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Daisy Chainsaw Spreads

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James Sanders
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0% found this document useful (0 votes)
124 views43 pages

Daisy Chainsaw Spreads

Uploaded by

James Sanders
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 43

Charlotte Laskowski

Daisy
chainsaw
Art,
Layout,
Development,
Writing - Charlotte Laskowski
Editing - Matthew Kay

Blood splatter pixel art from https:��jasontomlee.itch.io/blood-fx

Thank you to Law, Snow, Justin Irons, and Rimblade.


It’s finally done!

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&/ `._\ _\
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|_�,'`-��--|_�|--''

bighog.games
57 ♥ The Team
Table of Contents
1 ♥ Playing The Game 58 ------✦ Mascot

2 ------✦ Rolling the Dice 59 ♥ Combat

3 ♥ Character Creation 59 ------✦ Move

4 ------✦ Choose Your Weapons 60 ------✦ Attack

5 ------✦ Allocate Statistics 61 ------✦ Status Effects

6 ------✦ Choose Quirk 61 ‿︵‿︵‿︵‿︵‿♥ Maneuvers

6 ------✦ Spells & Abilities 62 ‿︵‿︵‿︵‿︵‿♥ Afflictions

7 ------✦ Advancement 63 ------✦ Abilities and Spells

8 ------✦ Example Character 63 ------✦ Areas of Effect

8 ♥ Weapons 64 ------✦ Saving Throws

9 ------✦ Baseball Bat 64 ------✦ Harm Pool

13 ------✦ Brass Knuckles 65 ------✦ Burnout Pool

17 ------✦ Chainsaw 67 ♥ DM Guide

21 ------✦ Gun 69 ------✦ Fighting Strategies

25 ------✦ Hat 70 ------✦ Enemies

29 ------✦ Katana 71 ‿︵‿︵‿︵‿︵‿♥ Enemy Traits

33 ------✦ Knives 72 ‿︵‿︵‿︵‿︵‿♥ Enemy Stats

37 ------✦ Microphone 73 ‿︵‿︵‿︵‿︵‿♥ Example Enemies

41 ------✦ Roller Skates

45 ------✦ Whip

49 ♥ Spells

50 ------✦ Tier 1

52 ------✦ Tier 2

54 ------✦ Tier 3

1 2
Rolling the Dice
Playing OUTSIDE OF COMBAT, play progresses through interactive role-
play—the DM says what’s happening, describing the immediate situa-
tion, and referees players actions. The MCs say what they do and
how they go about it. However, when the outcome is uncertain or the
MCs transform, it’s time to roll the dice! Often this will be a
number of dice equal to their Primary statistic (page 4). If the
Once upon a time in a normal high school… number on a die is equal or less than the specified number (typi-
cally an MC’s Secondary statistic), it counts as a successful hit.
TO START PLAYING, you need three to seven A 6 on the die always counts as a miss. A 1 on the die always
people, including the Disaster Master (or DM), counts as a hit and explodes—roll another die, adding that die’s
character sheets, a few grids, some writing uten- result to the total number of hits. If the new die lands on a 1, it
sils and a decent number (at least six, but more is explodes again, and this repeats until you roll something else.
ideal) of six-sided dice. Like any good magical
girl show, the action takes place in a number of Ways to
Episodes or game sessions, over the course of one roll
or more Seasons, or major story arcs.

THE REST OF the players roleplay as magical


girls—teenagers with special powers living a
double life. The transformation sequence is the
split between a Main Character (MC) being a regular
person and someone truly magical. An MC already had
to be extraordinary to begin with—it’s how they
were noticed by their mascot (page 58), but they

13463
were still mundane until the show began. The mascot
Example: If an MC’s Primary statistic is 4, and their
came into their lives and enabled their magical
Secondary statistic is 3, they roll 4 dice. Because
weapons. The transformation sequence turns them
their Secondary is 3, every die that is a 3 or lower
into their magical persona, strong enough to deal
counts as a hit, so a roll of 1-3-4-6, scores 2 hits.
with the big bad of the season. What happens to an
The 1 result explodes, so the MC rolls an additional die
MC when they transform can easily transfer to their
and adds the result to the total. Exploding dice do not
everyday lives, whether that is a permanent scar or
count toward the initial limit placed on how many dice
the horrifying ordeal of discovery. Main Characters
are rolled, and can keep exploding. In this case, the MC
progress as a Team via their Power Level (PL). You
rolled another 3, for a total of 3 hits.
can read more about it on page 7.

1 INTRO 2
1> CHOOSE YOUR WEAPONS
BASEBALL BAT
CHARACTER Power ♥ Charm
page 9

If you want to turn the battlefield into a ball game.

BRASS KNUCKLES page 13


Heart ♥ Power
Hit hard and often. And often. And often. And often–

CHAINSAW page 17
Heart ♥ Power
Become a Main Character <distant chainsaw revving sounds>
in Four Easy Steps!
Choose Your Weapons page 4
GUN page 21
Charm ♥ Focus
1 Choose two different weapons (or the same weapon For the spellslingers at heart.
twice), one to be your Main and one as your
Offhand. These determine your Primary and Secondary HAT page 25
statistics and available abilities. Each weapon has Charm ♥ Heart
two listed statistics. Either listed statistic are For a friend that sticks with you from drama to gore.
used for your weapons, as long as the Primary and
Secondary statistics are different. KATANA page 29
Power ♥ Focus
Choose Your Quirk page 6 Slice up your enemies and look good doing it.
2 Weapon quirks are abstracted physical modifica-
tions of a Main weapon that affect its basic KNIVES page 33
Focus ♥ Charm
function and look.
At home ranged and in melee, a blade in every back.

Allocate Statistics page 5


MICROPHONE page 37
3 You have four statistics—Charm, Focus, Heart, and Charm ♥ Heart
Power—that all start at 1. You then get 6 addi- You like being the center of attention, don’t you?
tional points to allocate between them.
ROLLER SKATES page 41
Spells & Abilities page 6 Focus ♥ Power
4 The number of spells you know is determined by Fastest fucker on the battlefield.
your Charm stat, and the number of abilities is
determined by your Power Level (page 7). WHIP page 45
Focus ♥ Heart
Take advantage of misery and throw your enemies around.

3 CHARACTER CREATION 4
2> ALLOCATE STATISTICS 3> CHOOSE QUIRK
You have four statistics—Charm, Focus, Heart, and Weapon quirks are usually physical modifications made to
Power—that all start at 1. You then get 6 additional a weapon, represented abstractly as a quirk. You only
points to allocate between them. The maximum any statis- have one permanent quirk affecting your weapon at any
tic can reach is 6. You also have four minor statistics given time and it must be chosen from your Main weapon
derived from the main four: Spells Known, Speed, Harm with one exception: if you choose the same weapon twice,
Pool, and Saving Throw. you may choose a second quirk.

You can gain an additional, temporary quirk while in


CHARM is your ability to persuade or captivate, but when combat from either your Main or Offhand weapons by using
you’re transformed, it translates into magical acuity. the Jury-rig maneuver (page 61). Quirks may also be
Spells Known is equal to your Charm minus 1. Spells are changed during advancement (page 7).
covered on page 49.

FOCUS is your mental acuity, clarity, and aptitude for


thinking under pressure. It also contributes to your
Speed in combat. Your Speed is equal to your Focus +
Primary and expresses the amount of 5’ increments you may
4> SPELLS & ABILITIES
move in an action (page 59). You gain a number of spells equal to your Charm minus 1,
HEART is your willpower and courage, as well as your meaning you need at least 2 Charm to learn 1 spell.
capacity for taking harm mentally and physically. Your Choose a number of spells you know from the tier one list
Harm Pool (page 64) is equal to triple your Heart. (page 50). You can replace spells during advancement. You
gain more spells when your Charm statistic is raised, or
POWER is your capability for intimidation and for shows
in the place of learning an additional ability.
of physical strength. You roll Power and count hits with
Focus when making a Saving Throw (page 64). ABILITIES are the real meat of the weapon. Pick two tier
one abilities from the options offered by your Main and
Offhand weapons. You gain more abilities each Power Level
Finally, your Burnout Points (page 65) are equal to the (PL) during advancement, but may only select abilities
Team’s Power Level (page 7). from your chosen weapons.

Tier two spells and abilities are unlocked at PL 5, while


tier three spells and abilities are unlocked at PL 8.

