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Magical Burst Familiar Rules

May 8th, 2014
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  1. Upon defeating a full-fledged youma, perform a Magic check with a TN14. Since it is a check, Overcharge does not apply. Success of this check will get you one "blank" seed, like an Oblivion Seed. A Blank Seed looks like an Oblivion Seed, but is clear like glass. Each raise above 14 will gain you an extra Blank Seed.
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  4. In order to capture a youma's familiar, you must be within melee distance of the familiar, and attempt to tap the Blank Seed against it. At this point, you and the familiar perform opposed Magic rolls. You and the familiar /CAN/ apply Overcharge this roll. Upon passing the opposed roll, the familiar is sealed within the Blank Seed, and it becomes an Imprinted Seed.
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  7. If you apply OC to the opposed Magic roll, whether or not you pass the challenge, roll 1d6. If it rolls within the number of times you OCed, then that familiar turns into a full-fledged youma, though it lacks in any Oblivion Seeds upon death.
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  10. Once a familiar is captured, it can be safely released. Upon its release, the Imprinted Seed shatters, and can not be used again. The familiar must then move around of its own accord, so have fun trying to sneak some large beastie around the streets in daylight! The released familiar will begrudgingly follow your commands, though if you treat it right, it may eventually come to love you like any other pet.
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  13. A full-sized youma may also be captured. The same rules apply to capturing a youma as capturing a familiar, though you must beat the youma's Magic roll with /4/ raises in order to properly capture it. Just as well, a captured youma is NOT friendly, and will attack once released. Applying OC to capture a youma will not have any negative penalties, aside from the OC itself. A youma can not turn more youma.
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  18. Details on Familiars:
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  21. Familiars have different size classifications, as follows in ascending order:
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  25. Miniature - about the size of an insect or other small creature.
  26. 1-3 max Resolve
  27. 1-2 max PP, and can use 1 PP/round
  28. Magical Attributes have 4 points distributed between them, and no Attribute can be 0.
  29. Normal Attributes have 6 points distributed between them, and no Attribute can be 0.
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  32. Tiny - about the size of a rat, or at largest a cat.
  33. 4-8 max Resolve
  34. 3-4 max PP, and can use 1 PP/round
  35. Magical Attributes have 7 points distributed between them, and no Attribute can be 0, or above 5.
  36. Normal Attributes have 9 points distributed between them, and no Attribute can be 0, or above 5.
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  39. Small - about the size of a dog.
  40. 8-12 max Resolve
  41. 4-6 max PP, and can use 2 PP/round
  42. Magical Attributes have 11 points distributed between them, no Attribute can be below 2, or above 8.
  43. Normal Attributes have 12 points distributed between them, no Attribute can be below 2, or above 8.
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  46. Medium - about the size of a large dog, or a bear cub.
  47. 12-18 max Resolve
  48. 7-10 max PP, and can use 3 PP/round
  49. Magical Attributes have 14 points distributed between them, and no Attribute can be below 2.
  50. Normal Attributes have 16 points distributed between them, and no Attribute can be below 2.
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  53. Large - about the size of a fully grown bear.
  54. 18-24 max Resolve
  55. 12 max PP, and can use 4 PP/round
  56. Magical Attributes have 18 points distributed between them, and no Attribute can be below 3, or above 10.
  57. Normal Attributes have 19 points distributed between them, and no Attribute can be below 3, or above 10.
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  60. Giant - about the size of an elephant.
  61. 24-34 max Resolve
  62. 16 max PP, and can use 4 PP/round
  63. Magical Attributes have 22 points distributed between them, and no Attribute can be below 4, or above 12.
  64. Normal Attributes have 24 points distributed between them, and no Attribute can be below 4, or above 12.
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  67. Titan - about the size of a motherfuckin dinosaur.
  68. 35-50 max Resolve
  69. 18-24 max PP, and can use 6 PP/round
  70. Magical Attributes have 26 points distributed between them, and no Attribute can be below 5, or above 15.
  71. Normal Attributes have 30 points distributed between them, and no Attribute can be below 5, or above 15.
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  75. Familiars in the Miniature and Tiny classes are difficult to hit. Any enemy targeting them with non-AOE attacks get -4 and -2, respectively. Just as well, familiars in the Giant and Titan classes are easier to hit, and any enemy targeting them gains +2 and +4 respectively.
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  77. Similarly, attempting to capture a familiar of Miniature or Tiny class gives you a +2 and a +1 to the opposed Magic roll, while attempting to capture Giant and Titan class familiars gives you a -2 and -4, respectively.
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  79. Familiars also have a "Familiar Type," which is based mostly on the familiar's appearence itself. For example, Gekko is just an eye with limbs, and is classed as an "Eye"-type familiar. Eye-type familiars gain +4 to all Finesse rolls for spotting things. There is no clearly defined list of familiar types and their bonuses.
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  81. Familiars can but are not required to have Magical Elements. This entirely depends on the youma they were captured from.
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  83. Familiars can not Overcharge. Instead, they get a pool of Power Points. Power Points can be used as Overcharge dice, or to activate any special abilities that familiar may have. Power Points, like Luck, restore at the end of combat. A familiar can only use a set amount of PP per round, subject to change via effects and powers.
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  85. Familiars do not gain XP in the traditional manner. Instead, they must be "fed" certain items. The Dungen Crawler, the monster shop, can sell such items. The most common (though no less expensive) item used to boost your familiar's power is called a Power Sweet. Feeding this to your familiar gives them 1 XP. Familiars go up a tier every 3 XP, unlike magical girls who go up every 5. Eating a Power Sweet yourself gives you a wicked bad stomach ache.'
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  87. A familiar's Resolve works much like a magical girl's. When it runs out of Resolve, the familiar faints. If attacked while fainted, the familiar dies. Rip.
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