magical girl cyoa supplementary combat system v1.7 core pdf · 2021. 1. 29. · you gain all of the...

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[v1.7] MG CYOA Supplementary Combat System – Core PDF Page | 1 Magical Girl CYOA Supplementary Combat System v1.7 Core PDF For use with QuasarBlack’s MGCYOA v1.5.1 Created by DarkSunDuelist, with input from QuasarBlack, and help from a number of other IRC and Discord regulars. Special Thanks to Sahara, who without their request this project wouldn’t exist. Many role-players have trouble with combat. Much like any text medium, fight scenes are among the more difficult to describe, especially when one has restraints on what they can and can’t accomplish. With this in mind, the Supplementary Combat System (or SCS) was created for use as an add-on P&P system for QuasarBlack’s Magical Girl CYOA. This system is NOT meant to be used to define capabilities, personality, or other aspects of roleplaying outside of combat. It is EXCLUSIVELY a combat module. Just because you only have 2 spells to start with in the SCS does not mean your character only knows 2 spells at all, it just means that they only have the two that they can use effectively in a combat situation. You are free to roleplay your character how you want outside of combat, or in “cinematic” fights. This system only exists to give hard mechanics to an otherwise soft RP. Character Creation/Conversion If you do not have a character created in QuasarBlack’s CYOA (v1.5.1), you will need to create one before you can continue this process. You will need the following details: Your character’s stats, with their stat bonuses while transformed separate from the stats while not transformed (referred to in this document as the “Boost” and the “Base”, respectively) If your character has an Ally, their full transformed stats will also be needed. You will not need their stats while not transformed, but you may track them if you wish. The details of your character, including their Weapon, Outfit, Power, Specialization, Patron (if any), and Perks. While the conversion process can be performed using a v1.3 or v1.4 character, it is suggested that you use v1.5.1 instead, as many of the features in v1.5.1 are better supported in the SCS. Once you have a character ready, perform the following steps in order: 1. Take the value of your character’s Base Vitality (VIT) and multiply that value by 10. This becomes your Base HP, or the HP you have while not transformed. HP determines how hardy you are and how many hits you can take before being knocked unconscious. You are KO’d when your HP is 0 or less. 2. Take the value of your character’s Base VIT and divide it by 3, rounding down to the nearest whole number. This becomes your character’s Base Defense (DEF) while not transformed. DEF determines how durable you are, and how resistant to damage you are naturally. 3. Add your character’s Base Agility (AGI) and your character’s Base Luck (LUK) together, then divide the total by 2, rounding down to the nearest whole number. This becomes your character’s Base Evasion (EVA) while not transformed. EVA indicates your ability to dodge attacks, ignoring the damage before it can even touch you.

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Page 1: Magical Girl CYOA Supplementary Combat System v1.7 Core PDF · 2021. 1. 29. · You gain all of the spells listed in the section indicated as your starting spells. If you are an Oddball

[v1.7] MG CYOA Supplementary Combat System – Core PDF P a g e | 1

Magical Girl CYOA Supplementary Combat System v1.7

Core PDF

For use with QuasarBlack’s MGCYOA v1.5.1 Created by DarkSunDuelist, with input from QuasarBlack, and help from a number of other IRC and Discord regulars.

Special Thanks to Sahara, who without their request this project wouldn’t exist.

Many role-players have trouble with combat. Much like any text medium, fight scenes are among the more difficult to describe, especially when one has restraints on what they can and can’t accomplish. With this in mind, the Supplementary Combat System (or SCS) was created for use as an add-on P&P system for QuasarBlack’s Magical Girl CYOA.

This system is NOT meant to be used to define capabilities, personality, or other aspects of roleplaying outside of combat. It is EXCLUSIVELY a combat module. Just because you only have 2 spells to start with in the SCS does not mean your character only knows 2 spells at all, it just means that they only have the two that they can use effectively in a combat situation. You are free to roleplay your character how you want outside of combat, or in “cinematic” fights. This system only exists to give hard mechanics to an otherwise soft RP.

Character Creation/Conversion

If you do not have a character created in QuasarBlack’s CYOA (v1.5.1), you will need to create one before you can continue this process. You will need the following details:

Your character’s stats, with their stat bonuses while transformed separate from the stats while not transformed (referred to in this document as the “Boost” and the “Base”, respectively)

If your character has an Ally, their full transformed stats will also be needed. You will not need their stats while not transformed, but you may track them if you wish.

The details of your character, including their Weapon, Outfit, Power, Specialization, Patron (if any), and Perks.

While the conversion process can be performed using a v1.3 or v1.4 character, it is suggested that you use v1.5.1 instead, as many of the features in v1.5.1 are better supported in the SCS.

Once you have a character ready, perform the following steps in order:

1. Take the value of your character’s Base Vitality (VIT) and multiply that value by 10. This becomes your Base HP, or the HP you have while not transformed. HP determines how hardy you are and how many hits you can take before being knocked unconscious. You are KO’d when your HP is 0 or less.

2. Take the value of your character’s Base VIT and divide it by 3, rounding down to the nearest whole number. This becomes your character’s Base Defense (DEF) while not transformed. DEF determines how durable you are, and how resistant to damage you are naturally.

3. Add your character’s Base Agility (AGI) and your character’s Base Luck (LUK) together, then divide the total by 2, rounding down to the nearest whole number. This becomes your character’s Base Evasion (EVA) while not transformed. EVA indicates your ability to dodge attacks, ignoring the damage before it can even touch you.

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4. Multiply your character’s Base LUK by 2. This becomes your character’s Base Critical Hit Rate (Critical Rate). Critical Rate indicates how lucky you are, and how often you can strike weak points.

5. Add up all of your base stats. This becomes your Base Stat Total (BST). Base Stat Total can determine your ability to resist some enchantments or effects, as well as helping break ties in some cases.

6. Repeat Steps 1-5, this time using the total of your Base stats and their Boosted values. These become your Transformed HP, DEF, EVA, and Critical Rate. In most cases, you will have better stats while transformed than you will not transformed.

7. Compare your character’s Power to the List: Power Effects. You gain the effect(s) of your Power at Level 1. Don’t worry if your power seems underwhelming now; you will have the opportunity to improve it as you play.

8. Find your character’s Perks in the List: Perk Effects in Combat, and note their effects in combat. Some perks will modify your EVA or DEF. Be sure to apply those modifiers correctly.

9. Compare your character’s Outfit to the Table: Outfits and EVA/DEF. Modify your Transformed EVA and/or DEF to indicate the modifiers from your Outfit. Your Outfit does NOT provide a modifier to your Base EVA/DEF.

10. Select 1 Outfit Enhancement from the List: Outfit Enhancements, and note its effects. Many Outfit Enhancements modify your EVA and/or DEF. Make sure to note this as appropriate. An Outfit can have a maximum of 3 Enhancements.

11. Select 1 Weapon Enhancement from the List: Weapon Enhancements, and note its effects. If you have multiple weapons, perform this step for each one (except Black Coin weapons, which receive their own rules in this system). If your weapon is a Dual Weapon, you may select Enhancements that belong to either of its types, however you can still only pick 1 Enhancement. A single weapon may have a maximum of 5 Weapon Enhancements.

12. Find your character’s Specialization and Weapon combination in the List: Starting Spell Packages. You gain all of the spells listed in the section indicated as your starting spells. If you are an Oddball Specialization, you will need to create spells from scratch using the Spell Creation Rules, detailed in the SCS Expansion “Worlds & Wishes: A GM’s Guide to the SCS”.

13. If you have a Patron from QB’s v1.5 Patron Document, apply the effects of your patron as listed in the Patron section of the SCS Expansion “Order & Chaos, Friend & Foe”.

14. If you have a Black Coin applied, refer to the Corruption Section of the SCS Expansion “Order & Chaos, Friend & Foe” for the effects of that Black Coin.

Important rules regarding Twins: If your character is a Twinned Soul, you will need to be aware of the following rule differences between Twins in the CYOA and Twins in the SCS:

When spending coins on one twin, you can apply a different but equivalent change to the other twin, as if you had also spent that coin on the other twin. For instance, if you spend a bronze coin to upgrade one Twin’s STR by 1, you can choose to upgrade the other Twin’s VIT by 1 (instead of STR). As another example, if you spend a Gold to acquire a second power, both Twins gain a Power, and may choose different Powers to gain. You cannot choose to gain a completely different benefit for the same coin (you can’t spend a Silver to modify Twin A’s perks and then spend that same Silver on Twin B to improve their stats, for example).

When a perk, power, or specialization would give you an option(s), you may have each twin pick a different option if you so wish. This does NOT apply to Oddball’s stat bonus, which must be the same on both Twins.

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How to Play

Before getting into the details of your character’s capabilities, it’s important to understand the basics that those capabilities modify. For this section, we’ll be using an example character to show how the base mechanics work. Don’t worry if you feel overwhelmed. If things seem too much, take a step back, reread the passage, and try again.

At the start of combat, all combatants roll 1d100 (one 100-sided die. You can also roll 2 10-sided dice, designating one as the 1s digit and the other as the 10s digit), then compare results. Turn order is determined starting from the highest value and working down in order to the lowest value. Once all combatants have had a turn, the Round ends and the next Round begins, starting again with the combatant with the highest roll. In the event of a tie, the combatant with the highest Stat Total (of whatever form they are currently in) goes first. This is referred to as Initiative. Emilia finds herself in a poor spot against a gorgon. With negotiations having gone sour, Emilia decides that the only way to resolve the situation is violently. Rolling 1d100, Emilia gets a roll of 75. The gorgon, also rolling 1d100, receives a result of 42. The Turn order is determined to be Emilia, then the gorgon. During combat, you can utilize Abilities. Abilities are aspects of your character that detail their capabilities in combat. There are a huge range of Ability types and subtypes, but the important ones that you need to know right now are Active abilities (which are performed using your Turn Action), and Speed abilities (which are performed using one or more Movement Steps). Each turn, you get 1 Turn Action, as well as 2 Movement Steps. You may use these in any combination as you so wish. Each Ability also has a subtype, or a descriptor of its nature beyond the action required to use it. Examples of subtypes are “t0 Spell”, “Inherent”, and “Perk”. Each Ability belongs to at least one Type and at least one Subtype. For instance, the perk “Gifted” is considered a “Perk – Boost” Ability due to its nature as a Perk and its execution being that of the Boost timing. All characters, no matter their weapon or specialization, have the following Abilities: Attack, Defend, Dash, Disengage, Extra Move, Transform, Revert, Equip, Use Item, Force Guard, Force Evasion, and Fortune Boost: Attack is an Inherent – Active ability that performs a basic attack on a foe inside your weapon’s Optimal Range

(determined by the weapon type at character creation). An attack deals damage to the target based on your weapon’s damage stat (STR for Fist and Melee, AGI for Ranged, and MAG for Mystic), using 1d4 per current point of that stat. You can perform an attack on a foe outside of your Optimal Range, but for each Stage of difference between the Optimal Range and the range that you’re attacking, the Target(s) receive an additional 1d20 for their Evasion roll. Attack is a damaging ability that applies both EVA and DEF. Attacks can deal Critical Hits, meaning you roll 1d100 after rolling damage (but before the foe rolls Evasion or uses Reactive abilities). If the value of the roll is less than or equal to your Critical Hit Rate, apply Critical Bonus Damage (+100% of rolled Damage by default).

Defend is an Inherent – Active ability that allows you to withdraw yourself and take a defensive stance until your next turn. While Defending, your DEF is increased by a value equal to double your current VIT stat. Defending doesn’t have any effect on your Evasion, nor does it in any way mitigate other effects of abilities that aren’t damage.

Move is an Inherent – Speed ability that allows you to move 1 Stage towards or 1 Stage away from a combatant using 1 Movement Step. Note that this does not in any way change your position relative to other combatants.

Dash is an Inherent – Speed ability that costs you 2 Movement Steps. By using this ability, you can move 1 stage closer to all foes simultaneously. You can also use this ability by using your Turn Action, allowing you to move up to 2 Stages closer to all foes in a single round.

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Disengage is an Inherent – Speed ability that costs 2 Movement Steps. By using this ability, you can move 1 stage away from all foes simultaneously. You can also use this ability by using your Turn Action, allowing you to move up to 2 Stages away from all foes in a single round.

Extra Move is an Inherent – Active ability that allows you to convert your Turn Action into an additional Movement Step for that turn. Use this ability when closing or widening the distance to a single Target is important.

Transform is an Inherent – Full Turn ability that allows you to transform from your civilian form to your Magical Girl form. In addition to requiring your entire turn, this ability also causes you to skip your next turn.

Revert is an Inherent – Active ability that allows you to transform from your Magical Girl form to your Civilian form. When you use Revert, your turn immediately ends. You can only use Revert on yourself.

Equip is an Inherent – Speed ability that allows you to equip or de-equip a weapon, outfit, or relic using 2 Movement Steps. You can Equip your starting weapon and outfit even if somebody else physically possesses them, which returns them to your possession. Unlike most abilities, you can use Equip even when out of combat to change your current loadout.

Use Item is an Inherent – Active ability that allows you to use an item in your inventory by using your Turn Action.

Pass Item is an Inherent – Speed ability that allows you to hand off a not-equipped Weapon, Outfit, or Item to an ally within Close or Near range with a single Movement Step. After acquiring it, the ally can use it themselves using the appropriate ability.

Force Guard is an Inherent/Defensive – Reactive ability that can be used when an opponent is using an ability on you that applies your DEF, after they roll damage but before you roll Evasion. By paying 1 point of your STR stat, you can triple your DEF stat against that one ability. Your DEF will return to normal afterwards, so as this costs a point in a stat to use, it’s important to use this ability carefully. You can’t use Force Guard against the same ability you use Force Evade or Fortune Boost against.

Force Evade is an Inherent/Defensive – Reactive ability that can be used when an opponent is using an ability on you that applies your Evasion, after they roll damage, but BEFORE you roll Evasion. By paying 1 point of your VIT stat, you can choose to double the value of your Evasion roll against that ability. Like with Force Guard, this requires you to spend a point in a stat, so it’s important to use this move carefully. You can’t use Force Evade against the same ability you use Force Guard or Fortune Boost against.

Fortune Boost is an Inherent – Reactive ability that can be used at any time where you would roll any number of non-d100 dice. By paying any number of point(s) of your LUK stat, you can increase the dice rolled by that same value (so you would roll 2d20 instead of 1d20 with 1 point, or 6d8 instead of 5d8). If the type of die being rolled is a d4, then increase the number of dice rolled by this ability by 2 per point instead (so 4d4 becomes 6d4 with one point).1

Emilia is at a distance from the Gorgon, but figures that her sheer martial arts prowess combined with her newly-acquired magical girl powers will allow her to simply punch the Gorgon at a distance. Using her Fist weapon at 9 STR, Emilia rolls 9d4, getting 19. Rolling 1d100 to check for a Critical Hit, she gets 72, well above her Critical Rate. When an ability is used that deals damage to a target, after rolling that damage it checks itself against that target’s DEF stat. The DEF stat is then subtracted from the incoming damage (but not reduced below 0). After this, the foe can choose to use a Reactive ability (such as Fortune Boost or Force Evade) to supplement their defenses. After they choose whether or not to use a Defensive/Reactive ability, then they roll Evasion. Evasion is a 1d20 roll, adding the defender’s EVA stat. If the Evasion roll exceeds the remainder of the incoming damage, the damage is reduced to 0, and the target has evaded the

1 An important note: you can’t pay more than what you have in a stat for a cost. If for some reason the cost changes to be more than what you have, you can only pay up to the value you have. If the ability cannot function at the lower cost, then it is negated and the cost paid is wasted. Payment for a cost must also be a positive number. It cannot be 0 or a negative number, unless otherwise specified.

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ability. If the Evasion roll matches the remainder of the incoming damage, the damage is reduced to 1, but any other effects of that ability still work properly (such as an effect that applies Poison on a successful hit). The gorgon is unimpressed with Emilia’s display of air-punching, and decides to not bother to put effort into defending herself. The gorgon subtracts her DEF of 5 from the attack, resulting in an incoming damage value of 14. Rolling 3d20 and adding her EVA of -2, she gets 21, which exceeds the value of Emilia’s attack. While it is impressive that Emilia managed to kick up enough dust and wind to make a potentially-damaging attack, it is easily ignored. Remember that you can perform abilities in any combination with your movement, provided you don’t exceed your allotted number of Turn Actions or Movement Steps for the turn. Your turn continues until you either have no more actions you can perform. You can also choose to end your turn early if you so wish. Once your turn ends, it moves to the next person’s turn. When moving, it’s important to be aware of the number of Stages between you and your opponent. In most cases, you will need to maintain a specific range to keep attacking, however many spells do not have a specified range. The different ranges are as follows:

Close – Close Ranged combatants are within 1’~5’ (0.3m~1.5m) of each other. You only need to use 1 MS to get into this range from Near range. All Fist weapons and some Melee weapons attack in this range.

Near – Near ranged combatants are within 5’~10’ (1.5m~3m) of each other. You only need to use 1 MS to get into this range from Close or Mid-Range. Some Melee weapons attack in this range.

Mid-Range – Mid-Ranged combatants are within 15’~30’ (4.5m~9m) of each other. You only need to use 1 MS to get into this range from Near or Far range. Some Ranged weapons attack in this range.

Far – Far ranged combatants are within 40’~100’ (12m~30m) from each other. You need to use 2 MS to get into this range from Mid-Range or Long Range. Some Ranged weapons attack in this range.

Long Range – Long-Ranged combatants are within 120’~250’ (37m~76m) of each other. You need to use 2 MS to get into this range from Far or Extra Long Range.

Extra Long Range – Extra Long Ranged combatants are more than 250’ (76m) away. You need to use 2 MS to get into this range from Long Range. You cannot Target or be Targeted by combatants that are at this range with you, unless you (or they) uses an ability that specifically designates “Extra Long Range”.