SPELLS have a default range of double the caster’s Charm


and a duration of 1 turn. Abilities share a range with
their associated weapon, typically melee (5’) and last
until specified.

5 CHARACTER CREATION 6
POWER LEVEL measures the lessons learned and strength
gained by the Team. There is no set time when the MCs increase
in PL—when they have accomplished a goal they set together,
when they have first defeated the Season’s Antagonist and
finally get some sleep, when they escaped the cursed,
labyrinthine mall they were trapped in for three Episodes—
these are all times that may conclude with a Power Level
boost. A Team of MCs begins at PL 1 by default. Spells can be
exchanged for abilities during advancement, and vice versa.
They can be converted back during your next advancement.

PL 1
Begin with 2 tier 1 abilities and 6 points towards your stats.

PL 2
Gain 1 tier 1 ability.

PL 3
Gain 1 point to allocate to your stats.

PL 4
Gain 1 tier 1 or 2 ability.
PL 5
Gain 2 points to allocate to your stats.

PL 6
Gain 2 abilities from tier 1, tier 2, or some combination.

PL 7
Gain 2 points to allocate to your stats.

PL 8
Gain 1 ability from any tier.

PL 9
ANDROMEDA - KATANA��MICROPHONE - PL 1
Gain 1 ability from any tier.
CHARM 3 / FOCUS 1 / HEART 2 / POWER 4 �� HP 6 / Speed 5
PL 10
Gain 3 points towards your stats and 1 ability from any tier. QUIRK - Metal Flash
ABILITIES - Mantis Sheathe, Soundtrack
SPELLS - Falling Star, Cure
7 ADVANCEMENT 8
Baseball TIER ONE
Bat
Baseball Bat

POWER Bell Ringer HARM


Make an attack. The enemy is Stunned for 1 round.
ALT CHARM
Eye on the Ball PASSIVE
You gain +1 Primary to attacks when hitting targets that are
TRAIT: BATTING AVERAGE shaped like a sphere.
Every time you inflict enough harm
to kill an enemy, gain a number of Find the Pocket HARM
dice equal to your PL to your next Make an attack targeting a specific part of the enemy and if
attack against another target. successful, Crush that body part for a number of rounds equal
TRAIT: HOME RUN to your Power.
When you attack and at least half
of the dice are hits, double the Out of Bounds HARM
harm inflicted. When you attack and Conjure a baseball made of some magical, glowing force, toss it
all of the dice are hits, triple in the air, and hit it at the enemy with your bat as an attack
the harm inflicted. with range equal to your Power.

QUIRKS Slide UTILITY


Shotgun Shell: There's a shotgun shell in your Baseball Bat, ready After a hit, you may move up to your Power in any direction.
to fire. At the beginning of each episode, select one of your known
spells. You may cast that spell as a spell attack per the Spell
Attack trait for Gun, page 21.

Barbed Wire: Your Bat is wrapped in barbed wire, and it eviscerates


anyone it hits. Your dice explode on 1s and 2s when you make a
basic attack.

Nailbat: Rusty nails stick out of your Bat every odd way. Success-
ful attacks apply Poison for 1 round.

Metal: Your metal Bat is immune to attempts to Crush it. You also
gain +1 Primary on attacks when under the effects of an affliction.

9 WEAPONS 10
TIER TWO TIER THREE

Bat Outta Hell HARM


Your power knows no bounds, and you attack in a bloodthirsty
rage. Make a number of attack rolls equal to your Secondary, Bases Loaded HARM
one after the other. The effect ends prematurely once you roll Make an attack, and if successful, grant an ally within range
more misses than you have hits. equal to your Primary a free attack action with +1 Primary. If
the initial attack succeeds with at least two hits, a different
Bone Breaker HARM ally within range equal to their Primary may do the same,
On a hit, you may break your bat to inflict double harm. It increasing the bonus to +2 Primary.
takes a single Jury-rig maneuver to repair. While broken, you
suffer -1 Primary. Bunt UTILITY
Make an attack, and if successful, the enemy makes a basic
Called Shot UTILITY attack against you. Then, all allies within their attack range
You point at an enemy. Until the start of the target get a free basic attack against them.
of the next round, all allies are
considered to have used an Invoke Rub Some Dirt On It UTILITY
action, and the target enemy is consid- Quickly tend to your wounds with whatever’s around. Heal your-
ered under the effects of the spell self for all harm you took in the past round.
Marked for all purposes of the spell.

Heads Up HARM
Make an attack and if lethal, decapitate
the enemy, launching their head into an
enemy within range equal to your Power,
inflicting any excess harm from the
initial attack.

11 WEAPONS 12
Brass TIER ONE
knuckles
Brass Knuckles

HEART Flex UTILITY


You take a moment to peacock, flexing your muscles to Bolster
ALT POWER yourself and winking at an enemy within range equal to your PL
to Bewitch them.

TRAIT: COMBO Float Like a Butterfly DEFENSE


Each successful basic attack with You're especially light on your feet, able to react to attacks
Brass Knuckles adds a stack of before the enemy can follow through. Gain Bolster and the next
Combo, which grants +1 Primary to time an enemy targets you with an attack, you may make an
all attacks for each stack. You may attack against them first.
have a number of stacks equal to
your PL. Combo stacks reset to zero Gut Shot HARM
when you suffer harm or miss an Make an attack aiming for their weak spots. If successful, the
attack. This is a status effect. enemy is Stunned for 1 round.

Intimidating Aura PASSIVE


You keep a mean look in your eyes. Enemy movement costs 2
QUIRKS actions instead of 1 in an aura around you with range equal to
Daisy Dukes: You don't just fight, you fight beautifully. Your your PL.
attacks Bewitch a different adjacent enemy for 1 turn per Combo.

Electric Touch: You've got power in your hand, literally. When you
Lariat HARM
You hook your arm around the target as an attack that moves
make a successful attack, you may expend a number of Combo stacks
them up to your Secondary. You end this ability adjacent to the
to inflict Stun on for an equal number of rounds.
target’s new position.
Swarmer: When you make two successful basic attacks against an
enemy afflicted by a status effect in the same turn, you may make a One-Two HARM
third basic attack for free. Make an attack and if successful, the enemy is left wide open,
Exploding Knees: When you make two successful attacks in a row, granting you +1 Primary on your next attack this turn.
halve the target’s Speed for rounds equal to your Secondary.

13 WEAPONS 14
TIER TWO TIER THREE

Crushing Blows PASSIVE


You've got them on the back leg—each successful attack taken
may push the enemy up to your PL backwards, in the direction of C-c-combo Breaker HARM
the attack. After a successful attack, you may expend all of your Combo
stacks to multiply your successful hits and the resulting harm
Eye Poke HARM done by the stacks spent.
You're not against fighting dirty. Aim an attack at whatever
the enemy uses to see and if successful, you inflict Bewitch Juggle UTILITY
and Bleed for rounds equal to your Secondary. If you have at least 2 enemies adjacent to you, toss two of
them in the air. You may continue to Juggle so long as you
Overhead HARM spend an action each turn, and may add 1 more enemy to the
You smash your weapon over the enemy's head as an attack and if Juggle. Juggled enemies are Entangled.
successful, cause Stun.
Rain Down Blows HARM
Sting Like a Bee HARM Make an attack and if successful, with at least two hits, make
When you get hit, you hit back twice as hard, and you're wait- another attack, but with -1 Primary. Repeat until you run out
ing for it. If you're successfully hit by an attack before the of dice, or until you make an attack with no hits.
beginning of your next turn, you may immediately make an attack
against the enemy that hit you. Roll the attack twice, taking Touch of Death HARM > Uses Two Actions
the better result and adding your Secondary as bonus harm. Gazing at the heart of the enemy, you make a single attack. If
the attack succeeds with at least three hits, the enemy dies at
The Iron Mike HARM > Uses Two Actions the beginning of the next round. If the attack succeeds with
Make two attacks. If you succeed on both, you may make a third two or less hits, then the enemy is Stunned instead.
attack against the enemy, biting them and causing Bleed for
rounds equal to your Heart.

15 WEAPONS 16
chainsaw TIER ONE

Chainsaw

HEART Charge HARM


Charge forward, moving up to your Speed in one direction toward
ALT POWER an enemy, then make an attack. If you moved an amount equal to
at least your Heart, gain +1 Primary to your attack.

