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- Pasts
- Although the system does not concern itself with the effects of magical girl wishes - they already have effect on your powers, after all, and probably wound up being pointless aside of that - it does care about the way in which you got to make that sort of a wish.
- Pasts are a voluntary rule. A Past is an asset that costs no (0) karma, and helps encourage roleplaying by rewarding it with slight shifts in Emotion. It is never a mandatory asset, though some GMs may ask it of you anyway, since it helps in making a character with a motivation.
- A past always has two conditions, the 'goal' changing the emotion in a way chosen by the player at the time of choosing the past, and the 'failure' shifting it the opposing way.
- As a general rule, it only changes the emotion by one up or down between resetting it, each of which should not occur more than once, as not to accidentally corrupt the character.
- It is completely possible to build your character around consistently reaching failure, if you find it easier, and making it into the result you want, but mind that your character will probably not be happy about that at all.
- It should be possible to arrange your own with the GM, as long as he deems it reasonable, but here are some examples of different, easily applicable Pasts:
- Nerd
- Pick a hobby. It should be something mechanically useless, though something like cleaning guns is fine. Reading is also fine, as long as it's an useless, entertaining book. Just don't make it, for example, brewing magic potions.
- Goal: Spend three hours on it without significant interruption. Once you do, you cannot purposefully change your Emotion this way again, until it is reset.
- Failure: Whenever you go twelve hours without spending at least one hour, your emotion shifts in the opposite direction.
- Veteran
- The others merely adopted the suffering. You were born in it, molded by it, you didn't see an ice cream box before you were already a woman.
- This Past assumes you are slightly order than other characters, and already have a bit of being a magical girl under your belt.
- Goal: Simply enough, when you fulfill or significantly advance orders, you can increase or decrease your emotion by one.
- Failure: If you fail to fulfill an order, or even detour from a once given task after less than eight hours, your Emotion will shift in the opposite direction.
- Spartan
- You may have been trained as an atlethe, did some self-defense courses, or simply had harsh upbringing with a lot of competitors, like siblings. It gave you a mindset of closing off your surroundings, and certain short-term goals.
- Goal: Choose an enemy, as long as they aren't a defenseless civilian or a basic Familiar. Strike the blow that knocks them out or worse.
- Failure: You give up, they manage to flee, or others defeat them. If so, you can still retry on others until you succeed. Further failures don't count, you can still both fail and succeed only once per day.
- Lost Friends
- You greatly miss the normal life you left behind, and your beginnings as a Magical Girl were savage. In the end, you've managed to carve a new living for yourself - and you are more terrified than anything of another loss. After at least one session, choose up to ten people who are your friends. You can take your time picking people.
- Goal: If two or more of them are knocked out (or worse) in one combat, not by you of course, your emotion increases or decreases by one. You don't need to be present for this, finding out later is enough, but being present makes it immediate.
- Failure: If you go eight hours since awakening without seeing a friend, your emotion shifts in the opposite direction.
- Honor Student
- You may have been a class representative once. That's all behind you now, but let no one tell you that the time you have spent not living your youth out was wasted.
- Choose a school subject out of Math&Geometry, Native Language, Chemistry, Biology, Physics, Geography and Physical Education. It is the subject you got a B in once.
- Goal: Successfully figure out something plot-relevant or player-character-relevant using a Knowledge check.
- Failure: Whenever the subject is even loosely brought up in a conversation, you become frustrated and your emotion shifts the opposite way.
- Noble
- You could be real nobility, be from a traditional family, or you just used to be filthy rich and own servants. Any way it is, nobility obligates.
- Goal: When three or more characters, including you, roll the same kind of a check or roll in a situation (such as detection), get the best result. This will activate with any kind of a check, not just the one you would like.
- Failure: In the same situation, roll the worst result or tied for it.
- Rivalry
- You knew a person growing up. You may still hate that person and avoid them, had grown to interact with them more, or they may be your best friend. either way, Io and behold, both of you are Magical Girls now. Your view of it can be one-sided, with them having another Past or none, or both of you can be in on it.
- Goal: Make a bet with your rival, swear or promise a thing in the future to your rival, or pose a serious question to your rival.
- Failure: A bet is resolved (result does not matter), an oath is kept, a serious question is throughly answered with neither having anything to add.
- (Note that many of these can be up in the air at any time, though only one can affect your emotion on either side.)
- Abused
- You're damaged goods. No matter how well you'll train yourself, violence will always provoke a reaction in you. It can blunt you, or make you lash out.
- Goal: Deal damage.
- Failure: Take damage.
- Rebellious
- You grew up with a little too much free time on your hands, and not enough supervision, so doing what you want became a habit - and when you grew up, people started to prevent you from doing things, which made you want to do those things. Some may call you a jester, but you're, really, an artist.
- Goal: Break a social norm, a rule held by at least a small group of people, or the law. You can only do this once for anything, tomorrow you will need something new to rebel against.
- Failure: When dared to do something, prevented from doing something, or told something is forbidden, give up without coercion by force.
- I Was a Teenage Lesbian
- The state of having no past. Instead, being a soul-less one-note straw-woman destined to become some play-by-post neckbeard virgin loser's equivalent of a kirigumi doll in the uncomfortably near future.
- Goal: Sexually dominate a girl
- Failure: Be sexually dominated, or have a penis be involved in the affair. That's gay, mate.
- (add long-term goals, try to figure out how to make people not horribly corrupted. While a long-term goal is up, the goals are already fulfilled every day?)
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