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Puella Magi

d20
Core Rule Book
By: 1 4th Lord

Index
C01 . Introduction
C02. Change Log
C03. Attribute System
C04. Additional Rules
C05. Combat System
C06. Magic System
C07. Equipment
C08. Sample Setting
- GM Guide C1 0. GM Notes
C11 . Creating Witches
C1 2. Witch Powers
C1 3. Witches
C1 4. Magi

C01 . Introduction
Welcome to Puella Magi d20
First thing on many peoples mind might be the word 'Why?' What is the purpose of this system
that the current favorite Magical Burst cannot be used? Magical Burst is a great system to use
for casual and text based games, but it severely falls short when it comes to mimicking the
Puella Magi universe and making use of a tabletop and figures. The primary difference with this
system is that while Magical Burst borrows from more narrative focused games such as the
World series, this system borrows more heavily on systems such as D&D. Pathfinders, Tephra,
etc. for a more combat enhanced experience.
Magical Burst can be a great system though so don't think of this as being better or worse than
it, or even competition. Instead this system exists to explore different avenues and ways of
gameplay, and to be very simple to create and have a character ready to play within only 1 0-20
minutes. As with Magical Burst, the game is focused around Magical Girls, but Magi of either
gender are perfectly acceptable! Call yourself a Magi, Magical Knight, Magical Boy, Puer Magus,
your pick. Keep in mind this game does center around middle school and early high school
characters though! Game Masters (GM's) feel free to be flexible though and implement older
characters and adjust the settings.
Leveling may seem pretty quick early on until Level 5, where players will begin to see that
leveling begins to take a lot longer than 1 -2 games. This might become a issue though to those
who want to play massive sessions, 5 hours and beyond. This game was tested in sessions
lasting between 2 to 3 hours, so it's suggested you set breaks around that time for XP to be
calculated and levels added.
As with any tabletop game that makes use of a tabletop, this system is not for those who want
text based RP sessions. This system was made in mind to adhere to voice communications and
a tabletop to illustrate movement.
Hopefully people will find this system enjoyable, and any complaints or questions can be
forwarded my way by e-mail at 1 4thlord@gmail.com

Testers

1 4thLord, Bokuto, Evasaurus, Nina Mantrom, Sealopsco, Yugishogun,

Disclaimer

This system has no relation with Gen urobochi, Akiyuki Shinbo, Aniplex, or Shaft. This is a
independently created Tabletop RPG system created for free use by anyone, and not for
monetary gain. If a official system comes out, please get that instead.
The artwork illustrated in this book does not belong to me, nor commissioned for the purpose of
this book. Authors of the non-official images are unknown to me but feel free to e-mail me and
the artist to let them know it's being used, and if they wish credit it will be added in the next
edition!

C02. Change Log

Version: Release Edition 1 .0

This section is reserved for changes that may


be implemented after this book has been
released. Any typos? Weird phrasing? Down
right ridiculous effects? E-mail it to me and the
next version might just have the update here!
Send Feedback at 1 4thLord@gmail.com

C03.
Attribute
System
Creating a character can be made via a 5d6

roll system, or 20 points allocated between the


Attributes. No attribute can be over 6, or under
1 upon Attribute Allocation in character
creation.
When using 5d6 it's possible to be very lucky,
or very unlucky. If your total roll is under 20,
add the difference as long as no attribute goes
beyond 6. If you roll over 25, subtract until it's
25. No attribute can be less than 1 .

After placing the Primary Attributes, calculate


how this effects your Secondary Attributes.

Primary Attributes
Dexterity (Dex)

The agility and ability to make quick


maneuvers, whether in the heat of combat or
simple reflex and the Magi's ability to evade
harm. In combat this is how accurate their
strikes are, and their ability to evade harm.

Endurance (End)

The Endurance value is how much abuse a


Magi is capable of taking. In combat this is
how much damage a Magi can simply shrug
off and how hard they can hit.

Allure (Alu)

The Allure of a Magi is how they can convince


others to do things they would normally not do,
or even never do. In combat this can be used
to force targets to focus or even attack them.

Technique (Tec)

While Dexterity is natural quick acrobatic


maneuvers, Technique is a Magi's intelligence,
quick thinking, style and finesse. In
combat this is directly related to how
many Powers you have.

Hope // Hatred (Hop / Hat)

Consider this the morale of the character


and their Hope. This is directly related to
how much Magic a Magi has. When given into
despair, Hope will turn into Hatred.

Secondary Attributes
Stamina Points (SP)

Endurance * Dexterity
Stamina is a abstract figure to represent how
much damage a Magi can take, or how much
they're capable of evading strikes. Outside of
the Magi's armor, their Stamina is only 1 .
Once Stamina reaches Zero, the Magi is
considered to be in too much physical

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pain or exhaustion to move, and must use


their Powers to mend their body. Any damage
taken past Zero Stamina, goes into their Magic
Points.

Magic Points (MP)

(Hope * 1 0) + Endurance
The Magi's Magical Power. If they have no
Stamina, any damage taken goes to this. This
is used for casting all the Magi's powers as
well. The only way to regenerate MP is by
using a charge of a Grief Seed.
WARNING: If a Magi's MP is brought to Zero,
they will DIE. They may make last words.

Action Points (AP)

Magi normally have 3AP per turn. Simple


actions use 1 AP, complicated use 2AP, etc.

Magic Powers and Spells

Magic is the route of all Magi. There's a list of


Standard Powers Magi start with and Powers
gained based by the Magi's wish (Primary),
with Secondary effecting the Magi's play style.

Attacking and Ratings

Attribute System

beginning of battle roll 1 d6+Dex to ascertain


your order, first person going soonest.
Alternatively, Witches and familiars will only
attack in response, and those in the greatest
peril go first. Read the Combat section for
more.

Allure Expanded

Allure can be used as a Minor Action (1 AP) as


a ability to attract attention. Use a Opposing
Check to determine whether they're
captivated. Mindless creatures will attack once
they've been captivated, but humans and
other Magi may choose to ignore. If do, there's
a negative result for them (At the GM's
choice), or in combat they lose all their Dex
bonus and a minor action until the end of their
next turn.