TRAIT: DISMEMBER DAISY CHAINSAW HARM


Certain abilities can Your favorite flower grows from the cuts and damage done with
dismember an opponent, this attack, Entangling your target for rounds equal to your
permanently Crushing one Heart. Blood splatters from the enemy in a burst equal to your
of their body parts, PL, spreading the flowers and causing Entangle to anyone in the
limbs, tentacles, or burst for 1 round.
otherwise. Any ability
that Crushes a body part Firesaw HARM
will instead Dismember. The fire inside you burns so fiercely that your Chainsaw
catches flame. You inflict additional harm with your attack
equal to your Secondary for rounds equal to your Heart.
QUIRKS
Semi-chisel: You sharpen your Chainsaw on your enemies. Gain +1
Look At Me DEFENSE
Primary on attacks for each turn you attack the same enemy. The
You rev your Chainsaw, Bolstering yourself and force all adja-
bonus does not exceed your PL.
cent enemies to attack you for rounds equal to your Heart.
Anti-kickback: Your Chainsaw is designed to minimize reactive
forces pushing it back into you. Enemies suffer -1 Secondary Shredder DEFENSE
against you, to a minimum of 1. Your Chainsaw is running and at the ready. The next time a
melee attack is aimed at an ally within range of your attack,
Lumberjack: You've used your Chainsaw before you were a Main Char-
you Protect them and Dismember the enemy.
acter. Whenever you Dismember, you may make an attack.

Big Teeth: Your Chainsaw is made with resplendent monster teeth.


Enemies within a range equal to your PL are Bewitched towards you
every time you Dismember an enemy.

17 WEAPONS 18
TIER TWO TIER THREE

Carving HARM
You are an artist. You make several precision cuts on the
enemy, inflicting harm as usual, and revealing any vulnerabili- Chainnado HARM
ties to your allies. The enemy is considered to be under the You summon another Chainsaw and hold both by the ripcord, spin-
effect of the spell Mark (page 51) for turns equal to your PL. ning them in a whirlwind of death. All creatures in a burst
equal to your PL suffer harm equal to your Heart, and Bleed.
Come and Get It DEFENSE
The fury in your heart empowers your rev, Bolstering yourself DAISY CHAINSAW DELUXE PASSIVE > Requires DAISY CHAINSAW
and Taunting enemies within an aura equal to your Heart. Lasts Upgrades the Daisy Chainsaw ability to inflict harm to the
for rounds equal to your Heart or until you take an action to target equal to your Primary harm, and inflict harm equal to
end the effect. your Secondary to all within the burst.

Knee-Chopper HARM Hedge Trimmer HARM


You aim low, swiping your Chainsaw in a circle around you. Make You work fast with your Chainsaw, cutting the enemy up as if
one attack for every two adjacent enemies against the enemy they were the branches of a tree. A successful attack Dismem-
with the highest PL, and inflict harm to all adjacent enemies. bers a number of limbs equal to your Secondary. If you dismem-
ber all limbs, they die.
Spare Gas Can HARM
You siphon fuel from your Chainsaw and make an attack with Lumberjack Special UTILITY
range equal to your Heart, dowsing the enemy with gas. Any You cut down something large and tall nearby—a tree, telephone
damaging spell or hit with Firesaw ignites the gas, setting the pole, skyscraper, or the heaving body of a big dead thing,
enemy Aflame for rounds equal to your Secondary. causing it to fall and Entangle enemies in a line as long as
your Secondary.
Tear Through HARM
You don't stop just because their dead. Once you cut through Rev n’ Parry PASSIVE > Requires Come and Get It
something, you continue to cut through an adjacent enemy, deal- When you use your Come and Get It ability, you inflict harm
ing the excess harm from a lethal attack with no roll. equal to your Heart and Bleed lasting PL rounds against any
enemy who successfully hits you during the effect.

19 WEAPONS 20
gun TIER ONE

Gun

CHARM Bubble Gun UTILITY


You attack, shooting a giant bubble at an enemy. If successful,
ALT FOCUS no harm is dealt but the enemy is Entangled in the bubble. The
enemy must destroy the bubble to escape. It has HP equal to
your PL. Allies attack the enemy without popping the bubble.
TRAIT: SPELL ATTACK
Once per turn, you may Fairyflash Grenade UTILITY
combine a spellcasting and You throw a magical grenade, inflicting 2 of your choice:
attack action into a spell Bewitch, Aflame, or Bleed, in a burst equal to your PL around
attack. Spell attacks used the target.
in this manner use the area
and range of your weapon. Ready, Aim… UTILITY
TRAIT: RANGED You lock onto a target as glowing sigils rapidly spin into
Gun has a range equal to alignment in front of your Gun. Your next attack inflicts addi-
double your Charm. tional harm equal to your Charm. If you are hit between your
initial lock-on and your attack, your aim is interrupted.
QUIRKS
Bazooka: Your spell attacks and basic attacks have a range equal to
Rocket Shell HARM
three times your Charm, a minimum range equal to Charm, and a burst
You fire the Gun downward, propelling you into the air equal to
radius around the target equal to Secondary.
your Focus and inflicting harm equal to your Charm in a 10’
Sniper Rifle: Your spell attacks and basic attacks have a range burst on takeoff and landing.
equal to six times your Charm, a minimum range equal to two times
your Charm, but are single target only. Suppressing Fire UTILITY
For one round, enemies must spend 2 actions to move while
Shotgun: Your spell attacks and basic attacks affect targets in a
within a cone equal to double your Charm in front of you.
Charm-sized cone in front of you.

Machine Gun: Your spell attacks and basic attacks have a range
equal to twice your Charm and your hits may be spread among a
number of targets equal to your PL.

21 WEAPONS 22
TIER TWO TIER THREE

Big Fucking Gun HARM


Your Gun grows three sizes this day. All successful attacks,
spell attacks, and abilities have a burst radius equal to Charm An Even Bigger Fucking Gun HARM
for 3 rounds. Your Gun grows six sizes this day. All successful attacks,
spell attacks, and abilities have a burst radius equal to Charm
Flamethrower HARM for 3 rounds, increase their range by Charm, and apply the
Make an attack for each enemy in a Secondary-sized cone. effects of the Ricochet ability.
Enemies hit suffer harm equal to your Secondary and are set
Aflame for rounds equal to PL. Dead Man’s Switch HARM > Uses Two Actions
You are unafraid. On a successful attack, inflict double harm
Minefield UTILITY to all targets in a burst equal to your PL, including yourself.
Choose a spell you know. You set a spell-enhanced minefield
over a number of grid-squares equal to your Charm, which acti- Orbital Cannon HARM > Uses Two Actions
vate at the beginning of your next turn. Any enemies who step You have a backup plan in the form of a big, red button. You
on an active mine suffer the effects of the spell and are set inflict harm to an enemy of your choice anywhere, so long as
Aflame for rounds equal to PL. you know their exact location.

Missile Surfing UTILITY Smoke and Mirrors DEFENSE


You move equal to your Charm in a straight line, setting anyone Everyone on the Team gains +2 Primary and enemies suffer -2
you contact Aflame and inflicting harm equal to your Charm in a Primary (minimum of 1) for the encounter.
15’ burst on landing.

Ricochet HARM
On a lethal spell attack, the attack ricochets to a random
enemy within range equal to your Charm from the target,
inflicting the excess harm to the new target.

23 WEAPONS 24
TRAIT: FAMILIAR
You craft, summon, conjure, or befriend a
familiar, who may act on your turn and who TIER ONE
uses your actions. They may attack with
their own stats, use maneuvers, and move.
Hat
This familiar can be of any form or shape,
from your loyal dog, your sentient weapon, Hat
to an alarmingly helpful eldritch entity.
Though this familiar uses your actions, they CHARM Fluffy FAMILIAR
Your familiar is especially large and tough for their kind.
have their own attack roll and their own
ALT HEART Enemies roll with -1 Primary when attacking the familiar.
Harm Pool. It may be helpful to give them
their own sheet to track them. Refer to the Enemy statistics table
Magic Trick FAMILIAR
for their stats based on the Team’s PL. If a familiar is hit with a
Your familiar has a few tricks up their sleeve���or under their
killing blow, all excess harm is funneled through the Hat and to
paw, or behind those mysterious, too-many eyes. They know a
the MC. Familiars regain 1d6 of their HP at the beginning of each
number of spells
subsequent round while dead, and may be resummoned after at least
equal to your Charm.
one round by taking an action to pull them out of your Hat.

