Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Every "level up" (XP spent in intervals of 5, ie 5, 10, 15...) you can select EITHER a new Power, Archetype Effect, OR magical item (discuss with GM). ONLY ONE.
- Every 20 XP spent, you gain a new Magical Element. You can do variants of your original attacks with this new element. Satistical and effectual differences between the same attack made using a different element can be discussed.
- XP Advancements:
- 1 XP - XP Reassignment - Taking this at the cost of 1 XP allows you to pull out all the XP that you've earned (minus the cost of this advance) and reassign it as you see fit. Doing this will remove all advances, including Resolve, Luck and Stat boosts, new moves, Powers and Effects, both Normal and Archetype, Elements, magical items and anything else, unless you re-take them.
- 1 XP - Change a Change - Allow you to spend a point of luck to reroll your result after rolling for a random Change. Can be used as many times as you have points of luck.
- 1 XP - Mind Ping - With a Magic roll averaging around TN12 for simple, nearby attempts, you can send out a bit of non-elemental magical to "ping" a target of your choice's mind. This allows you to locate their position, trigger specific Change effects, or open a telepathy connection so you two can talk discretely. Higher TNs will apply for greater distance or increased severity of Change triggering. Can only be used on girls you've met before.
- 2 XP - A new Attack/Move (like one of the original 4 we made)
- 2 XP - Seperate Archetype Archetype Effect - When you tier up (every 5 XP spent I shouldn't have to mention), you can spend 2 XP to get an Archetype Effect from an Archetype that is not your own. For example, Dayna Dickdodger has 7 XP. She just spent 5, and is now Tier 2, meaning she can get a new Archetype Effect, Power or magical item. She chooses Archetype Effect. Dayna is a Tactician, but doesn't like any Tactician Effects, so for her remaining 2 XP, she can choose an Effect from either Striker or Guardian.
- 2 XP - STRONK - You can choose to activate this ability during any situation where STRANGTH IS THE ONLY STAT. This ability automatically makes your next Physical roll have the maximum result. Can only be used once per session.
- 2 XP - Like a Cat - You can choose to activate this ability during any situation requiring a bit of finesse. This ability automatically makes your next Finesse roll have the maximum result. Can only be used once per session.
- 2 XP - Silver-tongued Devil - You can choose to activate this ability during any social situation with an NPC. This ability automatically makes your next Socail roll have the maximum result. Can only be used once per session.
- 2 XP - The Wall - You can choose to activate this ability whenever you need to be less of a wimp. This ability automatically makes your next Fortitude roll have the maximum result. Can only be used once per session.
- 2 XP - Tag Team - You and another magical girl whom you have at least 1 relationship point with may each spend 3 XP to take this Advance. This gives you both a unique, powerful new attack/move that requires both of you to function. Work out details of move with GM.
- 3 XP - Lady Luck - After every successful attack, roll a 1d100. If it scores within your max luck, then a helpful spirit will come along to lend you a paw in your troubles.
- 3 XP - Can I Borrow That? - You can activate this ability at any time to borrow a weapon, attack, effect or element from a nearby ally for your turn.
- 3 XP - Buff to a current move (discuss with GM)
- 3 XP - Lucky 6s - When you roll a 6 on a Luck roll, the dice can now explode up to a maximum of (whatever your base Luck is) times, at no cost to your Luck pool for the session. In other words, if Suzy Cockdodger has 2 Luck, and she spends 1 point, then rolls a 6, that die can explode 2 more times, because she has a max of 2 luck. If she spends her second luck point and rolls a 6, the effect still stands, and that too can twice explode.
- 4 XP - Bring a Normal/Magical Attribute from 10 to 11. +1 XP cost for further +1 to Atttributes, ie 5 XP from 11 to 12, 6 XP from 12 to 13, etc. (This will never get used :V)
- 5 XP - Overcharge Resilience - You may select one of your Magical Attributes to become Overcharge Resiliant. An Overcharge Resiliant Magical Attribute can gain up to 4 Overcharge with no Fallout penalties. In other words, if you gain 4, 3, 2 or 1 Overcharge in that Attribute, and combat ends, that Overcharge is automatically vented back to 0 with no penalty. Somewhat similar to the "Rad Tolerance" perk from Fallout 3. No more forgetting you got 3 OC and accidentally getting a magical burst later! If, at any point during combat, the Overcharge in your Resiliant Attibute goes above 4, then normal Fallout effects will apply.
- 6 XP - Dante's Special - With a mighty shout of "FUCK YOU," you charge at your enemy, ready to kick ass. You gain all the positive effects of an Oblivion Seed Overcharge for one round, with no negative fallout. Stacks with normal Oblivion Seed Overcharge. Can only be used once per session.
- 10 XP - Deus ex Machina - Sheer coincidence, pure luck, or the will of the gods, it doesn't matter. Something extraordinary happens to help you out when you need it most. Maybe that seemingly useless item you picked up offscreen at some point is of use now, or some helpful little enviornment quirk appears that gives you a massive edge, or anything of the sort. When you're in a pinch this can help you out. Big time. Essentially, you get to GM what happens for a short time. Can only be used once every three sessions.
Advertisement
Add Comment
Please, Sign In to add comment