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[v1.8] MG CYOA Supplementary Combat System OCFF Expansion P a g e | 1
Magical Girl CYOA Supplementary Combat System v1.8
Order & Chaos, Friend & Foe PDF
For use with QuasarBlack’s MGCYOA v1.5.1 and the SCS v1.8
Created by DarkSunDuelist, with help from a number of IRC and Discord regulars, anons on /tg/ and /a/,
and a couple of IRL people.
This document is intended to be used in conjunction with the MGCYOA SCS v1.5.1 PDF. If you don’t have
that, then the contents of this PDF will likely make little sense. Make sure you have an applicable character
in the SCS before continuing.
In this expansion, you will find the following:
Info on adapting Patrons for SCS play.
New mechanical dynamics for players with one or more Patrons.
An introduction to the Corruption, Stability, Sync Rate, and Rapport mechanics.
Features that allow you to create and customize Monster Girls and Dark Magical Girls using the
Black Coin.
Features that allow you to create and customize natural Monster Girls.
An introduction to the Fusion mechanic for unmodified magical girls.
A bestiary of monsters and enemies for quest use, as well as their (suggested) associated
rewards.
Mechanics and Narrative
While the SCS does not intend to dictate the narrative aspects of a player’s character, some of the
customization options present within this document can serve to influence or outright define
characteristics such as body, mind, or attitude. Generally, these are to be considered guidelines
provided the mechanical aspect is fulfilled correctly.
The mechanics in this PDF are meant to be used in conjunction with the features within the Patron
Expansion to the CYOA v1.5.1. In the case of a conflict between this PDF and that one, assume that the
SCS mechanics listed in this PDF are correct within the context of combat, and that the Patron Expansion
is correct in all narrative matters.
Patrons
Patrons are an outside force that guides and/or empowers magical girls to perform tasks. From the loner
skating the Overcity streets for her Puchuu’s favorite candy, to the devout Beacon girl purging monsters
from the world, each girl’s Patron serves and is served differently.
Generally, Patrons will act in a “hands-off” manner, refusing to directly intervene in a quest, mission, or
other task. Instead, they serve to direct the girls they are charged with in the direction of places of interest.
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Rapport
The relationship with a Patron is an important one. Build up trust and the Patron will generally be more
helpful. Screw up and the Patron will lose interest in you and your well-being. The relationship between
Patron and Magical Girl is represented with the Rapport stat.
Rapport is a percentage value that indicates the level of trust you and your Patron have for each other. By
default, a Patron’s Rapport starts at 30%, but this can be increased and decreased through performing
tasks related to your Patron’s agenda, as well as roleplaying. Rapport cannot be increased above 100%
and cannot be lower than 0%.
Patron Scan
During combat, a character can use the Inherent (Speed) ability Patron Scan by using 2 Movement Steps.
Patron Scan allows a character to receive info about a Target from their Patron.1 The quality of this info
will vary based on the Patron and your Rapport with that Patron, as well as the type of foe being scanned.
TIP: If you question the validity of the info you receive, you can request an ally under a different Patron
to use their own Patron Scan, and compare notes in-character. This allows you to figure out what’s bogus
and what’s likely true. However, keep in mind that their info might also be incorrect in places.
The Puchuu
Patron Scan
The Puchuu rarely give any and all info that they
should. When you use a Puchuu Patron Scan, roll
1d4. You receive info on the Target based on the
result(s) of the roll(s). For every 25% Rapport you
have with Puchuu, roll an additional 1d4. If you
roll a duplicate value, that roll is considered
useless.
Roll Info
1 Foe Tactics
2 Elemental Affinities
3 Status (rough info on HP, Stats, Ect)
4 Abilities of Foe
Rapport
In general, Puchuu want magical girls to go forth
and defeat Monsters and Monster Girls. They
don’t particularly care about much else beyond
that, although they may have secondary agendas
involving other Puchuu, magical girls, or even
monsters themselves.
Defeat a Monster +1 Rapport
Defeat a Monster Girl +1d8 Rapport
Defeat a Dark Magical Girl +1d4 Rapport
Flee or get KO’d in combat -1d6 Rapport
1 If you’re in Moderated play, your GM should handle giving out the Scan info. If you’re in an unmoderated quest, the designer of the Quest
should give this info out.
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Puchuu-Exclusive Benefits:
Emergency Reinforcements – (RP-Based) – This ability has no real direct influence on combat.
From a narrative perspective, your Patron may send fellow Magical Girls to Intrude.
Job Satisfaction – (Trigger) – Each time you defeat a Monster in combat, immediately restore 8
HP. Each time you defeat a Dark Magical Girl or Monster Girl in combat, immediately restore 15
HP. If your Stability is less than 100% when this ability activates, you also recover 4% Stability.
Well-Connected – (RP-Based) – This ability has no effect in combat.
Concerned – (Trigger) – OpE. At the start of your turn, The Puchuu will warn you if an enemy is
likely to kill you or any other ally before your next turn. Any other data, including the “How, Who,
and What” of the situation is not required to be given.
Chatty – (Passive) – Puchuu Patron Scan has a 40% chance to provide additional trivia on the
Target, which may or may not include info on how to take it out easier.
Puchuu-Exclusive Drawbacks:
Expendable – (RP-based) – This ability has no effect in combat.
Cagey – (Permanent) – Puchuu Patron Scan NEVER provides all of the information. When using
Puchuu Patron Scan, roll 1d4. That piece of info is ALWAYS missing for the duration of this combat.
Hostile – (Permanent) – Puchuu Patron Scan will NEVER provide entirely-accurate information.
When using Puchuu Patron Scan, roll 1d4. That piece of info is either left out or incorrect data is
given.2
Isolated – (Permanent) - Puchuu Patron Scan NEVER provides all of the information. When using
Puchuu Patron Scan, roll 1d4. That piece of info is missing for the duration of this combat.
Distracted – (RP-Based) - This ability has no effect in combat.
Lesser Forces
Patron Scan
Lesser Forces tend to be well-informed regarding
their rivals and relatives. A draconic Patron will
likely be able to give good, detailed info on other
dragons, and a Wizard Patron will likely have a
lot of nice info on various spellcasting schools.
However, Lesser Forces have a limited scope,
and will likely be poorly-informed or outright
ignorant of things outside of their areas of
expertise and interest.
Rapport
Rapport for Lesser Forces is on a case-by-case
basis. Different Lesser Forces want different
things. A draconic Patron may want you to seek
additions to its hoard, while a wizard may seek a
lover or some dusty spellbook its never read.
Lesser Forces tend to be less concerned with the
grand scheme of things and more concerned
with their own objectives, so monsters may not
even be on their radar as anything more than a
nuisance.
2 If you’re playing in a Moderated game, your GM should roll this secretly and give the appropriate information.
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Lesser Force-exclusive Benefits:
Focused – (Boost) - When you cast variable-cost spells, you can consider X as 1 higher than the
cost paid (this effect can’t ignore “Max” effects). Additionally, if you would spend 2 or more Stat
Point(s) on a non-Variable spell cost, you can pay 1 less of one stat (min 1 of each required stat).
This ability has no effect on spells that have a cost with the “All” descriptor, nor spells that only
cost 1 point of one or more stats individually, Generic spells, or Chaos spells.
Subtle – (Passive) – If the Target of one of your Specialization Spells has not targeted you nor been
targeted by you in this encounter, they cannot use Reactive abilities in response to that spell or
any of its effects.
Hidden Death – (RP-Based) – This ability has no effect in combat.
Payment – (Passive; RP-Based) – Quests assigned by your Patron will have additional, non-coin
rewards on top of the Rapport and/or Coin reward(s). The exact nature of the reward is to be
determined in-character with the Patron.
Mental Link – (Passive) – LF Patron Scan can always be used, even if you would otherwise be
unable to use Patron Scan. Additionally, the Patron will routinely update you and your allies on
missions.
Lesser Force-exclusive Drawbacks:
Limited – (RP-Based) – This ability has no effect in combat.
Alien Mind – (Permanent) – LF Patron Scan may have incomprehensible or indecipherable
responses for Tactics, Status, Affinities, and/or Abilities. Additionally, Quests and Missions
assigned by the Patron may have unusual and/or non-indicative failure conditions.
Alien Tongue – (Permanent) – LF Patron Scan will provide incredibly basic info on Status. Tactics,
Abilities, and Affinity will range from “difficult to decipher” to “completely incomprehensible”.
Rival Force – (RP-Based) – This ability has no direct effect in combat.
Formless – (Permanent) – LF Patron Scan only provides 1 basic piece of information, usually
delivered in advance via a note, messenger, or some other basic communication method. If you
have “Mental Link”, LF Patron Scan works normally.
Deities
Patron Scan
Patron Scan will succeed or fail based on the
Rapport of the user, on an All-or-Nothing basis.
If the Deity dislikes your performance, you don’t
get any assistance or information. If they’re
currently satisfied with your progress, you get
the full information they have on hand. Keep in
mind that certain Deities may or may not have
info on certain types of creature due to their
domains. When you attempt to Patron Scan, roll
1d100 and compare the value to your Rapport. If
the value is less than or equal to your Rapport,
you receive the full info available. Otherwise,
you receive no info.
Rapport
Rapport for Deities, like Lesser Forces, is on a
case-by-case basis. Doing things within the
deity’s expectations (either success or failure) is
generally a modifier of +/- 1d6 Rapport, while an
exceptionally good or bad performance will
generally be a modifier of +/- 1d20 Rapport.
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Deity-exclusive Benefits:
Divine Competence – (RP-Based/Passive) – This perk provides no combat benefit on its own. Your
GM may rule that the nature of the competence granted gives you a small combat bonus. In
general, this bonus should be low, but still noticeable. If you have the “Training” perk, it can stack
with this ability’s effect.
Paragon – (Passive) – This ability only provides the stat bonus outlined in the Patron Expansion of
the CYOA. It provides no other benefit. The stats provided by this Benefit are considered a bonus
to your Base stats.
Well-Known – (RP-Based) – Your Patron’s Rapport starts at 50% instead of 30%. You can’t have
this ability and “Unknown”.
Clergy – (RP-Based) – This ability has no direct influence on combat. This ability may serve to
influence your Rapport with your Patron if your GM permits it.
