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  1. Proposed Monster Girl Perk Table
  2.  
  3. Instead of gaining a secondary Magical specialization and associated stats, you keep the original Specialization of your Roll. However, you do not gain the associated stat bonus for your single Specialization, only the ability to use magic or have an affinity related to your Specialization.
  4. Your Specialization also has a specific Weakness now that you have been corrupted (see bottom). (I feel like the 2nd specialization should still be on monster folk. It's the most defining trait on them, literally the reason you are a monster instead of DMG is cause you took a 2nd perk in the current. In exchange, probably they take the respective weakness as listed as well as one other random or one monster weakness table one if you want to balance it as such, but personally I think just granting current weaknesses as enough since both specializations aren't granting you any more stats now. It balances back out due to inate stats on either spec being removed, so +Stats are sidegraded away for +MonPerks, and the specialization #2 balanced by weakness granting for both types, something normal magical girls don't have to worry about.)
  5.  
  6. Perks will help determine the characteristics of the type of monster girl you play. You may select four of your choosing if you have a monster girl already in mind.
  7. You may also roll for five in the same manner as choosing normal magical girl perks. 2 from one table, 2 from the other, and 1 which you choose which side of the table it falls on.
  8. If you roll and recieve a duplicate Perk, you may choose a replacement.
  9.  
  10. For 1.2 rolled monster girls who have double specialization, if you wish to keep your second Specialization it will be considered as if you had taken a Black Coin to acquire it. If you have already taken a Black Coin on this character, you can choose to either lose your second Specialization or lose the bonus weapon/power granted to you by the Black Coin. You take the weakness associated with your secondary specialization on top of your first specialization's weakness. Both weaknesses are 2x as effective against you; such is the price you pay for power.
  11. You also must take a Monstrous Motivation.
  12.  
  13. Big Friends may also have four perks selected for them, or 5 rolled for them.
  14. Big Friends rolled from 1.2 with dual specialization must take a Monstrous Motivation if they keep their secondary specialization.
  15. Big Friends with dual specialization take the weakness associated with their secondary specialization on top of their first specialization's weakness. See the Weakness section for details.
  16.  
  17. If you are purified by another magical girl, you will lose your monster girl perks and instead gain the stats associated with your Specialization.
  18. Only Light, Reinforcement, Psychic, and potential Oddball Specializations can purify a monster girl against their will by using a Specialization MAG roll taken from their Specialization tree.
  19. A purification artifact may also be used to purify a monster girl if the monster girl is willing (and the player agrees OOC).
  20. Black Coined characters with two specializations can also be purified, losing their Monstrous Motivation, however they do not gain the stats associated with their Specializations. They retain the ability to use Specialization magic from both trees.
  21.  
  22. To account for the many types of monster girls possible, there may be some cosmetic traits which you choose for your character that will give no mechanical bonus.
  23. For example, a forked tongue for a lamia would be counted as one of these cosmetic traits.
  24.  
  25. -------------------------------------------------------------------------------------------------------------------------------------
  26.  
  27. 1. Wings - You grow a pair of wings from your physical body Only able to be used while undisguised. Grants a bonus die on all dodge rolls (rolled with either AGI or LCK). If you have already gotten Wings from your vanilla roll you gain an additional dice to all AGI based rolls.
  28.  
  29. 2. Intangibility - You may phase in and out of objects. You may use this ability once per Encounter to avoid any attack. When not in combat, your phasing has a time limit of 1 minute - or when travelling quickly, 30 meters of distance before you become solid again.
  30.  
  31. 3. Prehensile - Your flexibility is increased, you have supernumerary limbs or a body part that is distinctly inhuman. You may grasp things and balance on it as if it were a normal human limb. +1 to VIT or +1 to AGI.
  32.  
  33. 4. Levitation - You have no outwardly winged limbs, but your natural body can hover above a solid surface for a maximum height of 3x your body length, both disguised or undisguised. Allows you to blend in more inconspicuously, or if you are a very large being, to move around without exerting yourself. Grants a bonus die on defensive physical tests.
  34.  
  35. 5. Immortality - Can fight for 1 turn after wound threshold hits 0 or the negative values with no penalty. Can be healed during this time and prevent death/unconsciousness, and stay conscious unless you incur more wounds during this time. Can be used multiple times during an Encounter. Out of combat this makes you very hardy.
  36.  
  37. 6. nPedalism - You no longer have two human legs, so your motion can not be considered bipedally upright. Examples of creatures this would apply to include serpentine bodies, driders, genie-smoke lower halves, centaurs or satyrs. +1 to AGI, VIT or STR. (Is this perk mandatory for Driders/Lamias/etc.?)[Yes, unfortunately this is just one of the mandatory ones. Just like how wings would be mandatory for a fallen angel type]
  38.  
  39. 7. Lunacy - During the night, the monster girl recieves a flat +1 dice to all rolls. However, once transformed, they must stay transformed until the following dawn. If in possession of the perk Monstrous Metamorphosis, your character will be easily triggered during this period. Weaknesses becomes non-effective against the monster girl (you do not take the bonus damage or dice penalties; nor does the Specialization you are weak to recieve a bonus dice against you). If you are Black Coined, you take half the penalty against your weakness.
  40. On an eclipse or new moon, the monster girl receives a flat -1 to all rolls and can not transform or use monster girl abilities until the following dawn. Weaknesses become 2x effective against the monster girl. If you are Black Coined, your penalty is also doubled.
  41. During the day there is no bonus and weaknesses are at their usual effectiveness.
  42.  
  43. 8. Bestial - You retain your humanoid shape, though you may have odd tufts of fur, animal ears, a tail, scales, or feathers while undisguised. +1 to any stat.
  44.  
  45. 9. Tooth and Claw - You have big teeth (or large claws)! In unarmed combat, you may use your bare fists or your mouth using the same stat bonuses as your normal weapon and (applied Enhancement if applicable). You can never be disarmed (unless the limb or your teeth are removed). Rolls are made with a STR test. Bypasses Soak.
  46.  
  47. 10. Coercion - Something about you just draws others in, your eyes themselves become tools of hypnotism. Eye contact with enemies and NPCs can influence their thoughts without needing to bite them first. Monster girl's MAG or LCK score is rolled against another players MAG, VIT or LCK (Encourages monostat), on a success, they have all attack and defense dice halved for 1 combat round. Out of combat this ability can be used to influence NPCs, get price reduction on shops, or even outright rob people on GMs discretion.
  48.  
  49. 11. Phylactery - You are bound to a certain physical object, place, or person. This can be in the form of a haunting, making a lair, or else wise. In return this physical thing becomes your Soul Gem, you can not die until this place is destroyed, although you are allowed to travel indefinitely beyond its boundaries as long as you return at least once a year. If magical girls attempt to purify it, you will become a normal magical girl. If already in possession of the Soul Gem perk, both Gems must be destroyed for you to die; if only 1 is destroyed, you lose 1/2 of your stats permanently.
  50.  
  51. 12. Parasite - You require something to feed off of. A human host in the literal sense, or emotons, thought patterns, nutrients, you have a fix and this one thing can give you what you need. In combat, feeding from your source grants you the power of Regeneration (+1 wound +1 mana recovered at the start of your turn) for 1d5 turns. If you already have Regeneration, it is 2x as powerful for 1d5 turns. Out of combat, you must feed on this source to either survive or to retain your mental faculties.
  52.  
  53. 13. Echoes - You are able to emit a unique sound using your specialized body. Whether it be a supernaturally enhanced throat, bestial aspects, or ??? you are able to disarm others when you make this noise. You may roll your MAG or LCK against a target's MAG, VIT or LCK; on a success, they are unable to make an action on their next turn. Out of combat this can be used to unsettle others, break their concentration, or mimic a voice to lure them closer to you.
  54.  
  55. 14. Berserker - With your monstrous new self comes a monstrous new temperament. When you reach a wound threshold you do not recieve the normal dice penalties on offensive actions, instead you gain a number of bonus offensive dice corresponding to to the threshold. Example: You are at your first wound threshold (granting you +1 dice), and take 3 damage leading you to your second wound threshold; you gain +2 dice on your offensive actions after.
  56.  
  57. 15. Secretion - Your body is able to produce a unique substance. This may be slime, webbing, or unnatural moistness. You may spend an action to secrete a large amount of this substance directed either at a target (rolling your MAG or AGI) or around your immediate self. The target or those caught in your secretion take have all AGI based rolls and all dodge, parry, or block rolls dice halved or attempt to free themselves using an AGI, STR, or MAG test against the monster girl. An ally may spend an aid action to free a trapped target which will succeed.
  58.  
  59. 16. Corrosion - At a touch of a certain limb, perhaps venomous spurs, teeth, or simply your tainted skin itself, you can cause others to be poisoned. You must come in contact with the target for this to be effective; you may roll a STR or LCK test against their STR, AGI, or LCK[Shouldn't it be possible to evade this touch with AGI rather than block with STR?]. On a success, the target is poisoned for 1d5 rounds, and loses 1 wound per round. This ignores Soak. Out of combat, you can milk your venom out and sell it I guess idk. Kill small children.
  60.  
  61. 15. Diehard - You are very difficult to kill. When you reach a wound threshold you do not receive the normal dice penalties on defensive actions, instead you gain a number of bonus defensive dice corresponding to to the threshold. Example: You are at your first wound threshold (granting you +1 dice), and take 3 damage leading you to your second wound threshold; you gain +2 dice on your defensive actions after.
  62.  
  63. 16. Bile - From your mouth you are able to exhale a substance related to your Specialization. For example, a Fire monster girl would be able to breathe flame. This acts as a weapon which may never be disarmed, and is either a MAG or AGI based roll. Does not consume mana as it is a biological process.
  64.  
  65. 17. Simulacrum - Your ability to mimic other people and creatures makes you a natural at blending in to your surroundings as a predator. Appearance may be accurately simulated, but your voice will not be if you speak. Third Eye can see through your disguise, and a Purification artifact will break it to others perception. If you have the Disguise Artifact perk, you may also believably simulate voice and other tics.
  66.  
  67. 18. Invisibility - You are able to become invisible for short periods of time. You may use this ability once per Encounter to avoid any attack. When not in combat, your invisibility has a time limit of 1 minute - or when travelling quickly, 30 meters of distance before you become visible again..
  68.  
  69. 19. Spirit Animal - Your monster girl type has an association with a specific type of animal. You gain the ability to converse with them and would have an easy time convincing one to be your pet (although not a Familiar). You may spend an action to look through the eyes of the nearest animal of this type in your area.
  70.  
  71. 20. Second Skin - The real you is more than skin-deep. Your disguised form can not be detected (unless a Third Eye user is actively seeking you, passively glancing does not work), and it can be removed as a free action. If you have the Disguise Artifact perk, you can never be detected while disguised.
  72.  
  73. 21. Inhuman Appearance - You are either so radiant or so ugly that you inspire mixed reactions of awe and terror in others. When shedding your illusion, you must roll 1d10 against an enemy's 1d10 (without modifiers). If your roll is higher, they are unable to use an action on their next turn. May be used by yourself as a free action when you transform.
  74. If in possession of the perks Enhanced Transformation, Eternal Style, or Enhanced Outfit, you gain a +3 to your roll. This bonus can stack if you have more than 1 applicable perk.
  75.  
  76. 22. Possession - Your soul is powerful and can vie for control of a target's body. This can automatically succeed on inanimate or dead objects. Monster girl's MAG or LCK score is rolled against another players MAG, LCK, or VIT. On a success, they can take control of a resist target for one turn. Out of combat this ability can be used to skinwalk, spy, or whatever else under a time limit of one minute. If you kill the body you are possessing, your soul will also die.
  77.  
  78. 23. Sanctum - You are one with the environment you have an affinity for. For some this may be shadows, for others water or lava. You are immune to environmental damages from your affiliated environment. For one point of mana the monster girl can meld into their affiliated environment. You may remain non-visible (except to Third Eye users) and immune to damage for 1 turn and reappear in the same location on their following turn, or use the action to change location to another area in visible sight from where you had originally been located. Out of combat you may do this to sneak around or travel more freely through your associated environment.
  79.  
  80. 24. Transfiguration - Your monster girl's physical appearance has a connection to one specific kind of animal or object. You may take an action to transform into this subject. Mechanical bonuses for this transformation depend on the type of subject you are able to shift into. Third Eye users can see your true nature.
  81.  
  82. 25. Elemental - You are a being of an element, forgoing normal biological processes to have an elementoid body shaped based on your Specialization. This could be in the form of a golem, a clockwork being, or the more usual fire or water elementals. You no longer need to eat, sleep, breath, anything connected to the usual conditions for maintaining usual biological life. If already in possession of Enhanced Sustenance perk, you gain +2 to your Wound pool. If in possession of Environmental Sealing, you gain +1 SOAK.
  83.  
  84. 26. Thralls - You gain 5 beings under your control related to your specialization. They might be in the form of skeletons, ambient spirits, elemental wisps, or critters. These may be commanded as a Free Action and have the default template of 2 STR/2 AGI/1 VIT/1 MAG/2 LCK for their stats. However, they may not cast magic and have no SOAK. You may choose to order them to combine as an action, which results in an amalgamation which will always roll with 10d10, with a wound and mana pool equal to 10 Wounds and 10 Mana. They can cast magic relating to your specialization. You may also spend an action recalling them which removes them from combat. If one thrall dies you must spend a week to find a new one; losing all 5 at the same time, however, requires a month. [each of them?][Yeah, hmm weaker? 2/2/2/2/2? or 4/4/4/4/4?][let me think, if they are too weak, each of them wont do anything, but if they all have 7/7..they can be as strong as weak maguca..each][2/2/2/2/2/2- they aren't useful in combat as damagers but can be used to 'do' stuff or meatshield.... maybe you only have a hard cap of them and if any of them will die, you can't really replenish them easily][Maybe they can combine their attack, so if all atack one target their roll adds so if all five attack one maguca, it wont be 5 rolls of 2, but one roll of 10][<- I like this one, combo attacks are interesting... individually weak, but together they can pack a punch][this way 4 will be to strong, how about X/2/2/2/2/2 where X is their primary stat and is 3 [ 1 VIT = 2 HP, 1 MAG - no magical casting/minimal... They shouldn't be something difficult to kill - pure MAG users who don't have AoE spells will have a problem with these - which is not necessarily a bad thing~... I'd say as a mechanic instead of combining all of them into a 10d10 attack - just allow them to combine their 'stats']
  85.  
  86. 27. Innate Awareness - There is an object, subject, or being that is connected with your monster girl archetype. For parasites this may be their consumable, for others it can vary. You can see traces in the air of where this may be and you always have a sense of where to go to find it, as well as knowing where the closest one in your immediate area is. If you have Absolute Direction as a perk, you can now search based on a more conceptual level to find what you seek.
  87.  
  88. 28. Lure - Your monster girl has something related to either their appearance, their other monster girl perks, or Specialization that physically causes people and other monster girls to be drawn to their company. Your monster girl will never have to be alone unless she chooses (even if she breaks taboos). This has no mechanical bonus.
  89.  
  90. 29. Precognition - Your monster girl has a mild sense of clairvoyance.
  91. If already in possession of the Mystic Artifact perk, you no longer have to spend a mana to use it, and the artifact becomes more of a metaphorical mental object which can not be taken from you or lost. If you have the Third Eye power, you gain +1 LCK or MAG.
  92.  
  93. 30. Intuition - Your type of monster girl is attuned to the orders of chaos. You can sense the dark desires and get a general idea for the true motives of a target (if they intended to sow chaos/evil or if they believe they are doing something good). If you have the Awareness perk, you are now always aware of when you are being told a lie, no matter how small.
  94.  
  95. 31, Cursed - You are a being known as a harbinger of changing fates. You have a power to drain other people's fortune points by rolling your MAG or LCK against a target's MAG or LCK. You receive the amount of points drained from the other person based on the number of successes over them. Out of combat, this just makes people very unlucky around you.
  96.  
  97. 32. Sapper - You are a being known to exist by living off magic itself. You have a power to drain other people's mana pool by rolling your MAG or LCK against a target's MAG or LCK. You receive the amount of points drained from the other person based on the number of successes over them. Out of combat, this just makes people feel a natural aversion to your company.
  98.  
  99. 33. Babel Tongue - Your monster girl is gifted with using her mouth and mind. For languages made by sentient beings, you can speak the language after being in contact with a speaker of that language and hearing them use it. This may include animals if their cognitive abilities are high enough (you can not speak plankton). +1 MAG or +1 LCK.
  100.  
  101. 34. Legacy - Your monster girl is very obviously cursed and afflicted with what makes them a monster. Debuffs cast on them become half as effective (in terms of the dice penalty or rounds the debuff is active for at GM's discretion). Out of combat, this means your monster girl can never be purified.
  102.  
  103. 35. Inheritance - Your monster girl's curse of chaos is one that can be spread. On the turn you make a successful physical attack against a target, the target must roll a 1d10 if a wound is taken. On 1-2, they undergo a Monstrous Metamorphosis for 4 turns. 3-9 have no effect. A 10 stuns the monster girl for one turn.[This sould be clarified, it stuns MG you hit if she already tuend into were beast?][sorry i copypasted over from another sheet lol] Out of combat, magical girls will take precautions to avoid you in fear of this.
  104.  
  105. 36. Dark Sider - Prolonged contact with your monster girl leaves others more prone to corruption, and you have the ability to intentionally corrupt a magical girl. By rolling your MAG or LCK against a magical girl's MAG, VIT or LCK who is at their last wound threshold or lower, you have the ability to turn them as monstrous as yourself. Upon corruption the target may select perks from this table or roll the usual respective amounts. Willing targets who ask for corruption may only receive two perks of their choice from the original monster girl's perk table. This may only be rolled once per Encounter. You can not double corrupt other monster girls or dark magical girls. You can attempt to corrupt a White Coined character, however it would leave them with the same morality as a normal magical girl.[Also it should not effect other monster girls, because that would be DOUBLE CORRUPTION and we're not Blizzard]
  106.  
  107. 37. Reverence - Your monster girl is considered a good omen, either of sacred significance, a blesser of sorts, or otherwise significant. +1 to any stat. Out of combat, your monster girl does not need to wear a disguise. Normal humans feel at ease around her due to her magical aura, although she may still receive unwanted attention.
  108.  
  109. 38. Disembodied - Your monster girl self's spirit is not as deeply tied to its earthly bonds. Upon death, your spirit can be mobilized and you can consciously direct it and attempt rudimentary communication with Third Eye and Spirit users. If your specialization was Spirit, you may make yourself visible and audible to others and are able to manipulate light objects if you concentrate really hard.
  110.  
  111. 39. Gigantisim - You are a big(for you) [Nice meme :^) ]monster girl, at least one or two size classes (the latter if you are Overdeveloped) above other magical girls when you are in your natural form. +1 to STR or VIT. In your disguised form you will always be abnormally tall.
  112.  
  113. 40. True Sight - Your monster girl has either compounded eyes, bestial enhanced eyes, or some other affinity granting them enhanced sight. Targets attempting a Hide or Flee roll receive a -2 dice penalty when rolling against your monster girl. Out of combat, your girl can see in pitch black environments, through smoke, or other environmental blinders with no penalty.
  114.  
  115. -------------------------------------------------------------------------------------------------------------------------------------
  116.  
  117. Weaknesses:
  118.  
  119. By becoming a monster girl, you have a weakness to one type of Specialization. When you are wounded by the Specialization you are weak against, you take -1 defense dice against their Specialization magic, and they gain an additional +1 offense dice when using their Specialization magic against you. In addition, you will take 1 unavoidable bonus damage. (Perhaps also an additional +1 attack die for them or a -1 defense die for you? Old Black Coin was pretty wide in weakness/strength listings, now that this is more narrow, if it fits it should probably be more afflicting)
  120. If you have Black Coined or are accounting for a Big Friend with Dual Specialization, this means you take -2 defense dice against the two Specialization's magic you are weak to, and the Specialists strong against you gains an additional +2 offense dice when using their specialization against you. In addition, you will take 2 unavoidable bonus damage when they succesfully land an attack with their Specialization.
  121.  
  122. 1 Oddball:
  123. Choose a weakness you feel is accurate to your chosen Specialization.
  124.  
  125. 2 Fire:
  126. Weak to Water.
  127.  
