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  1. CHARACTER GENERATION
  2. To create a player character you must first select an archetype. There are presently five archetypes for you to use. In games with multiple players, it is recommended that no two players use the same archetype.
  3.  
  4. ARCHETYPES
  5. LEADER
  6. Active: 1/battle as a reaction you may grant yourself or an ally the use of one action that they have expended.
  7. Inherant: The Leader and all allies recover 1 HP at the beginning of their every turn.
  8.  
  9. LANCER
  10. Active: 1/battle as a reaction attack a target who is making an attack. The damage cancels out on one for one basis with remaining damage resolving against the losing party.
  11. Inherant: Can declare a defend, using their next turn's action. If they defend against an overwhelming action they cancel it and it becomes an attack, resolved simultaneously.
  12.  
  13. SMART GUY
  14. Active: 1/battle learn target's powerset, as a reaction you may declare one attack made against the target to be overwhelming.
  15. Inherant: Character is immune to power advantage and gains an extra point when she has the advantage.
  16.  
  17. STRONG GUY
  18. Active: 1/battle as a reaction cancel open status.
  19. Inherant: +1 to all damage, double HP.
  20.  
  21. THE HEART
  22. Active: 1/battle you may use an ally's Active ability.
  23. Inherant: All friendships are +1. Rank 1 friendship with everyone.
  24.  
  25.  
  26. THE GIRL
  27. Players have the following profiles:
  28. HP 5 [ ][ ][ ][ ][ ]
  29. Attack 1 Unlimited
  30. Defend Unlimited
  31. Archetype [ ]
  32.  
  33. Player characters who are not transformed are considered to be Open, and therefore can be immediately defeated by a Finisher.
  34.  
  35.  
  36. ACTIONS
  37. A character can perform one action per turn and any number of reaction actions. You perform actions on your turn and reaction actions whenever they are applicable, whether or not it occurs on your turn.
  38.  
  39. ATTACK
  40. Cost: Action
  41. To perform attack you simply declare a target, and that target takes damage equal to the attack's rating.
  42.  
  43. DEFEND
  44. Cost: Action
  45. To defend you simply declare a target from whom you are anticipating an attack from. You ignore the effects of the first attack made against you by that target until the beginning of your next turn.
  46.  
  47. ARCHETYPE
  48. Cost: Reaction
  49. As described in the archetype.
  50.  
  51.  
  52. TRANSFORMATION
  53. To transform into a Magical Girl the player character needs a transformation token of some sort. In some games this may be produced at will by the character in question, in others it may be a physical object that can be misplaced or lost. At the GM's option the transformation token may be have additional powers beyond merely allowing for the transformation. Here are some suggestions:
  54.  
  55. COMMUNICATION
  56. The token can be used to communicate with another individual with a token or perhaps with the magical girl's mentor.
  57.  
  58. MENTOR
  59. The token itself could be the magical girl's mentor, possessing sentience of its own.
  60.  
  61. TELEPORTATION
  62. The token could act as a means of transportation, generally to a home base of some sort
  63.  
  64.  
  65. MAGICAL GIRL
  66. When the player character transforms, their HP doubles and the gain access to their special attacks. They are no longer considered Open and gain access to their magical powers. A starting character will begin with a signature move and a finisher.
  67.  
  68. HP 10 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
  69. Attack 1 Unlimited
  70. Defend Unlimited
  71. Archetype [ ]
  72. Signature [ ][ ]
  73. Finisher 4 [ ]
  74.  
  75.  
  76. SIGNATURE
  77. A character initial signature move is selected from the following list.
  78.  
  79. MULTITARGET ATTACK
  80. Type: Attack 2
  81. This is an attack action. This attack strikes all your enemies simultaneously.
  82.  
  83. MULTITARGET DEFENSE
  84. Type: Defense
  85. This is a defense action. You defend all your allies simultaneously.
  86.  
  87. OVERWHELMING
  88. Type: Attack 2
  89. This is an attack action. The attack ignores defense.
  90.  
  91. TOTAL DEFENSE
  92. Type: Defense
  93. This is a defense action. You defend yourself from all attacks directed at you until the beginning of your next turn.
  94.  
  95. TRACKING
  96. Type: Attack 2
  97. This is an attack action. This attack, if defended against, attacks the target again the next turn automatically.
  98.  
  99. TRAPPING
  100. Type: Attack 0
  101. This is an attack action. The attack makes it impossible to take any non-reaction actions until the end of the target's next round.
  102.  
  103.  
  104. FINISHER
  105. A finisher that is performed against an open target results in the immediate defeat of a target. In the event that a finisher is used when the target is not open, the target will still take damage equal to the finisher's rating.
  106.  
  107.  
  108. FRIENDSHIP
  109. The power of friendship is the greatest power of all. You start the game with three friendship points. You may spend them to declare who your friends are and the degree of that friendship. You may have three friends with one point, one friend with three points or any combination thereof. This is not to say that you cannot have more than three friends. Merely that these particular individuals stand out above others. Friendship is used in combat in a variety of ways.
  110.  
  111. Once per friend per battle you may call upon the bonds of friendship to aid them. You may:
  112. Spend a turn to add your friendship value to that friend's attack.
  113. Spend a turn to reduce the damage done to a friend by your friendship value.
  114. Spend your next turn to take a hit for a friend.
  115.  
  116.  
  117. CONDITIONS
  118. OPEN
  119. When a target is Open they are vulnerable to attack. When a target is rendered Open, they lose their next turn. Additionally, as long as they remain Open, they can be defeated by a Finisher. There are various ways to become Open, the most common of which is to be reduced to 0 HP.
  120.  
  121.  
  122. POWERSETS
  123. A common theme of these series is that different characters have different powers. Rather than create an elaborate power ruleset, instead the powers act as a descriptor to a character or their individual powers. When a character is using a power that is advantageous over a target it gains an advantage. An attack deals 1 more point of damage. A non damaging attack is overwhelming. A defense is not penetrated by an overwhelming attack.
  124.  
  125. It is important for the GM to establish what, if any power advantages there are. Here are some suggestions, but the GM should feel free to improvise.
  126.  
  127. CHINESE PROGRESSION
  128. Fire beats Metal beats Wood beats Earth beats Water beats Fire
  129.  
  130. CLASSICAL PROGRESSION
  131. Fire beats Water beats Fire, Earth beats Air beats Earth
  132.  
  133.  
  134. CHARACTER ADVANCEMENT
  135. Over time a character will grow in power. Usually this is in the form of a 'spotlight' session when the threat of the week is only defeatable by a specific character's abilities. A more uniform, group, advancement usually occurs when an enemy is impervious to the finishers of the party as a whole, resulting in something akin to a story defeat. In this case, its traditional for the group to reach a new tier of power complete with new finishers.
  136.  
  137. SPOTLIGHT EPISODE
  138. The character whom is the spotlight of the particular episode gains one new signature move with one use per battle. Previous signature moves gain one more use per battle.
  139.  
  140.  
  141. NON PLAYER CHARACTERS
  142.  
  143. MENTOR
  144. Luna/Spinal
  145. Demeanors
  146.  
  147. ENEMIES
  148. Monsters
  149. Durable or Tricky
  150. Require a finishing move to destroy/purify/whatever
  151. Dark Magical Girls
  152.  
  153.  
  154. Combat Sequence
  155. Monster Appears/is cornered into a fight
  156. Transformation Sequence
  157. In the name of the moon speech
  158. Blows and words are exchanged
  159. Everyone uses their specialty
  160. Firepower is exchanged
  161. Turning Point
  162. Damage to the point of stun
  163. Finishing Move
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