Emilia ends her turn, and the gorgon moves from Mid-Range to Close Range using 2 Movement Steps. Using her own Attack ability, the gorgon swings at Emilia with her tail. Because the gorgon has a STR of 11, she rolls 11d4, getting a 24. Rolling 1d100 for Critical Rate, she gets a 29, which for her is not a Critical. Emilia chooses to use the Force Guard ability, reducing her STR by 1 for the cost, but tripling her DEF of 5 to 15. With this, she only needs to get a 9 or higher on her Evasion to evade the attack. Rolling the 1d20 and adding her EVA of 7, Emilia gets a 3, which allows her to barely scrape by with a 10 total. As the gorgon is out of actions to perform, her turn ends. Within combat, there are a couple of important additional rules to keep an eye on: Intrusions, Fleeing, and Contests. An intrusion occurs when one or more new combatants enters a battle already in progress. Intruders take an Intrusion Turn at the end of the round they intrude on. If there are multiple intrusions, they take turns in the order they intruded, from first to last. If multiple combatants intrude simultaneously, then the GM decides the order.2 During an Intrusion Turn, you can perform any action you could during a normal turn, however combatants taking an Intrusion Turn cannot be targeted (even

2 If there is no GM, the intruders may decide amongst themselves what order they will fight in.

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by themselves). After taking their Intrusion Turn, they roll Initiative and join the battle as normal combatants. Emilia decides that she may or may not be in over her head, and that she will try to run on her next turn. Before she can act, however, a shot is heard from a distance away, and the gorgon reels in pain. Emilia’s friend and fellow magical girl, Armi, has shown up to provide Emilia some covering fire. When you attempt to flee, you must take into account the closest foe to you, as well as how many foes there are. Then using any number of Turn Actions and Movement Steps, roll 1d100, attempting to match or roll under the target number. For every Stage away the closest foe is, add 10 to the target value. For each ally you have, add 5. For each enemy, subtract 3. If you used your Turn Action to Flee, add 25. For each Movement Step used, add 7. If the value of the 1d100 roll is less than or equal to the target value, you successfully flee combat. Emilia decides to use both of her Movement Steps, as well as her Turn Action, to flee. The target value starts at 39. Because she is at Close range with the gorgon, she gets no bonus due to distance. Because she has an ally, the target value is increased to 44, but the presence of a single enemy reduces it to 41. With a 41% chance of success, Emilia attempts to flee. Rolling a 24, she successfully breaks away from combat, and absconds into the night. Some abilities provoke a Contest. A contest checks one or more stats against either a flat value or an opposing stat (determined by the ability that provokes the Contest). When you take part in a contest where you are called to check a stat, roll 1d4 for each point in that stat you currently have. Whichever side has the highest value wins the contest. An ability that provokes a contest will give you the specifics on a contest’s execution and consequences. Deprived of her prey, the gorgon turns its attention to Armi. Using its Stone Gaze ability, it forces Armi to choose to roll VIT or AGI against the gorgon’s VIT. Armi, having a higher AGI of 12, chooses to use her AGI. Because the gorgon’s VIT is only 8, she refuses to use a Fortune Boost and rolls 12d4, getting 18. The gorgon rolls 8d4 and gets 23. Because Armi lost the contest, she is Petrified by the ability, rendering her unable to act. Combat ends when only one side remains able to act. With Emilia having fled previously, and Armi being unable to act, the gorgon has won the fight. Rewards for combat are typically handed out by a higher power, such as a Patron or a quest-giver. If neither of these things apply, you can usually palm a couple of copper coins or a weak item off of the knocked out bodies of most magical girls and monster girls, but less civilized creatures will be less likely to have anything of value on them. If you have a GM, ask them for more details on rewards. If not, never assume that you’ll get more than 3 copper out of any battle, if you get any reward at all. After a combat, you may be given the opportunity to Reprieve. A Reprieve is a period where you’re allowed to catch your breath, patch yourself up, and revitalize yourself. During a Reprieve, all of your stats reset to their maximum values, refunding all costs and damage to stats over the course of battles. Additionally, your HP is restored to maximum, and you are cured of all conditions. It’s important to not take a Reprieve for granted, as you may not always get one after battle.

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If you find yourself KO’d in a combat, you may be killed (depending on the difficulty and setting of your session). If so, you begin the process known as Reincarnation. When you Reincarnate, you are forbidden from playing that character for a number of in-universe days equal to the character’s Transformed Stat Total to represent the time spent Reincarnating. There’s no out-of-character mandate for this, and it can be easily skipped/ignored if the GM does not wish to burden a campaign with such things.

Civilian Form

When you are not transformed, you are in your Civilian Form.3 While in Civilian Form, you can’t use any of the abilities or equipment tied to your Magical Girl form, such as your weapons, outfits, perks, power, artifacts, or spells. You can still use any Relics that you didn’t acquire from perks, and any weapons or outfits acquired after character creation, as well as any Generic spells you know. While in Civilian Form, you can still use any Inherent abilities, but your stats ONLY use your Base values. Your HP, EVA, DEF, and Crit are based on your Base stats. Unlike while transformed, you take full damage from non-magical sources of damage.

Character Options

Now that we’ve seen the stats in action, it’s time to go into depth about what each detail of your character can do for you. This section takes options from the CYOA and gives info on their function in the SCS. Unless otherwise stated, these functions are in ADDITION to those present in the CYOA and do not replace them.

Powers

A Power is a Magical Girl’s keystone ability. It helps shape how they fight and interact with the world. Not every girl has the same power. Many girls have multiple powers. Every Power in the SCS starts at Lv 1. You can upgrade a power from Lv 1 to Lv 2 by using 20 Bronze Coins OR 5 Silver Coins OR 1 Gold Coin. You can upgrade a power from Lv 2 to Lv 3 by using 50 Bronze Coins, 10 Silver Coins, or 1 Gold Coin. Once you reach Lv 3, that power cannot be upgraded further. The following is a list of the Powers found in the CYOA, listed in order of Roll Value. All of these effects functionally replace the effects of those powers in the CYOA.

Power Effects

Killing Blow o Lv 1: By paying X of any number of stats in any combination and using your entire turn,

you can deal Xd10 True damage to a Target at the start of your next turn. Skip your next 2 turns after using this power. Additionally, the Target cannot use any Reactive abilities in response to this Power, nor do any bonuses or enhancements apply against this power’s damage.

3 If you are a Monster Girl (Natural or Corrupted), you do not have a Civilian Form. You instead have a Sealed Form, detailed in the SCS

expansion “Order & Chaos; Friend & Foe”.

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o Lv 2: The power functions the same as Lv 1, except that the damage is increased to Xd12.

o Lv 3: The power functions the same as Lv 1 and 2, except that the damage is increased to Xd20.

Hammerspace o Lv 1: Using the Equip ability only costs 1 Movement Step, as opposed to 2 Movement

Steps. o Lv 2: Once per Round, when you use the Use Item ability, you can instead have it cost 1

Movement Step, and if you do, you can use 2 items simultaneously using that ability. Additionally, you gain the following EX spell:

Hammerstorm – (Active) – Any number of Items and/or Weapons in your inventory in any combination – This ability applies the effect(s) of any and all items used for this ability’s cost to a Target at Far range or closer. Additionally, inflict the minimum amount of damage of any and all Weapons used for this ability’s cost to the Target. For every 5 Weapons and/or Items used for this ability’s cost, you may designate an additional target for this ability.

o Lv 3: Once per Round, when you would be struck by a Ranged Attack or any non-Magic weapon attack, you can (as a Reactive ability) absorb that attack. Using your Turn Action, you can shoot that attack at a Target you choose. You can choose to hold on to the attack so long as you want at no penalty to your ability to act, however you cannot absorb a new attack while still holding on to a previously-absorbed attack.

Twinned Soul o Lv 1: Your twin rolls their own initiative during combat, however you and your twin may

act on each of your turns. Each character still may only take the standard amount of Turn Actions and Movement Steps, regardless of when they act.4

o Lv 2: If you and your twin are at Close range to each other, and one of you (and ONLY one) is targeted by an ability that applies DEF and/or EVA, you may add one twin’s DEF/EVA to the other twin’s same stat against that single ability. You can’t use this ability to apply EVA against an effect that ignores EVA, or DEF against an effect that ignores DEF.

o Lv 3: OpR, when your twin is targeted by an Ability that applies DEF and/or EVA, you may change the Target of that Ability to yourself, and if you do, triple your DEF and EVA against that Ability. This is a Reactive effect.

Focused Assault o Lv 1: When you would use the Attack ability using your Turn Action, you can use 2

Movement Steps to have that Attack ignore the Target’s DEF. This is a Boost ability. o Lv 2: When you would use a Spell that deals damage and uses your Turn Action, you can

use 2 Movement Steps to have that Spell ignore the Target’s DEF. This is a Boost ability. o Lv 3: When you use Focused Assault, the Boosted ability deals 1.5 times the damage

(calculated before the opponent uses Reactive Abilities or rolls Evasion. Barrage

o Lv 1: When you would use a Single-Target damaging spell or the Attack ability, you can reduce the damage by half (before applying DEF) to have it affect all foes instead. If you use this in conjunction with an Attack ability, that Attack cannot score a critical hit, and no additional effects can be applied due to that Attack. This is a Boost ability.

4 This means that while Twin A can act on Twin B’s turn, Twin A still can’t use more Turn Actions/MS than they would get if they took their turn

normally.

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o Lv 2: When you would use a single-target ability that provokes a Contest, you can reduce your side of the contest by 25% to have that ability affect all foes instead. This is a Boost ability.

o Lv 3: When you would use a single-target, non-Reactive ability that applies a Condition to a Target without a Contest, you can halve the duration of that Condition to make that ability affect all allies instead. When you would use a single-target ability that restores HP to the Target, you can halve that HP restoration to make that ability affect all allies instead. This is a Boost ability.

Power of Friendship o Lv 1: If you would strike an ally with an ability, you can choose to negate that ability at

no additional cost. Additionally, increase your Base Sync Rate by 5%. o Lv 2: You can pay part or all of the cost(s) of Spells for allies you are in Close range with,

and vice-versa. Both you and the ally must agree before spending each other’s stats. Additionally, the bonus to your Base Sync Rate increases to 10%

o Lv 3: Once per Round, you can cast any one spell that one of your allies knows, using your own stats and actions as required. You can use this even if you do not meet the Weapon or Specialization requirements (you still have to fulfill any other requirements). Additionally, the bonus to your Base Sync Rate increases to 15%.

Duplication o Lv 1: You can Channel X VIT as a Full-Turn action to create any number of duplicates

with up to X HP total. Duplicates must have at least 1 HP, and their HP must be an integer. Duplicates share your STR, AGI, and VIT, but their MAG is 1 and their LUK is 0. If your STR, AGI, or VIT changes, the duplicates reflect this change (even if they are already active). Duplicates have all of the same abilities you do, but you cannot be affected by any abilities of your own Duplicate(s), and Duplicates cannot be affected by your own abilities (except this one). Duplicates cannot use Spells, nor the Use Item ability. A Duplicate's Attack ability(s) uses the same damage as your equivalent Attack abilities, even if their stats are different. Duplicates do not receive the effects of any Enhancements on your Equipment, and cannot use receive the effects of any Relics in your possession (unless they specifically state that they work on Duplicates). Duplicates are not subject to the effects of Conditions. Duplicates take their turn(s) immediately before or immediately after, in any combination you wish. On a round in which you have a skipped turn(s), or in a round where you make duplicates, no duplicates under your control can act. In a round where you have had duplicates take a turn(s), you cannot make more Duplicates. Duplicates only have a single Turn Action, and do not get MS by default.

o Lv 2: Your duplicates are improved to allow them to use 1 Turn Action OR 2 Movement Steps, but not both. Additionally, your duplicates can cast spells you have access to, using their own stats or actions as needed. If any of a duplicate’s stats reach 0 (except LUK), they dissipate at the end of the round.

o Lv 3: While you have duplicates active, abilities targeting you require their user to randomly target from amongst you and your legally-targetable duplicates.5

Third Eye o Lv 1: You can choose to add your current MAG stat to your Evasion against enemy

spells. Additionally, you can choose to add your current MAG stat to your side of a

5 You can use a die for this, or have your GM determine it secretly.

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Contest against enemy spells (if the contest is a stat-based contest, you add the value of your MAG, not d4s equal to your MAG). This is a Boost ability.

o Lv 2: The power functions the same as Lv 1, except the bonus is increased to double your current MAG stat.

o Lv 3: The power functions the same as Lv 1 and Lv 2, except that the bonus is increased to triple your current MAG stat.

Regeneration o Lv 1: At the start of your turn, recover HP equal to your current VIT stat. If you pay 1

MAG at the start of your turn, you can increase the HP recovery to “1d4 per current VIT” until the end of your next turn.

o Lv 2: The power functions the same as Lv 1, except that the base healing is “1d4 per current VIT” and the improved value is 1d6 per current VIT.

o Lv 3: The power functions the same as Lv 1 and Lv 2, except that the base healing is equal to 1d6 per current VIT, and the improved value is 1d8 per current VIT.

Tentacles o Lv 1: Once per turn, during your turn, you can order your tentacles to operate with a

specific mode: Attack or Defend. While in Attack mode, your Tentacles will automatically follow up on any damaging abilities you use with 3d4 Bash damage to that ability’s Target(s). While in Defend mode, your Tentacles will automatically strike any foe that comes within Close range, dealing 2d4 Bash damage. The foe can apply Evasion, but if they do, they remain where they started that movement instead of getting in Close range. Switching modes does not use any action, but can only be done on your turn.

o Lv 2: The damage of Attack mode increases to 3d6 Bash damage. The damage of Defend mode increases to 4d4. Additionally, while in Defend mode, foes also have their movement negated if they take damage from Defend mode’s strike.

o Lv 3: The damage from Attack mode ignores the Target(s)’ Evasion. The damage from Defend mode ignores the foe’s DEF. Additionally, foes that take damage from Defend mode’s strike cannot use Reactive abilities until their next turn.

Perks

Perks help give each individual girl their own flavor. Each perk slightly shifts the playstyle and “feel” of a girl’s combat ability. Not all perks are useful in combat (such as the “Money” perk), however most have some sort of effect in a fight. The following is a list of each perk’s function, listed alphabetically with both tables mixed. All perks currently available in the CYOA are listed. These perk effects are in addition to the perk effects listed in the CYOA.

Perk Effects in Combat

A Way Out – (RP-based) – This perk has no real combat effect. When the character would be forced to undergo Reincarnation (either by Death or some other effect) they can choose to remove themselves from the cycle of Reincarnation and permanently die. If the character chooses to go through Reincarnation, reduce their Reincarnation time by 10 (after applying other increases/reductions to Reincarnation time).

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Absolute Direction – (Passive) – The character is immune to effects that would prevent them from targeting combatants. Some effects may specify that they bypass this perk.

Allies – (Assist) – Your ally has stats and spells as if they were a full character of the proper type (Magical Girl or Natural Monster Girl). Once per turn, you can call your ally to use any one Active or Speed Ability they know, using your Action(s) and the ally’s stats, as appropriate. Abilities that can usually only designate “Self” as the Target can target you for the ability’s effect. An ally can only use each Active and Speed ability they have once per encounter, and can only be called a maximum of 3 times in the same encounter. Your ally cannot be targeted, however they still pay costs as normal, and reprieve when you do. Your ally shares the same Patron as you do, or is a Solo girl.

Awareness – (Boost) – When you would be subject to an ability that initiates a Contest that inflicts a non-damage ailment (such as Poison, Bleed, or Flame Smite), you can increase your side of the Contest by 3d4 (even if the Contest is normally a flat value). Additionally, when you roll Initiative, you can roll 2d100, taking the best roll as your Initiative value.

Big Backpack – (Passive) – When you take this perk, select two of the following listed items (you can select the same one twice): Phoenixian Cluster, Cure Drink, Clear Water6. You start play with 1 each of both of the selected items in your inventory. During each Reprieve, you gain one of the two items at random (flip a coin if the two items are different). You can only gain this effect once per Reprieve.

Big Damn Hero – (Passive) – You can place your Hero Token anywhere you wish, except on a Twin of your character or yourself. While in a combat in the vicinity of your Hero Token7, you gain the Heroism condition.8

Blood Magic – (Boost) – When you would use a Spell that designates a MAG cost, you may substitute HP for any or all of that MAG cost, using 10 HP per MAG required. This perk has no effect on non-MAG costs of Spells. This perk has no effect on non-Spell ability costs.

Closure – (RP-Based) – This perk has no effect in combat. Disguise Artifact – (Item) – This perk grants the “Disguiser” relic, detailed in the Items section. Dual Weapon – (Passive) – Your starting weapon(s) can be upgraded using Enhancements of any

of the weapon types belonging to the weapon(s). Additionally, you gain the starting spells for both weapon types for your Specialization. Switching the mode of the weapon can be done using the Equip ability, but if you do, that Equip ability can be performed using 1 MS less than normal (min. 0).

Enhanced Outfit – (Passive) – Double the DEF and EVA bonuses (but not the penalties) of your starting Outfit. This bonus is applied after Enhancements that improve the EVA and DEF rating of your starting Outfit. This bonus doesn’t apply if you’re wearing any outfit that isn’t your starting outfit.

Enhanced Sustenance – (Passive) – You are immune to the Gag, Breathless, and Ache conditions. When you would be inflicted with the Hunger or Sleep condition(s), roll 1d100. If the result is 50 or lower, negate that application of the condition(s).

Enhanced Transformation – (Passive) – When you use the Transform ability, it does not skip your next turn. You are immune to all damage and effects on a round you are Transforming. You can use the Revert ability as a Speed ability using 2 MS, and it doesn’t cause you to immediately end your turn.

6 Info on these can be found in the section regarding Items. 7 “In the Vicinity of” is an intentionally subjective term, meant to be defined by the GM. If you have no GM, assume that 250~300’ (or 60~90 m) is acceptable. 8 Info on Heroism can be found in the section regarding Conditions.

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Enhanced Weapon – (Passive) – When you use a spell tied to a weapon in your possession, you can treat that spell as having “Channel 1”. This perk only applies to Specialization spells, spells that are treated as an Attack, or spells that activate on Critical Hit. This perk does not apply to spells that already have “Channel” as a property.

Environmental Sealing – (Passive) – When you would be struck with an ability or effect that deals Fire, Ice, Air, or Force damage, you can double your DEF against that damage. If the ability or effect would not normally allow you to apply DEF, you may apply half of your DEF with this effect.

Eternal Style – (Passive) – The bonuses (but not penalties) to any Outfit you are currently wearing cannot be negated or reduced by any means. This perk has no effect against abilities or effects that deny EVA and/or DEF completely, only effects that would reduce or remove bonuses to EVA and/or DEF.

Fake Parents – (RP-Based) – This perk has no effect in combat. Familiar – (Assist) – You gain a familiar that you can stat out as you wish. Your familiar starts

with 1 point in each stat (plus the stat bonus from all of your Specializations), and 8 free points to spend amongst those stats. When you create your familiar, pick Slash, Bash, or Pierce. The familiar’s attack deals that damage type, based on the sum of its STR, AGI, and MAG divided by 2. You can call your Familiar as an Assist using 2 MS to perform one ability it knows. As with other Assists, a Familiar cannot be targeted by abilities. A Familiar cannot learn the “Invoke” generic spell. It otherwise functions as any other character does.

Fated – (Passive; Lifesaver) – When you would be reduced to 0 or less HP for any reason while in Civilian form, your HP becomes 1 instead. You can only use one “Lifesaver” ability per battle, but you can use that one ability as many times as you fulfill the condition(s) of activation.

