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MGCYOA Reworked Fire Tree

Nov 23rd, 2016
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  1. Tangent's revised Fire Specialization Tree
  2.  
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  4.  
  5. Old titanpads if you want look for messy old trees - https://titanpad.com/f0uQTzZSqY https://titanpad.com/cALjc7hIl7
  6.  
  7. Spell Template:
  8.  
  9. Spell Name
  10. Keywords: (found here https://titanpad.com/gRh7pxLfAl )
  11. Duration: (in turns/ whatever, write Instant if an instant spell)
  12. Requisites: MAG, [other stats], WEAPON, [everything else]
  13. Cost:
  14. Description:
  15.  
  16. -------------------------------------------------------------------------------------------------------------------------------------
  17. PASSIVE ABILITIES
  18.  
  19. Burning Soul
  20. Keywords: Passive
  21. Duration: NA
  22. Requisites: Fire Specialization
  23. Cost: NA
  24. Description: Magical girls affiliated with fire have fiery souls. Over time, their attacks can burn through almost any defense. For every 9 or 10 the caster rolls on a spell or attack that successfully hits the target, they pierce 1 more Soak.
  25.  
  26. Channel Specialization (Fire)
  27. Keywords: Passive
  28. Duration: NA
  29. Requisites: Fire Specialization
  30. Cost: NA
  31. Fire is an inherently offense-focused specialization, aggressive and on the attack. Fire girls may channel up to 2 Mana per turn to boost any attack roll by 1 dice per mana, for up to 2 dice.
  32.  
  33. UNARMED SPELLS
  34. Flame Driver [WIP]
  35. Blazing Touch/Blazeblade [WIP]
  36. Exploding Strike/Fist [WIP]
  37.  
  38. MELEE SPELLS
  39.  
  40. Burning Blade
  41. Keywords: Utility, Regular, Instant
  42. Duration: 3 Turns
  43. Requisites: 6 MAG, Melee/Unarmed weapon
  44. Cost: 2/1
  45. Description: Coat one's weapon in flames. The caster deals 2 more Fire damage on successful Soak penetration, and the cost of applying Ignite is reduced by 1 Mana (to a minimum of 1) while this is active, but their Parry and Dodge dice are both reduced by 1. When the caster successfully defends herself with a Parry, an additional Wound is dealt to the attacker.
  46. If cast as a full action, the Mana cost for Burning Blade is reduced to 1 and it takes effect at the end of the caster's turn.
  47.  
  48. Excessive Fire
  49. Keywords: Offensive, Regular
  50. Duration: Instant
  51. Requisites: 8 MAG, Melee/Unarmed weapon, Ignite/Greater Ignite
  52. Cost: 2
  53. Description: Strike the enemy with a melee or unarmed attack other than Flurry or All Out. On a successful attack, everyone in close range, including the caster, is covered in flames and must roll defense. Characters that fail their defense roll are treated as though they have been subjected to Ignite or Greater Ignite for no additional Mana Cost and under the conditions listed under the spell. All targets other then the caster also take 2 Wounds that ignore soak upon successful impact.
  54.  
  55. RANGED SPELLS
  56. Flare Round [WIP]
  57. Tracer Rounds [WIP]
  58. Searing Shot [WIP]
  59.  
  60. OFFENSIVE SPELLS
  61.  
  62. Ignite/Greater Ignite [WIP]
  63.  
  64. Fire Sweep
  65. Keywords: Offensive, Regular
  66. Duration: Instant
  67. Requisites: 8 MAG
  68. Cost: 4
  69. Description: Conjure fire around you that damages all characters, friendly and hostile, in close range. Deals 2 Wounds and 2 Wounds/success to all targets affected.
  70.  
  71. Power Overwhelming
  72. Keywords: Utility, Instant, Special
  73. Duration: Variable
  74. Requisites: 10 MAG
  75. Cost: 2/turn
  76. Description: Boost attack capabilities of your magic, +2 dice on attack rolls and 2 Wounds on successful attack in exchange of damaging yourself on attacks. Damage done to the caster starts at +1 Wound/use in the first turn Power Overwhelming is used and increases by 1 Wound for every additional turn Power Overwhelming is active, ie: 1 Wound on first use, 2 Wounds if used the next turn...) Damage done to the caster on use drops to 1 if not used for one turn)
  77.  
  78. You may not cast this spell while Ignite is active.
  79.  
  80. Enkindle- WIP
  81.  
  82. Blazing Ring
  83. Keywords: Offensive, Regular
  84. Duration: Instant
  85. Requisites: 12 MAG
  86. Cost: 3
  87. Description: Utilize spinning kicks or sweeping arm movements to create rings and arcs to slice larger, more widely spaced, or evasive targets! Deals 2 Wounds and 1 Wound/success, penetrating 1 Soak, but enemies suffer a 2 dice penalty to their Defense roll. Targets everyone, friend and foe, close to the caster, but allies are forewarned and therefore do not suffer the -2 defence dice. No multi-dice penalty.
  88.  
  89. Firestorm WIP
  90.  
  91. By Fire Be Purged WIP
  92.  
  93. Fireball (Greater) WIP
  94.  
  95. Ω Fireball WIP
  96.  
  97. DEFENSIVE SPELLS
  98.  
  99. Smoke Cloud
  100.  
  101. Scald
  102. Keywords: Utility, Reactionary
  103. Requisites: 10 MAG
  104. Cost: 1/activation
  105. Description: Your body is hot! Physical attacks made to you in Close range cause 2 Wounds to the offensive party.
  106.  
  107. Wall of Smoke
  108.  
  109. Fiery Aura
  110.  
  111. Flaming Wall
  112.  
  113. UTILITY SPELLS
  114.  
  115. Burn Out
  116. Keywords: Utility, Regular
  117. Requisites: 6 MAG
  118. Cost: 1
  119. Description: Remove any bleed effects on a target. Target takes 1 Wound that ignores Soak.
  120.  
  121. Fire Branded
  122. Keywords: Utility, Instant, Maintain
  123. Duration: Maintain
  124. Requisites: 6 MAG
  125. Cost: 1/turn
  126. Description: Brand Ally or yourself with mark that protects against fire based damage. Any fire based damage deals 2 less Wounds.
  127.  
  128. Stoke the Furnace- WIP
  129.  
  130. Warmth WIP
  131.  
  132. Rocket Propulsion
  133. Keywords: Utility, Instant, Sustained
  134. Requirments: 14 MAG
  135. Cost: 2/turn
  136. Desc: Propel yourself around with jets of fire! Allows you to fly; you may move to Far and Very Far range from the surface and stay that way under your own power.
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