Puella Magi d20 Core Rule Book By: 1 4th Lord
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Index C01 . Introduction C02. Change Log C03. Attribute System C04. Additional Rules C05. Combat System C06. Magic System C07. Equipment C08. Sample Setting - GM Guide C1 0. GM Notes C11 . Creating Witches C1 2. Witch Powers C1 3. Witches C1 4. Magi
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C01 . Introduction Welcome to Puella Magi d20 First thing on many peoples mind might be the word 'Why?' What is the purpose of this system that the current favorite Magical Burst cannot be used? Magical Burst is a great system to use for casual and text based games, but it severely falls short when it comes to mimicking the Puella Magi universe and making use of a tabletop and figures. The primary difference with this system is that while Magical Burst borrows from more narrative focused games such as the World series, this system borrows more heavily on systems such as D&D. Pathfinders, Tephra, etc. for a more combat enhanced experience. Magical Burst can be a great system though so don't think of this as being better or worse than it, or even competition. Instead this system exists to explore different avenues and ways of gameplay, and to be very simple to create and have a character ready to play within only 1 0-20 minutes. As with Magical Burst, the game is focused around Magical Girls, but Magi of either gender are perfectly acceptable! Call yourself a Magi, Magical Knight, Magical Boy, Puer Magus, your pick. Keep in mind this game does center around middle school and early high school characters though! Game Masters (GM's) feel free to be flexible though and implement older characters and adjust the settings. Leveling may seem pretty quick early on until Level 5, where players will begin to see that leveling begins to take a lot longer than 1 -2 games. This might become a issue though to those who want to play massive sessions, 5 hours and beyond. This game was tested in sessions lasting between 2 to 3 hours, so it's suggested you set breaks around that time for XP to be calculated and levels added. As with any tabletop game that makes use of a tabletop, this system is not for those who want text based RP sessions. This system was made in mind to adhere to voice communications and a tabletop to illustrate movement. Hopefully people will find this system enjoyable, and any complaints or questions can be forwarded my way by e-mail at 1
[email protected]
Testers
1 4thLord, Bokuto, Evasaurus, Nina Mantrom, Sealopsco, Yugishogun,
Disclaimer
This system has no relation with Gen urobochi, Akiyuki Shinbo, Aniplex, or Shaft. This is a independently created Tabletop RPG system created for free use by anyone, and not for monetary gain. If a official system comes out, please get that instead. The artwork illustrated in this book does not belong to me, nor commissioned for the purpose of this book. Authors of the non-official images are unknown to me but feel free to e-mail me and the artist to let them know it's being used, and if they wish credit it will be added in the next edition!
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C02. Change Log
Version: Release Edition 1 .0
This section is reserved for changes that may be implemented after this book has been released. Any typos? Weird phrasing? Down right ridiculous effects? E-mail it to me and the next version might just have the update here! Send Feedback at 1
[email protected]
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C03. Attribute System Creating a character can be made via a 5d6
roll system, or 20 points allocated between the Attributes. No attribute can be over 6, or under 1 upon Attribute Allocation in character creation. When using 5d6 it's possible to be very lucky, or very unlucky. If your total roll is under 20, add the difference as long as no attribute goes beyond 6. If you roll over 25, subtract until it's 25. No attribute can be less than 1 .
After placing the Primary Attributes, calculate how this effects your Secondary Attributes.
Primary Attributes Dexterity (Dex)
The agility and ability to make quick maneuvers, whether in the heat of combat or simple reflex and the Magi's ability to evade harm. In combat this is how accurate their strikes are, and their ability to evade harm.
Endurance (End)
The Endurance value is how much abuse a Magi is capable of taking. In combat this is how much damage a Magi can simply shrug off and how hard they can hit.
Allure (Alu)
The Allure of a Magi is how they can convince others to do things they would normally not do, or even never do. In combat this can be used to force targets to focus or even attack them.
Technique (Tec)
While Dexterity is natural quick acrobatic maneuvers, Technique is a Magi's intelligence, quick thinking, style and finesse. In combat this is directly related to how many Powers you have.
Hope // Hatred (Hop / Hat)
Consider this the morale of the character and their Hope. This is directly related to how much Magic a Magi has. When given into despair, Hope will turn into Hatred.
Secondary Attributes Stamina Points (SP)
Endurance * Dexterity Stamina is a abstract figure to represent how much damage a Magi can take, or how much they're capable of evading strikes. Outside of the Magi's armor, their Stamina is only 1 . Once Stamina reaches Zero, the Magi is considered to be in too much physical
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pain or exhaustion to move, and must use their Powers to mend their body. Any damage taken past Zero Stamina, goes into their Magic Points.
Magic Points (MP)
(Hope * 1 0) + Endurance The Magi's Magical Power. If they have no Stamina, any damage taken goes to this. This is used for casting all the Magi's powers as well. The only way to regenerate MP is by using a charge of a Grief Seed. WARNING: If a Magi's MP is brought to Zero, they will DIE. They may make last words.
Action Points (AP)
Magi normally have 3AP per turn. Simple actions use 1 AP, complicated use 2AP, etc.
Magic Powers and Spells
Magic is the route of all Magi. There's a list of Standard Powers Magi start with and Powers gained based by the Magi's wish (Primary), with Secondary effecting the Magi's play style.
Attacking and Ratings
Attribute System
beginning of battle roll 1 d6+Dex to ascertain your order, first person going soonest. Alternatively, Witches and familiars will only attack in response, and those in the greatest peril go first. Read the Combat section for more.
Allure Expanded
Allure can be used as a Minor Action (1 AP) as a ability to attract attention. Use a Opposing Check to determine whether they're captivated. Mindless creatures will attack once they've been captivated, but humans and other Magi may choose to ignore. If do, there's a negative result for them (At the GM's choice), or in combat they lose all their Dex bonus and a minor action until the end of their next turn.