Flexibility – (Boost) – When you would roll 1d20 for Evasion, you can instead roll 2d20 and use the better of the two as your Evasion roll.

Get out of Jail – (RP-Based) – This perk has no direct effect in combat by default. Your GM may rule that it can help you escape combat, or evade it wholesale.

Gifted – (Boost) – You can combine two spells with the same Action requirement(s) and cast them simultaneously. The cost(s) of those spells are doubled (if any). If the spell(s) Target, you must pick the same Target(s) for both spells. You cannot combine two spells of the same name if they have no Stat cost.

Hammerspace Handbag – (Passive) – You can choose to use the Use Item ability as a Speed ability using 1 MS instead of as an Active ability. You can use the effects of this perk while in Civilian form.

Healing Artifact – (Item) – This perk grants the “Restorative” item, as described in the Items section.

Incognito – (Passive) – Your base Flee chance is increased by 20%. Interdimensional Home – (RP-Based) – This perk has no effect in combat. Interdimensional Tourist – (Assist/RP-Based) – This perk is not likely to have an effect in

combat. However, your GM may rule that the Tourist who serves as your host has a condition under which they will assist you in some manner, in which case you obtain it as an Assist character, much like an Ally or Familiar. As a general rule of thumb, the assistance should either come at a permanent cost (think “demonic contract”, but slightly more benevolent), only be accessible in very extreme/unusual circumstances (“I can only help while Mercury is in retrograde”), and/or should be extremely limited (the Tourist can’t be an “Auto-Win Button”, and the girl must still be the primary person fighting for their survival).

Martial Training – (Passive) – When calculating EVA, use your entire AGI stat instead of half (you still use half of your LUK stat). When you use the Force Evade ability, for the rest of the round

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you may use Force Evade at no cost (you still have to pay the cost of the first Force Evade). The effects of this perk also apply while in Civilian form.

Masculinity – (RP-Based) – This perk has no effect in combat. Money – (RP-Based) – This perk has no effect in combat. The money acquired is mundane and

has no effect in this system. Monstrous Metamorphosis – (Trigger) – When your HP is less than or equal to 20% of your

maximum HP, increase your STR, AGI, and VIT by 2, but also apply the Berserk condition. When your HP becomes greater than or equal to 50% of your maximum HP, decrease your STR, AGI, and VIT by 2, and remove the Berserk condition. You cannot gain the effects of this perk if you are immune or resistant to the Berserk condition. The Berserk condition this perk applies cannot be removed, except by this perk’s own effect.

Mystic Artifact – (Item) – This perk grants the “Diviner” item, as described in the Items section. Natural Aging – (Passive) – Your Reincarnation Cycle only lasts a number of days equal to your

Base Stat Total, instead of double your Transformed Stat Total. Overcity Shift – (Full Turn) – Targeting up to 10 combatants (including yourself), you can

teleport the combatants to an alternate plane. The targets for this perk cannot include nor exclude all of any one side of the combat, unless it includes EVERY combatant in the encounter.9

Power Artifact – (Item) – When you take this perk, select one Starting Spell that belongs to a Specialization other than your own. You obtain a “Power Rune” relic with that spell attached, as described in the Items section.

Purification Artifact – (Item) – This perk grants the “Purifier” relic, as described in the Items section.

Sorcery – (Passive) – When you take this perk, select 1 spell listed as a Generic spell. You gain that spell as an ability that you can use in both Civilian and Transformed forms. Generic spells cost 5 Copper coins each to learn, instead of 10 Copper coins.

Soul Jar – (Passive) – While within range of your Soul Jar, you operate as normal. When distanced from your Soul Jar, any time you would roll Evasion or Attack, roll all of the involved dice twice and take the worse result of the two rolls. Your HP can be reduced below 0, but your body dies when you reach negative HP equal to your maximum HP. If your body dies, its Reincarnation Cycle lasts a number of days equal to half of your Transformed/Unsealed10 Stat Total (rounded up).

Training – (RP-Based/Passive) – This perk does not provide any combat benefit on its own. Your GM may rule that the nature of the training provides a small combat bonus. In general, this bonus should be fairly low, but still noticeable.

Wings – (Passive) – You gain 1 additional Movement Step that you can use on your turn.

Outfits

Each outfit is visually unique, but statistically similar. Using the following table, determine your Outfit’s type, and use the bonus and penalty listed.

9 What this means is that if there are 7 people on your side (including you), and 6 enemies, you cannot Shift all 6 foes (because that would

include an entire side of combat AND exclude another side). You COULD Shift 1 foe and yourself, and then fight the single foe while leaving the other foes for your allies. You cannot shift just yourself and leave your allies to kill the foes. 10 You can find more info on “Unsealed” form in the SCS Expansion “Order & Chaos; Friend & Foe”.

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Outfits and EVA/DEF

Outfit Type EVA Mod DEF Mod Skimpy +3 -1 Flowing +2 ---

Elaborate --- +1 Uniform -1 +2

Outfits can also have Enhancements applied to them, giving access to additional abilities and effects. Outfit Enhancements do not apply when you are not transformed, but always apply while you are transformed and have that outfit equipped. Unless otherwise stated, Outfit Enhancements are considered to be Passive abilities. You can have more outfits than your default outfit, but non-magical outfits do not confer a statistical bonus unless you get the “Enchanted” enhancement. When you first create your character, you get 1 Outfit Enhancement for free for each outfit you start with. After character creation, you can purchase additional enhancements for 10 Bronze coins OR 1 Silver coin. A single outfit can have a maximum of 3 Enhancements.

Outfit Enhancements

Accelerate – The first round where the wearer’s HP is less than or equal to 20 OR 20% of the wearer’s maximum HP (whichever is lower), immediately take two additional turns after the wearer’s normal turn for the round. This effect only works once per encounter.

Adversity – During combat, increase this outfit’s DEF by a value equal to the difference in the wearer’s current Stat Total and the greatest current Stat Total from among all foes.

Backlash – Whenever a foe deals damage to you via an ability, inflict 5 True damage to that foe. You can obtain this enhancement multiple times on the same outfit. Each time you do, the damage is increased by 5.

DEF Boost – Increase the DEF value of the outfit by 3. You can obtain this enhancement multiple times on the same outfit. Each time you do, increase the DEF value by 3.

Enchanted – This enhancement can only be applied to a non-magical outfit, and it must be the first enhancement applied to that outfit. The outfit is considered magical.

Endure – (Lifesaver) If the wearer’s HP would be reduced to 0 by an ability or effect while the wearer has 2 or more HP left, the wearer’s HP becomes 1 instead. You can only use one “Lifesaver” ability per battle, but you can use that one ability as many times as you fulfill the condition(s) of activation.

EVA Boost – Increase the EVA value of the outfit by 5. You can obtain this enhancement multiple times on the same outfit. Each time you do, increase the EVA value by 5.

Extend Force – When the wearer is struck by an ability, the wearer may select a condition currently applied to themselves with a turn count, and increase that condition’s Turn Count by 1. You cannot trigger this ability with the wearer’s own abilities.

Extend Pain – When the wearer is struck by an ability, the wearer may select a condition currently applied to the one that struck them, and remove that condition. You cannot trigger this ability with the wearer’s own abilities.

Fringeward – When the wearer uses the Defend ability, the wearer’s allies receive a bonus to their DEF equal to the wearer’s current VIT until the start of the wearer’s next turn. You can obtain this enhancement multiple times on the same outfit. Each time you do, the bonus to allied DEF is increased by the wearer’s current VIT.

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Fusionist – Increases the wearer’s base Sync Rate by 10%. You can obtain this enhancement multiple times on the same outfit. Each time you do, the wearer’s Sync Rate increases by another 10%.11

Last Stand – If all of the wearer’s allies are KO’d, increase the wearer’s STR, AGI, VIT, MAG, and LUK by 2 for each KO’d ally. This effect does not apply if the only KO’d ally is the wearer’s twin.

Lucksteel – For every 3 LUK the character wearing the outfit has, increase the DEF value of the outfit by 1. You can obtain this enhancement multiple times on the same outfit. Each time you do, the DEF bonus is increased by 1 per 3 LUK.

Phalanx – When the wearer or another ally with a Phalanx enhancement would take damage from an ability, the wearer can divide the damage up evenly amongst all allies with Phalanx (any extra damage is applied to the one that was damaged).

Resist – When you apply this enhancement, pick a damage attribute (except True damage or Non-elemental damage). The wearer takes 15% less damage from that damage type, applied after DEF and Evasion. You can obtain this enhancement multiple times on the same outfit. Each time you do, you can select a different attribute. If you select the same attribute, the wearer takes an additional 15% less damage from that attribute.

Revive Revolt – During the turn after the wearer revives from KO (by any means), the wearer’s Critical Hit rate is doubled. Additionally, the base damage of any ability the wearer uses is doubled during that turn only.

Share Pain – When a foe applies a condition to the wearer, this enhancement applies that same condition to the foe. This effect can only be used once per foe per encounter.

Solitary – While fighting alone, increase the wearer’s DEF and EVA by 2 and the wearer’s maximum HP by 25 for each foe beyond the first. You can obtain this enhancement multiple times on the same outfit. Each time you do, the DEF/EVA bonus is increased by 2 each, and the HP bonus is increased by 25.

Spellweaver – Increase your Spell Rating by 10 while equipped. You can obtain this enhancement multiple times. Each time you do, your Spell Rating increases by 10.

Stand Up – Once per Encounter, if the wearer remains KO’d for 3 consecutive rounds without battle concluding, automatically revive the wearer with full HP using this effect at the end of the 3rd round.

Steelguard - When the wearer uses the Defend ability, the wearer receives a bonus to their DEF equal to their current VIT. You can obtain this enhancement multiple times on the same outfit. Each time you do, the DEF bonus is increased by the wearer’s current VIT.

Weapons

The weapon is an expression of a girl’s specialization and her inner being, and helps to channel her spells. A magical girl can simply call her starting weapon back using the Equip ability, regardless of where that weapon is. When you make your character, you must choose a starting range for your weapon(s), based on the weapon’s type. You can only pick ONE starting range, even if your weapon type lists two. If your weapon is a Dual Weapon, you must pick a starting range for each weapon type, as appropriate.

11 For more details on Sync Rate and Fusion, refer to the SCS Expansion “Order & Chaos, Friend & Foe”

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Weapons and Starting Ranges

Weapon Type Ranges Available Melee Close OR Near

Ranged Mid-Range OR Far Mystic Mid-Range

Fist Close

Like Outfits, Weapons can also have Enhancements applied to them, giving access to additional abilities and effects. Weapon Enhancements do not apply when you do not have the Enhanced weapon equipped. Unless otherwise stated, Weapon Enhancements are considered to be Passive abilities. You can have weapons other than your default weapon(s) as a magical girl, but non-magical weapons deal half damage (after DEF and EVA are applied) and cannot be used to cast spells. You can turn a non-magical weapon into a magical weapon using the “Enchanted” enhancement. When you first create your character, you get 1 Weapon Enhancement for free per weapon. After character creation, you can purchase additional enhancements for 10 Bronze coins OR 1 Silver coin. A single weapon can have a maximum of 5 Enhancements. Some Enhancements have multiple “ranks” of the Enhancement. In order to obtain a higher rank, you must have already applied the previous Rank of that Enhancement. Each rank of an Enhancement takes its own enhancement slot. Having Sharpness III as well as Keen II would use all 5 of your Enhancement slots. Make sure to keep track of the Enhancements your weapon has. Unless otherwise stated, you can only take a specific Enhancement once per weapon.

Weapon Enhancements

Melee-Only o Sharpness – 3 Ranks

Rank 1 - While wielding the weapon, Critical Rate is increased by 10% Rank 2 - While wielding the weapon, Critical Rate is increased by another 10%, to

20%. Rank 3 - While wielding the weapon, Critical Rate is increased by another 20%, to

40% o Keen – 3 Ranks

Rank 1 - When you inflict a Critical Hit with the weapon, increase the Critical Damage Bonus by 25%. (Default is +100%, so this would increase default to +125%)

Rank 2 - Further increases the Critical Damage Bonus of a Critical Hit by 25%, to +150%.

Rank 3 - Further increases the Critical Damage Bonus of a Critical Hit by 50%, to +200%

o Draining Blade – When you deal damage with an Attack using this weapon, recover 3d4 HP. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the recovery amount by 3d4.

o Sapping Blade – When you successfully deal damage with a critical hit while using the weapon, recover 1 point in a stat of your choice OR recover 2 random stats chosen with a d6 (1=STR; 2=AGI; 3=VIT; 4=MAG; 5=LUK; 6=All). You can take this Enhancement

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multiple times on the same weapon. Each time you do, recover 1 additional point in a stat of your choice OR 2 random stats.

Ranged-Only o Piercing – 3 Ranks

Rank 1 – Ranged Attacks using the weapon ignore the first 3 DEF of the target. Rank 2 – Ranged Attacks using the weapon ignore an additional 5 DEF of the

target, reducing their DEF by 8 total. Rank 3 – Ranged Attacks using the weapon ignore an additional 7 DEF of the

target, reducing their DEF by 15 total. o Homing – 3 Ranks

Rank 1 – Ranged Attacks using the weapon ignore the first 5 EVA of the target. Rank 2 – Ranged Attacks using the weapon ignore an additional 7 EVA of the

target, reducing their EVA by 12 total. Rank 3 – Ranged Attacks using the weapon ignore an additional 9 EVA of the

target, reducing their EVA by 21 total. o Maximum Range UP – Increase the maximum optimal range of your weapon by 1 Stage.

You can take this Enhancement multiple times on the same weapon. Each time you do, increase the bonus by 1 Stage. Take this enhancement if you want a more “Sniper” feel to your ranged attacks.

o Minimum Range UP – Increase the minimum optimal range of your weapon by 1 Stage. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the bonus by 1 Stage. Take this enhancement if you want to be able to shoot targets at closer ranges.

Mystic-Only o Mana Drip – 3 Ranks

Rank 1 - At the start of a turn in which the wielder has a MAG modifier of -5 or lower, restore 1 MAG to the wielder.

Rank 2 – At the start of a turn in which the wielder has a MAG modifier of -3 or lower, restore 1 MAG to the wielder. This stacks with Rank 1 for a total of 2 MAG restored while your modifier is -5 or less.

Rank 3 – At the start of a turn in which the wielder has a MAG modifier of -1 or lower, restore 1 MAG to the wielder. This stacks with Rank 1 and Rank 2 for a total of 2 MAG restored while your MAG modifier is -3 or less, and a total of 3 MAG restored while your MAG modifier is -5 or less.

o Mana Surge – 3 Ranks Rank 1 – When you would inflict damage with a Mystic Attack with the weapon,

you can decrease that damage by 10 to restore 1 MAG. This effect activates after the final results of an attack are known (after DEF and EVA). You must deal at least 10 damage to use this effect.

Rank 2 – When using Mana Surge, you can convert an additional 10 damage to restore an additional 1 MAG, for a total of -20 damage and 2 MAG recovery. You must deal at least 20 damage to use this effect.

Rank 3 – When using Mana Surge, you can convert an additional 10 damage to restore an additional 1 MAG, for a total of -30 damage and 3 MAG recovery. You must deal at least 30 damage to use this effect.

o Mana Charge – By sacrificing your Turn Action, you can grant yourself the Mana Buffer status. You can take this Enhancement multiple times on the same weapon. Each time

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you do, when using the enhancement’s effect you gain an additional application of Mana Buffer.

o Empower – When you cast a spell that provokes a contest, increase your side of that contest by 2d4. You can take this Enhancement multiple times on the same weapon. Each time you do, increase your side of spell contests by an additional 2d4.

Fist-Only o Fury – 3 Ranks

Rank 1 - Each time you are struck, increase the damage of your next Fist Attack by 1d4. Resets at the end of your next turn.

Rank 2 – Increases the bonus to damage for each strike by an additional 3d4, for a total of 4d4 bonus damage to next Fist Attack for each strike taken.

Rank 3 – Increases the bonus to damage for each strike by an additional 4d4, for a total of 8d4 bonus damage to next Fist Attack for each strike taken.

o Persistent – 3 Ranks Rank 1 – When you participate in a contest involving a Fist Spell that you cast OR

allows you to use your STR for your side of that contest, increase your side of that contest by 2d4.

Rank 2 – Increases the bonus to STR-based and Fist-based contests by an additional 3d4, for a total 5d4 bonus.

Rank 3 – Increases the bonus to STR-based and Fist-based contests by an additional 3d4, for a total of 8d4 bonus.

o Impact – When you use the Attack ability while equipped with the weapon, roll 1d100. If you roll 20 or less, ignore the DEF of the target of that Attack. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the value you need to roll under by 20.

o Feinting – When you use the Attack ability while equipped with the weapon and the target of that attack either reduces the damage to 0 with their DEF or Evades the Attack, inflict 1d10 True damage to the target of that Attack. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the damage dealt by 1d10 True damage.

Generic (Any weapon can take these enhancements, regardless of type) o Avenger – When you use the Attack ability while one or more allies is KO’d, increase the

damage of that Attack by 5d4 per KO’d ally. Duplicates and Twins of the wielder do not count towards this benefit. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the damage by 5d4 per KO’d ally.

o Convert – When you apply this enhancement, pick a damage attribute (except True damage or Non-elemental damage). When you use the Attack ability with the weapon, add 2d6 damage of the chosen type to that weapon’s damage. You can take this Enhancement multiple times on the same weapon. Each time you do, you add 2d6 damage of a chosen element. That element can be a different element or the same element as a previously-chosen element.

o Eager – During your first turn of an encounter, increase the damage of Attacks with the weapon by 2d4 and Critical Rate with that same weapon by 10%. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the bonus damage by 2d4 and the bonus Critical Rate by 10%.

o Enchanted – Can only be applied to a non-magic weapon. Makes a non-magic weapon treated as a magic weapon. Must be the first Enhancement applied to a non-magic weapon.

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o Revenge – When you use the Attack ability with the weapon, increase the damage by 1d6 for every 10% of your HP missing. You can take this Enhancement multiple times on the same weapon. Each time you do, increase the bonus damage by 1d6 per 10% HP missing.

o Revolt – When you use the Attack ability with the weapon, double your Critical Rate if the target has more HP than you do.

Spells and Spellcasting

Magical Girls are just that, magical. As such, the average magical girl will have access to a number of spells that help define her amongst her peers. In the SCS, spells are divided amongst 7 different tiers. You can calculate your Spell Rating by taking your highest stat and adding it to your MAG stat (if your MAG is your highest stat, double your MAG).