Blessing – (Passive) – When you obtain this ability, choose one of the following spells. You can
cast that spell both in and out of combat. They are not tied to your weapon. They are considered
EX Spells for the purposes of determining Tiers.
o Benediction – (Active) – No Cost – Next Round, Target will take their turn immediately
before your turn, regardless of Turn Order.
o Hymn – (Toggle) – No Cost – While active, you do not receive MS on your turn, but allies
restore 1d10 HP at the start of their turn.
o Warcry – (Active) – No Cost – Double the Critical Rate of all allies until the start of your
next turn.
o Blessing – (Active) – No Cost – When you use this ability, select 1 Outfit or Weapon
enhancement of a weapon/outfit you currently have equipped. The Target’s
Weapon/Outfit gains the effect(s) of that Enhancement until the end of this encounter.
You cannot target yourself with this ability. This ability can only be used on each
combatant once per encounter.
Deity-exclusive Drawbacks:
Rites – (RP-Based) – This has no direct effect on combat, but may influence your Patron’s Rapport
outside of combat.
Arrogance – (Passive) – Penalties to your Patron’s Rapport are increased by 100%. If you have this
ability and "Hidebound", they stack additively for a total penalty increase of 200%.
Hidebound – (Passive) – Penalties to your Patron’s Rapport are doubled. If you have this ability
and “Arrogance”, they stack additively for a total penalty increase of 200%.
Unknown – (RP-Based) – Your Patron’s Rapport starts at 5% instead of 30%. You can’t have this
ability and “Well-Known”.
Trickster – (Passive) – Deity Patron Scan will periodically give information of dubious accuracy.
Highly important information (such as an affinity for your best damage attribute, or the ability to
ignore physical damages) will generally be truthful, but “less-important” info may be omitted or
deceptive, to keep things “Interesting”.
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The Beacon
Patron Scan
The Beacon’s Patron Scan can only return
information on Monsters, Monster Girls, Dark
Magical Girls, and other members of the Beacon.
It cannot return info on anything else. Beacon
Patron Scan will almost always have accurate
info on Affinities and Tactics, but may be missing
information regarding other subjects.
Rapport
The Beacon is very much only interested in the
removal of Monster Girls and Dark Magical Girls,
and wishes to see all forms of Corruption purged
from humanity. Better standing is given to those
that can purify and/or convert girls to their
cause, however removal via slaying is also
considered acceptable within the Beacon.
Monster Girl or DMG defeated +1d6
Rapport
Monster Girl or DMG purified +1d8
Rapport
Willingly ally with a Monster Girl or DMG
-1d10 Rapport
Beacon-exclusive Benefits:
Perfect Life – (RP-Based) – This ability provides no additional benefits in the SCS beyond the ones
listed in the CYOA Patron Doc.
Spark – (Passive) – When an opponent attempts to use an ability on you that provokes a contest
and would apply a Condition, increase your side of that contest by 10.
Beacon-exclusive Drawbacks:
Vow – (Passive) – When you obtain this ability, choose a Vow from the following list. If at any time
in combat you violate the condition(s) of your Vow, you immediately lose 10% Rapport with The
Beacon.
o Courage – You cannot Flee from combat.
o Conviction – When you enter combat, you must defeat the first foe Targeted before you
can select a new foe as a Target.
o Generosity – If an ally has less HP than you do (and their HP is less than their Maximum),
you must spend your turn to heal them, if able.
o Chastity – You cannot be struck more than 7 times in a single encounter.
o Piety – If a foe with a Corruption stat is present in combat, you must attempt to use a
Purification Attack on them each turn, if possible.
o Humility – You cannot deal the killing blow on the last foe in combat, unless you are the
only remaining combatant on your side of the combat.
o Restraint – You cannot use Spells or Powers unless your HP less than 70% of your
maximum HP value.
Excommunication – (Passive) – If you are directly responsible for the death of a Beacon girl, you
lose 50% Rapport with The Beacon. If at any time your Rapport with The Beacon is 0%, you are
removed from The Beacon, lose all of your Patron Benefits, and are marked a traitor.
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Horrors
Patron Scan & Rapport
Horrors do not hold Rapport as they don’t
particularly care about any sort of relationship
towards you or anyone you associate with.
Perform the tasks they ask of you and you get to
stay alive and sane. Don’t, and you don’t. Patron
Scan will return the information that the Horror
has on the subject, but this information may be
garbled, easily misinterpreted, or poorly-
constructed.
An important note regarding Horror-assigned
missions is that while they grant coins to other
participants, those that are in their direct service
do not receive any such compensation. Instead,
they gain Stability based on the number of coins
they would have earned from the mission.
Horror-allied girls still receive coins from other
sources, such as missions and quests from other
Patrons, or slaying monsters.
Stability
Stability is a percentage statistic that refers to
the mental state of the character. ALL girls
regardless of Patron have a Stability stat that
starts at 100%. When a girl with a Horror Patron
begins combat, they must roll 1d100 and check
the value rolled against their Stability. If the
value rolled is greater than the girl’s Stability
stat, then they apply the Horrified condition for
the entirety of that combat. When a girl without
a Horror Patron enters combat while her
Stability is less than 100%, she also performs this
process, however if the value is greater than her
Stability, she instead applies the Inert condition
for that combat. If at any point a girl’s Stability
falls to 0%, the girl either commits suicide or falls
into a coma (player choice). In either case, the
girl must either wait for a Reincarnation (at
which point she returns to 100% Stability) or
must wait for the Horror she is associated with
to be slain (at which point she regains 1d10
Stability each Reprieve).
Defeat a Combatant +1d2 Stability
Complete a Horror Patron Mission
+1d20 Stability per coin you would have acquired
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Horror-exclusive Benefits:
Minions – (Semi-Auto) – You gain the following spell. When you use this spell, you may choose to
lose 1d10 Stability instead of paying the “Sacrifice” cost.
o Invoke[Spawn] – (Active) – 3% Stability – Sacrifice 20. Summon 3 spawn associated with
your Horror Patron for 5 turns. These Spawn have 7 STR; 7 AGI; 4 VIT; 2 MAG; 0 LUK, with
EVA +3; DEF 1; 0% Crit; and Attack 5d4 (Close). The Spawn act immediately before or
immediately after your turn, however do not act in the round they are summoned. These
Spawn are immune to the Fear condition applied by “Marked”.
Marked – (Passive) – Combatants with a stat total that is less than or equal to 75% (rounded up)
of your stat total apply the Fearful condition during their first turn of combat. This condition lasts
until the end of the encounter, but can be removed normally.
Creeping Doom – (Passive) – Stability loss is reduced by 3.
Reasonable – (Passive) – While on a Mission assigned by your Horror Patron, allies will not lose
Stability.
Takes One to Know One – (Trigger) – When you strike a Horror-Allied foe in combat, you
immediately know if they are allied with a Horror Patron, which one, and receive full information
on their Affinity and Bane data.
Horror-exclusive Drawbacks:
Quick-Tempered – (Trigger) – Each time you Reprieve in a Horror Patron Mission, your Stability is
decreased by 3%. If you have “Creeping Doom”, you only lose 1% Stability, but this Stability loss
is not mitigated.
Insomnia – (Passive) – Your Stability does not change while you Reprieve outside of Patron
Missions and Quests.
Bane – (Trigger) – When you obtain this ability, choose a damage attribute [Bash, Slash, Pierce,
Fire, Ice, Lightning, Air, Water, Stone, Metal, Force, Dark, Light, Wood, Sound]. Damage of this
type will ignore your DEF. When you take damage of the chosen type, you immediately lose 1%
Stability.
Mind-Bent – (Passive) – Your Stability cannot be increased by any means (except completing your
Horror’s Patron Missions) so long as your Horror Patron continues to exist, barring Reincarnation.
Fearsome Reputation – (Passive) – At the end of an encounter in which you activated any ability
associated with your Horror Patron, decrease the Stability of all allies by 2%. This effect ignores
the effect of “Reasonable”.
The Ebon Mint
Patron Scan & Rapport
The Ebon Mint does not grant a Patron Scan nor does it hold Rapport. The Ebon Mint exclusively cares
about the advancement of its agenda and the ability to use people that owe it for these purposes.
Everything else is irrelevant.
Ebon Mint-exclusive Benefits:
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The Black Coin – (Relic) – When you gain this ability, you obtain a single Black Coin. This Black Coin
can be used exactly once. By absorbing it into yourself, you gain a Corruption stat of 0, and must
choose between becoming a Dark Magical Girl and becoming a Corrupted Monster Girl.3 Once
you use the coin, it vanishes.
Non-Exclusivity – (RP-Based) – This ability provides no additional benefits beyond those listed in
the CYOA Patron Document.
Ebon Mint-exclusive Drawbacks:
Debt – (RP-Based) – This ability has no direct effect on combat.
Betrayal – (RP-Based) – This ability has no direct effect on combat.
Solo
Compendium
Solo girls do not receive the benefits of a Patron
Scan by default. Instead, they carry with them a
mental or physical compendium of notes
regarding enemies they face. This compendium
can be referred to by way of the “Recover Info”
ability, which is a Speed ability that uses 1
Movement Step. You cannot have info in your
compendium that you have not observed
yourself, even if an outside source has given you
the information. This has the drawback of forcing
you to check your info entirely by yourself, but
comes with the bonus of being 100% confident
in the info you are presented.
Rapport
Solo girls hold Rapport with every Patron they
interact with. Get along with Lesser Forces and
you’ll tend to get good work from them. Play nice
with The Beacon and they might be willing to
slide you a bunk to sleep in periodically. Solos are
very much the mercenaries of the Magical Girl
world, either by mandate or by choice. A favor
here, a favor there, and a lot of back rubs make
your world go ‘round. When participating in a
Patron Mission or Patron Quest, you gain and
lose Rapport as if you were allied with that
Patron.
Solo Benefit:
Free Agent – (Passive) – While participating in a Patron Mission, you gain access to the Patron
Scan of the appropriate type. As part of the same action, you can use “Recover Info” to check your
information against the information provided at no additional cost.
Solo Drawback:
Alone – (RP-Based) – This ability has no additional effects beyond those listed in the CYOA Patron
Document.
3 See the section titled “Corruption” for more details on this.
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Universal
Universal Benefits:
Mystic Might – (Passive) – This ability provides no additional effect beyond the effect listed in the
CYOA Patron Document.
Physical Prowess – (Passive) - This ability provides no additional effect beyond the effect listed in
the CYOA Patron Document.
Retrieval – (Reactive) – Re: When you are KO’d (either by effect or by your HP reaching 0) while
participating in a Patron Mission or Quest, you may call your Patron to retrieve your body to
prevent your death. If possible, your Patron will retrieve you at the start of the next round. You
will be unavailable for the remainder of the mission.
Mana Font – (Passive) – At the start of any combat in a Patron Mission, the start of any non-
Patron Quest, or at the start of the first non-Mission combat after you Reprieve, apply the Mana
Buffer condition to yourself.
Gifted Item – (Item) – You can obtain ANY relic in the SCS Core PDF, except “Miracle Stone”. This
effect REPLACES the relic you obtain via the CYOA Patron Benefit.
Supplier – (Item) – Your Patron can and will supply you with non-magical items upon request.
These items will not be available until the start of your next Quest/Mission. If you have a way of
communicating with your Patron in the field, you will instead receive these supplies during your
next Reprieve.
Genki Girl – (Passive) – The numerical value of all “Channel” effects is doubled. You still can’t
recover more than the stat(s) paid for the spell Channeled using this effect.
Transportation – (Boost) – While in a Patron Mission, you can use the Move ability to move 2
Stages for the cost of 1 MS, or move 1 Stage that would normally require 2 MS for the cost of 1
MS.
Magical Overload – (Monsterous) – You become a Natural Monster Girl as outlined in the CYOA
Patron Document.
Universal Drawbacks:
Mana Starved – (Passive) – This ability provides no additional effect beyond the effect listed in
the CYOA Patron Document.
Health Sapping – (Passive) – This ability provides no additional effect beyond the effect listed in
the CYOA Patron Document.
Big Brother – (RP-Based) – This ability has no direct effect on combat.
Clueless – (Passive) – Using the associated Patron Scan will return guesswork regarding Affinity
data (“Fire elementals should be weak to Water, right?”). Only Status information will be accurate.
Empty Pockets – (Passive) – Missions from your Patron will never have Coin rewards.
Loud – (Trigger) – When you use Patron Scan, all combatants become aware of the result(s) of
that Patron Scan, including the subject(s) of the Scan.
Paranoid – (Passive) – You cannot bring additional allies on Missions from your Patron, unless
they have an identical Patron to you.
Vendetta – (RP-Based) – This ability has no direct effect on combat.
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Monstrous Form – (Monsterous) – This ability provides no additional effect beyond the effect
listed in the CYOA Patron Document. Refer to the section on Natural Monsters for more
information.
Monsters, Natural and Unnatural
Either by way of obtaining the Magical Overload ability, use of the Black Coin, or by the very nature of
your being, a Monster is created when magic that ought not to exist merges with and warps the
energies of a magical girl. If you’ve taken this choice, follow the steps listed here:
You lose the “Transform” and “Revert” abilities, and they are replaced with the “Seal” and
“Unseal” abilities.
o Seal – (Full-Turn; Monster) – Compress your power and take on your Sealed Form. Your
Sealed Form’s stats are equal to 3 plus any stat changes to your Base stats (such as
those of your Body, some perks, or some Specializations) that you had in your original
form. If you have the Enhanced Transformation perk, Your Sealed stats are instead Equal
to the same value Unsealed (minus your Base stat increases), with a maximum of 6, plus
the increases to your Base stats. Unlike Civilian Form, you can use any of your Spells and
Abilities while Sealed (except for Mutations and abilities granted by Mutations), but
they use your Sealed stats. You are not restricted by equipment in your Sealed form, but
by default you un-equip any Weapons and Outfits you may have had equipped in your
Unsealed Form. When you use the Seal ability, you skip your next turn, even if you have
the “Enhanced Transformation” perk. You can still gain CP in this form via Corruption
Attacks.
o Unseal – (Active; Monster) – Release the restraints on yourself and take on your
Unsealed Form. In your Unsealed Form, you get access to all of your spells, power, and
abilities as normal, including your Mutations.
You obtain all of the Mutations chosen from the CYOA Patron PDF as listed in the next section
(under “Basic” Mutations).
If you became a Monster Girl by way of the Black Coin, you also gain Corruption stats of 0 each
and additional Corrupted Mutations as outlined in the section regarding Corruption.
Natural Monster Girls
If you have ONLY obtained the Magical Overload ability, you are considered a Natural Monster girl. In this
case, utilize the Mutations outlined in the CYOA Patron Document, listed in the following section as “Basic”
mutations. If you became a Monster Girl via use of the Black Coin, you also gain additional mutations listed
in the Corruption section, in addition to the Basic mutations.
Basic Body Mutations
Centaur Layout – (Passive) – When you obtain this ability, choose one of the following effects:
o Slider – If you use the “Move” Ability, you can move 1 Stage that would require 2 MS using
only 1 MS. If you use the “Move” Ability, you MUST use at least 2 MS for that Movement.
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o Multistep – If there is more than one other combatant (besides you), you CANNOT use
the “Move” ability. This ability uses 2 MS. Move in relation to two targets instead of just
one. You can mix and match how you move, but you must move in relation to two targets.
Nonstandard Limbs – (Passive) – You must pay a “refitting” fee at shops in order to use Relics.
This fee is equal to 5 Copper * the number of fitted Relics you currently possess + 1.
Noncorpreal – (Passive) – Reduce incoming Bash, Slash, and Pierce damage by 10%. Increase the
damage that spells would deal to you by 100%. If you have this ability and “Chaos Gel”, they stack
additively.
Amorphous Body – (Passive) - In addition to gaining the Flexibility perk, increase your base EVA
by 10.
Wings – (Passive) – You obtain the Wings perk as outlined in the CYOA Patron Document.
Thick Skin – (Passive) – The stat changes this ability provides are considered to be changes to your
Unsealed stats.
Basic Mind Mutations
Mind Mutations are considered to all be RP-Based abilities. Mind Mutations have no mechanical impact
whatsoever.
Basic Soul Mutations
Weakness – (Permanent) – When you obtain this ability, choose a Specialization (other than
Oddball). You take 2d12 additional damage from spells of that Specialization, and your side of
contests against that Specialization’s spells are reduced by 15. This ability has no effect on Oddball
spells, Generic spells not tied to a specialization, or any other spells not tied to a Specialization
(such as Relic spells, except for those cast by a Power Rune).
Horrendous Luck – (Trigger) – When you attempt to use Fortune Boost, roll 1d4 and apply the
appropriate effect based on the roll:
o 1 – You lose the LUK spent for that Fortune Boost, and that use of Fortune Boost is
negated.
o 2 – Instead of gaining dice based on the amount of LUK spent for the Fortune Boost, you
instead LOSE that many dice as appropriate.
o 3 or 4 – Fortune Boost works as normal.
Broken Reincarnation – (Passive) – When you complete a Reincarnation, you lose access to all of
your abilities (except 1, chosen at random), as well as any stat modifiers from those abilities. Each
time you Reprieve, you recover 1 ability from your lost abilities (including its associated stat
modifiers, if any), chosen at random. You cannot lose “Broken Reincarnation” as a result of its
own effect.
Redirect Magic – (Passive) – The stat changes that this ability provides are considered to be
changes to your Unsealed stats.
Second Specialization – (Passive) – You obtain the stat(s), starting spell package(s), and any other
bonuses associated with your second specialization of choice.
Powerful Aura – (Semi-Auto) – Foes cannot target you for abilities unless you are at Near range
or closer to them. If the foe attempting to target you with an ability has “Absolute Direction”, they
can target you only if you are at Far range or closer. Additionally, while in combat, all of your non-
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KO’d allies each recover 1 LUK at the start of your turn (your own LUK does not recover by this
effect).
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Corruption
The power of the Black Coin is intoxicating, both in and out of character. Players feel its allure because of
the “free” stats and abilities it provides, while Magical Girls feel the enticement of its promises of power.
But nothing is truly free. The following mechanical details REPLACE the ones outlined in the CYOA PDFs,
but are similar in nature.
Corruption is a stat held by Dark Magical Girls and Corrupted Monster Girls, both current and reformed.
It represents the slippery slope that characters slide down as they engage in more dubious activities and
use more questionable powers.
When you use the Black Coin for the first time, you gain the Corruption stat (CP), which starts at a value
of 0 for each of your stats (meaning you have 5 values of 0 CP). Characters that have not used a Black Coin
(both Magical Girls and Natural Monster Girls) do not have a Corruption stat at all.
When you gain Corruption, you choose where that Corruption goes (unless the ability that generated the
CP tells you where to put it). If a stat’s CP value matches or exceeds the unmodified value of that stat, that
stat becomes Corroded and cannot be selected for further CP allocation (if an ability designates a specific
stat for CP, then distribute it evenly amongst all non-corroded stats). If you are a Dark Magical Girl,
Corroded stats apply a restrictive or inhibitive status change so long as they remain Corroded (this is NOT
a condition and cannot be cured). If you are a Corrupted Monster Girl, you PERMANENTLY lose 1 HP each
time a stat becomes Corroded (even if it stops being corroded later). When you Reprieve, you lose 5 CP
from each stat, or half of your CP from each stat, whichever is less.
Stat Effect while Corroded as DMG
STR Decrease Attack damage by 5d4
AGI Decrease base EVA by 20.
VIT Lose 2d6 HP each turn.
MAG Cannot use Spells.
LUK Cannot use Reactive abilities.
Be it as a Dark Magical Girl or as a Corrupted Monster Girl, if all of your stats are Corroded, the character
has jumped off of the slippery slope of corruption and is rendered unplayable. At this point, the only things
that can save them are death and Purification.
Purification
When a Magical Girl or Natural Monster Girl uses the Attack ability, they may instead choose to make that
Attack a Purification Attack. Purification Attacks deal half of the rolled damage to the target’s HP, dealing
the other half of the damage to the target’s CP (evenly distributed amongst all stats with CP, prioritizing
the stat with the highest CP value). When you use a Purification Attack, you must choose to do so before
the target applies their DEF of EVA, and they compare the halved damage to their DEF/EVA instead of the
full damage. If the modified attack is Evaded or Deflected, the purification fails. Using a Purification Attack
is considered a Reactive ability that can be used after rolling Attack damage. Purification attacks have no
effect on any creature that has no Corruption stat.
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If all of the target’s CP values are reduced to 0, they temporarily revert to an amicable state where you
may negotiate with them. At this point, combat is suspended and the target won’t act aggressively
towards the one attempting to purify it (but may act aggressively towards other combatants depending
on the scenario). If they are permitting, you may immediately attempt to purify them. Otherwise, combat
resumes as normal.
Against a foe with all of their CP values at 0 but unwilling to be purified, you may forcibly purify it by
successfully dealing damage with a Purification Attack that reduces the foe's HP and CP to 0. You don’t
have to reduce both to 0 in the same attack, but a Purification Attack must successfully result in both
values being 0.
RP Note: If you’re fighting another player’s Corrupted Monster Girl or Dark Magical Girl, it’s a good idea
to get their permission before forcibly purifying their character. Interfering with others’ characters without
permission can be considered rude.
If a Corrupted Monster Girl willingly allows you to purify it, they lose all Corrupted and Basic Monster Girl
benefits, and then they may choose any of the following results:
Become a Dark Magical Girl. CP values remain at 0, and they choose a DMG package as listed in
the section regarding Dark Magical Girls.
Become a Natural Monster Girl. They retain all of their Basic Monster Mutations. CP values remain
at 0.
Become a normal Magical Girl. They will either serve your Patron (if any) or can choose to become
a Solo Magical Girl.
Become a normal human. They lose all non-Generic spells, powers, stats and other magical girl
abilities, but retain the Corruption stat as well as any items, coins, or Relics acquired.
If a Dark Magical Girl willingly allows you to purify it, they lose any DMG powers/weapons, and may choose
any of the following results:
Become a normal Magical Girl. They will either serve your Patron (if any) or can choose to become
a Solo Magical Girl.
Become a normal human. They lose all non-Generic spells, powers, stats and other magical girl
abilities, but retain the Corruption stat as well as any items, coins, or Relics acquired.
If a Corrupted Monster Girl or Dark Magical Girl is forcibly purified, the one that purified her chooses the
result.
Forced Corruption
As the opposite of Purification, Dark Magical Girls and Corrupted Monster Girls can utilize Corrosion
Attacks. Corrosion Attacks are used in the exact same fashion, except that instead of decreasing CP,
Corrosion Attacks increase it by the appropriate amount. As with Purification Attacks, Corrosion Attacks
have absolutely no effect on targets that have no Corruption stat.
A target that is currently a Dark Magical Girl or a Corrupted Monster Girl simply suffers the normal
drawbacks to CP if they sustain a Corrosion Attack, however a currently reformed Human, Magical Girl,
Natural Monster Girl or even a Dark Magical Girl that was formerly a Corrupted Monster Girl has 2 or more
Corroded stats after as Corrosion Attack, they become Re-Corrupted, reverting to the state they were in
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prior to their last Purification. At this point, all of their CP values are set to 1, and they must be purified
yet again. This does not necessarily change any allegiances or motivations, but may complicate matters.
Dark Magical Girls
When a player chooses to become a Dark Magical Girl, they must choose from one of the two following
packages:
Weapon of Chaos – This package grants a weapon that increases your Stats by double that
weapon’s associated stat gain as defined in the CYOA v1.5.1 PDF while equipped. You do not gain
the Starting Spell Package of the weapon chosen. That weapon cannot have any Enhancements
applied, except Enhancements marked with the “Chaos” type. That weapon comes with the
“Black” Enhancement for free. Enhancing the weapon otherwise costs the normal price.
Power of Chaos – This package grants an ability which emulates a single chosen Power of your
choice. Additionally, the player is given access to “Chaos” spells, which allow the character to
perform devastating techniques that can counter specific types of foe at the risk of steep HP and
CP costs.
Chaos Weapon Enhancements
Black – Change the damage of an Attack ability used with this weapon from “d4 per current stat
point” to “d6 per current stat point”. When you use an Attack with this weapon, gain 1 CP in each
stat. You can only take this Enhancement once, and only as the first Enhancement on a Black Coin
Weapon granted by being a Dark Magical Girl.
Anger – While the wielder’s HP is less than their Maximum HP, increase the damage of this
weapon by 3d6, but gain 2 CP each time you Attack with it. You can obtain this Enhancement
multiple times. Each time you do, the damage increases by 3d6 and the CP gain increases by 2.
Hatred – Each time you perform an Attack on the same target, increase that damage by 2d6. This
damage bonus resets if you Attack any other target. When you attack with this weapon, gain 1
CP.
Fear – If you are struck by a Critical Hit or an Elemental Weakness4, your next Attack against that
target automatically inflicts a Critical Hit. When you deal a Critical Hit with this weapon, gain 3 CP.
Spite – When you successfully deal damage via an Attack to a target with a Sync Rate, reduce their
Sync Rate by 5% until the end of the encounter. Sync Rate can be reduced to a negative value in
this way. When this effect is used to reduce a foe’s Sync Rate, gain 2 CP.
Pain - When you use the Attack ability with this weapon, you can apply the following effect as a
Boost: “Sacrifice 2d10. Increase the damage of your Attack by the amount of HP paid for this
effect’s cost”. When you use this ability, gain 3 CP.
Envy – When you successfully deal damage with an Attack using this weapon, restore HP equal to
10% of the damage dealt. When you use this effect, gain 3 CP.
4 This refers to primarily either a Bane or a Weakness provided by the Weakness basic monster ability, but can also refer to a variant rule that will be featured in a future update.
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Misery – If a Condition is applied to you by a foe, you can gain 4 CP, and if you do, your Attacks
apply that Condition (with the same duration) for as long as you have that condition.
Chaos Power
Soul of Chaos – (Semi-Auto; Lifesaver)
o Lv 1: When you obtain this ability, choose a Power listed in the CYOA v1.5.1 PDF, except
for a power you already have. You obtain that power at Lv 1 as defined in the SCS Core
PDF. Its level increases when you increase the level of this Power, and vice-versa. When
you use that power’s effect(s), gain 1 CP. You can only obtain this ability if you took the
“Power of Chaos” DMG package.
o Lv 2: During a Reprieve, you can increase all of your CP values by 1 to add a single Chaos
Spell to your ability list. This spell remains on your list until your next Reprieve. The CP
gain of this ability occurs after the CP reduction for the Reprieve does.
o Lv 3: When your HP is reduced to 0, you can reduce your non-corroded CP values to 0,
and then increase your HP by a value equal to the total CP lost with this effect.
However, when you do, apply the Berserk, Fog, and Rage conditions for 5 turns. This is
considered a Lifesaver ability. You can only use one Lifesaver ability in a single
encounter, but you may use that ability as many times as you are able to fulfill its
condition(s).
Chaos Spells
Spell Name Type CP
Gain Effect(s)
Chaos Delta Active 3 CP (VIT)
Target 2 other combatants. The HP of yourself and those targets becomes the lowest of your HP values.
Chaos Charge Active 3X CP Increase the damage of your next damaging spell by Xd10
(before DEF).
Chaos Lash Active 2 CP Inflict True damage to a Target equal to half of your current total
CP.
Solo Chaos Active 4 CP Reduce the STR, AGI, VIT, MAG, and LUK of all other combatants
with Corruption by half for 3 turns.
Chaos Surge Active 3X CP Recover X points of a single Stat of your choice. The CP for this
ability must go to the chosen stat.
Disobedience Active 5 CP Target’s Patron Scan and Patron-granted effects are negated for
the remainder of the encounter.
Destabilize Active 5 CP Immediately terminate any and all currently-active Fusions that
have lasted longer than 2 turns.
Chaos Slayer Active 7 CP Target Corrupted Monster Girl takes 3d20 True damage.
Chaos Warp Reactive 4 CP OpR. Re: When any combatant is targeted with an ability, you
can change the target of that ability to yourself.
Fleeting Chaos
Active 15X CP OpR. Immediately take X additional turns after this one ends.
Chaos Dash Speed 4X CP SP 2: Immediately move to Close range in relation to a target X
stages away from you.
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Spell Name Type CP
Gain Effect(s)
Devour Soul Active --- Sacrifice 4X. Lose 1 CP per point of X. Can only be used in
combat.
Chaos Barrier Reactive 3 CP Re: When you would take damage (after DEF/EVA), you can
reduce that damage by 75% (after weakness/resistance).
Corrupted Monster Girls
When a player chooses to become a Corrupted Monster Girl using the Black Coin, they can choose one of
the three following options after obtaining their chosen Basic Mutations:
Select 3 Corrupted Mutations, then randomly select 2 additional mutations. You may not modify
the rolls. Note that mutations of the same name CAN be selected multiple times (either by choice
or by randomization). If you obtain the same mutation multiple times, they stack additively, unless
there is a choice involved, in which case you must pick a different option than the option chosen
previously.
Select 2 Corrupted Mutations, then you may choose to select 1 additional mutation at random.
Select a single package under the “Grandfather Packages” options. You gain ALL of the abilities
listed in the chosen package. You may not modify the package at all.
Note that mutations of the same name CAN be selected multiple times (either by choice or by
randomization). If you obtain the same mutation multiple times, they stack additively, unless there is a
choice involved, in which case you must pick a different option than the option chosen previously.
Corrupted Mutations
1. Chaos Grip – (Active) – When you obtain this ability, increase your STR by 1 permanently.
Additionally, choose one of the following abilities. You can use the chosen ability in your unsealed
form only. A fierce grip can come in the form of a constricting tail, a sticky web, or even just a pair
of abnormally strong arms to grab with.
Wrap – CP+3(STR) – Contest (User’s STR vs Target’s STR or AGI): Apply the Wrap condition
to the Target until you take damage that is greater than or equal to your current STR.
Pin – CP+3(AGI) – Contest (User’s AGI vs Target’s STR or AGI): Apply the Pin (25) condition
to the Target.
Hold – CP+3(MAG) – Contest (User’s MAG vs Target’s STR or AGI): Apply the Hold
condition to the Target for 1 turn.
2. Chaos Slider – (Boost) – When you use the Move ability, you can choose to move an additional
Stage with a single MS (or move one stage that would normally require 2 MS with only 1 MS), so
long as you are moving towards a Target and not away. When you use this ability, gain 2 CP. Sliders
move in smooth, rhythmic motions, usually due to their body being made of snake, gel, slick ice,
or some other smooth substance.
3. Extrasensory Eyes – (Toggle) – When you obtain this ability, permanently increase your LUK by 1.
You can turn this ability on or off with 1 MS. While active, increase your base EVA by 10, but if you
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evade an attack, gain 3 CP. Extrasensory eyes can be anything from genuine extra eyes to a sort
of supernatural “sixth sense” to something like a tremorsense.
4. Spider Sense – (Passive) – When rolling Initiative for Turn Order, increase the value of your roll by
30. When you roll for Initiative, gain 1 CP. Those with Spider Sense tend to be jittery and/or
nervous, especially around crowds or in unfamiliar areas.
5. Chaos Step – (Passive) – When you obtain this ability, permanently decrease your VIT by 1. You
can use an additional 1 MS during your turn, but if you do, gain 1 CP. This MS cannot be taken
from you by any means, and you can always use it, even if you would be unable to use MS due to
a condition or effect (unless you either willingly sacrificed it for an ability’s effect or your entire
turn is skipped). Beings with Chaos Step are usually fragile in some way, but can move around in
an erratic manner, such as with extra legs or an ability to teleport short distances.
6. Lunar/Solar Chaos – (Passive) – When you obtain this ability, permanently increase any one stat
of your choice by 1. When you obtain this ability, choose Lunar or Solar. You cannot assume your
Unsealed form nor use any of your monster abilities during the day (Lunar) or during the night
(Solar). If you obtain this ability a second time via “Double Chaos”, the effects cancel each other
out (although you still receive the stat bonuses). Lunar Chaos is commonly associated with
creatures tied to Moonlight and nighttime, such as Werewolves and Vampires. Solar chaos is
commonly associated with creatures that benefit from the Sunlight or daytime, such as Fallen
Angels and Dryads.
7. Feral Claws – (Active; Speed) – When you obtain this ability, permanently increase your AGI by 1.
You gain a pair of claws that can be used for Attacks. The claws’ Optimal Range is Close, they
cannot be enchanted, they cannot be disarmed, and you do not need to switch to them. You can
use a Claw Attack (AGI) as either an Active or a Speed ability (SP 2), but if you use them as a Speed
ability, gain 4 CP. Bestial monsters such as Harpies and Werewolves will commonly sport these.
8. Wings of Chaos – (Semi-Auto) – You gain an additional 1 MS that you can use during your turn.
Additionally, you can use the following effect: “OpE. Force Evade without paying the cost, but if
you do, gain 3 CP”. You cannot use this ability in conjunction with “Martial Training”. Wings of
Chaos come on many different creatures, from Fallen Angels to Succubi to Vampires.
9. Chaos Shot – (Active; Speed) - When you obtain this ability, permanently increase your MAG by
1. You gain a set of needles, feathers, or some other method of shooting projectiles from your
body that can be used for Attacks. The projectiles’ Optimal Range is Mid-Range, they cannot be
enchanted, they cannot be disarmed, and you do not need to switch to them. You can use a Shot
Attack (MAG) as either an Active or a Speed ability (SP 2), but if you use them as a Speed ability,
gain 5 CP.
10. Element Extrusion – (Trigger) – When you obtain this ability, choose a Specialization [Fire, Ice,
Lightning, Air, Water, Stone, Metal, Gravity, Dark, Light, Wood]. If you have one or more of the
listed Specializations, you must choose one of those Specializations. You physically embody that
Specialization’s element in some fashion, and it becomes a core part of your being. When you
would provoke or be provoked into a contest from a Spell of that Specialization, increase your
side of the contest by 3d4. When you would inflict damage with a spell of that Specialization,
inflict an additional 3d4 damage of the appropriate type. When you would take damage from a
spell of that Specialization, make that damage 0, then recover 2d6 HP. When you use or are
targeted by a spell of that Specialization, gain 2 CP.
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11. Titanic/Miniscule – (Passive) – When you obtain this ability, choose one of the following effects.
If you obtain this ability again (either by rolling or via Double Chaos), you MUST apply the same
choice again, instead of choosing a different choice.
Titanic - When you obtain this ability, permanently increase your VIT and STR by 1 each.
You become 25%~50% larger in your unsealed form. Increase your maximum HP by a
value equal to triple your VIT, and decrease your base EVA by 5. At the start of your turn,
if your HP is less than 25% of your maximum HP, gain 2 CP.
Miniscule – When you obtain this ability, permanently increase your LUK and AGI by 1
each. You become 15~30% smaller in your unsealed form. Decrease your maximum HP
by a value equal to double your VIT, and increase your base EVA by 7. At the start of your
turn, if your HP is less than 75% of your maximum HP, gain 2 CP.
12. Chaos Bite – (Speed; Attack-like) – When you obtain this ability, choose one of the following
effects. You can use that effect by using 1 AGI and 2 MS in your unsealed form. When you do, gain
2 CP (STR).
Rabid Fang – Perform an Attack at Close Range using your STR for damage calculation. If
you deal damage to the Target, apply the Rage condition to the Target for 3 turns.
Blood Fang– Perform an Attack at Close Range using your STR for damage calculation. If
you deal damage to the Target, recover HP equal to half of the damage dealt.
Feral Fang – Perform an Attack at Close Range using your STR for damage calculation. If
you deal damage to the Target, apply the Berserk condition to the Target for 3 turns.
Neuro Fang – Perform an Attack at Close Range using your STR for damage calculation. If
you deal damage to the Target, apply the Ache condition to the Target for 3 turns.
Starve Fang – Perform an Attack at Close Range using your STR for damage calculation. If
you deal damage to the Target, apply the Hunger condition to the Target for 3 turns.
Venom Fang – Perform an Attack at Close Range using your STR for damage calculation.
If you deal damage to the Target, apply the Poison condition to the Target for 3 turns.
13. Horned Flesh – (Active; Speed) – When you obtain this ability, permanently increase your STR by
1. You gain a set of horns that can be used for Attacks. The horns’ Optimal Range is Close, they
cannot be enchanted, they cannot be disarmed, and you do not need to switch to them. You can
use a Horn Attack (STR) as either an Active or a Speed ability (SP 2), but if you use them as a Speed
ability, gain 4 CP.
14. Chaos Gel – (Passive) – When you obtain this ability, permanently decrease your VIT by 2. You
take 25% less damage from Bash, Slash, and Pierce damage, but you take an additional 50%
damage from Spells. If you have this ability and “Noncorporeal Body”, they stack additively, for
50% total Bash/Slash/Pierce damage and 250% total Spell damage.
15. Sensitivity – (Trigger) – When you obtain this ability, roll a d20 on the Specialization table (reroll
results of Oddball). When you would participate in a Contest involving a spell from that
Specialization, reduce your side of the contest by 3d4. When you would take damage from a spell
of that Specialization, you take an additional 3d4 damage (after EVA/DEF). If you have the ability
“Elemental Extrusion”, reroll the specialization if you would have a Sensitivity to the Specialization
you have for that ability.
16. Crumbling Mind – (Trigger) – When you obtain this ability, permanently increase all of your stats
by 2 each. At the start of your turn, gain 1 CP in the stat with the lowest CP value.
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17. Heart of Chaos – (Passive) – When you obtain this ability, permanently increase any stat(s) of your
choice by a total of 2. Double the value of all CP gains. Halve the value of all CP reductions
(including the CP reduction for Reprieves).
18. Aura of Chaos – (Reactive) – When you obtain this ability, choose one of the following effects.
You can use that effect by using 1 VIT in your unsealed form. When you do, gain 2 CP (VIT).
Feral Cry – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5):
Apply the Berserk condition to all foes for 2 turns.
Befuddle – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5):
Apply the Confuse condition to all foes for 2 turns.
Entice – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5): Apply
the Charm condition to all foes for 2 turns.
Nauseate – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5):
Apply the Gag condition to all foes for 2 turns.
Sandman – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5):
Apply the Sleep condition to all foes for 1 turn.
Enrage – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5): Apply
the Rage condition to all foes for 2 turns.
System Shock – Re: When struck by an ability, Contest (User’s VIT vs Number of Foes * 5):
Apply the Paralysis condition to all foes for 2 turns.
19. Eyes of Chaos – (Active) – When you obtain this ability, choose one of the following effects. You
can use that effect by using X MAG or X VIT in your unsealed form. When you do, gain 3 CP in the
stat you paid the cost with.
Stone Gaze – Channel 3. Max 7. Contest (Xd10 vs Target’s AGI or VIT): Apply the Petrified
condition to the Target for 2 turns.
Fear Gaze – Channel 3. Max 7. Contest (Xd10 vs Target’s AGI or VIT): Apply the Fear
condition to the Target for 2 turns.
Sparkling Gaze – Channel 3. Max 7. Contest (Xd10 vs Target’s AGI or VIT): Apply the
Confuse condition to the Target for 2 turns.
Blinding Gaze – Channel 3. Max 7. Contest (Xd10 vs Target’s AGI or VIT): Apply the Blind
(10) condition to the Target for 2 turns.
20. Double Chaos – (???) – Choose a Mutation (Basic or Corrupted) that you already possess. You gain
the effect(s) of that Mutation again. If the Mutation has a choice involved, you must choose a
different option than you did previously. Otherwise, the Mutation effect(s) stack additively,
including the CP gain(s). You cannot use this effect on any ability that has already had “Double
Chaos” applied to it.
Grandfather Packages
Dracochild – Gain the abilities Elemental Extrusion[Fire], Feral Claws, Wings of Chaos, and
Sensitivity[Ice].
Drider – Gain the abilities Spider Sense, Extrasensory Eyes, Chaos Step, and Chaos Grip[Pin]
Dryad – Gain the abilities Solar Chaos, Elemental Extrusion[Wood], Sensitivity[Fire], Aura of
Chaos[System Shock]
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Dullahan – Gain the abilities Lunar Chaos, Chaos Step, Double Chaos[Chaos Step], Eyes of
Chaos[Fear Gaze], Elemental Extrusion[Darkness], and Sensitivity[Psychic]
Fae – Gain the abilities Miniscule, Aura of Chaos[Befuddle], Eyes of Chaos[Sparkling Gaze], Wings
of Chaos, Double Chaos[Miniscule], Sensitivity[Fire], and Sensitivity[Metal].
Fallen Angel – Gain the abilities Wings of Chaos, Chaos Shot, Solar Chaos, Sensitivity[Darkness]
Goliath – Gain the abilities Titanic, Double Chaos[Titanic], Chaos Grip[Hold], Sensitivity[Illusion],
and Crumbling Mind.
Gorgon – Gain the abilities Chaos Grip[Wrap], Chaos Slider, Eyes of Chaos[Stone Gaze], and
Sensitivity[Reinforcement]
Imp – Gain the abilities Aura of Chaos[Befuddle], Heart of Chaos, Horned Flesh, and Extrasensory
Eyes.
Lamia – Gain the abilities Chaos Grip[Wrap], Chaos Slider, and Chaos Bite[Venom Fang]
Oni – Gain the abilities Titanic, Horned Flesh, Aura of Chaos[Feral Cry], and Crumbling Mind
Slime – Gain the abilities Elemental Extrusion[Water], Chaos Gel, Sensitivity[Lightning],
Sensitivity[Gravity], and Chaos Bite[Neuro Fang]
Spawnling – Gain the abilities Heart of Chaos, Crumbling Mind, Chaos Step, Spider Sense, and
Double Chaos[Crumbling Mind]
Succubus – Gain the abilities Aura of Chaos[Entice], Wings of Chaos, Feral Claws, Horned Flesh,
Sensitivity[Empath], and Heart of Chaos
Vampire – Gain the abilities Lunar Chaos, Feral Claws, Aura of Chaos[Entice], Wings of Chaos,
Sensitivity[Light], and Chaos Bite[Blood Fang]
Yukionna – Gain the abilities Chaos Shot, Element Extrusion[Ice], Chaos Gel, Sensitivity[Fire], and
Double Chaos[Sensitivity[Fire]].
Fusion
Fusion is the combination between two or more Magical Girls into a single entity. Fusing is an ability that
anyone can perform, provided they do not have a Corruption stat. If a character has a Corruption stat,
they cannot perform nor take part in a Fusion. Additionally, you cannot participate in a fusion involving a
Twin of yourself.
Attempting to Fuse requires the use of the Synchronize ability, a Full-Turn action that all participants must
use on the round they wish to fuse. When all participants have used the Synchronize ability, they compare
Sync Rates at the end of that round. After applying all applicable modifiers, the Sync Rates of all
participants are averaged together (added up then divided by the number of participants without
rounding), and then a 1d100 is rolled. If the value is less than or equal to the average value, then the
participants have successfully Fused and they immediately take an Intrusion Turn as a fused entity.
Otherwise, each participant takes 1d12 damage (applying DEF) and may try again next round.
Sync Rate Modifiers
If you have the same Specialization as at least one other participant, increase your Sync Rate by
10% for each participant you share a Specialization with. For this, all Oddballs are considered to
be a different Specialization, even with other Oddballs.
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If you share a weapon type(s) with at least one other participant, increase your Sync Rate by 10%
per shared weapon type. Note that this only considers Magical weapons and does not include
mundane weapons.
If you have the same Stat Total as another participant, increase your Sync Rate by 25%.
If you share a value in a stat with another participant, increase your Sync Rate by 10% per value
shared.
If another participant is your Tuner, increase your Sync Rate by 15%. If the ONLY other participant
is your Tuner, increase your Sync Rate by 40% instead.
If one of the other participants has a Fusion Trinket attuned to you, increase your Sync Rate by
5%. If ALL of the other participants have a Fusion Trinket attuned to you, increase your Sync Rate
by 15% instead.
If you have a stat that is at least 10 points higher or lower than another girl in a fusion, decrease
your Sync Rate by 2%.
If you have a different Patron than another participant (except Solo), decrease your Sync Rate by
5% per different Patron (except Solo). If you are attempting to fuse with a member of The Beacon
(or are a member of The Beacon attempting to fuse with a Non-Beacon, Non-Solo girl), double
this penalty. If you are Solo, do not apply this penalty.
If you are attempting to fuse with more than 1 other person, decrease your Sync Rate by 10% per
additional participant.
If you have a Tuner and another participant also has a Tuner (that is not you), decrease your Sync
Rate by 15%.
If your Stability is different than another participant’s Stability, decrease your Sync Rate by a value
equal to the difference.
If you are under the effects of a Condition, reduce your Sync Rate by 3% for each condition you
are affected by.
Results of Fusion
A Fused Entity has the following specifications:
Stats – The Fused Entity’s stats (STR, AGI, VIT, MAG, LUK) are equal to the average in each stat
multiplied by 1.5x. If the only participants are both Tuners of each other, instead use the full
combination of both participants. When you fuse, all Modifiers are cleared, but previously-
existing modifiers of participants return when the fusion splits. Derived stats (HP, DEF, EVA, Crit)
are recalculated based on the new stat totals.
Current HP – The Fused Entity’s current HP is equal to the combined current HP values of its
participants. If this value would be higher than the maximum HP of the Fused Entity, then it
instead is equal to the Fused Entity’s maximum HP.
Abilities – The Fused Entity has full access to all abilities (including spells, perks, and powers) of
its participants. She still has to have the appropriate weapon(s) equipped to use Specialization
spells.
Weapons – The Fused Entity utilizes two Weapons (from amongst all of the available weapons of
its participants) simultaneously. Apply all applicable Enhancements of the equipped weapons.
When using the Attack ability, the Fused Entity can perform an Attack with both weapons
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currently equipped simultaneously, either on the same Target or choosing a different one. Using
the Equip ability allows both Weapons to be changed simultaneously.
Outfits – The Fused Entity’s Outfit is a combination of all of the outfits currently equipped on its
participants. Apply all Enhancements simultaneously. Multiple Enhancements of the same type
stack as normal, but can exceed typical values due to higher potential quantity.
Actions – The Fused Entity otherwise operates as a normal combatant, receiving 1 Turn Action
and 2 Movement Steps per turn.
Fusion Cancelling
A fusion can be cancelled if any one of the following criteria is fulfilled:
The HP value of the Fused Entity reaches 0. If this occurs, the fusion is split and all participants are
KO’d.
10 turns have passed since the Fusion’s first non-Intrusion turn. In this event, the Fusion is
terminated. The participants may attempt again on the next round.
One or more of the participants wishes to terminate the Fusion. In this event, the Fusion is
terminated immediately and the willing participants receive an Intrusion Turn at the end of the
round.
Tuners
A Tuner is a highly important person that you share your life with. Be it a rival that works with you against
common foes, your One True Love™, your best bro, or even just a really common partner in crime,
selecting your Tuner isn’t a trifle. Your Tuner must be somebody that is not you, is not a Twin of you, does
not already have a Tuner, and does not have a Corruption stat, but you are otherwise free to select any
mutually-agreeing character as your Tuner. Once you pick your Tuner, you cannot change it. The decision
to bond yourselves together must be a mutual and permanent one. You are permitted to fuse with
somebody that is not your Tuner, but if you fuse with somebody else’s Tuner you will incur a penalty to
your Sync Rate (described above).
Fusion Trinkets
A Fusion Trinket is a creatable Relic that requires 5 Copper and 2 Reprieves to craft. You can give a Fusion
Trinket to any ally to increase your chances of successfully performing a fusion. A single character can
carry up to 3 Fusion Trinkets attuned to other characters, but can only have one equipped at a time. A
Fusion Trinket will expire after being used in a fusion once (even if that fusion attempt fails), or after 5
Reprieves in an inventory that does not belong to the crafter. You receive no benefit from equipping a
Fusion Trinket that you crafted.
Denizens of Order and Chaos
The following sections detail minor enemies that can be used for Quests and Missions, as well as their
common coin rewards. As future updates will include a larger bestiary for a wider range of use, this should
not be considered an exhaustive list of foes.
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Note that these enemies do not have details of their secondary non-Attack abilities. This is intentional, in
order to allow GMs to be flexible with the power and capabilities of these foes, as well as preventing
players from knowing them in advance.
Nexus Crawler Stats
STR 2 HP 10
AGI 10 EVA +5
VIT 1 DEF 0
MAG 5 Crit 0%
LUK 0 Attack 2d4 Pierce
Nexus Crawlers are moderately large insectoid beings that are seemingly made out of chaotic bits and
pieces of building and energy. They frequently inhabit areas near portals both to and from the Overcity,
and are considered minor nuisances to most experienced Magical Girls, even in larger numbers.
Tactics: Nexus Crawlers will generally attempt to swarm a single target, usually the most
inexperienced one possible.
Affinities: Nexus Crawlers have no special weaknesses or resistances.
Abilities: Nexus Crawlers can only use the Attack ability at Close range.
Status: Nexus Crawlers do not betray their HP. They are either alive or dead.
Rewards: There are no coin rewards for defeating a Nexus Crawler. They’re too common and too
easily dealt with. Large infestations of 50-300 may fetch a couple dozen Copper or a single Bronze.
Overcity Wall Stats
STR 1 HP 150
AGI 0 EVA +0
VIT 15 DEF 5
MAG 3 Crit 0%
LUK 0 Attack 4d4 Stone
From time to time, visitors to the Overcity turn around to find a wall in an alleyway that was not there
previously. Infrequent and inexperienced visitors will find themselves suddenly overwhelmed by this wall
as it begins shooting bricks and stone at it, only to devour the stunned magical girl. Seemingly impervious
to damage, the Overcity Wall is randomly found in random alleyways and unpopulated streets all over the
Overcity. Each Overcity Wall blends in with its surroundings, for maximum surprise factor.
Tactics: Overcity Walls generally pretend to be walls until they feel it is time to strike. Once
engaged, an Overcity wall will spit bricks and stones at the target until they are overwhelmed. It
will not attempt to pursue fleeing foes unless they attempt to flee at Mid-Range or closer.
Affinities: Overcity Walls take 50% less damage from Stone and Metal, but suffer an extra 50%
damage from Gravity, Water, and Ice. They have no contest modifiers.
Abilities: Overcity Walls only use the Attack ability at Mid-Range or closer.
Status: Overcity Walls tend to start retreating when they are at approximately 40~60% HP, but
show no other outward signs of distress.
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Rewards: Overcity Walls are common enough to not fetch a terribly high bounty on their own, but
are problematic enough for tourism that most areas will pay to deal with a known issue. Expect
3~5 Copper for low-traffic areas and 1~3 Bronze for more populated areas.
Living Shadow Stats
STR 3 HP 30
AGI 3 EVA +1
VIT 3 DEF 1
MAG 8 Crit 0%
LUK 0 Attack 8d4 Dark
The Living Shadow exemplifies why one should always be wary of everything, including themselves.
Legend tells of mages that became haughty, seeing themselves as divine forces upon their domains.
Eventually, their abuse of the magical arts led to their own shadows being saturated enough with magic
to spring to life. Seeing the first opportunity that appeared to them, the shadows sprung forth and
devoured their former masters, taking their places and living out the remainder of their days slinking from
shadow to shadow, seeking their next victim.
Tactics: Living Shadows do not actively engage foes unless they are distracted. A Living Shadow
will wait for hours or even days for its opportunity to strike, either due to another foe’s attack or
due to the victim’s need for rest. If detected or repelled, they will immediately flee.
Affinities: Living Shadows negate the effects of all Darkness Specialization magic and take no
damage from Dark or Force. They take triple damage from Light magic and damage, and cannot
target foes under the effects of Reinforcement magic.
Abilities: Living Shadows primarily rely on their stealth in combat. Instead of moving between
stages, a Living Shadow will move between combatants. A Living Shadow can only attack the foe
it is currently in the shadow of, however it cannot be targeted except by that foe (unless another
combatant that is aware of its presence has Absolute Direction or Third Eye).
Status: Living Shadows have no visual or behavioral indicators of health.
Rewards: Living Shadows are hard to kill and harder to detect, so dealing with one with will be
rewarded. Expect 1~4 Bronze from random encounters and as much as 1 Silver from established
threats.
Emotive Sprite Stats
STR 0 HP 20
AGI 6 EVA +5
VIT 2 DEF 0
MAG 5 Crit 8%
LUK 4 Attack 5d4 ???
Emotive Sprites are considered one of the happiest, saddest, angriest, and most outright emotionally
draining and confusing creatures in the Overcity. These little balls of emotion will spiral around on a
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roulette wheel of feelings, dragging any unsuspecting people nearby along for the ride. Under no
circumstances should they be allowed to gather, for the results may be emotionally catastrophic.
Tactics: Emotive Sprites behave in erratic, unpredictable ways based on their emotion. They may
just as easily heal an attacker as kill them.
Affinities: Emotive Sprites are immune to Psychic Specialization magic. While of the proper
emotion, Emotive Sprites will generate the appropriate Charges for Empath Specialization spells.
Abilities: Emotive Sprites will randomly pick between all damage types (as well as “HP Recovery”)
for their Attack ability.
Status: Emotive Sprites will rotate through emotions at a much quicker rate when it is close to
death. It will not likely attempt to flee as they tend to be too wrapped up in their own feelings to
remember to do so.
Rewards: Emotive Sprites aren’t considered a threat until the potential for multiples in the same
area exists. In this case, expect 3~5 Bronze from dealing with multiple Emotive Sprites in the same
area. Expect little more than a few Copper for standalone targets.
Artleech Stats
STR 2 HP 10
AGI 15 EVA +7
VIT 1 DEF 0
MAG 30 Crit 0%
LUK 0 Attack 30d4 Untyped (magical)
This small vermin resembles a weird cross between a rat and a slug, with weird fur that glows in odd
colors. A common pest in shops of the Overcity, it can also be found in the other worlds feasting on
random magical items. Some artificers actually keep them as pets, as they can be helpful in discovering
the properties of an item.
Tactics: Artleeches do not act aggressively against magical girls, but given the chance will latch
themselves onto Relics, weapons, and outfits, whether they are equipped or not. Each round they
are latched to a Relic, that relic loses 1 charge (for no effect). If latched between encounters, that
relic will have 0 charges by the time the next encounter starts.
Affinities: Artleeches aren’t particularly weak nor resistant to any type of damage.
Status: Artleeches will cower and flee if prodded enough. They rarely even consider fighting back.
Rewards: Dead Artleeches fetch no bounty, however enterprising magical girls may find a small
market for Artleeches as pets, where they can sell captured and (mostly) unharmed Artleeches
for anywhere from 12 Copper to 5 bronze.
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Noise Frog Stats
STR 2 HP 30
AGI 13 EVA +9
VIT 3 DEF 1
MAG 7 Crit 10%
LUK 5 Attack 20d4 Sound (any range)
Throughout the night, especially in the more humid and populated sections of the Overcity, the croak of
the Noise Frogs are heard. These little pests flock to heavily-populated areas in and out of the Overcity to
thrive on the noise generated by civilization, both physical and emotional. Because they have a minor
ability to influence mundane people’s mental stability, Noise Frog populations are routinely culled back
by all willing Patrons and girls.
Tactics: The Noise Frog is unaggressive until somebody intrudes upon their courting sessions
(marked by loud croaking “calls” between two or more prospective mates), and their feeding time.
At this point, the frog considers the trespasser a challenge to its authority, and issues a bellowing
croak. Characters that suffer damage from its Attack suffer the Daze condition for 1 round.
Affinities: Noise Frogs will absorb Sound damage, restoring HP equal to the damage they would
have taken, and they take 25% less damage from Empathic spells, however they are extremely
prone to Beast spells, taking 200% damage from those spells.
Status: Noise Frogs fight to the death and will not rest until somebody in the fight is dead. Noise
Frogs do not flee, but will not pursue if fled from.
Rewards: Single Noise Frogs can be captured and sold as pets to aristocrats for as much as 1 Silver
(but likely trending towards 7 Bronze). Rewards for clearing out infestations are usually in the
ballpark of 10 Bronze.
Stormwalker Stats
STR 2 HP 60
AGI 25 EVA +15
VIT 6 DEF 2
MAG 12 Crit 10%
LUK 5 Attack 12d4 Lightning OR 25d4 Air
Among the list of things that may raise eyebrows from new residents to the Overcity, the weather forecast
of “Afternoon Showers with a 40% chance of Stormwalkers” may be near the top of the list. Stormwalkers
only show themselves in cloudy and rainy weather, often revisiting the sites of lightning strikes,
hurricanes, and tornado touchdowns.
Unlike many denizens of the Overcity, Stormwalkers are actually fairly amicable most of the time, and
even sometimes carry conversation with others. However, they are prone to random bouts of erratic
behavior where they are unable to be reasoned with, and they go on a demolition rampage. At this point,
Magical Girls are dispatched to take them out, regardless of their potential level of sentience. The
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Stormwalkers themselves seem to have no problem with this, and it sometimes seems as if they’re merely
being dissipated, to return with the next storm.
Tactics: Stormwalkers don’t engage in combat by default, but when they do, they employ long-
range lightning strikes, and use bursts of wind to knock back foes. Because of the amount of
electricity contained in their bodies, anyone at Close range to a Stormwalker will take 2d4
Lightning damage at the start of the Stormwalker’s turn.
Affinities: Stormwalkers take 75% less damage from Slash, Pierce, Strike, and Water damage.
Additionally, they are immune to Air and Lightning specialization magic, and absorb Air and
Lightning damage.
Status: Because their shape is composed of concentrated clouds, Stormwalkers will lose size and
sections of their body as they suffer more damage. They leave behind no corpse.
Rewards: Problematic Stormwalkers can fetch a bounty of 2 Silver, but a problem exists where it
becomes hard to report the bounty due to the lack of a Stormwalker’s corpse, meaning most
reports end up getting a lesser reward of 5 Bronze.
Bloodlust Golem Stats
STR 18 HP 150
AGI 6 EVA +7
VIT 15 DEF 5
MAG 2 Crit 16%
LUK 8 Attack 18d4 Slash
A putrid golem conjured by wizards in an attempt to avoid sending civilian troops into mass combat.
Commonly found near the sites of old battles, these humanoid-shaped piles of metal, blood, runes, and
filth are possessed by spirits that reveled in the clash of mortal combat. They don’t wander outside of
their small territory, but bills may be posted regarding golems that have been halting progress of a caravan
or exploration group.
Tactics: Bloodlust Golems immediately engage any foe that comes within their detection radius.
They pursue any combatant that has fled until either it or the foe has fallen. The attack of a
Bloodlust Golem is Close range, and restores HP to the Golem equal to the amount of damage
dealt.
Affinities: This particular type of golem is susceptible to Metal magic, suffering a -2d6 penalty to
contests against Metal spells. It is immune to Reinforcement and Empathic magic.
Status: A Bloodlust Golem shows no outward signs of stress, but will take two turns in a row while
it is at less than 50% of its maximum HP.
Rewards: Defeating a bloodlust golem is worth 1 Silver.
Quicksilver Adder Stats
STR 1 HP 60
AGI 20 EVA +12
VIT 20 DEF 6
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MAG 1 Crit 8%
LUK 4 Attack 3d4 Pierce (ignores DEF)
The Quicksilver Adder has been a tool of assassins for ages. Its incredibly lethal bite can drop targets in
seconds, first paralyzing them, and then rendering them completely unconscious, followed by death. Due
to the composition of their bodies, Quicksilver Adders prove to be difficult to kill as well.
Tactics: Quicksilver Adders are highly aggressive and will attempt to bite anything and all flesh
within their reach. If they successfully deal damage with their Attack, the target of that attack
must Contest their VIT against the Adder’s VIT or have the Poison condition applied to them once
per point of failure (5 turns each). When the Adder successfully applies a Condition(s) with an
Attack, they lose 2 VIT.
Affinities: Adders cannot restore HP or stats without a Reprieve. Additionally, they are weak to
Beast and Metal spells, taking double the damage from such spells.
Status: Adders will flee when they are at less than half of their health. Afterwards, the Adder will
wait in ambush to exact revenge on the foe that scared it off.
Rewards: Quicksilver Adders are serious threats to large sections of the populace. A single adder
is worth 15 Bronze, but if you manage to cull an infestation, as much as 3 Silver may be in your
future.
Overcity Fuzz Stats
STR 6 HP 60
AGI 6 EVA +6
VIT 6 DEF 2
MAG 6 Crit 12%
LUK 6 Attack 30d6 JUSTICE5
One of the many factions of the Overcity that sees themselves as the place’s central pillar of Justice, the
Overcity Fuzz are spectral beings formed of the concentrated feelings and passions of all bringers of Justice
from the past, present, and future. Completely sentient and capable of reason, the Fuzzes’ main issue is
that the basis for their Justice is often poorly-defined, due to being made up of many different eons’
concepts of Justice. As such, while they are generally respected, it is likely that something as trivial as
leaving your shoes untied may be perceived as breaking some unwritten law in a Fuzz’s head, and then
you find yourself locked in combat.
Tactics: The Overcity Fuzz cannot detect Civilian form Magical Girls, and are unable to target them.
Additionally, the Fuzz cannot inflict damage to foes without using its Possession active ability to
obtain a material form. A Fuzz can sacrifice 15 HP to apply the Bind condition to a Target (until
the end of the encounter) as an SP 2 ability.
Affinities: The Fuzz are resistant to Light magic, taking only 50% of the damage from Light spells
and Light damage. Additionally, Slash, Strike, and Pierce attacks all deal 10% damage to an
Overcity Fuzz. Spirit and Darkness spells inflict double the damage as normal. Overcity Fuzz are
5 Note: JUSTICE attribute damage cannot inflict harm to anyone, as it is simply the Fuzz shouting various phrases at the Target.
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considered spiritual beings, meaning that their resistances and weaknesses are ignored by
Spectral weapons and abilities.
Status: When a small group of 3-5 Fuzz are injured and/or defeated, they will call for backup,
which will arrive in the form of more Fuzz and OC-50s that intrude 2 rounds later. Otherwise they
show wear and tear as if they were human.
Rewards: Case-by-Case basis. Generally rewards will not be handed out for simply dispatching a
handful of Fuzz, but certain individuals and groups would rather see the Fuzz go, and will pay
handsomely for such things.
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OC-50 Stats
STR 12 HP 300
AGI 5 EVA -5
VIT 30 DEF 10
MAG 0 Crit 4%
LUK 2 Attack 15d4 Strike (Fist); 12d4 Slash (Sword); 5d6 Pierce (Gun)
The OC-50s are pseudo-golems made of various car and robot parts found lying around. In the absence of
such things, stone and metal armor is used instead. These hulking figures are used by the Overcity Fuzz to
enforce their will on the more physically resistant members of the Overcity. Most Fuzz squads have at
least one OC-50 in their midst.
Tactics: After being possessed by a Fuzz, the OC-50 will attack whatever foe the Fuzz was
attempting to apprehend. Without a Fuzz operating it, it is incapable of action. If it has a gun or a
sword or similar weapon equipped to its form, it will use that to attack, but otherwise it utilizes
its fists.
Affinities: OC-50s are susceptible to Stone, Metal, and Fire spells, and will take 150% damage from
those spells and damage types. OC-50s are immune to all Conditions.
Status: If an OC-50 is the target of an ability that would reduce its HP to 0 or render it unable to
act, as a reactive ability the Fuzz inside can eject himself before the OC-50 takes the damage.
Rewards: OC-50s do not have an associated bounty on their own, but may usually be harvested
for scrap. As with the Fuzz themselves, some individuals and groups may wish to see you take out
groups of OC-50s.
Childspike Stats
STR 15 or 5 HP 100
AGI 5 or 15 EVA +10 or +15
VIT 10 DEF 3
MAG 30 Crit 30%
LUK 15 Attack 15d4 (See Text)
When you generate a Childspike for combat, choose whether it will specialize in STR or AGI. The chosen
stat becomes 15 and the other stat becomes 5.
Commonly mistaken as a Chimera, the Childspike is a cluster of magic and mass that touched the raw
imaginative potential of one or more young beings. Childspikes are fiercely loyal to the child or children
responsible for their creation (usually seen as an “imaginairy friend”), but cannot be seen by adults
without assistance. Despite this, however, a Childspike is still incredibly dangerous. It will not inflict harm
at the whim of a child, but will act in that child’s defense if it considers something a genuine threat.
Childspikes can commonly be seen in or around daycares and other places where small children are
gathered, and are generally docile so long as the child they are tied to is not threatened. When the child
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ages, the Childspike will break off and begin wandering around, seeking a new partner. At this point, the
Childspike will usually become more aggressive in an attempt to defend itself from any perceived threat.
Tactics: Childspikes can employ any manner of attack, but will have a maximum of 3 damage types
that they can utilize. Some Childspikes shoot rockets and lasers, others use large fists or arms, and
others don’t have any proper weapons at all. When fighting a Childspike, Magical Girls and Natural
Monster Girls with a physical age of 13 or more cannot target the Childspike without having been
struck by it in the last round, unless they have Third Eye as a Power. Dark Magical Girls and
Corrupted Monster Girls retain the ability to see a Childspike until the physical age of 16 due to
their closer ties to the chaotic nature of raw imagination.
Affinities: A Childspike takes 50% less damage from a single damage attribute (chosen upon
generation), and takes 50% more damage from two other damage attributes (also chosen upon
generation).
Status: A Childspike does not show any outward change when fighting, beyond what may be
assumed of the form it takes. A mechanical-oriented childspike, for instance, will likely break
down as it takes more damage.
Rewards: Childspikes are considered dangerous, but only when provoked. A posted bounty can
be expected to be around 5-15 Bronze, but a reported slaying without an associated bounty will
only fetch about 10 copper.
Phonexian Flytrap Stats
STR 3 HP 50 (recovers 2d6 when hit)
AGI 0 EVA +0
VIT 5 DEF 1
MAG 17 Crit 0%
LUK 0 Attack 17d4 Fire
The Phonexian Cluster is an invaluable plant found in many secluded sections of the Overcity, and all
around the multiverse. A relatively normal plant, it periodically mutates into a fierce monster that will
destroy anything that attempts to pluck it for flowers or seeds, burning them until nothing but ash
remains, then digesting the ashes.
Tactics: Flytraps pretend to be Phonexian Cluster Plants until somebody attempts to procure from
it or a nearby plant, at which point it attacks immediately. Cautious herbalists know to look for
the wood-lined eye, which is usually closed and not present on the non-mutated plant. As a side
note, Flytraps will regenerate 2d6 HP every time they are struck, as a Trigger ability.
Affinities: Flytraps absorb Fire damage and heal an amount equal to the damage they would have
taken, and are immune to the Burn condition. Additionally, they are immune to the effects (but
not damage) of Wood magic. Flytraps take 50% extra damage from Ice, and automatically lose
contests made to Freeze them.
Status: Flytraps will start sputtering reserve flames when under severe duress, and their attacks
will become able to target up to 3 foes simultaneously while at 40% of their HP or less.
Rewards: There is no coin reward for defeating a Flytrap, however you can always find one or two
Phonexian Clusters in or around it when slain.
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Chronos Sistre Stats
STR 4 HP 90
AGI 14 EVA +24
VIT 14 DEF 3
MAG 4 Crit 68%
LUK 34 Attack 9d4 Slash
Eons ago, before the Dawn of Time, was a dragon named Vervani. This dragon held domain over the
threads of Time, guiding it to the best and brightest future possible. Humanity originally served Vervani
as her envoys, but revolted, insistent on creating their own selfish future.
…or at least that’s what the Sistre of the Chronos Pact would have people believe. While Vervani’s
existence has been verified by scholars, her lips are sealed on whether or not any of the story is true. Her
followers consist of many creatures that have been steeped in the temporal energies from the great
beyond, to the point where it would seem that these warped beings serve more Horror than Deity. Many
former magical girls fill their ranks, drawing the attention of both the Beacon (to purge them) and the
Ebon Mint (to employ them).
Tactics: Chronos Sistres are sentient beings capable of tactics and reason that adapt to the
situation at hand. They employ primarily time-based magic, and will rewind time for brief
moments to remove damage. Masters of time manipulation, these creatures are not easily struck
by abilities that permit evasion.
Affinities: Chronos Sistres are weak to the forces of Gravity, as Space is their antithesis, and take
200% extra damage from Gravity magic and Force damage. However, they are completely
immune to Time-based magic cast on themselves.
Status: A Chronos Sistre will, like most sentient beings, attempt to flee when the going gets tough,
but may stand their ground in certain circumstances.
Rewards: Chronos Sistres are considered dangerous cultists, and slaying one will be rewarded with
5-9 Silver.
Cosmos Sistre Stats
STR 4 HP 40
AGI 4 EVA +4
VIT 4 DEF 1
MAG 60 Crit 8%
LUK 4 Attack 60d4 Force
At the Weaving of The Fabric, the great god Tetranu declared that all of Space shall belong to him, and
gained such a mastery over its threads and cloths that he became known as the God of Space. To his 7
followers, he instructed the arts of weaving the matter and minds of their vassals into the perfect beings.
To this day, the Sistres of the Cosmos Contract maintain that they are a result of those arts, and thus have
the knowledge and wisdom needed to guide humanity to their best. Because of these claims, they’ve
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managed to attract the attention of both the Beacon (to attempt to learn) and the Ebon Mint (to attempt
to exploit).
No matter who you ask, though, Cosmos Sistres are masters of their craft. Formerly humans and magical
girls themselves, they found wisdom and power that shifted them into beings of pure force and matter.
Unlike the Chronos Sistres, who are generally more aggressive and frontal in their assaults, Cosmos Sistres
instead rely on spatial subterfuge, diverting hallways to lead elsewhere, dropping large vending machines
on foes from a distance, and other such stealthy tactics.
Tactics: Cosmos Sistres are sentient beings capable of tactics and reason that adapt to the
situation at hand. They employ primarily space-based magic, and if confronted directly will
redirect attacks away from themselves by manipulating the space around them.
Affinities: Cosmos Sistres are weak to the forces of Time, as their spatial manipulation cannot stop
the clock, and take 200% extra damage from Time magic. However, they are completely immune
to Gravity-based magic cast on themselves.
Status: A Cosmos Sistre will, like most sentient beings, attempt to flee when the going gets tough,
but may stand their ground in certain circumstances.
Rewards: Cosmos Sistres are generally peaceful, but aggressive ones are considered a tremendous
threat to all involved. Because of the tremendous difficulty involved in slaying one, a posted
bounty is worth 1 Gold coin.
Living Rope Stats
STR 1 HP 10
AGI 1 EVA +0
VIT 1 DEF 0
MAG 2 Crit 0%
LUK 0 Attack See Text
The Living Rope is a creature formerly classified as a Relic. Living Ropes are found in many a dungeon,
serving as a surprise for unwary travelers by binding them up and forcing them to be privy to any dangers
of the area, such as traps and foes. No real threat on their own, seasoned magical girls learn to spot the
telltale gold thread woven in to the braid, and look around for an ambush.
Tactics: Living Ropes will do nothing until somebody steps near them or touches them, at which
point they will apply the Pin condition until slain. While they are applying the Pin condition, the
Pinned combatant will take double the damage the Living Rope does.
Affinities: Living Ropes have no particular weaknesses or resistances.
Status: Living Ropes show no outward signs of duress.
Rewards: Living Ropes are fairly common, and only result in a single Copper if slain. However,
Living Ropes are usually accompanied by much more lucrative foes, or are guarding nearby
treasure.
[v1.8] MG CYOA Supplementary Combat System OCFF Expansion P a g e | 36
Errata and Fixes for v1.8:
Job Satisfaction now restores 8 HP on defeat of an enemy. [Previously 5 HP.]
Job Satisfaction now restores 15 HP on defeat of a Monster Girl or Dark Magical Girl. [Previously
10 HP.]
Paragon’s stat bonus is now considered a bonus to your Base stats.
Seal’s interaction with Enhanced Transformation updated to match better with the CYOA v1.5.1
version of the ability.
Centaur Layout’s effects redesigned to hinder the user. [Previously was essentially a free bonus
labelled as a drawback.]
Noncorpreal’s damage reduction reduced to 10%. [Previously 25%.]
Amorphous Body’s DEF penalty removed.
Clarified that the backlash damage from a failed Fusion applies DEF.
Sync Rate Penalty for having large stat differences reduced to -2%. [Previously -5%.]
Sync Rate Bonus for Fusion exclusively with your Tuner increased to +40%. [Previously +25%.]
Added the Grandfather Packages “Fae” and “Yukionna”.
Updated Bestiary intro section.
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