Attributes Expanded
To get a better idea of what a attribute means, think of it like this. 1 is standard weak human, 2 represents a average adult, and 3 is equal to that of a skilled or professional adult. Example: 3 Endurance represents a body builder.
Using a weapon to attack usually costs 2AP to do so. In order to tell if a player hits and how difficult it is, several different Stats must be combined along with the roll of 1 d20.
Attack Rating (AR)
d20 + Dexterity + Technique
Touch rating (TR)
d20 + Allure + Technique
Evasion Rating (ER)
1 0 + Dexterity + Endurance
Reflex Rating (RR)
d20 + Dexterity + Endurance
Initiative Order d6 = Dexterity
While initiative is often unused, sometimes a clear initiative system can clear up turn order. At the
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C04. Additional Rules
Wishing to be a Magi
Soul Gems are gems that lay in the palm wrapped by a golden case. This can turned to a gem and worn anywhere on the Magi or become a simple ring when out of their attire. This must always be visible and within 1 00ft of the Magi for them to use their Magic. When it's over 1 00ft the Magi is rendered comatose and appears dead until the Soul Gem is returned.
The campaign should start with becoming a Magi as either the climax of the first session, but everyone should decide what kind of wish their characters would make and told to the GM, and why the character would make that Wish, and for the GM to work with them on what Primary Power they'd get. Its up to the GM then to intemperate the wording of the Wish, and tell them the immediate effects. This Grief Seeds all have 3 Charges when should be written down and important for the dropped. By using Grief Seeds, Magi can fully rest of the game. regenerate their Magic Points. Using a Grief seed is considered a Major Action and costs Once a contract is made, the Incubator will rip 2AP. When restoring magic, a Grief Seed is held very close to a Soul Gem and the the Magi's soul from their chest, creating a gem with the Magi's Color. The default form of darkness is drained from it, causing it to glow brightly. This drains 1 charge from the Grief Seed and is NOT consuming it.
Earning Grief Seeds
Soul Gem
When Grief Seeds are consumed, mark off on the character sheet inventory as “Consumed Grief Seeds X” replacing X with how many charges remain.
Hope and Despair
Magi uses their Hope to tell how long they can continue to fight. Besides hope is a slot for “Despair”. Whenever something scars the Magi, they gain a additional point in despair. When the Despair value is greater than Hope, the Magi will collapse and become a Witch, their hope turning to Hatred. Once gained, the only way to get rid of Despair is to resolve what gave them despair to begin with. In order to gain Despair, after a traumatic event occurs, ask players if they believe their character would begin to feel despair
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over the encounter. If they say yes, tell them to add a point into their despair. Alternatively, roll their Hope Attribute as a difficult check to pass. See Difficulty Rating for Difficult Tasks to evade earning despair.
Karmic Destiny
There's two things that makes a Magi powerful, their Hope, and their Karmic Destiny. While Hope may drop and is a figure a character can visualize, Karmic Destiny is not. It's a abstract figure for the GM to decide based upon the Magi's power, wish, etc. Pick the Magi with the highest Karmic Destiny. This can be after the first session and change if it makes sense. Upon death, the Magi is reborn as a Witch and gains +2 Levels.
Gaining Levels
Each Magi starts at level 1 (Or technically they're considered level 0 before becoming a Magi). For each additional level they gain after becoming a Magi, they gain perks. Most Magi should only expect ever to get around level 5, and almost never reach Level 1 0.
Additional Gains for Levels
Additional Rules Gaining Experience Magi gain experience by consuming Grief Seeds. When using Grief Seeds in this way, they must FULLY consume a Grief Seed and cannot “save” a charge, or split it between players. Magi Push the Grief Seed into their Soul gem, causing it to sink and disappear inside, consuming it. A second way to gain experience is by completing Connection Checks. Each player should only receive 1 XP this way per game session. A third and final way of earning XP is through Alignment. Each game you can make a alignment check, which will earn you a Alignment Check Point, and 1 XP.
Opposing Checks
Both parties roll 1 d20+Matching Attribute. Alternatively the defender of a action can use +1 0 to their attribute instead of rolling for a 1 d20. This should be done to simplify and speed the game play up.
Difficulty Checks
Level 2/4/6/8/1 0 Magi gain a additional General Power.
Sometimes you just plain need to know if the PC is skilled enough to do certain things, like pick a lock, how good their leap is and how socially capable they are. Find which Attribute it would make sense in and Roll 1 d20 + matching attribute.
Level 5/1 0 Magi gain 1 AP additional per turn.
Dexterity: Acrobatics, Mobility and Precision.
Level 1 0 Magi gain a extra Attribute Point.
Endurance: Raw power. x1 End to lift 50lb
1 : Start 6: 1 9XP 2: 3XP 7: 24XP 3: 6XP 8: 30XP 4: 1 0XP 9: 36XP 5: 1 4XP 1 0: 43XP * Experience does not reset upon leveling.
Allure: Social Capabilities
Levels 2 and beyond, Magi receive +1 Attribute per level.
Experience For Leveling
easily.
Technique: Intelligence, wittiness, strategy. Hope: Ability to cheer others up and remain hopeful despite terrible things happening.
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Difficulty Ratings
05: Trivial: No problem, anyone can do this. 1 0: Simple: Most simple tasks. 1 5: Skilled: Tasks that require Skill or Knowledge to pull off. 20: Difficult: Difficult tasks. 25: Implausible: Tasks that should are near impossible. 30: Impossible: It should be possible but yet there's still a chance for a skilled Magi!
Victory Checks
Additional Rules
questions should be asked to discern this. Players fill this out under Additional Notes. Personality // Theme // Color // Alignment
- What is the characters most precious possession? - What's a secret they'd rather keep try their best to take the the grave? - Who's the most important person in their life? - What's a immediate crisis they're facing? - Whats a long term crisis they must face?
