Professional Documents
Culture Documents
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
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!
C03.
Attribute
System
Creating a character can be made via a 5d6
Primary Attributes
Dexterity (Dex)
Endurance (End)
Allure (Alu)
Technique (Tec)
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
10
(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.
Attribute System
Allure Expanded
Attributes Expanded
1 0 + Dexterity + Endurance
Initiative Order
d6 = Dexterity
11
Wishing to be a Magi
Soul Gem
12
Karmic Destiny
Gaining 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
Difficulty Checks
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.
easily.
13
Difficulty Ratings
Victory Checks
Additional Rules
Connection Checks
Success / Failures:
Alignment Checks
Additional Rules
Good :
Dark:
Neutral :
15
Initiative
Surprise Round
Major Action: 2 AP
Minor Action: 1 AP
16
Delaying Actions
Combat Maneuvers
Grapple Checks
Reflex Rating
Movement
Combat System
Dealing Damage
Critical Success
Critical Failure
Called Location
17
Bodily Damage
Arms
Combat System
Types of Magic
At Will:
Passive:
Reactive:
Legs
Attacking Humans
Torso
Disability Effects
Attacking Objects
18
Combat System
19
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.
Secondary Powers
General Powers
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
Range
Magic Guide
Ability Name
20
Standard Powers
be listed.
Cost Doubles Per Use: Temporary until the
days end.
Requirement: What's needed to to learn this.
Detect Witch
Hammer Space
Soul Light
Magical Writing
Magic Forming
Mend Body
Multi Strike
Hammer Dimension
21
Primary Powers
Adorableness
Dark Magi
Enhanced Self
Feral Nature
22
Data Form
Gateway
Quick Mend
One Truth
Foresight
Invisibility
Mend Others
Mobile Shield
Primary Powers
Seduction
Shape Shift
Eternal Hope
23
Primary Powers
Necromancy
Rewind Time
Power of Friendship
Telekinesis
24
Secondary Powers
Flight
Valkyrie
Keen Eye
Elementalist
Forced Manipulation
25
Create Duplicate
Paralyze
Grand Finale
Personal Shield
26
Time Stop
Secondary Powers
General Powers
Blink
Quick Leap
Weapon Breaker
Acid Spray
Ignore Pain
Focus
Consuming Hatred
Inspire
Glitter
27
General Powers
Magical Burst
Quickness
Preserve
Telepathy
Counter Spell
False Image
Levitate
Magical Fire
Barrier
28
Improved Focus
Manipulate
General Powers
Ribbons
Thorns
29
C07.
Weapons
As long as they have a home, Magi should
Attack Rating
Throwing Meelee
Conventional Weapons
Evasion Rating
30
Weapons
31
32
33
34
GM Guide!
Players do not read
passed this!
35