TRAIT: SENTIENCE Rabbit UTILITY


Your familiar is not just a mindless entity, they have opinions, You can recall
feelings, attitudes and priorities. Roll or select from the Purpose your familiar
and Attitude tables in the Magical Mascot section of the Appendix. through an extra-
If your familiar disagrees with an action you ask it to take, roll dimension portal
1d6 to convince it. On a 6, it does something else. On any other in your Hat. They
number, it does what you ask of it. are deposited
nearby, happy to
QUIRKS
see you.
Cowboy Hat: If your familiar is adjacent to you when you move, you
may use its movement speed instead of yours. You travel together,
Tip Your Hat
taking up space as one.
UTILITY
Witch Hat: Because of your special connection, you gain a third
You tip your Hat
action each turn only for it to use.
towards an enemy
Bonnet: Enemies are hesitant to attack your familiar—all enemies
within range. Your
are Bewitched by your familiar until they perceive it taking a
familiar attacks
harmful action.
the target, and
Helmet: You may use abilities through your weapon as if you were
they gain +1
there, but you may only make basic attacks when you're not holding
Primary to attacks
it. A sentient weapon is able to move separately from the MC.
on the target.

25 WEAPONS 26
TIER TWO TIER THREE

Bottomless Stomach FAMILIAR


Extra-Dimensional UTILITY Your familiar is very hungry. On a successful attack made by
Your Hat is bigger on the inside. If you need something, roll your familiar with at least three hits, it swallows the target
1d6. On a 1, you find something useful, but not what you asked whole, healing the familiar for HP equal to the target’s PL.
for. On a 3, you find what you need, but it’s broken. On a 6, The target may roll an attack at the beginning of the next
you find exactly what you need. All other results, nothing. round to try and escape. If it does not escape, it dies.

Fusion FAMILIAR HAT TRICK DEFENSE


Your familiar joins forms with your other weapon, activating Summon three hats anywhere within range equal to your Charm,
the effects of Jury-rig for as long as they are fused. If you one of which must contain you or an ally. The Hat covers the
incur harm while your familiar and your other weapon are fused, ally or yourself, and all three hats shuffle. While hidden
it does not cancel the effect. under the Hat, you may cast spells, which appear to come from
all three hats, but not attack. If the enemy hits the wrong
MC’s Best Friend FAMILIAR Hat, it explodes in a burst of confetti, setting the enemy
Your familiar sacrifices some of their HP to heal an equal Aflame. The hats last 3 turns, or until you or the ally
amount of your HP. Harm suffered this way cannot be reduced by attacks.
any means. You can do the same in reverse.
Mad Hatter UTILITY
Stress Relief FAMILIAR Why is a raven like a writing desk? You shout a riddle or
Petting your familiar relieves some of the very present, very insult so confusing that every enemy within burst equal to your
current stress in your life. Reduce the Burnout chance and BP Primary is afflicted with Stun until they figure it out,
gain of your next Harm spell or ability by 1. regardless of whether they can understand you or if they are
even capable of conscious thought. At the beginning of the
round, stunned enemies roll 1d6, and on a 6, the Stun ends and
is now afflicted with Taunt towards you.

Tentacle Tantrum HARM


You pull off your Hat, revealing the shadow-grasp of a monster
that resides within. It grabs and throws all targets at random
within burst of Charm. Allies and Bosses that fail their save
are thrown a distance equal to your Primary. All others are
thrown into a nearby wall or building, inflicting harm equal to
your Secondary.

27 WEAPONS 28
Katana TIER ONE

Katana

POWER
Blossom Guard DEFENSE
ALT FOCUS Make an attack. The blood from the enemy turns into your
favorite flower petals. These obscure you from the enemy, and
you Bolster.
TRAIT: IAIJUTSU
Your first attack against an Mantis Sheathe HARM
enemy gains +1 Primary. Move up to your Power, and make an attack. If you moved at
TRAIT: SHEATHE least half of your Power and the attack succeeded, you inflict
You may spend an action to additional harm equal to your PL to the target. You Sheathe
Sheathe your weapon, reset- your weapon immediately after this attack, but may not make
ting the Iaijutsu trait. another attack or use a harm ability this turn.
Harm abilities and basic
attacks automatically Mugai-Ryu HARM > Uses Two Actions
unsheathe your weapon. You make one attack, inflicting double harm.

QUIRKS
Perfect Draw PASSIVE
Absolute Focus: When you use a maneuver, your weapon is automati-
When an enemy attacks you, you may roll 1d6 and, on a 6, you
cally Sheathed.
make a basic attack against them first. This attack does not
Metal Flash: You may Bewitch an enemy within your attack range for cost an action.
1 turn every time you unsheathe your weapon.

Greatsword: Your weapon isn’t a Katana, but a massive, two-handed


Daikatana even bigger than you are. You gain +2 Primary from
Iaijutsu, instead of +1.

Blade Ablaze: Your Katana is on fire. If your dice explode at least


once on your attack roll, the target is set Aflame.

29 WEAPONS 30
TIER TWO TIER THREE

Refined Sweep PASSIVE


Your melee basic attacks target three adjacent enemies at once.
Haiku UTILITY
Triple Slash HARM > Uses Two Actions Describe your action and its effects in a haiku. The effects of
Make two attacks against a single enemy. If you reach a cumula- your action are based on the Haiku, as interpreted by the DM.
tive total of hits equal to your Secondary, make a third attack
against that enemy. Sword Dance PASSIVE
Your weapon dances besides you, watching your back and deflect-
Untouchable PASSIVE ing blows in between its own attacks. Enemies suffer -2 Primary
On a successful attack against you, you attack the enemy first, to attacks against you.
using no action. If the attack is lethal, the remaining harm is
dealt to an adjacent enemy. May not be used when your weapons Thousand Cuts HARM > Uses Two Actions
are currently Sheathed. You make three quick attacks. Each successful attack doesn’t do
immediate harm, but adds a stacking multiplier to your harm
Vessel Strike PASSIVE dealt by 2, with a maximum multiplier of 6. The harm is dealt
Your successful attacks inflict Bleed. Your Bleed effects may at the beginning of the next round.
stack equal to your PL.

31 WEAPONS 32
Knives TIER ONE

Knives
Dash UTILITY
FOCUS You may dash up to your Focus and make an attack in one action,
moving easily past anything in your path.
ALT CHARM
Double Up PASSIVE
Your allies may target a Knife Stuck inside an enemy with a
TRAIT: THROWN
melee attack to drive it in, inflicting extra harm equal to
You have a number of Knives
your Focus and applying any effects related to a Stuck Knife.
equal to your Focus. You may
throw your Knives a range Recall UTILITY
equal to double your Focus. You may recall all your Stuck or thrown Knives to your hands.
TRAIT: STUCK
Thrown Knives remain in the Saute HARM
target until you retrieve You set your Knives ablaze and attack, setting struck enemies
them or the target removes Aflame for turns equal to your PL.
them as an action. Stuck
counts as an affliction. Slice and Dice HARM
Make an attack and if successful, you apply Bleed and any other
QUIRKS
afflictions from your weapons for Focus rounds. If your weapon
Cleaver: Your range for Thrown is reduced to equal your Focus, but
already applies Bleed, it stacks twice.
you gain +1 Primary on attacks made against adjacent enemies

Aerodynamic: Your Thrown range increases by your PL. You gain +1


Primary on attacks made against enemies further than your Focus.

Serrated: Your Knives afflict Bleed on successful attacks. Stuck


Knives also afflict Bleed when removed.

Surgical: Precision cuts are where your skills lie. Enemies cannot
tell when a Knife has been Stuck into them.

33 WEAPONS 34
TIER TWO TIER THREE

Butterfly Flourish HARM


You may flourish your Knife with an attack, Bewitching the
enemy and gain +1 Primary to your next attack. Ducks in a Row HARM
Make an attack and if successful, you may hit a number of
Julienne HARM enemies equal to your Focus in a line, inflicting the same harm
You cut your opponent to ribbons, Entangling them for turns to each. Your Knife is Stuck in the last enemy hit.
equal to your Secondary in their own blood and guts.
Triple Threat UTILITY
Like Butter HARM Your Knives triplicate themselves upon a successful basic
You cut through the enemy like a Knife through butter, ignoring attack, inflicting three times the harm. This ability lasts
any status effects that may be benefiting them. three turns.

