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- First Step: Background
- Choose one of the backgrounds for your character.
- Well Rounded
- 17d6 Stat Dice
- 1d4 4d6 2d8 Trait Dice
- 4d6 2d8 Relationship Dice
- Strong History
- 13d6 Stat Dice
- 3d6 4d8 3d10 Trait Dice
- 1d4 3d6 2d8 Relationship Dice
- Complicated History
- 15d6 Stat Dice
- 4d4 2d6 2d10 Trait Dice
- 5d6 2d8 Relationship Dice
- Strong Community
- 13d6 Stat Dice
- 1d4 3d6 2d8 Trait Dice
- 4d6 4d8 3d10 Relationship Dice
- Complicated Community
- 15d6 Stat Dice
- 6d6 2d8 Trait Dice
- 4d4 2d6 2d10 Relationship Dice
- Second Step: Stats
- Divide your stat dice among the four stats: Acuity, Body, Heart, and Will.
- The minimum for each stat is 2d6. There is no maximum.
- If your character's speaking, roll Acuity and Will
- If your character's doing something physical but not fighting, roll Body and Heart
- If your character's fighting mundanely, roll Body and Will
- If your character's using her powers, roll Acuity and Heart
- Third Step: Traits
- 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.
- 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.
- 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".
- Fourth Step: Relationships
- 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.
- 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.
- Fifth Step: Belongings
- 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:
- Normal: 1d6
- Big: 1d8
- High Quality: 2d6
- Big & High Quality: 2d8
- Worthless: 1d4
- 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.
- Sixth and Final Step: A wish
- 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.
- Fallout
- Fallout Dice
- Non-physical: d4s
- Physical: d6s
- Combat: d8s
- Magical: d10s
- Fallout Roll
- Any 1s: Experience
- 2-7: Short-term.
- 8-11: 1 Long term.
- 12+: 2 Long term.
- 12-15: Injured.
- 16-19: Badly Injured.
- 20: Dying.
- Things' Dice
- Normal: 1d6
- Big: 1d8
- High Quality: 2d6
- Big & High Quality: 2d8
- Crap: 1d4
- Guns: +1d4 Reference
- Short-term Fallout
- Subtract 1 from one of your character's Stats for your next conflict.
- Take a new trait rated 1d4 for your next conflict.
- Change the dice of one of your character's Relationships to d4s for your next conflict.
- Have your character leave the scene and spend some time alone. Only choose this one if nobody else launches a follow-up conflict.
- Long-term or Injured Fallout
- Subtract 1 from one of your character's Stats.
- Take a new trait at 1d4.
- Take a new relationship at 1d4.
- Add 1d to an existing d4 trait or relationship.
- Subtract 1d from an existing d6+ trait or relationship.
- Change the die size of an existing trait or relationship to d4.
- Erase a Belonging from your character's sheet .
- Experience Fallout
- Add 1 to one of your Stats.
- Create a new Trait at 1d6.
- Add or subtract 1 die from an existing Trait.
- Change the d-size of an existing Trait.
- Create a new Relationship at 1d6.
- Add or subtract 1 die from an existing Relationship.
- Change the d-size of an existing Relationship.
- Write a Belonging on your character sheet and give it its usual dice.
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