Roll 1 d20 and the matching Attribute. Success and failures should be more abstract than At the end of each game, the party will go over victory or failure. Rolls of 1 or 20 are considered automatic critical, double critical, or their Connection Checks. Which other player does the Magi feel they bonded with and know a critical failure. better than at the beginning? Only pick one person per session. Add +1 connection Check Point with that person. If you made a Victories Connection Check, you gain 1 XP. 0 – 1 0: Succeeds flawlessly. 11 +: Succeeds and a logical bonus. Player Additionally, players can make Connection choice. Can be used to double damage in combat, OR turn it into a called shot (roll 1 d6). Checks with NPC's. This lalso yields the player 1 XP. The group must agree with all the 21 +: Double Critical. Double Damage and a connection checks made and the players additional bonus. Either roll 1 d6 for body location if it's upon a magi, or choose to cause reasonings. it to trip and fall. Alternatively, the GM can give the player permission to pick the effect as long Each time a Magi makes a Alignment Check, as it makes logical sense. they're rewarded with a Alignment Check Point (ACP) and 1 XP per session. Magi can have up Failures : to 2 Alignments. 1 -20: Flat out failure. 21 +: Failure and a logical penalty of GM's Pure: choice. Against Magi roll 1 d6 for what body A Pure Magi who sees law and honor as the part is hit and follow the effects. Always does righteous path. Uphold the law to the letter. double damage and additional effect. Can Fufill a important promise, and achieve Justic. alternatively at the weilders choice cause the Honor comes before personal gain, or the Magi to fumble and lose their turn in combat, 'Good' thing. or even give the target a free attack. The GM can rule that the Magi gets to pick its effects Rogue: as long as it makes logical sense. A magi with little care for law or honor. complete a task despite being dishonorable, break petty laws to benefit one self or a ally, The GM needs intimate knowledge on the and reveal hypocrisy. player to effect them emotionally. Several
Connection Checks
Success / Failures:
Alignment Checks
Additional Player Questions 14
Additional Rules Good :
Protect another at cost to one self. Give up something of value for the greater good. Reveal dangerous lies and show mercy to others.
Dark:
Leave another in danger to protect oneself. Acquiresomething of value at anothers expense. Get away with a lie that benefits oneself.
Neutral :
Make an ally of someone powerful Defeat a personally important foe, Learn a secret about an enemy, Uncover a hidden truth
Days End and Sleeping
Magi are human and need their sleep, anywhere between 6 to 1 0 hours each night. There are many rulings as well that's listed as until days end. The end of the day is considered when a Magi decides to sleep and call it a night. Once awake for 20 hours straight, Magi are considered Exhausted. (Read more in Combat). Starting then, Magi will have to roll their endurance check every 5 hours at increasing Difficulty Rating. Otherwise they fall asleep for
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C05. Combat System
Initiative
Turn order is considered Initiative. Each players initiative bonus is equal to their Dex. Roll 1 d6+Dex. Those with equal Dex can choose who goes first or roll opposing Dex checks. Alternatively, the person in the greatest peril may have first priority.
Surprise Round
When a target isn't expecting to be attacked, a surprise round is created. Allies do not get to act during a surprise round unless they were expecting it to occur.
Rounds and Turns
Everything a Magi does in combat resolves in turns. A Round of combat is considered to be roughly 6 seconds, and is considered to be the accumulation of everyones turns, both sides of combat. This Round includes all the Magi and the Witches Turns. Each Magi usually receives 3 Action Points (AP) at the beginning of each turn to resolve combat through. Action Points are usually unchanging, but may increase via Powers or Leveling Up. Unused Action Points can NOT be saved for your next turn, and are discarded.
Full Action: All AP
These are actions that take the entire turn for a Magi to resolve. This means they cannot spend any AP during their turn before using a ability that requires a Full Action.
Major Action: 2 AP
Attacking is considered a Major Action. Major Actions are general maneuvers that require high amounts of concentration or preparation to do.
Minor Action: 1 AP
Quickly pulling something out of your receive, creating a magic item, and anything that can be done swiftly within a couple seconds are considered minor actions.
Free Action: 0AP
If it doesn't require a seconds notice to do, it's a free action. Such examples is dropping a item, blinking, etc. Speaking is a free action but only for 6 seconds per turn.
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Delaying Actions
Sometimes a player may wish to ready a attack and hold off until in response to anothers movement and action. If they do so, their strike will resolve right after the action resolves. Attacks will go off after the target attacks, should they choose to.
Combat Maneuvers
Combat Maneuvers such as tripping can be done using either Attack Rating OR Touch Rating, and must pass the Evasion Rating. If grappling a foe, they can choose to attempt to break free as a Major Action on their turn., and this time roll for their Evasion Rating rather than using the standard value of +1 0.
Grapple Checks
To resolve a Grapple Check, you basically are resolving a Opposing Dexterity Check. Attempting to break free costs a 1 AP if it succeeds, or Full AP if it fails. Grappled targets lose Dexterity in Evasion. Assisting someone break a grapple costs 2AP. Add both parties Dex to the check.
Reflex Rating
Sometimes a Magi's Reflex comes into play, this is their Evasion Rating except with a d20 roll instead of a flat 1 0 value.
Movement
Magi can move at rates of 1 0ft per Minor Action (1 AP). This normally translates to 30ft for a turn dedicated to movement. In this movement, Magi can both leap extrodanary height and drop swiftly to lower locations.
Climbing, Leaping, Falling
Magi's are able to leap vast distance equal to their maximum movement they can make in a minor action. Magi can just as well climb such distances, but must make a minor action to pulll themselves up. Magi fall at 30ft per turn and do not take any fall damage no matter the
Combat System
distance. Magi cannot jump / stop mid air. They can stop mid climb if there's something to grab onto by their turns end.
Full & Partial Cover
Magi cannot attack from Full Cover or be attacked from it. If the Magi has Partial Cover, they receive +2 to their Evasion Rating.