Reverse Recall HARM When It Rains UTILITY


You teleport instantly to one of your Stuck Knives and may then Infinite blades rain from the sky in a Primary burst centered
make a basic attack. on yourself, inflicting harm equal to double your Secondary to
enemies in the burst.
Telekinesis UTILITY
You use your mind to telekinetically control all of your Whirl of Blades HARM > Uses Two Actions
Knives, keeping them within range equal to your Secondary. Make six attacks against any number of enemies within range.
Attacks made within this range are considered adjacent. However, any allies between you and your target enemies must
save or suffer half harm, rounded up.

35 WEAPONS 36
Microphone TIER ONE

Microphone
Beat Drop UTILITY
CHARM Enemies within your Stage Presence are afflicted with Bewitch.

ALT HEART Duet PASSIVE


Whenever you gain a status effect, you may grant it to one ally
within your Stage Presence. This ability cannot trigger itself.
TRAIT: STAGE PRESENCE
Spells are cast in Ensemble UTILITY
either a burst (if Target a number of enemies or allies, in any combination, equal
instantaneous) or an to your Charm. Enemies are Bewitched, allies are Invoked. The
aura (if sustained) Bewitched effect lasts for turns equal to your PL.
around you with a range
equal to your Charm, Siren Song UTILITY
replacing the original Your song worms its way into even the most eldritch of hearts.
range of the spell. All Make an attack and if successful, the target suffers no harm
targets inside this range are affected. Damaging spells do not harm but is Bewitched and Taunted for turns equal to your PL.
allies, and beneficial spells do not affect enemies, unless you
choose for them to do so. Soundtrack UTILITY
TRAIT: MAGICAL STAMINA You don't stop the music when you fight. For every consecutive
Burnout gained when you cast spells is reduced by 1, to a minimum round you keep the soundtrack going by using this ability,
of 0. You can cast spells that gain 0 Burnout with this trait even yourself and your allies within your Stage Presence gain +1
when your team has reached their limit. Primary to their attacks. This stacks per round up to a maximum
equal to your Secondary.
QUIRKS
Lip Sync: Select one spell at the beginning of an Episode. You may
cast this spell without expending an action a number of times equal
to your PL, during the Episode.
Voice Modulator: You may change a harm spell into a healing spell
or vice versa a number of times equal to your PL, per Episode.
Soundwaves: Your basic attacks have a range equal to your Charm.
Mosh Pit: You may make a spell attack once per turn.

37 WEAPONS 38
TIER TWO TIER THREE

Discord HARM
Choose an enemy that has not yet acted this round. It targets
one of its allies with an attack on its turn. Fast Forward UTILITY
You’d rather not hear this song. Choose one enemy. Their turn
Echo UTILITY is skipped.
You capture the actions of your allies, weaving them into your
beats. You may repeat any spell or ability used by an ally Rewind UTILITY
within your Stage Presence this round. Choose one ally on the map who is Dead. You may bring them back
to life at their HP total before the final, fatal blow.
Encore UTILITY
Your friend moved so well that you want to see it happen again. Pause UTILITY
Choose one ally that has acted this round. That ally may imme- Stun all enemies in your Stage Presence for one round.
diately take another turn.
Play UTILITY
Harmony PASSIVE All allies in your Stage Presence have 3 actions this round,
You move with the flow of your Team. When you attack an enemy instead of 2.
that has been harmed by an ally this round, you gain +1
Secondary for that attack.

Protective Melody PASSIVE


Utility spells cast on two or more allies (including yourself)
heal HP equal to your Charm as well as enacting the original
spell effect.

Radio Show UTILITY


You extend your range through the power of radio waves. Choose
one ally. You may cast spells from their position, using their
Charm for the range.

39 WEAPONS 40
Roller TIER ONE
Skates
Roller Skates
Apex Jump UTILITY
FOCUS If anything thinks it can catch you, it should think twice—
you've turned the battlefield into your playground. You jump
ALT POWER half your normal Speed (rounded up) avoiding enemies, terrain,
and other effects that may stand in your way. If your previous
action was a move, you jump your full Speed instead.
TRAIT: SPEED DEMON
There's nothing you crave more than
Elbow HARM
going faster and further than anyone
You jab out your elbow as you skate by, attacking an enemy that
else. Add your Power to your Speed.
is adjacent to your move, without stopping your move.
TRAIT: FANCY FOOTWORK
Your Roller Skates let you swerve Fall Small PASSIVE
around your enemies and allies When suffering harm, you may curl up and drop to the ground
alike. When you use an ability that without an action, halving any subsequent harm until the next
includes a move action, you activate round. You must take an action to stand back up again.
the effects of that ability twice.
Flashy HARM
You Taunt an enemy for PL rounds with some stylish moves.
QUIRKS
Afterward, for every enemy you have Taunted (by any means) at
Knee Pads: Your knee pads protect you from scrapes, reducing harm
one time, you gain +1 Primary to your attacks.
taken by 1.

Derby: You're not just fast, you're mean about it. When you end
your turn no longer adjacent to an enemy you were previously adja-
cent to, and you insult them about it, they are Taunted.

Inline Skates: You're more about speed than just flashy moves.
Apply the bonus from the Speed Demon trait to any ability that
includes a move action.

Fresh Meat: You look like a newbie, and enemies think you're an
easy target. Every three rounds, a new enemy is Taunted by your
presence, but you gain +1 Primary that turn.

41 WEAPONS 42
TIER TWO TIER THREE

FLAMESZz PASSIVE
You painted flames on your skates, and now enemies aren’t just
left in your dust—they’re left in smoke and fire, too. Enemies Wheel of Fortune PASSIVE
in a cone equal to your Secondary behind you are set Aflame. Roll 1d6 at the beginning of your turn. Until the beginning of
the next round, all of your attacks, abilities, and spells
Limbo PASSIVE afflict the corresponding status effect to the target.
How low can you go? Enemies much larger than you suffer -1 1 - Invoke
Primary when attacking you. 2 - Aflame
3 - Entangle
Roulette Duet UTILITY 4 - Poison
Choose an ally. You both roll 1d6. If you roll the same number, 5 - Bewitch
you both heal equal to the number rolled. Otherwise, you alone 6 - Bolster
gain a benefit according to your roll.
1–2 Invoke Around the World HARM
3–2 Bolster You’ve spent the past few rounds building up speed around the
5–6 Jury-Rig track, weaving around enemies without making a strike. Depend-
ing on how many actions you’ve spent without making a basic
Wall-Skate PASSIVE attack or using a harm ability, your attack made with this
You can skate along any surface, ignoring conventional physics, ability is powered up.
and so long as you remain in motion by moving at least your 1 Action - +2 Primary to Attack
Secondary each round, you do not fall. 2 Actions - Double Harm
3 Actions - Triple Harm

Roll With It DEFENSE


You’ve got increased maneuverability, but you don’t just need
to zoom forwards. When hit by an enemy, you can skate backwards
up to your Secondary in a straight line, reducing the amount of
harm suffered equal to how far away you move from the attacker.

43 WEAPONS 44
Whip TIER ONE

Whip
Cocoon UTILITY
FOCUS Make an attack and if successful, the enemy becomes Entangled
in your Whip. You must use an action to keep them Entangled,
ALT HEART but may use an action to move them in a direction of your
choice equal to your PL, or as an action constrict the Whip to
inflict harm equal to your Focus. You can release the enemy at
TRAIT: REACH
any time regardless of turn order.
Your melee attacks extend to a range
equal to your PL.
Lash HARM
TRAIT: WHIP IT INTO SHAPE You make one attack against two enemies, splitting the harm
Attacks against enemies with active between them at your discretion.
status effects gain +1 Primary for
each effect. Scorpion Sting HARM
You lash out with an envenomed Whip, Poisoning the target.

QUIRKS
Trip Up UTILITY
Dominatrix: Any time you Bewitch a target through any means, the
You make an attack, aiming for the legs or whatever else the
affliction lasts for extra rounds equal to your PL.
enemy is using to move. On a successful attack, you Crush them.
Flaming Love: Your attacks inflict Aflame for PL turns.

Fortune and Glory: Your move actions and movement abilities have
Whip Swing UTILITY
You may use your Whip to grab onto a tree branch, light pole,
their maximum distance increased by your PL.
or other suitable protrusion and reposition yourself equal to
Whiplash: Your attacks inflict Taunt for turns equal to your PL. your Secondary, ignoring terrain in your way.