Tier 0 spells are weak spells that are easy to use and usually require little effort on the part of the user, even for those not very tapped into magic. Tier 0 spells are usually utilitarian effects as opposed to raw damage. Most of the time, Tier 0 spells utilize existing sounds, elements, and emotions to shape the world. Anyone can learn and cast Tier 0 spells, even non-magical beings, provided they have at least 3 MAG.

Tier 1 spells are moderate-strength spells that usually require some degree of effort/cost from the user. While still relatively easy to cast (even for those that aren’t that good at magic), they lack the punch of some higher tiers. Tier 1 spells still rely primarily on existing, uncontested sources of a specialization, such as puddles of water, or only being able to slow time for a brief moment. T1 spells require a Spell Rating of 5 to cast.

Tier 2 spells are stronger spells that require a degree of magical skill to utilize. They have more flexible requirements and usage compared to Tier 1/0 spells, and tend to deal more damage or have stronger effects. While most experienced Magical Girls will have one or two T2 spells in their arsenal, those truly focused in the magical arts will likely have many more. Tier 2 spells can gather sources of their power and utilize them from unlikely places, such as electricity from the body’s nervous system, or trace amounts of metal in the air. T2 Spells require a Spell Rating of 12 to cast.

Tier 3 spells are high-power spells that require a good command of magical ability to use. Tier 3 spells begin to get into the more powerful aspects of a specialization, such as generating water from nothingness, or using Gravity to give yourself super strength. While it’s not impossible for a less magically-inclined magical girl to have a Tier 3 spell, these will usually be exclusively in the employ of more magically-focused girls. T3 Spells require a Spell Rating of 16 to cast.

Tier 4 spells are spells that imply a level of manipulation on par with a second nature. Calling waves of water from nowhere, summoning whole hordes of vengeful spirits, stopping time for a large area, and freezing lakes over are examples of the magnitude of power to be expected from a T4 spell. Mundane onlookers may confuse a T4 spell as an act of minor divinity. Only those with good grounding in the magical arts will be able to cast Tier 4 spells. Tier 4 spells require a Spell Rating of 20 to cast.

Tier 5 spells bend and shape the universe, going back to the core roots of magic and the caster’s specialization. By casting from the roots of magic, one can utilize abilities that would normally be beyond their specialization, such as creating gravity wells using magnetic fields as a Lightning specialist, using the spirits of trees to raise up a forest in the middle of a city as a Spirit specialist, or using heat and/or air currents to freeze targets solid as a Fire specialist. Mundane onlookers may consider those that use Tier 5 spells as an act from a higher power of divinity, or the force of creation itself. T5 spells require a Spell Rating of 30 to cast.

EX spells lie outside the tier system, either due to their nature as being hard to quantify, or due to a mechanical balance issue. The spells that players start with are EX Spells, as well as generic spells acquired. Because of this, it’s hard to find a point of comparison for EX Spells.

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Spell Descriptions and Use

In the SCS, spells have a variety of keywords and modifiers that indicate how they can be used and what happens with them. A few of the keywords and timings previously used in this document were explained, however they and their full definitions are replicated here for reference.

Ability Timing Keywords

Active – Active abilities require your Turn Action to perform. These are generally abilities that require a good deal of focus to perform quickly. To use an Active ability’s effect, you’ll need to pay the cost first.

Boost – Boost abilities provide an optional modifier or improvement to a specific action or type of ability. Activating a Boost ability doesn’t require your Turn Action or MS, and can be activated even when it isn’t your turn, provided the action that would be boosted is being performed by you. You cannot boost an action you are not participating in.

Passive – Passive abilities generally always have an effect, or provide a fully-beneficial effect under specific conditions. They do not require any MS or your Turn Action to perform; they always work. You can suppress a Passive ability you have in your control during a Reprieve. The ability remains suppressed until your next Reprieve.

Reactive – Reactive abilities are abilities that interrupt the normal flow of combat when a condition is fulfilled to activate their effect(s). Using a Reactive is optional, but a Reactive ability can only be used when its condition is fulfilled, and you can only use a single Reactive in response to a single event. You must pay the cost(s) of that Reactive as normal.

Semi-Auto – These abilities contain a Passive component as well as an Active/Trigger/Reactive effect, sometimes both occurring at the same time. The particular ability will have more details on its function.

Speed – Speed abilities can be used by utilizing 1 or more MS instead of your Turn Action, as noted in the ability. Speed abilities tend to be abilities that can be done quickly while performing another action, either by way of muscle memory or simplicity of execution.

Trigger – Trigger abilities are abilities that, like Reactive abilities, interrupt the normal flow of combat upon the fulfillment of a condition to activate an effect. Unlike Reactive abilities, however, activating a Trigger ability is non-optional; it is a requirement to activate the ability when its condition(s) are fulfilled. Trigger abilities will commonly list a condition to “turn off” the ability’s effect(s). If it does not, assume that the Trigger ability stops working when its condition is no longer fulfilled. You cannot manually “turn off” Trigger abilities.

Toggle – Toggle abilities can be turned on and off as desired during your turn. Usually, there will be a cost or drawback associated with using the ability’s effect(s). Generally, turning a Toggle ability on or off does not use any specific action unless otherwise stated.

Permanent – These abilities are much like Passive abilities in that they always have a constant effect, but cannot be turned off.

Ability Effect Keywords

Attack-Like – Indicates that an ability operates as if it were an Attack of the designated type. Usually includes a modifier for use. Unlike other abilities, Attack-like abilities can deal Critical hits.

Channel – Abilities that Channel refund part or all of their Stat cost(s) upon the resolution of their effect(s). The amount refunded is indicated as a notation after the Channel keyword (ex: Channel 5 would refund up to 5 of the stats used for its cost). If there is no noted number, the spell refunds its entire cost paid. Note that you cannot be refunded more than the cost you paid for the spell. Even if the spell has Channel 4, if you only paid 2 stat points for it, you would still only get 2 points back. If you paid multiple stats for a Channel ability, you can split up the refunded points amongst the stats used as desired. Most abilities with Channel refund the cost immediately after use, however abilities that apply Conditions or other lasting effects do not refund their cost(s) until after the Condition/effect has completed its duration. You can’t recover more of a stat than your maximum in that stat.

Max X – Abilities with this keyword cannot have more than X paid for their Variable cost(s), no matter how much you have in the associated stat(s).

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Min X – Abilities with this keyword cannot have less than X paid for their Variable cost(s), no matter how low your value in the associated stat(s) is.

OpE – Abilities with this keyword can only be used Once per Encounter. OpR – Abilities with this keyword can only be used Once per Round. OpT – Abilities with this keyword can only be used Once per Turn. Re: - Indicates a Reactive ability/effect, usually immediately followed by its conditions for activation. Sacrifice X – Abilities with this keyword require you to pay X amount of HP in addition to any other cost(s)

the ability might have. Like with stat and action costs, HP sacrificed to use an ability is lost if the ability is negated. You cannot

SP X – Indicates a Speed ability/effect, with X noting the MS used for that ability.

Damage Attributes

Slash – Slashing damage involves cutting and slicing. It is one of the three damage types you can choose for your starting weapon, but is most commonly seen on Melee weapons.

Bash12 – Bashing damage involves crushing or pulverizing your foes. It is one of the three damage types you can choose for your starting weapon, but is most commonly seen on Fist weapons.

Pierce – Piercing damage involves stabbing and shooting. It is one of the three damage types you can choose for your starting weapon, but is most commonly seen on some Melee weapons and most Ranged weapons.

Magic – Magic damage is an inherent attribute in most things involving magical girls. Magic damage allows users to fully affect beings made of magic, and ignores the half-damage rule for using non-magical attacks. ALL spells are considered to deal magic damage by default, even if they do not specifically state so. All starting weapons are considered to deal Magic damage in conjunction with their other damage attributes.

Fire – Fire damage involves flames, heat, and general lack of cold. It is most commonly associated with the Fire Specialization.

Ice – Ice damage can come in the form of cold or actual shards of ice, and is the absence of heat. Those of the Ice specialization tap into this attribute the most.

Air – Air damage takes the form of gusts and cutting winds, often invisible to the naked eye, but easily perceived through sound or touch. This attribute is most commonly associated with those of the Air specialization.

Lightning – Lightning damage takes the form of lightning bolts, electric shocks, and thunderclaps, and is generally very flashy and hard to conceal. This attribute is most commonly associated with those of the Lightning specialization.

Force – Force damage takes the form of gravity, presses, and pushes. Generally invisible to the naked eye, but easily perceived through secondary perception (objects cracking and flying around, for instance). Force damage is most commonly utilized by Gravity specialists.

Stone – Stone damage takes the form of rocks, both sharp and dull. Stone damage is blunt and rarely subtle. This attribute is most commonly utilized by Stone specialists.

Metal – Metal damage takes the form of things such as rust, needles, and incredibly-loud and fast guitar riffs. Metal damage tends to be more refined and subtle than Stone damage, but is still fairly straightforward. This attribute is most commonly used by Metal specialists, but is also one of the most common damage types in the modern world.

Sound – Sound damage consists primarily of loud noises, sharp noises, and sick beats. While capable of being subtle, most Sound damage tends to be on the obvious side, although its nature as magic is easier to conceal. Sound specialists are the most common users of this attribute, but it is also present in the modern world.

12 In some cases, Bash damage is sometimes mistakenly referred to as “Strike” damage. They are the same damage attribute, just a different

name.

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Dark – Dark damage is the stuff of nightmares. Suffering, Decay, Death, and Fear all fuel Dark damage. Dark damage is not inherently subtle, but is commonly utilized in places or situations where subtlety doesn’t matter. Dark damage is most commonly utilized by those of the Darkness specialization.

Light – Light damage is the stuff of hopes and dreams. Piercing rays of light and glowing blades of TRUTH commonly reveal themselves when dealing Light damage. Light damage is not inherently subtle at all, but may be missed if used in midday. Light specialists are the most common users of this attribute.

True – True damage is absolute. When defending against True damage, you are not allowed to apply your DEF or EVA.

Starting Spells

The following is a list of starting package spells for player characters, organized by Specialization and Weapon. Melee, Ranged, and Fist-users all receive 2 spells to start with, while Mystic-users receive 3 starting spells. Simply find your Specialization in the table (organized by the order found in the CYOA PDF), then find your starting Weapon. If you have multiple starting weapons and/or have the Dual Weapon perk, you obtain ALL of the spells for the weapon type(s) you have access to. All starting package spells are considered EX Spells, and require you to be currently wielding the weapon they are associated with. These are meant to represent core spells in a magical girl’s arsenal. They are by no means meant to represent the full repertoire available to a magical girl. Later sections and future expansions to the SCS will allow you to customize and expand your arsenal of spells to fill your magical girl’s particular character and needs. Additionally, these spells are meant to represent combat-applicable abilities, and are by no means meant to influence or impact the capabilities of a magical girl outside of combat.

Starting Spell Packages

Spec. Weapon Spell Name Type Cost Effect(s)

Fire

Mel

ee

Flame Strike Speed --- SP 2: For every 4 STR you have, add 1d6 Fire

damage to the damage of your next Melee Attack.

Flame Sweep Active X MAG and/or VIT

in any combination

Max 5. Deal 3d6 Fire damage to X different Targets at Mid-Range or Closer.

Ran

ged

Flame Shot Speed --- SP 1: Deal 2d6 Fire damage to Target. If the Target successfully evades this ability, they still take half

of the rolled damage.

Fire Trigger Active X MAG Max 5. Contest (User’s STR or MAG VS Target’s AGI or VIT): Apply the Flame Smite condition to

the Target X times.

Mys

tic

Ember Active --- Contest (User’s MAG vs Target’s AGI or LUK):

Apply the Burn condition to the Target for 5 turns.

Firebolt Active X MAG

Max 5. Deal Xd8 Fire damage to the Target. As an additional cost for this spell, you can pay any

amount of VIT to have this spell’s damage ignore 5 of the Target’s DEF for each point of VIT paid.

Inferno Active 10 MAG and/or

VIT in any combination

OpE. Min 1. Deal 20d10 Fire damage to any number of Targets, split up as desired (before

rolling damage). Reduce the cost of this spell by 1 for each time a foe took Fire damage this

Encounter.

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Spec. Weapon Spell Name Type Cost Effect(s)

Fire

Fist

Flame Flurry Active; Attack-like ---

OpR. Fist Attack the Target 3 times as a single action. These attacks have their

damage reduced by 4d4 and their damage dealt as Fire damage.

Fire Hook Active; Attack-like

X MAG and/or VIT

in any combination

Max 5. Fist Attack the Target. This attack deals half damage (before DEF/EVA),

and deals damage using Fire instead. If this attack hits, apply the Flame Purge condition to the Target X times for 1

round.

Ice

Mel

ee

Cold Strike Speed ---

OpR. SP 1: Add effect to own Melee Attack that reduces their Target’s EVA by 1d4 on hit. This effect applies until

the end of the next round.

Frost Blade Active

X MAG and/or VIT

in any combination

Apply the Frost Blade condition X times to the Target for 3 Turns. You can

choose to instead remove the Disarm condition from the Target using this

spell using a cost of 1.

Ran

ged

Ice Shot Speed ---

OpR. SP 1: Converts the damage of your next Ranged Attack to Ice and increases the damage of that Ranged Attack by a

value equal to your VIT.

Freeze Trigger

Active

X MAG and/or VIT

in any combination

Max 5. At the start of the Target’s 6th turn after this spell is used, apply the Freeze condition to that Target. The

number of turns that this effect takes to resolve is reduced by 1 for each stat

point used in this spell’s variable cost. You can pay 0 for this spell’s Variable

cost.

Mys

tic

Frost Active --- Contest (User’s MAG vs Target’s AGI,

LUK, or VIT): Target’s EVA is reduced by 10 until the end of their next turn.

Icebolt Active X MAG

Max 5. Inflict 3d4 Ice damage to Target, ignoring 5 DEF. During this round, you can re-cast this spell up to X times for

free, as a Reactive ability (no condition).

Mys

tic

Hailstorm Active 7 MAG

Conjure 7 Hailstones to circle you. Using 1 MS, you can expend 1 of these

Hailstones to deal 2d20 Ice damage to a Target at Far range or closer. If you

would be struck with an ability, you can expend 2 Hailstones to negate the

damage (if any) from that ability. If the damage is Fire damage, you must

expend 3 Hailstones instead. You cannot use this ability while you have active

Hailstones.

Fist

Frost Flurry Active; Attack-like ---

OpR. Fist Attack the Target 3 times as a single action. These attacks have their

damage reduced by 4d4 and their damage dealt as Ice damage.

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Spec. Weapon Spell Name Type Cost Effect(s)

Ice

Fist

Chilling Blows

Active 2 MAG or 3

VIT

For the next 3 rounds, your Fist Attacks apply an effect that reduces their

Targets’ EVA by 4 for 3 turns on hit.

Air

Mel

ee

Air Buffer Active 1 VIT or 1

MAG

Channel. Increase your EVA against Ranged Attacks and Mystic Attacks by 5

for 3 turns.

Wind Shaver Speed 2 MAG

SP 2: Move 1 Stage towards a Target for every 2 AGI you have, ignoring

movement requirements (but not restrictions). This turn, your Melee

Attacks against that Target ignore that Target’s DEF.

Ran

ged

Speed Shot Speed ---

SP 2: Target cannot use Reactive Abilities in response to your next Ranged Attack unless their AGI is greater than or

equal to yours.

Ricochet Shot

Speed 1 MAG + 1

AGI

SP 1: Your next Ranged Attack can hit 1 additional Target. You cannot use other non-Air abilities/effects in conjunction

with this ability.

Mys

tic

Panic Gale Active --- OpR. Contest (User’s MAG vs 5 per foe).

All foes at Near range or closer are pushed 2 Stages away from you.

Squall Active X MAG

Deal Wind damage to the Target equal to the value of an AGI check. If the

Target takes damage from this ability, apply the Bleed condition to that Target

X number of times for 3 turns.

Wind Tunnel Active 3 MAG + 4

AGI

Deal 4d6 Wind damage to the Target. For the next 3 turns, all allies can use 1 MS to move into Close range (from Far

or closer) to that Target.

Fist

Wind Rush Active ---

OpR. Move into Close Range to a Target that is Mid-Range or closer, then apply a

Draft Mark to them. Combatants attempting to move from Near to Close range towards a combatant with a Draft

Mark does not cost MS.

Cyclone Upper

Active; Attack-like 1 MAG

Fist Attack a Target. The damage of that Attack is dealt as Wind damage. If the

Target has a Draft Mark, you can expend that Draft Mark to add your AGI to your

STR for the purposes of damage calculation (this means that you roll 1d4 per STR, and then roll an additional 1d4

per AGI).

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Spec. Weapon Spell Name Type Cost Effect(s)

Spirit

All Summon

Spirit Active

X MAG and/or LUK

in any combination

Channel. Summons X number of Spirits to your side. When struck with a foe’s

ability, roll 1d4 for each Spirit you have currently under your control that is not

actively being used for an ability. On a 2, that spirit vanishes. On a 1, that spirit

"burns out", vanishing without refunding its MAG/LUK cost. The

Channel effect for this ability triggers when a Spirit vanishes or is used for an

ability. This cost’s Channel can’t be modified.

Mel

ee

Spirit Cleave Speed; Attack-like 1 MAG

SP 2: Use any Spirits currently in play to perform a Melee Attack against a Target at Far range or closer. That Melee Attack deals 3d4 Slash damage per Spirit used

instead of your weapon’s normal damage, but otherwise acts as if it was a Melee Attack using your own weapon.

Ran

ged

Spirit Guard Active 1 MAG

Use any Spirits currently in play to guard yourself against any Attack or Attack-like

abilities, expending a Spirit each time you would be struck by such abilities.

Spirits used in this way will not burn out and will Channel as normal.

Mys

tic

Spirit Command

Active 1 MAG

Use any Spirits currently in play to apply the Swarm (# of Spirits Used) condition to a Target once per Spirit currently in

play.

Spirit Clone Active 2 MAG

Use the ability of any previously-used ally Assist or KO’d ally used in this

encounter. You must expend Spirits in play equal to the total Stat Cost(s) of the ability used (pay other costs yourself as if you had used the ability). The ability executes at the proper range (if any),

using Target(s) you designate.

Fist

Spirit Rush Reactive 1 MAG

Re: When a combatant attempts to use a Spell, you can use any Spirits currently in play to increase the cost of that Spell

by 1 MAG for each Spirit used. If the new cost cannot be paid, the spell is

negated.

Rein

fo

rcem

en

t

Mel

ee

Reinforce Body

Reactive --- OpR. Re: When you or an ally deals a

Critical Hit, you and all allies restore 1d8 HP.

Power Surge Active

2 MAG and/or VIT

in any combination

Apply the Power Surge condition to a Target for 3 turns. By paying additional MAG as part of this spell’s cost, you can have this spell affect 1 additional Target for each additional point of MAG spent.

