Magical World

Thrash Rules Module

 

Introduction

      These are the same basic rules for magical girls and such from the original Thrash version of Magical World, albeit with some additions and minor changes.

 

Net Stuff

      The new home of the Official Thrash Home Page can be found at http://thrash.blackbird.nu/ and I can be e-mailed at blackbird@blackbird.nu or reached on ICQ at 890782.

 

Creating Magical Girl Characters

      This section details the creation of mahou shoujo characters using Thrash. The basic process is unchanged, although the types of abilities selected will be very different.

 

General Traits

      Attributes: Magical girls will generally have high Appearance, Charisma, and Agility, but low Strength. Will varies a great deal; some mahou shoujo are very confident in themselves, while others are more than a little lacking.

      Skills: Mahou shoujo usually have some kind of random hobby, be it cooking, computers, sewing, brawling, or whatever.

      Styles: If they do know how to fight, most magical girls will know Mahoujutsu (see below), unless they were into martial arts before becoming a magical girl.

      Advantages and Disadvantages: This is the time to have fun with the Anime Schticks from the Thrash Sourcebook, especially Cute and Dramatic Pose.

      The Transformation: In game terms, this is a standard Transformation (reprinted here from the Thrash Sourcebook). It typically has the conditions of Incantation and sometimes a required Item (as noted above, the item may simply be an "icon", and as such the character cannot be deprived of it and shouldn't get this Condition). Most will have Protected Identity and all will receive enhanced abilities, including magical powers, increased combat abilities, and a higher Appearance. The Alternate Personality modifier is rare, but not unknown.

      It is also possible for a magical girl to have a "secondary stage" to her transformation, or even several variations. This usually takes the form of a transformation with all the usual requisite powers and limitations within her normal one. This is most often a "powered up" version, accessible when the character has reached her Rage Threshold, which grants access to especially powerful attacks.

      Magical Companions: In game terms, a Magical Companion can be considered an Ally or in some cases an Animal Companion. They will have about the same physical stats as a normal mundane animal, but high mental attributes. Any special powers possessed will tend to be sensitive in nature (though there are exceptions, to be sure).

 

Powers

Magical Items

      The following are some of the items commonly possessed by magical girls, though others are certainly possible.

      Darkness Sensor: This is a level 2 artifact, which simply beeps, flashes, or whatever, when the enemy or the influence thereof is nearby. These are usually attuned to the Dark Kingdoms' energies, though a few may be set to detect the forces of a specific kingdom or something else entirely. The range depends on the strength of the "signal," but is generally limited to about 20 miles at most.

      Magical Blade: One of the more unusual gifts granted to magical girls, this is a weapon that can be summoned forth whenever needed. In game terms, it is an Artifact, and Enchanted Weapon with a Level 2 enchantment that allows it to be magically hidden inside a gem, bracelet, or whatever.

      Magical Communicator: This item is considered a Level 1 Artifact; it is, in effect, a magical walkie-talkie and video phone, commonly used by teams of mahou shoujo to communicate amongst themselves. The range of these items is unknown, though most are incapable of communicating between universes.

      Magical Computer: This is a Level 4 Artifact; it takes the form of a small computer, sometimes with a visor worn by the character, and is capable of sensing and analyzing magical phenomena. On a successful roll on 1d10 + Intelligence + Expert: Magical Computer, the character can determine the relative strength of a foe and possibly their weakness (though this usually is at a much higher difficulty). Other uses of this are left to the imaginations of the GM and players.

 

Magical Attacks

      "PRETTY! COQUETTISH! BOMBER!"

         – Sammy, Magical Girl Pretty Sammy: Super Kiss

      All magical girls have certain powers that they use in their endless battle for whatever they're endlessly battling for. These can take a number of forms, though certain ones are rather unique to their style of fighting (and there are a few that no other self-respecting warrior would use). The usual power blasts take the form of Chi Blasts and whatnot, albeit with very odd names. They may also possess Weird Powers, especially in the form of Elemental powers and Sorcery.

      Magical Blast: The basic magical girl attack is some kind of energy blast. In game terms, this is considered a Chi Blast, though it will often have modifiers to give it more flavor than that (to say nothing of the power words used). Some, especially if they are the leader of the group, will have a super version a well, to take out the bad guy at the end of the episode.

 

Magical Defense

Like many anime characters, magical girls have an odd tendency to be able to avoid taking direct, physical damage; attacks tend to take the form of grazes and very near misses. In game terms, this is called the "Magical Defense", which counts as a Discipline. For every level of Magical Defense, add +4 to all soak rolls.