Dealing Damage
When calculating damage, use Endurance if physical, or Dexterity if ranged. Endurance in this case represents how hard the user can hit without harm and pain to oneself. See the Weapons Section for the various types of weapons and how much damage each one of them does.
Critical Success
Rolling a 20 or clearing by 11 + are considered critical successes. See the Victory Checks table (In Additional Rules) for more information on this.
Called Shots & Locations
Upon critical against a magi, roll 1 d6 to determine its location. Each location has its own various effects. 1 : Torso 2: Left Leg 3: Right Leg 4: Left Arm 5: Right Arm 6: Head Shot
Critical Failure
Rolling a 1 is the main way to score a critical failure. In turn, failing 21 + is also a Crit Failure. See the Failure Checks table for more information.
Called Location
There are 6 called locations, the head, torso, and each limb. If a limb takes 1 0 Stamina damage, it's immobilized. Calling a location reduces AR / TR by -2. Once the limb is damaged, the Magi must Mend Self, otherwise face the consequences.
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Even after mending, they're left with a temporary scar until they mend the scars specifically, which does not effect Stamina. Mending scars does not incite Despair in itself, and only if the Magi is at a bad psychological state doing so.
Bodily Damage
Once a body part is damaged, the Magi must have their Stamina fully restored or they're crippled. Even after Mending, it seriously distresses the Magi until they spend a Mend on healing the remaining scar.
Called Shot Location Effects Head
Damage to the head is disorienting. While damaged, they lose all dexterity to Attack and Evasion Rating.
Arms
Loses the ability to move the arm and use it in combat. Two Handed weapons are unusable. This includes ranged if it uses 2 hands .
Combat System Types of Magic At Will:
Must be actively used to do. Basic Attacks are considered to be At Will.
Passive:
Spells and traits that are always active from here on, unless the Magi chooses to end or start it again at another point.
Reactive:
There are powers that are labelled reactive. These powers must be used in reaction to an event. For a full action, At Will spells can be turned a power into a reactive one, for when a decided condition is met. Reactive will take place either BEFORE or AFTER the condition is met, but this must be chosen! This will occur even if the Magi is killed as result of the condition and it will be assumed that the events go off at the same time.
Legs
Attacking Humans
Torso
Disability Effects
With a Magi's leg damaged, their AP is reduced by 1 , maximum 2. The Magi can still walk but with a limp. Hitting the Torso only does double damage, otherwise no additional effect.
Attacking Objects
Need to destroy a item, door, or something the sorts? Easy. Most standard items, weapons or sword, have 1 0 Stamina. Hard objects like weapons or doors only take 1 Stamina damage per hit unless they're instantly destroyed. Near impervious items like a steel safe can have up to 1 00 Stamina. Near Impervious objects, roll 1 d20 simply to see if the Magi critically fumbles (Natural 1 ) each strike, when their weapon is destroyed, but can simply be recreated by Magic Forming.
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Magi should almost never attack a human! Such actions will cause Magi to earn Despair should they permanently cripple or even kill one.
Blinded : Unable to see. Attack Rating halved, rounded down.
Disorientation : Magi disoriented and loses all Dexterity to AR and ER.
Stunned : Cannot do anything their next turn. Lasts until listed, otherwise just one turn.
Crippled : Unable to use a hand. Any weapons that requires 2 hands are unusable.
Limping : Lose 1 AP. Can stack up to twice. Exhausted : When Exhausted, -1 AP.
Combat System
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C06. Magic System Magi cannot simply cast any powers outside of Magical Garments. Only powers listed at the beginning "Can be cast outside Magical Garments" can do so.
Puella Magi's magic stems from their wish, making their powers reflect that and their general personality. With a wide extensive list of possible spells, there's almost limitless possibilities for powers a Magi may have. Spells uses Magic Power equal to its Magic Level. Magi can dispel their powers at will.
Secondary Powers
These are special powers unique to Magi that exist to potentially change Magi's playstyle.
General Powers
These are powers that all Magis can learn. Magi's have General Powers equal to half their Technique Attribute, rounded up.
Standard Powers Powers that all Magis have.
Starting Spells
Magic Attacks will work like normal attacks and All Standard Powers may miss. Instead of Dexterity, Magic uses 1 Primary Power Technique for the users Attack Rating. 1 Secondary Power General Spell = (Tec / 2 rounded up)
Primary Powers
Primary Power is the magic that directly links to the Magis weapon and personality.
Range
Range is how far a Magical Ability can be created from the Magi. Self indicates only herself, every 5 feet indicates 1 tile, adjacent indicates it must be right next to her. Most ranged attacks are only up to 20ft. There's also attacked that uses Touch. Unless it has range, Touch requires physical touch with the target, and uses the Allure + Technique trait to hit. This is used against the targets Evasion Rating. Why can a bow or musket shot go only 20ft? Magi aren't skilled fighters. They're middle and early High School students who usually aren't in the best of physical states, nor are very skilled with aiming weapons such distances. In addition, the projectiles from Magi's weapons are made of magic and lose its ability to damage after a certain distance.
Magic Guide Ability Name
Cost // Power Type // When used // Actions Range: The Range of the Spell Uses Per Day: Spell description and uses for it. At the end, specific spell requirements may
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Standard Powers
be listed. Cost Doubles Per Use: Temporary until the days end. Requirement: What's needed to to learn this.
Detect Witch
Cost 0 // Standard // At Will // Full Action Range: 1 Mile Lets a Magi sense, and pinpoint Witches.
Hammer Space
Cost 0 // Standard // At Will // Minor Action Range: Self Quickly draw or pocket anything into a pocket dimension that exists under a fold of magical clothing. Hammer Space creates a pocket, inside sleeves and under folded fabric. This can only be slightly above 1 foot wide.
Siphon Grief Seed
Cost 0 // Standard // At Will // Free Action Range: Touch Siphon Magic Power from Grief Seeds, consuming 1 charge from it. Regenerates all Magic Power. Can consume Grief Seed to turn all remaining charges on it into XP instead.