  128. 3 Air:
  129. Weak to Gravity
  130.  
  131. 4 Spirit:
  132. Weak to Empathic
  133.  
  134. 5 Reinforcement:
  135. Weak to Spirit
  136.  
  137. 6 Psychic:
  138. Weak to Darkness
  139.  
  140. 7 Time:
  141. Weak to Illusion
  142.  
  143. 8 Lightning:
  144. Weak to Stone
  145.  
  146. 9 Sound:
  147. Weak to Air
  148.  
  149. 10 Darkness:
  150. Weak to Light
  151.  
  152. 11 Illusion:
  153. Weak to Psychic
  154.  
  155. 12 Light:
  156. Weak to Sound
  157.  
  158. 13 Wood:
  159. Weak to Fire
  160.  
  161. 14 Empathic:
  162. Weak to Beast
  163.  
  164. 15 Water ( &Ice):
  165. Weak to Wood
  166.  
  167. 16 Gravity:
  168. Weak to Time
  169.  
  170. 17 Stone:
  171. Weak to Reinforcement
  172.  
  173. 18 Beast:
  174. Weak to Metal.
  175.  
  176. 19 Metal:
  177. Weak to Lightning
  178.  
  179. 20 Dark Magical Girl & Monster Girls:
  180. If you are have rolled a 20 in character generation for Speciality, you are here. You have a choice of being either a dark magical girl with a corrupted specialization of your choice (including Oddball) and its assoociated stat. In return, you are excluded you from the monster girl perk table.
  181. Monster girls may pick their corrupted specialization and draw perks from this chart in the manner specified above. 4 of your complete choice, or 5 if you roll.
  182.  
  183. -------------------------------------------------------------------------------------------------------------------------------------
  184.  
  185. Monstrous Motivations:
  186.  
  187. Unlike the Puchuu’s transformation, this touches and twists your mind directly. You have a new drive, a purpose. Choose one of the following monstrous motivations as your mind warps under the strain of your new powers and body. You are obviously corrupted and you must obey the drive you are given.
  188.  
  189.  
  190. Dominator - You've got the jitters, it's not safe unless you have everything working just how you need it to be. If you just take control of those people, then everything will be perfect and according to plan. They just have to listen.
  191.  
  192. Warrior - The blood sings in your veins, pushing you to find that high you can only get from lethal combat. Humans are weak, but the girls that defend them, maybe even the other monsters might give you the challenge you need.
  193.  
  194. Builder - This place isn't safe for you, but you'll make it that way. You'll lay traps here and there, put a wall here, and soon your lair will be protected. It's your home, and you have to give it a personal touch. Trespassers will enter at their own risk.
  195.  
  196. Hoarder - You want things. A burning need within you - things of value, power, or status. And you're going to get them any way you can. Intimidation? Force? Death? That works for you. It’ll all be yours in the end.
  197.  
  198. Devourer - Oh, you're so empty now. There's something you need to fill your belly, to slake your thirst, and you must have it. Oh, you can stave that burning need off for a time, but it's going to wear on you. Maybe you need blood. Maybe your new body just needs a ton of food to keep going. Surely you could just take a nibble, a sip, without causing harm?
  199.  
  200. Altruist - You just want to help. In fact you're pretty sure you know just who to help. Or just how. You're not malicious. At least, you're pretty sure you're not. But things keep going wrong - people doing awful things with your help, or insisting you've ruined everything. It's okay though, you'll never stop when people are in need.
  201.  
  202. Sentinel - You have to keep it protected. Be it a person, a place, or an item important to you, there is something whose security and wholeness matter to you. And you'll do anything to make sure it is out of harm's way.
  203.  
  204. Discordian - You are more attuned to your chaotic urges than other monster girls. Maybe you think things are just more fun when they don't go according to plan, maybe you're bitter that others get their happy ending while you do not, or perhaps you enjoy the rush of power when you see people forced to react to what you do. Whatever the case, you intentionally sow the seeds of strife where you go.
  205.  
  206. Eidolon - You need to be worshipped. You are great, you are powerful, why can't others see that? Well, no matter. If they don't give you the attention you rightfully deserve, they will pay the consequences. Even your devotees need to be taught lessons about what happens if they step out of line.
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