Editing
Mahou Shoujo:Roanapur
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=House Rules= *All magical girls can fly at normal badass speed. *All magical girls can run or do awesome parkour at twice badass speed. *You get 3 points to divy up between Armor and Weapon. If you have Weapon 0, you fight with normal weapons, but you still don't count as unarmed against supernatural stuff. *All Badasses get +2 on combat rolls, not just Kickasses. For stuff other than fighting, they get their bonus only on things that fit. Ideally, descriptions of combat moves should relate to the type of Badass you are (''see'' [http://tvtropes.org/pmwiki/pmwiki.php/Main/AwesomenessByAnalysis Awesomeness by Analysis], or [http://tvtropes.org/pmwiki/pmwiki.php/Main/BreakThemByTalking Break them by Talking] for examples). *Normal Badasses and Average Joes count as unarmed when fighting anything supernatural, like a demon or magical girl, and roll their attacks at -2 and don't get any benefit from armor or weapons. Only Magical Girls and Demons can fight on an even footing. ==General Sorcery== All magical girls (mahou or maou) can use magic in a more generalized way. If they want to be particularly good at it, they can pick up a Supernatural Flava to enhance it (''see'' the Supernatural Flava 'Illusionist' for an example). If the type of magic fits their badass type, they can add their badass bonus to any required rolls. Mashous usually have a theme to their magic, reflecting their nature, or their affinity, such as Blood Maiden being focused on, well, blood. Sorcery works as follows * If it just affects you, and gives a role-playing (non-mechanical) benefit, it just works. * If it doesn't directly affect another person, it succeeds on a 2d6 roll of 5 or higher (but there can be modifiers, keep reading). * If it affects someone else, it's an opposed roll. The target can add their respective Badass bonus if it applies, but weapons and armor don't modify this roll. If they have any Flavas or bonus that might apply, they can add them. ** Example: Magical Angel Blazer Homura is a Smartass, trying to track a sneaky demon using sorcery, an example of using magic to conveniently accomplish a mundane task. She doesn't have any related Flavas, but it's Smartass related so she rolls 2d6+2. The demon is a Kickass, which applies to physical things, like sneaking, and has the Ninja Flava. It rolls 2d6+5 to oppose Homura. * Degree of success (+1 per 4 points above opposing roll or target number) applies, if it makes sense. Some effects will be all or nothing. * If the sorcery is outside the scope of the mashou's general theme, they get a -1 on their roll. * The broader the effect, and the degree to which it alters the world can make it harder to pull off the sorcery. Generally speaking, if it's just using magic to conveniently do something you could do normally, it's +0 to your roll. If it's doing something that's impossible without magic, but doesn't majorly distort the normal world, it's a -1. If it could be done mundanely, but has a major effect, it's also a -1. If it can only be done with magic, and has a major effect, it's a -2. These modifiers assume a relatively small scope, the extent of a scene, more or less. Greater penalties apply if a mashou wants to go beyond that. ** Example: Magical Angel Blazer Homura wants to ignite every piece of paper in Roanapur. She has the Supernatural Flava 'Pyrotechnician', which gives her a +2 on her roll, and it's in theme for her, as she mainly uses fire, however it's not Smartass related. It's a major effect, but one that could be accomplished mundanely, so she gets a -1. It's also way beyond the scope of one scene, so the GM scratches her head and decides to assign a further -4. Homura has to roll a 5+ with a total of a -3 on her roll. If she wanted to ignite all the gasoline in Roanapur, the GM would make it even harder! ===Demonology=== Any Maou Shoujo, as their name 'Demon King Girl' indicates, can use Sorcery to try to summon and control demons. Awakened Demons or Familiars can only be affected if the maou shoujo is in possession of the corresponding tome. * Summon: A Sorcery check with a difficulty equal to 5+1/5 BP the summoned demon has. This assumes that it's being done out of combat as a lengthy ritual. The difficulty is increased by 5 if the Summoning is attempted quickly or in combat. * Control: An opposed Sorcery check vs the demon to be controlled. The Demon resists with the higher of its Attack or Defense, +1 per 10 BP it has. A controlled demon will generally do what the Maou Shoujo wants to the best of its ability. Control lasts until the next dawn where the maou shoujo is. * Bind: An opposed Sorcery check vs the demon to be bound. The demon must be controlled first. The Demon resists with the higher of its Attack or Defense, +1 per 5 BP it has. Attempting to bind a demon costs 10 Awesomeness or Wickedness, whether it succeeds or fails. Bound demons may be summoned or dismissed at will by the maou shoujo, and are permanently controlled. Once per round (or scene out of combat), she can do one of the following: ** She may spend 1 BP to use any Flava one of her bound demons has (except for True Form/Final Form). ** She can siphon up to 3 BP from one of her bound demons or transfer up to 3 BP to one of her bound demons. ** She can release a bound demon. This gives her 1d3+3 BP, but frees the demon from its binding and control. ** She can spend 1 BP to allow one of her bound demons to use one of her Flavas. : A Maou Shoujo may have at most one bound demon for each Flava of any type that she has. If she wants to bind another demon, she'll need to either release one, or save up enough Awesomeness/Wickedness to buy another Flava first. The Demonologist Flava grants a +2 bonus to all attempts to summon, control and bind a demon, as well as reducing the Awesomeness/Wickedness cost of a binding attempt by five. Non-Awakened bad guys (hereafter known as summoners) can also take this flava, but this mainly serves to allow the summoner to use Demonology without being Awakened, and does not grant any bonuses. ==Combat Options== These are some optional things badasses can do in a fight, that any badass of the appropriate type can do. Any given one can only be used once per scene. *"I Got You Covered!" [Any Badass] Spend 1 BP to take an attack meant for another person within 1 range band. You can do this after the attack and defense have been rolled (you roll your own defense against the attack). This doesn't take an action. *"Double Dragon" [Any Badass] You and one other Badass acting at the same initiative can launch a combo attack. Each of you spend 1 BP, and roll your attacks as normal. Use the better of your two rolls to resolve both attacks. *"It's Me You Want!"/"It Was Him, Not Me!" [Wiseass] When someone is attacked, you can spend 1 BP to give them a +2 to their defense. The attacker has to attack you with their next attack. This doesn't take an action. Alternately, you can spend 1 BP to make an enemy that's attacking you attack an ally of yours instead (your ally doesn't get a bonus on their defense!). *"Finish Him!" [Kickass] When you make an attack on a Badass, you can wager up to 3 BP. If you defeat your target, get the wagered BP. If you fail to defeat them, you lose the wagered BP. *"Hey Look, Your Shoe's Untied" [Smartass] You can spend up to 3 BP to reduce a target's single Defense or Attack roll by that amount. You have to be one range band from the target or closer. This doesn't take an action. *Staredown [Wiseass] You can spend up to 3 BP to reduce a target's Initiative by that much. You can use this before the fight begins, or during the fight (it doesn't take an action). And yes, multiple Wiseasses can use this move on the same target. *No Look Punch [Kickass] When you attack one target, you can spend 1 BP to make that attack count against a mook target (other than one you attacked) as well. Normal range modifers apply (it doesn't have to literally be a punch!). *"Just As Planned" [Smartass] When you spend a BP to improve your attack or defense, you can spend 3 BP instead to make the bonus die an automatic '6'. ==Custom Flavas (Any Badass)== * "I know this place!" - You can spend 1-3 BP once a scene to add some advantageous bit of detail to the location. * "You Wouldn't Like Me When I'm Angry" - When you get mad, you get dangerous. You may spend 3 BP to get mad during a fight. While you're mad, you do 1 BP of damage for every 3 points above the roll of guy whose ass you're kicking, instead of the usual 4. * Exotic Dancer - +3 to rolls using physical attractiveness to seduce/distract, limited by target's orientation. * Everything and the Kitchen Sink - You never count as unarmed. Even if you're stripped naked and tied up... well, then you have a rope, don't you! If you're running on fumes, you can narrate using something improbable as a weapon to regain 1d3 BP * Acrobat - You get +3 on your rolls to pursue or flee during a Chase, if you're moving through a crowded or cluttered area. Once per scene, you can spend 3 BP to increase your running movement by one. * "Sometimes I'm an X, sometimes a Y, but I'm really..." - You can spend 1 BP to change your appearance instantly. You can also spend 3 BP to also get access to a single Profession Flava that matches your new appearance for the rest of the scene. Actually using the Flava costs twice as much BP as normal, or 1 BP if it's normally free. * "Sniper!" - You're a dead shot with a rifle, and you can punish fools like an angel of death. Your range modifiers are -1 at medium through extreme range. If your target isn't in a fight and doesn't know you're there, you can spend 1 BP when you hit to do 1 damage for every 2 points over the target's defense. Naturally, you can only do that once a scene! * PhD in Kicking Ass - Pick one Combat Option belonging to a different type of Badass than yourself. You can use it as if you were the right kind of Badass. * "Fool Me Twice..." - Once per fight, you can spend 1 BP to use a Combat Option that you've already used in the fight. * Roll With It - When you're hit, you can spend 1 BP to raise the number needed to score extra damage by 1 (usually to a 5). * Heroic Comeback - The first time in a fight that you roll snake-eyes or boxcars, gain 1d3 BP. * Marked For Death - Whoever pissed you off is going to pay. Spend 3 BP to mark your target, once per fight. Every time you hit them, they take an extra 1 BP of damage. * "I Believe in You!" - You can spend 1 BP to add a d6 to someone else's Attack or Defense roll. This counts as your once per turn chance to boost a roll. A given roll still can't be boosted by more than 1d6 total, so if multiple people use this Flava (or if the beneficiary spends BP to boost their own roll), use the highest of the bonus rolls. * Wily Veteran - Once per round, if you have already spent BP on a bonus die for attack or defense, you may spend 2 BP to gain a bonus die for the other. * "Hang in There!" - Once per fight, as your action, you can give up to 3 BP to one of your buddies. * Demonologist - This is a Nasty (Villain) Flava. Only bad guys and maou shoujo can take it. They get a +2 on checks to summon, control, or bind demons, and the cost of binding demons is reduced to 5 Awesomeness/Wickedness. Demons can't take this Flava. Non-supernatural types get the ability to use Demonology instead of the usual benefits. * Crazy Prepared - During Downtime, you can forgo your chance to regain BP to instead prepare a certain location to give you some advantage in the future. Simple traps, caches of weapons, etc. can be prepared in one Downtime, but if you have the chance to prepare over several Downtimes, you can get really crazy! Work out the details for what you want to do with the GM. * Gun Fu - Some people know Kung-fu, but you follow the .44 path. You get +1 to all attack rolls using guns and can make a single gun attack count as 1 BP of damage for every 2 points over the defender when fighting mooks. The +1 with guns doesn't stack with the +1 with weapons from the Soldier flava! ==Supernatural Flavas (Any Mahou or Maou Shoujo or Demon)== * Illusionist - +2 on non-combat actions involving illusions. This can include stealth, distraction, or whatever else you can think of, as long as you can justify it. If it's a big enough effect, you might have to spend BP on it. * Dangerous Forbidden Technique - You spend 2 BP to power up and unleash your secret power! Decide what this means when you take this Flava (consult your GM!). There's always some drawback to using this technique. You can end your technique (if it's a continuous thing) at the start of your turn. You can only use this once per fight. ** ''Example'': Trigger Form - Once per fight, you can unleash a second form that supercharges your power but puts an enormous strain on your body. You get +2 on attack rolls, but you take 1 BP of damage for every round that you are in this form. * Bad Company - For Mahou Shoujo only! You're able to draw on demonic power, for a price. You can now take Demonic Flavas, as well as the Nasty (Villain) Flavas "Behold my TRUE form!", βJust You, Me and My GUAAARDS!β, and Demonologist. You'll need to pick a patron Awakened Demon, Incubator Familiar, Accelerator Familiar, or Benedicite Familiar. Extinctionist and Naturalist Familiars won't want to associate with you, if they know. Using a Demonic or Nasty Flava costs an additional 1 BP, and does not earn Awesomeness. Instead, it earns Wickedness. Wickedness works like Awesomeness, but can only be used to earn more Demonic or Nasty Flavas. If you ever end up with more Demonic or Nasty Flavas than other Flavas, you become a Maou Shoujo. Who wouldn't want to be wicked awesome? ==Demonic Flavas (Any Maou Shoujo or Demon)== *"Your Soul Is Mine!" - Spend 1 BP when you make an attack. If you do damage, you gain BP equal to the damage you inflict. *"You're Worthless and Weak!" - Spend 1 BP when you make an attack. If you hit, instead of taking damage, the target loses access to one Flava of your choice for this scene. They can take a 3 BP Setback to reverse this. *"Puny Mortals! I am Invincible!" - Increase the number that attackers have to beat your defense by in order to cause extra damage by 1. So normally they will do 1 BP per 5 they beat your defense by. If they use Martial Arts, they will do 1 BP per 3 past your defense. *"Through a Mirror Darkly" - Spend 1 BP. You can uses a Flava that an enemy in the scene has. If that Flava has a cost, you have to pay the BP as usual. *"To the Pain!" - If your defense roll and the attack roll are both odd or even (before bonuses or BP), the attacker takes 1 BP of damage. *"That Hideous Strength" - Spend 1 BP when you attack. If you hit, the target is sent flying back one range band per BP they take. Normal walls and things won't stop them, but they don't take extra damage from hitting things. *"A Whisper in the Dark" - Spend 3 BP when you attack. If you hit the target takes no damage, but loses the use of one Running on Fumes recovery method for every BP they would have taken. Start from the top of the list of moves, and skip ones they've used already. *"That Was Not My Final Form!" - You must have already have used "Behold my TRUE Form!" You can only use this Flava once. If you're reduced to 0 BP, gain two more Flavas, and BP equal to the amount of BP you've spent this fight. Familiars can't take this Flava. *"Yummy Yummy in My Tummy!" - Spend 3 BP when you attack. If you hit, you do damage as normal and swallow the target whole. While swallowed, they can only attack you. If they do 2 or more BP in a single attack, they break free. While they're swallowed, you can attack them whenever you act, in addition to any other attacks or actions you take. You can't attack them twice. *"You're All Alone Now!" - Spend 3 BP and pick a target. Space and time distort such that everyone else in the fight besides you and your target is 4 range bands away. You can attack on the same turn you do this. The other people in the fight can move back and make ranged attacks normally. *"I Am Become Death, The Destroyer of Worlds!" - Spend 3 BP when you attack. Make a single attack roll and apply it against every enemy in the fight, Range modifiers apply as normal. You can only take this Flava as result of using "Behold my TRUE Form!" or "That Was Not my Final Form!". Familiars, having by default revealed their true forms long ago, can choose this Flava freely. *"We're Not So Different" - If an attack causes damage, spend 1 BP. In addition to the normal damage, convert that much unspent Awesomeness into Wickedness (see the flava '''Bad Company''' for details on how Wickedness works).
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information