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Oct 22nd, 2017
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  1. First Step: Background
  2.  
  3. Choose one of the backgrounds for your character.
  4.  
  5. Well Rounded
  6. 17d6 Stat Dice
  7. 1d4 4d6 2d8 Trait Dice
  8. 4d6 2d8 Relationship Dice
  9.  
  10. Strong History
  11. 13d6 Stat Dice
  12. 3d6 4d8 3d10 Trait Dice
  13. 1d4 3d6 2d8 Relationship Dice
  14.  
  15. Complicated History
  16. 15d6 Stat Dice
  17. 4d4 2d6 2d10 Trait Dice
  18. 5d6 2d8 Relationship Dice
  19.  
  20. Strong Community
  21. 13d6 Stat Dice
  22. 1d4 3d6 2d8 Trait Dice
  23. 4d6 4d8 3d10 Relationship Dice
  24.  
  25. Complicated Community
  26. 15d6 Stat Dice
  27. 6d6 2d8 Trait Dice
  28. 4d4 2d6 2d10 Relationship Dice
  29.  
  30. Second Step: Stats
  31.  
  32. Divide your stat dice among the four stats: Acuity, Body, Heart, and Will.
  33.  
  34. The minimum for each stat is 2d6. There is no maximum.
  35.  
  36. If your character's speaking, roll Acuity and Will
  37. If your character's doing something physical but not fighting, roll Body and Heart
  38. If your character's fighting mundanely, roll Body and Will
  39. If your character's using her powers, roll Acuity and Heart
  40.  
  41. Third Step: Traits
  42.  
  43. Traits are personal characteristics like Compassionate touch or an ace shot. These traits are not all positive. Weaknesses or flaws can be just as important as skills or crafts.
  44.  
  45. An important note is that d4 skills aren't necessarily indicative of aptitude. "I'm in the kendo club 2d4" means that yes, your character is good at fighting, but when she fights, her life gets even more complicated than usual.
  46.  
  47. Divide your dice among traits you care to define. One of the traits you should outline is your primary power that you use to fight, "Celestial Archery 2d6" or "Masterful sword work 2d8" are both examples from the show. It is also worth considering to invest points into a powerful technique related to your power, such as "Erupt Finale 2d10".
  48.  
  49. Fourth Step: Relationships
  50. These are people that you know from your past or present that have some impact on you. You can call on these dice by invoking a relationship in a way that is significant to the moment. Homura's relationship to Madoka is of monumental importance to her, and someone she invokes frequently in times of stress.
  51.  
  52. Divide some of your relationship dice among other PCs or whatever NPCs you care to define. Don't create very many, and leave most of the dice unassigned. This way, you can call up relationships from your past or form a bond with someone in the present.
  53.  
  54. Fifth Step: Belongings
  55.  
  56. Freely create whatever belongings of importance you care to define for your character. A magical girl generally doesn't need anything aside from her soul gem and grief seeds, but other objects on her person can become tied to her powers. Other possessions may be defined as needed, with dice according to the following:
  57.  
  58. Normal: 1d6
  59. Big: 1d8
  60. High Quality: 2d6
  61. Big & High Quality: 2d8
  62. Worthless: 1d4
  63.  
  64. All soul gems receive an extra 1d4 die, so a normal soul gem would be 1d6+1d4. A freshly cleansed soul gem would be 2d6+1d4.
  65.  
  66. Sixth and Final Step: A wish
  67.  
  68. This step is important. What defines the contact that makes a magical girl is the wish that is given in exchange for being bound to fight witches or beasts. This will be played out as the stakes of a conflict if need be.
  69.  
  70.  
  71. Fallout
  72. Fallout Dice
  73. Non-physical: d4s
  74. Physical: d6s
  75. Combat: d8s
  76. Magical: d10s
  77.  
  78. Fallout Roll
  79. Any 1s: Experience
  80. 2-7: Short-term.
  81. 8-11: 1 Long term.
  82. 12+: 2 Long term.
  83. 12-15: Injured.
  84. 16-19: Badly Injured.
  85. 20: Dying.
  86. Things' Dice
  87. Normal: 1d6
  88. Big: 1d8
  89. High Quality: 2d6
  90. Big & High Quality: 2d8
  91. Crap: 1d4
  92. Guns: +1d4 Reference
  93. Short-term Fallout
  94. Subtract 1 from one of your character's Stats for your next conflict.
  95. Take a new trait rated 1d4 for your next conflict.
  96. Change the dice of one of your character's Relationships to d4s for your next conflict.
  97. Have your character leave the scene and spend some time alone. Only choose this one if nobody else launches a follow-up conflict.
  98. Long-term or Injured Fallout
  99. Subtract 1 from one of your character's Stats.
  100. Take a new trait at 1d4.
  101. Take a new relationship at 1d4.
  102. Add 1d to an existing d4 trait or relationship.
  103. Subtract 1d from an existing d6+ trait or relationship.
  104. Change the die size of an existing trait or relationship to d4.
  105. Erase a Belonging from your character's sheet .
  106. Experience Fallout
  107. Add 1 to one of your Stats.
  108. Create a new Trait at 1d6.
  109. Add or subtract 1 die from an existing Trait.
  110. Change the d-size of an existing Trait.
  111. Create a new Relationship at 1d6.
  112. Add or subtract 1 die from an existing Relationship.
  113. Change the d-size of an existing Relationship.
  114. Write a Belonging on your character sheet and give it its usual dice.
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