Soul Light
Cost 0 // General // At Will // Full Action Range: 20ft Can cast outside of Magical Garments. Lights up the Magis Soul Gem like a torch. It will shine and reveal up to 20 feet away fully, and only shadows of anything beyond.
Magical Writing
as they want, but die instantly upon use.
Magic Forming
Cost 1 // Standard // At Will // Minor Action Range: Self Can be cast outside of Magical Garments. This power is primarily to modify aspects of the characters appearance that are purely cosmetic. This includes clothing, hair, tattoos and anything that doesn't change her core appearance. All Magis uses this ability to transform into their Magi outfits, and create their Magical Weapons. Any objects created persists until dispelled, or casters death.
Mend Body
Cost 2 // Standard // At Will // Full Action Range: Self Cost Doubles Per Use: Can be cast outside of Magical Garments. This power is used to mend a Magi's body, and fully restore their Stamina. A Magi may choose to use this ability to mend imperfections about their body, at the cost of 1 Despair, each time they do.
Multi Strike
Cost 3 // General // At Will // Free Action Range: Varies Cost Doubles Per Use: When using a ability that deals damage, target up to two more foes within 1 0ft of one and another. Roll separate AR rolls for each, and do full damage. Requirement: Learned at Level 3
Hammer Dimension
Cost 3 // Standard // At Will // 1 Minute Cost 0 // General // At Will // Minor Action Range: Adjacent Range: Touch Turn a door or corridor into a portal to a pocket Inscribes something upon a location with dimension, this place is a large empty room. magic. Normal humans cannot see this writing. Each Magi can create their unique room, and only they can open the door to it. This door Goodbye lasts 1 minute. When inside, the caster can Cost All // General // At Will // Full Action create a new door to anywhere intimately Range: 20ft familiar to the Magi, such as their home or Deal Magi's Maximum Magic Power as somewhere they frequent often. damage. The Magi can hold this action as long Requirement: Learned at Level 7
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Primary Powers
Adorableness
Cost 0 // Primary // Passive // Free Action Range: Self The Magi's bubble headed and blissful nature and antics is irresistible. Permanent +2 Allure, and +1 Hope. Requirement: Wish for something ridiculous, like a single cake, to eat a cloud, etc.
Dark Magi
Cost 0 // Primary // Passive // Free Action Range: Self This Magi is sinister, greedy, and filled with Hatred. Replace Hope with Hatred, and add a +3 to their Hatred. This Magi cannot become a Witch from earning Hatred, but will become one should she run out of Magic Power. Requirement: Wish for something evil, out of malice or pure hatred.
Enhanced Self
Cost 0 // Primary // Passive // Free Action Range: Self Gain an additional +1 attribute 2 levels, starting at level 1 . That's at levels 1 /3/5/7/9. This effects the Base value and is not a bonus or mod. Requirement: Wish to improve oneself, physically, emotionally, mentally, etc.
Feral Nature
Cost 0 // Secondary // Passive // Free Action Range: Self The Magi has animal ears and tail of their favorite animals. This does not persist outside of Magi attire but their hair will naturally curl to appear similar to animal ears if possible. Once Per Day: The Magi can transform into that animal for as long as they want. While in that animal form, their Dexterity is doubled, but cannot use anything requiring hands. Requirement: Wish for something that shows caring for animals, nature, or to be animal like or one with nature.
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Data Form
Cost 1 // Primary // At Will // Minor Range: Touch Allows travel through electrical wires. This turns any travel into instant. Can also instantly read anything on a monitor and 'download' specific information from any computer device the Magi has contact with. They can also turn others into Data Forms and instantly create any program to do any task they wish. Requirement: Any technological influenced wish would create this power.
Gateway
Cost 1 // Primary // At Will // Minor Action Range: 20ft Create a Gateway. This will lead to another gateway that the player created. Only 2 Gates can be created and up at a time. Anything partially in the portal will come out unharmed. The primary Portal can last a day, the secondary only a minute. These portals do not alter intertia. Requirement: A adventure / travel-based wish.
Quick Mend
Cost 1 // Primary // At Will // Minor Action Range: Self Quickly regenerates the body in the midst of battle. Heals all Stamina. Learning this power permanently add +1 0 to total Stamina. Requirement: Wish to cause healing in one self or another.
One Truth
Cost 1 // Primary // At Will // Minor Action Range: Self Convince anyone to answer truthfully through a Opposing Alu check. Caster will know if they're telling the truth, a lie, or attempting to mislead or deceive. They will also know what emotion anyone is feeling from just looking at their face. Requirement: Wish to understand the truth behind anything.
Foresight
Cost 2 // Primary // Reactive // Free Action Range: Self Capable of seeing the slight possible future. Able to change the most recent action they've done, or try again. If the Magi made a attack and missed, she's able to try again. If they do a damage roll and are unhappy with it, they can roll damage again. Alternatively this could be used in reaction to force a attacker to reroll. Costs doubles per use in a single day, 2/4/8 etc. Can be used in reaction for a ally, but the caster must be able to get their attention to inform them of their error. Requirement: Wish for Victory or something luck based, time based, or that could be achieved with some simple foreknowledge.
Invisibility
Cost 2 // Primary // At Will // Minor Action Range: Self Turns the caster and everything carried invisible for 1 hour. Requires a minor action at the end of each turn in combat to maintain. This effect can be chosen not to effect touched items, and be denied by others who're made invisible. Attacking, or using Major and Full Actions will break this effect. This does not obscure noises. Requirement: Wish to blend in, go unnoticed, to fit in or disappear.
Mend Others
Cost 2 // Primary // At Will // Major Action Range: Touch Use on Allies: Fully heal friends Stamina, and capable of curing any ailment or disease. Requirement: Wish to save a life, or cure someone of a crippling condition or illness.