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Spec. Weapon Spell Name Type Cost Effect(s)

Rein

fo

rcem

en

t

Ran

ged

Reinforce Shot

Active ---

OpR. The damage dealt by your next Ranged Attack is changed from “1d4 per point of current AGI” to “1d10 per point

of current AGI”. If you use this ability, you cannot use a Ranged Attack this

round.

Speed Surge Active

2 MAG and/or VIT

in any combination

Apply the Speed Surge condition to a Target for 3 turns. By paying additional MAG as part of this spell’s cost, you can have this spell affect 1 additional Target for each additional point of MAG spent.

Mys

tic

Barrier Active ---

OpR. Target is unaffected by Powers (including their own) until the end of your next turn, but cannot use Active, Reactive, or Trigger abilities (or their

effects) during that time.

Heal Active

X MAG and/or VIT

in any combination

Restore Xd20 HP to a Target. By paying 2 points of any stat as an additional cost

for this spell, you can have this spell affect 1 additional Target.

Lifeline Speed; Lifesaver 2 points of any 1 stat

SP 2: Revive any KO’d allies and restore HP equal to the current sum of your

stats. Until the end of your next turn, if you or any ally’s HP would be reduced to

0 by an ability or effect while that combatant has 2 or more HP left, their

HP becomes 1 instead. You can only benefit from the effects of one unique “Lifesaver” ability per battle, but you can benefit from that one ability as

many times as you fulfill the condition(s). This effect will work once

per ally per round.

Fist

Recover Speed ---

SP 1: Restore HP to the Target equal to your current VIT stat. If you are targeting yourself for this ability, you may double the amount of HP recovered. You can only target the same combatant with

this ability once per round.

Dauntless Active 2 MAG

Multiply a Target’s DEF by 1d4 until the end of your next turn. You cannot use Fortune Boost in conjunction with this

ability. This effect changes the base DEF of the Target, and as such can be

enhanced with Force Guard as normal.

Psych

ic

Mel

ee

TK Strike Speed 1 MAG or 2

VIT

SP 2: During this turn, your Melee Attacks can target any foe at a range of

Far or closer without incurring a distance penalty. This spell’s cost cannot

be channeled.

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Spec. Weapon Spell Name Type Cost Effect(s)

Psych

ic

Mind Slice Reactive

1 MAG or 2 VIT

Re: When you deal a critical hit, you can sacrifice your Critical Damage Bonus to instead reduce the Target’s MAG by 1

per 25% Critical Damage Bonus sacrificed. The default Critical Damage

Bonus is 100%.

Ran

ged

Prediction Shot

Active 1 MAG

Channel. Target a foe when you use this ability. At the start of your 2nd turn after using this ability, automatically perform a Ranged Attack on that Target, ignoring

that Target’s Evasion.

Focus Blast Reactive 2 MAG or 3

VIT

Re: When targeted by an ability at Close or Near range, you can forcibly move the user of that ability to Far or Mid-Range (your choice). If the ability is unable to work at the new range, it is negated.

Mys

tic

Mind Fog Active 3 MAG Contest (User’s LUK or MAG vs Target’s LUK or VIT): Apply the Fog condition to

the Target for 1 turn.

Brain Shake Reactive 4 MAG

Re: When a foe moves into Close or Near range in relation to you, Contest (User’s MAG vs Target’s LUK or MAG):

Target immediately ends their turn.

Mys

tic

PK Storm Active All MAG

Min 1. Deal 1d8 Magic damage per MAG paid for this spell’s cost to a number of

Targets equal to your current LUK. During the 3rd turn after you dealt

damage with this ability, fully recover your MAG.

Fist

TK Break Speed 1 MAG or 2

VIT

SP 2: This turn, your Fist Attacks can target foes at Mid-Range or closer

without incurring a distance penalty, and also ignore the Target’s DEF. This

ability cannot be channeled.

Insight Active X MAG Increase your own EVA by 2*X until the

end of your next turn.

Tim

e

Mel

ee

Chrono Slash Active 2 VIT or 3

MAG

For your next 3 turns, when you use an Attack or Attack-like ability, roll the

1d100 for Critical Hit chance twice. If both values are less than or equal to

your Critical Rate, apply any Critical Hit effects (including the Critical Damage

bonus) twice.

Split Second Reactive 1 VIT or 2

MAG

Re: When you reduce a combatant to 0 HP or less, you can immediately perform an Active OR Speed ability. You must pay

the cost(s) for that ability as normal.

Ran

ged

Time Slip Reactive All LUK

Min 1. Re: When 1 combatant is KO’d, you can revive that combatant with HP

equal to the LUK paid for this spell’s cost. Then, that combatant immediately

takes a Turn.

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Spec. Weapon Spell Name Type Cost Effect(s)

Tim

e

Chrono Panic Reactive 2 VIT or 4

MAG

Re: When targeted by an ability at Mid-Range or closer, apply the Timestop

condition to yourself until the start of your next turn.

Mys

tic

Rewind Reactive 2 VIT or 4

MAG

Re: When an ability is used by a foe, you can negate that ability. When you use this ability,

you can restore the action used for that ability, and if you do, you can recover 2 VIT or 4 MAG. You cannot reduce the cost of or Channel this

ability.

Slowdown Active 1 VIT or 1

MAG

Contest (User’s VIT or MAG vs Target’s LUK): Apply the Slow condition to the

Target for 2 turns.

Speedup Active 1 VIT or 1

MAG OpR. Apply the Haste condition to the

Target for 2 turns.

Fist

Chrono Eject Active 3 VIT or 4

MAG

Contest (User’s LUK vs Target’s LUK or VIT): Apply the Timestop condition to

the Target for 1 Turn.

Accel Strike Active 2X VIT or 3X

MAG

Apply the Timestop condition to the user for X turns. During your next turn

after the Timestop applied by this ability ends, multiply the damage of your Fist

Attacks by double the value of X.

Ligh

tn

in

g

Mel

ee

Build Static Semi-Auto ---

Re: Each time you hit with an Attack ability, gain 1 Static Charge. Passive: For

each Static Charge you have, increase your Critical Rate by 5%.

Voltage Spike

Reactive 3 AGI or 2

MAG

Re: When you deal a Critical Hit with a Melee Attack, you can add 1d8 Lightning damage to the damage of the Attack per

Static Charge you have (before EVA). Clears all Static Charges upon use.

Ran

ged

Volt Tag Reactive ---

Re: When you hit with a Ranged Attack, mark the target of that Attack with 1 Volt Tag. Each combatant can have a

maximum of 3 Volt Tags.

Shock Field Active 1 AGI or 2

MAG

Deal 1d8 Lightning damage to a Target. Additionally, deal 2d12 damage to each combatant with a Volt Tag for each Volt Tag those combatant(s) have. This ability

ignores Evasion. Clears all Volt Tags upon use.

Mys

tic

Shock Active --- OpR. Contest (User’s MAG vs Target’s VIT): Apply the Stun condition to the

Target for 1 turn.

Lightningbolt Active 3 AGI or X

MAG

Max 5. Deal 1d10 Lightning damage per MAG spent for this ability’s cost to a

Target. If you paid AGI for this ability’s cost instead of MAG, the damage is

5d10. The Target’s EVA is doubled for this ability. This ability ignores DEF.

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Spec. Weapon Spell Name Type Cost Effect(s)

Ligh

tn

in

g

Mys

tic

Arkblast Active 4 AGI or 4

MAG

Deal Lightning damage to a Target equal to the total amount of Lightning damage

inflicted to any combatant since the start of your last turn. If you used

Arkblast during your last turn, double the damage this ability inflicts.

Fist

Static Fist Semi-Auto ---

Re: When you take damage from an Ability, gain 1 Static Charge. When you

take Bash, Slash, Pierce, or Lightning damage, gain 1 additional Static Charge.

Passive: For each Static Charge you have, add 1d4 Lightning damage to the

damage of your Fist Attacks.

Fist

Voltic Break Active 3 AGI or 2

MAG

Deal 1d6 Lightning damage to all combatants for each Static Charge you have. Only Allies may apply Evasion to

this ability. Clears all Static Charges upon use.

So

un

d

Mel

ee

Crescendo Cut

Reactive ---

Re: When you inflict a Critical Hit with a Melee Attack, increase your Critical Rate

by 5% until the end of the battle. This ability can be applied multiple times. Its

effects stack additively.

Resonate Active; Attack-like 1 VIT or 2

MAG

Melee Attack a Target. This attack deals half damage (before DEF/EVA). When this ability deals damage successfully,

inflict that same damage to all combatants that have been targeted with Resonate previously during this

encounter.

Ran

ged

Sonic Shot Speed ---

OpR. SP 2: Your next Ranged Attack deals half damage (before DEF/EVA). If that Ranged Attack is evaded, apply the

Pain condition to that target.

Sharpshooter Active X MAG

Max 5. Target chooses whether they will take Xd6 Sonic damage (no EVA/DEF) or apply the Stun condition to themselves

for X rounds.

Mys

tic

Repeat Note Active ---

Contest (User’s MAG vs Target’s VIT or MAG): Target must spend their next turn

repeating the action(s) they used on their last turn.

Mys

tic

Discord Sound

Active 2 MAG Contest (User’s LUK or MAG vs Target’s VIT): Apply the Charm condition to the Target until the end of their next turn.

Concerto Active 2 AGI + 3

MAG

Channel 3. During your next 2 turns, any time you or an ally would roll dice for an ability that can be Fortune Boosted, you may pay 1 LUK to roll those dice twice, taking the roll of your choice between

the two values. Fortune Boost cannot be used in conjunction with this ability’s

effect.

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Spec. Weapon Spell Name Type Cost Effect(s)

So

un

d

Fist

Noise Strike Active; Attack-like ---

OpR. Fist Attack a Target. This Fist Attack deals half damage (before EVA/DEF). If this Attack deals damage successfully, the Target cannot use any ability they

used in their previous turn during their next turn.

Noise Hush Active; Attack-like 4 VIT or 3

MAG

OpR. Fist Attack a Target. This Fist Attack deals half damage (before EVA/DEF). If this Attack deals damage successfully,

apply the Daze condition to that Target for 3 turns.

Dark

ness

Mel

ee

Deathstrike Semi-Auto ---

Re: When you deal a Critical Hit with a Melee Attack, mark the target of that Attack with a Death Tag. A combatant with 13 Death Tags is instantly KO’d.

Overkill Active

5 MAG and/or VIT

in any combination

Target a foe when you use this ability. During your next turn, Melee Attacks

against that Target will automatically be a Critical Hit. Decrease the cost of this

ability by 1 point for each Death Tag on the target. You can pay 0 for this ability.

Ran

ged

Cloaking Shot

Active; Attack-like --- OpR. Ranged Attack a Target. If this

attack deals damage, double your EVA against that Target’s abilities for 3 turns.

Vital Snipe Active 1 VIT or 2

MAG

Contest (User’s AGI vs Target’s VIT or AGI): Deal Dark damage to the Target

equal to 20% of the Target’s maximum HP.

Mys

tic

Corrode Active ---

Contest (User’s VIT vs Target’s LUK): For every point the Target failed the Contest

by, deal 1 Dark damage at the start of their next 2 turns.

Blackout Active 1 MAG or

VIT Apply the Blind (5) condition to the

Target for 3 turns.

Linked Death Trigger ---

Instantly KO any combatant with an HP value that shares the last digit with your

current MAG stat. You cannot KO yourself, a Familiar of yourself, or a Twin

of yourself with this ability. When this ability activates, you can pay 1 MAG to

negate that activation.

Fist

Feint Strike Active --- OpR. During your next turn, your Fist

Attacks ignore half of the Target’s EVA (rounded down).

Choking Darkness

Active

X MAG and/or VIT

in any combination

Reduce a Target’s HP to 1. This ability fails if the Target’s HP is greater than

5*X. This ability does not apply DEF or EVA.

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Spec. Weapon Spell Name Type Cost Effect(s)

Illusio

n

Mel

ee

Illusory Strike Reactive --- OpR. Re: If you miss with a Melee Attack, your next Melee Attack is

automatically a Critical Hit.

Team Feint Active; Attack-like 2 VIT and/or MAG in any combination

Melee Attack a Target. The Target’s EVA is doubled against this attack.

If this attack does not deal damage, increase a second Target’s Critical Rate by 30% until the end of their

next turn.

Ran

ged

Fake Shot Active ---

Contest (User’s AGI vs Target’s MAG): Target must use either Force Evade or Force Guard (their choice) against the next applicable ability

they are targeted by.

Masked Breach Active; Attack-like X MAG

Max 3. Ranged Attack a Target. The Target’s EVA is halved against this attack. If this attack deals damage,

inflict half of that damage to X additional Targets. The secondary damage of this ability ignores EVA.

Mys

tic

Displace Active ---

OpR. Target combatant may Force Evade without paying a cost once. This effect ends (regardless of use)

at the start of your next turn.

Invisible Active X MAG

Max 5. Target cannot be targeted by abilities for X rounds. While

active, Target’s Critical Rate and EVA are doubled.

World of Lies Reactive 3 points of any 1 stat

Re: When a combatant is targeted with an ability, you can change the

target of that ability to any combatant you designate (except

the User).

Fist

Blurred Strike Active ---

OpR. During your next 2 turns, when one of your Fist Attacks

successfully deals damage, apply the Disillusion condition to the

target of that Attack for 2 turns.

Foggy Stance Active

X MAG and/or VIT in

any combination

Max 5. For the next X rounds, roll 2d20 for Evasion, taking the highest

roll.

Ligh

t

Mel

ee

Critical Light Reactive ---

When you deal a Critical Hit with a Melee Attack, you can choose to gain 1 MS instead of applying the

Critical Damage bonus.

Lightspeed Cut Speed; Attack-like 1 MAG or 3

VIT

SP 1: Melee Attack a Target. The damage this attack inflicts is halved

(after DEF/EVA). If this ability is Channeled, do not refund the cost

until the end of your turn.

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Spec. Weapon Spell Name Type Cost Effect(s)

Ligh

t

Ran

ged

Searchlight Active ---

Deal 3d4 Light damage to a Target. If this ability successfully deals

damage, mark the Target with a Signal. This ability ignores EVA.

Laser Snipe Active X MAG

Target a foe when you use this ability. At the start of your next turn, deal Xd10 Light damage to that Target. If that Target has a

Signal, this ability gains “Channel”.

Mys

tic

Flash Active ---

If a Target inflicted or was inflicted with a condition in the previous

round, apply the Blind (10) condition to that Target until the

end of their next turn.

Light Chains Active X MAG Contest (User’s MAG vs Target’s AGI): Apply the Bind condition to

the Target for X turns.

Judgement Active ---

Instantly KO random combatants equal to the number of combatants

that are currently KO’d, then immediately revive that same

number of combatants with full HP, chosen at random from all KO’d

combatants. You cannot KO yourself, a Familiar of yourself, or a

Twin of yourself with this ability.

Fist

Luminous Sweep Active --- Apply the Daze condition to all foes

in Close Range for 1 turn.

Flash Hook Active; Attack-like X MAG or X

VIT

Pull a Target X Stages away into Close range with you, then Fist Attack that Target. That attack deals damage as Light damage.

Wo

od

Mel

ee

Bamboo Side Speed; Attack-like ---

OpR. SP 2: If you used a Melee Attack on a Target this round, you

can make an additional Melee Attack against that Target. This attack deals damage as Wood

damage.

Wood Cage Active

X MAG and/or VIT in

any combination

Max 5. For the next X rounds, you and a Target can only target each

other with abilities.

Ran

ged

Siege Roost Speed; Toggle ---

SP 1: While active, restore 2d4 HP at the end of your turn, and add

3d4 Wood damage to the damage of your Ranged Attacks. While

active, your EVA becomes 0 and all EVA modifiers are negated.

Solar Beam Active X MAG or X

VIT

Target a combatant at Very Far or closer range when you use this ability. At the start of your next

turn, deal Xd20 Wood damage to that Target. This ability ignores DEF.

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Spec. Weapon Spell Name Type Cost Effect(s)

Wo

od

Mys

tic

Entangle Speed --- SP 1: Contest (User’s MAG vs

Target’s AGI): Apply the Entangled condition to the Target for 2 turns.

Envenom Active X MAG or X

VIT

Contest (User’s MAG or VIT vs Target’s VIT): Apply the Poisoned

condition to the Target for X turns.

Yew Purge Active 3 VIT or 4

MAG

Deal 1d20 Wood damage to a Target for each condition they

have. By paying both costs of this spell, you can remove all conditions

from the Target, and deal 1 True damage for each condition

removed. This ability ignores EVA.

Fist

Pollinosis Speed --- SP 2: Apply the Pollen condition to

any foe at Near or Close range for 1 turn.

Woody Tower Active; Attack-like 3 MAG or 2

VIT

Fist Attack a Target. This ability can target Mid-Range or Far foes without incurring a distance

penalty, but incurs a distance penalty against Near or Close foes. This attack deals damage as Wood

damage.

Em

path

ic

All

Emp

ath

gir

ls g

et e

very

Em

pat

h s

tart

ing

spel

l

Rage Link Trigger --- Gain 1 Rage Charge when any

combatant deals a Critical Hit. Rage Charges persist between battles.

Rage Burst Active 1 MAG or 1

VIT

Apply the Rage condition to all combatants for 1 round per Rage

Charge stored. Clears all Rage Charges upon use.

Rage Impact Toggle 1 MAG per

Turn

While Active: Increase your base Critical Rate by a value equal to

your current Rage Charges. If you deal a Critical Hit to a foe with the Rage condition, they get 1 less MS

on their next turn.

Focus Link Trigger --- Gain 1 Focus Charge when any

combatant evades an attack. Focus Charges persist between battles.

Focus Burst Active 1 MAG or 1

VIT

Apply the Overfocus condition to all combatants for 1 round per Focus

Charge stored. Clears all Focus Charges upon use.

Focus Volley Active 3 MAG or 2

VIT

Target a number of combatants equal to the number of non-KO’d foes. Deal magic damage to those

targets equal to the amount of LUK you have. If a Target has the

Overfocus condition, reduce their base EVA by 4 for each Focus

Charge you have (but only against this ability).

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Spec. Weapon Spell Name Type Cost Effect(s)

Em

path

ic

All

Emp

ath

gir

ls g

et e

very

Em

pat

h s

pel

l

Sorrow Link Trigger ---

Gain 1 Sorrow Charge when any combatant loses HP or Stat point(s).

Sorrow Charges persist between battles.

Sorrow Burst Active 1 MAG or 1

VIT

Apply the Depression condition to all combatants for 1 round per

Sorrow Charge stored. Clears all Sorrow Charges upon use.