 

Magical Disguise

      This is a power used by many magical girls – in fact, for a few it is their only power. For game purposes, this counts as a Discipline. The changes made can last up to one hour per point of Focus.

1.       Alter Cosmetics: The character can change her hairstyle, add, change, or remove makeup, and so forth. Costs 1 Chi.

2.       Alter Clothes: She can now also create virtually any type of mundane clothes desired. Costs 1 Chi.

3.       Alter Facial Features: She can now make minor changes to her facial features as well. Costs 1 Chi.

4.       Alter Stature: She can now also become taller or shorter by up to a foot. Costs 2 Chi.

5.       Alter Build: In addition, she can appear to be of heavier or lighter build (+/-50 pounds or so). Costs 2 Chi.

6.       Sex Change: She can now convincingly appear to be of the opposite sex. Costs 2 Chi.

7.       Duplicate Person: The magical girl can appear as a specific person they've seen before. Costs 3 Chi.

8.       Animal: The magical girl can take the form of a mundane animal. Costs 3 Chi.

9.       Inanimate Object: The magical girl can become an inanimate object; although she can still see, she cannot move unless the object possesses the means to do so by itself. Costs 4 Chi.

 

Magic Energy Reserve

Many magical girls have difficulty tapping their own inner energy, or simply need to have more of it available. To that end, they often have an additional "battery" of magical energy, which may even be a part of their magic wand. Regardless, Magic Energy Reserve counts as a Discipline, effectively providing a reserve of 3 Chi per level, which can be used only for magical powers. This will recharge itself while the mahou shoujo is not transformed at a rate of 4 per hour.

 

Combined Powers

      A team of mahou shoujo often is able to combine their power, resulting in abilities that are far beyond any of the individuals. To purchase such powers, simply divide the cost between the number of members (round down, minimum 1CP each). Such powers are only available when ALL of the members are present.

 

Modifiers

      Attack Gesture (-1): While most maneuvers require movement of some sort, one that has this modifier requires an exceptionally overextended series of gestures. This increases the AP cost by 3.

      Attack Words (-1/+1): The attack must be use with words that are SHOUTED out, making it impossible to use the power with any subtlety. In the +1 point version, the shouted words double as a ki-ai of sorts, increasing accuracy by +2.

      Item Dependent (-1): The maneuver requires the possession of a particular item; without it, the maneuver is simply not possible.

 

Advantages and Disadvantages

Child (-4): The character is a child in the eyes of society at large, and as such adults will rarely take them seriously. Attribute and other stat limits may also be imposed by the GM, depending on the character's age; younger characters should have a relatively low Strength.

Clueless (-4): The character has considerable difficulty with social situations, owing to the fact that, for whatever reason, that simply don't know too much about how such things are supposed to work. As such, the difficulty for most social rolls should be increased by 5 or more.

Compulsive Posing (-3): Any time they are facing an opponent or just showing off, the character feels the need to make silly poses all over the place. Besides looking a bit ridiculous, the character is at –3 to any attempts at intimidation. Most mahou shoujo are afflicted with this while transformed.

Dark Destiny (-5): You are destined for a great fall. Although you know nothing of the details, it is nonetheless inevitable that something will happen, and something big.

Destiny (5): You are destined for greatness. You most likely have no knowledge of it, or at least not the specifics, but something is in store for you and something big. To help you along, you can add +8 to the total of one roll per adventure, provided it's for something absolutely vital.

Dreaming (2): Everyone has dreams, but a character with this advantage frequently has vivid, intense dreams. Some may be just dreams, but many will be prophetic, carrying hints of things to come.

Easily Distracted (-2/-4): Everyone has things they like and are generally interested in; a character with this disadvantage has the problem that when certain such things present themselves, they can’t help but react, be it by investigating, or just sitting there and ogling/drooling/staring/whatever. For –2 points, the trigger is fairly specific (e.g., the character stops and stares at any Japanese motorcycles), or for –4 points there are a few different triggers, or one very common one (e.g., the character starts staring and drooling at any food of any sort they might see).

Gloating (-5): Villains most often possess this disadvantage. Put simply, when they believe they have the heroes at their mercy, they will gloat for a while, and then usually leave them to be dealt with by whatever fiendish device they've devised. Never mind that this gives our heroes the perfect opportunity to escape. This fatal flaw is largely impossible to overcome, as narrative causality prevents the villain from every realizing how stupid he’s being.

Hatred (-2/-4): The character has an intense hatred of something, to the point that they will oppose or possibly even try to destroy it at every chance they get (1d10 + Will + Focus roll to resist the temptation). For –2 points this is something encountered occasionally, while for –4 points it is something very common.

Magic Dependant

Marked (-1): The character is in some way obviously marked by their heritage. This is especially common among Dark Ones, though not unknown among Dreaming Ones and Magical Girls. It is always a readily noticeable mark, often right on the forehead.

Mental Companion

Nightmares (-2): This is a darker version of the Dreaming advantage; the character is plagued by nightmares – which also have a tendency to come true.

Past Lives (3): You can remember fragments of one or more past lives, most likely when you were a magical girl. For the time being, you can only recall bits and pieces of your many lifetimes, though these can give you great insight into the present and future at times.

Sadist (-3): The character enjoys causing others pain. This is most often physical pain. The character must make a roll on 1d10 + Focus + Will to resist the temptation to inflict pain on someone who is not a friend, or to stop causing pain once it's started.

Soul-Link (2): Mahou shoujo who form a sentai are often very close friends, and because of that (and their magical natures), they can often form a spiritual and emotional bond known to some as a “Soul-Link.” In game terms, this is a two-point Advantage, which must be purchased by all members of the team. It will only come into play in the most extreme circumstances, however. When one of the members is in life-threatening danger, the others will have some kind of premonition or bad feeling, though they may not know what it is. Also, in the most extreme of circumstances, team members who are dead, unconscious, or otherwise incapacitated may lend their available energy and courage to those that remain. In game terms this means they can give any available Chi points, as well as add half of their Will attribute to any applicable rolls made by their teammate.

Taint of Darkness (-4): Fighting the Dark Ones can sometimes be more dangerous than it seems; their evil is sometimes like a disease, and some mahou shoujo, and even Dreaming Ones, become tainted by its power. It becomes harder to combat the forces of darkness (the character loses any damage bonuses that would normally apply against creatures of the Dark Kingdoms), and they may find themselves doing things that go against their own morals.

Taint of Light (-4): Likewise, creatures of the Dark can become tainted by the light. Their drive to hate and kill slips (bonuses for being hateful and for use against creatures that serve the Light are lost), and they may even catch themselves being nice sometimes.

True Hate (1): The character has discovered someone for which they harbor a burning hatred. The power of this hate is dangerous and unnerving; while not necessarily interested in killing that individual, the character will at least want to see them suffer as much as possible. Any roll which involves making the object of their hatred suffer in some way gets a +2 bonus.

True Love (2): The character has found someone that they truly love. Although they may have to be protected at times, remembering their love is a source of strength and inspiration. As such, once per session the character may add +5 to any roll involving Will, and gets a bonus of +2 to any roll that will help them get closer to or protect their love.

Unimaginative (-4): The character is generally lacking in originality and imagination. Nearly anything they do will be hopelessly imitative and cliché.

Unwilling Service

Winged (4/6): The character has a pair of wings of some sort. For 4 points, these can be used to glide at a rate of Agility x 2 hexes per round. For 6 points they can be used for real flight, at a rate of up to Agility x 4 hexes per round. Among magical girls, this is most often an aspect of their transformed state

 

Styles

Mahoujutsu

      Mahoujutsu is a general term used for the various fighting styles used by denizens of the Magical Kingdoms, and although it can certainly be effective, it is definitely meant to be used in conjunction with magical powers, as the training it provides tend to be rather poor in the area of direct attacks.

      Note: Kagejutsu (Art of the Shadow), the Dark Kingdoms' equivalent, is basically the same in terms of its capabilities, and the stats below can be used for it.

Availability: Generally limited to those who are from or trained by one of the Magical Kingdoms.

Prerequisites: Must have magical powers of some kind (i.e., be a magical girl, mystic knight, or whatever)

Bonuses: +2 to Agility

Basic Maneuvers: Jump, Super Jump

Cost Modifiers: Reduce the cost of Focus and Athletics maneuvers by 1 point (to a minimum of 1). Increase the cost of Punch and Kick maneuvers by 1 point.

Quote: "In the name of Love and Justice I will punish you!"

 

Transformations

      "MOON... PRISM.... POWER!"

       -- Sailor Moon

      Note: These are the same transformation rules presented in the Thrash Sourcebook, reprinted and with a few additional modifiers, to save you the trouble of flipping through the Sourcebook as well.

      A lot of anime characters make use of “transformations.” In Thrash, this is a fairly broad heading for any ability whereby the character temporarily transforms into something/someone else, and thereby has their abilities changed. Notable examples from anime include the Sailor Senshi of Sailor Moon, the Super Saiya-jin of Dragonball Z, the Jusenkyo curses of Ranma ½, Tekkaman, 8 Man, and so forth. Creating such a transformation power is comparatively easy. You determine what is required to initiate the transformation, what abilities it grants, and then calculate the cost from those.

 

Transformation Conditions

"Don't make me angry. You wouldn't like me when I'm angry."

 -- Dr. David Banner, The Incredible Hulk

      The conditions are what is required to activate the transformation. The conditions are a negative modifier, to be applied against the cost of the effects, and also determine what the character has to do to change back to normal.

Chi Cost (Varies): The character must expend Chi points to activate the transformation. This reduces the overall cost by -3 points per 5 chi that must be spent. Changing back is simply a matter of deciding to do so.

Incantation (-4/-6): The character must recite a “spell” in order to transform (the -6 point version requires flashy hand gestures as well). Changing back requires a similar incantation.

Item (-3/-8): The character requires a special item in order to transform. The -3 point version means it is a typical item, which can be replaced relatively easily, while the -8 point version means it is a unique item, which would be very difficult to replace. Changing back is simply a matter of deciding to do so.

Nudity (-4): The character has to take all of their clothes off to initiate the transformation properly. In most cases this means that the transformation will provide a nifty new outfit to the character for its duration, but if you want somewhat hentai elements in your game...

Rage (-6): The character must reach their Rage threshold in order to transform. To change back the character must calm down.

Random (-8): The transformation happens more or less as it pleases, starting at the most inopportune times. Changing back works likewise.

Scheduled

Water (-4): A splash of (usually cold) water will transform the character. Changing back is usually a matter of having hot water applied.

 

Transformation Effects

Accessible Powers (1/2 each): One of the character’s special abilities provided by the transformation can be accessed at other times. For one point, it requires a roll on 1d10 + Focus + Will, the expenditure of 5 Chi points, and is at half range, damage, duration, and skill level. For 2 points, the roll is still requires the roll and 2 Chi points, but has its full effect if used successfully. If you want to have access to the power all the time, just buy it normally.

Additional Powers: A Transformation can grant various additional maneuvers, Weird Powers, Advantages and Disadvantages or anything else appropriate. As a general rule, calculate the cost of everything that falls under this and then reduce the overall cost of the various abilities by 25%.

Altered Abilities (Varies): When transformed the character may also have their attributes, skills, and such augmented or reduced.

Stat

Cost

Attribute (Increase)

 2 per +1

Attribute (Decrease)

-1 per -1

Style (Increase)

 1 per +1

Style (Decrease)

-1 per -1

Health/Chi

 1 per +4

Base APs

 2 per +1

Skill (Increase)

 1 per +2

Skill (Decrease)

-1 per -3

Altered Personality (+0): While not a totally separate personality, the character's disposition changes, possibly severely, upon transforming. In game terms, this has no point value, unless the personality alterations would be reflected in advantages, disadvantages, or other traits; if this is the case, the cost of these should be included in the totals for determining the cost of powers (and as such reduced by 25% as usual).

Alternate Personality (-6): The transformed version of the character has a totally different personality controlling it. Once the character transforms, they ultimately wake up later on with no memory of what happened, save perhaps some vague impressions.

Energized Upon Transformation

Faith Dependent (-2): The character’s powers are partly derived from their faith in what they’re fighting for. Should they come to doubt their reasons for fighting, or otherwise lose faith in their motives or abilities, the transformation simply will not work until this emotional wound is healed.

Healed Upon Transformation

Power Consumption (-2/level): When invoked, the transformed state consumed the character's chi reserves, often at an alarming rate. For every level of Power Consumption, the character loses 1 Chi per round; if they run out of Chi points, they revert to normal. This is especially appropriate for a "super" transformation that is kept in reserve.

Protected Identity (3): While transformed, the character’s normal identity cannot be discerned by others unless the character wishes it, even if, by appearance, it should be blatantly obvious (a la Sailor Moon).

Vulnerable Phase

 

Example of a Transformation

      Okay, so I want to make a Magical Girl character. She'll do the typical Magical Girl thing and yell out silly-sounding words and so forth, meaning it takes an Incantation (-4). When transformed, she gains the ability to throw a guided fireball (Chi Blast with Guided Blast and Flaming Blast; 9 points total). She also adds +2 to Appearance (cuter in that outfit -- 4 points) and +3 to Agility (faster to boot -- 6 points). She also gets the ability to Jump, Air Jump, and Wall Spring (7 points total).

      The maneuvers come to 16 points; reduced by 25% brings the cost to 12, plus the attribute bonuses is 22, minus the activation cost is 18 points, the final cost of the Transformation. It's as simple as that. Pretty Pyromaniac is all ready to go!

 

Love Elemental

      Love Elemental powers are pretty much unique to magical girls and their ilk. Its power is twofold. Firstly, it allows the user to project "love energy"; this is a form of chi, rarely used because it tends to manifest in exceptionally girly forms. Secondly, it can be used to influence the hearts and minds of others, albeit nearly always to create or enhance feelings of love. Scholars of the martial arts regard this as the single most annoying form of elemental power.

      In game terms, Love Elemental counts as a normal elemental power. It grants access to the General Elemental maneuvers (see below for side notes on such), as well as a number of special Love Elemental maneuvers and modifiers.

 

General Elemental Maneuvers

      Elemental Aura: This creates a shimmering, pink aura around the user; she feels an incredible rush of feelings of love (lose all Rage points as a side effect). This adds a bonus of +15 to the soak rolls against attacks made in a hateful manner (GM discretion).

      Elemental Form: Not available.

      Elemental Rage: Unchanged.

      Elemental Vortex: Basically the same, although it tends to fill those it transports with feeling of love and so forth.

      Elemental Wall: The Wall of Love (dreaded by some) appears as a shimmering wall of pink energy. The wall is indestructible, and can only be passed through by filling one's heart with love.

      Impervious to Element: Not available.

      Sense Element: Allows the character to sense people who feel love in their hearts.

 

Modifiers

      Healing Wave (+3): This modifier is similar to the Love Blast (below), but it consists of a barrage of healing energy. This will undo any form of possession, and restore as many hit points as it would normally inflict, but against creatures of darkness (i.e., most denizens of the Dark Kingdoms), it will inflict triple damage.

      Love Blast (+1): This modifier may be applied to a chi blast or similar maneuver. That attack is formed of the fires of love (and generally will take the form of pink energy). As such, it does double damage to creatures of darkness or supernatural hatred (i.e., most creatures from the Dark Kingdoms).

      Love Strike (+2): Likewise, this unusual variation of the Power Strike makes a given maneuver be performed with an aura of pink love energy surrounding it. This is effectively the same as a normal Power Strike, except that, again, the maneuver will inflict double damage to creatures of the Dark.

 

Maneuvers

Dark Love Expression

      This dark use of Love Elemental power causes its victim to have their inner desires, their feelings of love, become twisted into jealously. To use this power, the character must make eye contact, physically touch the victim, or hit them with some kind of ranged attack. Victims may make a roll on 1d10 + Focus + Will to resist, although some may either have feelings of love too strong to twist around, or not have enough to work with.

Prerequisites: Love Elemental, Charisma 6, Release Love

Character Points: 4

Accuracy: N/A

Action Points: 6

Chi Cost: 5

Damage: Special

Move: None

 

Friendship Blast

      “Pretty Archery! Be Friends!”

       – Pretty Sammy, Tenchi Muyou! TV

      This rather unusual power must be used on two people simultaneously, who must be in line with one another when the resultant blast is fired. It has a range of three times the character's Charisma in hexes, and is invisible unless one is watching the magical girl as she uses it.

      If used successfully, it will remove feelings of hostility between the two targets. Most will become at least more friendly towards each other, though if they had hidden feelings beforehand... Well, sometimes it works far more thoroughly than the user ever intended.

Prerequisites: Love Elemental, Charisma 8

Character Points: 4

Accuracy: +3

Action Points: 12

Chi Cost: 6

Damage: Special

Move: None

 

Love Energy Charge

      This maneuver allows the character to gather her "love energy" together. It requires something to induce feelings of love – a kiss, wearing a wedding dress, or whatever. For the duration of the time in which the character revels in the feelings of love, she gathers energy that can be channeled into love elemental attacks.

      For each round spent in this state, the character gathers one to five "love points" (depending on how strong their feelings are). These are, in effect, chi points that can only be spent on Love Elemental maneuvers. If the number of love points gathered exceeds the character's Rage Threshold, she can also use super maneuvers, provided they are love-based.

Prerequisites: Love Elemental

Character Points: 4

Accuracy: N/A

Action Points: 12/round

Chi Cost: None

Damage: N/A

Move: None

 

Love Shield

      This maneuver allows the character to create and sustain a force field of love energy to shield them from attacks. When created, it will absorb up to 2 points of damage per point of the character's Charisma; the character takes any excess damage. It can be maintained so long as the character has chi points to fuel it.

Prerequisites: Love Elemental, Charisma 7

Character Points: 5

Accuracy: N/A

Action Points: 10/round

Chi Cost: 3/round

Damage: N/A

Move: None

 

Pretty Space

      This is perhaps one of the most impressive applications of love elemental power. It calls forth love energy from all over the world into one location, creating an area of "Pretty Space." To those outside, a massive pink heart of energy covers the area; to those inside, everything is glowing pink, and hearts and rainbows float around.

      This covers a radius of three hexes per point of the character's Charisma. Within this area, the effects of Love-based powers are doubled and chi costs halved, and the effects of Hate-based powers are halved. Further, love elemental supers can be used at any time, regardless of Rage.

Prerequisites: Love Elemental, Charisma 6, Will 6

Character Points: 4

Accuracy: N/A

Action Points: 16

Chi Cost: 15

Damage: None

Move: None

 

Hate Elemental

      Rage burns can’t push it aside now

      Way of life you need to get over

      All the rage eats you up inside

      Can you leave it behind?

       – Offspring, “Leave It Behind”

      The dark mirror of the Love Elemental is the Hate Elemental; a power based on intense negative emotions and dark energies. Scholars of such things consider it to be almost as annoying as Love Elemental powers at times.

 

General Elemental Maneuvers

      Elemental Aura: This creates a wavering, aura of shadow around the user; she feels an incredible rush of feelings of hate and anger (gains 1d10 + Will Rage points). This adds a bonus of +15 to the soak rolls against attacks made in a loving manner (GM discretion).

      Elemental Form: Not available.

      Elemental Rage: Unchanged.

      Elemental Vortex: Basically the same, although it tends to fill those it transports with feelings of hate and so forth.

      Elemental Wall: The Wall of Hate appears as a solid wall of blackness, which cannot be penetrated by anyone with love in his or her heart, unless it is exceptionally strong.

      Impervious to Element: Not available.

      Sense Element: Allows the character to sense people who feel hatred in their hearts.

 

Modifiers

      Hate Strike (+1): The maneuver is now formed of or surrounded by "hate" energy, which takes the form of a sort of black wind attack. If the character is feeling hateful, it adds +2 to Accuracy and Damage.

 

Maneuvers

Dark Dimension

      This power allows the youma to pull their opponents into a pocket realm, which mirrors part of the real world, but twisted by darkness. This affects an area of up to a two hex radius per point of the character's Will. Within that area everything gets all dark and swirly; Love-based attacks do half damage, and Hate Elementals are at -5 difficulty for anything done in a hateful manner. This lasts for up to 1 minute per point of Will.

Prerequisites: Hate Elemental, Will 6, Dark Passage

Character Points: 4

Accuracy: N/A

Action Points: 16

Chi Cost: 10

Damage: None

Move: None

 

Dark Illusion

      This power allows the hate elemental to twist reality for a specific person (who must be within 2 hexes). Everything around them seems hostile and hateful, even their closest friends and allies. Resisting the effects of a Dark Illusion are possible, but this requires a roll on 1d10 + Focus + Will. A Dark Illusion lasts for up to 5 minutes per point of Will when used in combat, but its effects, when carefully used, can last for days or even years.

Prerequisites: Hate Elemental, Will 4

Character Points: 4

Accuracy: +2

Action Points: 10

Chi Cost: 6

Damage: Special

Move: None

 

Dark Passage

      This power allows the youma to return to the Dark Kingdom of his or her origin, or go from such a place to Earth. They can take some small amount of possessions, but nothing more.

Prerequisites: Hate Elemental

Character Points: 3

Accuracy: N/A

Action Points: 12

Chi Cost: 10

Damage: N/A

Move: None

 

Destroy Friendship

      This attack erases all the good memories one person has about a specific person or small group of people, effectively sealing off any feeling of friendship they might have had. The duration of its effects is indefinite, lasting until something happens to reawaken their memories.

Prerequisites: Hate Elemental, Dark Illusion, Will 8

Character Points: 5

Accuracy: +3

Action Points: 12

Chi Cost: 8

Damage: Special

Move: None

 

Drain Energy

      This power enables the Dark One to take the living energy (Chi) of humans. This requires either physical contact or some sort of focus object which the victim has on their person. In the latter case, this must be carefully prepared, and requires the expenditure of 3 Chi to create.

      Regardless, when the power is activated, the Dark One makes a contested roll on 2d6 + Focus + Strength against 1d10 + Focus + Will for the victim. For every point by which the Dark One's roll exceeds that of the victim, they steal one Chi point. These can be used to replenish the character's normal pool, or stored outside of themselves, either as a ball of chi energy, or to be placed into an object capable of storing Chi.

      Victims of this ability feel physically and mentally drained as well, and as such they are at –4 to all rolls for 2 hours per point of Chi drained.

Prerequisites: Hate Elemental, Will 7

Character Points: 5

Accuracy: Special

Action Points: 8

Chi Cost: 1

Damage: Special

Move: None

 

Invoke Dark Self

      This rare and difficult power is a more extreme version of Destroy Friendship, which twists all of the victim's good memories into bad ones so powerfully that they are transformed into a creature of evil, effectively becoming a Dark One until the spell can be undone. Using this requires making a contested roll on 1d10 + Will.

Prerequisites: Hate Elemental, Dark Illusion, Destroy Friendship, Will 9

Character Points: 7

Accuracy: Special

Action Points: 26

Chi Cost: 20

Damage: Special

Move: None

 

Sphere of Doom (Super)

      This powerful maneuver creates a spherical force field around the victims (it can cover a radius of up to 1 hex per point of Will), which will slowly contract, until it crushes them completely. Of course, narrative causality being how it is, one of the intended group won't be captured and will find a way to break the sphere and free her friends, but if, somehow, that didn't happen, death would be certain.

Prerequisites: Hate Elemental, Will 10

Character Points: 7

Accuracy: +3

Action Points: 18

Chi Cost: 20

Damage: Special

Move: None

 

Summon and Control Youma

      This power enabled the Dark One to call forth a Youma from one of the Dark Kingdoms. This costs an amount of Chi equal to the Youma's Strength + Focus, minus 5. A Youma thus summoned is slightly disoriented upon arriving, and has its AP total halved during the first two turns it appears. Of course, this is usually almost long enough for the mahou shoujo to finish a speech… The rulers of the given Dark Kingdom may choose to deny access to youma, however.

Prerequisites: Hate Elemental

Character Points: 6

Accuracy: N/A

Action Points: 18

Chi Cost: Varies

Damage: None

Move: None


Generating Youma

      While you can go through the usual generation process if you so choose, the following is a quick and dirty system for making up youma for the heroines to obliterate each week.

 

Step 1: Power Level

      First of all, select the general power level of the youma, depending on how beefed-up you want the thing to be. Generally speaking the youma of the week should be fairly weak compared to the PCs most of the time, with a more powerful one thrown in from time to time to throw them off balance. Of course, that’s if you’re abiding by the usual genre conventions.

      Minor: Puny little low-power types for early on in the series.

      Moderate: More powerful youma that come later on in the series, when the heroines have developed their powers more.

      Major: Powerful youma that rival high Dark Ones.

      Super: Exceptionally powerful youma, which should usually be reserved for major confrontations.

      The GM Hates Us: As the name implies, youma of this power should only be brought into play if either it’s a major plot point or you’re feeling truly evil and want to just deliberately kill the bastards.

 

Step 2: Theme

      The next step is to decide on a general “theme” for your youma. For the more basic monsters it can be as simple as “big evil lizard,” though Corrupters will usually be built around some kind of concept, and all of their powers and such will be built around it.

 

Step 3: General Stats

      Assign attributes basically as usual, or use the "stock" attribute levels listed below, depending on the desired power level. The first table gives attribute points and typical levels. The second gives typical derived stats (Health, Chi points, Rage Threshold, Dizzy Threshold, and effective Style Level for attacking).

 

Type

Points

Str.

Sta.

Foc.

Agl.

Minor

32

6

6

6

6

Moderate

48

8

6

7

8

Major

60

10

8

8

9

Super

70

12

10

10

10

GM

80+

12+

12+

12+

12+

 

Type

Health

Chi

Rage

Dizzy

Style

Minor

20

20

18

12

2

Moderate

30

25

22

12

4

Major

40

30

26

14

6

Super

50

40

30

18

8

GM

60+

50+

35+

20+

10+

 

Step 4: Powers

      Youma have a given number of points for selecting powers, effectively equivalent to Character Points.

Type

Points

Minor

20

Moderate

30

Major

40

Super

50

GM

60+

 

Attributes

      Attractive Appearance: Many youma are attractive in appearance, although it is usually a cruel sort of beauty – but it can be quite sufficient for seducing unwary humans. Every level of Appearance, to a maximum of 15, costs 1 point.