Attributes Expanded

To get a better idea of what a attribute means,


think of it like this. 1 is standard weak human,
2 represents a average adult, and 3 is equal to
that of a skilled or professional adult. Example:
3 Endurance represents a body builder.

Using a weapon to attack usually costs 2AP to


do so. In order to tell if a player hits and how
difficult it is, several different Stats must be
combined along with the roll of 1 d20.

Attack Rating (AR)

d20 + Dexterity + Technique

Touch rating (TR)

d20 + Allure + Technique

Evasion Rating (ER)

1 0 + Dexterity + Endurance

Reflex Rating (RR)

d20 + Dexterity + Endurance

Initiative Order
d6 = Dexterity

While initiative is often unused,


sometimes a clear initiative system
can clear up turn order. At the

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C04. Additional Rules

Wishing to be a Magi

Soul Gems are gems that lay in the palm


wrapped by a golden case. This can turned to
a gem and worn anywhere on the Magi or
become a simple ring when out of their attire.
This must always be visible and within 1 00ft of
the Magi for them to use their Magic. When it's
over 1 00ft the Magi is rendered comatose and
appears dead until the Soul Gem is returned.

The campaign should start with becoming a


Magi as either the climax of the first session,
but everyone should decide what kind of wish
their characters would make and told to the
GM, and why the character would make that
Wish, and for the GM to work with them on
what Primary Power they'd get. Its up to the
GM then to intemperate the wording of the
Wish, and tell them the immediate effects. This
Grief Seeds all have 3 Charges when
should be written down and important for the
dropped. By using Grief Seeds, Magi can fully
rest of the game.
regenerate their Magic Points. Using a Grief
seed is considered a Major Action and costs
Once a contract is made, the Incubator will rip 2AP. When restoring magic, a Grief Seed is
held very close to a Soul Gem and the
the Magi's soul from their chest, creating a
gem with the Magi's Color. The default form of darkness is drained from it, causing it to glow
brightly. This drains 1 charge from the Grief
Seed and is NOT consuming it.

Earning Grief Seeds

Soul Gem

When Grief Seeds are consumed, mark off


on the character sheet inventory as
Consumed Grief Seeds X replacing
X with how many charges remain.

Hope and Despair

Magi uses their Hope to tell how


long they can continue to fight.
Besides hope is a slot for
Despair. Whenever something
scars the Magi, they gain a
additional point in despair. When the
Despair value is greater than Hope,
the Magi will collapse and become
a Witch, their hope turning to
Hatred. Once gained, the only
way to get rid of Despair is to
resolve what gave them
despair to begin with.
In order to gain Despair,
after a traumatic event
occurs, ask players
if they believe their
character would
begin to feel despair

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over the encounter. If they say yes, tell them to


add a point into their despair. Alternatively, roll
their Hope Attribute as a difficult check to
pass. See Difficulty Rating for Difficult Tasks to
evade earning despair.

Karmic Destiny

There's two things that makes a Magi


powerful, their Hope, and their Karmic Destiny.
While Hope may drop and is a figure a
character can visualize, Karmic Destiny is not.
It's a abstract figure for the GM to decide
based upon the Magi's power, wish, etc.
Pick the Magi with the highest Karmic Destiny.
This can be after the first session and change
if it makes sense. Upon death, the Magi is
reborn as a Witch and gains +2 Levels.

Gaining Levels

Each Magi starts at level 1 (Or technically


they're considered level 0 before becoming a
Magi). For each additional level they gain after
becoming a Magi, they gain perks. Most Magi
should only expect ever to get around level 5,
and almost never reach Level 1 0.

Additional Gains for Levels

Additional Rules
Gaining Experience
Magi gain experience by consuming Grief
Seeds. When using Grief Seeds in this way,
they must FULLY consume a Grief Seed and
cannot save a charge, or split it between
players. Magi Push the Grief Seed into their
Soul gem, causing it to sink and disappear
inside, consuming it.
A second way to gain experience is by
completing Connection Checks. Each player
should only receive 1 XP this way per game
session.
A third and final way of earning XP is through
Alignment. Each game you can make a
alignment check, which will earn you a
Alignment Check Point, and 1 XP.

Opposing Checks

Both parties roll 1 d20+Matching Attribute.


Alternatively the defender of a action can use
+1 0 to their attribute instead of rolling for a
1 d20. This should be done to simplify and
speed the game play up.

Difficulty Checks

Level 2/4/6/8/1 0 Magi gain a additional


General Power.

Sometimes you just plain need to know if the


PC is skilled enough to do certain things, like
pick a lock, how good their leap is and how
socially capable they are. Find which Attribute
it would make sense in and Roll 1 d20 +
matching attribute.

Level 5/1 0 Magi gain 1 AP additional per turn.

Dexterity: Acrobatics, Mobility and Precision.

Level 1 0 Magi gain a extra Attribute Point.

Endurance: Raw power. x1 End to lift 50lb

1 : Start
6: 1 9XP
2: 3XP
7: 24XP
3: 6XP
8: 30XP
4: 1 0XP
9: 36XP
5: 1 4XP
1 0: 43XP
* Experience does not reset upon leveling.

Allure: Social Capabilities

Levels 2 and beyond, Magi receive +1


Attribute per level.

Experience For Leveling

easily.

Technique: Intelligence, wittiness, strategy.


Hope: Ability to cheer others up and remain
hopeful despite terrible things happening.

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Difficulty Ratings

05: Trivial: No problem, anyone can do this.


1 0: Simple: Most simple tasks.
1 5: Skilled: Tasks that require Skill or
Knowledge to pull off.
20: Difficult: Difficult tasks.
25: Implausible: Tasks that should are near
impossible.
30: Impossible: It should be possible but yet
there's still a chance for a skilled Magi!

Victory Checks

Additional Rules

questions should be asked to discern this.


Players fill this out under Additional Notes.
Personality // Theme // Color // Alignment

- What is the characters most precious


possession?
- What's a secret they'd rather keep try their
best to take the the grave?
- Who's the most important person in their life?
- What's a immediate crisis they're facing?
- Whats a long term crisis they must face?

