The following contains the rules
necessary to create Magical World characters for use with Big Eyes, Small Mouth
or the Sailor Moon RPG.
Magical Girl Powers (4 points/Level)
This is the primary Attribute for
characters who are Magical Girls, and to be such a character must have at least
one level of it. By transforming from a mortal into a Champion of Love and
Justice, the character gains access to a variety of magical powers. Magical
Girls are normally female, and if not they become such upon transforming.
Transformation:
Magical Girls can transform between their two identities. Most look more or
less the same after transformation; the main physical change is in clothing --
a transformed character wears an appropriately outlandish costume. This
transformation can usually be performed at will, though an item may be
required. Unless noted otherwise, however, the item is and "icon" and
will always appear when the character
needs it.
Costume
Integrity: When transformed, the character is always in their special
costume. This outfit displays a curious immunity to damage, and will always be
more or less intact. Any damage done to the costume will be superficial at
most, and will be gone the next time the character transforms.
Protected
Idenity: Even though the similarities between the magical girl's two
identities tend to be downright blatant, nearly everyone will overlook it and
never realize that they're one and the same, unless they're psychically
sensitive or they actually see the transformation happen.
Powers:
For every level of Magical Girl Powers a character gets 10 Power Points to be
spent on Magical Girl Sub-Attributes. Most of these powers are not available
except when transformed, unless stated otherwise.
Level 1 |
Trainee
mahou shoujo. 10 Power Points for Sub-Attributes. |
Level 2 |
Low-powered
mahou shoujo. 20 Power Points for Sub-Attributes. |
Level 3 |
Moderately
powerful mahou shoujo. 30 Power Points for Sub-Attributes. |
Level 4 |
Highly
powerful mahou shoujo. 40 Power Points for Sub-Attributes. |
Level 5 |
Extremely powerful mahou shoujo. 50 Power Points for Sub-Attributes. |
Level 6 |
Primal-powered
mahou shoujo. 60 Power Points for Sub-Attributes. |
The Power Points provided by the Magical Girl Powers attribute may be spent on a huge variety of sub-attributes. In addition to a number of exclusive sub-attributes listed below, magical girls may select from among the following Normal and Special attributes; those listed in italics have a higher than usual cost when used as magical girl sub-attributes.
Animal Companion (1 point/Level)
See Sailor Moon RPG pp. 32-33 (Animal
Guardian).
Combined Attacks (1 point/Level)
See Sailor Moon RPG pp. 33-34.
Disguise
Power (1 point/Level)
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 Soul.
Level 1 |
Alter
Cosmetics and Clothes: The magical girl can change
her hairstyle, add change remove makeup, and create virtually any type of
mundane clothes desired. |
Level 2 |
Alter
Facial Features: She can now make minor
changes to her facial features as well. |
Level 3 |
Alter
Stature and Build: She can now become taller or
shorter by about a foot (30cm) and appear to be heavier or lighter by 50
pounds. |
Level 4 |
Sex Change: She can now convincingly appear to be of the opposite sex. |
Level 5 |
Duplicate
Person: The magical girl can now appear to
be a specific person she’s met before. A Soul check is required to determine
how convincing the duplication is. |
Level 6 |
Animal
Form: The magical girl can now take the
form of a mundane animal. |
Love
Power (6 points/Level)
Characters who possess “Love Power” can
draw upon the Element of Love to aid them. This power is typically only used by
magical girls and certain Dreaming Ones, especially since its manifestations
are usually very pink and cute. Each level of Love Power provides a new,
specific ability.
In the event that the character’s
feelings of love and self-worth are too severely shaken, Love Power abilities
will fail to function.
Level 1
|
Love Rise: The magical girl can draw strength from feelings up love; when
she feels particularly loved, she regains 3 Energy and 3 Health points per
turn. |
Level 2 |
Love Blast: The magical girl can unleash a burst of love energy; it is
useless against normal targets (it merely creates a pleasant feeling), but
hate-filled creatures of the Dark Kingdoms take 40 damage if the blast hits
them. This costs 15 Energy. |
Level 3 |
Love
Shield: This power allows the magical girl
to generate a shimmering pink force field of love energy to protect herself.
This reduces the damage of all attacks directed against her by 20 points, but
costs 5 Energy per turn it is maintained. |
Level 4 |
Friendship
Blast: This bizarre power must be used on
two people simultaneously; when struck any feelings of animosity between them
are removed. The typical result of this is the almost instantaneous formation
of a friendship, though in some cases it’s been known to work a little too
well. This costs 20 Energy. |
Level 5 |
Lovely
Space: Using this power, the character can
generate an area of “Lovely Space” covering an area of 3 yards (3 meters) per
point of Soul. To outside observers it appears that a giant pink heart has
engulfed the area. Inside in a seemingly infinite expanse of floating hearts
and rainbows. Within this area Love-based powers are considerably
strengthened (double damage, range, duration, half Energy cost) and
Hate-based powers are diminished (half damage, duration, range, etc., double
Energy Cost). This lasts for 2 turns per point of Soul, but ends immediately
if the magical girl who created it is rendered unconscious. |
Level 6 |
Love Storm: The ultimate Love-based attack, Love Storm creates a massive
explosion of Love energy, covering a radius of 10 feet (3 meters) per point
of Soul, and inflicting 80 points of damage to all Hate-based foes within the
area of effect. Anyone else caught in the Love Storm feels an intense
euphoria. This costs 30 Energy. |
Magical Defense (4 points/Level)
Certain magical girls have been known to
display an uncanny resistance to damage; attacks that could maim a normal human
tend to result in small but painful cuts to the extremities, and the like.
