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Magical Girls: Fantasy Fucking Vietnam
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== House Rules == The game system we will be using is The Fantasy Trip, with some modifications. I'll be providing a version of the rules to anyone who doesn't have access. This is an "old-school" system, but don't let that turn you off. It's actually all pretty easy, and I'll be holding everyone's hand a lot at the start. Some of the below clarifies rather than really changing the rules. === Character Creation === *Characters start with the normal amount of attribute points. You begin with 8 points each in ST, DX, and IQ, and then have eight points to distribute among the three of them. This represents the attributes you have after Luna empowers you; your initial awakening as one of her chosen represents a substantial boost in power. An attribute value of 10 is a normal adult human, which means that you will be slightly superior to the average adult after your awakening. *The downside is that you start with less than the full complement of Talents. Characters begin with talent points equal to one-half of their IQ, round down, rather than their full IQ. Of course, many normal adults don't have much in the way of talents, either. *Some of you might develop magical abilities immediately after awakening. If your IQ is 12 or higher, you will begin knowing one or more spells immediately after awakening. For each point of IQ above 11, you will have one spell. The maximum IQ of the spells you can have is your actual IQ-4. So, starting characters aren't likely to have much powerful magic! But that will change... *Don't worry about starting equipment for your magical girl in Cidri. I'll be handing it out in play as needed. Characters in Neo-Tokyo will have normal teenage schoolgirl stuff. Assume that most of your parents aren't very well-off. You'll have a Link and a purse and uniforms and everything, but probably not the most new or expensive gear, or a motor scooter or anything. *Starting characters should have at most 100 words of description and stuff. Until you've built up some stats and made your character more survivable, it's not as desirable to develop heavy investment. *Characters are color-coded. When we make characters, each player should select a distinct color for their character. This will both feature strongly in their outfits when they've transformed, and also be used to make marks on battle maps. === Character Advancement === *Characters will get experience according to enemies beaten, treasure obtained, and following their Aspirations (Aspirations will be developed in play.) I may also assign experience if I think you guys have done anything particularly cool. All experience points earned go into a common pool to be divided equally among the player characters. So, you are just as rewarded for helping your friends follow their aspirations as you are for following your own. *A character has a maximum amount of talent points and a maximum number of spells equal to their IQ. Magical girls combine the abilities of both Heroes and Magicians! If you gain a point of IQ, you immediately gain another Talent Point and another Spell. I may also hand out spell or talent points anytime I think that you guys need or deserve a small step of advancement. This will help you to "catch up" to your maximums, since you start out below them in character generation. *You can't gain talents or spells above your maximum. *Don't bother learning the rules for "forgetting" talents or spells or "training" them or whatever. We're going to ignore most of that. === Damage & Dying === *Your "max HP" is effectively equal to your Strength attribute. Injuries add up as Damage, and spellcasting adds up as Fatigue. I personally think it will be easier to track these quantities as positive numbers that are compared to your Strength, rather than as something that are subtracted from it. *Whenever you take hits from an enemy attack of some kind, it will likely be reduced by whatever armor you're wearing. The remainder is applied to your character as damage. Damage typically heals at a rate of one point every two days, but it may heal faster. *Fatigue adds up from casting spells. It is just as life-threatening as damage from enemy attacks! However, it does heal faster. You reduce your Fatigue by one point every fifteen minutes. *If the sum of your Fatigue and Damage adds up to your Strength exactly, you fall unconscious. You can't cast spells that would raise your fatigue higher than that. *If the sum of your Fatigue and Damage add up to higher than your Strength, you fall unconscious and may die. The GM will roll a number of D6 equal to the amount by which your Fatigue + Damage exceeds your Strength. If the result is lower than or equal to your Strength, it may be possible for your friends to save you. If the result is higher than your strength, your character dies. Fortunately making a new character is fast! *In order to avoid insta-kills, triple damage results will add +2d6 damage instead, and double damage results will add +1d6 damage instead. The additional damage rolled will be considered minimum actual damage for the attack, regardless of armor, protective magics, etc. === Game Notes === This section is a good place to note where the most useful parts of the game book are, and we may end up using it as a quick reference guide. For page references, I'm using the number given by Adobe Reader and not the internal page numbering, so I can just type it in and go. *The damage done by character strength is on page 7 of Vol. 1. If your character has no weapon skills, find a club and deal unarmed +3. It's better than nothing! *Information on Experience Points can be found on page 20. We're going to be a bit more generous about XP, though. The value of a one-hit nuisance monster is five XP, the value of a larger nuisance monster is 10 XP, and the XP value of other creatures is their (ST+DX)x2. If that creature is a spellcaster or has other abilities that key off of IQ, their XP value is (ST+DX+IQ)x2. I am likely to hand out additional XP for enemies with particularly good equipment, etc. *Spells are also worth twice the book value. Every Fatigue gained from casting spells in a pressure situation is worth 2 XP. *Making a die roll in a pressure situation is worth something. If the results are relevant and there is risk associated with failure, then the award is 10 for a three-die roll, 20 for a four-die roll, 30 for a five-die roll, etc. If the hazards of failure are particularly bad, the XP will may be rewarded for a failure, as well. This rule applies to saving rolls and attempts to use talents, not for every roll made in combat. *Rather than time sessions, each session will be worth 20XP. *Travel XP is also doubled. *I will be assigning XP for treasure - 1XP for every silver piece worth of treasure obtained. I reserve the right to adjust that figure after seeing how it works out in play. *Most of you are probably not used to dealing with encumbrance. Let me tell you, I love encumbrance. Encumbrance rules are found on page 32-33. Common large denomination coins like gold or silver pieces weigh 1/50th of a Kg each; smaller coins, like copper coins weigh 1/100th of a Kg each. If you aren't wearing armor, it probably isn't necessary to count your encumbrance down to the individual coin weight. === Magic Notes === *Please note the rules on iron, silver, and magic. It's difficult to cast if you have metal weapons or armor. *I'm going to give you guys a couple more free spells just from having your powers develop, but after that you will need to track down and learn spells in-character. I'm going to make it substantially easier than it is in the book, but some effort will be required. We'll have future developments on this as the PCs explore Cidri. *Magic is tricky and isn't a good go-to means of offense, unlike D&D. Magicians in TFT make adjustments to the course of battle and can be very effective, but they aren't artillery. The most efficient way to kill a bad guy is with heavy armor and a big goddamn sword.
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