Roll 1 d20 and the matching Attribute. Success


and failures should be more abstract than
At the end of each game, the party will go over
victory or failure. Rolls of 1 or 20 are
considered automatic critical, double critical, or their Connection Checks. Which other player
does the Magi feel they bonded with and know
a critical failure.
better than at the beginning? Only pick one
person per session. Add +1 connection Check
Point with that person. If you made a
Victories
Connection Check, you gain 1 XP.
0 1 0: Succeeds flawlessly.
11 +: Succeeds and a logical bonus. Player
Additionally, players can make Connection
choice. Can be used to double damage in
combat, OR turn it into a called shot (roll 1 d6). Checks with NPC's. This lalso yields the player
1 XP. The group must agree with all the
21 +: Double Critical. Double Damage and a
connection checks made and the players
additional bonus. Either roll 1 d6 for body
location if it's upon a magi, or choose to cause reasonings.
it to trip and fall. Alternatively, the GM can give
the player permission to pick the effect as long
Each time a Magi makes a Alignment Check,
as it makes logical sense.
they're rewarded with a Alignment Check Point
(ACP) and 1 XP per session. Magi can have up
Failures :
to 2 Alignments.
1 -20: Flat out failure.
21 +: Failure and a logical penalty of GM's
Pure:
choice. Against Magi roll 1 d6 for what body
A Pure Magi who sees law and honor as the
part is hit and follow the effects. Always does
righteous path. Uphold the law to the letter.
double damage and additional effect. Can
Fufill a important promise, and achieve Justic.
alternatively at the weilders choice cause the
Honor comes before personal gain, or the
Magi to fumble and lose their turn in combat,
'Good' thing.
or even give the target a free attack. The GM
can rule that the Magi gets to pick its effects
Rogue:
as long as it makes logical sense.
A magi with little care for law or honor.
complete a task despite being dishonorable,
break petty laws to benefit one self or a ally,
The GM needs intimate knowledge on the
and reveal hypocrisy.
player to effect them emotionally. Several

Connection Checks

Success / Failures:

Alignment Checks

Additional Player Questions


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Additional Rules
Good :

Protect another at cost to one self. Give up


something of value for the greater good.
Reveal dangerous lies and show mercy to
others.

Dark:

Leave another in danger to protect oneself.


Acquiresomething of value at anothers
expense. Get away with a lie that benefits
oneself.

Neutral :

Make an ally of someone powerful Defeat a


personally important foe, Learn a secret about
an enemy, Uncover a hidden truth

Days End and Sleeping

Magi are human and need their sleep,


anywhere between 6 to 1 0 hours each night.
There are many rulings as well that's listed
as until days end. The end of the day is
considered when a Magi decides to
sleep and call it a night.
Once awake for 20 hours straight,
Magi are considered Exhausted. (Read
more in Combat). Starting then, Magi
will have to roll their endurance check
every 5 hours at increasing Difficulty
Rating. Otherwise they fall asleep for

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C05. Combat System

Initiative

Turn order is considered Initiative. Each


players initiative bonus is equal to their Dex.
Roll 1 d6+Dex. Those with equal Dex can
choose who goes first or roll opposing Dex
checks. Alternatively, the person in the
greatest peril may have first priority.

Surprise Round

When a target isn't expecting to be attacked, a


surprise round is created. Allies do not get to
act during a surprise round unless they were
expecting it to occur.

Rounds and Turns

Everything a Magi does in combat resolves in


turns. A Round of combat is considered to be
roughly 6 seconds, and is considered to be the
accumulation of everyones turns, both sides of
combat. This Round includes all the Magi and
the Witches Turns. Each Magi usually receives
3 Action Points (AP) at the beginning of each
turn to resolve combat through.
Action Points are usually unchanging, but may
increase via Powers or Leveling Up.
Unused Action Points can NOT be saved for
your next turn, and are discarded.

Full Action: All AP

These are actions that take the entire turn for


a Magi to resolve. This means they cannot
spend any AP during their turn before using a
ability that requires a Full Action.

Major Action: 2 AP

Attacking is considered a Major Action.


Major Actions are general maneuvers that
require high amounts of concentration or
preparation to do.

Minor Action: 1 AP

Quickly pulling something out of your


receive, creating a magic item, and anything
that can be done swiftly within a couple
seconds are considered minor actions.

Free Action: 0AP

If it doesn't require a seconds notice to do, it's


a free action. Such examples is dropping a
item, blinking, etc. Speaking is a free action
but only for 6 seconds per turn.

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Delaying Actions

Sometimes a player may wish to ready a


attack and hold off until in response to
anothers movement and action. If they do so,
their strike will resolve right after the action
resolves. Attacks will go off after the target
attacks, should they choose to.

Combat Maneuvers

Combat Maneuvers such as tripping can be


done using either Attack Rating OR Touch
Rating, and must pass the Evasion Rating. If
grappling a foe, they can choose to attempt to
break free as a Major Action on their turn., and
this time roll for their Evasion Rating rather
than using the standard value of +1 0.

Grapple Checks

To resolve a Grapple Check, you basically are


resolving a Opposing Dexterity Check.
Attempting to break free costs a 1 AP if it
succeeds, or Full AP if it fails. Grappled targets
lose Dexterity in Evasion.
Assisting someone break a grapple costs 2AP.
Add both parties Dex to the check.

Reflex Rating

Sometimes a Magi's Reflex comes into play,


this is their Evasion Rating except with a d20
roll instead of a flat 1 0 value.

Movement

Magi can move at rates of 1 0ft per Minor


Action (1 AP). This normally translates to 30ft
for a turn dedicated to movement. In this
movement, Magi can both leap extrodanary
height and drop swiftly to lower locations.

Climbing, Leaping, Falling

Magi's are able to leap vast distance equal to


their maximum movement they can make in a
minor action. Magi can just as well climb such
distances, but must make a minor action to
pulll themselves up. Magi fall at 30ft per turn
and do not take any fall damage no matter the

Combat System

distance. Magi cannot jump / stop mid air.


They can stop mid climb if there's something
to grab onto by their turns end.

Full & Partial Cover

Magi cannot attack from Full Cover or be


attacked from it. If the Magi has Partial Cover,
they receive +2 to their Evasion Rating.

Dealing Damage

When calculating damage, use Endurance if


physical, or Dexterity if ranged. Endurance in
this case represents how hard the user can hit
without harm and pain to oneself. See the
Weapons Section for the various types of
weapons and how much damage each one of
them does.

Critical Success

Rolling a 20 or clearing by 11 + are considered


critical successes. See the Victory Checks
table (In Additional Rules) for more information
on this.

Called Shots & Locations

Upon critical against a magi, roll 1 d6 to


determine its location. Each location has its
own various effects.
1 : Torso
2: Left Leg
3: Right Leg
4: Left Arm
5: Right Arm
6: Head Shot

Critical Failure

Rolling a 1 is the main way to score a critical


failure. In turn, failing 21 + is also a Crit Failure.
See the Failure Checks table for more
information.

Called Location

There are 6 called locations, the head, torso,


and each limb. If a limb takes 1 0 Stamina
damage, it's immobilized. Calling a location
reduces AR / TR by -2.
Once the limb is damaged, the Magi must
Mend Self, otherwise face the consequences.

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Even after mending, they're left with a


temporary scar until they mend the scars
specifically, which does not effect Stamina.
Mending scars does not incite Despair in itself,
and only if the Magi is at a bad psychological
state doing so.

Bodily Damage

Once a body part is damaged, the Magi must


have their Stamina fully restored or they're
crippled. Even after Mending, it seriously
distresses the Magi until they spend a Mend
on healing the remaining scar.

Called Shot Location Effects


Head

Damage to the head is disorienting. While


damaged, they lose all dexterity to Attack and
Evasion Rating.

Arms

Loses the ability to move the arm and use it in


combat. Two Handed weapons are unusable.
This includes ranged if it uses 2 hands
.

Combat System
Types of Magic
At Will:

Must be actively used to do. Basic Attacks are


considered to be At Will.

Passive:

Spells and traits that are always active from


here on, unless the Magi chooses to end or
start it again at another point.

Reactive:

There are powers that are labelled reactive.


These powers must be used in reaction to an
event.
For a full action, At Will spells can be turned a
power into a reactive one, for when a decided
condition is met. Reactive will take place either
BEFORE or AFTER the condition is met, but
this must be chosen! This will occur even if the
Magi is killed as result of the condition and it
will be assumed that the events go off at the
same time.

Legs

Attacking Humans

Torso

Disability Effects

With a Magi's leg damaged, their AP is


reduced by 1 , maximum 2. The Magi can still
walk but with a limp.
Hitting the Torso only does double damage,
otherwise no additional effect.

Attacking Objects

Need to destroy a item, door, or something the


sorts? Easy. Most standard items, weapons or
sword, have 1 0 Stamina. Hard objects like
weapons or doors only take 1 Stamina
damage per hit unless they're instantly
destroyed. Near impervious items like a steel
safe can have up to 1 00 Stamina. Near
Impervious objects, roll 1 d20 simply to see if
the Magi critically fumbles (Natural 1 ) each
strike, when their weapon is destroyed, but
can simply be recreated by Magic Forming.

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Magi should almost never attack a human!


Such actions will cause Magi to earn Despair
should they permanently cripple or even kill
one.

Blinded : Unable to see. Attack Rating halved,


rounded down.

Disorientation : Magi disoriented and loses all


Dexterity to AR and ER.

Stunned : Cannot do anything their next turn.


Lasts until listed, otherwise just one turn.

Crippled : Unable to use a hand. Any weapons


that requires 2 hands are unusable.

Limping : Lose 1 AP. Can stack up to twice.


Exhausted : When Exhausted, -1 AP.

Combat System

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C06.
Magic
System
Magi cannot simply cast any powers outside of
Magical Garments. Only powers listed at the
beginning "Can be cast outside Magical
Garments" can do so.

Puella Magi's magic stems from their wish,


making their powers reflect that and their
general personality. With a wide extensive list
of possible spells, there's almost limitless
possibilities for powers a Magi may have.
Spells uses Magic Power equal to its Magic
Level. Magi can dispel their powers at will.

Secondary Powers

These are special powers unique to Magi that


exist to potentially change Magi's playstyle.

General Powers

These are powers that all Magis can learn.


Magi's have General Powers equal to half their
Technique Attribute, rounded up.

Standard Powers
Powers that all Magis have.

Starting Spells

Magic Attacks will work like normal attacks and All Standard Powers
may miss. Instead of Dexterity, Magic uses
1 Primary Power
Technique for the users Attack Rating.
1 Secondary Power
General Spell = (Tec / 2 rounded up)

Primary Powers

Primary Power is the magic that directly links


to the Magis weapon and
personality.

Range

Range is how far a Magical Ability can be


created from the Magi. Self indicates only
herself, every 5 feet indicates 1 tile, adjacent
indicates it must be right next to her. Most
ranged attacks are only up to 20ft.
There's also attacked that uses Touch.
Unless it has range, Touch requires
physical touch with the target, and uses the
Allure + Technique trait to hit. This is used
against the targets Evasion Rating.
Why can a bow or musket shot go only 20ft?
Magi aren't skilled fighters. They're middle and
early High School students who usually aren't
in the best of physical states, nor are very
skilled with aiming weapons such distances. In
addition, the projectiles from Magi's weapons
are made of magic and lose its ability to
damage after a certain distance.

Magic Guide
Ability Name

Cost // Power Type // When used // Actions


Range: The Range of the Spell
Uses Per Day: Spell description and uses for
it. At the end, specific spell requirements may

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Standard Powers

be listed.
Cost Doubles Per Use: Temporary until the
days end.
Requirement: What's needed to to learn this.

Detect Witch

Cost 0 // Standard // At Will // Full Action


Range: 1 Mile
Lets a Magi sense, and pinpoint Witches.

Hammer Space

Cost 0 // Standard // At Will // Minor Action


Range: Self
Quickly draw or pocket anything into a pocket
dimension that exists under a fold of magical
clothing. Hammer Space creates a pocket,
inside sleeves and under folded fabric. This
can only be slightly above 1 foot wide.

Siphon Grief Seed

Cost 0 // Standard // At Will // Free Action


Range: Touch
Siphon Magic Power from Grief Seeds,
consuming 1 charge from it. Regenerates all
Magic Power. Can consume Grief Seed to turn
all remaining charges on it into XP instead.

