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===Asura=== *Rules **Overcharge ***Asura can not voluntarily take Overcharge, nor do they accumulate Overcharge. ***Asura may take Overcharge from other people and use it as Overcharge for their own purposes, such as using Finishers, Magic Effects, or boosting rolls. They may do this in reaction to another person's action as soon as Overcharge occurs (and in fact must, with Youma, since Youma don't accumulate Overcharge). ***Asura may store Overcharge up to 1/2 their highest Magical Attribute (round up). **Chaos Charge ***If an external event creates Overcharge (usually Youma with the Overcharge Radiation ability), and the Asura was not directly responsible for the event, the Asura may absorb up to the total of their Magical Attributes and store it as Chaos Charge. ***An Asura may convert 2 points of Overcharge into 1 point of Chaos Charge ***An Asura may convert 2 points of Chaos Charge into 1 point of Overcharge ***Chaos Charge may be required to use certain Curse Powers. ***1 point of Chaos Charge may be used to recover 1d6+3 Resolve ***1 point of Chaos Charge may be used to create an Oblivion Seed (or Corrupted Seed if the Asura's Curse Power allows). ***Chaos Charge may be used to increase either the Power Level or Magical Girl Number of a Youma, costing 1 point rank of increased value (going from PL2 to PL3 costs 3 Chaos Charge, for example). ***2 Chaos Charge may be spent to allow the Asura to use any Finisher or Effect once. They still need to pay the usual Overcharge costs as well. **Resolve ***Asura have Resolve equal to their base as if they were Magical Girls, plus the sum of their Magical Attributes. **Nature ***Effects that specify Magical Girls or Youma do not effect Asura. ***Asura may not make Wishes or Curses. ***Asura always have a Curse Power, even if they were never a Witch. If they had a Wish power before becoming an Asura, it becomes a Curse Power, there is no option to keep their former power. ***Asura can not be altered by the World or its Agent.
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