45 WEAPONS 46
TIER TWO TIER THREE

Cat o’ Nine Tails PASSIVE


Consecutive attacks against the same enemy cause effects based
on the number of attacks made: Waiting Spider PASSIVE
2nd attack: Inflict extra harm equal to your PL. Whenever you cause an affliction to a Boss, it lowers their
4th attack: Inflict extra harm equal to double your highest statistic by your Primary.
Focus. Resets the counter for Cat o’ Nine Tails.
Ribbon Dance HARM
Disarm UTILITY You attack everything in a 15’ burst, but inflict no harm. The
Make an attack and if successful, you may disarm an enemy distracting sounds and stings allow all allies within the burst
instead of harming them, Crushing their attacks with that to Invoke or Bolster (their choice). Enemies successfully hit
weapon or limb for rounds equal to your Focus. are afflicted with Bewitch.

Sadistic Lure HARM Sadistic Flurry UTILITY


Make an attack and if successful, the enemy is afflicted with The blood you draw is siphoned up the Whip and into yourself.
Bewitch for up to PL rounds. After this effect ends, they are For the next 3 rounds, when you inflict harm, you heal yourself
afflicted with Taunt towards you for the same duration. for the same amount.

Waiting Spider PASSIVE Tangled Web DEFENSE


If an enemy is Entangled, they suffer harm equal to the higher Enemies who attempt to attack you until the beginning of the
of your PL or Secondary when any successful attack or ability next round are Entangled before the attack is made. If the
targets them. attack is still successful, they are Entangled for rounds equal
to your PL afterward.

47 WEAPONS 48
TIER ONE
Blow Kiss UTILITY
You blow a kiss in the direction of a target within range equal
to your Charm, applying one random status effect for one round.
1 - Invoke
2 - Aflame
3 - Entangle
4 - Poison
5 - Bewitch
6 - Bolster

Cure DEFENSE
You prick your thumb, sacrificing a single drop of blood to
remove one affliction of your choice from an ally within range
equal to double your Charm.

Emergency! UTILITY > Not affected by Stage Presence


You teleport to an ally within range equal to double your
Every MC can feel the thrum of magic in their veins. Spells are Charm, and use the Protect maneuver on them.
inherently known to the MCs, and range from small pieces of
magical power to massive disruptions that change the scope of Eyes On Me UTILITY
the fight. MCs with at least 2 Charm are able to understand the You pick out one enemy in particular who can both hear and see
spells they know. you, shouting at them to get their attention. They suffer Taunt
towards you until the end of their next turn.

Fairy Bolt HARM


You shoot a bright bolt of magic at the enemy from the end of
your weapon at a target within range equal to your Charm,
inflicting one harm. Harm inflicted by Fairy Bolt cannot be
prevented by any means.

Falling Star HARM


A single shooting star falls on a target you can see, setting
them Aflame for 1 round.

49 SPELLS 50
TIER ONE, continued TIER TWO
Force-Field UTILITY Afterimage UTILITY
You create an illusory wall of force in any shape that takes up Your magic speeds up an ally. On their next turn, they may move
5’ per Charm. Enemies cannot cross that barrier, but their up to their Speed without taking an action, leaving an
attacks may penetrate it at the DM’s discretion. This lasts a afterimage in their wake.
number of rounds equal to your PL.
Blink UTILITY > Not affected by Stage Presence
Grasping Vine HARM In a flash of light, you teleport to a target within a range
A single thorny vine bursts from the ground underneath a target equal to your Charm.
within range equal to double your Charm, blooming with the
caster's favorite flower and afflicting Entangle for 1 round as Glitter Bomb HARM
it wraps and grows around them. Magic glitter covers every surface, and gets into every
crevice. You apply a random affliction to each enemy in a burst
Mark UTILITY equal to your Secondary.
You mark an enemy within vision or hearing range with a glowing
sigil for 1 round. You may count one failed die as a successful Heal DEFENSE
hit when attacking them. Subsequent castings by different MCs You heal a target for an amount of harm equal to your Charm.
stack the effects of Mark. Subsequent castings by someone who
has already Marked a target extend the duration. Illusion UTILITY
You create 2 illusory copies of yourself. When enemies attack
Minimorphosis UTILITY you, a roll of 4 hits the first copy and a roll of 5 hits the
You turn a target within range equal to your Charm into a harm- second, counting as misses. Illusions are destroyed after one
less little winged insect, such as a butterfly, moth, or lady- attack and last until destroyed.
bug for 1 round. They are Stunned for the duration.
Looking Glass HARM
Shield DEFENSE Conjured out of a nearby reflective surface, you summon a
You grant a glimmering shield to an ally, temporarily adding ghostly, untouchable copy of an ally that repeats their last
your Charm to their HP. Any harm they suffer subtracts from the attack with new rolls. This copy disappears immediately at the
shield first before their actual HP. end of their attack.

Slow UTILITY
A blast of cold localized entirely on an enemy within range
equal to your Charm forces them to take 2 actions to move
instead of 1 until they take an action to warm back up.

51 SPELLS 52
TIER TWO, continued The Pit HARM
Up to 3 adjacent enemies fall into an endless pit. They may
Megamorphosis UTILITY only escape if they can fly, teleport, or climb, and it takes 2
You turn a target into a massive, scary beast, such as a tiger actions to do so.
or grizzly bear. They gain +1 Primary when making basic
attacks, but can’t use any abilities or spells.

Posion Gas HARM TIER THREE


Targets in an aura equal to Charm are inflicted with Poison.
The poison aura is stationary, and does not move with you and
disperses in PL turns. This duration refreshes each turn they
Fireball Harm
A massive ball of flame erupts from your weapon, hurtling
spend in the aura.
towards a specific target within a range of double Charm.
Pretty Cure DEFENSE Everyone in a Secondary burst is set Aflame, and suffers harm
You cut your hand, and drops of blood fall to the ground. You equal to your Charm.
remove afflictions equal to your PL of your choice from any
number of allies within range.
Magic Mirror Harm
Out of any nearby reflective surface, you summon a glowing,
Rescue! UTILITY > Not affected by Stage Presence monochromatic copy of an ally that repeats their last turn with
Hearing their cries for help, you teleport one ally within a new rolls (if required). This copy disappears at the end of
range of your Charm who is the target of an attack, adjacent to their turn.
yourself. This will negate the incoming attack but leaves your
ally Bewitched.
Meteor Shower Harm
Shooting stars fall onto all targets in a burst radius equal to
Soul-Link UTILITY your Secondary. Allies hit by the stars Invoke and are set
You mark up to Secondary targets within a range of double Aflame, while enemies are set Aflame and afflicted with Stun.
Charm. All harm suffered by linked targets is dispersed among
them equally for PL rounds.
Pixie Dust Harm
With a plea to the smallfolk, a tiny spark of light spreads
Stealth UTILITY glitter among a number of targets equal to your Secondary. Your
In a puff of smoke, you turn invisible. Enemies cannot target allies Invoke and Bolster, while enemies are Stunned.
you directly. Stealth ends after PL rounds, when you attack or
use a harm ability or spell.

53 SPELLS 54
TIER THREE, continued aoe
Power of Friendship HARM
You begin channeling a giant orb of energy from the tip of your
weapon, casting light across the battlefield, beckoning your
examples
allies to join. At the end of the round, inflict harm equal to
Power to enemies within a burst equal to Primary. Harm dealt is
multiplied by the number of allies who join the spell with
their last action on their turn, and their Charm is added to
the total harm done.

Resuscitate UTILITY
Restore a dead ally to life with 1 HP.

Sanctuary UTILITY
A glowing barrier in the caster's favorite color blooms from
their weapon, as wide and tall as their Primary. Enemies cannot
leave or enter through this barrier, and you heal all allies
behind it for your PL. 3-Length Cone,
3-Length Cone
Diagonal
Skyfall HARM
A massive, jagged tear forms in the sky, and from it, a gigan-
tic version of your weapon plummets into the midst of combat,
decimating the ground in a PL burst. Roll an attack six times, 4-Length Line
adding up the hits together and assigning them to targets
within the burst.

Writhing Vines UTILITY


Thorny vines erupt from the ground, wrapping around anything
that they touch, and blooming with the caster's favorite 3-Length Line,
flower. Targets are Entangled in an aura radius equal to your Diagonal
Charm. When they leave the aura, they must roll a 1d6. On a 1–
2, they are pulled back in.