Soul Light

Cost 0 // General // At Will // Full Action


Range: 20ft
Can cast outside of Magical Garments. Lights
up the Magis Soul Gem like a torch. It will
shine and reveal up to 20 feet away fully, and
only shadows of anything beyond.

Magical Writing

as they want, but die instantly upon use.

Magic Forming

Cost 1 // Standard // At Will // Minor Action


Range: Self
Can be cast outside of Magical Garments.
This power is primarily to modify aspects of
the characters appearance that are purely
cosmetic. This includes clothing, hair, tattoos
and anything that doesn't change her core
appearance. All Magis uses this ability to
transform into their Magi outfits, and create
their Magical Weapons. Any objects created
persists until dispelled, or casters death.

Mend Body

Cost 2 // Standard // At Will // Full Action


Range: Self
Cost Doubles Per Use: Can be cast outside of
Magical Garments. This power is used to
mend a Magi's body, and fully restore their
Stamina. A Magi may choose to use this ability
to mend imperfections about their body, at the
cost of 1 Despair, each time they do.

Multi Strike

Cost 3 // General // At Will // Free Action


Range: Varies
Cost Doubles Per Use: When using a ability
that deals damage, target up to two more foes
within 1 0ft of one and another. Roll separate
AR rolls for each, and do full damage.
Requirement: Learned at Level 3

Hammer Dimension

Cost 3 // Standard // At Will // 1 Minute


Cost 0 // General // At Will // Minor Action
Range: Adjacent
Range: Touch
Turn a door or corridor into a portal to a pocket
Inscribes something upon a location with
dimension, this place is a large empty room.
magic. Normal humans cannot see this writing. Each Magi can create their unique room, and
only they can open the door to it. This door
Goodbye
lasts 1 minute. When inside, the caster can
Cost All // General // At Will // Full Action
create a new door to anywhere intimately
Range: 20ft
familiar to the Magi, such as their home or
Deal Magi's Maximum Magic Power as
somewhere they frequent often.
damage. The Magi can hold this action as long Requirement: Learned at Level 7

21

Primary Powers

Adorableness

Cost 0 // Primary // Passive // Free Action


Range: Self
The Magi's bubble headed and blissful nature
and antics is irresistible. Permanent +2 Allure,
and +1 Hope.
Requirement: Wish for something ridiculous,
like a single cake, to eat a cloud, etc.

Dark Magi

Cost 0 // Primary // Passive // Free Action


Range: Self
This Magi is sinister, greedy, and filled with
Hatred. Replace Hope with Hatred, and add a
+3 to their Hatred. This Magi cannot become a
Witch from earning Hatred, but will become
one should she run out of Magic Power.
Requirement: Wish for something evil, out of
malice or pure hatred.

Enhanced Self

Cost 0 // Primary // Passive // Free Action


Range: Self
Gain an additional +1 attribute 2 levels,
starting at level 1 . That's at levels 1 /3/5/7/9.
This effects the Base value and is not a bonus
or mod.
Requirement: Wish to improve oneself,
physically, emotionally, mentally, etc.

Feral Nature

Cost 0 // Secondary // Passive // Free Action


Range: Self
The Magi has animal ears and tail of their
favorite animals. This does not persist outside
of Magi attire but their hair will naturally curl to
appear similar to animal ears if possible.
Once Per Day: The Magi can transform into
that animal for as long as they want. While in
that animal form, their Dexterity is doubled, but
cannot use anything requiring hands.
Requirement: Wish for something that shows
caring for animals, nature, or to be animal like
or one with nature.

22

Data Form

Cost 1 // Primary // At Will // Minor


Range: Touch
Allows travel through electrical wires. This
turns any travel into instant. Can also instantly
read anything on a monitor and 'download'
specific information from any computer device
the Magi has contact with. They can also turn
others into Data Forms and instantly create
any program to do any task they wish.
Requirement: Any technological influenced
wish would create this power.

Gateway

Cost 1 // Primary // At Will // Minor Action


Range: 20ft
Create a Gateway. This will lead to another
gateway that the player created. Only 2 Gates
can be created and up at a time. Anything
partially in the portal will come out unharmed.
The primary Portal can last a day, the
secondary only a minute. These portals do not
alter intertia.
Requirement: A adventure / travel-based wish.

Quick Mend

Cost 1 // Primary // At Will // Minor Action


Range: Self
Quickly regenerates the body in the midst of
battle. Heals all Stamina. Learning this power
permanently add +1 0 to total Stamina.
Requirement: Wish to cause healing in one
self or another.

One Truth

Cost 1 // Primary // At Will // Minor Action


Range: Self
Convince anyone to answer truthfully through
a Opposing Alu check. Caster will know if
they're telling the truth, a lie, or attempting to
mislead or deceive. They will also know what
emotion anyone is feeling from just looking at
their face.
Requirement: Wish to understand the truth
behind anything.

Foresight

Cost 2 // Primary // Reactive // Free Action


Range: Self
Capable of seeing the slight possible future.
Able to change the most recent action they've
done, or try again. If the Magi made a attack
and missed, she's able to try again. If they do
a damage roll and are unhappy with it, they
can roll damage again. Alternatively this could
be used in reaction to force a attacker to reroll.
Costs doubles per use in a single day, 2/4/8
etc. Can be used in reaction for a ally, but the
caster must be able to get their attention to
inform them of their error.
Requirement: Wish for Victory or something
luck based, time based, or that could be
achieved with some simple foreknowledge.

Invisibility

Cost 2 // Primary // At Will // Minor Action


Range: Self
Turns the caster and everything carried
invisible for 1 hour. Requires a minor action at
the end of each turn in combat to maintain.
This effect can be chosen not to effect touched
items, and be denied by others who're made
invisible. Attacking, or using Major and Full
Actions will break this effect. This does not
obscure noises.
Requirement: Wish to blend in, go unnoticed,
to fit in or disappear.

Mend Others

Cost 2 // Primary // At Will // Major Action


Range: Touch
Use on Allies: Fully heal friends Stamina, and
capable of curing any ailment or disease.
Requirement: Wish to save a life, or cure
someone of a crippling condition or illness.

Mobile Shield

Cost 2 // Secondary // At Will // Free Action


Range: Adjacent
Creates a 5x5ft disc. If it's on the same tile as
a friendly Magi, increase her Evasion Rating
by the casters Level. This will only last 5

Primary Powers

minutes before requiring to be recreated, and


move up to 30ft during casters turn. If a attack
would hit a Magi, the Shield can be called
back from 20ft instantly to shield the Magi.
This would destroy the Shield and it cannot be
recreated until the next day.
Requirement: Wish for the sake of another.

Seduction

Cost 2 / /General // At Will // Full Action


Range: Touch
Once Per Day: Place a kiss upon the target.
Force a person to see you as a close ally, a
person to listen to and protect at any cost.
They will not turn on their friends and family
unless they threaten this person. This lasts the
remainder of the day.
Make a opposing Allure check, this can only
be made once. Magi who resist will instantly
know the caster attempted to cast a spell upon
them. They will not do something they
normally would never do.
Requirement: Wish to be irresistible or for
others to listen, love, or obey them.

Shape Shift

Cost 2 // Primary // At Will // Major Action


Range: Self
Changes any feature on the Magis body, and
even make it so she appears to look like a
person in particular. This cannot change the
users Height and Weight by more than 5
inches or pounds.
Requirement: Wish to alter appearance,
blend in or be like others.

Eternal Hope

Cost 3 // Primary // At Will // Minor Action


Range: Self
Once Per Day: Remember something that
gives the Magi strength to fight on.
Regenerate all lost Hope on the user, even
Hope that was permanently lost. Their next
attack will automatically hit and critical.
Requirement: Only a wish filled with Hope will
create this power.

23

Primary Powers

are all considered to be 1 , and has no MP. It


can only attack once per casters turn., or carry
Cost 3 // Primary // At Will // Major Action
a shield to give +2 ER
Range: Self
Reanimate someone who has died. Their body Requirement: Wished to gain something of
material value.
remains exactly as it was at death. They do
not eat or heal, and they will continue to rot.
They will act and 'think' in accordance to the
Magi's memory. If its someone they do not
know their mind will be empty. They will obey
anything the Magi requests and these
creatures attributes are all 1 . This cost is
doubled each time used per day, 3/6/1 2 etc.
Requirement: Wish to revive the dead, or
power over death.

Necromancy

Rewind Time

Cost 3 // Primary // At Will // Free Action


Range: Self
Rewind time in a chaotic manner. If in
combat, it can rewind to a random point from
1 -1 0 minutes before the combat began. This
could potentially be used to rewind time further
should the GM decide that the Magi has
enough Karmic Destiny for it, up to 1 month.
Each time this ability is used the Magi gains 1
Despair permanently, barring creative use for
fun activities of course!
Requirement: Wish to change history.

Power of Friendship

Cost 3 // Primary // At Will // Full Action


Range: Range 20ft
One Per Day: Restore 1 temporarily lost
hope to all allies. Add all the Hope of all
Magi allies * 2. Deal that much in damage
to one creature with your weapon. This will
always hit.
Requirement: Wish for something for the
sake of friendship.

Telekinesis

Cost 3 // Primary // At Will // Minor


Range: 20ft
Lift a object up to half the users weight.
Can be used in a Grapple check to lift a
target. Carried weapons & Shields attributes

24

Secondary Powers

Flight

Cost 0 // Secondary // At Will // Minor Action


Range: Self
Gain +2ER while flying. Must make a minor
check during each turn in flight. Allows the
Magi the power of Flight. While flying, Magi
can move a additional 5ft each movement.

Valkyrie

Cost 0 // Secondary // Passive // Free Action


Range: Self
Caster uses Attack Rating instead of Touch
Rating for all Powers. Use Endurance instead
of Allure or Hope in DMG calculations. All
ranged Powers are reduced to only a
maximum of 5ft, not including Quick Leap.

Magi, roll opposing Allure Checks. Those


manipulated by this will still be conscious but
unable to resist. Lasts 24 hours. Magi can roll
opposing Allure Checks once per hour.
Requirement: Must have Hatred.

Keen Eye

Cost 1 // Secondary // At Will // Free Action


Range: Self
Notices details others would not normally
notice. Can determine Duplicates, False
Images, Locate Invisibility, what Powers were
used, etc. Can be used to ask a GM a
question on a situation.

Elementalist

Cost 1 // Secondary // At Will // Major Action


Tank Girl
Range: Adjacent
Cost 0 // Secondary // Passive // Free Action
Upon learning this, pick a Element. Fire, Earth,
Range: Self
Wind, Water. The Magi is capable of
Increase Stamina by 1 0 permanently, their
Manipulating this element and shape it.
Dex Mod by -2 (Cannot be reduced below 1 ),
Elemantalists when learning a new general
and their ER mod by +4. Additional: Use TR
power, can sacrifice learning a General Power
for weapon Attacks instead of AR.
to gain another Element.
Fire: Shape or redirect fire. Deals (Level)d6
Maiden
Damage, hitting all in a line to a target within
Cost 0 // Secondary // Passive // Free Action
20ft.
Range: Self
Earth : Create a Golem of Earth. Its Attributes
Attackers must roll opposing Allure Checks
are all considered to be 1 . Can create a
after their Attack Rating Check. If fails, the
maximum of 2 at a time, which can appear any
Magi will find the target too fragile, beautiful, or shape, but cannot look anything but earth
alluring to scar, and purposefully miss.
made.
Wind : Increase wind within 20ft around the
Monk
caster. All but the caster has their Action
Cost 0 // Secondary // Passive // Free Action
Points lowered by 1 while effected.
Range: Self
Water: Shape or redirect water. Deals
Increase Damage bonus of unarmed to full
1 d6+Technique in damage. Target must make
attribute rather than half. Weapons get no
a Endurance Skilled Difficulty Check (Beat 1 5),
attribute effects when used.
otherwise they're immobile until their next turn.

Forced Manipulation

Cost 1 // General // At Will // Minor Action


Range: Touch
Once per Day: Physically touch the target of
this spell. Against normal humans, roll a Allure
simple difficulty rating check (Beat 1 0). Against

25

Create Duplicate

Cost 2 // Secondary // At Will // Minor Action


Range: Adjacent
Cost Doubles Per Use: Create a near perfect
duplicate of user. This duplicate will either
share the casters face, or be faceless. It will
either have the Magi's same attire, or simply
be translucent. Duplicates stats are all
considered to be 1 . Duplicates can be used to
cast Powers remotely.

Paralyze

Cost 2 / /Secondary // At Will // Major Action


Range: Touch
Cost Doubles Per Use: If touching or
being touched, Temporarily paralyzes the
target for 1 0 minute, or until they're attacked.
Each of their turn, they can do a Difficulty
Rating Check of 1 5+Casters Level to break
free using their highest attribute.
Example: Caster is level 4. Target will need to
roll 1 d20+Highest Attribute and get at least a
1 9 to break free.

Grand Finale

Cost 3 // Secondary // At Will // Minor Action


Range: 20ft Touch
Once Per Day: Deals Weapon Damage * 3.
Half Damage Vs. Stamina. This gains a
additional +1 0 TR when used. This attack
takes the form of your primary attack, whether
it's hundreds of swords, a giant musket, or a
rain of exploding candy canes.

Personal Shield

Cost 3 / /General // Reactive // Free Action


Range: Self
Cost Doubles Per Use: The Magi can create a
energy shield to prevent a attack from striking
her, after it passes its Attack Rating check, but
before Damage.

26

Time Stop

Secondary Powers

Cost 3 // Secondary // Reactive // Free Action


Range: Self / Touch
Cost Doubles Per Use: Quickly stops time and
allows the Magi an extra turn at any point in a
battle, at +1 AP. If during a opponents attack, it
must be before damage is done in order to
prevent damage. Anything touching the user
will get to move during this time stop, per
initiative. If used outside of combat this lasts
up to 1 minute or until the Magi uses another
power or attack.

General Powers

Animal Telepathy (Animal)

Cost 0 // General // At Will // Minor Action


Range: 20ft
When learned, can talk to a single type of
animal at will. Can also sense this animal
within 1 mile. These animals will feel a natural
affinity for the Magi.

Blink

Cost 0 // General // At Will // Major Action


Range: 20ft
Instantly moves 20ft without the need to run it.
Must have a clear view of the location. The
user must completely conceal themselves
such as by their cape to do this. +2 AR/TR to
their next attack, if the target doesnt act
against them first.

Quick Leap

Cost 0 // General // At Will // Free Action


Range: Self
Once Per Turn: Quickly leaps around by 1 0ft.

Weapon Breaker

Cost 0 // General // At Will // Major Action


Range: Weapon
Magi focuses their power sharply to destroy
metal and magical weapons easily. Target
makes a Reflex check. If target fails, deal
weapon damage to targets weapon. Magical
Weapons will be permanently damaged until a
new one is created. If the weapon takes 1 0
damage it is destroyed.

Acid Spray

Cost 0 // General // Passive // Free Action


Range: Self
Replaces the Magi's Hope with Hatred
permanently. Increase Hatred by 2 and force
Alignment change to Dark. Dark Magi can get
this at no requirement.
Requirement: Despair equal or greater than
the Magi's Hope. Upon gaining this power, the
Magi can never lose points in despair.

Cost 1 // General // At Will // Major Action


Range: 20ft Touch
Sprays in a cone or in a line. This can pass
targets easily. Reflex Rating for the Magi to
move out of the way in time. Deals
1 d6+Hatred. They're covered in a slime that
continues to do damage same damage per the
end of the targets turn until they spend a full
action removing it from touching their skin.
Can be washed off.
Requirement: Must have Hatred

Ignore Pain

Focus

Consuming Hatred

Cost 0 // General // Passive // Free Action


Range: Self
Using this power allows the Magi to fight even
if their Stamina has been reduced to below
Zero, without need to mend the body. While
ignoring pain, take half damage to MP.

Inspire

Cost 0 // General // At Will // Major Action


Range: 20ft
Once Per Day: Give a epic speech to your
fellow Magis. -1 Despair until the end of the
day. Roll Skilled Difficulty Check (Beat 1 5) for
each Magi at a penalty of minus the targets
Despair. On 20+ overcome 1 Despair

Cost 1 // General // At Will // Minor Action


Range: Self
The Magi takes a extra moment to concentrate
to see that their attack goes true. Increases
AR & TR by 1 d6 until turn end.

Glitter

Cost 1 // General // At Will // Major Action


Range: 20ft
Sprays glitter that sticks to anyone it comes
into contact with for a hour, or until washed off.
Can be sprayed in a line, or in a cone. This
cannot become Invisible. Anyone looking at
the Magi is blinded until they spend a minor
action to wipe it off. While blinded, Magi's
Attack Rating is halved.

27

General Powers

Magical Burst

Cost 1 // General // At Will // Major Action


Range: 20ft Touch
Throws a burst of magic that looks in
appearance according to the users personality.
Deals 1 d6 + Hope. Gains a additional Burst of
1 d6 at Levels 3/5/7/9. Each Burst can target
different targets but only 1 would get the Hope
bonus.

Quickness

Cost 1 // General // At Will // Free Action


Range: Self
Once Per Turn: Give the user a sudden burst
of speed. Next Weapon Attack is a Minor
Action.

Preserve

Cost 1 // General // At Will // Minor Action


Range: Touch
Capable of preserving anything from the
elements, decay and aging. This including a
human body near death, or in death. This only
lasts 24 hours after use.

Telepathy

Counter Spell

Cost 2 // General // Reactive // Free Action


Range: 5ft Touch
Once Per Day: Dispel a Magic Power targeting
them and render it harmless, but only before
any Rating checks. Can Dispel a persisting
magic effect on another or a item by Touch.
Cannot dispel Magic Garments / Weapon.

False Image

Cost 2 // General // At Will // Minor Action


Range: Adjacent
Create 1 fake duplicate of the user or of
matching size. This image cannot have a face
if it's not of the user, and cannot do damage,
and will be destroyed upon sustaining impact.
This is a physical construct and can be
grabbed. Limit 2 at one time.

Levitate

Cost 2 // Secondary // At Will // Minor Action


Range: Self
Levitate up to 20ft. Gain +1 ER while levitating.
Must make a minor action during each turn
while levitating.

Cost 1 // General // Passive // Free Action


Range: 1 Mile
A Magi can speak to anyone and allow other
Magis to listen in, but this cannot be forced.
Telepathy can be done far quicker than vocal
conversations and can remove any time based
urgency. If a person says the Magi's full name,
they can tap into their mind, and hear what
they hear. Targets will feel a pressure on the
back of their head. Targets can choose to
reject the telepathic communications.

Magical Fire

Barrier

Cost 3 / /General // At Will // Minor Action


Range: Touch
Improves a attribute of choice by 1 d6. Doesn't
stack, and only improves 1 Attribute per ally.
Lasts until targets turn ends.

Cost 2 // General // At Will // Minor Action


Range: 20ft
Cost Doubles Per Use: Creates a stationary
barrier up to 1 0ft x 5ft, with Stamina equal to
the users total Stamina. Only one Barrier can
exist at a time. Cost increase +1 per 5 feet
additional. +2 ER while Partially Covered.

28

Cost 2 // General // At Will // Major Action


Range: 20ft Touch
Create a Fireball. Deal 1 d6+Hope DMG to the
target. This will ignite the target location with
magic fire, that damages anything standing on
it for the users Allure in damage. Can also be
used to light small and easily controlled fires.
The area increases by 5ftx5ft levels 4/8.

Improved Focus

Manipulate

Cost 3 / /General // At Will // Full Action


Range: Hearing Distance

Once Per Day: Force a person to do a minor


action of your choice, or something they can
do easily without thought within 2 seconds.
Make a opposing Allure check, they will know
you attempted to manipulate them if you fail.
They will not do something they normally
would never do.

General Powers

Ribbons

Cost 3 // General // At Will // Minor Action


Range: 20ft
Can be created to assist with chores,
grab items, or even tie people up.
This ribbon will be instantly
destroyed if
attacked, and
uses the users
Dexterity to
decide whether
it succeeds in
combat
maneuvers.
Starts 5ft long
+5ft every 2
levels
(3/5/7/9). +1 to
Grapple Check per
5ft used devotedly
to tie something up.
Takes Full action
+Dex check to break.

Thorns

Cost 3 / /General // Reactive //


Free Action
Range: Self
Add thorns to self, False Images /
Duplicates, or Ribbons. Can be used in
reaction to being grappled. Anything
grappling these or grappled by these will
take 1 d6+TEC in damage. If they can feel
pain, they are forced to release if they're
grappling. Thorns retract after dealing
damage.

29

C07.
Weapons
As long as they have a home, Magi should

have no problem buying clothing, food, and


having pocket change. Equipment are usually
created by them to do battle.
Primary equipment a Magi would have is their
weapons. These weapons can have a wide
variety of appearances, but thanks to the
Magi's powers it will deal damage suiting to a
certain standard.
An example of ranged weapons can be the
trademark bow, perhaps a musket, or even a
trumpet through magical sound waves. These
all do the same damage based on the Magis
powers.
Unarmed Attacks can be anything, whether it's
a kick, punch, or even a hungry bite. They're
unique in they can use any attribute for
damage calculation.

Attack Rating

d20 + Dexterity + Technique

Attacking the Helpless

Damage against helpless targets ignore


Dexterity. If they're truly helpless because
they're asleep for example, this is a automatic
kill or double critical at very minimum, in a
location of choice.

Throwing Meelee

Weapons can be thrown to deal same damage


as normal. The drawback is that the weapon is
dropped to where it's thrown. The Magi can
either spend a Minor Action to pick it up if
they're close enough, or use Magic Forming to
create a new one.

Melee With Ranged

If ranged weapons like a bow is used for


meelee, it does not need to be loaded. Using
Ranged weapons like this requires both
hands, and they only do half the rolled
damage.

Conventional Weapons

Conventional Weapons do not use the Magis


attributes in any way. Weaker Magis can
1 0 + Dexterity (Unless Surprised) + Endurance attempt to compensate by getting their hands
on real weapons, but such a task could be
One Handed Weapon:
very difficult. The Magi should have a very
1 d6 + End (+2AR)
good reason why she can get her hands on
Two Handed Weapon:
real weapons, if not getting them through
2d6 + End
actual game.
Dual 1 h Weapons:
1 d6 + (End) & 1 d6+(End/2) for offhand. In order to reload a firearm, the Magi must
Can Swing offhand Weapon for 1 AP
have one free hand. Its generally not adviced
(-2 AR)
to reload fire arms as this can be tricky in the
Range Weapon:
heat of combat, and instead pulling another
3d6 + (Dex/2)
out of Hammer Space is quicker.
Must use a minor action to reload.
Unarmed:
Type: Pistol
1 d3+ Half of Dex, Alu, End, OR Tec
Ammo: 6 - 1 2
Unarmed counts as a Minor Action
Damage: 1 d6 Per Bullet.
only.
Fire Rate: 3 Per Minor Action
Weapon & Shield:
Reload Rate: Full Action
+2 ER, must have free hand.
Additional: Roll 1 d20+Dexterity, Endurance, or
Two Shields
technique per bullet fired, and record how
+4 ER, cannot attack.
many hit.

Evasion Rating

30

Type: Sub Machine Gun


Ammo: 30
Damage: 3d20
Fire Rate: Major Action
Reload Rate: Full Action
Additional: Roll 1 d20+Dexterity, Endurance, or
technique to hit, 3 times. Attacks that hit do the
dice roll only in damage.

Weapons

Type: Rocket Launcher


Ammo: 1
Damage: 6d6 Per Rocket.
Fire Rate: 1 per Major Action
Reload Rate: Full Action
Additional: Roll 1 d20+Dexterity, Endurance, or
Technique per Rocket fired. If it misses, it
continues passed the target until it hits
something, or the ground.
Type: C4
Ammo: 1
Damage: 6d6
Fire Rate: Major Action
Reload Rate: N/A
Additional: Roll 1 d20+Dexterity, Endurance, or
technique when throwing this. This can be set
down in advanced and remotely set off for a
garunteed hit, or thrown at a distance of 20
feet. Everything adjacent to where it lands will
be hit for half damage rounded down. If the
Attack Rating Roll is less than the targets
Evasion Rate, they still receive half damage.

31

C08. Sample Setting

32

33

34

GM Guide!
Players do not read
passed this!

35

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