Sorrow Lance Active 3 MAG

Deal Magic damage to a Target equal to your LUK multiplied by the number of Sorrow Charges stored.

If the Target has the Depression condition, this ability ignores EVA

and DEF. You cannot use this ability on the same target twice in a row.

Elation Link Trigger ---

Gain 1 Elation Charge when any combatant recovers HP or Stat point(s). Elation Charges persist

between battles.

Elation Burst Active 1 MAG or 1

VIT

Apply the Elation condition to all combatants for 1 round per Elation

Charge stored. Clears all Elation Charges upon use.

Elation High Active 3 MAG or 2

VIT

During your next turn, increase the damage of your Attack(s) by a value

equal to the total amount of HP restored by any combatant(s) since

activating this ability.

Water M

ele

e

Aqua Slide Speed ---

SP 2: Move into Close Range to a Target that is (AGI/3) Stages away,

then deal 2d4 Water damage to that Target. This ability ignores

EVA.

Wavebreaker Active; Attack-like 2 MAG or 2

VIT

Melee Attack a Target. The damage of this attack is inflicted as Water damage. If the Target dealt or was

dealt Water damage during the previous round, this attack is

automatically a Critical Hit. This ability does not automatically inflict

a Critical Hit if the only Water damage the Target was dealt in the previous round was via your own

Wavebreaker.

Ran

ged

Membrane Active --- OpR. Negate the effect(s) of the next Spell, Power, or Inherent ability that would affect you.

Hydro Cannon Active X MAG

Target a foe when you use this ability. At the start of your next

turn, deal Xd20 Water damage to that Target. This ability ignores DEF equal to the user’s current STR stat.

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Spec. Weapon Spell Name Type Cost Effect(s)

Water

Mys

tic

Splash Speed ---

SP 1: Deal 1d4 Water damage to a Target. Increase the damage of this ability by 1d4 each time it is used during the same encounter. This

ability ignores EVA and DEF.

Dehydrate Active X MAG

Contest (User’s AGI or MAG vs Target’s VIT): For every point the Target failed the contest by, they

take Xd6 Water damage.

Big Wave Active

15 MAG and/or AGI and/or STR

in any combination

OpE. Deals Water damage equal to the combined total of your current STR, AGI, and MAG to all foes. The cost of this spell is reduced by 1 for

each time a foe was struck by Splash this encounter.

Fist

Aqua Disarm Reactive ---

Re: When you are targeted by an Attack ability, you can, before applying EVA or DEF, apply the

Disarm condition to that attacking foe until the end of their next turn. If you use this ability, you receive 1

less Movement Step during your next turn. You cannot use this ability if it would reduce the

number of Movement Steps on your next turn to 0 or less.

Hydroplane Active X MAG

Increase your EVA by 5 per point spent on this ability. Increase the number of Movement Steps you

have by 1 per 2 points spent on this ability. These effects last for 2 of

your turns.

Gravity

Mel

ee

Z-G Strike Speed ---

SP 1: Add an effect to your next Melee Attack that applies the Float condition to foes that it successfully

deals damage to for 1 turn.

Spatial Rend Reactive X MAG

Re: When you inflict a Critical Hit with a Melee Attack, you can target up to X foes. Inflict Force damage to

those Target(s) equal to the amount of damage dealt with the

attack that was used to activate this ability.

Ran

ged

Force Rounds Speed --- SP 2: Add an effect to your next

Ranged Attack that deals the damage as Force damage instead.

Spatial Shot Active 2 MAG

Add an effect to your next Ranged Attack that causes that attack to ignore the Target’s EVA or DEF

(user’s choice).

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Spec. Weapon Spell Name Type Cost Effect(s)

Gravity M

ysti

c Force Drive Active ---

Deal 1d12 Force damage to Target. This ability deals an additional 1d12 Force damage each time it is used

in the same encounter. You can pay X MAG when using this ability to

increase this ability’s damage by an additional Xd12 for the remainder

of the encounter. This ability ignores the Target’s EVA.

Gravity Wall Reactive X MAG

Channel 2. Re: When targeted by an ability that would deal damage to you, decrease the damage of all

abilities that would deal damage to you by X dice (before applying

DEF/EVA) until the start of your next turn.

Transcendence Active 5+X MAG

Contest (User’s MAG vs Target’s AGI or LUK): Apply the Float

condition to the Target(s). At the start of a Target’s turn, they may attempt the contest again. If they fail, the Float condition remains applied. At the start of a turn in

which a Target has the Float condition, they take 3d12 Force damage (ignoring DEF/EVA). This ability can target 1 additional foe for every point spent for X. This

ability’s effects last until a Target has either taken 60 damage from

this ability, or has successfully passed the Contest.

Fist

Panic Force Reactive ---

Re: If you receive damage that is greater than 10% of your current

HP (before that damage), deal 1d12 Force damage to a Target. This ability ignores the Target’s EVA.

Gravity Rush Active; Attack-like X MAG

Immediately move in to Close range to foe X Stages away, then Fist

Attack. That attack inflicts damage as Force damage.

Sto

ne

M

ele

e

Sand Slash Reactive ---

Re: When you inflict a Critical Hit with a Melee Attack, apply the Blind condition to that attack’s

target until the end of their next turn.

Sand Shield Active

3 MAG and/or VIT in

any combination

The first time before your next turn that you would be dealt damage by an ability (after applying DEF/EVA):

Make that damage 0. This also negates effects that trigger when

damage is successfully dealt.

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Spec. Weapon Spell Name Type Cost Effect(s)

Sto

ne

Ran

ged

Pebble Toss Speed ---

SP 1: Deal 1 Stone damage to a Target, and remove the most

recently applied condition from that Target. This ability ignores EVA

and DEF.

Mount’s Siege Active; Toggle All but 1 MAG

Channel. While active, triple the damage of your Ranged Attacks

(before applying DEF/EVA). While active, you cannot move or evade. You can turn off this ability using 2

Movement Steps on your turn.

Mys

tic

Miracle Stone Active --- OpR. Creates a Miracle Stone relic with 3 charges, which is given to a

Target.

Pyramid Strike Active

X MAG and/or VIT in

any combination

Max 6. When you use this ability, Target a foe. Until the start of your

next turn, reduce the damage of any ability applied to you by 3

points per point spent for X. At the start of your next turn, deal Xd6

Stone damage to the Target.

Raging Earth Active

10 MAG and/or VIT in

any combination

OpE. Deal 1d10 Stone damage to all foes. Increase the damage of this

ability by 1 Stone damage for every 2 points of HP you are missing.

Fist

Stone Skin Speed --- SP 1: Apply the Stone Skin condition

to the User for 3 turns.

Mantis Strike Active

X MAG and/or VIT in

any combination

Contest (User’s STR or VIT vs Target’s VIT): Apply the Stun

condition to the Target for X turns. If the Target failed by 30 or more,

immediately KO that Target instead with an HP value of 10-X.

Beast spec girls follow a slightly different set of rules, so they are given a separate table below.

Metal

M

ele

e

Keen Edge Active ---

OpR. Until the end of your next turn, your Critical Rate becomes

double your Critical Rate. This effect cannot be applied while it is already active. If you use Sunder

Duel while this effect is active, use your Critical Damage instead of your Attack damage to calculate

your side of the contest.

Sunder Duel Active 1 MAG or 1

VIT

Contest (User’s Melee Attack damage vs Target’s Attack

damage): Loser of Contest takes True damage equal to the winner’s

STR stat. Apply the Disarmed condition to the loser until the end

of their next turn.

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Spec. Weapon Spell Name Type Cost Effect(s)

Metal

Ran

ged

Iron Wrecker Speed ---

SP 2: Reduce a Target’s DEF stat by 1d10 for 3 turns. You cannot target

the same combatant with this ability twice in a row.

Shrapnel Burst Active

X MAG and/or VIT in

any combination

Max 4. Deal Metal damage to the Target equal to double your AGI

stat, then deal half of that damage to up to X additional Targets. This

ability ignores EVA. This ability ignores DEF equal to the LUK of the user. You can pay 0 for this ability’s

variable cost.

Mys

tic

Rust Wave Speed ---

SP 2: Negate the effects and enhancements of Weapons and

Outfits equipped to a Target for 2 of their turns. This spell has no effect on the base damage of a

Weapon.

Sanguine Spike Active

X MAG and/or VIT in

any combination

Max 5. Contest (Target’s VIT vs Target’s LUK)13: If Target’s VIT wins

the contest, apply the Bleed condition to the Target for X turns.

Army of One Full-Turn All MAG and

VIT

Sacrifice 15. During your next 5 turns, apply the following effects:

Increase your AGI and STR by a value equal to the total cost paid for this spell. You are treated as

being able to use Fist Attack, Ranged Attack, and Melee Attack

(at all default ranges), applying your Mystic Weapon Enhancements to those Attacks. You are treated as being able to use Metal/Melee, Metal/Ranged, and Metal/Fist

spells in addition to Metal/Mystic spells. You can’t use more than weapon type a round with this effect. You cannot channel this

ability. If you use this ability, you must Reprieve before you can use it

again.

Fist

Chain Hold Active ---

Contest (User’s STR vs Target’s AGI or STR): Apply the Chain Hold

condition to both the User and a Target at Near range or closer.

Iron Maiden Active

X MAG and/or VIT in

any combination

Deal Xd20 Metal damage to a Target with the Chain Hold

condition. If you do not also have the Chain Hold condition, the

damage of this ability is Xd4 Metal damage instead

13 If your target has an effect that applies to contests against enemy spells (such as Third Eye), it applies to BOTH sides of this contest equally. If

your target has an effect that increases a stat’s value in a contest, it applies to the applicable stat(s).

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Spec. Weapon Spell Name Type Cost Effect(s)

?

Due to the nature of oddball, it is impossible to create spells that can fill EVERY role well. Instead, it is left up to the player to create their own spells (no less than 2, but no more than 5). These spells should consist of a

concise and usable kit, but not be the be-all-end-all of that girl’s capabilities. When in doubt, work with other players and/or GMs to find a balanced and fun way to play your character’s concept.

Beast girls, instead of being locked to a particular path based on weapon, may choose 1 or more Paths at character

creation. A beast girl gains 1 Path per weapon type she has access to, and obtains all of the spells within that Path,

regardless of weapon type.

Path Spell Name Type Cost Effect(s)

Can

is

Wolf Strike Speed --- SP 1: Increase the damage of your next Attack by a

value equal to your VIT.

Feral Fang Active; Attack-like 2 MAG and/or

VIT in any combination

Attack a Target with your current weapon. If you successfully deal damage with that attack, you do

not have to use Movement Steps to move into Close/Near Range to that Target on your next turn.

Bloodhound Passive --- Increase your Critical Rate by 25% against foes that

have 50% or less of their HP.

Avis

Eagle Talon Speed --- SP 1: Increase the damage of your next Attack by a

value equal to your AGI.

Owl’s Screech Active 2 MAG and/or

VIT in any combination

Contest (User’s AGI or VIT vs Target’s VIT): Apply the Ache condition to the Target for 3 turns.

Jackdaw’s Eye Boost ---

OpT. You can decrease the damage of an Attack by a value equal to double your AGI to steal a non-relic,

non-outfit, non-weapon item from your Attack target if that attack successfully damages the target.

An

guis

Venom Shock Active 2 MAG and/or

VIT in any combination

Contest (User’s MAG or VIT vs Target’s VIT): Apply the Poison condition to the Target. If you currently have the Poison condition, apply the Venom Purge

condition to the Target.

Serpent Strike

Speed --- SP 1: Increase the damage of your next attack by a

value equal to your MAG.

Venom Blood Trigger ---

Apply the Poison condition to any foe that deals damage to you at Close range. If you do, apply the Poison condition to yourself as well. Damage from

the Poison condition to you is always 1.

Felis

Nine Lives Reactive 1 AGI or 1 VIT OpR. Re: When you are KO’d by an ability or

condition, immediately revive with 1 HP. This ability cannot be channeled.

Cat’s Paw Speed ---

SP 2: Adds an effect to your next Attack that causes that Attack to ignore a portion of the EVA stat of the

Target equal to the user’s AGI. If Nine Lives was triggered in your last turn, double the amount of

EVA ignored.

Leaping Claws

Reactive; Attack-like

2 VIT and/or MAG in any combination

OpT. Re: When you KO a target with an Attack, you may immediately move into Close range of a new

target at Mid-Range or closer, then Attack that target with an attack that deals fixed damage equal

to the damage of the attack that activated this ability.

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Generic Spells

In addition to the spells acquired at character creation, there are spells that can be purchased or learned by even those with no significant magical power. The spells in the following list are the currently available generic spells. All Generic spells are considered to be Tier 0 spells for the purposes of purchasing new spells.

Generic Spells

Bounce – (Active) – 2 MAG – Channel 1. Apply the Bounce condition to the Target for 2 turns. Cancel – (Reactive) – 3 MAG – Sacrifice X*10. Re: When an opponent casts a t1, t0, or EX spell, you can

negate that spell. X is equal to the total stat cost of that negated spell (if any). Chill – (Active) – No Cost – Contest (User’s LUK or MAG vs Target’s LUK): Apply the Freeze condition to the

Target for 3 turns. Crusade – (Active) – No Cost – Your next Purification Attack ignores the Target’s DEF and EVA. You can only

use this spell if you have a Puchuu or Beacon Patron, or are a Solo girl. Cull – (Active) – No Cost – Instantly KO a Target that has 1 HP and reduce their HP to 0. Dispel – (Active) – No Cost – Remove the most recently-applied Condition from a Target. Drain – (Active) – No Cost – Deal 1d4 True damage to a Target, then recover HP equal to the amount of

damage dealt. Expel – (Active) – No Cost – Contest (User’s LUK or MAG vs Target’s LUK): Apply the Disarm condition to a

Target for 1 turn. First Aid – (Active) – No Cost – Restore 3d4 HP to a Target. Iai – (Active; Attack-like) – 3 AGI or 5 VIT – You can only use this effect if you have no weapon currently

equipped, and possess a Melee weapon in your inventory. Immediately equip that weapon, then Melee Attack a Target, treating your LUK as being double its current value for the purposes of determining your base Critical Rate. Immediately after this spell’s effect completes, return the Melee weapon used to your Inventory.

Invoke – (Active) – X MAG or X VIT – Sacrifice Y. When you learn this spell, you must create a creature with Y total stats. That creature must have at least 1 point in each stat. This ability summons that creature to your side for X turns. It will obey your commands, but will otherwise act with its own agency. You can learn this ability multiple times. When you do, you learn to summon a new creature. If the creature is KO’d before its duration expires, you cannot use Invoke again until you Reprieve, even for a different creature.

Last Aid – (Active) – No Cost – Restore 3d8 HP to a Target with 1 HP. Life Gamble – (Speed) – No Cost – SP 2: Contest (User’s VIT+LUK vs Target’s current HP): Restore the Target’s

HP to full. If you fail this contest, you lose HP equal to the value you rolled for your side of the contest. Lullaby – (Active) – No Cost – Contest (User’s LUK or MAG vs Target’s LUK): Apply the Sleep condition to the

Target for 1 turn. Pummel – (Active; Attack-like) – 1 STR or 3 VIT – Fist Attack a Target, ignoring any rolls of 4 on your damage

calculation. If the attack deals damage, apply the Pain condition to the Target for the remainder of the encounter.

Quick – (Active) – No Cost – Decrease the Target’s Initiative value by a value equal to your LUK, then increase your own Initiative by that same amount.

Rapid Draw – (Active; Attack-like) – 2 AGI or 3 VIT – You can only use this spell if you finished transforming at the end of your last turn, or are currently in an Intrusion Turn. Ranged Attack a Target, using a value equal to 4*AGI instead of rolling for damage calculation. Roll Critical chance as normal.

Redirect – (Reactive) – No Cost – Re: When an ally is targeted by an opponent’s ability, you can change that target to yourself instead. If you use this ability, during your next turn you receive 2 less Movement Steps. You cannot use this ability if you would be reduced to fewer than 0 MS on your next turn.

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Resuscitate – (Active) – No Cost – Revive a KO’d Target with 1 HP. Sap – (Active) – 2 MAG or 2 VIT – Recover 1 MAG or 1 VIT per spell used by any other combatant since your

last turn. You can only use this spell if you currently have a Mystic weapon equipped. You can divide up the stat recovery as desired.

Scorch – (Active) – No Cost – Contest (User’s LUK or MAG vs Target’s LUK): Apply the Burn condition to the Target for 3 turns.

Shield – (Active) – X MAG and/or VIT in any combination – Channel 3. Apply the Shield (X*10) condition to a Target for 3 turns.

Trace – (Active) – No Cost – Deal 2d6 Metal damage to a Target at Far range or closer. Apply the Target’s weapon enhancements and effects to this ability.

Vanquish – (Active) – No Cost – Contest (User’s LUK and MAG vs Target’s total CP values): Reduce all of the target’s CP values by a value equal to your LUK. If all of their CP values are reduced to 0 by this effect, you can immediately start a Purification attempt without having to reduce their HP to 0. You can’t use this spell if you are incapable of using Purification attacks.

Items

During your time as a Magical Girl, it’s likely you’ll come across a number of coins. While it’s been previously explained what a character can do with Gold, Silver, and Bronze coins acquired over the course of many adventures, it’s not been yet explained the purpose of Copper coins. Copper coins serve as the proper currency of the magical world, allowing magical girls and other creatures to purchase (or even create) general goods and services exclusive to the magical world. Each of the items listed in this section can be utilized with the Use Item ability. Unlike most other forms of damage, EVA does NOT apply to damage from items. DEF, Resistance, and Weaknesses do. The availability of each item is up to a quest’s GM. These prices exist as a general guideline for standard purchases. In general, these items should be available at the listed price, but circumstances may modify the accessibility and price of the listed items.

Table: Expendable Items Item Name Price Effect

Cure Drink 4 Restores 1d4 HP to the user per point of VIT they have.

Phonexian Cluster 4 Revives a KO’d Target with 1d10+1 HP.

Clear Water 4 Removes the most recently-applied non-KO condition from the user.

Ifreeti Cinders 5 Deals 15 Fire damage to a Target.

Brine Bubbles 5 Deals 15 Water damage to a Target.

Sylph Pinwheel 5 Deals 15 Air damage to a Target.

Worn Capacitor 5 Deals 15 Lightning damage to a Target.

GravCON Grenade 5 Deals 15 Force damage to a Target.

Cursed Pebble 5 Deals 15 Stone damage to a Target.

Scrap Knot 5 Deals 15 Metal damage to a Target.

Ice Crystals 5 Deals 15 Ice damage to a Target.

Crystal Resonator 5 Deals 15 Sound damage to a Target.

Moonflower Pollen 5 Deals 15 Dark damage to a Target.

