Editing Magica Mima Umbra Puella

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**** Furthermore, the Locked Attribute informs all of the characters actions. How they act, react, and deal with people should be colored by the Attribute. If they have a choice as to which Attribute they can use for a Challenge, they must use the Locked Attribute, if possible. If multiple Attributes are locked, they can choose among them. The Lock persists for one scene.
 
**** Furthermore, the Locked Attribute informs all of the characters actions. How they act, react, and deal with people should be colored by the Attribute. If they have a choice as to which Attribute they can use for a Challenge, they must use the Locked Attribute, if possible. If multiple Attributes are locked, they can choose among them. The Lock persists for one scene.
 
**** Alternately, instead of suffering a Lock, you may take a Temporary Change (self), as normal. You can just invent your own Change, roll, or use the table for inspiration.
 
**** Alternately, instead of suffering a Lock, you may take a Temporary Change (self), as normal. You can just invent your own Change, roll, or use the table for inspiration.
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*** 6 Hypercharge: The Overcharged Attribute becomes Hypercharged. All Challenges made with it automatically risk Overcharge. You also can't voluntarily roll a single die in Battle to reduce the Overcharge on a Hypercharged Attribute. If you use the Attribute to Use Magic for Non-Magic Tasks, you automatically transform. If you actually spend Overcharge for bonus dice on challenges using the Hypercharged Attribute, you roll additional dice, and gain additional Overcharge, on a 5-6 instead of a 6. The Hypercharge persists for one scene. In addition, their energy leaks into the environment around them, causing a Distortion, as per level 2, except that the Distortions effect Normal People around you, rather than yourself. If you're carrying 3 or more Overcharge on an already Hypercharged attribute, the Distortions are level 3. A person with multiple Hypercharged Attributes will behave as a mix of those, as best they can.
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*** 6 Hypercharge: The Overcharged Attribute becomes Hypercharged. All Challenges made with it automatically risk Overcharge. You also can't voluntarily roll a single die in Battle to reduce the Overcharge on a Hypercharged Attribute. If you use the Attribute to Use Magic for Non-Magic Tasks, you automatically transform. If you actually spend Overcharge for bonus dice on challenges using the Hypercharged Attribute, you roll additional dice, and gain additional Overcharge, on a 5-6 instead of a 6. The Hypercharge persists for one scene. In addition, their energy leaks into the environment around them, causing a Distortion, as per level 2-3, except that the Distortions effect Normal People around you, rather than yourself. A person with multiple Hypercharged Attributes will behave as a mix of those, as best they can.
 
**** Instead of Hypercharge, you may take a Temporary Change (Other), as normal. You can just invent your own Change, roll, or use the table for inspiration.
 
**** Instead of Hypercharge, you may take a Temporary Change (Other), as normal. You can just invent your own Change, roll, or use the table for inspiration.
 
*** You may spend 1 Oblivion Seed to immediately remove the effect of a Lock, Hypercharge, or Temporary Change, either on yourself, or another.
 
*** You may spend 1 Oblivion Seed to immediately remove the effect of a Lock, Hypercharge, or Temporary Change, either on yourself, or another.

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