“I know that things are bad. They’re always bad for you guys though, you’ve seen the shows. Your enemies are eldritch monsters of such power that even with being the equivalent an army in your own right. But you gotta keep up hope otherwise it’s not just you that’ll be suffering anymore.”~???
There’s something in the city of Ecletyo and it is not right. Typical I know. Obviously something has to be done about it. That’s where you come in hopefully. When civilization’s door is getting knocked on by various nasty creatures that mundane people can’t fight are unable to comprehend, it’s typically high school aged children that answer it and tell it that they aren’t buying. That’s you guys. Magic girls. Obviously you’ve read the comics and seen the shows, so you know this might not be pretty but generally your situation is pretty dire by the time you get contacted. Tsukaima are kind of pricks like that. Anyways, some things to know before getting started. First of all, you’ll want these.
RulebookReference sheets. Magical talents, basic moves, etc.Magic Girl media is present and it’s fully possible that your characters have seen it.
You will not need to pick crisis at the start as you will not be Magic Girls from the start. More
convenient for me to be able to get you all up to speed and appropriately traumatized at once.
If you feel that there’s something that should be specifically noted in the city include it at the bottom of your RP sheet.
And here’s the sheets needed, borrowed from TwinWolf’s ongoing Magic burst game.
Name: Duh.
Magical Girl/Boy Name, if you have one: If you have one, the character gave it to themselves.
Gender: What you identify as.
Sex: What's in your pants.
Age: Between 15-17.
Appearance: What do you look like? Try to keep it to somewhat realistic hair and eye colors, but dyes and color contacts certainly exist. Feel free to use a picture.
Magical Appearance: Same as above, but for your magical girl/boy form. This is not necessarily the same as your normal form- perhaps you look older or younger, or maybe you have an unnatural hair or eye color in this form-, but is most likely recognizable. Ditto on the pictures.
Description: Personality and such.
Background: If you want to share with other players. If you don’t, PM me. This is required; In addition to general information, this is where you answer the questions from the book. Those are:
“What kind of person are you?”
“What reason will you have to make a pact?”
“What will your wish be when you get it?”
There are examples of all of these in the rulebook. Feel free to use them or create your own.
You should at least put what other people at the school would know about you.
And let's just get this out of the way; if your character is the sort who wouldn’t contract no matter what, you’re not getting in. While I could deal with having one non magic character, that’s taking a spot away from someone who will actually be playing and that’s not fair.
Magical Power: What’s your unique power? This is not necessarily a combat power, and will most likely have no mechanical representation. Confirm with me first. There’s a table for this you can look at for ideas. No “Time Jump” or anything like that.
Magical Element: What element do you manipulate? There are tables for this in the rulebook that you could roll on, or you could pick from, or just make up your own if it’s not on the table. Confirm with me first. This does not affect damage, just certain Fallouts and Changes.
Magical Weapon: From your standard swords and staves to magic-enhanced firearms to hitting them with a desk, a Magical Girl or Boy can have many sorts of weapons. What’s yours? This is mostly fluff, for how to describe your attacks.
Changes: You have none at the start.
Resolve: You start with 18.
Normal Attributes
Values between 2 and 7, 14 points.
Charm:
Insight:
Tenacity:
Magical Attributes
Stat Name - Combat Stat - Number (Overcharge). 18 points, values between 3 and 9.
Heart:
Fury:
Magic:
Magical Specialization: Knight, Witch, Priestess. Basically Defense, Attack, Support.
Magical Talents: All characters have Boost and Recover. They also get the starting Talents of their specialization. Then, they can choose 1 talent from the Common list, one from their Specialization list, and a third from either list.
Type of action, uses (per scene or per episode, if limited use), Overcharge (if any). Description.
Boost
Free Action, 3/Scene, 1 Overcharge
When making a magical challenge, you can take 1 Overcharge on the magical attribute you’re using for the challenge to roll an additional die and add it to your result. This die will give you another die and another point of Overcharge if it rolls a 6 as usual, and if you use it for an attack it gives +2 to the attack’s damage as usual.
Recover
2/Episode
While out of combat, a magical girl or boy can use this to regain 1d6+2 Resolve
We will fill in Relationships once sheets are chosen.
Discord link I’ll be choosing the characters based on both quality of the sheets and the behavior of the players.