Daylight Seeds 5 Deals 15 Light damage to a Target.

Concussion Grenade 5 Deals 15 Strike damage to a Target.

Shrapnel Grenade 5 Deals 15 Slash damage to a Target.

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Item Name Price Effect

Needle Grenade 5 Deals 15 Pierce damage to a Target.

Allure Perfume 20 Increases your base Sync Rate by 10% until the end of your next turn.

Minor Charm - Courage

25 STR+4 until your next Reprieve. You can only be under the effects of 1 “Minor Charm” at a time.

Minor Charm – Sight

25 AGI+4 until your next Reprieve. You can only be under the effects of 1 “Minor Charm” at a time.

Minor Charm – Toughness

20 VIT+4 until your next Reprieve. You can only be under the effects of 1 “Minor Charm” at a time.

Minor Charm – Mantra

30 MAG+4 until your next Reprieve. You can only be under the effects of 1 “Minor Charm” at a time.

Minor Charm – Fortune

20 LUK+4 until your next Reprieve. You can only be under the effects of 1 “Minor Charm” at a time.

Holy Bomb 15 Reduces the highest Corruption stat of the Target by 5 CP.

Devil’s Silver 15 Increases the lowest Corruption stat of the Target by 5 CP.

\

Relics

Relics are items that are not expended after use. Instead, they have a limited number of uses, dictated by the Charges those items have. You must equip Relics similar to Weapons and Outfits. You may have up to 2 Relics equipped simultaneously. If a relic would passively recover charges (such as via a Reprieve or at the end of an encounter), it recovers those charges even if not equipped. Some relics have descriptions of their general function and appearance, however these are not meant to be taken as fact. If you find yourself in need of a future lens that is a card, then power be to you.

List: Relics Adamant Orb

o This odd, iridescent sphere seems to be a strange blend of metals and crystals. No matter how you strike it or try to harm it, it is completely unchanging, as if belligerent to the forces around it. When you hold it close, you can feel its essence enveloping yours, as it protects you from the dangers of the world.

o Holds a maximum of 2 charges. Recovers 1 charge at the end of an encounter. Recovers all charges during a Reprieve.

o Reactive: When you would be affected by an ability, you can expend 1 charge. Negate the effect(s) of that ability on yourself (but only yourself).

o Use Item: Pay half of your current HP (rounding down). Recover 1 charge of this Relic. You cannot use this effect if your HP is at 1 or lower.

Aquarius Conch o This unusual shell is covered in the runes of various sea gods, ocean spirits, and

protective chants. When you blow through the top, the conch creates a loud sound that throws enemies off-balance. When one with affinity for Water blows through the conch, the runes glow, and allies feel themselves become swifter, as if carried by the high tides of the sea.

o Holds 4 charges. Recovers all charges during a Reprieve.

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o Use Item: Expend 1 charge and Target a combatant. That combatant has the Daze condition applied to them for 1 turn.

o Use Item: Expend 2 charges. Increase the AGI of all allies by 1. You can only use this effect if your Specialization is Water.

Blitz Chain o This chain can be wrapped around an arm, leg, weapon, or even worn as a necklace.

When the wearer strikes true, it triggers an enchantment that mentally encourages allies to push the advantage.

o Holds a maximum of 4 charges. Recovers 1 charge at the end of an encounter. Recovers 4 charges during a Reprieve.

o Reactive: When you inflict damage to a foe with an Ability, you can expend 2 charges. When you do, all allies and Assists in your party pick one of their own stats (STR, AGI, VIT, MAG, LUK). Deal True damage to that same foe equal to the combined total value of those chosen stat(s).

Cipher Lens o A pair of goggles that are decidedly technological in nature, were it not for the “Love-

Powered Battery”. When used, they feed the wearer so much environmental info that it commonly makes the wearer suffer a minor headache. After the initial burst of information, the goggles work to filter out “problematic elements”.

o Holds 8 charges. Recovers all charges during a Reprieve. o Reactive: When you would have the Blind, Charm, Confuse, or Overfocus condition(s)

applied to you and/or an ally, you can expend 1 charge for each condition. Negate all of those Conditions.

o Boost: When you use Patron Scan or Recover Info, you can expend 3 charges to guarantee the accuracy of one piece of info, even if that info was previously given to you inaccurately. If you used Recover Info, you fill in one piece of info (chosen at random) that was either incorrect, incomplete, or missing from your Compendium. You can only use this effect if your Specialization is Light.

Complex Projection o A large bracer that has a number of gemstones embedded in it. The gemstones sparkle

and shine when filled with power, and upon release of that power create a tremendous burst of psychic energy and a confusing quantity of copies of both allies and enemies.

o Holds a maximum of 100 charges. Does not recover charges naturally. o Use Item: Reduce one of your stats to 0. This relic gains charges equal to the value of the

stat points lost. At the end of this encounter, refund the cost of this ability. o Full-Turn: Expend all charges from this relic. All foes with a Current Stat Total less than

or equal to the number of charges spent have the following effect applied to them: Until the end of the next round, any mention of “Foe”/”Foes” in your abilities is

considered to be “Ally”/”Allies” instead, and any mention of “Ally”/”Allies” is considered to be “Foe”/”Foes” instead.

o Passive: When you use the Use Item effect of this relic, gain double the charges you would normally. You can only use this effect if your Specialization is Psychic.

Cosmic Band o This cloth band, usually worn around the forehead or a wrist, is woven with threads that

endow it with the knowledge of ancient magical arts. When a specialization is accessed, one of the three blank circles on the band fills with an emblem of that specialization, although different bands may use different emblems.

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o Holds a maximum of 3 charges. Recovers 1 charge at the end of an encounter. Recovers all charges during a Reprieve.

o Reactive: At the start of an encounter, expend any number of charges from this relic and designate Specialization(s) up to the number of charges expended. During this encounter, you gain the Starting Spell Package(s) of those Specializations. You can only use the Spell Packages of your starting weapon(s), and you lose any spells gained by this effect at the end of that encounter. If you use this effect to gain Beast Specialization spells, you must pick package(s) equal to the number of starting weapon types you have. If you use this effect to gain Empathic Specialization spells, you gain all of those spells, but you do not retain charges between battles.

Crystal Glasses o A pair of round glasses that have polished crystals for lenses. In actuality, the lenses are

made of specially-crafted crystal balls that allow the wearer to see the near future. Skilled users can convey this effect temporarily on others, although the future they see may not be the most accurate.

o Holds a maximum of 20 charges. Recovers 5 charges at the end of an encounter. Recovers all charges during a Reprieve.

o Passive: Increase your EVA by a value equal to this relic’s current number of charges. o Trigger: When a combatant that has their EVA increased by this relic’s effect successfully

evades an ability, expend 1 charge from this relic. o Use Item: Expend 2 charges and target an ally. During the remainder of this encounter,

that target also benefits from the Passive effect of this relic. Disguiser

o You automatically obtain this relic with the “Disguise Artifact” perk. o Holds 3 Charges maximum. Recovers all Charges during a Reprieve. o Use Item: Pay 2 MAG or 3 VIT to restore 1 charge of this relic. o Use Item: Expend 1 charge of this relic and designate a combatant or Assist previously

used in this encounter. You are visually and vocally disguised as that designated combatant/Assist. Your abilities and other features remain yours, however any time you or the combatant you are disguised as would be targeted by an ability, randomly determine the Target of that ability. Patron Scan used on you will return results based on your disguise.

Diviner o You automatically obtain this relic with the “Mystic Artifact” perk. o Holds 4 Charges maximum. Recovers 2 Charges during a Reprieve. o Use Item: Pay 1 MAG/VIT to restore 1 charge to this relic. o Use Item: Expend 1 charge of this relic. Apply the Foresight condition to yourself for the

rest of this encounter. Doomtale Rose

o This black and slightly wilted rose bud seems to bloom a little when splashed with the essence of enemies. Merchants commonly advise to not be in the direct vicinity of the Doomtale Rose when it fully blooms, as the flower has a natural ability to sap the life of those around it.

o Holds 13 charges. Does not recover charges normally. Loses all charges at the end of an encounter.

o Trigger: When you inflict a Critical Hit, this relic gains 1 charge. o Trigger: When you KO a foe, this relic gains 1 charge.

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o Trigger: When this relic has 13 charges, expend all charges. You are KO’d with 0 HP (ignoring Lifesaver effects), and all combatants at Close and Near range to you take damage equal to the amount of HP you had when this effect activated.

o Trigger: You are revived with 1 HP the turn after you are KO’d by this relic’s effect. You can only use this effect if your Specialization is Dark.

Double Resonator Bow o Upon initial inspection, this bow seems to be an instrument of Music, not War. With a

quiver of arrows made to echo and chime, foes find themselves unsettled when shot at, and allies are uplifted by the peal of the string as it is released.

o This is a Ranged Relic Weapon. It is considered a Magical Weapon that uses the wielder’s AGI stat for damage (dealing Pierce damage). It can be used by any character, and its Attack ability has an Optimal Range of “Mid-range, Far, and Long-Range”.

o Holds 5 charges. Recovers all charges upon Reprieve. o Reactive: When you successfully deal damage with this weapon, you can expend 1

charge, Target a combatant, and designate a Condition currently applied to the damaged combatant. Apply that designated Condition to the Target for 2 turns.

o Boost: When you would use the Attack ability, you can expend 1 charge to increase the Optimal Range of this weapon to include Close and Near, but if you do, roll half the damage dice you would normally. You can only use this effect if your Specialization is Sound.

Feral Totem o A small wooden statue of various animals, including wolves, eagles, and the occasional

crocodile. Holding it close, you feel the merciless laws of the Wild guiding your every movement, as if you were simply another claw, fang, or poison delivering its judgement.

o Holds 2 charges. Recovers all charges during a Reprieve. o Use Item: Expend 1 charge and choose one of your stats (STR, AGI, VIT, MAG, LUK).

Increase that stat by 2 until the end of the encounter. o Boost: When you use this relic’s Use Item effect, you instead may designate 3 stats, and

the increase becomes “4 each”. You cannot designate the same stat twice with this effect. You can only use this effect if your Specialization is Beast.

Future Lens o A crystal glass the size of a large coin. When you look through it, the refractions show

glimpses of the far-distant future (if you’re younger) or the far-distant past (if you’re older), to a time when your powers are at their greatest. Even if you never age, the person on the other side looks to be a young adult sharing your physical attributes. When you channel your power through it, the present “you” and the “you” that you see in the crystal switch places, bestowing upon you the magical power and knowledge of you at your absolute best. WARNING: The image you see may or may not be possible in the current timeline.

o Holds a maximum of 8 charges. Recovers 2 charges at the end of an encounter. Recovers all charges during a Reprieve.

o Use Item: Expend 3 charges. Double your Base stats (and ONLY your Base stats) for 3 rounds.

o Boost: When you use this relic’s “Use Item” effect, you can expend an additional 4 charges to choose 1 stat with a negative modifier. Fully recover that stat to its current maximum.

o Boost: When you use this relic’s “Use Item” effect, you can expend an additional 3 charges. While under the effects of this relic’s “Use Item” effect, you may use any spells

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available to your Specialization(s), including ones you would normally be unable to use due to Weapon restrictions. You must still pay the cost(s) of those spells as normal.

o Boost: When you use this relic’s “Use Item” effect, you may expend an additional 3 charges. While under the effects of this relic’s “Use Item” effect, any ability that allows you to roll for a Critical Hit automatically deals a Critical Hit.

Gale Wings o A pair of small feathered capes that are attached to the sleeves of your outfit, or clasped

directly to your arms. When you swing your arm, a gentle breeze passes through the feather-stitched cloth. Apply more force, and you unleash tremendous winds.

o Holds 4 charges. Recovers all charges during a Reprieve. o Boost: When you would use the Attack ability, you can expend 1 charge. If that Attack

successfully inflicts damage to its Target, push that Target one Stage away from you. o Passive: When you use this relic’s Boost effect, you can expend extra charges to have

the Target be pushed back an additional Stage for each additional charge used. You can only use this effect if your Specialization is Air.

Graverobber’s Ring o A ring with a skull, eye, or knife showing. When you wear it, your hands feel as if they’re

slightly magnetic, or “sticky”, and you find it harder to put down small baubles and trinkets. When near a corpse or unconscious body, you may find the hand with the ring twitching slightly, as if in anticipation.

o Holds 2 charges. Recovers all charges during a Reprieve. o Passive: Once per Turn, you can use the Pass Item ability for 1 less MS than you would

normally, to a minimum of 0 MS. o Pass Item: Expend 1 charge and target a KO’d combatant at Close range. You can take

any single Item, Relic, Weapon, or Outfit from that Target, and use it as if it were your own.

Heartless Teardrop o A teardrop made of polished, black-dominant marble. Holding it, you feel a sense of

detachment, and may have trouble expressing or even having emotions, even when you know you should. As it gains charges, the teardrop becomes more white-dominant, and you feel an overwhelming quantity of emotions, as if they were being held back with a floodgate.

o Holds a maximum of 5 charges. Loses all charges during a Reprieve. o Passive: While this relic’s number of charges is less than 5, you are immune to any

ability that requires the use of Rage, Focus, Sorrow, or Elation Charges. o Trigger: When you would be affected by any spell cast by a character with an Empathic

Specialization, this relic gains 1 charge. o Use Item: You can expend any number of charges from this relic to apply Rage, Focus,

Sorrow or Elation Charges to combatants, up to the number of charges expended. You can only use this effect if your Specialization is Empathic.

Howling Ring o As this large brass ring gains charges, small holes appear in it. If you remove the ring and

put it to your ear, you hear a bloodlust-filled scream of pure fury. The more charges it has, the greater the number of these screams, until it sounds as if the ring is the portal to a battle-ready army of pure Hate. When you strike with the power of the ring, all hear the battle cry of dozens of vengeful spirits.

o Holds unlimited charges. Loses 5 charges at the end of an encounter. Loses all charges during a Reprieve.

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o Trigger: When an ally’s HP is reduced by a foe’s ability, this relic gains 1 charge, and that foe gains 1 Howl Counter.

o Passive: Your Critical Rate against foes with a Howl Counter(s) is increased by 4% per Howl Counter they have.

o Boost: When you use a Spell with a cost on a foe with a Howl Counter(s), you can remove all Howl Counters from that foe. Reduce the cost of that Spell by 1 stat point per Howl Counter removed. This effect cannot bypass “Min” or “Max” effects, and “Channel” effects are applied using the reduced cost, not the original cost.

Interference Rings o These silver rings are designed with a twin theme in mind. Usually they will have some

sort of dual-nature design to them, such as the Sun and the Moon, Yin and Yang, or even something as simple as Red and Blue. When a twin uses the power of the ring, the other twin is empowered with the ability to strike for themselves.

o Holds 4 charges. Recovers 2 charges during a Reprieve. o Passive: This relic comes in two parts, and must be equipped to a matching pair of twins

to have any effect. Charges are shared between the two parts. Either twin may use this relic’s effects, but limitations apply to both twins.

o Active/Attack-like: Expend 1 charge and target a combatant. Perform an Attack with your currently equipped weapon on that combatant, but roll twice the number of dice you would normally for that Attack. The other twin equipped with this relic cannot use Active or Attack-like abilities during the round you use this effect, and you cannot use this effect if the other twin already used an Active or Attack-like ability during the round.

Jadis Cloak o This pale fur cloak bears a snowflake pattern of sorts. Wearing it makes you feel

powerful and imperious enough to use the Deep Magic from the Dawn of Time. While wearing it, you seem colder and more menacing. If you’re an Ice girl, those around you feel the temperature drop 10-15 degrees with your mere presence.

o Holds 10 charges. Recovers all charges during a Reprieve. o Trigger: At the start of a round, expend 1 charge. Apply the Blind (5) condition to all

combatants (including yourself). If an ally (including yourself) already has a Blind condition, do not apply this effect to that ally. If you did not apply the Blind condition to any combatant as a result of this effect, refund the charge used.

o Boost: When the Trigger effect of this relic activates, you can expend an additional 3 charges to apply the following effect: “Apply the Freeze condition to all foes”. You can only use this effect if your Specialization is Ice.

Kaliedo Crystal o This gemstone is usually red, but appears to change color when you’re not looking.

When you get into a conflict, it vibrates slightly and starts shifting through all of the colors of the rainbow until the danger has passed. After a time, you might learn that each color corresponds to a specific effect, but when each color will be used seems completely unpredictable.

o At the beginning of an encounter, roll 1d6. This relic starts with that many charges during that encounter. Removes all charges at the end of an encounter.

o Use Item: Expend 1 or more charges, and roll 1d4 per charge expended, applying the following effect(s) based on the value(s) rolled. All of these effects are considered Trigger effects.

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1 – Target an ally and a foe. Both Targets skip their next turns. If you can’t target both an ally AND a foe, you can’t use this effect.

2 – During your next turn, the first ability you would use cannot be negated. You can only use this effect if your Specialization is Illusion. Otherwise, the charge is wasted.

3 – Permanently Invert the Turn Order for the round, starting with the next round.

4 – Nothing happens, and the charge is wasted. If your Specialization is Illusion, you instead refund the charge with no effect.

Ling Xen Pocketwatch o A European-style pocketwatch has the engraving “Made in China w/ Martian Tech”.

When you hold the silver-plated device in your hand, you feel as if you could write every wrong ever made, however in practice the device’s time-manipulation abilities are extremely limited.

o Holds 1 charge. Does not recover charges naturally. o Use Item: Reduce your HP to 1. Recover 1 charge of this relic. You cannot use this effect

if your HP is 20 or less. o Full-Turn: Expend 1 charge of this relic. Target a single combatant. Revert their status

(Current HP, Current Stats, Currently-applied conditions, and Equipped Weapon(s)/Outfit) to what it was at the start of the round.

o Boost: When you use the Full-Turn effect of this relic, you can also choose to halve or double that Target’s current Initiative value for the remainder of the combat. You can only use this effect if your specialization is Time.

Livewire Boots o These highly-fashionable boots change to coordinate with your outfit, but will always

have the trademark neon green markings as a telltale sign of their true nature. When you first hold or wear these boots, you feel your hair stand on end slightly. When you activate the effect, you feel lightning coursing through you, harmless unless struck.

o Holds 3 charges. Recovers 1 charge during a Reprieve. o Use Item: Expend 1 charge. During your next turn, you receive double the MS you would

normally, but until the start of your second turn after you activate this effect, you take double damage (after DEF and EVA).

o Passive: While the Use Item effect of this relic is active, you only take 1.5 times the damage (after DEF and EVA). You can only use this effect if your Specialization is Lightning.