2-Wide Aura or

55 SPELLS Burst
56
mascot
One of the key parts of any Team is the Mascot. For some, the
Mascot is the source of all the powers—for others, it’s simply
drawn to you because of the powers you have acquired. Sometimes
the Mascot may be the very thing that led you, in whatever way,
to gaining powers in the first place. But be careful, because
they won’t always tell the truth. Roll 4d6 for your mascot.

D6 Origin Purpose
1 Someone’s Pet Save the World

2 Outer Space Get Revenge


The Team 3 Divine Protect Everyone

4 Demonic Eldritch Agenda


The Team is the name for the group of magical Main Characters.
It can be a literal team, like a baseball or debate team, or it
5 Power of Friendship Help Everyone

can be a club, sorority, or just a group of friends. Some Teams 6 Computer Save the World
might not even know each other until they’re all forced
together by the circumstances! Teammates are all considered D6 Look Attitude
allies, regardless of in-fighting or drama. 1 Cute Cold

2 Devilish Friendly

3 Robotic Mentoring

4 Angelic Affectionate

5 Alien Reluctant

6 Mundane Selfish

57 THE TEAM 58
Attack
A basic attack uses one action. MCs roll a number of dice equal
to their Primary. Results less than or equal to their Secondary
count as hits and inflict an equal amount of Harm to the
COMBAT CONSISTS OF turns, collected into rounds. A round target. Most Harm abilities also include at least one attack
completes once every combatant takes their turn. To determine with their extra effects. A basic attack is simply an attack
who goes first, MCs roll a number of dice equal to their rolled without using an ability. Attacks of any kind are
Primary, and count hits equal to or below the highest Initia- considered successful if they scored at least 1 hit.
tive value among the enemies. The MC who gets the most hits A MC’s ability to attack at range depends on their weapon
takes the first turn. If there is a tie, the character with the traits, but all MCs are capable of attacks in melee (adjacent).
highest Focus breaks the tie. If no MCs’ roll exceeds the high-
Example: An MC makes a basic attack against an enemy goblin.
est Initiative value among the enemies, an enemy of the DM’s
They roll 5 dice for the attack, because their Primary is 4,
choice goes first instead.
and they have a bonus die from a previous Invoke maneuver (page
After the first MC or enemy acts, they choose who takes the 61). The results are 1-2-2-3-6, but 1s explode so they roll
next turn. If they choose an ally, that ally must then choose another die, landing on another 3. Their Secondary statistic is
an enemy. Enemies at PL 0 (cannon fodder) act together as a 3, so they count five total hits, inflicting five Harm.
group while adjacent.

The last to act chooses who goes first at the start of the next
round, limited by the same restrictions of subsequent allies.

Enemies and MCs alike have two actions each turn, and one turn
each round. An MC may use an action to attack, maneuver, move,
or use an ability or spell.

Move
When MCs spend an action to move, they move in increments of 5’
equal to their Speed (Focus+Primary). An MC with 3 Focus and 2
Charm (their Primary) has 5 Speed (25’). Moving over rough
terrain and the like incurs a -2 penalty to your Speed. If
Focus is the MC’s Primary statistic add Focus twice for Speed.

59 COMBAT 60
Status Effects Afflictions
Status effects are any ongoing condition or modifier. The most Harm from afflictions is taken at the beginning of each new
common way to gain status effects is through maneuvers and round. MCs and Bosses can roll to resist afflictions when they
abilities (e.g., Bolster or Invoke). Some enemies or MCs cause are first applied (saving throws, page 64). Likewise, they can
afflictions—powerfully debilitating status effects. Status make a save at the beginning of the round to get rid of an
effects are counted by round, not by turn. Harm and saving affliction, once for each affliction. All other enemies cannot
throws for afflictions are taken at the beginning of each resist afflictions, and only roll 1d6 at the beginning of
round, before the first turn is taken. subsequent rounds—on a 6, the effect ends.

Maneuvers AFLAME: Suffer harm equal to the user’s PL. Cannot cast spells
until the fire is put out.
MCs may use an action to maneuver. Some spells and weapon abil-
ities make use of maneuvers. Any effects from maneuvers are BEWITCH: Cannot take any offensive actions towards the
considered status effects. target(s), but may take defense and utility actions.

BLEED: Suffer one harm.

ASSIST: Through encouraging words or active assistance, you CRUSH: This status effect only affects specific weapons,
grant an ally an additional die to their next roll, whatever it attacks, and body parts. The enemy is unable to use the Crushed
may be. weapon, ability, or body part.

BOLSTER: By taking a defensive stance, the next attack made ENTANGLED: Suffer a -2 Primary to all attacks. Usually requires
against you suffers -1 Primary. an action to get untangled. Attacks against Entangled targets
gain +2 Secondary.
INVOKE: Whether you aim your Gun or channel more power through
your Baseball Bat, Invoke allows you to take an action to POISON: The target suffers -1 Primary when attacking or using a
prepare for your next attack. Before the end of your next turn, harm ability.
you gain +1 die die to your next roll, whatever it may be. This STUN: Cannot take any actions.
can stack twice.
TAUNT: Must attack, or move into range to attack, the target.
JURY-RIG: Whether you're channeling magic from the heart or
tinkering with a bad idea, Jury-rig allows you to modify your
weapon temporarily. Add another quirk to one of your weapons
until you are reduced to half HP.

PROTECT: You position yourself in front of an ally within your


Speed. Any attacks made towards that ally miss on a 5 and a 6
instead of just a 6, and a successful attack results in harm
being split 50/50 between you and your ally.

61 COMBAT 62
Abilities and Spells Saving Throws
Abilities and spells cost one action to use unless otherwise When an MC or Boss is at risk of an affliction, they make a
noted or labeled "passive.” Abilities may include making an saving throw. Roll Power, and count hits equal to or below
attack, or a maneuver as part of their effects. Whenever an MC Focus. If the resulting hits equal to or exceed the amount of
casts a spell or uses an ability, they accumulate Burnout successful hits that caused the affliction, the affliction or
Points (page 65) equal to the tier of the spell or ability. effect is prevented. If an affliction was not the result of a
Spells and abilities do not require a roll to make unless they roll, save against the PL of the affliction’s source.
are made as a spell attack.

Spells and abilities have a type: Harm, Defense, Familiar,


Passive, and Utility, which may synergize with certain other
Harm Pool
effects. All ranges for spells and abilities are in 5’ incre- The Harm Pool measures an MC’s capability for getting hurt
ments and last a number of turns from when the MC used it. before they're killed. Every MC has a Harm Pool equal to three
Spells have a default range of double the caster’s Charm and a times their Heart.
duration of 1 turn. Abilities share a range with their associ- MCs may opt to avoid a single killing blow per Episode with a
ated weapon, typically melee (5’). permanent scar. If they do, they immediately push their limits
(page 66) and suffer no harm from the enemy action. This scar
is forever visible when you are transformed, but may or may not
Areas of Effect be visible when you are mundane.
Some spells or abilities occur over an area and affect multiple
Once you surpass your Harm Pool, you’re knocked out. Enemies
targets, known as their area of effect, or AOE. Spells and
tend to ignore knocked out MCs, but they must be tended to with
abilities with AOE affect all targets within an area, unless
the Assist maneuver within three turns or they die. Assisted
otherwise stated. Pictures with example AOEs are on page 56.
allies are still unconscious, but recover to 1 HP when the
AURA: Affects all targets within the listed range from the encounter ends.
point of origin, in all directions. Usually applied to perma-
nent or maintained effects.

BURST: Affects all targets within the listed range from the
point of origin, in all directions.

LINE: Affects everything within a 5’ wide line from the point


of origin to a specified length.

CONE: Affects all targets within an expanding triangular shape


from the point of origin, up to the listed range. Cones expand
in increments of 5’.

63 COMBAT 64
Burnout Pool
The Burnout Pool measures the Team’s mixture of stress, exer-
tion, and the exhaustive nature of magic. Burnout Points (BP)
Push
accumulate as MCs cast spells or harm abilities at a value
equal to the tier of the spell or ability used.