Mobile Shield
Cost 2 // Secondary // At Will // Free Action Range: Adjacent Creates a 5x5ft disc. If it's on the same tile as a friendly Magi, increase her Evasion Rating by the casters Level. This will only last 5
Primary Powers
minutes before requiring to be recreated, and move up to 30ft during casters turn. If a attack would hit a Magi, the Shield can be called back from 20ft instantly to shield the Magi. This would destroy the Shield and it cannot be recreated until the next day. Requirement: Wish for the sake of another.
Seduction
Cost 2 / /General // At Will // Full Action Range: Touch Once Per Day: Place a kiss upon the target. Force a person to see you as a close ally, a person to listen to and protect at any cost. They will not turn on their friends and family unless they threaten this person. This lasts the remainder of the day. Make a opposing Allure check, this can only be made once. Magi who resist will instantly know the caster attempted to cast a spell upon them. They will not do something they normally would never do. Requirement: Wish to be irresistible or for others to listen, love, or obey them.
Shape Shift
Cost 2 // Primary // At Will // Major Action Range: Self Changes any feature on the Magis body, and even make it so she appears to look like a person in particular. This cannot change the users Height and Weight by more than 5 inches or pounds. Requirement: Wish to alter appearance, blend in or be like others.
Eternal Hope
Cost 3 // Primary // At Will // Minor Action Range: Self Once Per Day: Remember something that gives the Magi strength to fight on. Regenerate all lost Hope on the user, even Hope that was permanently lost. Their next attack will automatically hit and critical. Requirement: Only a wish filled with Hope will create this power.
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Primary Powers
are all considered to be 1 , and has no MP. It can only attack once per casters turn., or carry Cost 3 // Primary // At Will // Major Action a shield to give +2 ER Range: Self Reanimate someone who has died. Their body Requirement: Wished to gain something of material value. remains exactly as it was at death. They do not eat or heal, and they will continue to rot. They will act and 'think' in accordance to the Magi's memory. If its someone they do not know their mind will be empty. They will obey anything the Magi requests and these creatures attributes are all 1 . This cost is doubled each time used per day, 3/6/1 2 etc. Requirement: Wish to revive the dead, or power over death.
Necromancy
Rewind Time
Cost 3 // Primary // At Will // Free Action Range: Self Rewind time in a chaotic manner. If in combat, it can rewind to a random point from 1 -1 0 minutes before the combat began. This could potentially be used to rewind time further should the GM decide that the Magi has enough Karmic Destiny for it, up to 1 month. Each time this ability is used the Magi gains 1 Despair permanently, barring creative use for fun activities of course! Requirement: Wish to change history.
Power of Friendship
Cost 3 // Primary // At Will // Full Action Range: Range 20ft One Per Day: Restore 1 temporarily lost hope to all allies. Add all the Hope of all Magi allies * 2. Deal that much in damage to one creature with your weapon. This will always hit. Requirement: Wish for something for the sake of friendship.
Telekinesis
Cost 3 // Primary // At Will // Minor Range: 20ft Lift a object up to half the users weight. Can be used in a Grapple check to lift a target. Carried weapons & Shields attributes
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Secondary Powers
Flight
Cost 0 // Secondary // At Will // Minor Action Range: Self Gain +2ER while flying. Must make a minor check during each turn in flight. Allows the Magi the power of Flight. While flying, Magi can move a additional 5ft each movement.
Valkyrie
Cost 0 // Secondary // Passive // Free Action Range: Self Caster uses Attack Rating instead of Touch Rating for all Powers. Use Endurance instead of Allure or Hope in DMG calculations. All ranged Powers are reduced to only a maximum of 5ft, not including Quick Leap.
Magi, roll opposing Allure Checks. Those manipulated by this will still be conscious but unable to resist. Lasts 24 hours. Magi can roll opposing Allure Checks once per hour. Requirement: Must have Hatred.
Keen Eye
Cost 1 // Secondary // At Will // Free Action Range: Self Notices details others would not normally notice. Can determine Duplicates, False Images, Locate Invisibility, what Powers were used, etc. Can be used to ask a GM a question on a situation.
Elementalist
Cost 1 // Secondary // At Will // Major Action Tank Girl Range: Adjacent Cost 0 // Secondary // Passive // Free Action Upon learning this, pick a Element. Fire, Earth, Range: Self Wind, Water. The Magi is capable of Increase Stamina by 1 0 permanently, their Manipulating this element and shape it. Dex Mod by -2 (Cannot be reduced below 1 ), Elemantalists when learning a new general and their ER mod by +4. Additional: Use TR power, can sacrifice learning a General Power for weapon Attacks instead of AR. to gain another Element. Fire: Shape or redirect fire. Deals (Level)d6 Maiden Damage, hitting all in a line to a target within Cost 0 // Secondary // Passive // Free Action 20ft. Range: Self Earth : Create a Golem of Earth. Its Attributes Attackers must roll opposing Allure Checks are all considered to be 1 . Can create a after their Attack Rating Check. If fails, the maximum of 2 at a time, which can appear any Magi will find the target too fragile, beautiful, or shape, but cannot look anything but earth alluring to scar, and purposefully miss. made. Wind : Increase wind within 20ft around the Monk caster. All but the caster has their Action Cost 0 // Secondary // Passive // Free Action Points lowered by 1 while effected. Range: Self Water: Shape or redirect water. Deals Increase Damage bonus of unarmed to full 1 d6+Technique in damage. Target must make attribute rather than half. Weapons get no a Endurance Skilled Difficulty Check (Beat 1 5), attribute effects when used. otherwise they're immobile until their next turn.
Forced Manipulation
Cost 1 // General // At Will // Minor Action Range: Touch Once per Day: Physically touch the target of this spell. Against normal humans, roll a Allure simple difficulty rating check (Beat 1 0). Against
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Create Duplicate
Cost 2 // Secondary // At Will // Minor Action Range: Adjacent Cost Doubles Per Use: Create a near perfect duplicate of user. This duplicate will either share the casters face, or be faceless. It will either have the Magi's same attire, or simply be translucent. Duplicates stats are all considered to be 1 . Duplicates can be used to cast Powers remotely.