Miracle Stone o This relic can only be created with the “Miracle Stone” spell. o Holds 3 charges. o Trigger: At the start of your turn, expend 1 charge of this relic. Restore 3d4 HP. o Use Item: Expend all remaining charges of this relic. Restore 2d6 HP per charge

expended. o Passive: This relic does not count against the Relic Equip Limit. o Trigger: When this relic has 0 charges, it is destroyed.

Mirror Clay o This glass-like clay responds to the magical energies in the area, and molds itself to

recreate those energies and utilize them. When not in use, the clay takes the shape of a mirror, and allows one to reflect on oneself…or just check for bad hair days.

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o Holds a maximum of 5 charges. Recovers 2 charges at the end of an encounter. Recovers all charges during a Reprieve.

o Use Item: Expend 2 charges and target an ally or allied Assist. You can use that Target’s Power as if you had it at the level that Target has it for 3 of your turns. You can copy multiple Powers this way, however you cannot copy the same power multiple times (even from different sources).

o Use Item: Expend 1 charge to extend the duration of a copied Power by 2 rounds. Molten Heart

o This heart-shaped lump of iron looks as if it’s been melted and re-sculpted multiple times, and becomes red-hot in appearance when you use it. When you are subjected to the effect, you feel your own heart burn white-hot as a tremendous power overtakes you, but afterwards you feel a huge drain on your being, sealing you (if you’re a monster girl) or reverting you (if you’re a Magical Girl or Dark Magical Girl).

o Holds 1 charge. Recovers all charges during a Reprieve. o Use Item: Expend 1 charge and Target a combatant. Until the end of your next turn after

this effect is activated, increase that Target’s stats by values equal to their current stats, but when this effect wears off they revert to Sealed/Civilian form automatically, and cannot transform again until their next Reprieve.

o Active: Sacrifice half of your current HP and Target a Sealed/Civilian Form combatant. They can use the Transform ability once without having to wait for their next Reprieve. You can only use this effect if your Specialization is Metal.

Moon Prism o This compact houses a stone fragment from the moon, as well as a mirror for checking

your own reflection. It seems to have a mind of its own, and will commonly appear in pockets and bags near other relics, especially if they’re low on charges.

o Holds 5 charges. Recovers all charges during a Reprieve. o Use Item: Expend 1 charge and Target a combatant. Increase the charges of all Relics

that Target has equipped by 1 (up to their normal maximum). o Use Item: Expend 3 charges. Increase the charges of all relics currently equipped by an

ally by 1 (except this one)(up to those relics’ normal maximum). You can only use this effect if your Specialization is Stone.

Power Rune o You automatically obtain one of this relic with the “Power Artifact” perk. o Holds 3 charges. Recovers 3 charges during a Reprieve. o When created, this relic has a spell “attached” to it. This spell cannot be changed once

chosen. o Variable: You can expend 1 charge of this relic to use the attached Spell. The Action(s)

and Cost(s) of that spell apply normally. If the spell is a “Toggle” spell, you do not have to expend a charge to turn that spell “off”.

Purifier o You automatically obtain this relic with the “Purification Artifact” perk. o Holds 3 Charges maximum. Recovers all charges during a Reprieve. o Use Item: Pay 2 MAG or 1 VIT to restore 3 charges to this relic. o Use Item: Expend 1 charge of this relic and target a combatant with a CP value(s).

Reduce each of the CP values of that Target by 3.

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o Reactive: If you would gain CP due to the effect (but not cost) of an ability, you can expend 1 charge from this item instead.14

Refraction Pendant o This hexagonal pendant gives you a sense of protectiveness. When you receive a

beneficial condition, you feel the need to share it with everyone you care about, and maybe a few people you don’t care about.

o Holds 3 charges. Recovers all charges during a Reprieve. o Reactive: When a Condition is applied to you, you can expend any number of charges

and target that number of allies. Apply that same Condition to those Targets. o Boost: When you expend 3 charges with this relic’s Reactive effect, that Condition is

instead applied to any number of allies you Target, not just 3. You can only use this effect if your Specialization is Reinforcement.

Restorative o You automatically obtain this relic with the “Healing Artifact” perk. o Holds 2 Charges maximum. Recovers 1 Charge during a Reprieve. o Use Item: Pay 3 MAG or 5 VIT to restore 1 charge of this relic. o Use Item: Expend 1 charge of this relic and target any 1 combatant (at any range).

Restore 3d12 HP to that Target. o Use Item: Expend 2 charges of this relic. Restore 2d12 HP to yourself and all allies.

Shifting Cap o A stretchy hat, available in a variety of styles, but almost never feels like it’s the right size

for your head. When you use it for the third effect, you find yourself to be smaller than before, while using the fourth effect causes you to become larger.15 A note stitched to the inside of the hat advises against using it shortly after eating.

o Holds a maximum of 10 charges. Recovers 2 charges at the end of an encounter. Recovers all charges during a Reprieve.

o Use Item: Remove all effects of this relic that are currently applied to yourself, and recover half of the charges (rounded down) used to apply that effect.

o Use Item: Expend any number of charges from this relic. Decrease your maximum HP by 10 and DEF by 1 for each charge used. Increase your EVA by 4 for each charge used. Your DEF can become negative using this effect, but if your HP would become 5% or less of your default maximum, you cannot apply this effect with that quantity of charges.

o Use Item: Expend any number of charges from this relic. Decrease your EVA by 4 for each charge used. Increase your maximum HP by 10 and DEF by 1 for each charge used. Your EVA can become negative using this effect, but if your HP would become 200% or more of your normal maximum, you cannot apply this effect with that quantity of charges.

Spectral Shawl o A pale shawl, seemingly made of spider webs, gives you a sense of affinity for the dearly

departed and the paranormal in general. When you use the effect, you temporarily become one with the Spirits, and appear floaty and spectral. While you are a spirit, the shawl protects you from being used for a Spirit spell.

o Holds 4 charges. Recovers all charges during a Reprieve.

14 See the “Order & Chaos, Friend & Foe” SCS Expansion for more details on Corruption 15 The specific scale of the changes are left up to the GM and the Player, but it’s advised that you try to stick to a range of 6”~20’, as people

outside this scale have a hard time interacting with normal-sized people safely.

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o Use Item: Expend 2 charges. Until the end of your next turn, you cannot be Targeted by, nor affected by, abilities (including your own), and you cannot affect any combatants (including yourself) with abilities.

o Passive: You only have to expend 1 charge for this relic’s Use Item effect. You can only use this effect if your Specialization is Spirit.

Suzaku Fan o A regal fan made of countless feathers. When you wave it, the fan emits sparks and

embers, and appears to shed feathers. Despite this, it never seems to have any less feathers on it, and the feathers erupt into explosive flames when you wave it harder.

o Holds 12 charges. Recovers all charges during a Reprieve. o Reactive: At the end of a round, you can expend 3 charges. Deal 3d6 Fire damage to all

combatants that used the Move, Disengage, Dash, or Flee abilities during that round. This effect ignores Evasion.

o Reactive: At the start of your turn, restore 1 charge to this relic for each combatant that took Fire damage since the start of your last turn. You can only use this effect if your Specialization is Fire.

Void Grasp o A heavy gauntlet, seemingly made of onyx and black steel. Wearing this will definitely

put you in with the middle school crowd, but be careful shaking hands; the gauntlet’s powers are absolute.

o Holds a maximum of 3 Charges. Recovers 1 charge at the end of an encounter. Recovers all charges during a Reprieve.

o Trigger: While you have this relic equipped, if you are subject to a Spell that has been previously used on you this encounter (even if by a different combatant), the user of that spell must pay double the associated cost(s) (if any) or that spell is negated.

o Use Item: Expend 2 charges and target 1 combatant. That Target’s Power(s) are negated for 3 rounds.

o Use Item: Expend 1 charge and designate a single Power, Spell, Enhancement, Item, or Condition. The designated ability/effect has no effect on all combatants for 2 rounds. You cannot designate “Void Grasp” for this effect. You must be able to designate the chosen ability/effect by name.

Warped Wood o A wedge of wood with carvings of various paths in it. The wood itself looks like it has

seen better days, though, as it seems to be swollen in some places, twisted in others, and sections burned or chipped out. When used, the wedge twists itself into various shapes, making the carvings have ridiculous shapes far from the original.

o Holds 3 charges. Recovers all charges during a Reprieve. o Use Item: Expend 1 charge, Target a combatant, and designate a Stage that is Far, Mid-

Range, Near, or Close. During the next 3 rounds, whenever any combatant would move in relation to that Target, they are automatically placed at the designated range in relation to that Target instead. This effect is unaffected by Dash and Disengage.

o Passive: This relic’s Use Item effect affects users of Dash and Disengage. You can only use this effect if your Specialization is Wood.

Warpstone o This stone displays a number of runes, both enameled and carved, in the shape of

various portals and arrows. When used, you feel a tug at your being, pulling you towards your destination. A particularly magically-inclined girl will find that one of the rune sections is actually an advertisement for an anti-nausea potion.

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o Holds a maximum of 5 charges. Recovers 2 Charges at the end of an encounter. Recovers all charges during a Reprieve.

o Use Item: Pay 3 points of any combination of stat(s) to restore 1 charge to this relic. o Use Item: Expend 1 charge to move up to 2 stages in relation to a single combatant. o Reactive: When you would be affected by an ability that would deal damage, you can

expend 2 charges to negate the effect(s) of that ability on yourself (but only yourself). Z-G Bangle

o When you wear this golden bangle, you feel slightly weightless, as if a good jump would have you soaring among the clouds. Where others would flail helplessly from changes to gravity, you maintain full control of your movement while floating in midair, as if you were flying.

o Holds 9 charges. Recovers all charges during a Reprieve. o Passive: You are unaffected by the effects of the Float condition. o Passive: While this relic has charges, and while under the Float condition, you gain an

additional MS each turn. o Use Item: Expend 3 charges and Target a combatant. That target has the Float condition

applied to them for 3 turns. o Reactive: At the start of your first turn in combat, you may expend 1 charge to apply the

Float condition to yourself for 5 turns. You can only use this effect if your Specialization is Gravity.

Conditions

When a status condition is applied, it has a Turn Count associated with it. This Turn Count is decreased by

1 at the end of the turn in which the condition exists on the combatant (except the turn it is applied).

Additionally, most conditions can be applied in multiple instances simultaneously (all with their own

individual Turn Counts). Unless otherwise noted, these additional applications stack, but are considered

separate. The following is an exhaustive list of conditions that currently exist in the SCS. Some of these

conditions are pertinent to future updates and may not currently have methods of application.

Table: Conditions

Condition Effect(s) while Active

Ache Decrease your MAG by 1 at the start of your turn. If your MAG is reduced to 0 by this effect, you are KO'd at your current HP value.

Berserk Can only Attack, Move, Evade, and Flee. Attack damage *3 (before EVA)

Bind Cannot use any abilities that require MS or Weapons.

Bleed Lose 1d6 HP at the start of your turn. You can use 1 MS to reduce this HP loss (as well as the HP loss of all other stacks of Bleed) to 1 each.

Blind (X) When you would Target any combatant or Move, you must roll 1d20. If your roll is < X, you fail.

Bounce Spells that would affect you instead affect the User. This does not apply to spells that would negate or remove the Bounce condition. This effect cannot be applied

multiple times simultaneously.

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Breathless Decrease your VIT by 1 each turn. If your VIT reaches 0 by this effect, you are KO'd @ your current HP value.

Burn Take 2 Fire damage at the start of your turn.

Chain Hold Cannot Move or use abilities except for Iron Maiden. If a foe with Chain Hold is KO’d (or otherwise removed from combat), this condition is removed.

Charmed You can only Move towards the one that inflicted this condition OR Attack a Target the inflictor designates. This effect ignores Absolute Direction.

Confuse You can only use Active abilities. When you do, roll 1d4: 1-3(Fail); 4(Used as normal)

Daze Cannot use non-Inherent abilities.

Depression At the start of your turn, Roll 1d8 and lose -1 in a stat based on the roll. 1(STR); 2(AGI); 3(VIT); 4(MAG); 5(LUK); 6-8(None).

Disarm Cannot use any abilities that require your currently-equipped weapon(s). You can use the Equip ability to immediately remove 1 application of this condition.

Disillusion Abilities that you use that apply EVA allow the Target to roll 2d20, taking the best roll of the two as their EVA roll.

Elation Restore 2d4 HP at the start of your turn. Cannot heal by any other means.

Entangled Cannot use actions or abilities that require MS. Cannot Flee. You can cure this condition using your Turn Action.

Fearful Can only Move, Evade, and Flee. You can only Move away from foes.

Flame Purge When you take Fire damage, you immediately take an additional 1d6 Fire damage.

Flame Smite When you take Fire damage, you immediately take an additional 1d8 Fire damage. This condition immediately cures itself after being triggered.

Float All Active moves have a 50% Failure chance. Cannot Move. If you have a "Wings" effect, the failure chance doesn't apply and you can move 1 Stage per turn (no

matter how many MS you have).

Fog Cannot use Spells or Powers. The effects of Passive, Semi-Auto, and Reactive Spells/Powers on yourself are suppressed while active.

Foresight EVA +5. During your turn, you can use 2 MS to increase this bonus to +15 until your next turn.

Freeze Cannot Move, Act, or Evade. You take double damage from the next Bash, Slash, or Pierce damage you would receive (after applying DEF), but if you do this condition is

immediately removed.

Frost Blade (X)

When you execute a Melee attack, you also deal a second hit with Xd6 Ice damage as a follow-up.

Gag At the start of your turn, you must choose to take 1d10 damage or lose 1 VIT.

Haste While affected, you always go first in Turn Order, and EVA is multiplied by 1.5

Heroism Targets of your Abilities that apply EVA must roll 2d20 for EVA and take the worse roll. The first time your HP is reduced to 1 or 0, fully restore your HP. This is NOT a

Lifesaver effect.

Hold Cannot Attack or use MS.

Horrified You can take an extra Turn Action OR 2 extra MS each turn, however combat does not end until all other combatants are KO'd.

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Hunger Decrease your STR by 1 each turn. If your STR reaches 0 by this effect, you are KO'd and this condition cures itself.

Inert Your turn is skipped. The Turn Count of this condition goes down by 1 when your turn is skipped.

KO'd Cannot use any Abilities, and Abilities are suppressed. Cannot Move. Cannot Evade. If HP is > 0 at the start of your turn, cure this condition.

Mana Buffer

You can remove this effect in the place of any MAG and/or VIT stat cost of total 2 or less. This effect can effectively reduce a cost to 0.

Overfocus Base EVA is doubled. Cannot Target any combatant that you did not Target during your last turn.

Pain Take 2d8 damage each time you perform an action that uses your Turn Action or MS. Damage is inflicted AFTER the action is completed.

Panic Ability stat costs are all increased by 1.

Paralyze At the start of your turn, roll 1d100 (no FB). If your roll is less than 50, you skip your turn.

Petrify Cannot Move, Act, Evade, or React. Increase DEF by 20. You are considered KO'd for the purposes of determining Combat Results.

Pin (X) Cannot Move or Act. If the one that inflicted this condition takes X damage (cumulative), this condition is removed.

Poisoned Lose 2d8 HP at the end of your turn.

Pollen Any time you use an ability that Targets, you must roll randomly for the Target from amongst all of the Possible Targets.

Power Surge Temporarily increase STR by 4. If you use this STR to pay costs, it may result in a negative STR stat when this condition is removed.

Rage Critical Rate is tripled, but cannot Evade.

Shield (X) Negate all damage to you under X. If surpassed, remove this condition. Can only be affected with 1 "Shield" at a time, using the best one each time.

Sleep Cannot Move, Act, Evade, or React. Recover 1 stat of your choice and 5 HP at the start of your turn.

Slow While affected, you always go last in Turn Order, and EVA is reduced by half.

Speed Surge Temporarily increase AGI by 4. If you use this AGI to pay costs, it may result in a negative AGI stat when this condition is removed.

Stone Skin Increase DEF by 10. Multiple applications of this condition increase the DEF bonus of this condition by 5 instead of applying a new instance.

Stun Cannot use Actions. Base EVA halved.

Swarm (X) Cannot Move or use Actions, except to Attack the foes swarming. If all foes swarming are gone, condition is cured. X = # of foes.

Timestop Cannot be affected by nor use Abilities, Actions, Reactions, or Conditions. The Turn Count of all conditions other than "Timestop" are suspended.

Venom Purge

Roll double the dice for Poison while active.

Wrap Cannot Move or Target any but the one that inflicted this condition. Take 1d8 Bash damage at the start of your turn.

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Questions?

You can contact the dev (under the username DarkSunDuelist) via IRC:

Server: irc.Rizon.net

Channel: #Cup&Coin

You can also contact the dev (under the username JeanneD’Code) via the Magical Girl CYOA Discord, the

link for which can be found in the /tg/ thread upon request. Additionally, you can usually contact the

dev (under the trip “MaidOfCharts”) in the Magical Girl CYOA thread on /tg/. Responses are swifter on

weekdays, but will usually be seen and responded to eventually.

The SCS is always evolving. If you’d like to help test new mechanics, have a question concerning

mechanics of the SCS, or suggestions for SCS features, contact the dev.

This combat module is not directly affiliated with QuasarBlack’s Magical Girl CYOA, and is only intended

as an add-on module for roleplay and campaign purposes. Questions and comments regarding the CYOA

should be directed to QuasarBlack.

This combat module is not directly affiliated with the Accidental Magical Girl Core system. Questions

regarding that system should be directed at the current developers for that system.

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Errata & Patch Notes for v1.\7

Fixed a few typos.

Added the “Spellweaver” Enhancement.

Life Gamble is now a Speed (SP 2) ability [Previously Active]

Damage-dealing expendable Items now ignore EVA.

Spell Rating calculation now added to the section regarding Spell Tiers.

Chilling Blows’ cost changed from “X MAG” to “2 MAG or 3 VIT”.

Jadis Cloak’s Trigger effect now refunds its charge if it fails to apply the Blind condition to any

combatant.

Molten Heart’s Active effect now only allows the target to use their Transform ability once.

Suzaku Fan’s first effect now clarifies that it only works on those that have fulfilled the

conditions within the round the effect is used.

Purifier’s CP reduction effect increased to 3. [Previously 2]

Army of One’s Sacrifice cost reduced to 15. [Previously Sacrifice 20]

Army of One’s effect now requires the user to choose the weapon they want to copy each turn.

[Previously could freely switch as desired]

Army of One can no longer be channeled at all. [Previously couldn’t channel the ENTIRE cost]

Cipher Lens’ second Reactive effect removed

Cipher Lens’ first Reactive effect now works on any and all allies.

Cipher Lens gains a new Boost effect.

Kaliedo Crystal’s 4th effect no longer wastes the charge if your Specialization is Illusion.

Added the Generic Spells: Quick, Vanquish, Crusade, Pummel, Iai, Rapid Draw, and Sap