Magical
World
Thrash
Rules Module
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.
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.
"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.
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.
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.
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.
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 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
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
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
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
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.
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.
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.
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+ |
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+ |
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.
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.
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.
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.
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.
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!”