By Quasar Black, Contributing Material From Anonymous and Boss
By Quasar Black, Contributing Material From Anonymous and Boss
And now
she’s dead. Doesn’t really matter how. Maybe you slipped with a knife in your hand, maybe you couldn’t
jam on the brakes in time, maybe you dropped something heavy on her, maybe that gun you were cleaning
went off. Either way, she’s dead now. Little girl breathed her last right in front of you. Now something
unnatural appears. A bizarre mashup of stuffed animal, marshmallow and living creature.
“Puchuu - she’s dead now. I guess I’ll need a replacement. Seeing as it’s your fault she’s dead. You owe
me. So you work for me now.“
It gives you a handful of coins. You have just enough time to register the ancient disks as a gold coin,
three silver coins and four bronze coins before your body begins to twist and change, and the last thing you
hear before you lose all you senses entirely is the thing giving you some advice.
“Best if you spend these now, they won’t have as much of an effect later, chuu.”
You are now immortal and will no longer age. However, you look quite young and will look like this
for eternity. If you die, you will become a spirit, though after after a great deal of time and effort, you
will be able to recreate your body.
Treat 1-10 as is, and 11-20 as another 1-10. Your new age is 6 + your roll.
Spend a Bronze coin to add or subtract one year.
Silver to change your age to any age between 7 and 16.
Gold to choose any age you wish.
The minutia of your new body’s features may be altered to whatever you wish within human norms -
ethnicity, eye, skin and hair color, eye shape, hand structure, etc. But the overall shape of it is is up to chance.
Bronze: +/-2 from your roll. Silver: Pick your body type.
You are smaller than normal, You appear as average for your You are taller, bigger, wider,
sickly, thin, or look much age . No standout features. more muscular, appear older or
younger than you are. have precocious puberty.
By Quasar Black, contributing material from Anonymous and Boss. Version 1.21
How strong, fast and tough you are. These stats are easily quantified.
You start at 4 in these.
Spend a Bronze: +1 to a stat. Silver +2 Gold +4
● 4 is your average human adult.
● 5 is a trained athlete or above average
● 6 is Olympian athlete or top tier human
● 7 is peak human. You’re on par with world record holders.
● 8+ is supernatural and effects are described in their individual sections.
Strength or STR
How strong you are, how much force you can exert. Partially determines health & speed.
Benchmarks given in what you can casually lift over your head and fling at least 20 ft.
4 = medicine ball 8 = full ½ barrel keg 12 = empty golf cart 16 = compact car
6 = average human 10 = refrigerator 14 = large motorcycle 18 = average sedan
Agility or AGI
How dextrous and agile you are, your hand-eye coordination. Partially determines defense and speed.
4 = Easily hit a dartboard at 10 feet. 12 = Easily hit a bullseye at 30 feet
6 = Easily hit a bullseye at 10 feet 14 = Easily hit a bullseye at 20 feet with a toothpick
8 = Easily hat-trick double bulls at 10 feet 16 = Easily hit a bullseye at 20 feet with a sewing needle
10 = Easily hit a bullseye at 20 feet. 18 = Easily hit a double bull at 20 feet with a thrown fly
Vitality or VIT
How tough or enduring you are. Partially determines health and mana.
4 = You can shrug off a slap 12 = You can shrug off low caliber bullets
6 = You can shrug off a punch 14 = You can shrug off rifle rounds
8 = You can shrug off a bat 16 = You can shrug off high caliber rounds
10 = You can shrug off swords & knives 18 = You can shrug off autocannon rounds
How magical, or favored by fate you are. These stats are not as clear cut as physical stats.
Human average here is 2 rather than 4. Luckily, you’re not entirely human anymore.
You start at 4 in these.
Spend a Bronze: +1 to a stat. Silver +2 Gold +4
Magic or MAG
How strongly magical you are, how much mana you can put into one attack. Partially determines mana.
Benchmarks given with Fire as an example.
2 = spray sparks 12 = Fire piercing beams of heat
4 = enhance your melee/ranged attacks with fire 14: As per 6 but while also using jets of fire to propel yourself.
6 = expel bursts and streams of fire 16: As per 8, but while also propelling yourself around.
8 = launch explosive bolts and blasts 18: As per 10, but also while propelling yourself around
10 = shoot blazing columns of fire 20: Self propulsion, beams of heat, and a fire aura.
The primary limitations of magic are mana capacity and skill. All of these feats are accomplished by throwing
higher amounts of mana into creating fire, with greater skill applied in application and shaping.
Luck or LCK
Luck is how favored by fate you are. There is no hard benchmark for this. When your luck is high, things just
go right for you. Your enemies are distracted, you just happen to stumble into monster nests before they get
bad, an enemy is tripped up by a burst water main, you dodge a blow thanks to a stumble over a loose rock.
The higher your luck, the more often these things happen.
The focus of your powers.
Bronze: modify your roll by one.
Silver: Swap to any specialization within your column
or a Corruption that shares your specialization.
Gold: Choose any specialization. If you choose Corruption, you may select on that table as well.
Ice users can shoot blasts of cold air to begin with. With more power they can summon
shields made of ice and sharpened hunks of ice to be fired as projectiles. Freezing
your opponent’s feet to the ground with ice while you pummel them? You can do that.
A good power with a mix of offense and defense. Ice users become more empathetic
and in control of their emotions. They will never have to pay for air conditioning again.
Out of costume they retain resistance to cold.
Air’s focus is speed. Air users can attack using gusts of wind or slicing vacuums of air.
Skilled users can blow away projectile attacks from enemies using a powerful gale.
Eventually they will be able to fly. The disrupting nature of air allows their users to also
cast some debuff spells to confuse and weaken their enemies. Air users become more
cheerful, intellectually curious and are excellent at finding things. The nosy nature of
an air user will eventually give them minor clairvoyant abilities. Out of costume, they
have a heightened sense of their surroundings as they feel the air move.
Spirit allows users to see and communicate with spirits. They are skilled in manipulating
the etheric energy disembodied entities need to manifest in this world. They can
exorcise a spirit with ease, or summon enough etheric energy for a disembodied entity
to interact with the world. These girls are usually laid back and calm. A novice Spirit
mage may employ poltergeists wielding various weapons in battle. An advanced Spirit
user is often surrounded by animated suits of armors and dolls inhabited by their loyal
spirit servants, as well as fully materialized spectres. Out of costume, they retain the
ability to see and communicate with spirits.
A reinforcement natured magical girl can create powerful wards and shields to protect
herself and her allies. She also gains access to the most potent healing spells and
utilities that remove status ailments and curses. She has no offensive spells, but does
gain top class enhancement spells to boost herself and her allies. They will usually
depend on their allies or physical attacks to damage their opponents. Reinforcement
users tend to become more altruistic. Skilled reinforcement girls can place protective
wards on objects or places that last for many years. And can purify areas or people,
removing negative energies. Out of costume they are surprisingly durable and their
words of encouragement have a strong effect.
Psychic users can read and influence minds, and induce feelings of terror, anger or
sympathy in their target. With practice they can harm their opponents with a mental
blast. While they are adept at disrupting or destroying their enemy’s minds, the greatest
psychic girls can make subtle changes without damaging the target mind, allowing them
to edit memories or even temporarily turn people into their slaves. Sadly their powers
do not work on entities with no minds. Strong-willed opponents can resist psychic
manipulation. These girls also become resistant to effects that meddle with their own
minds. Out of costume they are still resistant to mind effects and can sense the
presence of other minds, though they can’t read them.
Time is a strange power. Novices are often quite weak but aware and practiced users
are deadly. Users of this power can slow their opponent’s time to slow them or allow
them less time to think, or speed up their own time to move faster and give themselves
more time to strategize. An adept time user can freeze time in blocks of several
seconds. A true master can freeze time for as long as they have mana to spend, and a
full stop of time is very taxing. Time travel is an impossibility, though. Time mages
become better in logical thinking and problem solving skills. Out of costume, Time girls
are always aware exactly what time it is and how much time has passed - they are also
aware of gravitic distortions, as they distort time.
