow rule: Can only be used once per...long time. This roll can't be influenced by debuffs,buffs or empowements.
  153. Roll your dice, if enemy defended with AGI and has higher set than you... you've missed, apply one of the debuffs from below to yourself. if he chose to defend with STR, MAG or VIT, substract from applied DMG their set summ. Chose one of these options:
  154. 1. Triple your set DMG. Lose half of your rolled stat dice for several turns
  155. 2. Deal DMG equal to twice as much mana as you have right now. Lose all your mana, it wont regenerate for several turns
  156.  
  157. 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
  158.  
  159. 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.
  160.  
  161. Duplication:Create your duplicate.
  162. 1. They have your stats, except their HP=4, Mana =4, Maximum Magic < 11
  163. 2. They drain your mana
  164. 3. They can't store pocket rolls
  165. 4. They can't roll Fate rolls
  166. 5. You feel their pain
  167.  
  168. Third eye rule:roll AGI check to spot illusions and magic.
  169.  
  170.  
  171. 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.
  172. Phase 1(one) - magical girl can attack but suffers AGI defense rolls. STR and MAG rolls required to break free from tentacles
  173. 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
  174. Phase 3(three) - magical girl can't break free from them. Really sad if there is no friends to help.
  175.  
  176. Attacking ensnared girl during phase 2(two) and 3(three) will break her free.
  177. If tentacles are repelled or destroyed they need time to regenerate
  178. Tentacles drain your mana:
  179. First use: 3 mana
  180. Phase 1(one) - 1 mana/turn, doubled for magical fueled tentacles
  181. Phase 2(two) - 2 mana/turn, doubled for magical fueled tentacles
  182. Phase 3(three) - 3 mana/turn, doubled for magical fueled tentacles
  183.  
  184.  
  185.  
  186. >>>Perks rules:
  187.  
  188. Dual weapon: weapon you have can roll with different stat(depending on what you've selected), see "two weapon" for more info.
  189.  
  190. Enhanced weapon: Your weapon deals +1(one) damage per dice more in set if it passess defense roll of enemy
  191.  
  192. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>use this for your own risk
  193. >>>Different magic schools:
  194.  
  195. 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).
  196. +Target mupltiple enemies
  197. +you can change your dice from Xd6 on Xd8 for fire spells
  198. -You might fry your friends
  199. -can't defend with magic(unless you can comeup with some great idea how would you do it) from anything but ice magic
  200.  
  201. 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.
  202. +Can do anything
  203. -Not best at anything
  204.  
  205. 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
  206. (MAYBE?)+better buffs to agillity?
  207. +debuff enemies using strong winds
  208. +Even if enemy attacks hit you, they will carry less impact(as they lost it by going through wind)
  209. -Hard time defending with magic against non-projectile magic(How can someone evade gravity?)
  210.  
  211. 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
  212. +your empowerment ignors damage negetion
  213. +You have spirits for every job
  214. +Your spirits can do heavy lifting
  215. +They will defend you from enemy attacks
  216. -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)
  217.  
  218. Reinforcment - Best buffs, best shields, best heals, not that good attack.
  219. +You can empower you allies
  220. +You can heal them
  221. +put strong shields on them that block both magic and physical attack
  222. -Your magic can't attack on it's own
  223. -It's taxing(now ANY all your magic cost +1 more mana)
  224.  
  225. ***
  226. ***
  227. Time - "Too slow" is your moto. Speed time, slow time, even stop time. But can't do anything past that
  228. +you alwas start first
  229. +By stoping time only you can act(ZA WARUDO)
  230. +Good debuffs or buffs
  231. -This magic can't attack or defend on it's own
  232. -stopping time is taxing(6 mana/turn)
  233.  
  234. Lightning - Throw your lightning strikes on punny mortal or other magical girls. Your attacks are shocking, accurate but very taxing
  235. +empower anything to turn it into Xd8 dice and get double buff
  236. +your magic can boosted to Xd8
  237. +You get 3 more dice for magic rolls
  238. +/-Your barrage turn from Xd4 to Xd6
  239. -you can't use Xd6 for magic
  240. -your magic costs TWICE more(minimum 3 mana/turn)
  241.  
  242. Sound - probably buffs, I duno
  243. +you play nice music
  244. -idk
  245.  
  246. Darkness - https://www.youtube.com/watch?v=9kkjr4qcrkE
  247. +enemies can't see you if you're sneaky
  248. +you can see enemies
  249. +attacking from stealth is critical, duh
  250. -it's not like you can do with it past that
  251.  
  252. Illusion - self-explanatory
  253. +easy to distract enemies
  254. +even lightning and fire magic will have hard time hitting you
  255. -can't attack on it's own with MAG
  256. -Third eye is bane of your existence
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement