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Page 1: Version 0 - Terra Ray · 2018-08-30 · experience with tabletop RPGs, such as Pathfinder, Dungeons and Dragons, Savage Worlds, Dark Heresy, and many more. It also assumes a fairly

Version 0.3

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Page 2: Version 0 - Terra Ray · 2018-08-30 · experience with tabletop RPGs, such as Pathfinder, Dungeons and Dragons, Savage Worlds, Dark Heresy, and many more. It also assumes a fairly

Prelude……………………………………………page 4 Introduction……………………………………...page 6 Part 1: First Things…………………………….page 7 Part 2: Combat I…………………………………page 12 Part 3: Combat II………………………………..page 16 Part 4: Character Creation…………………….page 20 Part 5: Playing the Game……………………...page 31 Part 6: Quirk List………………………………..page 42 Part 7: The Armory……………………………..page 50 Part 8: Spell List………………………………...page 53 Part 9: Spell Upgrades………………………...page 78 Part 10: Ability List……………………………..page 102 Part 11: Monsters……………………………….page 108 Part 12: Incubator’s Guide…………………….page 135 Glossary………………………………………….page 141

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The following is a non­profit, fan­created tabletop RPG system based on Puella

Magi Madoka Magica.

Puella Magi Madoka Magica, Puella Magi Madoka Magica: Rebellion, and all other related characters and properties are copyright Studio SHAFT, Aniplex of

America, Manga Entertainment, and Gen Urobuchi.

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Prelude

“Do you want to make a contract?”

The thing blinks at you with its seemingly permanent little grin. Its voice is chipper and friendly, though its mouth never once moves as it speaks. It looks a cross between a rabbit and a cat and something else altogether, something you can’t quite put your finger on. Its eyes shine with a ruby glow that is at once beautiful and cold. It almost looks like it could be a toy, if it weren’t for the fact that it was walking around and speaking right at you. You can’t decide if you think it’s absolutely adorable or absolutely terrifying.

“A contract,” it says again. “For you anything could ever wish for, in exchange for your services.”

Anything?

It seems too good to be true, but that’s what the creature has been offering from the very beginning, a single wish granted, whatever one could desire, and in exchange you become…

A Magical Girl. Yes, that’s what it said. Just like in anime. There are things called witches sprouting up all over, and only girls gifted with extraordinary strength and abilities can stop them. A thrilling, dangerous, life. An impossible life.

Yet with what you’ve seen from this creature, you can’t help but believe it might not be as impossible as you once thought. And in exchange for this wondrous, fantastical responsibility, this important role in defending the world from the scourge of the Witches, you have been offered a single wish. A deal.

A contract.

“Everyone has something that they want,” the creature says. “Don’t you?”

The question is what do you want? To be powerful? To be rich, and famous, and respected? Or do you crave peace, stability, the loving embrace of another at your side that you’ve lacked for so long? Is your wish perhaps not for yourself, but for someone else? Your family? Your friends? Your enemies?

There are so many opportunities, so many possibilities. You think on your past, your present, your future.

Everyone has something that they want. Don’t you?

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“I do,” you say. As you reach out your hand and speak your wish, you wonder if this really is too good to be true. You have no time to think, however, no time to do anything but feel the sudden surge of heat rushing through your body. It is like nothing you’ve ever experienced before. It feels like a flood of strength and knowledge and power hitting you all at once.

It feels like magic.

“Wonderful,” the creature says. It jumps up and chirps happily. Its eyes glow with that mysterious light.

“Then make a contract with me and become a Magical Girl!”

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Introduction

The Madoka tabletop RPG is a traditional RPG system based on the anime series Puella Magi Madoka Magica that carries a heavy emphasis on Role Playing. Players are encouraged to utilize the flexibility of the character creation system to design unique, personal characters with diverse backstories, motivations, and alignments.

Though the specifics of any one campaign are up to the whims of the Incubator (in other systems known as the Dungeon Master or DM), the overall goal of the game will usually revolve around successfully carrying out your duties as a Magical Girl and keep your territory safe from Witches, Wraiths or other sorts of malefic magical beings. Players will form a cooperative party of magical girls who come together to eradicate the scourge of the Witches while also completing the objectives of the campaign set forth by the Incubator.

This guide will assume that both Players and Incubator’s will have some basic experience with tabletop RPGs, such as Pathfinder, Dungeons and Dragons, Savage Worlds, Dark Heresy, and many more. It also assumes a fairly extensive knowledge of the Madoka Magica franchise and lore, at least on the part of the Incubator. A more comprehensive guide may be put forth in the future to explain how to form parties, what numbers are acceptable and general tabletop discussion.

WARNING: SPOILERS AHEAD FOR THOSE THAT HAVE NOT ALREADY SEEN OR READ THE SERIES UP THROUGH MADOKA MAGICA: REBELLION

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Part 1: First Things (Explanation of Terms / Statistics)

Many players already versed with the Madoka Magica universe will be familiar with most of these terms. However for the introduction of newer players, as well as clarity’s sake terms will be introduced to both explain the game’s setting and mechanics. Also as a note: Many of the specifics of less well explained concepts presented at the end of the Madoka Magica series as well as in the Rebellion movie are described here in detail. While these explanations cannot be confirmed, they are a current ‘best guess’ of what really happened and what went on in the source material. For the sake of this RPG and game setting, this is the established canon that will be used (although your own interpretations are encouraged as well, rules will just not be detailed in this book for them).

General Madoka Magica Terms:

Magical Girls: Refers to humans (generally 10 ­15 year old females, although any age and gender is allowed) who have made a contract for their souls in exchange for a single wish of their choosing. These girls are then bound to a life of fighting magical beings who threaten humanity, as well as the Magical Girl themselves.

Incubator: An Incubator is an alien being from another planet that seeks to use Magical Girls as means by which to reverse Entropy in the universe. Referred to most often as “Kyuubey” and generally considered male, these Incubators are responsible for recruiting Magical Girls, making contracts, and assisting in the Magical Girl’s duties.

Soul Gem: A Soul Gem is the gem inside which a Magical Girl’s soul is stored after they make their contract. Carried around at all times concealed inside of a ring, the Magical Girl physically fuses with their Soul Gem during the process of transformation. If the Soul Gem is shattered, the Magical Girl immediately dies.

Witch: Before the Law of Cycles (pre or during the Main Series setting campaigns), the ultimate destiny of Magical Girls was to become Witches. The very wish that spreads the hope of a Magical Girl corrupted into a curse of despair to reign upon the world. Witches feed on the magical energy of humans to sustain themselves by luring victims into their Labyrinth to die. It is the duty of a Magical Girl to fight Witches and keep humanity (as well as themselves) safe.

Labyrinth: Referred to as the place where Witches make their homes as well as trap their victims. Labyrinths are not visible to non­magical humans, however they are enterable by them. The Labyrinth generally reflects the nature of the

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Witch that created it, and aids the Witch in it’s goals of slaying Magical Girl and human alike.

Familiar: The term for small non­witch evil magical entities that a Witch can create and use to assist them. Most Familiars remain inside of the Labyrinth, however some more powerful ones have been known to escape and after some time become Witches in their own (upon consumption of a few victims).

Grief Seeds: Grief Seeds are the remnants of a Corrupted Soul Gem that Witches drop upon being destroyed. If a Magical Girl touches one to their Soul Gem, it will remove Corruption from their Gem; as well as restore some or all of their Magical Power.

The Law of Cycles: The Law of Cycles is what Magical Girls themselves dub the phenomenon of a Magical Girl’s Soul Gem shattering upon them losing the will to carry on or becoming too corrupted. This Phenomenon only exists after the world is rewritten by Kaname Madoka (post Madoka Magica main series campaigns), however it prevents Magical Girls from ever becoming Witches.

Wraiths: Wraiths are the curses of humanity come to life in a magical manifestation. Invisible to non­magical humans, Wraiths act similarly to Witches in that they seek to kill and feed on human lives. While not born of death, a Wraith created with the dying curse of a human is considered vastly stronger to that of one created from a curse of a human still alive in the world. Wraiths on the whole are much more numerous than Witches were in their time, but are generally much weaker than their old counterparts.

Tainted Echo: Similar to Grief Seeds, when a Wraith is destroyed it drops a Tainted Echo. Touching a Tainted Echo to a Magical Girl’s Soul Gem will remove some corruption and restore some or all of their magical energy back to it. However, in proportion to power generally Tainted Echos restore less overall than a Grief Seed would. No official term has been found for these items, so for the sake of clarity in the setting they will be referred to as Tainted Echos.

Wicca: Not much is known about Wicca, however in this setting Wicca will refer to what Akemi Homura became at the end of the Rebellion Movie. It is a complicated explanation, and will be discussed in the Wicca portion of the Monsters section of this book. Refer to page 125 for more information regarding these strange half Witch half Magical Girl creatures.

Dark Orb: The Wicca Equivalent of a Soul Gem, a Dark Orb contains the Wicca’s Soul. However when a Wicca Awakens it takes on more of the appearance of a Grief Seed while imbedded in the Wicca’s physical shell.

RPG Specific Terms:

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Incubator: While also referring to the small white creatures, within the context of the rules the Incubator takes on the role of the facilitator of the game. Often referred to as a DM or Dungeon Master in other RPG’s.

Health or Health Pool: Refers to the numerical representation of a Magical Girl, Monster, or other in­game object’s physical well­being. Something with full health is considered to be in perfect condition, while one nearing 0 health is considered to be badly wounded and possibly approaching death.

Magic Pool: Refers to the numerical representation of a Magical Girl, Monster, or other in­game object’s magical powers. While not a direct representation of how Magical a being is, it helps represent how much of their available magical resources they have left. MP refers to the point cost drained from your Magic Pool in order to perform certain actions or as the consequence of in game events.

Corruption Pool: Is a numerical representation of how corrupted in their original purpose a Magical Girl is. The pool usually starts at 0 and goes all the way to 100, at 100 the Magical Girl either turns into a Witch or is taken by The Law of Cycles (depending on campaign time period).

Magic Category: A subset of Magic that includes specific spells of like minded nature and schooling. For instance all Darkness spells would be considered to be within the same Magic Category.

Weapon: Simply refers to any Magical Girl weapon that is granted directly as a result of the Magical Girl’s wish.

Ability: Abilities refer to special skills learned by Magical Girls or Monsters that allow special effects. Every Ability when learned has an associated Role­Playing implication but will allow players to do things they ordinarily couldn’t such as driving a car legally, or charming another unit to become more friendly to them.

Level: The numerical representation of how skilled your character is as a Magical Girl. Levels start at 0 and progress all the way up to 10, with one being a novice and 10 being a grandmaster.

Soul Points: Soul Point are the numerical representation of skill gained through Magical Girl experience. Similar to Skill Points in other settings or Video Games, Soul Points are what you accumulate every time you Level Up, to spend on a variety of Character­Advancing options.

Melee Combat Round: Refers to a single instance of Melee combat occurring. A single round will last from the first dice rolls all the way until one unit participating takes damage and is moved as a result of the round.

Statistics:

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The Madoka Magica: The RPG runs of a total of 6 core Statistics that are associated with all Magical Girls and Monsters. These 6 common Statistics are helpful for quantifying and comparing the relative power levels of creatures and other entities within the game world. The 6 Statistics as well as their general explanations are as follows: Strength: Determines how physically strong a being is which influences

physical tasks and most melee based weapons. Accuracy: Determines how agile and graceful a being is, this influences a few

different weapons (notably ranged ones) as well as some precision based actions within the game such as initiative and stealth based checks.

Magic: Determines how innately magical a being is, in terms of its ability to cast spells successfully and total magical energy.

Heart: Determines how strong a being’s heart and physical being is, this predominantly relates to it’s health but it also affects some healing spells and can grant resistance to corruption (in Magical Girls)

Mind: Determines how strong a being’s mind itself is, both it’s intelligence and how strong it’s force of will itself is. Mind helps resist charm effects, use persuasion and knowledge skills, as well as some types of magic.

Charisma: Determines how likable a being is both inside and outside; this can also affect persuasion, charm and leadership abilities, as well as some magics.

Specifics for starting and average Statistics are detailed in the associated

being’s section of the book. IE Character Creation for Magical Girls (as well as basic Humans) and in the Monster section for all other types of beings.

One of the large things Statistics influence is what kind of Die Type you will be

rolling in order to perform a check associated with that stat. All stats share the same progression, and as such the same table which can be found below:

Associated Stat Value Stat Die

1 / 2 D4

3 D6

4 ­ 5 D8

6 ­ 7 D10

8 ­ 9 D12

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10 D20

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Part 2: Combat I (The Basics)

While the Madoka Magica RPG is designed to lean more towards role­playing and maintaining narrative momentum than more traditional stat­and­loot based RPGs, the game still revolves around girls with awesome magic powers and weapons slaying monsters and witches, so combat will most definitely occur. That being said, the combat system for the Madoka Magica RPG is designed to be as organic and smooth­flowing as possible. The process of combat in Madoka should be strategically open­ended enough to satisfy loot­minded RPG veterans while approachable and flexible enough to accommodate players new to RPG systems or simply those looking to indulge in their role­playing and get right to the Magical Girl action!

Combat can be broken down into Three Stages: Start of Combat, Player Action, and End Combat:

Start of Combat/Roll for Initiative When starting combat, begin by having all units participating in the combat roll for

Initiative. Initiative determines the order in which the units in combat take their turns, starting with the unit with the HIGHEST initiative ending with the lowest. Once every participant in combat has acted according to their Initiative roll, a single Round of combat will have been completed.

When the entire round of combat is finished, the next round proceeds in that same order and does so until combat is finished (unless a Player Ability or the Incubator declares otherwise).

A unit’s Initiative roll is determined by their Accuracy Stat + Accuracy Die roll. This number can be changed by some spells and abilities, usually only for a limited time. Refer to the text of the specific ability or spell for the duration and rules in regards to how they affect Initiative or Initiative order.

Player Action

Once every player character or Incubator controlled NPC has arrived at their turn within a round, they have the opportunity to make a single Major Action. The types of Major Actions a player may make on their turn are as follows:

Transform

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One of the most critical moves in a Magical Girl’s repertoire, Transformation is what turns ordinary player characters into spell­casting, butt­kicking super­heroines, complete with a sparkly transformation sequence!

♦ Transformation consumes your entire turn available to a character on their turn. A character that has to transform at any point during combat will therefore use their entire turn to do so (no minor actions). Be prepared, Magical Girls!

♦ Transformation always costs a single (1) Magic Point (MP). If this 1 cost would put you at 0 MP, you transform for a single round and revert back immediately upon your turn ending.

Attack (Melee/Ranged/Etc.) Whether you’re attacking with your fists or a magical weapon, up close or

from afar, doling out physical damage will always cost one Action. ♦ The specifics of physical attacking and how damage is calculated can

be found on the Attack Breakdown page (p. 16).

Cast a Spell In order to cast a spell of any kind, assuming you have the MP to do so, it will

require one Action. ♦ There are some (but limited) exceptions to the rule, as well as some

spells that also involve a melee or ranged combat as a part of the spell. Please refer to the specific text of these spells for more information.

Heal Yourself All Magical Girls may heal themselves using their MP. Unlike spells that heal

you, healing with your MP is much less cost efficient and can be very dangerous as it is generally considered a last resort. At the cost of an Action you may sacrifice any amount of MP remaining in your Magic Pool. If you do so you regain HP equal to half of the total MP you spent (rounded down).

In addition to the Major Action a play may take, they also can choose to take up to two Minor Actions. The list of Minor Actions players may make during their turn are as follows: Move

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A player may move in any direction they so choose as one of their two possible minor actions. A player may move twice in one turn, but then they forfeit the possibility of any Major Action (Unless Player Ability or the Incubator dictate otherwise).

Since Madoka is a game designed to be able to function without the need for hand drawn maps, tiles, or player counters, (but can still be used with them if the Incubator so chooses to) the range and speed of any PC or NPCs movement in combat is predetermined by their transformation status, physical aptitude, and the context of the story. The exact specifications of player movement can be altered to the Incubators preference.

Draw / Summon Weapon A player may summon to their hands one copy of the weapon that they are

currently using. If the weapon has two parts to it such as Cat Claws or Battle Axes, one appears in each hand. Ranged weapons such as Rifles appear with a single shot in them that renders the weapon useless after firing.

Some weapons are reusable (such as most melee weapons like axes and swords that can be swung multiple times), while some are single shot and are reloadable / re­summonable for another shot (IE Mami’s rifles that are thrown away after a single shot). Players with Ranged Weapons will need to consistently spend a minor action on summoning a new weapon each turn for continual attacks, or materializing ammunition for their weapon as is the case with Madoka’s bow attacks.

Summoning a Weapon can be done while in Human form. It works similarly to the action listed here; however it costs an additional 1 MP, and even if the weapon doesn’t need to be re­summoned for subsequent attacks it disappears and needs to re­summoned if multiple attacks are going to be made. In short it’s more efficient to just go ahead and transform rather than try to fight with your weapon in Human form. It can make for a useful intimidation tactic however.

Miscellaneous Actions Finally, we have Miscellaneous Actions. These are actions that are pretty

much anything not listed above: Player­to­player communication, flavor descriptions, and anything else you can think of that doesn’t involve attacking, casting a spell or transforming belongs here.

♦ The cost for these actions is entirely Incubator dependent. They can cost one Action, both, or none at all!

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Staying on your Feet

A Magical Girl is able to continue to fight as long as her Health pool is above 0. When a Magical Girl’s Health Pool reaches or is less than 0, they fall unconscious and immediately revert back to human form. While unconscious the Magical Girl does not roll Initiative and skips their turn.

The Magical Girl does not suffer any additional damage while they are unconscious, and as Magical Girls are tough to kill the only way to end a Magical Girl permanently is to shatter their Soul Gem. A Soul Gem can only be shattered by a Magical Girl reaching negative their total Health Pool divided by 2; or by suffering a Shatter Action to their Soul Gem.

A Shatter Action is an action that both Magical Girls and Monsters may take to attempt to kill permanently an unconscious or willing Magical Girl. The specifics of the action are up to the unit performing the action, but upon any damage at all being dealt on a Shatter Action the Soul Gem will shatter, instantly killing the Magical Girl.

When an enemy's (with the exception of another Magical Girl functioning as an enemy) Health reaches 0 they are considered dead and collapse where they are.

End of Combat Once all enemies have been defeated, all combat requirements are met, or all the

players have died/failed, combat ends. The Incubator doles out Grief Seeds, Curse Cubes, and the spoils of victory as appropriate; and the game continues!

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Part 3: Combat II (Attack/Spellcasting Breakdown)

So now that we’ve explained the basics of how a combat encounter will run, it’s time to get to the nitty­gritty: How to use your magical weapons and spells to kick Evil butt! The good news is this: Like the overall flow of combat itself, attacking and spellcasting in Madoka Magica is designed to be both simple and dynamic, making it easy for players to tell how much damage they're doing while allowing creativity in exactly how they do it. In the Madoka Magica, there are three types of combat: Melee, Ranged, and Spellcasting

Melee Combat: This is the bread and butter of combat in Madoka Magica, the foundation upon which

everything else is built. Whether your weapon of choice is a hulking battle­axe, a pair of razor sharp daggers, or something even more unique, if you want to get up close and personal with your magical enemies, Melee Combat is how it is done.

It is important to note that when a character engages in Melee Combat, their foe does not stand idly by and simply take the blow. Regardless of who initiates the attack, both characters perform the same check to determine if/how much damage is done. The combat check is done by rolling your Weapon Die + Strength Die.

Your Weapon Die is predetermined by the type of weapon that you are using.

Your Strength Die will vary depending on how much points you have allocated to your Strength Stat, which follows the Stat Die Chart that applies for every stat in the game. It is reprinted here for convenience.

Associated Stat Value Stat Die

1 / 2 D4

3 D6

4 ­ 5 D8

6 ­ 7 D10

8 ­ 9 D12

10 D20

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Once both parties roll their respective dies, the results are compared:

If the rolls are within 5 of each other they simply clash. No damage is taken or dealt by either combatant, and they keep fighting (reroll) until a more disparate result is achieved.

Every time a clash occurs in the same melee combat round, the minimum threshold needed to end the combat reduces by 1. For example if there have been two clashes already in the same combat round, the next roll would need to exceed the other unit’s result by only 3 or more to achieve a result and deal damage.

When a result of the melee combat round is reached, the combatant with the lowest roll takes the damage for the round. Damage done by a weapon is done by rolling your Weapon Die and then adding the raw Strength Stat. ♦ For example: Player A rolls a 5 and Party B rolls a 13. Player B’s roll

exceeds Party A’s by 7 points, and therefore wins the encounter. ♦ Player B then rolls for Damage. Their weapon is the Staff, which has a

Weapon Die of D6, with which they roll a 5. Their Strength Stat is 4, which they add to their roll of 5 to make 9. Thus, Party A takes 9 points of damage.

In addition to taking damage, the losing party is also flung in the direction of

the attack a number of feet equal to of 5 * the amount that the winner exceeded the clash barrier by.

For example: If Party A rolled a total of 5 and Party B rolled a 13, the clash barrier is exceeded by 2 points (13­5=7, 7­5=2). The when Party A takes damage, they are also knocked 10 feet in the direction of the attack.

If the result of the Melee Combat round is that one unit involved has exceeded the other unit’s roll by 10 or more, they are said to have Critically hit the losing unity. Unless otherwise specified by a weapon’s special attribute or player’s ability, a Critical Hit deals 2 * the total combined damage of the attack. Knockback is still calculated normally as described above

If a Magical Girl with a Ranged Weapon is in a Melee Combat round, they

may roll their Accuracy Die + Weapon Die to defend, but they must half their total (rounded down) as their combined result.

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This is if a Magical Girl chooses to attack normally, they may also choose to initiate the Melee Combat Round Defensively. If a Melee Combat Round is initiated this way, the attacking party cannot receive any damage even if they lose the clash. The trade off is that if they are successful, they only deal Weapon Die as damage as opposed to Weapon Die + Strength Stat as damage if attacking normally.

Ranged Combat

For those Magical Girls who like to keep a little space between themselves and the enemy, Ranged Combat is the perfect answer. Ranged Combat works a little differently than Melee Combat; after all, most every monster and Magical Girl can try to parry a physical attack with nothing if not their own fists. Not everyone has the means to counterattack arrows or bullets, however. Ranged Combat functions very similarly to Melee Combat, say for that it

functions off of a different Statistic. For Ranged Combat, the attacking party performs the check of rolling their

Weapon Die + Accuracy Die. This of course can only be initiated if the intended target is within the weapon’s associated Range.

Every Ranged weapon has a Hit Threshold as well as a Critical Threshold, these will all vary along with the Range of the weapon depending on the type of weapon you are using.

To deal damage with a Ranged attack, your Weapon Die + Accuracy Die check must meet or exceed the Hit Threshold associated with the weapon you are using. If you succeed, the target suffers damage equal to your Weapon Die + Accuracy Stat as damage.

Unlike Melee Combat, Ranged Combat does no form of Knockback when it

successfully deals damage.

If the check not only reaches the Hit Threshold but also meets or exceeds the Critical Threshold, the attack is considered to have Critically Hit.Unless otherwise specified by a weapon’s special attribute or player’s ability, a Critical Hit deals 2 * the total combined damage of the attack.

As a note, if a Magical Girl is attempting to make a Ranged attack against a

target that has Cover (concealed at least 75% of their body behind an object in perspective to the Magical Girl making the attack, this is for your Incubator to decide), suffers a ­4 penalty to their combined Ranged Attack roll.

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Spellcasting Now punching and shooting are all well and good, but it wouldn’t be a game

about Magical Girls if there wasn’t, you know, magic! All spells have at least 3 numbers associated with them: MP Cost, Hit Threshold and Critical Threshold. Upon choosing to cast any given spell that the Magical Girl knows they

immediately sacrifice the MP from their Magic Pool regardless of the outcome of the spell.

If the cost of the spell would put you at 0 MP the spell proceeds to the next step in attempting to cast it, if it would put you at less than 0 MP then your Magic Pool is reduced to 0 only, the spell fails to cast and you immediately revert back to human form.

Some spells additionally have a Range associated with them, and such have a limited distance within which the spell may be cast or the target of the spell chosen.

To successfully cast a spell, your Magic Stat + Magic Die check must meet or exceed the Hit Threshold associated with the spell you are attempting to cast. If you succeed, the spell’s effects go off as detailed in the spell’s description.

If the Magic Stat + Magic Die roll also meets or exceeds the Critical Threshold of the spell the spell is considered to have Critically Cast. In the event of a critical spellcast, the Magical Girl sacrifices the spell’s MP Cost again from their Magic Pool, in total having the critical spell cost double the normal amount of MP. However, the spell then receives additional or improved effects detailed in each spell’s description as a result of the Critical Cast.

If the result of a Critical Cast would leave the Magical Girl with 0 or less MP in their Magic Pool, the spell still goes off with the critical effect. However upon completion of the spell the Magical Girl instantly reverts back to Human form.

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Part 4: Character Creation (Magical Girls)

For the purpose of this book, it is assumed that all player characters will be taking the part of Magical Girls duty­bound to their wish and to fight the enemies of humanity no matter where they are or what they may be. As Madoka Magica: The RPG is a very Role­Playing heavy system, the power inherent in any character will come from the character’s concept as a whole. As such it is highly recommended that player’s come into character creation with a fairly solid (if somewhat loose) concept for who they want their Magical Girl to be. If players struggle or have some difficulty with their character concept, a good recommendation is to skip ahead to the Quirks section, do the associated steps and then return to the rest of character generation in the proper order.

The Wish:

At the heart of every Magical Girl is a contract, and at the heart of a contract is a wish. Character creation starts by selecting the wish your character made in order to become a Magical Girl. Your wish determines what abilities and magic you have access to within the game.

Each category of wish carries with it a set selection of weapons and magics you can have as well as certain bonuses innate to the type of wish. Below is a list of categories for wishes to fall under: as well as the associated passive abilities, magic categories, and weapon categories available to them. Every type of wish doesn’t take into account WHO the wish is for / used on (meaning it also includes a wish for yourself or a wish for others).

Again as it is a very Role­Playing heavy system it is recommended that when an Incubator is working with a player to generate the character, they make their wish first without being told of what weapons and magics each wish has access to.

When selecting the Wish for your character, think carefully about what exactly it is that they would want to trade their soul for. What one desire or need was so powerful and meaningful to them that they traded their soul (unknowingly in most cases) for it? Perhaps it wasn’t something that meaningful and is now viewed as a mistake? All of these things are good to consider when choosing your character’s wish.

Wish Categories:

Wish to Reverse / Prevent Death Passive: When your current health is equal to 10 or under, all spells you cast

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have a Critical range of two less than normal. Magic: Light, Darkness, Weapon Enhancement, Water Weapons: Scythe, Rifles, Sword and Shield, Handguns

Wish for Fame / Notoriety Passive: With every other level up you gain an additional 1 SP (this bonus

occurs on every even level: 2, 4, 6, 8, 10). Magic: Weapon Enhancement, Barrier, Fire, Darkness Weapons: Handgun, Rifle, Bow, Halberd

Wish for material wealth or gain Passive: Your health pool automatically receives a +10 bonus to it. Magic: Earth, Fire, Darkness, Ribbon Weapons: Greataxe, Battleaxes, Greatsword, Handguns

Wish to Heal someone Passive: Any bit of magical energy used to heal bodily injuries to yourself are

reduced to half the normal cost (at a 1:1 ratio). Magic: Water, Music, Healing, Nature Weapons: Rapier, Halberd, Staff, Sword and Shield

Wish for love Passive: Once per day you may ignore one successful Critical onto you from any

source, instead it deals normal damage (6 hours of rest or 24 hours past).

Magic: Nature, Light, Music, Healing Weapons: Rapier, Katana, Bow, Daggers

Wish for knowledge Passive: You receive a +1 bonus per every 2 levels to all rolls made in an

attempt to gather or recall knowledge or information. Magic: Nature, Light, Arcane, Barrier Weapons: Bow, Crossbow, Rifle, Sword and Shield

Wish for talent or skill Passive: All spells you cast have a manifest cost of one less than normal. Magic: Music, Earth, Wind, Arcane Weapons: Gauntlets, Katana, Bow, Warhammer

Wish to alter personality Passive: Any ability related roll that you make automatically receives a +1 bonus

for each two levels you possess as a Magical Girl. Magic: Illusion, Music, Nature, Wind Weapons: Tonfa, Katana, Rifles, Bow

Wish for a physical change Passive: When engaging in melee combat, the range at which you critical at is

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reduced to 4 over the opponent’s roll as opposed to 5. Or if you are using a ranged weapon, it’s Critical Threshold is reduced by 1.

Magic: Weapon Enhancement, Earth, Illusion, Wind Weapons: Tonfa, Gauntlets, Crossbows, Katana

Wish for supernatural abilities Passive: Your magic pool automatically receives a +10 bonus to it. Magic: Arcane, Fire, Ribbon, Illusion Weapons: Daggers, Battleaxes, Warhammer, Handguns

Wish for something temporary Passive: When you transform into your Magical Girl form, you receive a 10

health temporary shield that lasts until you transform back, damage destroys it, or 2 rounds pass.

Magic: Barrier, Ribbon, Illusion, Water Weapons: Staff, Greatsword, Rifles, Rapier

Wish to reverse or prevent an event Passive: At any time you may declare a free reroll of any one dice, you may

only use this ability once per day (6 hours of rest or 24 hours past). Magic: Wind, Barrier, Ribbon, Healing Weapons: Tonfa, Daggers, Handguns, Staff

Wish to kill / remove a person from existence Passive: When your magic pool is empty and you are forced to transform back

to your normal form, you gain passive 5 Damage Resistance until the end of combat and suffer 2 less corruption than is normal for this effect.

Magic: Darkness, Fire, Arcane, Weapon Enhancement Weapons: Scythe, Greataxe, Gauntlets, Crossbow

Quirk:

After your Wish is chosen and slotted into the correct Wish Category, the next step is to roll a Quirk for your character. A Quirk is something determined completely at random that will give your character a unique personality trait or backstory occurrence that also grants special in­game bonuses or effects.

Take a Percentile Roll (A D10 and a Percentile Die roll in combination) to determine what Quirk your character has on the table located on page 42

Quirks are designed to encourage Role­Play without limiting character creation, however sometimes players can be stuck with simply an unpalatable quirk for their character concept. As such, it is recommended that the Incubator allow players to Roll twice on the table and select their favorite result of the two.

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Additional rolls beyond two however can lead to gaming the system for ideal quirks, and is not recommended.

Finally, it is also recommended that should a player happen to roll a Quirk that has already been selected by either another party member or is already in use by the Incubator; that the Incubator have them re­roll the result. Quirks are designed to give unique flavor to individual characters, that flavor becomes a lot less unique when two or more characters have the exact same one. However this only recommended and not a hard set rule, it is at the Incubator’s discretion.

Character Sheet (Page 1):

With the character’s Wish and Quirk selected, it is time to move onto the Character Sheet. You can find a copy of the sheet in the back of this book as well as online where this book was downloaded

Once the sheet is printed out and accessible it’s time to start filling it in! The first of the 3 pages details all important Role­Playing aspects of your character, such as physical description and backstory. These can be saved until later in the process, but it is recommended that you do them at this point in the process.

Most of the blanks should be self­explanatory, but for clarity’s sake a few box descriptions will be detailed below: Before I was a Magical Girl I… This box is meant to contain a brief summary

of your character’s life before she came into contact with an Incubator and made her wish. Most character’s backstories will be too complicated and long to fit all within the box, but a brief summary will do for quick reference

I have this quirk… This box is meant to detail the Role­Playing significance or explanation of the Quirk you rolled randomly on the Quirk Table. Don’t worry about the rules or benefits of it just yet, that comes on page 2 of the sheet.

And I wished… In this box you want to detail the events leading up to, exact wording, and initial results of the wish you made with the Incubator. Again it might not all fit, so a summary is fine and don’t worry about passives, spells or weapons as those will come later in the process.

But in the end it was a wish for On this line write the exact Wish Category that your Wish fell under for classification in the game. Some wishes could easily fall under multiple categories depending on wording and intent, so it’s important to note which of the categories your Incubator and you agreed upon when creating the character.

Character Sheet (Page 2):

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Now time to move on to the second page of the character sheet! Don’t forget to note the name of the player, and character at the top in case sheets get mixed up or pages mixed in with other character sheets.

The boxes at the top of the page are associated with the 6 core Statistics of Madoka Magica: The RPG. In these boxes for now write 3 across all of them, as all starting Magical Girls have their stats start off at 3.

Skip past the boxes marked Health Pool and Magic Pool for now as those can change drastically before character creation is done. Instead head to the box marked Quirk Passive and write down the in game mechanics of whatever Quirk you rolled. If a part of your Quirk Passive is an increase to your starting Statistics, go

ahead and change the associated stat or stats above before moving on. The next box you’ll want to fill out is the Wish Passive box. Similarly to before,

here you are going to detail the exact mechanical benefits grated by your Wish Category’s passive ability.

Ignore the box marked Corruption Pool for now, and then to cap off the second page write the number ‘5’ in the box marked Soul Points. What exactly Soul Points are and how to spend them will be covered as one of the last parts of Character Creation.

Character Sheet (Page 3):

Page 3 of your Character Sheet provides a place to list every piece of relevant information about your Weapon, Spells, and Abilities. As with Pages 1 and 2 don’t forget to write both Player and character name at the top in the spaces provided.

The 3rd page of the Character Sheet will be filled out as you move farther along the Character Creation process, and will be explained on the relevant steps.

Selecting your Character’s Weapon:

As a Magical Girl you have a magical affinity, and ability to not only use but summon one specific Weapon of your choice.

Which weapons are accessible to your character are detailed by the Wish your character made in order to become a Magical Girl. At this point in the process, look at your Wish Category and select one of the available weapons.

Once the selection has been made, you can refer to The Armory located on page 50 to get the associated values with your weapon. Write these values and explanations in the box at the top of Page 3 of your character sheet with the word “Weapon” in the upper left­hand corner.

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All weapons will at least have a Weapon Die and Special properties attached to them. However Ranged weapons will also have Hit Threshold, Range and Crit Threshold values associated with them. If you are not using a Ranged weapon, just leave these values blank.

If at any point you wish to switch your Magical Girl’s Weapon, you may do so but only at the cost of 2 Soul Points. If you choose to switch Weapons you may only switch to a Weapon that you are eligible to use through either your Wish or your Quirk.

Selecting your Character’s first Prefered Spell Category:

A part of becoming a Magical Girl is learning to cast magic. While your character can learn spells from all 4 Magic Categories that are available to them through their wish, they will learn spells from their Prefered Spell Categories far quicker. If attempting to learn a Spell from a Spell Category that is not a Prefered

Spell Category the Magical Girl must spend double the listed Soul Point cost in order to learn the spell. As such it is more efficient to learn spells from only Prefered Spell Categories.

Don’t worry though, you will receive another Prefered Spell Category at level 5 for free. Just simply select your first one for now. If your player is having a hard time selecting their category, or simply would

like more information on what each category means; a short description of each category as well as its strengths are listed below (note some of the listed categories are special magics available through Quirk only):

Water

A more supportive style of magic, water magic has a few damage spells available in the form of ice attacks but instead focuses heavily on healing and buffing of allies.

Fire Very offensive and destructive, fire magic focuses on heavy damaging spells as well as a few self only buffing spells. A fire based Magical Girl will become an unstoppable force of damage.

Wind Ever changing and unpredictable, wind magic offers a little bit of everything from utility to minor damage. With wind magic, a Magical Girl will have a tool to handle any situation.

Earth Stalwart and immovable, earth magic is a highly defensive form of magic that also offers decent damage as well as some utility in the form of terrain altering.

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Light Light magic is a rarer form of magic that draws it’s power from the form of light itself. Offering a mix of healing, utility and minor damage light magic is a great asset to any Magical Girl arsenal.

Darkness Misunderstood, most Magical Girls shy away from the magic of darkness. However a Magical Girl who uses darkness magic will have a lot of damage, debuffing, and even some summoning.

Arcane Arcane magic harnesses pure magical energy, dealing with the pure nature of magic itself. Offering a mix of utility, damage and crowd control Arcane magic is a good all around choice.

Healing One of the purest and simplest forms of magic, a Magical Girl who uses the Healing spell category focuses solely on the healing and preventing of injuries.

Weapon Enhancement Magic for those Magical Girls who choose to fight with their weapons as opposed to spells. This category focuses magic inward to create more damage and advantages in Melee as well as Ranged combat.

Time One of the rarest forms of magic, this spell category is only available through a Quirk. However Time magic offers some of the most volatile and exploitive spells of all Magical Girls.

Celestial Another rare form of magic available only through quirk, celestial magic draws its power from the stars. Mostly damaging spells, the magic of the stars also offers minor utility and buffing spells.

Ribbon A less direct form of Magic, ribbon magic focuses on utilizing ribbons found on your Magical Girl transformation to crowd control enemies and provide utility for allies.

Barrier Barrier magic is a majorly preventative form of magic, using magical barriers to protect allies or seal off areas. However, barrier magic if used creatively can also have destructive results.

Music For the Magical Girls with a tune in their head and a song on their tongues, Music magic offers a wide variety of buffing and debuffing to allies and enemies respectively.

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Illusion Illusion magic is one of the Magical Girl’s most versatile spell categories. Be it defense by confusing your opponent or offense by detonating those illusions for damage.

Nature Nature magic combines natural cures, and a deep connection to plants in order to do damage with minor crowd control a Nature Magical girl shouldn’t be underestimated.

If you received a Bonus Prefered Spell Category through your Quirk, you add

this for free, writing it in the box titled “Prefered Spell Categories” on your Character Sheet’s 3rd page. This category functions just like a regular prefered category, however you will

start the game with two (or possibly more) prefered categories whereas most Magical Girls will start the game with only 1.

Learning your first Spell:

Now that you know what your Prefered Spell Category is, you can now finally learn your very first spell.

Upon starting the game at Level 0, you receive your first Spell in your Prefered Spell Category for free. This spell is determined by the spell that costs the least amount of Soul

Points to learn within your prefered category. In the event that there are multiple spells that all share the same SP cost within the category, the Player may select whichever one they prefer (only one, not both).

In the event that the Player starts play with more than one Prefered Spell Category, the player may select whichever of their prefered categories in which to learn the spell. Only one category may be selected, and only one spell may be learned at this stage.

You can find the list of all spells in the Spell List section of the book, found on page 53.

Learning your first Ability:

Abilities are two­pronged parts of your character that help you build their Role­Playing feel, as well as grant them in in­game mechanics and abilities.

Abilities can be everything from practice at moving silently, to knowledge about a certain portion of Magical Girl life, to even intimidating somebody to get your way. Most of these actions can theoretically be done without having the

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associated Ability, however the Character will become much more adept at the task if they choose to learn it.

Every Ability is different, and as such it will take a quick crawl of the Ability List to find the one that suits your character and the way you want to play them. You do not have to have the associated Ability to add the Role­Playing part

of the Ability to your character. For instance I could declare that before they were a Magical Girl my character picked on people in school without having the Bully Ability. However if I picked up Bully, my character would receive in­game benefit from their backstory of having been (or still being) a Bully in school.

At Level 0 you may choose to learn one Ability of Soul Point two or less cost for free. The Ability List can be found on page 102.

Spending your Soul Points

You’re almost done and ready to begin play, however the last step is to spend your Soul Points.

Soul Point are how you become more proficient as a Magical Girl, and they can be spent on four different things: Learning New Spells: After Level 0 you no longer learn spells for free, and as

such you now have to spend SP in order to learn new spells. All spells have an SP Cost associated with them, simply spend the associated SP to learn the spell. Remember though, spells outside of your Prefered Spell Category cost double the listed SP cost to learn.

Upgrading Spells: After a Magical Girl or Monster reaches Level 3 they are able to purchase Spell Upgrades. Every Upgrade costs only 2 SP, and permanently alters the name and effects of the Upgraded spell. More details will be given in the Spell Upgrades section found on page 78.

Learning New Abilities: Similar to spells, after Level 0 you no longer get free Abilities. Again, you must spend SP in order to learn a new Ability; however unlike spells you can simply purchase the Ability for it’s listed cost without worrying about prefered categories.

Raising Statistics: The final thing you can spend your SP on is raising your Character’s base Statistics beyond what they start out as. The cost of these advances scale the higher you are attempting to raise a stat, as shown in the table below:

Stat Increase SP Cost

3 ­ 4 2 Soul Points

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4 ­ 5 2 Soul Points

5 ­ 6 4 Soul Points

6 ­ 7 4 Soul Points

7 ­ 8 4 Soul Points

8 ­ 9 4 Soul Points

9 ­ 10 6 Soul Points

Once you are satisfied with the allocation of your 5 initial Soul Points you are

ready to move on to the final step. As a note, you do not need to spend all of your SP at any given time. SP

remaining unspent in between Level Ups or at the start of the game do not go away. So feel free to stockpile Soul Points for that one big spell or ability increase that you really want at a later time.

The Final Step: Determining Pools and finishing touches

Now that we have your Statistics set in stone, the last step is to determine your three pools: Health Pool, Magic Pool and Corruption Pool.

Your Health Pool is determined by your Heart Stat multiplied by 10. As such an Average starting Magical Girl will have 30 Health Points at the start of the game, and the maximum Health Points a Magical Girl can have is 100. Keep in mind that a wish for Wealth or Material Gain receives a passive +10

to their Health Pool. This also allows them to break the pool cap, reaching 110 total Health Points if they have a Heart Stat of 10.

Your Magic Pool is determined by your Magic Stat multiplied by 10. As with the Health Pool, the average starting Magic Pool contains 30 Magic Points or MP. Similarly, a wish for Supernatural Abilities grants a passive +10 to the Magic

Pool Finally, and most simply is the Corruption Pool. The Corruption Pool always

starts out at 0 unless affected by a Quirk. Even if your pool is affected slightly, don’t worry as there are ways to reduce it through playing the game; and it goes all the way to 100 so there’s plenty of time before the worst happens.

At this point you can also write down in the smaller boxes below your stat box

what Die Type is associated with your stat at it’s current level (for easy reference). The Die Chart is standard for every Stat and can be found multiple places throughout the book but is reprinted here for convenience:

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Associated Stat Value Stat Die

1 / 2 D4

3 D6

4 ­ 5 D8

6 ­ 7 D10

8 ­ 9 D12

10 D20

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Part 5: Playing the Game (How to move forward)

Now that Characters have been made it’s time to actually begin playing the game! This is where the burden is going to fall heavily on the Incubator to plan and execute an effective campaign to tell the story they want to, and present the appropriate challenges. However, this section will provide some general rules and structure in terms of some rules / special cases that will in fact come up when playing the game. Additionally this section will also cover some specific rules instances that will come up in the game over the course of playing.

General Magical Girl Rules:

Magical Girls themselves all have a base Movement Speed of 40 feet a round. This does however include any direction such as directly up in a mighty leap, or 40 feet in any combination of vertically and horizontally. Additionally one of the most prevalent type of spell in the system is changes

to overall Movement Speed. Be sure to look into spells of this type to enhance your mobility, allowing a Magical Girl to dominate the battlefield.

As evidenced plenty of times, Magical Girls cannot be seen by non­magical

beings. This same rule also extends to Witches, Wraiths, Wicca, and any other type of being that is innately magical and currently in their ‘Magical Form’ (for Magical Girls and Wicca this means being transformed). While on the surface this seems like a very good thing entirely, there are

certainly some situations where this can turn into a huge hinderance. Be careful, and mindful of who can currently see / interact with your character and who cannot.

For the purposes of numbers and Statistics, any being in the game with a Magic Stat of 3 or higher can see Magical Beings outright. Beings with a Magic Stat of 2 can see Magical Beings in moments when they are expending great power. Beings with a Magic Stat of 1 seem to get glimpses out of the corner of their eyes but nothing they say for sure they saw. While beings with a Magic Stat of 0 are completely unaware of the presence of Magical Beings.

A Magical Girl cannot sit idly by and not fight Witches, Wraiths or other Magical

Girl enemies. If a Magical girl has gone 2 weeks without fighting or attempting to

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fight any Magical Girl enemy (including other Magical Girl), their Magic Pool begins to drain at a rate of 1 MP per day.

Finally, if Magical Girls have at least 1 MP in their Magic Pool, they may regain 1D6 + Heart Stat of Health Points per 6­8 hour period spent resting.

Skill Checks

Similar to other systems, sometimes you and your party will encounter an obstacle that isn’t a trivial task even for a Magical Girl. Be it a social interaction, a puzzle, or just simply seeing whether you notice something; these checks can often entirely determine how effective you will be at solving the problem.

When a Skill Check needs to be made, the player will roll their Stat Die + Stat Value of whatever Stat the Incubator believes is relevant.

Whether or not these checks come up is entirely up to the Incubator running the campaign, however it is suggested that Incubators work with their players in order to devise multiple different ways of tackling the same problem (this allows for both player agency and creativity when solving challenges put forth to the Players).

While the specifics will be entirely situation dependent, some examples are provided below to give clarity and some ideas when it comes to designing Skill Checks. A Player is searching a room looking for some sort of clue that will lead them

to their next goal. The Incubator could choose to subject the Player to a Mind Skill Check

with difficulty 7 as the evidence has fallen slightly behind the dresser. A Player is attempting to talk to one of the friends of a missing Magical Girl, to

see if they knew anything about where she was last seen. The Incubator could choose to subject the Player to a Charisma Skill

Check with difficulty 5 as she really wants to help the Players find her friend, but also gives the Player a ­2 because the friend gets jealous of other people who know her friend easily.

A Player is attempting to keep their balance for a final jump while the section of roof is collapsing underneath them. The Incubator could choose to subject the Player to an Accuracy Skill

Check with difficulty 10 as the roof is literally collapsing beneath them and it would be very challenging to keep their balance.

As a General Guide, here are the recommended difficulty of Skill Checks per

how challenging the Incubator wants them to be: 5: Trivially Difficult

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7: Minorly Difficult 10: Challenging 12: Difficult 15: Near Impossible

Status Conditions:

There are a variety of Status Conditions that can affect both Magical Girls and monsters over the course of playing the game.

Most of these conditions will be inflicted as the effect of a Spell, and most can be negated with appropriate Statistics Checks that function. These checks function very similarly to Skill Checks, with the difficulty of the appropriate checks will be detailed in the exact spell where the effect is written.

This is a short list of all of the Status Conditions that exist within the game: Bleeding: A target is considered to be Bleeding when they are under the

effect of a damage over time effect. This effect can be inflicted by a variety of different spells and weapons. When a target is Bleeding they take damage at the start of their turn (the duration of the bleed and how much damage the bleed does is determined by the spell or effect that inflicts it).

Slowed: While not technically a true Status Condition, a Magical Girl or Monster is considered to be slowed when they are under the effect of a Spell or other effect that alters Movement Speed in a negative way.

Stunned: A target that is stunned loses their next coming round of Combat. They are unable to take any Major OR Minor Actions. It is easiest to skip over their turn entirely and remove the Stunned condition from them immediately upon skipping their turn.

Unconscious: Unconscious is a condition that only Magical Girls and Wicca can have associated with them. Those beings receive the Unconscious condition when their Health Pool drops to 0 or below. While Unconscious those beings are susceptible to a Shatter Action, for details on that Action see the Staying on your Feet section of Part 2 located on page 15.

Knockback and Obstacles:

All Melee Combat Rounds and some Spells have position altering effects or Knockback associated with them. Inevitably, there will come a time when a Player or Monster is knocked back, and encounters an obstacle such as a wall or other structure.

If a Player or Monster is moving due to the effects of Melee Combat or a Spell and encounters an obstacle, their movement immediately stops. They then

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suffer damage equal to 1D10 per 10 feet they would have continued to move had they not been stopped by the obstacle.

After damage is dealt, the Incubator must then determine if the structure is easily breakable (for the enhanced physics of a Magical Girl) or not. Some structures like furniture, thinner walls or ceilings might be easily breakable while some such as the external wall of a large building might not quite be so easy to break. If the obstacle is easily breakable, the unit will fly through the opposite side of

the obstacle. The obstacle is then considered ‘broken’ (any structural or battlefield implications of this are up to the Incubator), and the unit is placed in the nearest free area directly behind the now broken object.

If it is not easily breakable then the unit is placed in the square where they contacted the obstacle and play continues.

If a Player or Monster is moving due to the effects of Melee Combat or a Spell

and encounters another unit (friendly to it or unfriendly), the unit stops immediately and both units suffer the additional damage as if they both had hit an obstacle with the same amount of movement left (see above). The unit that was originally knocked back then moves to the nearest free area, and play continues.

Gaining Experience:

Players can only Level Up once they’ve gained enough Experience Points. These points are granted each time a Magical Girl touches either a Grief Seed or a Tainted Echo to their Soul Gem. Along with reducing Corruption and restoring MP, each one used also gives some Experience Points to the Magical Girl that used it.

The exact amount of Experience Points that are conferred by a single use of a Grief Seed or Tainted Echo is dependant on the difficulty of the Monster that the item came from. Refer to the Monsters section for exact guidelines on determining how much experience, MP, and Corruption reduction a Grief Seed or Tainted Echo gives; this is located on page 114.

Although the rules don’t specifically support it, sometimes you’ll want to run campaign settings that aren’t necessarily based around fighting Witches or Wraiths (some examples of things like this can be a campaign based primarily around fighting other magical girls). While it is possible to run that type of a campaign and stick to traditional rules, for the sake of quality of Player life it is suggested that Incubators devise a different way to award Players with Experience Points as well as restore MP and remove Corruption. This may also be a good option when dealing with long sections of the

campaign that might be devoid of Witch or Wraith based combat.

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How to Level Up:

When Players have gained enough Experience Points a Magical Girl will Level Up, a symbolic action showing the growing skills and abilities of the Magical Girl.

Magical Girls begin play at Level 0 and have their Levels capped at 10. It takes a varying amount of Experience Points to get to the next Level, depending on how many Levels the Magical Girl already has. This is described by the below chart:

Level Advancement Experience Points Needed

0 ­ 1 1

1 ­ 2 20

2 ­ 3 30

3 ­ 4 40

4 ­ 5 50

5 ­ 6 60

6 ­ 7 70

7 ­ 8 80

8 ­ 9 90

9 ­ 10 100

Note that Experience Points reset whenever a Magical Girl Levels Up. So it is not a total of 100 points over the lifetime of the Magical Girl that a Player needs to level from 9­10. However, it is that once they reach Level 9 they need 100 Experience Points from that point on to Level up to Level 10.

Note that Wicca also share the Level Up progression that Magical Girls do. However they also have some special cases that are covered in the Wicca section of the Monsters part of this book, located on page 126. Witches, Wraiths and other Monsters have their own unique classification

systems that can roughly be equated to Levels of Magical Girls. However their systems are explained in greater detail in their appropriate section of the Monsters part of this book.

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Benefits of Leveling Up:

When a Magical Girl Levels Up they are rewarded with Soul Points based on the level that they have obtained, as shown in the chart below:

Level Attained SP gained upon reaching that level

1 3 Soul Points

2 3 Soul Points

3 3 Soul Points

4 5 Soul Points

5 5 Soul Points

6 5 Soul Points

7 7 Soul Points

8 7 Soul Points

9 7 Soul Points

10 10 Soul Points

Note that Level 1 is listed, as Magical Girls start out at Level 0 but receive 5

SP upon character creation. Assuming no bonuses and a strict by the book progression, Magical Girls will complete play with a total of 70 Soul Points.

Additionally when Leveling Up there are two other notable Levels to mention. At Level 3 Players gain the ability to purchase Spell Upgrades for 2 SP per

upgrade (more information on how the upgrades function can be found in the Spell Upgrades part of this book located on page 78).

At Level 5 Players may select their second and final Prefered Spell Category that functions just like the one they selected at Level 0. However it is important to note that it does not apply it’s benefits retroactively. If a Player purchased a spell from a Spell Category in earlier Levels that then became Prefered at Level 5, it does not refund the points that would have been saved if the Player had chosen to wait to learn the spell after the Category was Prefered.

The rules only support going up to Level 10, however on the off chance that a Magical Girl survives that long and wishes to continue play; it is suggested that

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the Incubator simply award the Player with Soul Points upon completing difficult tasks or defeating powerful enemies worthy of a Level 10 Magical Girl.

Corruption:

Over the course of the Magical Girl’s lifetime, they will gain Corruption in the form of points due to the traumatic events that are simply a part of the Magical Girl life. These points can be gained in 3 different ways: Incubator Assigned, Role­Play Driven, and through Power Pushing.

Incubator Assigned Corruption Points are generally when something Plot­Specific happens that the Incubator believes would affect the Magical Girl’s psyche. The exact value of Corruption that is added to a Player’s Corruption Pool is entirely up to the Incubator. These numbers may be the same for the entire group of Magical Girls playing, or may vary on the severity and how specifically it impacts one Magical Girl to another.

Role­Play Driven Corruption Points are assigned to Magical Girls via their own Players. This is most often the least­used type of Corruption Point assignment as Players will technically be directly hurting themselves for this type of assignment. However, it can add mechanical backing to intense or meaningful developments in Character story or Character personality throughout the progression of the game. Incubators may choose to offer other in­game rewards to incentivize Players

to use Role­Play Driven assignment when the situation is appropriate for it. The final method of gaining Corruption Points is called Power­Pushing.

Power­Pushing essentially equates to giving oneself corruption for immediate in­game benefits. While a method of gaining Corruption Points, it has many different aspects and will be covered in it’s own unique section following this section. For easy reference it is found on page 38.

To give both Incubators and Players a good idea of what kind of events lead

generally to what kind of Corruption Point gain, a short list of examples are provided for you below (keep in mind these are all very general and simply suggestions, the exact amount is usually up to the Incubator). Family Troubles: 5 Corruption School Troubles: 3 Corruption Money Troubles: 3 Corruption Corruption / Degradation of Wish: 7 Corruption Questioning of Motivations: 10 Corruption Ineffectiveness / Lack of usefulness: 7 Corruption Inner Party Arguments: 5­10 Corruption

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Death of a Party Member: 15 Corruption Death of a Close Party Member: 30 Corruption Sudden Death (full health to dead): 30 Corruption Another Player turns into a Witch: 30 Corruption Discovering Incubator lies / cover ups: 15 Corruption

There is a way to slightly reduce incoming Corruption Points to a Player. If a

Player’s Heart Stat is between 5­7 they automatically reduce all incoming Corruption by 1 point passively. If their Heart Stat is even greater they can reduce even more Corruption; Players with Heart Stat of 8­9 reduce all incoming Corruption by 2 points, and finally Players with Heart Stat of 10 reduce all incoming Corruption by 3 points.

There are also a variety of Quirks and Abilities that reduce the total Corruption that Players take over the course of play (these act in addition to Heart negation of the points, unless otherwise specified).

Don’t forget the Corruption Pool goes all the way up to 100, and incoming Corruption Points can be reduced by a Player’s Heart Stat as well as taken away with the use of Grief Seeds or Tainted Echos. So don’t be afraid to push the limits of a Player’s Corruption Pool. However when a Magical Girl reaches 100 Corruption they immediately

become a Witch or are taken by The Law of Cycles (depending on campaign setting).

Power­Pushing:

If a Player finds themselves in a tough position, and needs to do something drastic in order to save their own, or another’s life they may Power­Push themselves. To perform a Power­Push a Magical Girl may add a certain amount of Corruption Points to their Corruption Pool. The exact amount added is dependant on the action which one is taking with their Power­Push.. Only Magical Girls have access to Power­Pushing as only Magical Girls

have a Corruption Pool that can still gain points (unlike Witches or Wicca which have a full pool simply by existing, or Wraiths who have no Corruption Pool)

A Magical Girl may only perform one Power­Push per combat encounter (start of rolled initiative to all enemies defeated, Players defeated, or combat goals achieved)

The actions a Magical Girl may perform with a Power­Push are: Spell Push, Magical Surge, or Last Breath.

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The first and simplest action one may perform with a Power­Push is what is called a Spell Push. If a Magical Girl attempted to cast a Spell, and did not meet the Manifest Threshold of the spell, they may choose to perform a Spell Push. The Magical Girl adds Corruption Points to their Corruption Pool equal to 2 * the amount of Soul Points the spell cost them to learn (this is regardless of whether or not they learned the spell for free at Level 0). The Spell Push action then treats the spell as if they rolled exactly the Manifest Threshold for the spell, resulting in a successful cast of the spell.

A Magical Girl may also choose to perform a Magical Surge action with a Power­Push. The Magical Surge will restore some MP to the Magical Girl’s Magic Pool. The Magical Girl may add Corruption Points to their Corruption Pool up to a total of 20. They then receive MP in their Magic Pool equal to the number of Corruption Points added divided by two (rounded down).

Finally, a Magical Girl may perform a Last Breath Power­Push. A Last Breath may be performed only when the Magical Girl’s Health Pool is at or below 0. Upon performing a Last Breath (and at the cost of 10 Corruption), the Magical Girl is instantly relieved of their Unconscious status, and receives 10 Temporary HP (if the Magical Girl had an Initiative already rolled in the Combat, they use that Initiative to act; if not a new Initiative is rolled). The Magical Girl’s Temporary HP loses 1 point at the start of every turn they make (except for the turn they performed the Last Breath), and upon reaching 0 or lower HP the Magical Girl falls back Unconscious and takes an additional 10 points of damage (after all other damages are calculated).

Soul Gems and Detecting Witches:

Soul Gems are where the Magical Girl has their Soul housed, and thus are a very important part of being a Magical Girl.

All Soul Gems thematically are colored to suit the Magical Girl they belong to, and start to grow black and clouded proportional to how full a Magical Girl’s Corruption Pool is (this also implies that they may not be colored black).

All Magical Girls carry a ring that stores their Soul Gem in a less conspicuous way as opposed to just carrying it around. However, they can choose to materialize their full Soul Gem whenever they want to in their hands.

When a Soul Gem is fully materialized it has the ability to sense Witches, Labyrinths, Wraiths, and Wicca (to some extent). When a Soul Gem is out, Magical Girls may make a Mind Skill Check in order to read the pulsing of the Gem to detect where the associated enemy is located. It is a general feeling and direction, not pinpoint accurate but can sense the beings over large distances.

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The exact difficulty for the Skill Check is up to the Incubator and factors such as Monster Strength, Location, and other Special Abilities may influence how easy or difficult it is to find using a Soul Gem.

When a Magical Girl Transforms into their actual Magical Girl form, the Soul Gem physically fuses with their shell; taking a different shape (dependant on the Magical Girl themselves) and embedding itself somewhere in the Magical Girl’s body or costume. Some notable examples of this are: covering the belly­button, just below the neck, and in a hair­barrette.

Finally, and most importantly: a Magical Girl must stay within 300 feet (100

meters) of their Soul Gem. While it is a large range and it is difficult to separate the Girl from their Gem, if this happens the Magical Girl’s body will fall lifeless and will be unable to move or act in any way. While in this state the Magical Girl is considered to be Unconscious and is vulnerable to a Shatter Action (only if the action is taken within range of the Gem itself and not the Magical Girl’s body). If the Magical Girl stays like this for any longer then 10 minutes, the Magical

Girl’s body dies. While they are still contained within the Soul Gem, they no longer have a body to come back to and are unable to move or act although they can still communicate through telepathy. If a Magical Girl is stuck in this situation, it is considered a mercy to just shatter their Soul Gem and kill them.

Living with no Magic:

Over the course of playing a campaign, the situation may arise where a Player or Players have 0 MP left in their Magic Pool. While some simply will choose to take the Magic Surge Power­Pushing action, some may not or they may not have the Corruption Pool to allow them to do so.

Keep in mind if a Magical Girl has 0 MP they are unable to Transform, Cast Spells, or Materialize / Summon Weapon; effectively making them useless as a Magical Girl.

Solutions to this problem can be handled in a variety of different ways (by both Incubator and Player), and will more often than not never be the state of more than one of your Players at a time. However, if a Magical Girl exists with a Magic Pool of 0 for a consecutive period of 7 days (one week) the Magical Girl will die. This problem also affects Wicca, unlike Corruption which they are immune to

already having a full Corruption Pool. This is only relevant if you are running a campaign with Wicca Player Characters.

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Part 6: Quirk List Below you will find the list of all 50 Quirks that are rolled during the Character

Creation Process. The two numbers listed in the beginning are the number on your Percentile Die roll that is associated with each Quirk. The bolded text is the name of the Quirk, and is followed by a comprehensive description of the mechanics and Role­Playing stipulations of the Quirk.

1­2 The Avatar: You are the sion of the very elements themselves; immediately add the Fire, Water, Wind and Earth spell categories as bonus prefered spell categories. However no can no longer cast any of the spells from your wish spell categories, nor count them as prefered magic categories unless they fall under the four elements. Additionally, every time you would learn a spell you must learn a spell from the following spell categories in order: Water, Earth, Fire, Air. Spells you cast from these four categories have a manifest threshold of one less than normal. You always have felt a certain weight upon your being, you feel that it was your destiny to become a Magical Girl, and using your elemental powers is apart of that destiny. 3­4 Distrust: At some point in your life you were let down or betrayed by someone close to you. As such you have a large distrust of people, this could include your allies even but mainly it includes Kyubey. You do not trust the tiny cute creature as far as you can throw it, and all that distrust makes you more prudent. You immediately start play with the Skepticism Ability, and your Mind stat starts off at 4. 5­6 Sleepy Head: You really enjoy your sleep, as such any events planned before noon you arrive at least 30 minutes late to (including school). But you get a plus 1 bonus to all dice rolls at night because THEN you’re wide awake and feeling fresh. 7­8 Unspeakable Wish: Your wish has warped since making it, either causing you untold suffering or whatever the wish was has brought more despair than hope. You may now consider all spell categories within your wishes spell categories (with the exception of Time and Celestial) and you may use any weapon (with the exception of Cat Claws and Tarot Deck). However, you start play with 5 corruption points and cannot tell any other player (unless under extreme circumstances) about your wish and it’s details. 9­10 Born by the Sea: The sea is in your veins since the time you were a small child. Water magic is instantly added as a Bonus Prefered Spell Category. Additionally water spells you cast have a manifest cost of 2 less than normal. However if your campaign doesn’t have any ocean or sea near it you must always have it on your mind and be constantly missing the saltwater.

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11­12 Monster Strength: Even before you were a magical girl you always were stronger than others of your age and gender. Making your contract simply multiplied that strength, you start play with a Strength of 5 but any chance you take to show people your strength you must take it. 13­14 Over the Top: When fighting in melee combat you can’t help but make everything as flashy as you possibly can. Before engaging in a melee fight, you can declare an Accuracy check to do something crazy and flashy (jump over the opponent's head for example). If you succeed your next attack roll only gets a plus 5 bonus to it, and if you fail you cannot declare an attack and your turn is now over as you crashed. You must do this at least two times over the course of a day or risk taking corruption points. 15­16 Oversized Weapon: The weapon you selected manifests itself larger than any other, your weapon die now upgrades to the next die class (if it is at a D12 add 2 to all results instead). 17­18 Feline Fury: You love cats, you love every kind of cat… Your Magical Girl transformation comes complete with ears, a tail and paws and you must finish every sentence while transformed with nyan or a meow. However you also gain the ability to speak to cats and nobody can explain why (like the ability commune with animals but only with cats and far less vagueness of the answers unless you purchase the full ability. If you do the full specific function with cats remains but the rest is vague as the ability describes), additionally you now can use the weapon “Cat Claws” (see the weapons list). 19­20 Traumatic Contract: Pulling the soul out of your body was slightly traumatic on your physical shell. As a result your hair turned a silver grey color, but one stat of your choosing goes up by 1. 21­22 Forged in Fire: You always blazed like a fire, in personality and appearance. You hair color must be orange, red or some variation between the two. As well you must tend to have a temper that has to be kept under control. Fire magic is instantly added as a Bonus Prefered Spell Category and after successfully dealing damage to an enemy with a Fire spell you ignite them for extra damage, dealing 1D4 damage each turn for 2 turns (this cannot stack, the new damage’s duration takes over for the previous spell). 23­24 Serene Grace: You were born with a natural grace and balance about you. Your accuracy stat starts at 4 as opposed to 3, your personality must also include level­headedness and logical decisions. You also start play with the Ability Combat Reflexes. 25­26 Well Endowed: When you transform (male or female) your Magical Girl form has huge… Tracts of land. As such you gain +2 Charisma (up to 10) while in Magical Girl form, but after transforming you must complain about back and neck problems.

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While you’re transformed you don’t think there’s that much of a difference from your regular form as well (gender differences aside). 27­28 Affinity for Magic: You have a large reservoir of magic innately as a Magical Girl, so you start play with a magic score of 5 as opposed to 3. You also have a streak of an unusual color in your hair that glows when using a lot of magical energy, also you tend to look down on those magical girls that don’t use magic as well or as much as you do. 29­30 Orphan of your Wish: Though indirectly so, your wish caused the death of both of your parents. You now live on your own in a large house / apartment (whatever fits the setting) that nobody really knows how you can afford. How you react to this loss is up to you, but you are on your own now for better or worse. Add any one weapon and any one spell category to your wishes spell categories as well because we feel bad for you (this cannot include Time or Celestial Magic, nor the Cat Claw or Tarot Deck weapons). 31­32 Destined Wish: Since you were small, you knew you were destined for a wish of yours to come true. Either because of a palm reading, prophecy or some other type of ‘mystical prediction’ you knew that somehow your dreams / wishes would come true so when the contract was announced you knew it was your time to shine. You may now use the weapon “Tarot Deck” regardless of your wish, and you start play with the Ability Psychic Affinity. 33­34 Veteran Magical Girl: You have had your contract for a while already and know the ropes of being a Magical Girl. You start play with an additional 3 SP to spend during character creation as well as 5 corruption points. 35­36 Rhythm of the Soul: Ever since you were a small child you have loved music, and it has been apart of your life for as long as you can remember. You wish is altered to somehow have to do with music now, and music is added as a bonus preferred spell category. Any music magic you cast has a manifest cost of two less than normal. However you also suffer from crippling shyness when not playing or sharing music, enjoy. 37­38 The Price you Pay: Your wish, no matter what category turned out in the best way or even better than you ever could have imagined. Because of that you feel almost indebted to the Incubators and no matter what never regret becoming a Magical Girl. No matter how awful or cruel it seems, and despite all of the things they hid from you, you never regretted it for a second because of how you wish turned out; it was worth it. Your deep connection to your wish grants you one free spell in your prefered spell category for free at level 1 with SP cost of 3 or less. 39­40 Way of the Wanderer: Before you became a Magical Girl, either your family or you by yourself traveled the world. You never stayed in one place too long, until your contract bound you to the fate of a Magical Girl. Necessity now dictates you stay in one

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place longer than you would like to but you still travel around when you can (unless the party manages to convince you to stay). All your traveling has given you great experience and knowledge, any one stat of your choosing starts at 4 and you start play with the Driving Ability. 41­42 Someone Else’s Wish: Your own contract was not the first wish you had come into contact with. Either a friend of yours became a Magical Girl before you and your life was directly changed by their wish, or their wish was for you to become a Magical Girl as well. Your own wish is independent of theirs but their wish directly led to you making yours. You must create this character as an NPC within your campaign that can appear at the Incubator’s discretion (they can be deceased as well). Clearly you must be a great friend so Charisma starts off at 4, and if ever fighting together with (on the same side) as this other character both of you receive a bonus of +2 to all rolls. 43­44 Revelations: After you made your contract you went and told somebody closest to you (who exactly is up to you) about it. They of course met you with distrust at first but after you provided proof they didn’t act how you thought they would. They cursed you, they called you a demon or a monster and drove you off. You are now unable to return home out of shame or danger, and as such anytime that you tell people (even fellow magical girls) that you are a magical girl you become incredibly nervous and would rather not talk about it at all. However, having to deal with the loss made you stronger and hardened you somewhat; your Heart and Strength stats start off at 4. 45­46 Wish Under Pressure: Your wish was made very hastily, be it under the threat of danger or simply a whim. The details are up to you but something made you make your contract almost as soon as you knew a wish of yours would be granted. Your quick thinking and reaction timing gives you great Accuracy as it starts off at a base of 4, and you know how to laugh off your mistakes so Charisma starts off at 4 as well. From here on out though you like to think about your decisions a bit more, often citing your own contract as reasoning to take time when making decision if confronted about your behavior by a fellow Magical Girl. 47­48 Superhero: Either a result of your wish directly, or something you adopted after making your contract; but you have a tendency to use your Magical Girl abilities for vigilante purposes. Your Magical Girl transformation must include a mask or some way to hide your identity and must be modeled after or with the style of classic comic book superheros. You then use this Magical Girl transformation to stop petty crime on your off time (talk to your Incubator and this could be made apart of your campaign). All that extra practice makes you stronger though, you start play with a Strength of 5 and an Accuracy of 4, as well as 5 corruption points. 49­50 Wish upon a Star: Your contract with Kyubey was made completely by accident, wishing upon a star one night which Kyubey assumed was a wish for a contract. How you react to this accidental contract is up to you, but you add Celestial

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magic to your wishes spell categories as a bonus Prefered Spell category. However you must take at least one Celestial Magic spell at level one and your transformation must involve something either to do with stars, planets or the moon. You also start play with 5 corruption. 51­52 Large Soul Gem: Your soul gem is incredibly large by comparison to other Magical Girls, and not even the Incubators know why. You must carry your soul gem on you and when you transform in a larger form than a ring / hair clip stone. Due to your excessively large and powerful soul you start play with a magic of 4 and a heart of 4. You are known to be strong and willful, never hesitating to speak your mind. 53­54 Incubator’s Gaze: Something about you has caught the Incubator’s attention; be it your wish, your magic, or something unknown about you that has their interest. What exactly this quality is is something that should be discussed with your Incubator as well as how you react to the increased attention. You start play with 5 corruption, but you may select one Ability of SP cost 3 or less to start play with for free (this ability doesn’t have to be apart of the explanation to Incubator's Gaze). 55­56 Solid Foundation: You are like the earth itself, solid and constant. Often you are considered the rock of your friends and family. Earth magic is added as a Bonus Preferred Spell Category and any earth spells you cast have a manifest cost of 2 less than normal. You also tend to be a bit stubborn and sometimes doubt new ways of doing things. 57­58 Duelist: One of your passions is fighting other magical girls, for either fun or other designs is up to you. When you are in combat with another magical girl you deal an extra two points of damage to them with every attack that landed successfully and may ignore one successful critical from the opposing Magical Girl only once per combat. 59­60 Fearless: You are fearless, absolutely no fear has grip on you and you face every challenge with daring courage and resolve; except for that one thing… What exactly you fear is up to you but preferably it is about something to do with being a magical girl. Because you are so fearless you receive a +1 bonus to all of your rolls and start play with the Courageous ability, however if your fear comes up you become useless and can barely stand to not run away in terror. 61­62 Ravenous: You are always eating, no matter what or where you have at least one portable food item on you at all times. This however makes you incredibly irritated if you can’t eat or have eaten all of your food at the time, but it also makes you stronger! Your strength starts out at a base of 4. If your food is taken by someone you also get incredibly upset and will more often than not outright attack them. 63­64 Deep Regrets: You regret your wish and your decision to become a magical girl. The details and reasons behind this are up to you but something makes you resent your wish, your soul gem and everything to do with being a Magical Girl. This also

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leads into some resentment towards other Magical Girls, when fighting another Magical Girl all of your rolls receive a +1 bonus to them. 65­66 Hatred for Witches: At some point in your experience a witch has taken something close to you, be that an ally of a family member or perhaps even your old way of life. When fighting witches you deal 2 points of bonus damage to witches and their minions with every attack, and at anytime during conflict (only once per witch, even if you fight the same witch multiple times) with a witch you may declare a free automatic critical on the witch with any weapon or spell. But you also harbor witches as the singular thing you hate most in this world. 67­68 Kissed by the Breeze: You are a flowing and changing as the wind, some even say you are a child of the wind. Wind magic is added as Bonus Preferred Spell Category and any wind spells you cast have a manifest cost of two less than normal. You can sometimes be a bit of a flake though, or get your head lost in the clouds at inopportune times. 69­70 The Harkness Inside of You: You are one of the biggest flirts there are, if it moves and breathes you flirt with it regardless of gender or their own preferences. How far you take this and how ‘steamy’ this gets are completely up to you as long as you flirt as much as you can. You start play with the Flirty Ability but you may attempt to use the ability on enemies at a ­2 roll. 71­72 Pure of Heart: Your heart is pure and clean, even your wish was made with the best of intentions. You start play with a heart of 4, and every time you would receive corruption points you automatically reduce the amount by 2 before heart calculation happens. You also start play with the Trustworthy Ability. 73­74 Longshot: You thrive at long range, far from the close up and dangerous combat of melee. When using any ranged weapon attack your hit threshold is two less than normal, however you take an additional minus two penalty to your melee combat rolls. You rarely say anything at all, however if you do it is considered a revelation to your friends and fellow Magical Girls. However, all Magical Girls seem to know exactly what you mean without speaking a single word. 75­76 Transfer Student: You are not from anywhere near the country the campaign is taking place in. As such you find the customs and culture very strange, you can speak the language well enough but sometimes you have to ask what certain words are or remark how strange they are. However, you’re foreign and people find you interesting; your Charisma starts at 4 and since you’re not from around, start play with the Gregarious Ability. 77­78 Lucky: You have always been (and you consider yourself to be) unusually lucky. You start play with the Ability Gambler, as well sometimes you even attribute success to nothing but luck. Once a day (24 hour period or until you rest for a period of over 6 hours) you may reroll any one dice that has already been rolled. You do not have to

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declare this beforehand, but if multiple dice constitute a combined roll only one of these dice may be rerolled. 79­80 Horrible Injury: Throughout your career as a Magical Girl or even before your contract you have sustained a terrible injury that left your body scarred. The details and origin of the scar are up to you, but as a result you have passive Damage Resistance of ­2 on every incoming attack that successfully does damage to you. 81­82 Lighting the Way: You have a natural talent for casting light magic, Light Magic is added as a Bonus Preferred Magic Category and any light spell you cast has a manifest range of two less than normal. However that also means you’re terrified of the dark (not being out at night but anywhere that no or very little light reaches you’re scared of) and you take additional damage from Darkness spells cast by another Magical Girl or Wicca (+5 to any incoming damage from darkness spells). 83­84 Athletic: You were always on the school sports teams before making your contract. Now that you’re a Magical Girl you can’t seem to find time to split between them but it helped your powers. Your Accuracy and Strength start at a base of 4, but you must also have a passion for and follow major sports as well as be on one or more of your school’s sports teams. You also start play with the Competitive ability. 85­86 Ninjutsu: Since you were very little, your extra­curricular activity was towards martial arts, especially the art of Ninjutsu. You are an expert at moving silently and stealthily, and begin with the Move Silently Ability. However, when using that ability you receive a +2 to your final roll, and your Accuracy stat starts at 4. Your Magical Girl transformation outfit must be black in color, and you tend to be quieter and often spend your time meditating peacefully to achieve inner balance in order to function at full capacity. 87­88 Hearty: You grew up in a household full of love, you knew your family loved you and you loved them. You begin play with a Heart stat of 5 as opposed to 3, and in your heart you are a really kind and caring person who hates to see innocents get hurt. You also start play with the Empathy Ability. 89­90 Fascinated by Witches: Witches are one of the realities of a Magical Girl, but also they are one of your greatest mysteries. You want to study witches, learn about them in every possibly way that you can to find out everything you can about them. You start play with the Witchology Ability. Due to your knowledge any damage rolls made against witches or their minions receive a bonus of 2 to them. However sometimes you hesitate to outright attack a witch or choose the most direct route to destroy it, instead you want to observe it a while or see how it reacts to some different kind of stimulus. This could also lead you towards a terrible truth... 91­92 Gamer: Before you became a magical girl you were a hardcore gamer, and you miss it a lot. You must talk about games a lot and sometimes make analogies to a game you have played. You start play with the Technologic Ability, also take a stat

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increase by 1 in any stat of your choosing because you’re a gamer and you know how RPG’s work. 93­94 Lone Wolf: You feel like you would make more headway as a Magical Girl without anyone else’s help. Because of all your soloing, all of your stats start off at a base of 4. This does lead to some friction with your fellow Magical Girls however, and can sometimes get you far in over your head. This personality trait can be changed, but only slowly over time and with the help of dependable allies. 95­96 Dark Thoughts: You’ve always been fascinated with the Occult and slightly darker themes. Darkness magic is added as a bonus preferred spell category, and any darkness spells you cast have a manifest cost of two less than normal. Your skin is very pale however, to the point you don’t care for going out in the sun much and you tend to be a bit morbid at times. You also take 5 additional damage from any Light spell that does damage to you cast by a fellow Magical Girl or Wicca. 97­98 Volatile Magic: Your magic is extremely volatile and powerful. All spell you cast have a critical range of two less than the normal spells does. However, it also makes you gain corruption faster: adding a two additional points onto any incoming corruption points before heart comes into effect. As such you tend to have a bit of a fear of your magic, you can still use it normally but you are scared of what you and your magic are capable of; as well as what that could turn you into further down the line. 99­100 Time Magic: Time Magic is immediately added as a bonus prefered spell category. However due to your constant traveling you add 2 years onto whatever age you were going to start at, as well as 10 corruption. You also have to adapt your personality to a certain degree in order to deal with all of the realities that might have been or that you have witnessed and never came to pass.

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Part 7: The Armory

Below is the list of all Weapons available to both Magical Girls and Wicca. It is separated by Melee and Ranged Weapons. Keep in mind some of these Weapons are only available through a specific Quirk. Melee Weapons: Battle Axes Weapon Die: D6 Special: When you successfully win a melee round and do damage you may deal instantly another D4 of bonus damage when using Battle Axes (this is not multiplied on criticals). Cat Claws Weapon Die: D6 / D6 Special: You may attack the same target twice in a row provided the result of the first melee didn’t move them more than 20 feet. Immediately move to that target and attack them again if you so choose, whichever target lost the last exchange takes a ­2 to their next result. Daggers Weapon Die: D6 Special: You may choose to throw one of your daggers at any target up to 15 feet away from you. The weapon becomes ranged with a hit threshold of 10 (Accuracy check). You must then use the Draw / Summon action in order to throw another one. Gauntlets Weapon Die: (Same as STR die roll) Special: None, Gauntlets however increase their weapon roll as your Strength roll increases. Greataxe Weapon Die: D8 Special: Any critical hit with a Greataxe receives X3 damage as opposed to the usual X2 Greatsword Weapon Die: D8 / D10 Special: If you have not moved this round, you may give up your movement to roll with a D10 instead of a D8 for the Greatswords Weapon Die. Halberd Weapon Die: D8 Special: Whenever you attack with a charge, the Halberd receives +2 to your final result. Katana Weapon Die: D6 Special: You may roll either your Strength die twice and take the higher result each time you attack with this weapon. Rapier Weapon Die: D6

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Special: You may use Accuracy instead of Strength for attack and Damage rolls with this weapon. Scythe Weapon Die: D8 Special: If a scythe succeeded in combat by a threshold of 8 or more then the scythe deals additional bleeding damage equal to one Strength die at the start of their turn for two additional rounds. Shield and Sword Weapon Die: D4 / D8 Special: When attacking with a Shield and Sword you roll a D4, however when defending you roll a D8. Also if you are standing in the direct path of a ranged attack at any other ally, you may attempt an Accuracy check of 5+ to intercept and take the attack yourself. Staff Weapon Die: D6 Special: When wielding a staff you may spend one full turn to focus magic into your staff. The next spell you cast is focused into (and cast from) your staff and receives a +2 to your manifest roll. Tonfa Weapon Die: D8 Special: After successfully winning a melee combat round you may instantly dash up to 10 feet, if this dash puts you right on top of an enemy unit you may instantly kick them, dealing 1D4 damage and pushing them back 10 feet. This dash attack may also include the target with which you just had the melee round with. Warhammer Weapon Die: D12 Special: None Ranged Weapons: Bow Weapon Die: D6 Hit Threshold: 7 Crit Threshold: 11 Range: 50 feet Special: If a target of a bow attack is between 40­50 feet away the bow’s weapon die becomes a D8 instead of D6. Crossbow Weapon Die: D8 Hit Threshold: 8 Crit Threshold: 12 Range: 35 feet Special: When you reach Critical Threshold with a Crossbow it deals X3 damage as opposed to the normal X2. Handguns Weapon Die: D6 Hit Threshold: 6 Crit Threshold: 12 Range: 35 feet Special: If your first shot was a success you may attack again with your second handgun at a ­2 modifier for the next result. Rifles Weapon Die: D10 Hit Threshold: 9 Crit Threshold: 13 Range: 70 feet Special: If you sacrifice your movement for the turn the Rifle’s range is boosted to 100 feet.

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Tarot Deck Weapon Die: D10 Hit Threshold: 9 Crit Threshold: 15 Range: 35 feet Special: When an attack is successful with the Tarot Deck, the card explodes dealing area of effect damage to every target within a 10 foot circle of the hit target and all take the same damage.

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Part 8: Spell List

Below is located every Spell in the game accessible to Magical Girls. They are sorted by Magic Category, and by Soul Point cost within each Category. The next Part will detail the Upgrades for individual spells presented in this section, you can find the Spell Upgrades on page 78.

Water A more supportive style of magic, water magic has a few damage spells available in the form of ice attacks but instead focuses heavily on healing and buffing of allies. SP 1 Restorative Waters MP: 3 Range: 50 feet

Manifest: 6 Critical: 10 A healing spell that may be cast on an ally or yourself. If successful you heal the target by ½ your Heart Die. If the spell criticals you add your full Heart Die instead of ½. SP 2 Flowing Like Water MP: 4 Range: 30 feet

Manifest: 7 Critical: 13 You may cast this spell on an ally or an enemy. If successfully cast on an ally their movement speed is increased by 10 feet a round; conversely if successfully cast on an enemy their movement speed is slowed by 10 feet a round. This spell’s effect lasts for D6 rounds, and if the spell criticals the duration is always 6 rounds (this spell cannot stack with other movement speed buffs / debuffs). SP 3 Riptide MP: 6 Range: 30 feet

Manifest: 8 Critical: 12 A larger healing spell that restores health slowly over time. When successfully cast, it restores 10 health to the target each turn for 3 turns (this heal takes place at the start of their turn). If the spell criticals the duration increases to 5 turns but the amount healed stays the same. SP 3 Icicle Spear MP: 7 Range: 30 feet

Manifest: 10 Critical: 12 You create a large spear of ice in your hands and throw it at the target. If successful, Icicle Spear deals 15 damage. If Icicle Spear criticals it deals double damage and knocks a target back 10 feet. If this knockback would put the target in contact with or through a wall they are pinned to the wall by the icicle. The target must pass a Strength check of 7 or over to pull themselves off of the wall. A pinned target may still cast spells and defend themselves in melee rounds but may not initiate a melee round themselves. If the pinned target loses a melee round and would be launched, they are still; this

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breaks the pinning but they take an additional D6 damage. Allies of the pinned target may also attempt a Strength check to unpin the affected character. SP 4 Mana Tide MP: 2 Range: 50 feet

Manifest: 12 Critical: 16 You attempt to siphon off your mana onto another target. If the spell is successful then you may pay X from your MP, the target then adds X to their MP. The target of this spell does not have to be willing. If the spell criticals the target receives 1.5 * X to their MP. SP 5 Blizzard MP: 10 Range: 40 feet

Manifest: 14 Critical: 19 Create a raging Blizzard at the cast location that deals ice damage in a radius and limits visibility of those trapped inside. If the cast is successful, a blizzard breaks out in a 20 foot circle with the center being at the cast point. Targets trapped inside instantly take D10 ice damage and also take an additional D10 at the start of every turn while still within the Blizzard’s radius. Targets inside also receive a ­5 penalty whenever making a ranged attack or casting a spell that must be aimed while within the Blizzard (this does not apply to witches as they are too large). Blizzard lasts for 2 rounds, 4 on a Critical Cast.

Fire Very offensive and destructive, fire magic focuses on heavy damaging spells as well as a few self only buffing spells. A fire based Magical Girl will become an unstoppable force of damage. SP 1 Flaming Weapons MP: 2 Range: N/A

Manifest: 8 Critical: 11 Ignite your weapons on fire to create a deadly combination of steel and flame. For the next 1D4 turns any successful melee attack you make receives D6 additional damage as fire damage. This spell may only cast on yourself. If the spell criticals the duration is always 4 turns and you add your full Magic Die onto damage of successful melee attacks instead. SP 2 Phoenix Wings MP: 4 Range: N/A

Manifest: 9 Critical: 12 Propel yourself forward with a fiery explosion that launches straight into a melee attack. If the cast is successful, all targets within 10 feet of your take D8 fire damage (friendly fire possible). You dash 30 feet forward in any direction but only in a straight line, if you would encounter any enemies before the 30 feet is up you stop immediately on the target and initiate a Melee Combat Round. You also receive a bonus to the first round equal to the number of feet less than 30 you traveled / 10 (rounded down). For example

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if you encountered an enemy at 10 feet you instantly attack them with a +2 bonus to the first roll only. SP 2 Fireball MP: 5 Range: 40

Manifest: 10 Critical: 15 Launch a huge fireball at the target location that explodes on impact. If the cast is successful, units within 10 feet of the target take 5 + Magic stat as damage. If the spell criticals, double the damage and each target caught in the blast must pass an Accuracy check of 6 or higher to avoid being knocked down. SP 3 Scorched Earth MP: 7 Range: 30

Manifest: 11 Critical: 17 You light an expanding fire at the target location that expands and then contracts. If the cast is successful a fire starts at the target location with immediate area of a 5 foot circle. It then expands for D4 turns growing at a rate of 10 feet per turn (this takes place at the start of your turn). When the duration is over, the fire contracts at 10 feet per turn (this takes place at the start of your turn) until it reaches it’s original 5 foot circle and then disappears on your next turn. Targets standing in the fire’s are suffer D6 damage at the start of their turn. SP 3 Searing Ray MP: 6 Range: 30

Manifest: 12 Critical: 15 Fire a single focused beam of pure fire at the target, inflicting massive damage. If the cast is successful the target takes 2D10 fire damage. However, this spell is subject to Line of Sight, if there is another unit standing in the straight line path from the caster to the target, the first unit in that line takes the damage instead of the intended target. If the spell Criticals, roll 4D10 for damage instead. SP 4 Inner Flame MP: 2 Range: N/A

Manifest: 10 Critical: 19 Ignite your very magical essence to turn yourself into a burning force of destruction. If the cast is successful, you suffer D6 loss to your MP at the start of your turn as long as this is active (at the end of your turn you choose to no longer maintain the spell, or if you run out of MP the spell turns off automatically). As long as this spell is active all Fire Magic Category spells you cast have Manifest and Critical Thresholds of 2 less than is written (this cannot stack with other Threshold reducing effects). This spell may only be cast on yourself, if the spell criticals the Manifest and Critical Thresholds are reduced to 4 less than originally written as opposed to 2 less then written. SP 4 Greater Fireball MP: 10 Range: 50

Manifest: 15 Critical: 20 Launch a massive fireball at the target location, exploding on impact and creating a fiery inferno in it’s wake. If the cast is successful, units within 20 feet of the target take D20 + Magic Stat of damage. Additionally the area within that 20 foot circle becomes a fiery

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inferno, dealing D6 fire damage to all targets within the area at the start of their turn. If the spell criticals, double the damage and each target caught in the blast must pass an Accuracy check of 8 or higher to avoid being knocked down.

Wind Ever changing and unpredictable, wind magic offers a little bit of everything from utility to minor damage. With wind magic, a Magical Girl will have a tool to handle any situation. SP 1 Thermal MP: 3 Range: 10

Manifest: 6 Critical: 10 You propel yourself or another target up into the air, and allow them to fall down gently on a current of warm air. If the cast is successful, the target is launched up into the air up to a maximum of Magic Die feet * 10. If the spell criticals, then the target instead may reach a maximum of Magic Die feet * 20. However if the spell is critically cast on an enemy you have the option of launching them into the air and not letting them glide down. They instead fall to the ground and suffer 1D6 damage for every 10 feet they fall (this cannot be used on witches and if used this way calculate distance launched as if the spell was normal as in * 10 not * 20). If a target is launched into the air in combat it takes until the end of your next turn for them to fall down again (assuming they’re being allowed to land safely and not dropped). Targets of this spell may not move normally but may make a 5 foot step (for getting on top of obstacles or other objects). SP 2 Light as a Feather MP: 4 Range: 30

Manifest: 7 Critical: 14 Wind swirls around the target’s arms and weapon, making even the heaviest targets as light as a feather. If the cast is successful for the next D4 turns, any successful melee round won by the target propels their opponent double the distance that it normally would. If the cast criticals then the duration is 4 rounds. SP 2 Dust Devil MP: 5 Range: 10

Manifest: 7 Critical: 14 Twist up a Dust Devil around yourself to travel behind an opponent and surprise them with a melee attack. This spell may be cast instantly even while moving, if the cast is successful you dash behind an opponent within 10 feet and initiate an instant Melee Combat round (as a part of the spell) with a +2 surprise bonus for the first roll only (and not damage). If the cast criticals then you may dash up to 20 feet away instead and your surprise bonus increases to +5. SP 3 Razor Wind MP: 8 Range: N/A

Manifest: 9 Critical: 14

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Whip up a deadly sharp wind around your weapon, creating a razor edge for your foes. If the cast is successful for the next D6 turns all Melee Combat rolls you make receive a +2 bonus to them (both damage and to hit). If the spell criticals the duration is 6 rounds and the bonus increases to + 4. This spell may only target you. SP 3 Howling Gale MP: 7 Range: 0

Manifest: 10 Critical: 15 Fire off a powerful blast of wind, damaging all units in a line in front of you. If the cast is successful then all units in a 20 foot straight line in­front of you receive your Magic Die as damage. Units hit by this attack are also knocked back together to the end of the line. If multiple units are hit they must pass an Accuracy check of 7 or higher to avoid falling down in a pile together. If the spell criticals you may roll an additional Magic Die as damage and the line length is increased to 40 feet. SP 4 Treacherous Winds MP: 9 Range: 30

Manifest: 12 Critical: 18 Whip up a small tornado that can move almost anything. If the cast is successful, the target of the spell moves up to 40 feet in a straight line in any direction you choose. This may be cast on both allies and enemies, but a Witch may not be the target of this spell. If this spell criticals then the maximum movement distance is increased to 60 feet and you are allowed to make the line bend once. SP 5 Leaf on the Wind MP: 10 Range: 30

Manifest: 13 Critical: 17 A deadly magically enhanced attack, you enter into a deadly dance flowing as the breeze itself to make a series of attacks. If the cast is successful, you may instantly move up to 30 feet and initiate a Melee Combat round with an enemy at a +2 bonus. Damage is dealt normally and knockbacks are applied normally but even if you lose the dance is not over. If there is another enemy (that you have not attacked already) within 30 feet you may instantly move to that target and initiate another melee combat round; each target hit beyond the 5th drains 2 MP from your pool additionally. Repeat this process until either you choose to end the dance, your MP is empty, you are knocked unconscious or you run out of targets. If the cast is a Critical the bonus for Melee Combat Rounds goes to +5 and additional targets don’t drain your MP.

Earth Stalwart and immovable, earth magic is a highly defensive form of magic that also offers decent damage as well as some utility in the form of terrain altering. SP 2 Stone Fist MP: 4 Range: 30

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Manifest: 7 Critical: 13 A contoured fist made of rock that is fired at the foe. If the cast is successful the target suffers D10 of damage. If this damage is equal to or over 5 then the target is knocked backwards 10 feet. If the cast Criticals, the target takes 15 points of damage and is knocked back 20 feet. SP 2 Sandstorm MP: 5 Range: 50

Manifest: 6 Critical: 10 Whip up a small sandstorm to confuse opponents and provide cover for your allies. If the cast is successful, an area equal to a 20 foot wide circle from the target location is covered in a Sandstorm. All targets within except for the casting Magical Girl only suffer a ­5 penalty when casting spells that have to be aimed or making ranged attacks while within the area. Additionally all units starting their turn (except for the casting Magical Girl) have their movement speed reduced by 10 feet a turn (this does not apply to Witches). If the spell Criticals, double the circle area to 40 feet and increase the movement speed penalty to 15 feet a turn. SP 3 Bring Down the House MP: 6 Range: 10

Manifest: 9 Critical: 15 Using earthen magic you attempt to collapse any floor / structure near you. If the cast is successful, pick any surface within 10 feet of you, that surface collapses in on itself. If this is on the floor, then you create difficult terrain in front of you in a 10 foot circle from the target location. If this surface is above you / a ceiling then it falls down in a 10 foot circle in­front of you. All units caught in the circle suffer D10 damage. If this surface is a wall then you create a 10 foot circular hole in it. If this spell criticals then you may double the radius of destruction to 20 feet, and may move the target location an additional 10 feet away (giving it a total range of 20 feet). SP 3 Earthen Shield MP: 7 Range: 30

Manifest: 11 Critical: 15 Shield the target with a shield of earth to absorb incoming damage for a time. If the cast is successful, you create a shield on the target. This shield has 15 temporary health and provides passive 3 Damage Resistance from all incoming sources until the shield breaks. This shield lasts a maximum of 6 turns. If the spell criticals then the shield amount increases to 25, and the duration increases to 10 turns. SP 4 Arena of Anguish MP: 8 Range: 0

Manifest: 12 Critical: 19 Create high impassable walls of earth to lock in both friends and foes alike. If the cast is successful you create 30 ft. high earth walls around you and whoever’s inside; these walls appear exactly 30 feet away from you in all directions to form a box. These walls follow all of the normal rules for terrain/wall destruction. If the spell criticals the walls height is doubled to 60 feet and any target taking damage from passing through the wall

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has that damage doubled. These walls last infinitely, however the casting Magical Girl may choose to lower them at anytime during her turn; they also instantly collapse when the casting Magical Girl’s MP is empty. SP 5 Petrify MP: 10 Range: 20

Manifest: 15 Critical: 22 Freeze the target with a petrifying gaze, sealing it in stone and making it unable to act but incredibly resilient to incoming damage. If the cast is successful, the target is trapped in solid stone for Magic Die turns. While trapped in stone they are unable to move, cast spells, attack or take their turn normally. However while trapped inside of the stone the target receives 10 damage resistance from all incoming damage sources. If the spells criticals, double both the duration trapped as well as the damage resistance.

Light Light magic is a rarer form of magic that draws it’s power from the form of light itself. Offering a mix of healing, utility and minor damage light magic is a great asset to any Magical Girl arsenal. SP 1 Solar Flare MP: 3 Range: 15

Manifest: 6 Critical: 12 Let out a blinding flash of light to distract and disorient enemies. If the cast is successful, all targets in a 15 foot cone in front of you, suffer a ­2 distraction penalty on all their rolls next turn. If the spell Criticals than double the distraction penalty to ­4. SP 1 Lighting the Way MP: 2 Range: 60

Manifest: 8 Critical: 12 Create a shining ball of light that responds to your commands. If the cast is successful, you conjure a small ball of light that starts off 5 feet above your head. The ball moves at a speed of 30 feet a turn and may travel a maximum distance of 60 feet from you. The light produced from this ball is similar to that of a flashlight but in all directions. If the spell Criticals the ball may travel up to 120 feet away from you and the light becomes more intense. SP 2 Lucent Shielding MP: 4 Range: 30

Manifest: 9 Critical: 15 Infuse your target with a shining light, healing them a small amount and granting them a temporary shield. If the cast is successful the target is instantly healed for an amount equal to your Heart Die roll; additionally the target also receives a temporary health shield for the same amount. This shield lasts until the end of your next turn or until it is depleted. If the spell criticals double the result of your Heart Die. SP 3 Light Spear MP: 7 Range: 50

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Manifest: 11 Critical: 17 Manifest a spear of pure light in your hands and sling it at the foe. If the cast is successful the target takes 5 + Heart Stat damage, additionally the spear explodes to deal the same amount to every unit within 10 feet of the target. If the spell Criticals, double the damage normally dealt. SP 4 Sanctuary MP: 8 Range: 0

Manifest: 12 Critical: 16 Create a holy sanctuary of pure light to keep out those who seek to harm you or your allies. If the cast is successful, you create a circle starting at your location equal to D4 feet * 10. All non friendly units within this area are immediately pushed out to the edge of the circle. No attacks (magical, ranged or melee) or units (friendly or not) may pass through the boundary. The Sanctuary lasts for a number of rounds equal to your Heart Stat. If the spell Criticals then the duration of Sanctuary becomes 10 rounds. The casting Magical Girl may choose to drop the Sanctuary at any time during her turn. SP 5 Final Spark MP: 12 Range: 60

Manifest: 14 Critical: 19 Summoning all of the Light you can, create a massive blast of searing light magic. If the cast is successful, all targets in­front of you up to 60 feet away suffer damage equal to your Magic Die + your Heart Die. This spell must deal at least 10 damage (if the combined roll is lower than 10, targets suffer 10 damage instead), and if the spell Criticals then double all damage dealt.

Darkness Misunderstood, most Magical Girls shy away from the magic of darkness. However a Magical Girl who uses darkness magic will have a lot of damage, debuffing, and even some summoning. SP 1 Veil of Shadows MP: 3 Range: 30

Manifest: 7 Critical: 11 Shroud an area in crippling darkness to provide cover for your allies or give you an advantage in close range. If the cast is successful, a circle of 20 feet around the target area is shrouded in darkness. All targets within suffer a ­5 penalty when casting a spell or using a ranged attack. If the spell Criticals the area is doubled to a 40 foot circle. SP 2 Hex MP: 5 Range: 30

Manifest: 9 Critical: 13 Place a crippling Hex on the target that slows them and saps their strength. If the cast is successful the target’s movement is slowed by 10 feet a round, and additionally suffer ­1 to their Strength Stat for D4 rounds. If this spell Criticals the penalties are doubled and the duration is 4 rounds.

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SP 3 Shadowburn MP: 7 Range: 60 Manifest: 10 Critical: 15

Ignite the target with a shadow that burns like flame. If the cast is successful, the target suffers D8 damage. Additionally they suffer D8 damage at the start of their turn for a number of rounds equalling your Mind Stat. If the spell Criticals then the target always suffers 8 damage at the start of their turn for a number of rounds equalling your Mind Stat. SP 3 Shadow Ball MP: 7 Range: 50

Manifest: 11 Critical: 17 Conjure a swirling ball of Shadow Magic that explodes with volatility. If the cast is successful the target and all units within 10 feet of the target suffer 5 + Mind Stat damage. If the spell criticals it deals double damage and all affected units suffer a ­2 penalty on their next roll only. SP 3 Aura of Shadows MP: 5 Range: N/A

Manifest: 10 Critical: 16 Cover your weapon in an otherworldly aura, instilling fear in even the most hardened enemies. If the cast is successful, your weapon becomes coated in shadow energies for a number of rounds equalling ½ your Mind Die (rounded down). All melee damage you do receive extra bonus damage equal to your Mind Stat. Additionally after they receive damage, if you succeed in a Mind vs. Mind check over them they are inflicted with fear and run away from you. If this spell criticals then you receive a +2 bonus on your Mind roll to inflict fear. This spell may only be cast on yourself. SP 4 Alone in the Dark MP: 8 Range: 90

Manifest: 13 Critical: 18 Gather darkness around an isolated target to inflict damage. If the cast is successful, the target suffers damage based on how far their nearest ally is to them. The target suffers 5 damage per 10 feet that their nearest ally is from them. This damage can only reach a maximum of 30 feet, and if the target is fighting alone they receive a flat 15 points of damage. If this spell Criticals, the target suffers 10 damage per 10 feet to their nearest ally up to a maximum of 40, and if they are alone they suffer 30 points of damage. SP 5 Demonic Doorway MP: 10 Range: 10

Manifest: 15 Critical: 20 Create a doorway straight to Hell, to summon a large Demon to fight by your side. If the cast is successful, a Butcher Demon appears at the target location. This unit acts as a Minion, fighting solely for you and lasting for a number of rounds equal to your Mind Stat (with a maximum of 10 rounds). If the spell Criticals the duration of Demonic Doorway is 10 rounds, this spell may not be cast again while you already control a Butcher Demon. The stats for the Demon are listed below. If the Demon is killed (0 HP) before

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the duration of Demonic Doorway is over you take 5 corruption points. If the casting Magical Girl reaches 0 HP or transforms back to human before Demonic Doorway’s duration is over, Demonic Doorway instantly ends. Butcher Demon HP: 50 MP: 30 Weapon Die: D12 STR: 8 ACU: 3 MAG: 3 HRT: 5 MND: 4 CHA: 2 Spells: Black Cleaver MP: 15 Range: 20

Manifest: 6 Critical: 9 Fires off a Cleaver Slash of pure shadow energy. If the cast is successful, the target suffers damage equal to Weapon Die + Magic Die. If the spell Criticals, the spell deals damage equal to the highest numbers on both dice. (EX. D12 and D10 Critical would deal 22 Damage).

Arcane Arcane magic harnesses pure magical energy, dealing with the pure nature of magic itself. Offering a mix of utility, damage and crowd control Arcane magic is a good all around choice. SP 1 Magic Missile MP: 3 Range: 30

Manifest: 7 Critical: 11 A flurry of pure Arcane magic fired at a foe. Roll the manifest for this spell 3 separate times, but only subtract the mana from your pool once. For each roll that is successful the target takes D4 damage. For each roll that is a Critical the target takes D6 damage. If this spell Criticals once your MP is drained as if the whole spell Criticaled. SP 2 Arcanopulse MP: 5 Range: 0

Manifest: 9 Critical: 15 Send out a strong pulse of magic to all nearby foes, the more times it’s cast the stronger it gets. If the cast is successful all units within 10 feet of you take D6 damage. Whenever you cast this spell you receive a debuff that lasts until the end of your next turn, this debuff increases the cost of Arcanopulse by +2 MP (5/7/9/11/13/etc..), however it also does the next die size up in damage (D6 / D8 / D10 / D12/ D20). If the spell Criticals it does maximum damage based on whatever die you are rolling. SP 3 Mana Leech MP: 5 Range: 30

Manifest: 10 Critical: 16 Attack the target’s Magic Pool, attempting to siphon some off for yourself. If the cast is successful, deal your Magic Die as damage to the target’s MP. You receive all of the MP damage this way as bonus MP to your pool (this damage can go up to a maximum

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of 15). Any MP stolen this way is taken out of your pool (if any remains) at the end of each combat. If the spell criticals double the MP damage dealt. SP 3 Mana Burn MP: 7 Range: 30

Manifest: 12 Critical: ­­ Ignite the target’s own magical energies, dealing damage based on their missing energy. If the cast is successful, the target takes damage equal to the difference between their maximum MP and their current MP. The target takes damage equal to the difference between their total Magic Pool and their current Magic Pool. This spell is unable to Critical, and cannot be cast on Witches. SP 3 Teleport MP: 6 Range: 60

Manifest: 11 Critical: 16 Attempt to Teleport a target, moving them either to your advantage or their doom. If the cast is successful, you may move the target anywhere within the spell’s 60 foot range but they may not be placed inside of solid objects or other units. If the spell Criticals the range of this spell is increased to 90 feet. SP 5 Mana Clash MP: 0 Range: 0

Manifest: 15 Critical: ­­ Pure Magical energies clash together, leaving both parties completely without mana. If the cast is unsuccessful, your receive ­10 MP. However if the cast is successful, both the target and caster’s MP’s are drained to 0. If one is higher than the other the difference between the two is subtracted as damage from the lower party’s HP. This Spell is unable to Critical and after casting still follows all normal rules of an empty Magical Pool and reversion to normal form. SP 5 Ethereal Prison MP: 10 Range: 30

Manifest: 14 Critical: 18 Create an Ethereal prison out of pure magic that damages the target. If the cast is successful you trap a target in a prison of magic, making them unable to move (but still able to attack and cast spells) and they suffer D6 damage every turn at the start of their turn. The Prison lasts indefinitely but at the beginning of their turn (before Ethereal Prison deals damage) they may make a Strength vs. Magic check against you to break out of the prison. Every turn beyond the 3rd you suffer a cumulative ­2 negative to your Magic roll. If the spell criticals you may reduce the cumulative penalty to ­1.

Healing One of the purest and simplest forms of magic, a Magical Girl who uses the Healing spell category focuses solely on the healing and preventing of injuries. SP 1 Minor Heal MP: 3 Range: 60

Manifest: 6 Critical: 12

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A basic healing spell, bright light flows from your hand and into an ally. If successful you heal the target by ½ your Heart Die. If the spell criticals you add your full Heart Die instead of ½. SP 2 Restorative Touch MP: 5 Range: 0

Manifest: 8 Critical: 13 A heavy healing touch to restore your allies. If the cast is successful, you heal the target 5 HP at the start of their turn for a number of rounds equal to your Heart Die (up a maximum of 10). If this spell Criticals the duration is 10 rounds. SP 3 Major Heal MP: 7 Range: 60

Manifest: 12 Critical: 16 A larger, more powerful healing spell the light from this spell restores allies quickly to health. If the cast is successful, you heal the target by an amount equal to your Heart Die + Heart Stat. If the spell Criticals you may take the highest number on your Heart Die as the number rolled. SP 4 Radiating Spirit MP: 9 Range: N/A

Manifest: 15 Critical: 19 You let your healing spirit radiate through your body and flow into all around you. If the cast is successful, for the next 2 rounds at the start of your turn you heal all units (friendly and unfriendly) within 20 feet of you by 10 HP. If this spell Criticals the duration becomes 4 rounds. SP 4 Divine Healing MP: 7 Range: N/A

Manifest: 12 Critical: 16 You focus all of your Magic into shielding your allies from harm. If the cast is successful, For the next 3 rounds (not including this one), you create a shield lasting until the end of the target’s next turn on any target you heal equal to half of the total amount healed rounded down. (EX. If the amount healed equaled 10 HP they would also receive a 5 HP shield until the end of their next turn). If the spell Criticals then the duration is increased to 5 rounds. SP 5 Breath of the Phoenix MP: 12 Range: 10

Manifest: 14 Critical: 18 Breath life into a helpless ally, restoring them to fighting shape (barely). This spell is only useable on an untransformed (0 MP) or knocked out (0 HP or lower) ally. If the cast is successful, instantly restore them with 10 HP + Heart Roll and 10 MP + Heart Roll. If the spell Criticals restore them with 20 HP + Heart Roll and 20 MP + Heart Roll.

Weapon Enhancement

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Magic for those Magical Girls who choose to fight with their weapons as opposed to spells. This category focuses magic inward to create more damage and advantages in Melee as well as Ranged combat. SP 1 The Raid MP: 3 Range: N/A

Manifest: 7 Critical: 9 Focus your Magical energy inward, multiplying Strength greatly. If the cast is successful, for the next D4 rounds you receive a +2 to any melee combat rolls you make (not including damage). If this spell Criticals the bonus is increased to +4. This spell may only be cast on yourself. SP 2 Flash of Steel MP: 5 Range: 0

Manifest: 8 Critical: 10 Focus your Magical energy inward to bound forward in an instant attack. If the cast is successful and you have a melee weapon, you may jump to a target up to a distance away equalling 5 feet * Magic Stat and instantly start a Melee Combat round with them. If the cast is successful and you have a Ranged weapon, you may instantly attack a target within normal range of your weapon with a hit threshold of 2 less than normal. If the spell Criticals you may start your melee round with a surprise bonus of +2 to hit and damage if successful; or you may double the lessened hit threshold to 4 less than normal. SP 3 Paradigm Shift MP: 6 Range: N/A

Manifest: 9 Critical: 11 Use your Magic to alter the physical nature of your weapon itself, switching styles and ranges for your weapon. If the cast is successful, your Melee weapon turns into a Ranged Weapon and your Ranged Weapon turns into a Melee Weapon. The Stat Die Roll (IE Strength or Accuracy) and Weapon Die stays the same for your weapon regardless of the switch, and the stats for Melee weapon shifts are as follows: Weapon Die: D6 Hit 7 Critical 12 Range 50 D8 Hit 9 Critical 13 Range 35 D10 Hit 12 Critical 15 Range 70 D12 Hit 13 Critical 16 Range 90 SP 4 Finale MP: 10 Range: N/A

Manifest: 11 Critical: 14 Summon a massive version of your weapon for the next attack, creating a ‘finale’. If the cast is successful, for your next attack or Melee Combat round you roll two Weapon Die as opposed to one. This bonus lasts until the end of your turn, but cannot be stacked with other Magical effects that increase your Weapon Die rolls or Strength / Accuracy Die rolls. If the spell Criticals you may receive this bonus for your next two attacks or Melee Combat rounds.

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SP 5 Infinite Dimension MP: 0 Range: N/A Manifest: 12 Critical: 19

Summon up all of your magical energies to produce an infinite amount of your weapon. If the cast is unsuccessful, you suffer ­10 MP. If the cast is successful, you may choose to spend additional MP in multiples of 5. For every 5 MP spent this way you may attack / initiate a Melee Combat round once. These attacks may be on separate targets or the same target, and Melee attackers may move up to 10 feet in between each attack made and additionally have an increased melee range of 10 feet. Ranged attackers instead receive a +1 bonus to damage and Weapon Die rolls while using Infinite Dimension. You must declare the number of attacks / MP spent at the beginning of the spell’s cast. If you run out of targets during the spell you may choose to cease the spell but the MP is still spent entirely from your pool. If the spell Criticals then Melee attackers receive the ability to move 20 feet between each attack and have their range increased to 20 feet, and Ranged attackers receive a +2 bonus to damage and Weapon Die rolls.

Time One of the rarest forms of magic, this spell category is only available through a Quirk. However Time magic offers some of the most volatile and exploitive spells of all Magical Girls. SP 3 Time Heals all Wounds MP: 7 Range: 0

Manifest: 9 Critical: 14 Sends the target’s physical body back in time, restoring them to the HP and status conditions that they were a round ago. If the cast is successful, the target is returned to exactly the HP and status conditions they were when they started their turn last round (if these conditions cannot be remembered then the spell has no effect and this does not include buffs put on by themselves or allies). If the spell Criticals then they are restored to conditions they were at up to 2 rounds ago. SP 3 Negate Time MP: 10 Range: N/A

Manifest: 13 Critical: 19 Stop time in place for all others except for yourself, allowing yourself to act far quicker than is normally possible even for a Magical Girl. If the cast is successful, you may take an extra Major Action this turn and you instantly take another turn after your current one is over. If the spell Criticals you may take another bonus turn after your first bonus turn has ended. This spell may only be cast on yourself, and during your bonus turn(s) you may not cast this spell again. SP 3 Chronoshift MP: 7 Range: 0

Manifest: 8 Critical: ­­

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Alter the position of the target in Time itself. If the cast is successful and targets a friendly unit, that unit may consider themselves at the top of the Initiative order until the current combat is over. If the cast is successful and used on an unfriendly unit, they are considered to be at the bottom of the initiative order until the current combat is over. This spell is unable to Critical. SP 3 Time Warp MP: 8 Range: 20

Manifest: 11 Critical: 16 Create a limited Time Warp around the target, speeding them up or slowing them down. If the cast is successful and cast on a friendly unit, that unit has +20 feet / turn movement speed for D4 turns. If the cast is successful and cast on an unfriendly unit, that unit has ­20 feet/turn movement speed for D4 turns. If the cast Criticals then the duration for the spell is 4 rounds. SP 4 Greater Negate Time MP: 15 Range: 5

Manifest: 15 Critical: 19 Attempt to stop time, but instead of just going yourself you bring others with you. If the cast is successful, you may take an extra bonus turn right after your current turn ends. Then any units touching you or within 5 feet of you at the time of casting take a bonus turn as well (the order for these turns follows general Initiative order). During these bonus turns you nor any allies who also have Time Magic may cast this spell or Negate Time. If the spell Criticals you may each take 2 bonus turns instead of 1. SP 6 Turn Back the Clock MP: 20 Range: N/A

Manifest: 17 Critical: 25 An incredibly risky spell that attempts to send you back in time a limited period to perhaps correct mistakes that were made. If the cast is successful, you go back in time up to exactly one hour (your Incubator is responsible for the exact point in time you return to). When you return you are the only one who remembers anything about the future that you experienced, but you are allowed to tell others about it and attempt to change the future. Anytime this spell is cast successfully you receive 5 corruption points that cannot be negated or reduced by Abilities, Quirks, your Heart Stat or otherwise. If the spell Criticals you may go back up to one month.

Celestial Another rare form of magic available only through quirk, celestial magic draws its power from the stars. Mostly damaging spells, the magic of the stars also offers minor utility and buffing spells. SP 1 Mantle of Moonlight MP: 3 Range: 10

Manifest: 8 Critical: 12

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Cover the target in protection made of pure moonlight, appearing as a luminescent white cloak. If the cast is successful, the target receives a mantle of magical energy granting them 2 Damage Resistance from all incoming sources for D4 rounds. Additionally any unit the target moves through within 5 feet suffers D6 damage. If the spell Criticals the duration is 4 rounds. SP 2 Star Light Star Bright MP: 10 Range: N/A

Manifest: 8 Critical: 17 Look to the stars for guidance, in a chance of divining some kind of hint or advice on what to do. If the cast is successful, you may ask the Incubator any one question pertaining to an in­game source. The Incubator may answer it as vaguely as they want to, but they must give a truthful answer. If the spell Criticals the Incubator must give a fairly precise answer. SP 2 Comet Spray MP: 5 Range: 30

Manifest: 9 Critical: 13 Fire off a volley of magic appearing as small streaking comets. Roll the manifest for this spell 3 separate times, but only subtract the mana from your pool once. For each roll that is successful the target takes D6 damage. For each roll that is a Critical the target takes D8 damage. If this spell Criticals once your MP is drained as if the whole spell Criticaled. SP 3 Black Hole MP: 7 Range: 50

Manifest: 10 Critical: 14 Create a small black hole that pulls everything into its center. If the cast is successful, all units within 20 feet of the target area are moved to the target area. A unit may pass a Strength check of 9+ to avoid being pulled in. If multiple targets are pulled in they each take 1D6 for the total number of targets pulled in. If the spell Criticals the Strength check ups to 10 and the radius of the attack becomes 30 feet. SP 4 Fist of the North Star MP: 9 Range: 0

Manifest: 12 Critical: 17 Focusing magic on a singular point you create a new sun in your palm that you punch into the enemy. If the cast is successful, the target suffers damage equal to your Magic Die + Strength Die + 10. The target is also launched back a distance of 50 feet. If the spell Criticals then you may take maximum numbers for you Magic and Strength dice. SP 5 Starfall MP: 11 Range: 30

Manifest: 13 Critical: 18 Using your magic you call upon the power of the heavens to strike your foe. If the cast is successful, a massive column of starlight falls from the sky and strikes your foe. They suffer 3D10 damage and if the damage dealt exceeds 15 they are stunned for 1 round. The target may attempt a Heart save of 8+ to negate this stun. If the spell Criticals it deals 30 damage and the Heart save is boosted to 9+.

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Ribbon A less direct form of Magic, ribbon magic focuses on utilizing ribbons found on your Magical Girl transformation to crowd control enemies and provide utility for allies. SP 1 Ribbon Walkway MP: 2 Range: 50

Manifest: 7 Critical: 10 Using your Ribbons you create a walkable path from one point to another for allies to cross. If the cast is successful, you create a walkable path 5 feet wide and up to 50 feet long. This can be used to make bridges, break falls, or even allow enemies to cross it. If the spell criticals then the path becomes 10 feet wide and may be up to 60 feet long. SP 2 Ribbon Binding MP: 5 Range: 30

Manifest: 10 Critical: 12 Attempt to wrap the target up in a ribbon prison, making them unable to attack or move. If the cast is successful, the target is trapped in a prison of ribbons for 2­3 rounds based on your magic stat (<6 2 rounds / >6 3 rounds). The target is unable to move, attack or cast magic but they may make a Strength check of 7+ to break out of the trap instantly. If the spell Criticals they also suffer D6 damage each turn they remain trapped and the spell lasts 3 rounds unless broken. SP 2 Ribbon Whip MP: 4 Range: 30

Manifest: 8 Critical: 12 Unleash your ribbons to whip the target and deal damage. If the cast is successful, the target takes your Magic Die as damage. If the spell Criticals you may take maximum damage on your Magic Die as damage dealt. SP 4 Ribbon Clone MP: 8 Range: 5

Manifest: 12 Critical: 16 Attempt to create an exact clone out of ribbons, it is unable to attack but can it distract and confuse enemies. If the cast is successful, you create an exact clone of yourself within 5 feet of you. It has the same movement speed as you and 1/4th of your current HP as it’s HP. If the clone is hit by a melee attack the attacker is trapped as if they were the target of the Ribbon Binding spell. Enemies however can make a Mind Die vs your Magic Die check to see if they can recognize which of you is the clone. If the spell Criticals the clone starts with ½ of your current HP as it’s HP and you receive a +2 bonus to any Mind vs. Magic checks you make concerning the clone. SP 5 Ribbon Bomb MP: 10 Range: 30

Manifest: 13 Critical: 19 Ball up your ribbons into a bomb and toss them, exploding it to deal minor damage and slow all enemies in the radius. If the cast is successful, all units within 10 feet of the target destination suffer D10 damage and have their movement speed reduced by 10

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feet / turn for the next D4 turns. If the spell Criticals it deals 10 damage to each unit hit and slows their movement by 20 feet / turn. SP 5 Ribbon Dragon MP: 12 Range: 50

Manifest: 15 Critical: 21 With a massive influx of magic, your ribbons become a massive dragon that bites the target. If the cast is successful, the target suffers Magic Die + Magic Stat + 10 damage. If the spell Criticals you may take max damage for you Magic Die roll and the target is stunned for the next round unless they pass a Heart save of 8+.

Barrier Barrier magic is a majorly preventative form of magic, using magical barriers to protect allies or seal off areas. However, barrier magic if used creatively can also have destructive results. SP 2 Physical Barrier MP: 4 Range: 10

Manifest: 8 Critical: 13 Create a barrier of protection to keep out physical forms. If the cast is successful, you erect a barrier up to 20 feet high and 20 feet across. No unit (friendly or unfriendly) may move through this barrier, and any attacks from ranged weapons are instantly destroyed when making contact with the barrier. This barrier lasts D4 rounds, however once time is up you may choose to drain your MP by 4 to keep the barrier up an additional turn (this may be done as long as you have MP to use on it). If the spell criticals then the barrier lasts 4 rounds and you may maintain it an additional turn at the cost of 2 MP per additional round instead. SP 2 Magical Barrier MP: 4 Range: 10

Manifest: 8 Critical: 13 Create a barrier of protection to keep out magical forces. If the cast is successful, you erect a barrier up to 20 feet high and 20 feet across. Units may move through this barrier, but any spells shot at or through the barrier are instantly destroyed when making contact with the barrier. As well, if a unit passes through the barrier with a spell active on them, the spell is instantly canceled regardless of strength or remaining duration. This barrier lasts D4 rounds, however once time is up you may choose to drain your MP by 4 to keep the barrier up an additional turn (this may be done as long as you have MP to use on it). If the spell criticals then the barrier lasts 4 rounds and you may maintain it an additional turn at the cost of 2 MP per additional round instead. SP 3 Personal Barrier MP: 6 Range: 30

Manifest: 10 Critical: 15 You create a small personal barrier around a single ally, shielding them from harm. If the cast is successful, you create a shield around the target equal to 10 + Magic Stat

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that lasts D4 rounds. If the spell criticals, you may double the amount the target is shielded by and the duration increases to D4 + 1 rounds. SP 4 Ultimate Barrier MP: 8 Range: 20

Manifest: 13 Critical: 17 Create the ultimate barrier of protection to keep out magical forces and physical forms alike. If the cast is successful, you erect a barrier up to 30 feet high and 30 feet across. Units may not move through this barrier, and any spells or ranged attacks that make contact with the barrier are instantly destroyed or nullified. This barrier lasts D4 rounds, however once time is up you may choose to drain your MP by 8 to keep the barrier up an additional turn (this may be done as long as you have MP to use on it). If the spell criticals then the barrier lasts 4 rounds and you may maintain it an additional turn at the cost of 4 MP per additional round instead. SP 5 The Box MP: 10 Range: 30

Manifest: 14 Critical: ­­ Create a series of 6 small barriers around the target that collapse in on them, crushing them slowly. If the cast is successful, the target is unable to move for the first round of this spell. The target is considered under the effects of this spell for 4 turns. At the end of the first turn the target becomes unable to move and suffers D8 damage. At the end of the 2nd turn the target is unable to attack or cast spells and suffers D10 damage. At the end of the 3rd turn the target is considered stunned and unable to act. At the end of the 4th turn the target is freed from all effects but suffers D20 damage. This spell cannot Critical, and if cast on a witch only does the damage values not the stunning or the movement limiting effects.

Music For the Magical Girls with a tune in their head and a song on their tongues, Music magic offers a wide variety of buffing and debuffing to allies and enemies respectively. SP 2 Diminuendo MP: 5 Range: 90

Manifest: 9 Critical: 13 You summon a Violin with your magic and play a soothing rhythm to lull targets to sleep. If the cast is successful, a single unit within 90 feet that is unaware of your presence starts to drift off to sleep. Make a Charisma Die vs. the target’s Magic Die, if you succeed then the target is considered distracted and suffers a ­1 to all rolls for the next D4 rounds. If you succeed the Charisma roll by more than 5 then the target falls asleep and is considered helpless until they receive damage or one hour passes. If the spell Criticals the target immediately falls asleep without having to do any checks. SP 2 Mezzo­Piano MP: 4 Range: ??

Manifest: 8 Critical: 14

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Summoning a Cello, you play a deep soulful melody that drives away projectiles. If the cast is successful, you block all incoming ranged attacks (friendly and non­friendly) in circle that’s radius is dependant on a Charisma Die roll (see below) around you and any units within the circle this effect lasts until the start of your next turn. If the spell Criticals then this effect extends an additional round so it ends at the start of your second turn from the spell’s cast. During that turn you may attack and move normally, you do not have to maintain the spell.

Charisma Die Roll: 1­3: 10 feet 4­6: 20 feet 7­8: 30 feet 9­10: 50 feet 11+: 60 feet

SP 3 Vivance MP: 6 Range: 20 Manifest: 10 Critical: 15

You summon a flute to create a Magical marching theme to speed your allies to victory. If the cast is successful, all friendly units within 20 yards of your have their movement speed increased by a number of feet a round dependant on a Charisma die rolled (see table below) until the start of your next turn. You start the next turn with + 10 feet / turn movement speed for each friendly unit affected by this spell (this doesn’t include yourself), the limit of the movement speed gained this way is equal to your Charisma stat * 10.

Charisma Die Roll: 1­3: 5 feet 4­6: 10 feet 7­8: 20 feet 9­10: 30 feet 11+: 40 feet

SP 4 Harmonium MP: 9 Range: 20 Manifest: 12 Critical: 18

You summon a Saxophone to perform a perfect harmonization with the target. If the cast is successful then for a number of rounds equal to ½ your Charisma Die roll (rounding down), any damage you or the target takes is divided evenly amongst the two of you (rounding up) and as long as you stay within 50 feet of the target. If the spell Criticals then you may split the damage between the target and yourself so that one takes 75% of the damage dealt and 25% of the damage dealt (again rounding up). SP 4 Maestoso MP: 9 Range: 20

Manifest: 12 Critical: 16

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You summon a set of bagpipes to heroically play your allies to victory. All allied units within 20 feet of you receive a bonus to all their rolls until the start of your next turn. This bonus is dependant on a Charisma roll (see below). If the spell Criticals this spell lasts an additional round so it ends at the start of your second turn after this spell is cast. During that turn you may attack and move normally, you do not have to maintain the spell.

Charisma Die Roll: 1­6: +1 bonus 7­8: +2 bonus 9­10: +3 bonus 11+: +4 bonus

SP 5 Power Cord MP: 11 Range: 15 Manifest: 14 Critical: 18

You summon an electric guitar and massive stack of amplifiers, using your magic to turn the sweet riff into sweet damage. If the cast is successful, all units in a 15 foot cone in front of you suffer damage equal to your Charisma Die + Magic Die. Closer units also take additional damage, all units within 5 feet of you take an additional 10 damage while units 10 feet away take a bonus 5 points of damage. If the spell Criticals then you may take max damage for you Charisma and Magic die rolls.

Illusion Illusion magic is one of the Magical Girl’s most versatile spell categories. Be it defense by confusing your opponent or offense by detonating those illusions for damage. SP 1 Disguising Illusion MP: 3 Range: N/A

Manifest: 6 Critical: 12 Using magic you can craft your appearance to look like another, even down to the voice; however it must be someone you have seen before and heard them speak. If the cast is successful, you take on the exact appearance and sound as another. People will believe that you are that person, however if they become suspicious or notice something out of the ordinary you make a Mind Die roll vs. their Magic Die roll to stay hidden. If the spell Criticals then you receive a +2 bonus to your Mind Die roll. This spell may only be cast on yourself. SP 2 Vanish MP: 5 Range: 30

Manifest: 8 Critical: 15 Using magic you mold a layer of camouflage magic around the target, rendering them invisible. If the cast is successful, the target becomes invisible until the end of their next turn. Any attacks, or spell casts will break the illusion but movement will not. Enemies and allies alike can attempt to spot the invisible target by rolling their Magic

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Die vs. your Mind Die. If the spell Criticals the invisibility lasts until the end of the target’s next turn after this one, and you receive a +2 bonus to any Mind related roles relating to this spell. SP 3 Mirror Image MP: 6 Range: N/A

Manifest: 10 Critical: 14 You create mirrored illusions around yourself in order to try and protect yourself against incoming attacks. If the cast is successful you create D4 clones that follow you and occupy the same space that you do. They have no physical form and have 1 HP, if they are initiated into a Melee Combat Round they are instantly destroyed. When you become the target of a non AoE ranged spell or a non AoE melee attack you make a percentile dice roll. The result determines if you take damage or the close do, for the precise numbers see the table below.

Clone Hit Table 4 Clones: 20% or lower hits you 3 Clones: 25% or lower hits you 2 Clones: 33% or lower hits you 1 Clone: 50% or lower hits you

If a clone is hit (or initiated into a melee combat round) then it is instantly destroyed (without rolling damage), and if you are hit (or initiated on in a melee combat round) then all clones are instantly destroyed. An opponent at melee range may make a Magic Die roll vs. your Mind Die roll in order to receive a ­20 bonus to the percentile roll. If the cast Criticals you always produce 4 clones and receive a +2 bonus to any Mind related rolls you me pertaining to this spell. This spell may only be cast on yourself SP 3 Exploding Clone MP: 7 Range: 10

Manifest: 11 Critical: 16 You create a clone of yourself that attempts to attack an opponent at melee range where it will explode. If the cast is successful, you manifest an exact clone of yourself any place not occupied within 10 feet of you. This clone then proceeds to move towards your target during your turn at your current movement speed / round. When the clone is within 5 feet of the target it instantly detonates dealing 2D10 damage to all units within 5 feet of it. Any unit may make a Magic Die roll vs. your Mind Die in order to realize it is a clone and that it will explode. The clone has 5 health and will explode upon reaching 0 health regardless of it’s proximity to it’s target or proximity to its allies. If the spell Criticals the radius of the explosion is increased to 15 feet, and you receive a +2 bonus to all Mind Die related rolls pertaining to this spell. SP 4 Doppelganger MP: 9 Range: 5

Manifest: 13 Critical: 18 You create a real clone of yourself that will mimic all actions and attacks. If the cast is successful, you create an exact clone within 5 feet of you with ½ of your current HP.

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This clone will follow exactly and mimic any attacks or spell casts you make, selecting the same target as you for the attacks. This clone lasts until the end of your next turn, unless your Mind Stat is greater than 6 where it lasts until the end of your 2nd turn after casting the spell. Spells cast from the Doppelganger drain your Magic Pool by ½ of the spell's normal MP cost (rounded up). If the Doppelganger's spell Criticals it drains the full cost of the spell from your MP not the Critical amount. If a melee combat round would send the target of your attack flying, the Doppelganger may follow them no matter how far they went and will return to your side at the end of it’s Melee Combat round regardless of the round’s results. When the Doppelganger's HP reaches 0 it is immediately destroyed. If the spell Criticals the Doppelganger lasts 3 rounds. SP 5 Dweller in Darkness MP: 12 Range: 10

Manifest: 16 Critical: 22 You manifest the target’s worst fears in the form of an illusion only they may see. If the spell is successful you must immediately make a Mind Die check vs. the target’s Mind Die. If this check is successful you create the illusion of their greatest fear, and the target must make a Magic Die roll vs. your Mind Die roll. If the target fails the illusion touches them and they suffer 2D20 damage and are immobilized with fear (if the target is a Magical Girl they instantly revert back to Human Form) for D4 rounds or until they receive damage. If the target passes they disbelieve the Dweller but still suffer 2D10 damage. This spell is not useable on Witches, and any other Magical Girl who has learned this spell instantly disbelieves the Dweller. If the spell Criticals you receive a +2 to all Mind Die related rolls you make pertaining to this spell, and all damage dealt by this spell must be at least 20 (if the result of your damage die is lower, use 10 instead).

Nature Nature magic combines natural cures, and a deep connection to plants in order to do damage with minor crowd control a Nature Magical girl shouldn’t be underestimated. SP 2 Rejuvenation MP: 4 Range: 10

Manifest: 8 Critical: 13 You use the rejuvenating powers of nature to restore an ally to health over time. If the cast is successful you heal the target by ½ of your Magic Stat (rounded up) for D4 turns at the beginning of their turn. If the spell Criticals the duration of Rejuvenation is 4 rounds. SP 2 Whip Vine MP: 4 Range: 30

Manifest: 6 Critical: 14 Vines grow from your arm and lash out at the target like a whip. If the cast is successful, the target suffers your Magic Die roll as damage. If the spell Criticals you may take maximum damage for you Magic Die roll.

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SP 2 Bark Armor MP: 3 Range: 30 Manifest: 8 Critical: 14

You create a shield out of Bark around the target, shielding them from harm with the power of nature. If the cast is successful, the target receives a 10 health shield lasting D4 rounds. While the shield remains on the target they receive 1 damage resistance from all incoming sources unless your magic stat is at or above 6 where they receive 2 damage resistance instead of 1. If the spell Criticals the duration of Bark Armor is always 4 rounds and the size is increased to 15 health. SP 3 Strangleroot MP: 7 Range: 20

Manifest: 11 Critical: 16 You attempt to summon a host of vines to trap and bind the target. If the cast is successful the target becomes trapped in vines making them unable to move or initiate Melee Combat rounds for the next D4 turns. While trapped in the vines they suffer a ­2 penalty to all Melee Combat round rolls. At the start of the target’s turn they may attempt a Strength Die roll vs. your Magic Die roll in order to break free of Strangleroot. If the spell Criticals the target suffers D6 damage each turn they remain in Strangleroot and the duration is always 4 rounds. SP 3 Undergrowth MP: 5 Range: 0

Manifest: 12 Critical: 18 You summon vines to cover the ground in front of you, making it incredibly hard to move for all but the caster. If the cast is successful, vines strangle the ground in a 40 foot circle around you. All targets within this area are limited to moving a maximum of 20 feet a turn (this persists as long as they started their turn within the area) except for the casting Magical Girl. This spell lasts D4 rounds + 2, but if any Fire Spell Category spells are cast within the area of Undergrowth any affected areas are considered no longer under the effects of Undergrowth. If the spell Criticals then the movement speed is slowed to 15 feet a turn, the duration is always 6 rounds and the casting Magical Girl receives a +10 feet / turn movement speed bonus when starting her turn within the Undergrowth area. SP 5 Death Lotus MP: 10 Range: 20

Manifest: 15 Critical: 20 You plant a magical seed and encourage it to grow using your magic, growing the giant Death Lotus flower in mere seconds. If the cast is successful, a Death Lotus appears at the target location. This unit acts as a Minion, fighting solely for you and lasting for a number of rounds equal to your Magic Stat (with a maximum of 10 rounds). If the spell Criticals the duration of Death Lotus is 10 rounds, this spell may not be cast again while you already control a Death Lotus. The stats for the Lotus are listed below. If the Lotus is killed (0 HP) before the duration of Death Lotus ends instantly and you take 5

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corruption points, if the casting Magical Girl reaches 0 HP or transforms back to human before Death Lotus ends the Death Lotus instantly ends. Death Lotus HP: 30 MP: 60 Weapon Die: D8 STR: 3 ACU: 6 MAG: 8 HRT: 3 MND: 2 CHA: 4 Spells: Bullet Seed MP: 10 Range: 50

Manifest: 10 Critical: 15 The Death Lotus fires off a glowing magical green seed that explodes on impact. If the cast is successful all units within 10 feet of the target square suffer D10 damage. If the cast Criticals then Bullet Seed always does 20 damage and the radius is increased to 15 feet. Leech Seed MP: 20 Range: 30

Manifest: 14 Critical: 18 The Death Lotus uses a seed that absorbs energy to transfer to its master. If the cast is successful the target suffers D8 damage at the start of it’s turn for the next D4 turns. The caster of Death Lotus is healed for an amount of health equaling the damage dealt by this spell whenever this spell does damage. If the Death Lotus is killed or the spell ends before Leech seed is over, Leech Seed immediately ends. If the spell Criticals Leech Seed always lasts 4 rounds and always deals 8 damage to the target.

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Part 9: Spell Upgrades

Once Magical Girls (and Wicca) reach Level 3, they unlock access to purchase Spell Upgrades. If a Magical Girl spends 2 Soul Points, they may purchase a single upgrade for a single spell. The Upgrade changes the very name of the spell itself, and can (but not always) alter MP cost, Hit Threshold, Crit Threshold and Range. If a Magical Girl chooses to buy both Upgrades for a single spell, only one may be active at a time although they may choose which one is active currently (this cannot be changed during combat and must be declared to your Incubator before combat starts).

Water Upgrades Restorative Waters

Rejuvenating Waters Rejuvenating Waters always heals your full heart die of health instead of ½ .

Criticals heal the target for 2 times your Heart Die

Stabilizing Waters Stabilizing Waters always places the target at 0 HP and out of mortal danger before healing them the set amount.

Flowing Like Water

Frigid Stream In addition to effecting movement speed of the target, if the spell is cast on an

enemy they suffer D4 Ice damage at the start of their turn for as long as they are under the effects of Frigid Stream.

Grace of Water The movement speed change of Grace of Water is 20 feet around as opposed to 10 feet a round. Additionally allies gain +1 to their Accuracy Stat (up to 10) while under the effects of Grace of Water.

Riptide

Undercurrent Riptide Undercurrent Riptide may now also be cast to damage the target instead. If cast with the intent to damage the target, the target suffers 5 damage a turn for 3 turns

(5 turns on a critical).

The Rising Tide The Rising Tide now immediately heals the target for 10 HP upon casting the spell. Additionally it heals the target for 10 HP every turn for the next 2 turns (4 on a critical) at the top of the initiative

order. Icicle Spear

Icicle Lance Icicle Javelin

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Icicle Lance has a range of 5 feet and deals 30 damage. If the spell criticals it still deals 30 damage but the target is always pinned (if no wall or object is in range they are pinned to the ground).

Icicle Javelin has a range of 45 feet, and the 10 foot knockback (including pinning rules) always takes effect regardless of if

the spell criticals.

Mana Tide

Sigil of the Mana Tide Sigil of the Mana Tide may be cast on an object or surface, inscribing it with a rune or image of your choosing. The spell

functions like normal, however the target doesn’t receive the transferred mana until they come into physical contact with the symbol. The first magical being to touch

the symbol receives the mana.

Mana Flood Mana Flood’s range is increased to 100

feet and may now target up to two magical beings. Each target of this spell

receives half of the mana you are transferring (rounded up).

Blizzard

Arctic Blizzard Arctic Blizzard has a 40 foot area of effect, the snow also becomes more driving and dense within the blizzard. The penalty to ranged attack and spell

casting is increased to ­10.

Sub­Zero Blizzard Sub­Zero Blizzard may not do less than 5 damage each time it deals damage to any target (if your D10 roll would result in less than 5 damage the target suffers 5

damage instead)

Fire Upgrades Flaming Weapons

Shared Flame Shared Flame may now also be cast on allies to grant them the same effects as Flaming Weapons. Shared Flame may only be active on up to two targets at a

time.

Enduring Flaming Weapons Enduring Flaming Weapons always

lasts 4 turns and adds your full Magic Die onto successful melee attacks. This spell

may no longer critical.

Phoenix Wings

Transcendent Wings Transcendent Wings now propels you straight up 30 feet only. After you reach

Phoenix Burst Phoenix Burst has an explosion radius of 15 feet, and friendly fire is no longer

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the 30 feet you gain fiery wings that grant you 60 feet of Fly Speed for D6 turns.

possible. You still attack enemies with melee attacks if you encounter them while under the effects of this spell, but regardless of the outcome you always end up 30 from your starting position in

whatever direction you choose. Fireball

Scarlet Fireball Scarlet Fireball affects all units within 20 feet of the target instead of 10, the range of Scarlet Fireball is also increased to 60

feet.

Ruby Fireball Ruby Fireball affects units only within 5 feet of the target. However it deals 10 + Magic Stat damage to them and always

knocks them down. Scorched Earth

Glass Earth The heat of your fire is enough to burn the earth beneath it into glass. Glass Earth is immediately cast as a fixed 20 foot wide circle of white hot destruction, dealing D12 damage for D4 turns for

whomever is caught within it. If the spell criticals, deal an additional D8 damage

per turn.

Controlled Burn You take the “wild” out of wildfire. Your Controlled Burn expands at a rate of 20 feet per turn for D4 turns, dealing D6 damage per turn to any enemy caught within. If the spell criticals, the burn expands at a rate of 30 feet per turn.

Searing Ray

Branding Ray You never lose sight of your target.

Branding Ray sears a fiery brand into the flesh of your enemy that lasts for 3 turns. Deal 2D10 (4D10 if it criticals)

damage to the first target in your line of sight; in addition, for 3 turns the brand

causes all fire spells cast on this target to do at least half of their damage potential.

Piercing Ray Nothing stands in the way of you and your target. Piercing Ray deals 2D10

(4D10 if critical) damage to the first target in your line of sight, pierces straight

through it, and deals half of the original damage roll to a second target behind

them.

Inner Flame

Inner Blaze Your affinity to the flame has grown even more powerful. For as long as Inner

Constant Flame Your mastery over fire has given you much more stamina when wielding it. If

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Blaze is active, your Manifest and Critical Thresholds are decreased by 3 (this cannot stack with other Threshold

Reducing effects).

the cast for Constant Flame is successful, you lose D4 mana at the start

of your turn, instead of D6.

Greater Fireball

Grand Fireball Grand Fireball must always do at least 20 damage (before critical modifiers), if the damage would be less than 20 it

deals 20 damage instead.

Royal Fireball Royal Fireball has an area of effect

equal to a 30 foot circle for the affected area as well as the resulting inferno. The Accuracy check’s difficulty should the spell critical is also increased to 12.

Wind Upgrades Thermal

Horizon Thermal Horizon Thermal may be cast so that it moves it’s target horizontally instead of vertically. While under the effects of this spell (IE until they have moved the full

distance) they are not affected by gravity. If they would suffer damage from

Knockback, they only suffer 1D10 per 20 feet extra instead of 10

Slow­Fall

Slow­Fall may be used on a target already in the air to immediately slow

their descent, to a safe speed thus taking no fall damage. However if cast on an enemy for damage they suffer 1D10 damage per 10 feet instead of D6.

Light as a Feather

Lighter Than Air Lighter Than Air makes the target of the

spell even lighter. If the cast is successful, the target is not only knocked further, but they will remain suspended in midair for remainder of the spell’s effect. While they are suspended in mid­air, they cannot move unless an outside force moves them or brings them to the

ground. If the spell criticals, the effects last for 5 rounds.

Birds of a Feather Birds of a Feather flock together after all. When successfully cast, upon a successful melee combat round you unleash a blast of wind affecting all

targets in a 15 foot radius, with all of the same effects of Light as a Feather applying to each target. If the spell criticals, the radius is increased to 25 feet, in addition to lasting D4 rounds

Dust Devil

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Hit like the Devil Hit like the Devil adds the +2 bonus onto your attack roll to your damage as well if you successfully win your melee combat

round as a result of this spell

Run like the Devil Run like the Devil upgrades the distance you may dash when casting this spell to 20 feet base and 40 feet if you critical. However if you dash at any farther than 20 feet you lose your surprise bonus onto

the attack roll. Razor Wind

Shared Wind Shared Wind grants the effects of the

spell to any allies standing within 5 feet of you, 10 if the spell criticals.

The Razor’s Edge The Razor’s Edge also inflicts the target with 1D4 of bleeding damage at the start of their turn for 2 turns after a successful melee combat round while under the

effects of this spell. Howling Gale

Seregios’ Gale Seregios’ Gale also inflicts all targets hit

by this spell with 1D4 of bleeding damage. This effect persists until they

spend one full turn not moving in order to stop the bleeding (they may still attack or

cast magic, just not move)

Enormous Gale Enormous Gale’s area changes to a 30 foot cone out in­front of you, all targets of

the spell are placed onto the center space at the very end of the cone when

the spell resolves.

Treacherous Winds

Witches of the Wind Witches of the Wind may be cast on witches / wraiths, however they are only moved by 10 feet and suffer 10 damage from the move regardless of collisions or

obstacles.

Shifting Winds Shifting Winds may have its line of

casting be bent once regardless of if the spell criticals or not (if it does critical the

line may bend up to two times)

Leaf on the Wind

Autumn Leaf Autumn Leaf upgrades the distance you may travel at the start of the spell to 60 feet, and 40 feet every dash thereafter.

Enduring Wind Enduring Wind only costs 1 MP from your Magic pool each time you attack

again with this spell.

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Earth Upgrades Stone Fist

Stone Hands Stone Hands may now also be cast on allies to give them ­3 damage resistance from all incoming sources for the next

1D4 turns.t

Fist of Tebigong Fist of Tebigong now has a range of 0 feet. However, on a successful cast the spell deals 2D10’s of damage and always knocks the target backwards 10 feet. If the spell criticals, double these effects

Sandstorm

Da­Rudest Sandstorm Da­Rudest Sandstorm reduces the movement speed of all units trapped inside to 10 feet a turn, and the penalty for casting spells that must be aimed or making ranged attacks increases to ­10.

Driving Sands Driving Sands has an affected area of 40 feet, 60 when the spell criticals. All targets within suffer D6 damage at the start of their turn, however there are no movement speed, magic or ranged attack

penalties while inside. Bring Down the House

Beifong’s Fury

Beifong’s Fury may be used on any kind of material; be it concrete, metal or

otherwise.

Let me In Let me In causes a minor explosion of

earth whenever you use it. Upon successful cast of the spell, all targets within a 15 foot cone in the direction that the surface was facing suffer 1D10 points

of damage Earthen Shield

Shamanistic Shield Shamanistic Shield is cast on the target with 3 charges. The shield grants 10

temporary HP and 1 Damage Resistance. However, whenever the target of

Shamanistic Shield would take damage, they are instantly healed for an amount equal to your Magic Stat before damage is calculated (this consumes a charge). Shamanistic shield lasts for as long as it has charges however when the charges

run out it immediately disappears.

Stalwart Shield Stalwart Shield grants the target with 20 instead of 15 temporary health points,

and provides passive 4 damage resistance instead of 3.

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Casting it again on a target already with Shamanistic Shield refreshes the spell with 3 charges, the charges do not stack

with each other. Arena of Anguish

Dome of Anguish Dome of Anguish has a roof on it as well, it follows the same rules that the walls do for destruction and removal. However when it disappears no targets are in danger of suffering any damage

from falling debris.

Cataclysm Cataclysm may now only be cast on an enemy unit. If successfully cast you jump on top of them, using that space as the starting point for the Arena as it is stated in the base spell. However the target suffers D10 + Strength Die as damage,

the range of this spell is 10 feet. Petrify

Purifying Petrification Purifying Petrification also grants the target 5 health points of healing at the start of their turn while under the effects

of the spell.

Brittle Stone Petrification Brittle Stone Petrification only grants the target 10 damage resistance as

opposed to 20.

Light Upgrades Solar Flare

Selective Flare Selective Flare now only hits enemy units, allies are immune to its effects. The distraction penalty also goes to ­3

instead of ­2, still ­4 on a critical.

Stunning Flare Stunning Flare also stuns the target the first turn it hits unless they pass an Agility

check of 8+.

Lighting the Way

Eyes of the Light Eyes of the Light functions the same

way the base spell would, however at any time the Magical Girl may close her eyes and see through the ball of light as if she

was standing exactly where it was.

Darkness into Light Darkness into Light functions the same way the base spell would, however the ball may also extinguish light in it’s radius

as well as give it off.

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Lucent Shielding

Double Shielding Double Shielding shields you for half the

amount your target was shielded for (rounded up) each time you cast it.

Multiple casts of this spell do not stack with each other.

Lingering Shield Lingering Shield lasts double the

amount (disappears at the end of your second turn after casting this spell)

Light Spear

Trident of the Light Trident of the Light now hits up to two additional targets within 30 feet of the original target of the spell, who both suffer the same amount of damage.

However the spell no longer explodes to deal damage in a 10 foot radius.

Light Grenade Light Grenade has a reduced range of 30 feet, however the explosion radius is increased to 25 feet. You yourself are not affected by this blast, but allies in the area will still suffer damage normally.

Sanctuary

Selective Sanctuary

Selective Sanctuary allows allies to pass through as they please. However, no melee combat rounds may be initiated while one is inside of the sanctuary, and if a melee combat round was initiated this turn that ally may not enter the Selective

Sanctuary this turn.

Personal Sanctuary Personal Sanctuary is now a targeted spell, cast upon allies or enemies. The

target of the spell is trapped in a sanctuary that includes only them. No attack, or spell may enter the sanctuary and the target inside may not attack or cast magic; however they may still move as normal. The max duration of this spell

is 2 rounds. Final Spark

Solar Spark Solar Spark must always deal 15

damage instead of 10.

Lunar Spark Lunar Spark’s critical range is 17 instead

of 19.

Darkness Upgrades Veil of Shadows

Cloak of Shadows Shifting Shadows

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Cloak of Shadows grants you a +2 surprise bonus to all melee combat rounds you initiate while within the

affected area of the spell, and you take no penalties.

Shifting Shadows’ duration is always 4 rounds. At any time during your turn as a free action you may adjust the location of the spell, but only once a round. The

spell may move a maximum of 40 feet in any given move action.

Hex

Baleful Hex Baleful Hex saps all of the target’s

physical strength. Giving a ­1 to Agility and ­1 to Heart while under the effects of

the spell.

Spiteful Hex Spiteful Hex drains the target’s mana as well. While under the effects of Spiteful Hex, the target also suffers D6 damage to their magic pool at the start of their turn.

Shadowburn

Shadowburst

Shadowburst deals 3D8 of damage to the target immediately. However it loses

the damage over time effect.

Shadowsear Shadowsear deals no damage

immediately but instead inflicts D10 of damage onto the target at the start of their turn for a number of rounds

equalling your Mind Stat. Shadow Ball

Shadow Disk Shadow Disk now travels in a straight line for 50 feet. Dealing 5 + Mind Stat damage to all targets hit by the spell. The spell no longer explodes when it

reaches its final destination.

Greater Shadow Ball Greater Shadow Ball deals 10 + Mind Stat damage to all targets within 15 feet of the target and they always suffer a ­2

penalty to their next roll only.

Aura of Shadows

Ammo of Shadows Ammo of Shadows also confers it’s bonuses onto all attacks made with

ranged weapons.

Aura of Nether Aura of Nether may use the caster’s

Magic stat/die instead of Mind stat/die on all rolls for this spell.

Alone in the Dark

Shared Suffering Crippling Loneliness

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Shared Suffering deals 10 damage per each ally within 15 feet of the target (up to a maximum of 20), and 5 damage per each ally within 15­30 feet of the target

(up to a maximum of 15).

Crippling Loneliness stuns the target for 1 round if the target suffered at least 15 points of damage from the spell. They are stunned for 2 rounds instead if they suffered 20 or more points of damage.

Heart save (DC 10 negates) Demonic Doorway

Frenzied Butcher Demon Frenzied Butcher Demon‘s Black

Cleaver spell costs 10 MP instead of 15

Stone Butcher Demon Stone Butcher Demon‘s Heart stat is 7,

and HP is 70 instead of 6 and 60 respectively.

Arcane Upgrades Magic Missile

Sparkling Magic Missile Sparkling Magic Missile only rolls once to manifest the spell (as opposed to 3 separate times). If successful the target

takes 4D4 damage.

Spiralling Magic Missile Spiralling Magic Missile deals D6 of damage to the target for each confirmed roll, the spell may no longer critical and a different target may be chosen for each

manifest attempt. Arcanopulse

Arcanopulse Rune Arcanopulse Rune functions the same as the original spell. However as a

separate part of the spell you may take a full round action to give yourself 2 stacks

of the spell’s debuff for 5 mana.

Lingering Pulse Linger Pulse’s debuff for mana and

damage lasts 2 rounds before all stacks fall off as opposed to just one. The initial cost of the spell is also 3 mana instead of

5. Mana Leech

Mana Drain Mana Drain no longer has a cap on how much damage it can do to a target’s

Magic Pool.

Mana Siphon Half of all MP added onto your Magic

Pool from Mana Siphon stays even after combat has ended.

Mana Burn

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Witches Burn Witches Burn may be cast on Witches, however the damage they take from this

spell caps at 50.

Reverse Mana Burn Reverse Mana Burn deals damage to the target equal to difference between

your own maximum MP and your current. Teleport

Perilous Teleport Targets may now be teleported inside of

solid objects. However, the object immediately breaks (even large objects like walls and pillars) and the target

suffers up to D20 damage based on what they were teleported into at your

Incubator’s discretion and decision.

Sojourning Teleport Sojourning Teleport has a base range of 100 feet, that further extends to 150 if

the spell cast criticals.

Mana Clash

Contained Clash You can no longer die from the damage you would suffer from Contained Clash. If the resulting damage would kill you, you stop instead at 1 HP away from the number that would kill you (negative your maximum Health Pool divided by 2).

Critical Clash When casting Critical Clash you no longer subtract 10 from your MP upon successfully casting. Both you and the target suffer 10 damage before MP

differences are calculated and received as damage.

Ethereal Prison

Everlasting Prison When casting Everlasting Prison you receive a +1 bonus to your Magic check

to keep a target in the prison. The negative for maintaining the spell is

always ­1.

Electrifying Prison Electrifying Prison deals D10 damage to the target every turn at the start of their turn. However it may not last longer than 3 rounds at a time without being recast.

Healing Upgrades Minor Heal

Swiftmend Swiftmend may only be cast on yourself. However the spell may be cast as a swift

Improved Heal

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action any time during your turn. The MP cost for Swiftmend is 5.

Improved Heal always heals for your full Heart Die, and the spell may no longer

critical. Restorative Touch

Restorative Gaze

Restorative Gaze has a range of 10 feet.

Pulsing Restoration Pulsing Restoration returns the target to

0 HP at the start of their turn before applying the 5 healing they receive.

Major Heal

Split Heal The total amount healed by Split Heal may be divided any way you choose amongst up to two separate targets.

Grand Heal Grand Heal may not heal an amount less than 10, if the amount healed would be

less than 10 it is 10 instead. Radiating Spirit

Selective Spirit Selective Spirit now heals only targets you wish it to within a 20 foot radius.

Swelling Spirit Swelling Spirit heals all targets within 30

feet of you by 15 HP for the next 2 rounds.

Divine Healing

Divine Shielding The temporary HP shields provided by Divine Shielding stack with each other. Each time a target receives a shield the amounts are added to each other (the remaining amount if a shield took

damage) and the duration is refreshed to the end of the target’s next turn.

Divine Intervention Divine Intervention no longer grants a shield; but for the next 3 rounds (not including this one), any target that

receives a healing spell of yours may also have up to one harmful magical effect

cleansed from them.

Breath of the Phoenix

Flight of the Phoenix Flight of the Phoenix has a range of 30

feet rather than 10.

Phoenix Tears When casting Phoenix Tears your Heart Rolls may no longer be less than 8. If

they would be less than 8, it is 8 instead.

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Weapon Enhancement Upgrades The Raid

Raiding Party Raiding Party may be cast on allies as

well as yourself.

Swift Raid Swift Raid may be cast as a Minor

Action, however it only lasts a maximum of 2 rounds and costs 5 MP.

Flash of Steel

Journey of Steel Journey of Steel allows you to dash up to 10 feet * Magic Stat from your target. If using a ranged weapon the spell adds 20 range onto your weapon’s attack for

this spell only.

Sisterhood of Steel Sisterhood of Steel may be cast as a full­round action only, however it may be cast on allies to move and have them

attack during your turn.

Paradigm Shift

Momentary Shift Momentary Shift may be cast as a minor action. If it is, and the cast is successful your weapon returns to normal at the end

of your turn.

Combination Attack Combination Attack may be cast only as

a full round action. If the cast is successful make an attack once with your weapon’s shifted form and once with your weapon’s original form. The order for

these attacks is up to you, and at the end of your turn your weapon returns to its

original form. Finale

Tiro Finale When casting Tiro Finale you add 3 Weapon Die onto your next attack as

opposed to 1.

Final Encore Final Encore grants it’s bonuses for your next two attacks / melee combat rounds,

three if it criticals. Infinite Dimension

Infinite Serenity When sacrificing mana from your pool to cast Infinite Serenity, if adding another attack to the spell would put your MP at a

Infinite Storm When using Infinite Storm melee attackers may always move 20 feet between each attack and Ranged

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negative number, it puts your MP at 1 instead. You may not add another attack to the spell after this effect takes place.

attackers always receive a +2 bonus to all damage and Weapon Die rolls. These bonuses double if the spell criticals.

Time Upgrades Time Heals all Wounds

Time Creates All Wounds Time Creates All Wounds can be cast upon enemies. The effects are still

exactly the same.

Time Can Heal All Wounds Time Can Heal All Wounds can no longer critical. Instead it sends your

target back to the condition they were in either 1 or 2 rounds ago.

Negate Time

Navigate Time You may cast Navigate Time on another unit. That unit immediately takes the bonus turns that you would have taken

right after this spell.

More Time More Time can be cast again during the bonus turns grated by the spell. If it is

cast this way it costs an additional 10 MP.

Chronoshift

Chrono­Trigger Chrono­Trigger can now critical at a threshold of 13. If the spell criticals you may now choose up to two targets to put at the top / bottom of the initiative order.

Chrono­Cross Unfriendly units affected by

Chrono­Cross receive a ­2 circumstance penalty to their next roll of any type.

Friendly units receive a +2 bonus instead. Time Warp

Temporal Warp Unfriendly units affected by Temporal Warp have their movement speed set at 20 feet / round instead of the penalty.

Time Scream Whenever you cast Time Scream on

another unit, you also receive a +10 feet / round movement speed bonus.

Greater Negate Time

The Speed of TIme Temporal Bubble

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Units while moving under the effects of The Speed of TIme receive a +10 feet /

round movement speed bonus.

Temporal Bubble affects all friendly units within 10 feet of the caster as opposed to

all units within 5 feet. Turn Back the Clock

None of it Ever Happened None of it Ever Happened if cast

successfully drains your Magic Pool to 0. You may go back in time all the way up until the first official session of your campaign. Be sure to consult your

Incubator for permission before taking this Spell Upgrade.

Time Lord

You suffer no Corruption points when casting Time Lord. You may also go

back now up to 2 months on a critical and 2 hours on a regular cast of the spell.

Celestial Upgrades Mantle of Moonlight

Cloak of the Full Moon Cloak of the Full Moon also provides a 5 health temporary shield to the target. The spell no longer has a duration but disappears when the shield loses all of it’s health. If the spell criticals the health

is raised to 10.

Cloak of the New Moon Cloak of the New Moon now only strikes unfriendly units it moves through with it’s damage. Those units now suffer D8

damage instead of D6.

Star Light Star Bright

First Star I See Tonight

At the beginning over every session you may cast First Star I See Tonight once, with no mana cost and no manifest roll (the cast is immediately successful)

however it may not critical.

Stargazing You may cast Stargazing as an action that takes one full hour of concentration. However if you do, the spell is cast with no mana cost and no manifest roll. You may choose to roll the manifest, but it does have the option of failing to cast;

likewise it can critical. It may not critical if the manifest is not rolled though.

Comet Spray

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Meteor Spray Meteor Spray now only fires twice, but deals D10 damage on a regular cast and D12 on a critical cast of the spell. If both casts are successful, the target also

suffers bonus 10 damage.

Star Spray

Star Spray now fires up to four times, and for each successful cast a new target

may be chosen.

Black Hole

Cosmic Convergence

Targets must pass a Strength check of 12+ to avoid being pulled into Cosmic Convergence. Targets pulled in by the spell also take D8 per target pulled in by the spell. If the spell criticals the Strength

check remains unchanged.

Singularity Implosion Allied units may no longer be affected by Singularity Implosion. After being sucked in and receiving damage, units

affected by this spell also suffer additional D10 damage as they are blown away

from the center of the spell (up to 10 feet in any direction you choose, you may choose different directions for different

targets)

Fist of the North Star

Blast of the North Star Blast of the North Star gains an

additional range of 10 feet.

Strike of the North Star Strike of the North Star has a critical

threshold of 15 instead of 17.

Starfall

Starbolt Starbolt now deals its damage to all units

within a 5 foot radius of the target.

Starsurge The threshold to stun when a target takes damage from Starsurge is reduced to 10.

Ribbon Upgrades Ribbon Walkway

Ribbon Tollway Ribbon Tollway may only be trod upon by friendly units. If an unfriendly unit tries

.Unbreakable Walkway Unbreakable Walkway is much stronger than the original spell, the walkway can

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to touch or stand on it, it is like there is nothing there at all.

only be broken by great magical or physical force. Targets who impact this

walkway will suffer more damage. Ribbon Binding

Ribbon Coffin

Ribbon Coffin always inflicts D6 of damage to the opponent at the start of

their turn. If the spell criticals the damage becomes D8 damage a turn.

Dual Binding Dual Binding may be cast at two targets

up to 30 feet from each other. If successful, both targets are pulled to each other (landing in the middle) and both are affected by the binding spell.

However they may work together to break out of the Strength check of 12+.

Ribbon Whip

Natia’s Lash You may only cast Natia’s Lash as a full round action. You attach your melee

weapon to your ribbon and attack with it using deadly force. Start a melee combat round with any target up to 30 feet away (you don’t move to the target). You receive a +3 bonus to your rolls to hit,

and if win the combat round you may add your Magic Die on as bonus damage

Ribbon of 9Tails Ribbon of 9­Tails replaces your weapon with a Ribbon of 9­Tails magical weapon for 3 Rounds (not including the round in which it was cast). The Ribbon of 9­Tails

has a Weapon Die of D12, and is considered a melee weapon but may

initiate combat rounds up to 10 feet away. You may still cast spells and conduct your turn normally while wielding the

Ribbon of 9­Tails. Ribbon Clone

Multiple Ribbon Clone Multiple Ribbon Clone produces two clones instead of just one, all of which function independently. They both have

1/4th of your current HP even on a Critical Cast.

Cruel Ribbon Clone The clone produced by Cruel Ribbon Clone has a Magic Pool of 8, and may cast the spell Ribbon Whip (even if you don’t know it yourself) at any time during your turn when it moves. It uses your stat

values for casting the spell, and if it reaches 0 MP it fades without exploding.

Ribbon Bomb

Carpet Bombing Ribbon

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Binding Bomb Binding Bomb prevents all targets hit by it from moving the first turn after they are

damaged. The slowing effect then continues on as normal.

Instead of a single radius, Carpet Bombing Ribbon can affect up to 4 squares of 5 feet each within 30 feet of you. Units within each square targeted suffer the damage and slow effects of the

spell. Ribbon Dragon

Ribbon Wyvern Targets hit by Ribbon Wyvern are

always stunned unless they pass a Heart save of 10+.

Ribbon Drake Ribbon Drake may do no less than 25

damage. If the total combined damage of the spell would be lower than 25 it is 25

instead.

Barrier Upgrades Physical Barrier

Barrier Crash Barrier Crash may now only be used on a space currently occupied by a unit. The

barrier forms on that unit, they are pushed back 10 feet and suffer D8

damage.

Reflecting Barrier Reflecting Barrier will return any

Ranged attack made on it back at its attacker. The attacker suffers the

damage that would have been inflicted upon the original target of the attack.

Magical Barrier

Clever Magical Barrier Clever Magical Barrier only removes beneficial magical effects from enemies who cross the barrier. It also cleanses harmful magical effects from allies who

cross it.

Magical Bounce Barrier Any spell cast that contacts Magical Bounce Barrier is reflected back at its caster as if they were the original target

of the spell.

Personal Barrier

Hulking Barrier

Targets affected by Hulking Barrier have their movement speed slowed by 20 feet a round. However the amount they are

Projected Barrier The target of Projected Barrier has an aura radiating out of them for 10 feet in any direction. Any units that are within that 10 feet of the target share the shield

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shielded by and the time it lasts is always as if the spell had criticaled. If the spell does critical the movement speed penalty

is dropped to ­10 feet a round.

with her. Any damage any unit affected by the shield takes is subtracted from the

shield as a whole, and any excess damage that the shield doesn’t soak is placed onto the target of this spell.

Ultimate Barrier

Overpowering Barrier Casting Overpowering Barrier overtop of any other spell in the Barrier magic

category instantly destroys the other spell and replaces it with your own

Overpowering Barrier. However one Overpowering Barrier cannot be cast on top of another Overpowering Barrier.

Ultimate Defense

Any ranged attack or spell that contacts Ultimate Defense is reflected back at the caster / attacker as if they had been the

original target of the spell / attack.

The Box

The Box of Anguish There is no longer a Heart save to resist the movement impairing effects of The Box of Anguish. As well this spell causes Witches to suffer a ­20 feet a round penalty to their movement speed while under the effects of this spell.

The Box of Souls In addition to the physical damage they suffer, the target also receives D4 of

damage to their MP each time they take damage from The Box of Souls. The Heart save negates the MP damage as

well as the other effects.

Music Upgrades Diminuendo

Soothing Melody The target of Soothing Melody always falls into a slumber unless they pass their

Magic vs. Charisma check.

Rest Rest may also be cast upon an ally. The ally must be willing, otherwise the spell

has no effect. The target falls immediately into a sleep for 3 rounds, regenerating 10 HP at the start of their

turn each turn they are asleep. Mezzo­Piano

Mezzo­Forte Mezzo­Pianissimo

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Anytime you are the target of a ranged attack you may cast Mezzo­Forte. As an

immediate action, attempt to roll this spell. If you succeed it takes place

before the attack hits you and reflects it. The MP cost of Mezzo­Forte if cast as an

immediate action is 10 MP

Mezzo­Pianissimo reflects all ranged attacks back at the attacker as if they were the original target of the attack.

However, the radius affected by the spell is half of whatever it says on the table above based on your Charisma roll.

Vivance

Valiant Charge Any units affected by Valiant Charge receive a +2 bonus to all melee combat

round rolls made this turn.

Vivance Malefica Vivance Malefica also harms all enemy units who hear the song. Enemy units within your affected area receive a

penalty to their movement speed equal to half of the amount you increase your

allies by. You also gain bonus movement speed yourself for hitting enemies as if

you hit allies with the spell. Harmonium

Synchronous Harmonium While under the effects of Synchronous Harmonium, all beneficial and harmful spell effects are also shared by the target

and caster of the spell.

Harmonium Reflexio Harmonium Reflexio may be cast on up to two targets. If the cast is successful, roll the manifest cost again. If that cast is

successful then the two targets are harmonized together as per the normal spell. If the second manifest fails you and the first target are tied together.

Mana is sacrificed from your Magic pool only once for this spell.

Maestoso

Magister Maestoso All targets affected by Magister

Maestoso receive a +1 bonus to all stat values (up to a maximum of 10) for the

duration of the spell.

Chronios Maestoso Chronios Maestoso lasts two rounds, ending at the start of your second turn

after the spell is cast. If the spell criticals it lasts three rounds instead.

Power Cord

Power Riff Shattering Chord

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Power Riff has an affected cone of 25 feet out in­front of you. Units within 5 feet suffer additional 15 damage, units within 10 feet suffer 10 damage and units 15 feet away suffer 5 damage additionally. Any unit 16 feet or farther back affected by the spell takes no bonus damage.

Shattering Chord also deals considerable damage to terrain and

structures. Any terrain affected by this spell becomes difficult to move through, and most structures will be destroyed by the spell (see Incubator’s discretion and

decision).

Illusion Upgrades Disguising Illusion

Group Disguise Group Disguise may be cast on any target you choose, allied or otherwise. However, you are the one that controls when the spell ends and what the appearance is like. You may only

maintain up to three active casts of this spell at a time.

Disguising Glamor Disguising Glamor may change your

appearance to any other human appearance as you wish, you have not had to see the person to change into them. Of course there’s the possibility you could get some detail wrong, and as such you take a ­2 to your Mind vs Magic roll when disguising yourself as someone you haven’t seen before. Casting the spell to appear as someone you have seen before gives you an additional +2 bonus (+4 on a critical cast of the spell)

Vanish

Ambush Any melee combat round started when

under the effects of Ambush automatically ends the spell, but the

critical threshold for the initiated round for the target of this spell is reduced to 1

Vanishing Armor While under the effects of Vanishing Armor you take ½ of normal damage from any Area of Effect attacks that you would be hit by. This damage does not

break the spell.

Mirror Image

Sentient Image Rather than moving with you, clones

produced by Sentient Image may move apart from you and act of their own

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Mirrored Shards When a clone produced by Mirrored Shards is destroyed, the unit that

destroyed the clone suffers D6 damage. This effect does not take place when your

clones are destroyed because you suffered damage.

accord. You all are considered to have a shared consciousness, and you may

command their actions as you would your own. All images move and act during

your turn, but clones may not cast spells or attack targets. There is on percentile die roll as well, as you are all no longer in the same space just make sure which version you yourself actually are is

established at the beginning of the spell.

Exploding Clone

Expanding Clone The clone produced by Expanding

Clone moves at half of the rate of your movement speed. However the

explosion radius is 10 feet (20 on critical), the damage deal is 3D10 and the clone’s

HP is 10.

Swift Clone The clone produced by Swift Clone moves at double the rate of your

movement speed. however it deals 2D8 damage instead. The spell also costs

only 5 MP as opposed to 7 MP.

Doppelganger

Substitute Doppelganger Whenever you would be the target of a melee combat round, ranged attack, or spell cast: as an immediate action you may pay 5 MP from your Magic Pool to

instantly switch places with your Substitute Doppleganger, and switch

the target of the action the the Doppelganger instead.

Swift Doppelganger

You may cast Swift Doppelganger as a free action during your turn. To cast the spell as free action it costs 15 MP instead of 9. If this spell is cast as a free action it

may no longer critical.

Dweller in Darkness

The Lingering Dweller Targets who are immobilized with fear by The Lingering Dweller stay immobilized with fear until the caster of this spell cancels the effect, or the receive

Denizen in the Darkness You may automatically succeed on the initial mind check when casting Denizen

in the Darkness.

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damage.

Nature Upgrades Rejuvenation

Rejuvenating Connection Anytime you cast Rejuvenating

Connection on a target other than yourself, any time they would be healed because of this spell, you are also healed for ½ (rounded down) of the total amount

they were healed for.

Swiftmend Swiftmend functions the same way that the original spell does. However, as a free action the target of this spell can choose to immediately consume all

remaining rounds of the spell to receive all of it’s healing immediately. If they do so they may not become the target of

Swiftmend again for a number of rounds equal to the duration of the previous spell

consumed

Whip Vine

Vine Throw

Instead of lashing out with a vine, Vine Throw instead wraps the target in vines and throws them around. You may move the target of this spell up to 20 feet from their original location. The target suffers Magic Die roll as damage, and also

follows regular Knockback rules for taking additional damage due to obstacles.

Flower Cannon You may only cast Flower Cannon as a full round action to bloom a flower with the spell that fires off a ranged seed pod attack. Make an immediate ranged

attack at a target up to 30 feet away from the maximum range of your own ranged weapon. You receive a +3 bonus to your rolls to hit, and if you are successful you may add your Magic Die on as bonus

damage.

Bark Armor

Redwood Bark Armor Redwood Bark Armor provides damage resistance of 3 (4 on critical), the health

of the shield remains unchanged.

Cedar Bark Armor Cedar Bark Armor provides a shield with 15 health (30 on a critical), the damage resistance value remains unchanged.

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Strangleroot

Throned Strangleroot Targets under the effects of Thorned Strangleroot always suffer D6 damage at the start of their turn, D10 if the spell

criticals.

Silencing Strangleroot Targets under the effects of Silencing Strangleroot may no longer cast spells

or initiate melee combat rounds. However they may move normally and

initiate ranged attacks

Undergrowth

Living Undergrowth Allies of the caster are no longer affected by Living Undergrowth. They suffer no penalty when starting their turn within the affected area, but likewise they do not receive any bonuses if the spell criticals.

Loamy Undergrowth Loamy Undergrowth is no longer

affected by Fire Category spells, and the movement speed of all within the area is

15 feet a turn instead of 20.

Death Lotus

Spellbound Lotus Spellbound Lotus summons a plant with the spell Leech Mana Seed instead of Leech Seed. The effect is the same but all damage dealt by the spell is dealt as MP damage and transferred to the caster

as MP.

Firebloom Lotus Firebloom Lotus summons a plant with the Cannon Seed spell instead of Bullet Seed. Cannon seed deals 20 damage in a 15 foot radius always, and the spell

may no longer critical.

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Part 10: Ability List

Abilities are special skills that a Magical Girl may purchase in order to gain access to special mechanics, bonuses or other benefits that one without the Ability would lack. Keep in mind, while you do not need the Ability to have it be apart of your character’s personality, each Ability also has a Role­Playing stipulation that goes along with it. Each Ability has a Soul Point cost listed next to it as well, indicating how much a Magical Girl needs to spend in order to learn it. Blind Fight 4 SP You are trained to fight with limited visibility. When suffering the effects of spells or other effects where you would take negatives due to decreased vision, you take only ½ of the usual negatives of the spell (rounded up). Bullied 2 SP Over your time and school growing up, you were at the mercy of your bullies. However, because of that you developed a thick skin and now no longer put up with them. You are immune to intimidate rolls made in order to persuade or alter your feelings towards a person. Bully 1 SP Over the course of your time at school or growing up you became a bully. Exactly the extent to which you were a Bully is up to you, and you don’t need to be a still practicing Bully to take this ability (it just had to have happened at some point in your past or present). You have the ability to make intimidate rolls using your Strength Die vs. the target’s Mind Die. If you are successful, the target is persuaded more towards your point of view or may even become friendly towards you. Combat Reflexes 4 SP Quick reflexes and experience have given you the ability to stop yourself when being launched in combat. If any event within the game would cause you to receive damage and then afterwards be launched a distance, you may make an Accuracy check. The cap for this check is 6 + the distance you would have traveled in feet / 10. If this check is successful, you only are moved half the distance (rounded up) that the effect would have launched you. This effect can only take place on spell or in game effects that also dealt damage to you, and if the effect that would move you is considered a Critical then you may not attempt the Accuracy check. Commune with Animals 1 SP You love animals and have been around them since you’ve grown up or just recently have kindled a love of them. Additionally you may not choose to outright harm an animal and in some cases may go far out of your way to remove an animal from danger.

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You can make a Mind check (the threshold for this check is dependant on the animal and its attitude towards you) in order to get a vague idea about how the animal is feeling and some cases a very vague idea of what they’re thinking. Competitive 3 SP You have been always been a competitor, the drive to be the best is one of the things that helps push you forward. This applies to being a Magical Girl as well, when you perform the exact same action as a fellow Magical Girl (if in combat the same action within the same round of Combat) you receive a +1 bonus to all dice rolls relating to that identical task this turn. Courageous 3 SP You have the heart of a lion, it has always been there but when and where it decided to show itself is up to you. From here on out however, you are brave in the face of certain danger and receive a +2 bonus to resist all fear effects. However this courage derives itself somewhat from your comrades and allies, so when you are not around your fellow Magical Girls the bonus is reduced to +1. Driving 1 SP You’re not allowed to smile in the picture but you just got your licence! You now have the knowhow and skills needed to drive you and your friends around town in a car. Disillusioned 3 SP Your time as a Magical Girl has shown you some horrors, and you have decided to cast off any illusions about what you are or the nature of the work you do. When you are above 50 Corruption points in your Corruption Pool, you receive an additional ­1 to all incoming Corruption points (this takes into account when Heart reduction comes in). Empathy 2 SP You have a very high Emotional Intelligence, you have the ability to read people and always have a hint or a feeling of what they’re thinking. You can make a Charisma check in order to read a general feeling of what the target may be thinking or feeling. The check for this will be dependant on who you’re trying to read, their current attitude towards you, and other factors. Flirty 2 SP You know what you’ve got, and you flaunt it. You can use your Magical Girl charms to convince or befriend people at the drop of a hat. You may make a Charisma Die roll vs. their Mind Die roll in order to charm the target. If you are successful the target is more predisposed towards your views and may even become friendly towards you. Gambler 1 SP You enjoy games of chance, rolling dice and playing cards is what gets your blood going. Due to your love and familiarity towards them you have adapted your magic to them as well, and as such you receive a +2 bonus to any rolls made during games of chance or gambling.

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Gear Head 2 SP You have a knack with heavy machinery or things that work with cogs and gears. Either you grew up in and around a garage, or maybe you tinkered a lot when you were growing up. Now you are very good at repairing mechanical things such as cars, generators, air conditioning, etc. When attempting to fix these types of machines you take no negatives to your rolls. Gregarious 2 SP You are incredibly outgoing and genuine, as such you have no issues talking to complete strangers and they usually have no problems talking to you. When conversing with strangers you take no negatives on any rolls or checks associated with talking to or persuading them. Grim Optimism 3 SP Even in the face of the worst situations, you try to take the burden on yourself and lighten the mood with a joke. Anytime you or your allies would take Corruption points, you may attempt to crack a joke. If the Incubator feels your joke was good and relevant you must make a CHA check of 6+, if successful you and all allies in audible range of you take 1 Corruption point less (this happens before Heart comes into effect). Incubator Knowledge 2 SP Since making your contract you’ve kept a close eye on the Incubators, what they are and what they do. As such you are able to make a Mind check in order to glean knowledge of the Incubators or their current plans from your Incubator. The check for this is dependant on the type of knowledge you are seeking as well as what the Incubators are currently doing. Lying through your teeth 2 SP You have a knack for lying, or hiding the truth in creative ways. Either this has always been apart of you or a new skill acquired by necessity. When making Mind checks to hide the truth or lie to someone, you receive a +2 bonus to your check. Magical Girl Idol 3 SP You have an amazing voice, and regardless of how often you use it or if you agree everyone thinks you do as well. This ability can be selected to augment your wish (IE for fame or stardom). You may make Charisma Checks in order to perform a song, the checks for this are going to be dependent on how you’re performing for and exactly what you want to accomplish. However this ability may be used for gathering money, distraction, or even persuasion. Magical Girl Lore 2 SP You find the nature of what you’ve become very interesting. Pushing the limits of your Magical Girl form and testing yourself are what you enjoy in your spare time. As such you know as much as you can about being a Magical Girl, and may make checks to glean information from your Incubator about being a Magical girl. This is a Mind based

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check and it’s difficulty is dependant on what kind of information you want to know and other circumstances that take place within the campaign. Move Silently 2 SP You have the ability to move around without being noticed or making a sound. You gain the ability to sneak by people and monsters alike by making an Accuracy Die check vs. their Mind Die roll. If you succeed you avoid notice from any that failed the check until you get within 10 feet of them where another check is made at a +2 to the target’s Mind Die roll. If you succeed yet again and attack the opponent you may receive a +2 surprise bonus to your first Melee Combat round and to any successful damage you do. Your Incubator may also assign additional bonuses to being detected due to time of day, alertness levels, and other factors affecting those you wish to sneak by. Narcissist 1 SP You feel very confident about who you are and how great you are. Because you are self absorbed and confident you receive a +1 bonus to any rolls to prevent your mind from being altered. This includes but is not limited to Intimidate, Persuasion, Charm, and Fear. Psychic Affinity 3 SP You are minorly psychic, this ability has always been with you or awoke upon making your contract and receiving your Magical Girl powers. Once per day you may ask your Incubator for a minor prediction. You roll a Magic Die check and based on the specificity of the information asked, or other factors the Incubator may assign they will give you an answer to your question. If you roll was lower the Incubator may choose to give you misleading or purposefully vague information. Rallying Cry 4 SP You have a knack for being a leader and being the glue that keeps your group of Magical Girls together. Whether this has always been apart of you, or circumstance has awoken the talent is up to you. As an Action while in combat make a Charisma Die roll + Charisma stat of 10 or higher. If successful all allies can choose to move 5 feet towards you (this movement doesn’t take place if the space is occupied, or they choose not to move) after movement all allies within 10 feet of your receive +1 damage resistance from all sources until the start of your next turn. Sense Motive 2 SP You are good at reading people, not necessarily their feelings but their true intentions. You may declare a Charisma Die roll vs. the Target’s Mind Die roll in their attempt to lie to you and hide their true intentions. If you are successful then you are able to tell if the target is lying or attempting to hide information from you. Skepticism 2 SP You are incredibly skeptical, often not believing anything before solid evidence is presented to you with your own eyes. Because of this though you’ve become incredibly

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cautious and receive a +2 bonus to rolls to resist Charm, Persuasion, and Intimidate effects. However sometimes things can shatter your reality, as such you suffer a ­1 penalty to resist Fear effects. Student Council 3 SP You are a sitting member of your school’s Student Council. This gives you a certain amount of persuasion and status within your school. You are able to mostly cover for you and your fellow Magical Girls’ absences from school. As well you have the power to put motions forward to change school policy or alter rules. However you are expected to be an upstanding citizen while at school and if you misbehave too much you’ll ruin your reputation and be kicked off the Student Council. Teacher’s Pet 1 SP In classroom hours you tend to be a bit of a teacher’s pet. Whether this is for your own designs or out of a genuine desire to learn is up to you. During class hours you must attempt to answer every question you can and may not act out or misbehave while in class. However, because the teacher favors you, you can get out of class easier and can cover for your Magical Girl absences easily. Technologic 2 SP Computers are one of your passions and joys, it’s in your code. As such you know how to work and possibly repair computers; additionally some of this prowess transfers over to other technologies as well. You take no negatives when attempting to fix or navigate computers for any given task that they may accomplish. Trustworthy 2 SP You have one of those faces that people find easy to trust, something about you draws people to share with you their secrets and worries. When conversing with people, they tend to trust you more easily with information and you may ignore any negatives associated with convincing somebody to tell you the truth when they wish to hide it. However, you also find it incredibly hard to lie to people, you suffer a ­2 negative whenever attempting to lie to anyone. Well Traveled 2 SP You have been all over the world and then some, be that vacations or moving around during your life before you were a magical girl. You know how to get into a new location and figure out where everything that you need is, maybe you even visited this random town you’re in before and know the lay of the land after some recalling. You may make mind checks in order to navigate your way around a new location or city with no negatives. However, you tend to get very restless when you’re in one place for too long. Witchology 2 SP You have the desire and drive to learn more about Witches, where they come from and what they do. The motivation for wanting to learn about these creatures is up to you,

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but it is a passion / obsession that you have. You may declare a Mind check to glean information about Witches from your Incubator. The difficulty for this check is dependant on the type of information you’re looking for as well as other factors that may come into it including power of the witch and your current mental state.

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Part 11: Monsters

At the heart of Madoka Magica, as well as most Role­Playing games in general is combat against the creatures of Evil (or Good if that’s the campaign you choose to run). In Madoka Magica: The RPG there are 3 main types of enemies that will be covered in this section: Witches, Wraiths, and Wicca. This section will detail general rules about the creatures, example creatures, as well as how to create your own. Additionally it will go over other details such as Grief Seeds / Tainted Echos, Familiars, and Average Human stats.

Witches: General Witch Rules and Classifications:

Witches are the predominant reason that Magical Girls are created (in pre Madoka Magica main series settings). In the Madoka Magica RPG Witches function as the main enemies but in a more final sense. Witches are often meant to be the last encounters to test the Player's’ abilities, often fought alone and still be difficult to be taken down. In other words, Witches are meant to be your boss creatures when playing the Madoka RPG. Witches do however have the ability to create Minions either during their own

encounters or to populate a Labyrinth with challenges before the Witch itself. Witches are separated into categories based on how difficult they are to fight,

that go in ascending order. In short Category 1 witches are the easiest to fight, with Category 3 witches being the most difficult and Category 2 witches being somewhere in the middle.

Witches will vary in terms of size and health depending on the type of Witch the

Incubator creates and for what purposes they are put in the path of the players. However, general guidelines are provided here for the health and Magic Pools of Witches of each category. Category 1: 80 HP / 80 MP

Strength: 8 Accuracy: 8 Magic: 8 Heart: 8 Mind: 8 Charisma: 8 Category 2: 160 HP / 160 MP

Strength: 16 Accuracy: 16 Magic: 16 Heart: 16 Mind: 16 Charisma: 16 Category 3: 320 HP / 320 MP

Strength: 32 Accuracy: 32 Magic: 32 Heart: 32 Mind: 32 Charisma: 32

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Witches also have a wide variety of abilities and tools to attack and attempt to kill magical girls. These are (but are not limited to) Melee attacks, Magical attacks and Special Abilities. All of these attacks / abilities are derived from the Magical Girl spell and attack list and generally function similarly to them with a few exceptions. As a note as well Witches may not heal themselves using their Magic Pool as

Magical Girls can, a Witch can only be healed through specific abilities and spells if they have access to them.

Finally, Witch Health Pools and Magic Pools are determined just like a Magical Girl’s would be. By taking the Heart and Magic Stats respectively and multiplying them by 10.

Witch Labyrinths:

The Labyrinth is one of the most important parts of encountering a Witch. In the Madoka Magica RPG Labyrinths serve as dungeons for Players to explore when encountering Witches. A Witch perfects their Labyrinth within several hours of them hatching from their Grief Seeds, although it is initially created the second that they hatch.

Labyrinths are only accessible to Magical Girls who use their Soul Gems to open the doors to the Labyrinth; or by humans who have received a Witch’s Kiss, altering their minds and luring them into the Labyrinth for Witches to devour and grow more powerful. The Labyrinth should thematically match the nature of the Witch within once it is fully completed. However, the size of it as well as the presence of traps, puzzles or Familiars is entirely up to the Incubator.

Witch Magic and Spells:

Witches have Magic Pools just like any other Monster or Magical Girl in the game. Similarly they can use their Magic Pool in order to cast Spells, which in some cases will provide the bulk of the power of Witches.

If a Witch chooses to cast a spell they do not need to roll to Manifest the Spell, but instead rolls a D20. On a 20 the Spell is considered to Critically Cast, on a 1 the Spell fails and on all other rolls the Spell goes off as if a normal roll who’s Manifest Threshold was met.. MP is still drained from the Witch’s Magic Pool in the same way it would be drained from a Magical Girl’s Magic Pool. All Spells cast from a Witch should be considered stronger than cast from a

Magical Girl if the cast is based off a Magical Girl’s spell even if the Spell did not Critically Cast.

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If a Witch reaches 0 MP they may no longer cast spells but suffer no other adverse effects like Magical Girls.

Witch Melee Attacks and Defense:

Most Witches have a large body and as such will be much stronger than Magical Girls or at least have a wider range / area of effect for attacks. Most Witches will be able to attack from a large distance and won’t want to get directly close, however a Witch may also be exclusively melee based and only attacks from close up.

When a Witch engages in Melee combat, they do not start a Melee Combat Round as usual. The roll­off still occurs however if the Witch loses the melee combat round they do not suffer any damage; they are still repelled and the round ends. In other words Witches are immune to receiving damage (and knockback) when they initiate a Melee Combat Round. To give more control over how a Witch deals damage, there can also be

separate values for what the Witch rolls when attacking versus when they actually deal damage.

This is predominantly due to the way that Witches defend against melee attacks. A Witch’s Strength is generally going to be much higher than a single Magical Girls. Therefore if a Magical Girl were to initiate a Melee Combat Round with a Witch, they would almost surely lose. To overcome this, all Witches have a Defense Roll associated with them that is used only when rolling in a Melee Combat Round that is initiated on them, and not by them.

Additionally, Witches are generally much larger than Magical Girls and therefore are much harder to move with the effects of Knockback. Specifics are of course up to the Incubator but as a general rule any Witch larger than 20 feet in total size is Immune to Knockback effects. There are of course exceptions to the rule which can provide some interesting

interactions between Witches and Magical Girls. Witch Special Abilities:

Some Witches may have Special Abilities or mechanics that make them unique. These abilities are going to be what really makes the Witch encounter interesting / unique to all other Witches. An example of this is the Witch Charlotte’s (the Witch that killed Mami in the main series) ability to transform as well as continue to “shed it’s skin” in order to avoid damage. A detailed explanation of this ability example is provided in the Witch example Charllotte located on page 112.

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All text for how the Special Ability functions will be detailed on the the text for the Ability itself. As well, sometimes these abilities will cost MP, have cool­down time limits, or other factors that limit their use.

Witch Examples: Gertrud Category 1 Witch 5 foot area HP: 80 MP: 100 Strength: 8 Accuracy: 8 Magic: 10 Heart: 8 Mind: 7 Charisma: 6 Attacks: Vine Attack Attack Roll: D8 + 5 Damage Roll: D8 + 5 Range: 20 Gertrud lashes out the vines underneath her body to attack a target. Defense: D8 + 3 Spells: Strangleroot Targets under the effect of Strangleroot always suffer damage as if the spell was a critical. If the spell does critical the damage is doubled. Undergrowth Functions as the normal Magical Girl ability however it is unaffected by fire spells as it normally would be. Special Abilities: Summon Familiar Gertrud is able to sacrifice 30 MP from her Magic Pool in order to summon one of the Familiars at random from her Labyrinth. Flying Gertrud has the ability to fly, but only up to a maximum of 20 feet into the air and any direct damage exceeding a value of 15 in a single attack will cause Gertrud to crash. The first Witch that is encountered in Madoka Magica, this Witch steals the life force of humans in order to tend the Rose Garden within her Labyrinth. Taking the form of a strange bug­like creature with butterfly wings and roses on her face, Gertrud will gladly sacrifice the humans she so loaths in order to feed her beautiful roses. Charlotte Category 2 Witch 20 feet long HP: 150 MP: 160 Strength: 16 Accuracy: 12 Magic: 16 Heart: 10 Mind: 8 Charisma: 18

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Attacks: Bite Attack Roll: D20 + 10 Damage Roll: D12 + 8 Range: 0 A vicious bite attack meant to sever limbs and outright kill Magical Girls. If this attack rolls a 20 on its Attack Roll the attack is considered a Critical and threatens to outright kill the target. The target must then make an Accuracy Check of 8+ or the target is decapitated and outright killed. If the Accuracy check succeeds the target suffers only double damage from the attack. Tail Lash Attack Roll: D10 + 16 Damage Roll: D10 + 16 Range: 20 feet Charlotte lashes out with her tail, attempting to slam it into the target to deal damage. Defense: D10 + 5 Spells: Disguising Illusion Functions as the Magical Girl version of Disguising Illusion but can only be used to turn Charlotte into a smaller cute version in order to lure enemies closer for her bite attack. Special Abilities: Bite Attack: Has a special melee bite attack that can instantly kill a target Shed Skin: Charlotte has the ability to shrug off certain attacks by shedding her skin and appearing again out of the body that took the damage through the mouth. When Charlotte would normally take damage from a successful attack (Magical or Melee) she may sacrifice 20 Magic from their Magic Pool in order to negate all of the damage from that attack. After declaring Shed Skin, have Charlotte move 15 feet away from her previous location. If Charlotte is still within the area off effect from an area of effect attack, she still suffers the damage from the attack regardless of Shed Skin and her MP pool is still drained like she used it. The Witch that bit the head of Tomoe Mami, this sweets and cheese loving witch wants to have its party and be left alone by the world. Although she needs to lure humans into its Labyrinth in order to get her treats, if this Witch Transforms into her true ravenous form heads will roll. Patricia Category 3 Witch 50 feet large HP: 320 MP: 280 Strength: 33 Accuracy: 33 Magic: 28 Heart: 32 Mind: 30 Charisma: 35 Attacks: Stomp Attack Roll: D10 + 20 Damage Roll: 30 Range: 20

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Patricia attempts to stomp on the target, flattening them into the ground. She can stretch up to 20 feet for this attack and its area covers a 10 foot circle from the original target. Grab Attack Roll: D12 + 15 Damage Roll: 10 / turn Range: 10 Patricia attempts to grab the target, if the attack succeeds the target is grabbed and trapped in one of Patricia’s hands. The target instantly suffers 10 damage, and at the start of their turn they suffer an additional 10 damage (this damage happens at the start of every turn that they start in Patricia’s grasp). The target may make a Strength check of 10 + in order to break out of Patricia’s grasp otherwise they remain trapped until freed by themselves or an ally. Defense: D12 + 10 Spells: Ribbon Walkway When Patricia casts Ribbon Walkway it appears as spider threads and she may make up to 10 in a single cast but requires her weight to be distributed across 4 to not collapse. The MP cost for this spell is also base multiplied by 3 Ribbon Dragon Functions normally as the regular Ribbon Dragon spell but assumes D20s for all damage values and dice rolls Ultimate Barrier Patricia has access to the Ultimate Barrier spell, functions the same way as the base spell Ultimate Barrier. Special Abilities: Grab Patricia has a special grab attack that can hold at maximum 2 targets at a time. The large hand­legged Witch from Akemi Homura’s flashbacks, Patricia was a student­council representative when she was alive. She waits high in the sky on her spider­like ribbon threads, reenacting the school she so loved. If you rang the end of the day bell, this Witch would probably attempt to return to a home that no longer exists. Walpurgisnacht Category ??? Witch 200 feet massive witch HP: 400 MP: 360 Strength: 34 Accuracy: 38 Magic: 36 Heart: 40 Mind: 28 Charisma: 20 Attacks: Gear Shot Attack Roll: D20 + D20 + 10 Damage Roll: D20 + 10 Range: 100

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Walpurgisnacht fires off a massive gear from it’s body at the target. The gear is large roughly about 20 feet by 20 feet and will cause environmental damage wherever it lands. Wind Blast Attack Roll: D20 + 10 Damage Roll: D20 + 5 Range: 20 feet Walpurgisnacht creates a blast of wind meant to send targets flying away from it. If the target suffers damage from this attack they are repelled backwards 50 feet. This attack also affects every target within a 20 foot circle of Walpurgisnacht, but only one attack roll is rolled. Defense: D20 + D20 + 10 / D20 + 10 Spells: Walpurgisnacht has access to all Fire, Wind, and Darkness Spells. The numeric values for all of these spells are doubled whenever cast by Walpurgisnacht. Special Abilities: Flying Walpurgisnacht has the ability to fly, there is no limit to this and Walpurgisnacht cannot be grounded unless it is killed / dying Weak Spot Walpurgisnacht has 2 defense values, the first number is used when attacking Walpurgisnacht directly, but the second is used when the attack is targeting specifically the head of Walpurgisnacht located at the lowest part of it’s body Storm Walpurgisnacht has a passive storm that follows it wherever it goes. It produces intense wind and lightning storms, causing all targets attempting to be out in the Storm to suffer a ­2 distraction penalty to all rolls. The Storm does not affect Walpurgisnacht Disaster Walpurgisnacht has the ability to cause natural disasters. It must spend a whole turn concentrating in order to cause them but these disasters can range from anything like a Tornado, Volcano Eruption, Earthquake, Tidal Wave, Whirlpool, etc. The most powerful and mysterious Witch in existence, Walpurgisnacht is said to have been responsible for countless natural disasters across human history. It carries with it a massive storm wherever it goes, and has undoubtedly slaid countless thousands of human and Magical Girl lives in it’s wake of destruction. Rewards of Slaying a Witch:

When a Witch is successfully slain they grant a reward in the form of Grief Seeds. These not only provide Players with Experience Points to continue to advance their characters but also provide much needed resources to Players.

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Grief Seeds are the lifeblood of Magical Girls and what keeps them from becoming Witches and running out of Magical power. Grief Seeds will restore a certain amount of MP upon use as well as reducing the Corruption in a Magical Girl’s Corruption Pool in the case of higher level Grief Seeds.

Grief Seeds should be useable by all party members once before they are used up in most cases. However if you’re running a Witch heavy campaign you may want to experiment with reducing the uses each Grief Seed has in order to make players think about how to ration and use their Grief Seeds wisely.

Like everything involving Witches, the exact numbers and details of each Grief Seed are up to you but here are some suggested numbers for Grief Seeds based on the category of the Witch the seed came from: Category 1: Restores 20 MP and 20 Experience Points Category 2: Restores 40 MP, ­10 Corruption, and 40 Experience Points Category 3: Restores 60 MP, ­ 15 Corruption, and 60 Experience Points

Familiars:

Familiars serve as minions of Witches, often dwelling just outside or within their labyrinths protecting it from intruders and unwelcome Magical Girls.

Familiars often take the shape or a matching form to their Witches, and serve as small creatures and combat encounters before a party might take on a Witch. Minions should always be fought in groups of 2 or more.

Familiars should have lower health / defenses and be fairly easy to deal with. Suggested health and Magic Pools for different types of Familiars are listed below (again the exact numbers are based on the witch and where players are at in their campaigns) based on the Category of Witch they serve: Category 1: 10 HP / 5 MP Category 2: 20 HP / 15 MP Category 3: 25 HP / 25 MP

When creating Familiars base them off of the Witches they serve first, this will give them the appearance. Additionally pick one spell, melee attack or special ability from the Witch that they serve and give it to them. This will allow players to get ready and research a Witch’s mechanics and powers before they’re stuck in a no win situation with said Witch.

Creating your own Witches:

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When creating your own Witch from scratch it is important to consider the overall challenge you are putting against the party of Magical Girls.

All Witches in this book are based around having a party size of maximum 4 Magical Girls. Keep in mind if you’re running a campaign with more / less party members than this, numbers will need to be inflated / deflated or you may need to use higher / lower category witches then suggested. The suggested Witch Categories per player level are as follows:

Average Player Level Suggested Witch Category

1­3 1

4­6 2

7­9 3

All Witch’s powers are influenced by two different factors How powerful of a Magical Girl were they when they turned into a Witch. How many human souls have they devoured since becoming a Witch.

The Majority of what will make your Witch encounters fun will be the Special Abilities. While they can be powerful and interesting, Special Abilities can be difficult to balance and deal with for the party of Magical Girls. Think carefully about what the Special Ability is, and how you are subtly telling Players about how to deal with it.

When amplifying existing Spells, think about how exactly you are going to make them stronger than average. This could be anything to adding additional damage values, increasing Spell radius or even automatically Critically Casting. The exact effect will be up to the specific Witch at the time but make sure to define this beforehand to keep it consistent during the encounter.

Player Witches: What to do when a Player reaches 100 Corruption:

When a Player Character reaches 100 Corruption they exist mere moments away from turning into a Witch (or being taken by The Law of Cycles for

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post­series campaigns). This is often a large and meaningful moment for most players regardless of if it is something they wanted or not.

It is suggested that the Incubator give the Player two minutes of in­game time to Role­Play out the transformation itself. This gives the Player time to say things like final goodbyes, or Role­Play out a dramatic speech of their Character’s final descent into madness. Even for a campaign that uses The Law of Cycles, it is important to give the

Players enough time to do the moment justice as often it can be viewed as the culmination of that Player’s personal story through the campaign.

This is suggested even if the Player has reached 100 Corruption in the middle of a combat encounter. Simply put the combat encounter on hold, or allow in­combat Role­Playing to happen while the transformation takes place.

If a Player transforms into a Witch during a combat encounter, it is up to the Incubator’s discretion as to if the new Player Witch joins the combat encounter or flees in order to form it’s own Labyrinth.

Controlling and creating Player Witches:

When Players turn into a Witch, the kind of Witch they become is based on the Level that they were when they turned as well as different attributes of their Character.

You may allow Players to control their own Witch as long as they act within the normal way a Witch would (IE attacking their former friends), or you as the Incubator may control the Witch as you see fit. However, you may not change anything about the Witch as it is based on where the Player Character was at when they became a Witch; the rules for this are as follows.

Determining Player Witch Category:

To first create the Player Witch you must know what Category of Witch they are going to be, and this is based on the Player’s Level when they change as listed below.

Player Level Upon Change Witch Category Created

Levels 0 ­ 3 Category 1

Levels 4 ­ 6 Category 2

Levels 7 ­ 10 Category 3

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Determining Player Witch Stats: The exact flavor and abilities of the Witch are based on the Statistic values that

the Player had as a Magical Girl. Their stats will inflate up to the level that Witch stats normally are, this is done by adding a set amount of stats onto their own stats.

Category Statistics Gained

Category 1 +4 to all Stats

Category 2 +11 to all Stats

Category 3 +24 to all Stats

Example: if a Magical Girl with stats of Strength: 7 Accuracy: 4 Magic: 5 Heart: 6 Mind: 4 Charisma: 3

were to transform into a Category 2 Witch their stats would turn into Strength: 18 Accuracy: 15 Magic: 16 Heart: 17 Mind: 15 Charisma: 14

Determining Player Witch Type: When a Player turns into a Witch you may classify them into three different

Types of Player Witches: Physical, Magical, or Mental Witches. This is determined by finding the Player’s highest Statistic. They are classified into the categories based on the stats as follows: Strength or Accuracy: Physical Witch Magic or Heart: Magical Witch Mind or Charisma: Mental Witch

You can use the Type of the Player Witch to determine what they are best at with Physical Witches being best at basic Attacks, Magical Witches being best at Spells and Mental Witches being the best at using their Special Abilities.

In the event of a tie between highest Statistic the Player may choose which type of Witch they want their Player Witch to be.

Assigning Powers to Player Witches:

All Player Witches will have the following powers: 2 Physical Attacks 2 Spells known from the spells they knew as a Magical Girl 1 Special Power

A Physical Witch will have anywhere between 2­3 different kind of physical

attacks and one of them may have a special effect (similar to the Witch example

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Charlotte). This is as opposed to basic Player Witches having maximum 2 attacks.

A Magical Witch may select up to 4 of the spells that they knew as a Magical Girl to carry over as a Player Witch, they are amplified appropriately as they are being cast by a Witch. This is as opposed to the maximum of 2 spells that other Player Witches can carry over.

A Mental Witch may create their own Special Ability at the Incubator’s discretion (one not on the list of Player Witch Special Abilities below). This is as opposed to the the only one / two innate special abilities that other Player Witches have (this is explained below).

Player Witch Special Abilities:

When a Magical Girl becomes a Witch they receive one or two Special Abilities based on their Preferred Spell Categories as a Magical Girl (up to 2, if you have 3 because of a quirk you may select only 2). The Special Abilities are as follows below: Water

Flood: Your labyrinth is flooded, including your direct lair. How much land / standable space remains is up to you as well as if you fight on­top of or under the water.

Fire Combustion: Any melee attackers that deal you damage successfully suffer 1D10 of fire damage and are repelled off of you 10 feet.

Wind Flying: You may fly a maximum of 10 feet * Magic stat above the ground at all times. If you suffer any damage over the threshold of 5 * Heart stat you fall to the ground and are grounded for your next turn.

Earth Burrow: You are able at the end of your turn to burrow into the floor of your Labyrinth and disappear for one whole round. At the start of your next turn you may appear at any point within your lair and take your turn as normal (if you appear beneath a target they take 2D10 damage and are propelled into the air 20 feet unless they pass an Accuracy check of 10+). Using this ability costs 30 MP.

Light Light in the Dark: Your lair is completely devoid of light except for a passive light that emanates from your Witch body that you may control. All regular attacks you do receive a +5 surprise bonus to them if you

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spend 10 MP to turn off the lights on the attacking part of your body. The light returns after your attack is finished.

Darkness Darkest Hour: At the start of your turn you may use this ability at the cost of 20 MP, if you do all targets that are non­Witch and non­Familiar must pass a Mind check of 7+ or be stricken with fear as their worst fears are realized by looking at you, targets affected by this fear lose their turn this round (this roll happens at the start of your turn and applies to the target’s next turn even if their next turn is in the next round). You may maintain this ability at the cost of 10 MP at the start of your subsequent turns.

Arcane Aura of the Arcane: All units within a 20 foot radius of you suffer 1D6 damage to their MP at the start of their turns when they are within the radius.

Healing Fast Healing: During your turn, you may heal your HP by draining your MP at a 2:1 ratio (2 MP to heal 1 HP).

Weapon Enhancement Magical Impact: Any successful Melee attacks performed by you create a magical explosion afterwards, the explosion if used drains 5 MP from your Magic Pool but deals an additional 10 damage to every target affected by the attack.

Time Heightened Sense of Time: You may take two turns a round, one at your regular Initiative order and one at the end of every round. If you take this special ability you suffer a ­50 penalty to your HP and MP totals.

Celestial Labyrinth of the Heavens: Your labyrinth is shrouded in stars and appears once inside as if you were in space itself. Gravity is much lower here and as such all knockback and movement effects are doubled within the labyrinth however all non­Witch and Familiar units must make constant accuracy checks to compensate for the lower gravity in the labyrinth.

Ribbon Ribbon Skinned: When you suffer damage from a successful Melee attack against you may sacrifice 30 mana from your Magic Pool to bind them too your Witch body as if they were wrapped up in the Ribbon Binding spell (again amplified as casted by a witch).

Barrier

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Barrier Skin: You have a barrier skin that switches every round and prevents one type of damage entirely. The colors and nature of the barrier skin are yours to decide but they must switch every round alternating between blocking all physical and all magical damage. If you select this Special Ability your MP total starts at ­50 of normal.

Music Deafening Music: At the start of your turn you may use this ability at the cost of 20 MP, if you do all targets that are non­Witch and non­Familiar suffer a ­2 distraction penalty onto all their rolls due to the deafening music you produce. You may maintain this ability at the cost of 10 MP at the start of your subsequent turns.

Illusion Shed Skin: Anytime you suffer damage from any kind of attack you may declare Shed Skin by sacrificing 20 MP from your Magic Pool to immediately ignore the damage. Move yourself 15 feet from where you were when the attack took place, and if you’re still within the area of effect for the damage (if it was an area of effect attack) you still receive the damage.

Nature Summon Familiar: You can summon a Familiar by sacrificing 30 MP from your Magic Pool in order to summon a Familiar appropriate for your Witch Category.

Wraiths: General Wraith Rules:

For those campaigns that choose to be set in the post Madoka Magica main series timeline, you will be swapping out Witches for Wraiths. Whereas Witches are created from Magical Girls and represent the death of one, Wraiths are simply the curses of humanity given magical form and purpose.

While Wraiths are much more numerous than their cousins the Witches, on the whole they are generally much weaker than Witches. In campaigns that choose to use Wraiths, they will fill the role that both Witches and Familiars take in other campaigns.

Wraiths usually appear as tall human­like figures with pixelated faces, the appearance of the given Wraith is determined by the type of curse that created it.

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Beyond specific numbers and balancing, all of the rules for Wraiths are exactly the same as Witches. So for information on Waith attacks, defense, spells and special abilities please refer to the Witch section starting on page 109

Wraiths do not make Labyrinths like Witches do however. They exist out in the open, but invisible to normal human eyes and generally only appear at night.

Wraiths will vary in terms of size and health depending on the type of Wraith the

Incubator creates and for what purposes they are put in the path of the players. However, general guidelines are provided here for the health and Magic Pools of Wraiths of each category. Category 1: 40 HP / 40 MP

Strength: 4 Accuracy: 4 Magic: 4 Heart: 4 Mind: 4 Charisma: 4 Category 2: 70 HP / 70 MP

Strength: 7 Accuracy: 7 Magic: 7 Heart: 7 Mind: 7 Charisma: 7 Category 3: 120 HP / 120 MP

Strength: 12 Accuracy: 12 Magic: 12 Heart: 12 Mind: 12 Charisma: 12 Wraith Examples: Estranged Anger Category 1 Wraith 15 feet tall HP: 40 MP: 30 Strength: 6 Accuracy: 3 Magic: 3 Heart: 4 Mind: 3 Charisma: 5 Attacks: Upwards Kick Attack Roll: D8 + 4 Damage Roll: D8 + 3 Range: 0 Estranged Anger kicks out violently in­front of it, kicking targets into the air. Enraged Shout Attack Roll: D6 + 3 Damage Roll: D4 + 2 Range: 20 Estranged Anger shouts with a violent shock wave. All targets within 5 feet of the target also suffer damage if the initial target takes damage from the attack. Defense: D4 + 4 Spells: None Special Abilities: Infectious Anger Estranged Anger is able to sacrifice 15 MP from its Magic Pool at the beginning of it’s turn to attempt to enrage those fighting it. All non­wraith targets within 60 feet of Estranged Anger must make a Charisma Skill Check versus Estranged Anger’s Charisma Skill Check. Any targets that fail, are enraged and suffer ­2 on all rolls but +2 to melee damage dealt until the start of Estranged Anger’s next turn.

