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- So here's a system I've been thinking about for a while. Feedback is definitely appreciated.
- I am typing on my phone so errors in spelling may occur. Also as this type of communication
- Is cumbersome to me I may not complete every section at once. Please bear with me.
- Early versions of the rules reliant on percentages have stuck with me. I like percentage based
- Systems, so I will try to present a decent one. Feel free to pick apart, change, suggest, or improve.
- It's late so my math may need complete revision.
- Stats
- Same stats as the CYOA.
- Strength (STR)
- Useful for running, jumping, hitting, and lifting. STR is the go to stat for melee minded
- Characters, or anyone looking for more gains.
- STR/4 is added as damage to all melee attacks that hit
- STR/1 is your movement in hexes, squares, or other relevant unit of measurement per turn.
- STR/3 is the height you can jump in MOVE/TURN
- Vitality (VIT)
- A measure of how healthy, vigorous, enduring, and tough you are. May also encompass such esoteric
- Concepts as the strength of ones life force.
- VIT*2 is your HP when its gone your unconscious, at negative VIT*2 your dead.
- VIT/3 rounded up is your armor against physical attacks. Does not apply in your untransformed state.
- VIT/2 is your block. Use this to tough out attacks or let them hit you in spots that aren't "vital".
- A blocked attack does no damage. (Or should that be half)
- Agility (AGI)
- Agility let's you move yourself quickly and accurately. From ballet to bullet-time its all AGI.
- AGI/2 is your base to hit. Whether with guns, swords, wands, trucks, or your fellow magical girls, if
- Your trying to hit someone with it you use TO HIT.
- AGI/2 Is your dodge. Dodge allows you to take a MOVE in order to negate damage, but only if your dodge
- Causes the attack to fail. If your MOVE is high enough you can DODGE area of effect attacks.
- Magic (MAG)
- ITS MAGIC I AIN'T GOTTA EXPLAIN SHIT!
- Seriously though you use this stat for everything that makes you more than just a regular girl who likes hitting
- Stuff.
- MAG/? Is your magical ability use this to cast odd magical effects not natural to you or just to blast some one
- MAG*10 is your mama pool use this to cast effects.
- MAG also has thresholds. Surpassing these is one of the qualifications for more advanced magical levels.
- Tentatively.
- 0-9 beginner everyone starts here whether they have 4 or 4 billion MAG.
- 10-15 advanced. Gain a minor perk and access to better spells and effects. Not at all necessary for the average magical
- Girl, but if you want to play at being a wizard go ahead.
- Requires spending a silver coin to unlock.
- 15-30 master. Gain a major perk and the best types of shiny! You probably can't run a mile without wheezing, but who cares?
- Requires spending a gold coin to unlock. In addition to the silver.
- Luck (LUCK) or (LUC) or (LUK) or (L)
- Luck/2 is your fate points. Fate points can be spent to reroll any roll, or reroll a reroll. They can also be spent to force someone else to reroll. When used benevolently fate points increase the critical success margin by 10% per point spent. When used malevolently they increase the critical failure threshold by 10%.
- Luck/1 is added to your critical auccess, and removed from your margin for critical failure.
- Luck/4 is subtracted from any percentage you roll. Be it to hit dodge block or a skill roll. Everything.
- Specialties
- Weapons
- Etc.
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