MoiraWrite

Virtues and Vices

Aug 1st, 2016
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  1. Virtues and Vices
  2.  
  3. Every magical girl has something that makes them tick. Things that make them shine, and things they aren't so proud of. These might be some of them.
  4.  
  5. (An alternative idea to perks/what if idea that doesn't really fit the current AMGC system and would be more character based.)
  6.  
  7. Pick two Virtues and two Vices. You may spend a silver coin at character creation to take one less Vice.
  8.  
  9. Virtues:
  10. 1. Team Player: You play well with others.
  11. Once per combat, you may make or receive an aid action as a free action. May not be taken with Loner or Self-reliant.
  12.  
  13. 2. Driven: When you start to do something, you see it through.
  14. Once per combat when dropping a wound category, the dice loss does not apply until the following turn.
  15.  
  16. 3. Guided: Someone upstairs is looking out for you. Or maybe you just know when to listen.
  17. Once per session, regain a spent fate point at the start of the next turn.
  18.  
  19. 4. Egoist: You think highly of yourself and your abilities. Maybe a bit too highly.
  20. Gain an additional dice to all rolls after making a successful roll if someone is around to see it. Lose two dice for the same number of turns (net -1 from base dice) if you subsequently fail a roll in the same session.
  21.  
  22. 5. Compassionate: You care about others.
  23. You can make an aid or cover action as a free action at any time at the cost of your own next turn.
  24.  
  25. 6. Senpai: You're someone's mentor. Did you notice them?
  26. Gain +1 to Aid actions made for actions that use your highest stat. If you have the Gifted or Training Perks, you may instead use this trait for the stats those improve.
  27.  
  28. 7. Attentive: Nothing gets by you. Most of the time.
  29. Gain +2 to one roll per session when rolling Perception or for detection.
  30.  
  31. 8. Lightfooted: With catlike tread...
  32. Gain +2 dice to one roll per session when rolling to hide or trying to avoid detection.
  33.  
  34. 9. The Smart One: Nerddddddddddddd.
  35. Once per session, you may spend a Luck point to learn something important about the current fight or overall story, at GM discretion. Additional story opportunities may also due to your character's cany nature.
  36.  
  37. 10. Strategist: You love it when a plan comes together.
  38. Once per combat, you may add the number of degrees of failure or success of one previous roll to your next roll. This should be fluffed appropriately. (IT WAS PART OF MY PLAN ALL ALONG.)
  39.  
  40. 11. Self-reliant: You're strong enough, all on your own!
  41. Gain +1 to two stats of your choosing. Any benefits you receive from aid or cover actions are halved, rounding down.
  42.  
  43. 12. Gifted: You're good at what you do. Very good.
  44. (See the gifted perk)
  45.  
  46. 13. Crusader: You're a girl with a cause worth fighting for.
  47. When fighting against individuals or creatures that oppose your character's cause, you may roll with either one additional offensive dice and one less defensive dice, or one additional defensive dice and one less offensive dice. You may only use one of these per combat, and may roll normally at the start of the subsequent turn from the turn in which Crusader applied.
  48.  
  49. 14. Genki: You're just absolutely full of energy!
  50. Gain +1 to Initiative rolls.
  51.  
  52. 15. Collected: It's really, really hard to get under your skin, either because you're hard to unnerve or just that stubborn.
  53. When resisting mental effects or corruption/purification, you never roll with fewer than the standard number of dice for the situation. Cannot stack with Weak-Willed.
  54.  
  55.  
  56. Vices
  57. 1. Loner: You're a one girl team, and like it that way. Right?
  58. You may never benefit from Aid or Cover actions while conscious. May not be taken with Team Player.
  59.  
  60. 2. Skittish: You jump at your own shadow.
  61. Roll -1 on any rolls to keep calm.
  62.  
  63. 3. Unlucky: Sucks to be you.
  64. Start with one less luck point than your maximum total.
  65.  
  66. 4. Bully: You're kind of a jerk. Always pushing people around...
  67. You gain one less dice from aid actions, for a minimum of 1. Once per turn, you may bully an ally into helping you, whether they like it or not. Make your next roll with one more dice than usual. Your ally rolls with one less dice than usual. You monster.
  68.  
  69. 5. Coward: You don't take getting hurt well.
  70. The first time you take damage in combat, make your next roll as though your wound category was one less than it was. Cannot be taken with Driven.
  71.  
  72. 6. Ice Queen: As cold as winter, and just about as welcome.
  73. Receive one less dice for all aid actions.
  74.  
  75. 7. Selfish: You look out for yourself first, last, and always.
  76. -2 dice when making aid and cover actions, to a minimum of 1 for each.
  77.  
  78. 8. Petty: You have no sense of priority.
  79. <Crunch?>
  80.  
  81. 9. Naive: Under other circumstances, your ignorance might be charming. For a magical girl, it could be a death sentence.
  82.  
  83. 10. Possessive: You're overprotective. Massively so. Kind of creepy, actually.
  84. Lose 1 dice to all rolls except aid and cover actions if the subject of your...affection is injured or receives outside help from anyone but you.
  85.  
  86. 11. Incompetent: You suck. No joke, you're really bad at this.
  87. Lose -1 from two stats. Gain one additional dice from aid and cover actions. (Hey, they feel sorry for you...)
  88.  
  89. 12. Stubborn: You don't back down easily. Even when you really should.
  90. Roll with half dice when attempting to disengage or hide.
  91.  
  92. Other Ideas:
  93. ingenue, petty, inquisitive, vengeful/jealous, inept, aughty, cheerful, competitive, affectionate, jealous
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