      Horrific Appearance: Conversely, many are terrifying beyond comprehension. Such creatures inspire terror, and have a trait called Horror, which costs 1 per level. When confronting a mortal, the Youma makes a roll on 1d10 + Horror + Stamina against the opponent's 1d10 + Focus + Will. If the youma succeeds, the human is affected by terror, and is at –4 to all dice rolls other than those concerning getting away from the youma.

      Giant Size: This costs 40 points. A youma with this trait is of massive, godzilla type stature. As such, increase Strength and Stamina by 18 and add an extra +16 to soak rolls, but reduce Agility by 8. Such monsters are very rarely used by the Dark Kingdoms, but very effective while they last.

      Negative Chi: Barring unusual circumstances, youma are always considered to have Negative Chi.

 

Emotional Attacks

      Youma can purchase emotion-influencing Hate Elemental maneuvers normally. These may also be modified (usually at no additional cost) to inflict some other emotion – depression, jealousy, vanity, etc. These often affect roleplaying more than game mechanics, though.

 

Energy Attacks

      Youma often fire energy blasts (typically Hate Elemental types). These are purchased as per typical Chi Blasts, and any of the usual modifiers are available as well, and the GM should feel free to create new and unusual ones based on the youma's theme.

 

Physical Attacks

      Many youma will have physical attacks of some sort. For game purposes, take the basic Chi Blast, but the attack is considered to be physical in nature. This may be a blast of ice, rocks, or whatever. The following special modifiers may be applied.

      Entangle (+2): The attack wraps around the opponent, with vines, oversized spider threads, or something similar. Initial damage is halved, but the victim is trapped in place, their limbs restrained, until they can find a way to get free.

      Freeze (+2): Like Entangle, but more effective, the victim takes no actual damage, but is totally frozen in place, usually covered in ice or perhaps slime, and cannot move at all, only watch what's going on around them.

 

Shapeshifting

      Some youma can change shape to better pursue their targets. Their ability to impersonate others has made them a serious threat at times, and on occasion brought about paranoia.

      Shapeshifting costs 2 points per level. The youma rolls 1d10 + Intelligence + Shapeshifting to determine how well they imitate someone.

 

Step 5: Details

      Lastly, you need to fill in a little bit of the details surrounding the youma. Being such small-time critters, you usually don't have to worry too much about whether they're particularly detailed.

      Appearance: What does the youma look like? These creatures can take nearly any form imaginable. Monsters can have nearly any shape, while Corrupters tend to appear as a mockery of the human form.

      Personality: In terms of personality, youma tend to be very simple. Monsters will more often than not attack mindlessly, while Corrupters do much the same, only they have an obsession with their given theme, and tend to banter with their foes a lot more. Regardless, youma tend to be arrogant and overconfident – until they've dealt with the enemy first-hand.


Sailor Moon

      For no particular reason, I thought I’d try my hand at creating stats for Sailor Moon. Stats in parentheses are when she is in Sailor Moon form.

Attributes: Intelligence 4, Focus 6, Charisma 8, Will 7 (8), Strength 4 (5), Agility 6 (9), Stamina 5, Appearance 7 (8)

Base APs: 8 (11)

Chi: 19 (20) Health: 20

Dizzy Threshold: 13

Rage Threshold: 18 (19)

Base Damage: Strength: +0 Focus: +2

Skills: Cooking 2, Leadership 3, Stealth 2, Taunt 2, Thrown Weapons 7

Advantages & Disadvantages: Ally (Luna), Ally (Sailor Senshi), Artifact (Magical Communicator), Artifact (Ginzuishou), Awkward, Clueless, Destiny, Dramatic Pose, Easily Distracted (cute guys, food, video games), Lucky, Past Lives, Soul-Link

      Transformation: Incantation (-6), +3 to Agility, +1 to Will, +1 to Strength, +1 to Appearance, Mahoujutsu 3, Faith Dependent, Protected Identity, Love Elemental

Disciplines: Magical Defense 4, Magical Disguise 3

Styles: None (Mahoujutsu 3)

Special Moves: None as Tsukino Usagi. As Sailor Moon (see Transformation, above), she has the following.

      Moon Tiara Magic: Chi Blast

      Moon Healing Activation: Chi Blast (Healing Wave)

      Cosmic Moon Power: Chi Blast (Love Blast)

      Moon Scepter Elimination: Mega-Attack Chi Blast (Love Blast)

      Moon Crystal Healing Activation: Mega-Attack Chi Blast (Healing Wave)

Other Maneuvers: Again, none as Usagi. As Sailor Moon, she has: Jump, Super Jump

Quote: “In the name of the Moon, I will right wrongs and triumph over evil! And that means you!”