Lightning is a very offensive power set, much like fire, and it’s spells tend to be single
target with very high accuracy. The more powerful spells are quite draining to cast.
These girls hit like a blitzkreig - either they bulldoze their opponents in a few blasts, or
they run out of steam and get into trouble. An accomplished lightning user can channel
their element into their movement, giving themelves bursts of speed and strength. Out
of costume, girls infused with the element of lightning have very fast reflexes and tend
to be quick of wit as well
The specialization of sound offers a mix of offensive and supportive powers. Sound
attacks tend to have high accuracy and can cover a wide range of area, but low power.
They’re good against a group of weaker enemies but weaker against a single strong
opponent. Fortunately sound also offers wide range of enhancing and debilitating
magic to be used on one’s allies and enemies. Sound mages often wield a musical
instrument as their weapon to better channel their magic. Sound magical girls are not
guaranteed to be musically talented. Out of costume they tend to be either very
musically talented, have an extremely good ear for sound, or are talented mimics.
The path of darkness focus on stealth and debuff effects. The user can shroud
themselves in magical darkness and silence, making them extremely hard to detect.
With practice they can make themselves invisible, intangible or even able to walk short
distances from shadow to shadow, allowing them to show up unexpectedly and ignore
attacks. This path also offers some of the most crippling malicious spells. Skilled
users may learn to lay a death curse. Death curses have a low success rate, and it
gets even lower if your opponent is magically stronger than you, but if it’s successful it
instantly kills them. Out of costume they can see in the dark.
Illusion allows one to create primarily visual illusions for others to see. One can easily
create decoys of themselves or other objects to distract their opponents, hiding their
own movements and attack with impunity. Advanced illusion mages can also
manipulate other senses - sound, smell, balance or prioriception are all fair game.
Illusion specialized girls generally have no direct attacks, instead relying on
misdirection to set up an attack from their weapon or allies Girls in the path of illusion
often become more artistic. Out of costume they are harder to notice if they don’t want
to be, and have a natural understanding of color.
Light users can fire beams of light to attack. These girls have modest attack powers
and are only single target, but have extremely long range. They can also make a
blazing sword of light for use in melee. Their inner light reveals all - giving them spells
to see through deception, to detect and dispel illusions. Like Air they also become good
at finding things, and they are capable of purification - a middle ground between the
destructive Fire and the powerful Reinforcement. Advanced users can force others to
reveal secrets. Out of costume they are always aware if someone lies to them.
Girls on the path of wood gain a green thumb and can grow all sorts of plant life well.
This enhances their magic, growing seedlings into monstrous sizes and forms. A shrub
can become a source of lashing vine tendrils. Novice wood mages try to stay near
areas with lots of plant life, and often carry small plants or seeds around. Advanced
users can create monstrous creatures with gaping maws and tentacles through seeds
alone. The path also offers them spells to further enhance and heal their creations.
Out of costume they can always know the state of plants they touch - even dead ones
like food and wooden constructions.
Empathic girls absorb the ambient emotional energy in an area and use it to power and
shape their spells. Energy absorbed from an angry fight may be released as a
powerful attack, and energy from a crowded stadium can become a powerful
enhancement for teammates. Empathic girls can rival fire users at offense or
reinforcement users at healing, but only if they’ve spent sufficient time absorbing the
right type of energy; as a result they are constantly on the prowl to feed. There is a
limit to the amount of emotional energy they can store. They can also drain a target of
emotions, leaving them unable to act. Strong willed targets are resistant to this. Out of
costume Empathic girls know how anyone they speak to is truly feeling and are very
influential speakers.
Water girls can summon and fire powerful cutting jets of water. Due to the fluid nature
of water the jets can be manipulated to change direction mid-air while maintaining their
intensity, and to continuously attack. Puddles of water left on the ground can also be
manipulated again to attack from unexpected directions. Shielding curtains of water
may not be as strong as a shield of ice, but can still offer reasonable protection.
Especially cruel water mages are known to drown their victims. Water spells require a
sneaky mindset to utilize fully, but are excellent at ambushes. Water users also gain
the ability to cast minor healing spells. Out of costume water users know when rain is
coming and are fast swimmers.
This specialization allows one to adjust the effects of gravity. Novice users just dial
gravity up or down in defined areas, making everything float or slam to the ground.
Skilled users can create gravitic effects that only exist for the target, allowing them to
crush a monster without harming people nearby, or launch single objects with great
speed without throwing everything around them. Masters can even manage agile flight.
Gravity combat techniques are very powerful but only deal physical damage, and are
draining to cast. Out of costume gravity girls make leaps with ease, can move or lift
objects heavier than they should and move with a floaty grace.
This specialization allows girls to manipulate rock and earth. Rocks may be flung,
stone spears erupt from the earth, or armor constructed of dirt and stone. Skilled
adepts may cause localized earthquakes or fissures to appear or erect instant buildings
of unfinished stone. The metaphysical side of the element lets these girls cast strong
defensive spells and enhancements, as well as powerful strength boosts. Girls with the
power of stone have an innate grasp of architecture as well. Out of costume they can
always stay on their feet and are stronger than they look.
Girls with Beast powers focus on summoning and enhancing animals and themselves
in various ways. They find it easy to understand the body language of animals and will
likely have a number of pets that make good subjects for enhancement. They can also
use wild animals, though results may be mixed. They have a wide range of spells for
increasing strength, speed, and toughness, or borrowing traits of animals for
themselves. Out of costume, they have heightened senses and and a strong athletic
streak.
Something has gone wrong. Interference? An improperly cast transformation? Your body floods with
dark power and the Puchuu flees, cursing, as your transformation takes a sinister turn.
Bronze: +/-3 to roll or choose one of your two specs and go back to being a magical girl.
Silver: Chose your corruption.
+3 VIT +3 STR
+2 AGI +2 VIT
+2 MAG +2 MAG
+1 STR +1 LCK
Reinforcement & Light Specs Wood & Illusion Specs
Human, but for the large feathery wings extending from Human, if not for the bark-like texture of your skin,
your shoulder blades. and the slight aura of light and the foliage in your hair. Nature’s just more
constantly around you. You want to help folks. All the important than people. You want to help all the little
wrong folks. Folks who will take your kindness and use plants grow - especially those that will crack
it to hurt others. At night your physical and magical foundations, upset power lines, and force buildings
powers are halved. Stay safe while the sun’s down. apart. You are intensely vulnerable to fire, ice and
darkness. Don’t let them burn you.
+3 MAG +2 STR +4 MAG
+3 AGI +2 LCK +2 AGI
+1 STR +1 AGI +1 STR or MAG
+1 LCK +1 STR or MAG Lightning & Gravity Specs
Water & Sound Specs. +1 VIT or LCK Human-like, but your skin and hair
Human-like, but for the patches of fish Beast & Empathic Specs have an unnatural coloration, your ears
or sharkscale skin, the gills, the sharp Human, but for the animal ears on are pointed and you exude a slight
teeth, and the webbing between your your head, the claws, fangs, excessive aura of smoke or mist. You want to
digits. You are really only comfortable hair growths and tail. You’re fine help people, you truly do, but your
in water, but being isolated in a river, a most of the time, a little more aware ability to understand humans is no
lake, or an ocean is lonely and there’s of your bestial side. At regular but longer reliable. You sometimes take
little audience. You crave companions not entirely predictable intervals statements literally or interpret them
and adoration - even if you have to get however, you will be subject to wrongly, the subtleties all lost on you
them by force. Be careful of drying out. sudden blind rages. Silver can harm to disastrous results. Best if you keep
you greatly. small talk to a minimum.