Paralyze
Cost 2 / /Secondary // At Will // Major Action Range: Touch Cost Doubles Per Use: If touching or being touched, Temporarily paralyzes the target for 1 0 minute, or until they're attacked. Each of their turn, they can do a Difficulty Rating Check of 1 5+Casters Level to break free using their highest attribute. Example: Caster is level 4. Target will need to roll 1 d20+Highest Attribute and get at least a 1 9 to break free.
Grand Finale
Cost 3 // Secondary // At Will // Minor Action Range: 20ft Touch Once Per Day: Deals Weapon Damage * 3. Half Damage Vs. Stamina. This gains a additional +1 0 TR when used. This attack takes the form of your primary attack, whether it's hundreds of swords, a giant musket, or a rain of exploding candy canes.
Personal Shield
Cost 3 / /General // Reactive // Free Action Range: Self Cost Doubles Per Use: The Magi can create a energy shield to prevent a attack from striking her, after it passes its Attack Rating check, but before Damage.
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Time Stop
Secondary Powers
Cost 3 // Secondary // Reactive // Free Action Range: Self / Touch Cost Doubles Per Use: Quickly stops time and allows the Magi an extra turn at any point in a battle, at +1 AP. If during a opponents attack, it must be before damage is done in order to prevent damage. Anything touching the user will get to move during this time stop, per initiative. If used outside of combat this lasts up to 1 minute or until the Magi uses another power or attack.
General Powers
Animal Telepathy (Animal)
Cost 0 // General // At Will // Minor Action Range: 20ft When learned, can talk to a single type of animal at will. Can also sense this animal within 1 mile. These animals will feel a natural affinity for the Magi.
Blink
Cost 0 // General // At Will // Major Action Range: 20ft Instantly moves 20ft without the need to run it. Must have a clear view of the location. The user must completely conceal themselves such as by their cape to do this. +2 AR/TR to their next attack, if the target doesn’t act against them first.
Quick Leap
Cost 0 // General // At Will // Free Action Range: Self Once Per Turn: Quickly leaps around by 1 0ft.
Weapon Breaker
Cost 0 // General // At Will // Major Action Range: Weapon Magi focuses their power sharply to destroy metal and magical weapons easily. Target makes a Reflex check. If target fails, deal weapon damage to targets weapon. Magical Weapons will be permanently damaged until a new one is created. If the weapon takes 1 0 damage it is destroyed.
Acid Spray
Cost 0 // General // Passive // Free Action Range: Self Replaces the Magi's Hope with Hatred permanently. Increase Hatred by 2 and force Alignment change to Dark. Dark Magi can get this at no requirement. Requirement: Despair equal or greater than the Magi's Hope. Upon gaining this power, the Magi can never lose points in despair.
Cost 1 // General // At Will // Major Action Range: 20ft Touch Sprays in a cone or in a line. This can pass targets easily. Reflex Rating for the Magi to move out of the way in time. Deals 1 d6+Hatred. They're covered in a slime that continues to do damage same damage per the end of the targets turn until they spend a full action removing it from touching their skin. Can be washed off. Requirement: Must have Hatred
Ignore Pain
Focus
Consuming Hatred
Cost 0 // General // Passive // Free Action Range: Self Using this power allows the Magi to fight even if their Stamina has been reduced to below Zero, without need to mend the body. While ignoring pain, take half damage to MP.
Inspire
Cost 0 // General // At Will // Major Action Range: 20ft Once Per Day: Give a epic speech to your fellow Magis. -1 Despair until the end of the day. Roll Skilled Difficulty Check (Beat 1 5) for each Magi at a penalty of minus the targets Despair. On 20+ overcome 1 Despair
Cost 1 // General // At Will // Minor Action Range: Self The Magi takes a extra moment to concentrate to see that their attack goes true. Increases AR & TR by 1 d6 until turn end.
Glitter
Cost 1 // General // At Will // Major Action Range: 20ft Sprays glitter that sticks to anyone it comes into contact with for a hour, or until washed off. Can be sprayed in a line, or in a cone. This cannot become Invisible. Anyone looking at the Magi is blinded until they spend a minor action to wipe it off. While blinded, Magi's Attack Rating is halved.
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General Powers
Magical Burst
Cost 1 // General // At Will // Major Action Range: 20ft Touch Throws a burst of magic that looks in appearance according to the users personality. Deals 1 d6 + Hope. Gains a additional Burst of 1 d6 at Levels 3/5/7/9. Each Burst can target different targets but only 1 would get the Hope bonus.
Quickness
Cost 1 // General // At Will // Free Action Range: Self Once Per Turn: Give the user a sudden burst of speed. Next Weapon Attack is a Minor Action.
Preserve
Cost 1 // General // At Will // Minor Action Range: Touch Capable of preserving anything from the elements, decay and aging. This including a human body near death, or in death. This only lasts 24 hours after use.
Telepathy
Counter Spell
Cost 2 // General // Reactive // Free Action Range: 5ft Touch Once Per Day: Dispel a Magic Power targeting them and render it harmless, but only before any Rating checks. Can Dispel a persisting magic effect on another or a item by Touch. Cannot dispel Magic Garments / Weapon.
False Image
Cost 2 // General // At Will // Minor Action Range: Adjacent Create 1 fake duplicate of the user or of matching size. This image cannot have a face if it's not of the user, and cannot do damage, and will be destroyed upon sustaining impact. This is a physical construct and can be grabbed. Limit 2 at one time.
Levitate
Cost 2 // Secondary // At Will // Minor Action Range: Self Levitate up to 20ft. Gain +1 ER while levitating. Must make a minor action during each turn while levitating.