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This Wraith is created when someone curses the name of a person whose name they don’t even know. Be it road rage, a simple mistake or just pure anger; it creates this tall crimson red Wraith that shouts to the heavens with undirected hatred. Jealousy Category 2 Wraith 10 feet tall HP: 60 MP: 60 Strength: 7 Accuracy: 9 Magic: 6 Heart: 6 Mind: 5 Charisma: 10 Attacks: Nail Slash Attack Roll: D12 + 5 Damage Roll: D12 + 3 Range: 0 A quick and graceful attack that lets Jealousy slash out with deadly sharp nails, and move an additional 10 feet after if the attack was successful. Spellsteal Attack Roll: D8 + 10 Damage Roll: D6 + 4 Range: 0 Jealousy caresses the face of it’s target softly, dealing its damage as MP damage and stealing one spell at random from the target. Defense: D10 + 5 Spells: None Special Abilities: Spellsteal: Has a special melee attack that upon successful attack steals one random spell from it’s target. Until Jealousy is defeated the target cannot use that spell, and it is added to Jealousy’s Spell list. Nimble: Can spend 10 MP from its Magic Pool to negate any ranged attack or ranged spell that would hit Jealousy. The curse formed when one despises another for having something they desire but cannot have. This vaguely pink colored wraith has incredibly long arms with wicked sharp nails on them. It can be found wandering wherever there is lavish lifestyle, laughing as if it belonged there all along. Betrayal Category 3 Wraith 30 feet tall HP: 110 MP: 130 Strength: 5 Accuracy: 6 Magic: 13 Heart: 11 Mind: 10 Charisma: 10 Attacks: Wail Attack Roll: D10 + 12 Damage Roll: 15 Range: 20

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Betrayal wails at the top of it’s lungs, piercing eardrums and hearts of all within 20 feet of it. Defense: D8 + 10 Spells: Frigid Stream 5 MP Range: 20 Betrayal chills the veins of one target. Their overall movement speed is reduced by 20 feet / round for 1D4 rounds, and the target suffers 1D6 ice damage at the start of it’s turn while under the effects of Frigid Stream. Sub­Zero Blizzard 20 MP Range: 30 Betrayal creates a blizzard in a 20 foot circle with the center being at the cast point. Targets trapped inside instantly take D10 + 5 ice damage and also take an additional D10 + 5 at the start of every turn while still within the Blizzard’s radius (if the result of the D10 roll would be less than 5 it is 5 instead). Targets inside also receive a ­5 penalty whenever making a ranged attack or casting a spell while inside the blizzard. Special Abilities: Aura of Pain: While within 20 feet of Betrayal, all Magical Girls must make a Heart Skill Check with difficulty 8 or receive 1 corruption point at the start of the Magical Girl’s turn. The curse that occurs when someone is betrayed by one of the people closest to them. This tall wavering figure covered entirely in a midnight blue cloak can only cry, cry and curse humanity in confusion at what they must have done to deserve such a fate. Rewards of Slaying a Wraith:

Similar to Grief Seeds, when a Wraith is slain it drops a Tainted Echo. Just like Grief Seeds, Tainted Echos provide the same much needed resources and experience to Magical Girls.

Unlike Grief Seeds, Tainted Echos provide much less on the whole as Wraiths are easier to slay and much more numerous than Witches.

Similarly it is suggested (but not required) that each Tainted Echo only carries with it two uses, this will force Players in a party to make interesting choices about who gets a use of each Tainted Echo.

Tainted Echos grant a number of MP, Experience Points, and Corruption reduction based on the category of Wrath that it came from as shown below: Category 1: Restores 15 MP and 10 Experience Points Category 2: Restores 25 MP, ­5 Corruption, and 20 Experience Points Category 3: Restores 50 MP, ­ 10 Corruption, and 45 Experience Points

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Creating your Own Wraiths: When creating your own Wraith from scratch, as with Witches it is important to

consider the overall challenge you are putting against the party of Magical Girls. All Wraiths in this book are based around having a party size of maximum 4

Magical Girls. Keep in mind if you’re running a campaign with more / less party members than this, numbers will need to be inflated / deflated or you may need to use higher / lower category witches then suggested. The suggested Wraith encounters per player level are as follows:

Average Player Level Suggested Wraith Encounter

1­3 Two Category 1

4­6 Two Category 1 and One Category 2

7­9 One Category 1, Two Category 2 and One Category 3

Keep in mind that these are suggested for ‘Final Encounters’ of certain sessions or episodes. More minor Wraiths will have to comprise earlier challenges if you want Players to have more than one combat encounter.

When creating your own Wraith from scratch, try to think of a time that you yourself have cursed someone, be it heart­felt or just in passing. Take ahold of that emotion and try to design a creature based thematically around what that emotion feels like to you.

For additional help on crafting your own Wraiths see the Creating your Own Witches section located on page 116. All of the same information about amplifying spells and special abilities applies to Wraiths as well.

Wicca: What Are Wicca:

Wicca are best described as a perfect fusion between both Witch and Magical Girl. Incredibly rare and very difficult to actually create, Wicca carry with them immense power that they can draw on but at a terrible price.

Wicca are created when a Magical Girl reaches 100 Corruption and becomes a Witch while inside of a closed system. Be this system created by Magic or highly strengthened physical materials; the energy (meant to reverse entropy) that is

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released during the transformation collapses back in on the Soul Gem. Instead of shattering the Soul Gem cracks, and forms a Labyrinth for the Witch inside of the Soul Gem itself. This Labyrinth is created as a paradise in order to make the Magical Girl trapped within perfectly happy. Once a Magical Girl is in this state there are only three possible outcomes: The Magical Girl stays within the Labyrinth, content to feed off of the energy

released until it is all dry. The Soul Gem dims and dies, along with the Magical Girl.

The Magical Girl figures out what is going on and attempts to fight the Witch she has become. If she loses and dies, the Witch takes over and releases become essentially a slightly more powerful Witch then it would have been if hatched normally.

If the Magical Girl wins the confrontation and escapes from the Soul Gem, their Soul Gem shatters and reforms as a Dark Orb; thus turning the Magical Girl into a Wicca.

Similar to Magical Girls, Wicca have a completely normal human form and a

magically powerful transformed state in which to fight. Unlike Magical Girls they carry with them a Dark Orb instead of a Soul Gem.

A Wicca themselves is as much a Witch as they are a Magical Girl, as such they generally tend to be a bit on the mentally unstable side. Imagine if Miki Sayaka continued to exist and live after how disillusioned and dangerous she became just before turning into a Witch. That will give you a good idea of how most Wicca behave. To become a Witch and reach 100 Corruption means to have your purpose

and wish completely degraded and destroyed from its original purpose. As such most Wicca generally tend to live out the exact opposite of the hope that their original wish had spread.

Wicca General Rules:

Wicca function and participate in combat just like any other Magical Girl, however they have some new special abilities, access to a special Magic Category, and have some of their own special rulings.

Immediately upon becoming a Wicca, they get access to a special Spell Category that is immediately added as if a Prefered Spell Category.

Wicca cannot gain or lose Corruption, as their Corruption Pool is at 100 out of 100 simply by nature of them existing.

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Unlike Magical Girls, when a Wicca touches a Grief Seed to their Dark Orb (Soul Gems for Wiccas) nothing happens, no Experience Points are granted, MP restored or Corruption removed. Instead Wicca restore their MP through consuming Human souls, and gain

experience by crushing and absorbing Grief Seeds or Dark Echos. If a Wicca chooses to crush a Grief Seed or Dark echo, they consume all of the

item’s remaining uses and are granted Experience Points as if they used the item themselves once (however they do not gain MP or lose Corruption).

In order to regain MP a Wicca needs to consume one Human Soul, which restores them to their maximum MP in their Magic Pool. In order to consume the soul the human must be under effect of the Wicca Spell “Witch’s Kiss” which can be found on page 129.

Wicca do not have the hard Statistic cap at 10 like Magical Girls do when in their Awakened forms only.

Wicca Awakening:

One of the main things that sets a Wicca apart from a Magical Girl is the ability to perform a Wicca Awakening in exchange for Power­Pushing. When a Wicca Awakens, they take on certain (but not all) physical aspects and properties of their Witch forms had they become a Witch.

To Awaken, the Wicca tears her Dark Orb out of her physical shell, and crushes it completely. This lets out the true Grief Seed trapped inside of the Dark Orb which then fuses with the physical shell in it’s place and transforms the Wicca even further.

During a Wicca Awakening the Wicca gains certain Statistic bonuses as well as access to certain Special Abilities just like a Witch does. Additionally a Wicca is restored to their maximum HP value in their Health Pool after they complete the Awakening.

In order to perform a Wicca Awakening, the Wicca must currently be transformed, not have the condition Unconscious, have more than 0 MP in their Magic Pool, and takes their entire turn to perform the action.

After combat, or when they choose to a Wicca may suppress their Awakening

again, restoring their Dark Orb and returning them to human form. If they do so, they are left with 0 MP in their Magic Pool but may cast the spell “Witch’s Kiss” for no mana cost for the next hour (in­game time) only.

Creating a Wicca:

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When creating a Wicca either as an enemy or otherwise it is best to start off with a Magical Girl and level them up as if they were actually progressing through the game. At a certain point where you choose for them to become a Wicca, then refer to the section Player Wicca located below and treat them as if they were a Player going through the process.

Player Wicca: Conditions under which becoming a Wicca is Possible:

As stated in the Wicca section, in order to become a Wicca the Magical Girl needs to reach 100 Corruption while their Soul Gem (or themselves) is trapped inside of a closed system. It takes an incredible amount of powerful magic to trap all of that energy during the process, or it can be done with Physical objects able to withstand the force of almost an atomic bomb.

The Incubator is entirely responsible for determining if the conditions are met for a Player to become a Wicca. Sometimes this can be intentional as a mechanic for a given campaign / arc

or as a way to continue a Character’s lifespan even though they reached 100 Corruption.

Keep in mind Wicca are incredibly rare, and should not be lightly thrown into a given campaign either as Players, Enemies or otherwise lightly.

Becoming a Wicca:

The first and most apparent change when a Magical Girl becomes a Wicca is the change in outfit, Soul Gem, and most importantly personality. Design your Dark Orb (new soul gem) first and then incorporate it’s design

into your overall costume change at becoming a Wicca. Ask yourself what were the events that really led to your Character becoming

a Wicca? How did their original purpose and wish be turned against them? What have they lost along the way? No scrap your character’s personal history and personality, and construct a brand new character personality around the answers to those questions

As a note, Wicca usually have a hard time remembering who exactly they were or people they knew before they became a Wicca. They can remember vaguely, but specific events and names might be lost during the process. Of course some exceptions do exist in the case of powerful Magical Girls (Levels 7 and up) turning into Wicca.

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The next step is to add the Wicca Spell Category to your Character as a bonus Prefered Spell Category. You do not receive any of these spells for free, and must purchase them as normal but you may do so at the printed cost as it is now a Prefered Spell Category. See the Wicca Spell List below to see specific spells.

The last and final step to finishing the process of becoming a Wicca is to design

your Wicca Awakening as is detailed in the section Designing your Wicca Awakening located on page 131.

Wicca Spell List:

Wicca: Magic belonging more to Witches then Magical Girls, Wicca magic is only accessible to those Magical Girls who master their own Witches and become Wicca. SP 1 Witch’s Kiss MP: 2 Range: 50

Manifest: 6 Critical: 12 You attempt to charm a nearby human (magical or non­magical) into wandering in your direction to fall prey to you. If the cast is successful you are able to make Mind Skill checks versus the target’s Magic Skill check in order to give them subtle commands. You can influence their emotions to a small degree and their actions namely to make them wander in your direction. If the spell is Critically Cast then you can influence them to even do such things as commit suicide or influence others to follow them as well. A human must be under the effect of this spell to be vulnerable to the Devour action (takes a full­round and restores a Wicca to their full MP in their Magic Pool). SP 2 Summon Familiar MP: 5 Range: 10

Manifest: 8 Critical: 15 You summon a Familiar to your side to aid you in combat. The Familiar takes orders from you and moves during your initiative, as well as receiving the effect of any spells or abilities that were active on you at the time of casting this spell. The familiar looks thematically like it would have had you turned into a Witch and the stats for this Familiar are dependant on your current level.

Levels 0 ­ 3: 10 HP / 5 MP Levels 4 ­ 6: 20 HP / 15 MP Levels 7 +: 25 HP / 25 MP

SP 3 Create Labyrinth MP: 20 Range: N/A

Manifest: 10 Critical: ­­

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You create a Labyrinth around you wherever you are at the moment (you cannot use this spell while inside of another Wicca or Witch’s Labyrinth). The floorplan and layout are entirely up to you, and additionally you may have up to 6 Familiars populating the Labyrinth where you choose to. While within the Labyrinth you may cast the spell “Witch’s Kiss” for no mana cost (even on a Critical Cast), and you receive a bonus of 10 feet per round to your movement speed while within the Labyrinth. If your Witch would have a special ability that alters the nature of their Labyrinth, yours has that same quality. You may choose to dissolve the Labyrinth at any time you choose, and you are refunded 10 MP when you do so. SP 4 Overshadow MP: 5 Range: N/A

Manifest: 10 Critical: 17 You become overshadowed by your Witch form for a brief moment, empowering your next attack. Your Melee or Ranged weapon gains an additional 10 feet of range, and for your next Melee Combat Round or Ranged Attack roll, your Weapon and Stat Die upgrade to the next Die Type (IE D10 to D12). If your Die is already at a D20, you may add 5 onto the result rolled. If this Spell is Critically Cast, you may consider the attack or Melee Combat Round (provided you didn’t clash or lose) to have Critically Hit even if you did not previously meet the requirements for a Critical Hit. SP 5 Pacify Witch MP: 20 Range: 50

Manifest: 10 Critical: ­­ As part Witch yourself, you can understand them to an extent; and to an extent control them. If the cast is successful, you may attempt to persuade / intimidate a Witch into retreating for a time. At Levels 3 and lower this spell has no effect, at Levels 4 and higher you may attempt to pacify a Category 1 Witch. Likewise at Levels 7 and higher you may attempt to pacify a Category 2 Witch, and finally at Levels 9 and higher you may attempt to pacify Category 3 Witches. Witches that are pacified deconstruct their Labyrinths, and will move from their current area; additionally they will not attempt to find or seek out the Wicca that performed the spell for at least a period of 24 hours. They have a chance of setting up their Labyrinth somewhere else, or returning to their original location. Some powerful Witches have even been known to seek out the Wicca that cast the spell in order to seek vengeance. A Witch may only be the target of this spell once and only once, even if it is cast by a different Wicca then who originally cast it. Designing your Wicca Awakening:

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The first step in designing your Wicca Awakening is to go to the Player Witches section located on page 116 and determine what your Witch Type is. Similarly to how the Type of Witch effects what abilities the Witch has, it also helps determine what the powers of your Wicca Awakening have. If you would have been a Physical Witch, then you gain access to an

upgraded Melee or Ranged attack when in your Wicca Awakening. If you would have been a Magical Witch all spells you cast while in your

Wicca Awakening are amplified and strengthened as if they were cast by a Witch (talk to your Incubator and figure out specifics long before any combat).

If you would have been a Mental Witch you may create a Special Ability that stays active as long as you are in your Wicca Awakening.

Now it is time to design the appearance of your Wicca Awakening, and the first

step to that is design what your Witch would have looked like had you actually become one. After that is done, think of what it would look like to take on a small part of the

physical aspects or appearance of the Witch while retaining a mostly human form. Make sure this is thematic with the powers granted by your Awakening.

For example: Soyun is a Magical girl who would have become a Physical Witch; she uses a Scythe, Darkness Magic and has the Quirk Lone Wolf. Therefore her Witch form would have looked like a giant wolf with the scythe blades as it’s claws. When she Awakens, her arms are replaced with the Witch’s oversize wolf arms with the scythe blades as claws. This also fits well with the enhanced Melee attack she gains while Awakened because of being a Physical Witch.

Lastly, it is important to note that all of your base Statistics increase by +5 when

in your Wicca Awakening form. All Health and Magic Pools are increased to fit the new stats, but all of it reverts back to normal when you suppress the Awakening again. If you lost health while in your Awakened form, when reverting back the total

amount of damage you sustained will stay the same. It is possible to kill yourself by hastily suppressing back to your human before you heal the damage to a survivable amount.

Examples of Wicca Awakening: Soyun

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Soyun was a Level 6 Magical Girl who used a Scythe, Darkness Magic and who would have been a Physical Witch. Below are her stats as well as the upgraded Melee attack she received while in her Awakened form: Strength 10 Accuracy 8 Magic 12 Heart 9 Mind 11 Charisma 8 Physical Witch (special melee attack) Melee Attack Weapon Die: D12 While Awakened, Soyun may initiate Melee Combat Rounds from up to 10 feet away. Additionally when she deals damage she may inflict bleeding damage as if she had Critically hit with a Scythe weapon. Soyun’s Awakening replaces her arms with two massive wolf claws, both easily double the size of her own body. The claws constantly have an Aura of Shadows running over them, and the claws themselves are the Scythe blade she uses when not Awakened. Claudia Claudia was a Level 5 Magical Girl who used a Rapier, Illusion Magic and who would have been a Mental Witch. Below are her stats as well as the Special Ability she received while in her Awakened form: Strength 10 Accuracy 13 Magic 12 Heart 11 Mind 11 Charisma 13 Mental Witch (Special abilities) Sadism: For every 20 points of damage Claudia inflicts while in her Awakened form she gains 10 temporary mana points, 10 temporary health points and 1 temporary Accuracy point. An amorphous liquid as black as pitch seem to shift and creep around Claudia’s body. Is it alive? Or is it just a skin­tight suit playing tricks of the eye? Either way Claudia’s crazed expression and desire for combat reflect in her eyes and spell doom for all who meet her.

Magical Girls and Wicca as Enemies:

If the campaign you are running calls for Magical Girls or Wicca as enemies for players to face, there are some considerations that have to be made.

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Generally the best way to do these types of enemies is to simply create them as if they were Player characters and then set them up against the players with some adjustments. To make sure that everything is balanced it might be a good idea to create

encounters that have similar numbers of Magical Girls / Wicca to Player Magical Girls to create an even fight.

In the case of wanting to do a Boss style encounter with Magical Girls / Wicca it is a good idea to inflate the Magical Girl / Wicca’s level to far beyond the party’s. Or don’t be afraid to inflate stats beyond levels that they should be. To an Incubator controlled boss character the hard cap of 10 Statistics doesn’t apply when trying to craft a fun final encounter.

Humans: General Human Rules:

Although it doesn’t come up very often, knowing the stats for an average human for situations such as social encounters can be very helpful. Below are listed a few stats for the average human As a note specifically for Magical interactions, see the General Magical Girl

Rules section of Part 5 located on page 31. Humans with a Magic Stat over 0 cannot necessarily cast spells, but it does

mean they have a Magic Pool although they may not know how to physically tap it. Humans can gain a Magic Stat in a variety of ways. Everything from an

intense study in the Paranormal, to being incredibly spiritual or even just innately born with it can produce normal humans with a Magic Stat of greater than 0.

All Humans who have had their lives touched in some way by a wish will have at least a Magic Stat of 1, and those who spend more and more time in close proximity to a Magical Girl will continue to have their Magic Stat grow, although it cannot rise above a 2 this way.

Keep in mind that humans with a Magic Stat of 1 can catch glimpses of Magical Beings out of the corner of their eyes although most assume they’re seeing things as they can never get a good look. As well those humans with a Magic Stat of 2 can in fact see Magical Beings.

Human Examples:

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Joe Joe, you’re… Well average Joe. Strength 1 Accuracy 1 Magic 0 Heart 1 Mind 1 Charisma 1 Major Motoko A highly trained and specialized Military officer, trained in the use of firearms, hand to hand combat and squad tactics. Strength 3 Accuracy 2 Magic 0 Heart 2 Mind 2 Charisma 1 Sanji Looking for things that go bump in the night, and make a bump on our ratings charts! Sanji is a Paranormal ‘investigator’ with his own ghost hunting reality show. Strength 1 Accuracy 1 Magic 1 Heart 1 Mind 2 Charisma 3

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Part 12: Incubator’s Guide

First off, congratulations on choosing to run the Madoka Magica RPG. We wish you luck in mentally and emotionally breaking your Players throughout the course of the game like a proper Incubator should. As the Incubator it is your job to guide the Players through the story that you want to tell, but also allow them to add to the story themselves and facilitate their Character’s growth both mechanically and Role­Playing wise. This section will be brief but cover a few tips and spring­board ideas to help Incubators plan and facilitate their campaigns with the Madoka Magica RPG. Facilitating the game:

As the Incubator, like it or not you will be expected to be the foremost authority when it comes to the rules of the Madoka Magica RPG. As such it is recommended that you read the entire Core Rulebook before the first time you start play, as well as getting as familiar with the rules as you can.

Even if you are very comfortable with the rules, bring or have access to a copy of the Core Rulebook every time you play. It is easy to settle Player disputes, and remember things you have forgotten if you have a copy of the book on­hand for easy reference and lookup.

Plan out each session to the best of your abilities beforehand. Even if it’s not terribly extensive, having a good idea of what you ideally want the Players to do in a given session will make things go much smoother when everyone sits down to play the game.

Find the ideal balance of planning versus improvisation. “A plan never survives contact with Tabletop Gamers”, and as such it’s good to be able to roll with whatever punches or methods your Players throw at you when trying to solve a problem or challenge you’ve put before them.

Spend a lot of time in the Monsters section of the book, being familiar with the rules to create enemies on the fly will generally make things run a lot smoother for all involved.

Be ready to ‘falsify’ or ‘fudge’ numbers. Have a really cool Wraith mechanic you didn’t get to show because a Player scored a lucky crit? Players accidentally rolled well enough to uncover that big secret you weren’t planning to reveal until a few sessions down the road? If these situations arise and you decide as the Incubator that these results are unacceptable be ready to change values and numbers on the fly. It may seem underhanded, but you’re the only one who actually knows the numbers at any given time. Players will think the slight change is well worth it if the payoff is a cool moment later down the road.

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Flavor is key. One of the great things about the Madoka Magica RPG is that rule of cool is permeated throughout, and flavor is anything you want it to be. As long as the mechanics are the same, why not let your Players have a little fun. A Player is Steampunk themed and wants to use a Giant Wrench as their Warhammer? It doesn’t actually change the Weapon Die at all so why not let them define their Warhammer as a giant wrench!

Finally, don’t be afraid to bend the rules as well as introduce some of your own. This book is meant to represent a Core Ruleset to the game. It is not 100% complete by any means, and some rules may need to be adjusted or altered to fit your group’s needs / style. Don’t be afraid to mix things up and put your own spin on the game.

Facilitating Characters:

The nature of both Madoka Magica itself and the Madoka Magica RPG is very personal. Role­Playing is the source of in­game powers, and as such Role­Playing through Characters is a huge part of the experience for Players. Be sure to give them time to act out what they need to with their Characters, as a benefit for you it lets you play with their Corruption pools if you so choose to reinforce their Role­Playing.

As the Madoka Magica RPG does have some bottlenecking effects that will create some Character similarity (such as Wish Category and Quirk), it is recommended that when creating Player Characters you encourage Players to select different Wishes or Quirks based on what the party already has. If two people end up with the same Quirk or Wish it can lead to some negative feelings of Character Identity.

Working with Character Wishes:

The cornerstone of all Magical Girls is their wish that grants them their power. This can be an incredible effect that sometimes can have far reaching effects on your Campaign and Campaign setting, so think carefully before approving the exact nature of wishes.

Inevitably you’re going to get a Player that wishes for something that would break the game’s system or your setting. In this case the Incubator’s way out is “Your character doesn’t have enough threads of Karmic Destiny to manifest that wish”. It’s a really fluffy and lore­relevant way of telling a Player they cannot do that.

Working with Player’s wishes can also be a powerful tool to drive your plot forward. Sometimes Player wishes can actually help you get over that logistical hump you’re just not sure about.

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Have a campaign setting that requires travel all over the world? Perhaps a Player’s wish grants them enough money or influence to secure transportation to wherever the party needs to be.

A family member was brought back thanks to a wish? Perhaps place them in mortal danger or kill them outright to set up a campaign plot hook (be careful with that last option).

Figuring Out Campaign Style:

There are a lot of different ways to run Campaigns, all of which will produce a dynamically different feel for your Campaign. Think carefully about which style will suit the plot and setting you have in mind.

The Classic Anime (Recommended).

As the Madoka Magica RPG is based off of an anime itself, this style is recommended for the most authentic Madoka Magica experience you can get.

This campaign style breaks up your plot into individual Arcs all of which comprise a Season that represents one major aspect of your campaign, or one problem from introduction to solution.

Each Session you choose to sit down and play is considered an ‘Episode’ and has a distinct opening and closing.

There are 3 different types of ‘Episodes’, Arc Episodes, Spotlight Episodes, and Building Episodes. Arc Episodes are where your major plot­relevant content takes place.

These will be the large capstones of your Season that take place at the Beginning, Middle, and End of your Season.

Spotlight Episodes are more character focused, picking one specific party member to let shine or whose backstory is focused on in that Episode. They do not have to be entirely centered away from the main plot, but should be used to give Player Characters time to address what they want to about their characters specifically. (Work with your Players minorly when designing these Episodes).

Building Episodes: Not an Arc Episode or a Spotlight Episode, Building episodes can focus on building up the Arc Episodes to come later, or can give Characters much needed down­time after world shaking events. Perhaps you might want that obligatory Hot Springs trip for the team, Building Episodes are perfect for this.

Over the course of a given ‘Season’ this is a rough pattern you could follow:

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Episode 1: Arc Episode (pilot) Episode 2: Arc Episode Episode 3: Party Member 1 Spotlight Episode Episode 4: Building Episode Episode 5: Party Member 2 Spotlight Episode Episode 6: Arc Episode Episode 7: Arc Episode Episode 8: Party Member 3 Spotlight Episode Episode 9: Building Episode Episode 10: Party Member 4 Spotlight Episode Episode 11: Arc Episode Episode 12: Arc Episode (finale)

While this campaign style may work very well for some, it may be weaker for

other groups who have problems finishing planned sessions in the time that they have. The feeling can be very thrown off if you have to stop in the middle of a single Episode.

The Epic Adventure.

Best used for Campaigns that have a clear but hard to reach goal in mind, the Epic Adventure style simply starts the Players off with a semi­clear goal at the beginning and every single session advances them (even if slowly) towards that goal.

This style is effective for groups that often spend much longer or shorter amounts of time than expected on given task or encounters.

This style can be challenging for an Incubator to pull off if they are unable to come up with a plot hook or a big enough challenge to sustain Players for as long as they need to to keep up the game.

The Long Haul.

The Long Haul type is best used for Campaigns where the Incubator would like to touch on multiple (but not very big) topics or self­contained adventures.

The party stays the same, but they move through multiple different adventures of completely different natures together. Almost like a bunch of Epic Adventure style campaigns that are much shorter and strung together. Some crossover may exist outside of party dynamics between them, but for the most part they’re unrelated.

This style works incredibly well for parties who get distracted easily, or have group members who may not be able to make it to certain sessions of games.

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This style can also work very well by breaking off the established pattern with a larger adventure that all of the ones previous actually had something to do with but Players were completely unaware of that fact.

Campaign Setting:

Finally we come to the final part, determining your Campaign’s Setting. Thankfully Madoka Magica provides a pretty reasonable split with which to separate settings into two distinct categories: Pre­Main Series Campaigns, and Post­Main Series Campaigns.. Pre­Main Series Campaigns are going to be set in a world where Magical

Girls on the whole are focused on primarily fighting Witches. These campaigns are set before Kaname Madoka re­wrote the laws of the universe with her wish, therefore Witches still and have always existed for as long as Magical Girls have.

Post­Main Series Campaigns are going to be set in a world where Magical Girls on the whole are focused on primarily fighting Wraiths. These campaigns are set after Kaname Madoka re­wrote the laws of the universe, introducing The Law of Cycles which takes Magical Girls before they ever turn into Witches. As such Magical Girls fight Wraiths instead.

There are 1,000 different variations on these two basic settings that theoretically could exist in the form of alternate universes or during specific events, but for the purposes of this book we will focus on picking between these two.. Also keep in mind that just because your campaign is set in one or the other,

doesn’t mean that you’re restricted to only fighting those type of enemies. An enemy Magical Girl campaign would exist just fine in both of these settings.

WHEN is your campaign set? Remember that even Joan of Arc and Cleopatra

were Magical Girls,and even after the events of Rebellion Akemi Homura states she plans on keeping Incubators and Magical Girls around. Perhaps your campaign takes place in a different time period from the present day?. Perhaps you could run a Crusade campaign with Magical Girls based in the

Dark Ages. Maybe the REAL reason for the Crusades was a powerful collection of Witches in the Middle East that killed all of the local Magical Girls, forcing Magical Girls from Europe to come in and take action.

Maybe your campaign is set in the far flung future. What would Magical Girls be like with a booming world of sprawling cities and daunting technology be like? How would fighting Wraiths change when there’s suddenly buildings and lives everywhere to protect?

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The next most important thing you can do for you Setting is decide what your party will be fighting on a regular basis and who the big baddie is.. Perhaps the Magical Girls fight Witches on a regular basis, but the overall

goal or conflict has nothing to do with Witches? Even if the enemy types are varied, encountering each kind carries certain

implications so enemy types should both be decided and mixed very cautiously with careful consideration.

The final step of solidifying your campaign setting before you get to planning is

figuring what (if any) pre­established rules of Madoka Magica are going to be broken in your campaign.. The Madoka Magica main series broke the rule of Witches and forever

changed the world. The Rebellion movie broke our understanding of Witches and Magical Girls all

in one go. Bending or breaking pre­established rules is a great way to keep your Players

guessing and provide an incredibly interesting setting. Just be careful as to what rules you choose to tamper with, and what implications those rules have upon being changed.

If newer Incubators are looking for a good concept to start to bend or break, it is recommended that they explore the concept of a Wicca based campaign setting. While technically established in canon, they are little understood and have limitless possibilities within the context of this book.

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Special Thanks To: Original Playtesting Team:

Lorenzo James Kevin Lam

Adam Aragon Editing & Game Design Advice:

Austin Hill Editing advice and council:

Lorenzo James Soul Gem and Grief Seed Pictures:

pookat @ deviantart.com

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Core Rulebook and Character Sheets available online for FREE

at:

terraray.weebly.com

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