The type of outfit you will wear when you transform. This requires a phrase or incantation to be shouted (choose
that now, by the way.) and 15 uninterrupted seconds as you twirl in brightly colored sparkles and lights. Your outfit
provides basic physical protection similar to full plate armor regardless of appearance, and will keep anyone from
connecting your identities. If you are a monster girl, you instead maintain a partially physical illusion of being a
normal girl which locks most of your power away.
While untransformed/maintaining the illusion, your statline is reduced to 3’s across the board unless your
specialization notes you are particularly strong, fast, etc. In which case you are still limited to a 5 at best.
Bronze: +/-4 from your roll. Silver: pick your outfit
You have access to an extra- You have an animal You can focus your strength
An overwhelming attack that will dimensional storage space of companion of some or magic to overperform for a
leave you extremely vulnerable infinite capacity. You can description. It’s as brief burst on one target. This
should it miss. If it hits though, it access or store things intelligent as a person isn’t as potent as a Killing
is an almost surefire kill. instantly. and you are capable of Blow, but doesn’t leave you
Name your attack now. sharing it’s senses. vulnerable either.
You can focus your magic You can create clones of You have the Sight,
to overperform for a brief, You’re good at making yourself that share your allowing you to see the
unfocused burst. Or multiple friends, even among your physical stats. They can’t flows and after effects of
rapid blasts This is very enemies. You know when hold much magic and magic. You can pierce
good at eliminating groups people are sad, how to cheer can’t survive any attack illusions and have a
of weak targets. them up, and gosh darn it, that would actually harm highly attuned magic
people just like you. you. sense allowing you to
predict spells.
*Allies and Big Friends are generated by rolling additional girls. Roll 6d20 for each girl. For Allies, generate
two new girls, - you may select what specialization they gain on an 19-20, For a Big Friend, skip Specialization
and go directly to the Corruption table. Allies and Big Friends receive no perks and no coins to spend.
The Girls - Magical girls are scattered all over the world.
Some wander, fighting monsters as they go, others become
protectors of specific areas. They serve to eliminate the
supernatural - zombies, demons, interdimensional lizard
monsters, yeti terrorists, and so on. Magical girls retain their
free will, though there is pressure on them to conform to
specific mindsets. They have great powers and often some
form of immortality or other benefit, and in exchange receive
the a drive to investigate and meddle with the supernatural.
There’s a reason why Bigfoot is never found, and why there’s
very few hauntings in the world, despite all the murders and
horrible things that take place. The beings that created the
magical girls seem to be trying to steer our universe in a
certain direction through the actions of the girls, by
eliminating one abnormal thing at a time.
Monster girls seem to act on their own, but may be guided by some mysterious force as well. They get urges to go to
seemingly random places and do specific acts - sometimes as major as going on a rampage, more often something
extremly minor, like putting up graffiti or saving an old hobo. The small acts butterfly into effects that create more
chaos in the world. Vandalize a wall and the local security guard snaps because it’s the last time those shits are
getting away with it - he brutalizes the nex ‘hoodlum’ he sees, and his city begins to teeter ont he edge of race riots.
When a magical girl or monster girl fulfills their purpose - fighting monsters and increasing order, or causing chaos,
they feel a deep sense of satisfaction. A girl can choose to rebel against her instincts, but that lack of everything
being ‘right’ when fulfilling their purpose often sends them spiralling into depression. There are rumors about girls
who persevere and completely triumph over their instincts. Some say they transform into something else entirely,
some whisper dreadful things about being “recycled”, while others claim you simply lose the need to act on your
urges.
Most people don’t remember magical things. While they’ll still react in terror and flee from a werewolf or
fireball, after the fact, they’ll rationalize it away; a publicity stunt, a rabid animal, a gas explosion. Those with
higher innate magic may be able to overcome this tendency - organizations of ordinary humans that are aware of
magic are made up of these higher magic individuals. There are many of these. Governmental MiB groups, ancient
circles of purely human magi, cabals and conspiracies, Illuminati and Templars. Some of these groups may have
more information than you - of course, some of them will just be hilariously wrong, presuming monsters to be aliens
or thinking magical girls to be combat golems from a rival group.
The Overcity
While magical girls are usually based in their respective cities, in any city, it's possible to turn down the right
alley, make the right turn on a road or just know where the doors are to get to the Overcity. The Overcity has
many names – the Hub, Megatokyo, the Sprawl, and many more besides. These names are only used by the
magically active. The Overcity is a great sprawling mess of uninterrupted cityscape, and exists on many levels.
The same area can be populated by normal people, be a run down mess inhabited by monsters or be completely
deserted, depending on how to got there and when you arrived. Huge swathes of it however, are eerie and
empty - trains running, power flowing, food laid out at restaurants, but no people.
Magically active beings can use the Overcity to travel between locations that are greatly distant, but the routes
are unclear, and with the street signs written in hundreds of languages, the best you can do is hope. There are
guides that will offer to take you from city to city, but these are few and far between, and depend on routes
happened upon by luck. More commonly a 'guide' turns out to be a monster luring weak magical girls away to
kill them, or a canny magical girl isolating a monster to do the same.
The Overcity intersects with the real world in many places. Mostly, these portals are small and unassuming,
difficult to find. Come down a specific alley at the correct time of day from the east. Open this door, but only
after walking between the street sign and the newspaper dispenser and hopping over the steps without touching
them. In some cases, it’s not a portal, but an overlap - a significant section of city existing concurrently within
the Sprawl and in realspace at the same time. Many normal people live and work within these overlaps, never
realizing that they aren't actually in their home city anymore. After all, they just take the same path to and from
work every day, and if they mess up and can't find their home or workplace, then they just got lost, right? The
shops take whatever the local currency of the city they think themselves to be in, but many of them have found
that they get a large proportion of customers with odd currencies and may take foreign cash or barter.
In the real world, being able to move a fight into a deserted area of the Overcity
allows for more high damage attacks and removes the possibility of collateral
damage, but this skill is not known or utilized by all magical girls. Some monsters
use the skill to try and lose pursuing gangs of girls, but again, this is not always
known.
The city is the place to encounter more magically active people, and magical girls
and monsters alike are prone to commandeering deserted areas for use as homes
and bases. Some magical girls suspect that their interdimensional homes are
located somewhere in the Overcity, but none have found the location of the
apartments.
There are whispers that there is a similar higher or lower dimensional hub for
wild locations, that even the wild monsters not blessed with intelligence use.
Nothing has ever confirmed this rumor, but it crops up whenever a stupid monster
gives magical girls the slip in a natural setting.
Puchuu & the Patrons
The Puchuu are just one of many factions with
access to magic. The girls they create are
terrifyingly powerful compared to human magi, if
limited to a single focused specialization. Nobody
is really sure where the powers come from. Some of
the puchuu claim to awaken hidden potential. All
puchuu claim monster girls are an aberration, but
none will elaborate on their origins. The potential
for some sort of reverse puchuu that creates
monsters exists, but the little creatures are tight
lipped on the subject of monsters' origins, and try to
encourage their charges to simply slay the
unnatural.
The power granting process varies. Girls who compare notes realize that some of them were tempted with
small wishes. Others were told a story where they were a reincarnated warrior. Some were offered ‘dreams.’
Some were simply offered power. Some magical girls claim they can feel where their power comes from, and
it is from within, or from a greater source outside themselves. Many feel nothing, their power simply is, and
will remain so.
Those who have taken the greatest of care to be secretive in eavesdropping on the puchuu have heard them
lamenting the 'old days' when it was simpler to get hunters to do what they needed, and fewer fell from the
path. Truly, there are a fair number of more senior magical girls lurking in the world and the Overcity that
don't do much monster hunting anymore, instead offering aid and council, or more often illicit material and
private spaces to the younger girls. No one has divined a greater purpose of the puchuu other than to create
warriors to hunt monsters, but there must be one, right?
But for now, you know none of this. You are a newly minted magical defender
standing next to the cooling corpse of a little girl. What do you do? Do you
try and contact your family? Your friends? Do you leap into protecting the
world? Plot against the Puchuu? Where will your new life take you?