Level 1 -4 to all damage
Level 2 +1 Defensive Combat Value, -8 to all damage
Level 3 +1 Defensive Combat Value, -12 to all damage
Level 4 +2 Defensive Combat Value, -16 to all damage
Level 5 +2 Defensive Combat Value, -20 to all damage
Level 6 +3 Defensive Combat Value, -24 to all damage
Magical Girl Attack (4 points/Level)
See Sailor Moon RPG pp. 37-38 (Sailor
Senshi Attack).
Rejuvenation (1 point/Level)
See Sailor Moon RPG p. 36.
Winged Flight (2 points/Level)
A character with this Attribute
possesses a pair of physical wings which can be used to fly. These can be
feathered like a bird, leathery like a bat or dragon, chitinous like an insect,
or something more unusual. Such wings are, however, difficult to conceal and
the speed at which they allow one to fly is a little limited.
Relevant Stat: Body
Level 1
Gliding, such that ascent requires catching air currents.
Level 2 Slow
flight (to 30kph)
Level 3
Faster flight (to 60kph)
Level 4 Even
faster flight (to 90kph)
Level 5
Extremely fast flight (to 200kph)
Common Attributes
Cuteness (1 point/level)
This is a variation of Appearance; rather than being simply
attractive, the character is exceptionally cute, with big, shimmering eyes, a
bright smile, and-- let me stop before tooth decay sets in. Also, rather than
providing levels of Art of Distraction, a character with exception Cuteness
gets a Defensive Combat Value bonus.
Relevant Stat: Body
Level 1 Pretty cute.
Level 2 Very cute.
Level 3 Extremely cute.
Level 4 Far too cute. +1 to Defensive Combat Value.
Level 5 Too cute to live. +2 to Defensive Combat
Value.
Level 6 Too cute to die.
+3 to Defensive Combat Value.
Ageism
See Sailor Moon RPG p. 51.
Attack Gesture
See Sailor Moon RPG p. 52.
Attack Restriction
See Sailor Moon RPG p. 52.
Attack Words
See Sailor Moon RPG p. 52.
Compulsive Posing
For some reason, the character feels the
need to pause to strike dramatic poses every now and then. This must be done at
any appropriately dramatic moment, and especially while making speeches.
1 BP Poses
can be brief and don't take too long.
2 BP Poses
are involved, and require a minimum of 2 turns.
Gender Crossing
Whether by choice or otherwise, the character tends to look a
great deal like the opposite sex. Males who appear female are more common in
anime, but there are plenty of tomboys and such as well. Some gender crossers
can be dressed to look like the sex that they actually are (but prefer or have
been trained not to look like), while others naturally look that way.
1
BP The character just prefers to
dress like the opposite sex.
2
BP For whatever reason, the
character naturally looks like the opposite sex.
Marked
See Sailor Moon RPG p. 54.
No Fine Manipulators
The character is lacking in the ability
to manipulate objects. This may be due to being an animal with nothing more
than paws, or an injury, or something else.
1 BP Can pick
up objects, but cannot do fine manipulation.
2 BP Cannot
manipulate objects at all.
Recurring Nightmares
See Sailor Moon RPG p. 55.
Servitude
See Sailor Moon RPG p. 57.
Taint of Darkness
See Sailor Moon RPG p. 57 (Taint of the
Negaverse).
Touched by Positive Energy
See Sailor Moon RPG p. 57.
Trademark
This Defect is intended for superhero
type characters. Whenever they go about their heroing, they feel a compulsive
need to leave behind a trademark of some kind, whether by leaving behind an
object, carving their name or symbol, or something else. Besides wasting time,
this leaves a blatant clue that the character was there.
1 BP
Trademark can be done quickly.
2 BP
Trademark takes a few turns to complete.
Magical Girl/Knight Power Defects
The following defects are specific to
characters with Magical Girl or Mystic Knight powers.
Companion Dependent Transformation
The character must have a companion critter or possibly
another person present in order to transform. Without them, it simply won't
happen.
1 BP Companion is usually
with the character.
2 BP Companion is
occasionally with the character.
The character must expend a number of energy points in order
to perform the transformation.
1 BP Costs 10 Energy
Points
2 BP Costs 25 Energy
Points
The transformation only lasts for a relatively short amount
of time, after which the character reverts to their normal self.
1 BP 30 minutes to an
hour.
2 BP 5-10 minutes.
The transformation simply happens
whenever it wants to, for better or for worse.
1 BP On a successful Soul check the character can induce or prevent the
transformation.
2 BP The character has no control over the transformation, and for that
matter it tends to happen at inconvenient times.
Transformation Loss
See Sailor Moon RPG p. 58.
Other Tri-Stat Titles
Big Robots, Cool Starships won't
usually be of too much use for Magical World purposes, unless cyborgs or power
suits are brought into play. After all, a girl with a summonable power armor
would make a pretty good magical girl type character.
Hot Rods and Gun Bunnies is
invaluable for handling gun-toting hunter characters, as it contains the skill
system and more detailed rules and information on firearms.
The Sailor Moon RPG is an obvious
choice, especially if you're intending to combine the Magical World setting
with that of Sailor Moon, and even if you're not, the Complete Book of Yoma
will provide an excellent stock of youma to use, and the Character Diaries are
likewise potentially useful. Similarly, Magical
World contains a number of new Attributes, Defects, and so forth that could
easily fit into a standard Sailor Moon game.