Cost 1 // General // Passive // Free Action Range: 1 Mile A Magi can speak to anyone and allow other Magis to listen in, but this cannot be forced. Telepathy can be done far quicker than vocal conversations and can remove any time based urgency. If a person says the Magi's full name, they can tap into their mind, and hear what they hear. Targets will feel a pressure on the back of their head. Targets can choose to reject the telepathic communications.
Magical Fire
Barrier
Cost 3 / /General // At Will // Minor Action Range: Touch Improves a attribute of choice by 1 d6. Doesn't stack, and only improves 1 Attribute per ally. Lasts until targets turn ends.
Cost 2 // General // At Will // Minor Action Range: 20ft Cost Doubles Per Use: Creates a stationary barrier up to 1 0ft x 5ft, with Stamina equal to the users total Stamina. Only one Barrier can exist at a time. Cost increase +1 per 5 feet additional. +2 ER while Partially Covered.
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Cost 2 // General // At Will // Major Action Range: 20ft Touch Create a Fireball. Deal 1 d6+Hope DMG to the target. This will ignite the target location with magic fire, that damages anything standing on it for the users Allure in damage. Can also be used to light small and easily controlled fires. The area increases by 5ftx5ft levels 4/8.
Improved Focus
Manipulate
Cost 3 / /General // At Will // Full Action Range: Hearing Distance
Once Per Day: Force a person to do a minor action of your choice, or something they can do easily without thought within 2 seconds. Make a opposing Allure check, they will know you attempted to manipulate them if you fail. They will not do something they normally would never do.
General Powers
Ribbons
Cost 3 // General // At Will // Minor Action Range: 20ft Can be created to assist with chores, grab items, or even tie people up. This ribbon will be instantly destroyed if attacked, and uses the users Dexterity to decide whether it succeeds in combat maneuvers. Starts 5ft long +5ft every 2 levels (3/5/7/9). +1 to Grapple Check per 5ft used devotedly to tie something up. Takes Full action +Dex check to break.
Thorns
Cost 3 / /General // Reactive // Free Action Range: Self Add thorns to self, False Images / Duplicates, or Ribbons. Can be used in reaction to being grappled. Anything grappling these or grappled by these will take 1 d6+TEC in damage. If they can feel pain, they are forced to release if they're grappling. Thorns retract after dealing damage.
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C07. Weapons As long as they have a home, Magi should
have no problem buying clothing, food, and having pocket change. Equipment are usually created by them to do battle. Primary equipment a Magi would have is their weapons. These weapons can have a wide variety of appearances, but thanks to the Magi's powers it will deal damage suiting to a certain standard. An example of ranged weapons can be the trademark bow, perhaps a musket, or even a trumpet through magical sound waves. These all do the same damage based on the Magis powers. Unarmed Attacks can be anything, whether it's a kick, punch, or even a hungry bite. They're unique in they can use any attribute for damage calculation.
Attack Rating
d20 + Dexterity + Technique
Attacking the Helpless
Damage against helpless targets ignore Dexterity. If they're truly helpless because they're asleep for example, this is a automatic kill or double critical at very minimum, in a location of choice.
Throwing Meelee
Weapons can be thrown to deal same damage as normal. The drawback is that the weapon is dropped to where it's thrown. The Magi can either spend a Minor Action to pick it up if they're close enough, or use Magic Forming to create a new one.
Melee With Ranged
If ranged weapons like a bow is used for meelee, it does not need to be loaded. Using Ranged weapons like this requires both hands, and they only do half the rolled damage.
Conventional Weapons
Conventional Weapons do not use the Magis attributes in any way. Weaker Magis can 1 0 + Dexterity (Unless Surprised) + Endurance attempt to compensate by getting their hands on real weapons, but such a task could be One Handed Weapon: very difficult. The Magi should have a very 1 d6 + End (+2AR) good reason why she can get her hands on Two Handed Weapon: real weapons, if not getting them through 2d6 + End actual game. Dual 1 h Weapons: 1 d6 + (End) & 1 d6+(End/2) for offhand. In order to reload a firearm, the Magi must Can Swing offhand Weapon for 1 AP have one free hand. Its generally not adviced (-2 AR) to reload fire arms as this can be tricky in the Range Weapon: heat of combat, and instead pulling another 3d6 + (Dex/2) out of Hammer Space is quicker. Must use a minor action to reload. Unarmed: Type: Pistol 1 d3+ Half of Dex, Alu, End, OR Tec Ammo: 6 - 1 2 Unarmed counts as a Minor Action Damage: 1 d6 Per Bullet. only. Fire Rate: 3 Per Minor Action Weapon & Shield: Reload Rate: Full Action +2 ER, must have free hand. Additional: Roll 1 d20+Dexterity, Endurance, or Two Shields technique per bullet fired, and record how +4 ER, cannot attack. many hit.
Evasion Rating
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Type: Sub Machine Gun Ammo: 30 Damage: 3d20 Fire Rate: Major Action Reload Rate: Full Action Additional: Roll 1 d20+Dexterity, Endurance, or technique to hit, 3 times. Attacks that hit do the dice roll only in damage.
Weapons
Type: Rocket Launcher Ammo: 1 Damage: 6d6 Per Rocket. Fire Rate: 1 per Major Action Reload Rate: Full Action Additional: Roll 1 d20+Dexterity, Endurance, or Technique per Rocket fired. If it misses, it continues passed the target until it hits something, or the ground. Type: C4 Ammo: 1 Damage: 6d6 Fire Rate: Major Action Reload Rate: N/A Additional: Roll 1 d20+Dexterity, Endurance, or technique when throwing this. This can be set down in advanced and remotely set off for a garunteed hit, or thrown at a distance of 20 feet. Everything adjacent to where it lands will be hit for half damage rounded down. If the Attack Rating Roll is less than the targets Evasion Rate, they still receive half damage.
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C08. Sample Setting
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GM Guide! Players do not read passed this!
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