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STANDARD ALLIED MAGICAL GIRLS RULES AND REGULATIONS

Started by Anastasia, August 26, 2011, 12:19:11 AM

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Anastasia

Dice used

2d6. On occasion a single d6 may be used, but all rolling revolves around 2d6.

Attributes

You have three attributes. These three attributes are body, mind and soul. From these you get hit points, energy points and determine your combat value, attack combat value and defense combat value. More on all that in a minute. For now let's look at the attributes:

Body: This measures how good a shape you're in, how tough you are, how athletic you are and all manner of things like that. This encompasses your physical makeup.

Mind: How smart you are, as well as the strength of your mental psyche. This encompasses your mind, but not anything spiritual such as a soul.

Soul: Your inner self, willpower and spiritual presence.  This encompasses being in balance with nature, being spiritually attuned and other such things.

For reference, a value of four is an average adult.

Attribute Generation

You have 24 points to divide among your scores as you see fit. The minimum for any one score is 1, the maximum is 12.  Beyond that it's your discretion on how to split up the points. For reference, human average is 4, maximum normal human capacity is about 8 to 9.

Combat Value

You get your combat value by adding up your body, mind and soul, then dividing by three. Any fractions are rounded down. Since all of you are starting with 24 ability points, you have a combat value of 8.

Attack Combat Value(ACV)

This is your combat value and any other variables that effect it. In other words, 8.

Defense Combat Value(DCV)

This is your combat value minus 2, as well as any other variables that effect it. In other words, 6.

Hit Points

You calculate your hit points by adding body and soul, then multiplying by 5. A character with 5 body and 6 soul would have (5+6)*5= 55 hp. Run out of hit points and you're dead, dead, dead.

Energy Points

You calculate your energy points by adding mind and soul, then multiplying by 5. A character with 6 mind and 7 soul would have (6+7)*5= 65 hp. Run out of energy points and you can't do extra-special things until you get some back.

Recovering Hit Points and Energy Points

You recover 20 + body score hit points and 20 + soul score energy points per night of rest, doubled if you're in bed rest, being tended to by a doctor or some other extenuating circumstance.

Traits

Every character gets 4 traits. These define abilities above the norm that indicate what your character can accomplish. These aren't mundane things - I assume a character from modern day America knows how to drive, use the internet, do algebra and any other mundane things reasonable to the character. Those don't need traits, unless your skill in them is such that it's exceptional.  A character that took driving as a trait would be someone good enough to be a racer, someone who took math as a trait would be a mathematician and so forth.

Using a trait to boost an attribute is acceptable. Boosting ACV or DCV should have a cap of 2, hit points and energy point boosts should have a cap of +20.

Each trait should be tied to one of the tree attributes, body, mind or soul. This is to resolve checks when appropriate for that skill. Be creative but also be useful. There's nothing wrong with traits that are broad - 'earth magic' for a trait could be fine, just define what sorta magic you mean by it, roughly.

A trait that causes a special effect consumes energy points. In other words, magic and skills should cost MP to cast, to put it into video game terms. 5-10 points for an attack power is about right, with higher costs for unique and interesting non-direct combat powers.

Flaw

Every character gets 1 flaw. This defines a failing, a phobia or other limitation your character has. A flaw doesn't need to be linked to an attribute, but should define some falling. For example, arachnophobia, severe allergies, cold iron weapons deal double damage to you, and so on and so forth. Try not to choose something that has no chance to come up or is meaningless.

----

Checks and Combat

Checks

When a situation requires an effort above the norm, a check is used to resolve this. It's 2d6 vs body, mind or soul, with the goal to roll at or below the attribute value. A relatively easy task or a task you'd be skilled at may grant a negative modifier as a bonus. A difficult task may grant a positive modifier as a penalty.

Combat

Combat begins with initiative. Initiative is 2d6 plus your combat value. Highest rolls go first, with ties being resolved by rerolling ties as a tiebreaker. Once set initiative does not change, cycling each time around until combat is over. You may choose to hold your turn if you wish.

Attacking

The main purpose of combat is to hurt things, right? Yeah, yeah, we know. You choose a target and attack. You make an attack combat roll against your ACV, you have to roll below or equal to this number. If you roll above your ACV, you miss. If you succeed on your attack combat roll, the target gets a defense combat roll. They roll 2d6 against their DCV, aiming to roll below or equal to their DCV.  If they succeed on this check the attack misses. If they fail the attack hits and damage is dealt. For each evasion past the first one in a round by a target, a cumulative +1 penalty is applied to DCV.

Damage

Barring traits affecting this, damage dealt by unarmed character is equal to their ACV. A weapon increases this to ACVx2. A trait raises this to ACVx3 - for example, setting someone on fire with magic, hitting them with radioactive waves or whatever.  Damage reduces the target's hit points, reducing these to zero causes unpleasant things like death and taxes. Mostly just death.

Critical Hits

If you roll a natural 2 (1 and 1) on your attack combat roll, the attack is a potential critical hit. The following defense combat roll is made at a +2 penalty, and you also roll 1d6. The damage you inflict is multiplied on a critical hit, depending on the roll. A result of 1, 2 or 3 results in double damage, a roll of 4 or 5 results in triple damage, and a roll of 6 results in quadruple damage.

What can you do in a combat round?

I'm not a stickler for this, it's a loose game with a loose system. Try and keep things reasonable, to one reasonable sort of action. Hitting something and falling back a bit, trying to pick a lock, somersaulting in defense, whatever. It's not going to get into feet, inches and types of actions like D&D.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?