Higher Power Levels means the Team can accrue more and more
Your
burnout before they begin to feel the effects. The Burnout Pool
is a soft cap—MCs may continue to use spells and harm abili-
ties over this cap, but the higher it goes, the higher the
Limits
chance of failure. When an MC uses a spell or ability, roll
1d6, adding +1 to the total for each point exceeding the Team’s
Sometimes your best just isn’t good enough. When that happens
Burnout Pool. If the total is 6 or higher, the MC’s action
and you’re facing down a horde of enemies, your power, magic,
fails and they suffer one harm.
and adrenaline mix together into something more potent.
PL 1 10 BP
Pushing your limits does not require an action, but must be
PL 2 12
done during your turn and requires at least two of the follow-
PL 3 14
ing to be true:
PL 4 16
PL 5 18
PL 6 20
Requirements
PL 7 22 OUTNUMBERED: Either there are far more enemies than your team,
PL 8 26 or you’re the last one standing against a Boss.
PL 9 30 ALMOST DEAD: Either from a single massive hit or the attacks of
PL 10 34 many, you’re down to 1 HP.

BURNT OUT: Your Team is at least 1 point over their BP.

This effect lasts 3 turns. At the start of your turn, you may
forgo one of the beneficial effects in order to extend the
duration by 1 turn.

HARDER TO HIT: Attacks against suffer -2 Primary.

HIT HARDER: Your attacks gain +2 Primary.

SECOND WIND: Your abilities do not accumulate BP, and you don’t
have to roll for failure when surpassing the Burnout Pool.

65 COMBAT 66
A NAMELESS ALIEN from the infinite dark between the
stars, attempts to corrupt the planet into darkness, or turn
all of the people within to monsters. The Alien uses mind
controlled civilians, alien soldiers, and mutated local pets to
Play is divided into Episodes and Seasons. An Episode is an further their inscrutable ends. Episodes include sending an
individual session of play—a single night, a chapter of the asteroid with an evil alien parasite, interrupting the school
story, the two hours you have before your shift starts. A dance with a mutated pet, and sending a warrior to hunt the
Season is a collection of Episodes bound together by a central Team down.
Antagonist at the source of each Episode's threats. THE BRAIN CORPORATE headquarters reside in the MCs'
Plan your Season around an Antagonist with an evil goal such as city. But people have started to go missing and wildlife has
world domination, poisoning the atmosphere, or mutating started dying after their announcement of a new, innovative
wildlife into insidious beasts. Each Episode then revolves beauty product. BRAIN corporation uses faceless corpo-goons,
around the Antagonist's minions, allies, and underlings massive industrial projects that suck the life from the planet,
attempting to further that goal while the MCs work together to and mecha to test their agenda. Episodes include students going
oppose them, through a mixture of heroics, coincidence, and missing after a school trip, a new factory pops up overnight,
investigation. Each episode should hint at or reveal informa- and corpo-goons start tearing down the local forest.
tion about the Antagonist and their ultimate goal. THE FORMER TEAM of MCs led by your Mascot is out for
revenge. They use aged fans, lesser magical girls, and animal
To create and run a Season: companions to harass the Team. Episodes include attacking an
anime convention, fans or classmates turning on the Team as the
♥ Settle on your Antagonist, some of their minions, and create old MCs spread rumors, and a hostage situation at the MCs'
their evil plan. Think like a cartoon character. school.
♥ Break the plan into steps. These are your Episodes.

♥ Allow the Antagonist to adapt to the threat of the Team. To create an Episode:
♥ Always escalate. Remember! Think like a cartoon villain. ♥ Break the Antagonist’s goal into smaller steps. These are
your Episodes.

Example Antagonists: ♥ Begin with a strange occurrence. The henchmen are beginning
the plan.
THE LORD OF HELL releases waves of devilish beings into
your hometown to establish a stronghold to take over Earth, and ♥ Investigation! The Team lives their non-magical lives while
then Heaven. He uses cultists, lesser demons, and corrupted searching for clues.
politicians to carry out his will. Episodes include establish- ♥ Entangle their non-magical lives with the henchmen’s plans.
ing a cult in the school, getting a lesser demon elected to
office, and stealing all the puppies to use as sacrifices. ♥ Let it end with a big fight as the MCs transform!

67 DM GUIDE 68
The hardest choice for the Team is whether to prioritize their
real lives or saving the world. As the DM, your job is to make
Enemies
that harder. Entangle them together by pushing on real-world Enemies have five stats: Power Level, Primary, Secondary, Harm
priorities: homework, day jobs, chores, pets, family. The Pool, and Initiative.
Antagonist and their underlings can take hostages, make
threats, or lead fights into populated areas. The PL of an enemy is a rough indication of its difficulty. A
Team of three MCs at PL 1 can reasonably handle three PL 1
To add some complications to your encounters, and create enemies. However, that same Team will struggle against three PL
tension between the MCs' magical and mundane identities, roll 2 enemies and be in dire straits should they encounter that
or choose from the following table: many PL 5 enemies! Keep this in mind when designing encounters.
1 - Fighting in traffic.
2 - Civilians are being held hostage. An enemy’s attack works how it does for MCs. You roll the
3 - Fighting in broad daylight somewhere public. enemy’s Primary and each one that matches or is lower than
4 - Curfew: MC must be home in 1d6x10 minutes. their Secondary is a hit.
5 - Parent shows up while investigating.
6 - Someone called the cops. An enemy’s HP measures how much harm they can take before they
are defeated. More HP means they live longer and get to beat on
the team more.

Fighting Strategies An enemy’s Initiative is a static number representing how many


hits the Team needs to get to go first. The higher number an
Crowd control and status effects are important. The MCs cannot enemy has for Initiative, the more likely they’ll go first and
easily survive without controlling the battlefield. Enemy dice get the drop on the team. Also, an enemy’s Initiative is also
explode too, and combat tends to be lethal. Fights can end their Speed.
quickly, but can be surprisingly draining and dangerous to the
MCs as they fight on. A decisive victory and a hard-fought
victory are satisfying to the players in different ways.

69 DM GUIDE 70
Enemy Traits Enemy Stats
Much like weapon traits, enemies can have unique features to Most enemies do not usually need to be fully fleshed out with
make them more difficult. As a rule of thumb for applying all of their statistics and traits.
traits to enemies, assign one trait for every two to three PL.

ARMORED: Ignores 1 harm per attack made against them. Always


has an unarmored weak spot.
BIG: Half Speed, double HP. Melee attacks have a 10’ range.
ELUSIVE: Harder to hit and harder to see. Attacks made against
them suffer -1, or -2 if the attack is ranged.
FAST: Faster than most normal people, and faster than most MCs,
too. Add +1 to their Initiative (and therefore their Speed).
MAGIC: Choose two spells of an appropriate tier for their PL.
RANGED: Can make a ranged attack with range equal to Speed.
STRONG: Can lift or throw objects as big or heavy as a car.
SUMMONER: Once per Episode, summon a number of creatures equal
to the Team’s PL.

Cannon Fodder
Enemies of PL 0 are intended to be used for swarms or as
summons for other PL enemies. In the case of summons, they act
on the turn of their summoner.

Enemy Witches
Some games may want to use enemies that are much the same as
the MCs. In this case, build the enemies like you would an MC,
and in some cases, you may want to allow these enemies to push
their limits. In general, look at keeping the number of Witches
and their PL the same as the number of MCs. Enemy Witches are
always considered Bosses for the purposes of saves, abilities,
and spells. They make great Episode Bosses, or even Season
Antagonists!

71 DM GUIDE 72
Izixix, Demon Lord of the Deep Dark Depths
Example Enemies
Izixix, Demon Lord of the Deep Dark Depths’ ire has been drawn
Matilda, Gun-Witch of the Warehouse District at the death of his best friend and lieutenant, Haxzilozix! He
Matilda has earned a fearsome reputation, and she will do has come to the surface to find those responsible and bring
anything to keep it. With her sentient Gun in tow, the busi- them to justice!
nesses and people who work and live in the Warehouse district PL 5 / Primary 4 / Secondary 3 / HP 9 / Init 3
have to pay her for their protection.
Traits: Strong, Armored
PL 3 �� Hat �� Gun

Charm 5 / Focus 3 / Heart 4 / Power 2


The Socket, Many-Eyed
Primary 3 / Secondary 2 / HP 12 / Init 2
The Socket does not know what a “Main Character” is, nor does
Quirk: Helmet it care for their magics, or their time invested in their
Abilities: Rabbit, Rocket Jump, Fairyflash Grenade world. It cares only to see, to observe, and to learn every-
thing about this planet that actually matters so that it may
Gun
return to the Infinite Dark Between the Stars and inform the
Primary 2 / Secondary 3 / HP 6 alien warlords to prepare for their imminent attack.

PL 9 / Primary 6 / Secondary 4 / HP 18 / