Rules for a (unfinished) Magical Girl RPG
- Everyone is a person in this world.
- You can choose to either start at a higher level or start as a normal person.
- Starting at a higher level means that you have made your wish and those consequences are at a stage.
- Starting as a normal person means you have to make a wish in order to get your magical powers.
- Magic works using 2d6.
- Name the spell, describe it and give your intended effect. Roll 2d6. On an 8+, choose 3. On a 6-7 choose 2.
- There is very little blow-back
- It has roughly the intended effect
- Nothing unbelievably weird happens
- There is no damage to your memory
- There is no HP, health is measured in successes and failures. Tougher creatures require a higher degree of success.
- Witches are the only enemy. They can arrive at any time and are limited only by the DM's imagination.
- All Magical Girls become Witches when they die. Their health is equal to the amount of successes they rolled (or maybe the amount of Witches they killed).
- Everyone has 1 health, which means one success is enough to kill them.
- Only Magical Girls (and Witches) can have more than 1 health.
- When becoming a Magical Girl, the player gets a wish. There are no limits, only consequences.
- Upon the granting of this wish, the Magical Girl rolls for a random super power/special weapon.
- A Magical Girl's body is immortal as long as her Soul Gem is intact.
- A Soul Gem cracks and shatters after its "health" is removed.
- Removal of a Soul Gem from a Magical Girl renders the Magical Girl's body lifeless.
- Defeating Witches is the only way for a Magical Girl to grow stronger.
- Each defeated Witch grants the Magical Girl 1 additional health.
- Damage is dealt by Witches but also by over-extending.
- When unbelievably weird things happen you can take damage, same with blow-back from a spell, or damage to your memory
- This game is meant to be quick and brutal. Magical Girls will be cycled through with little effort.
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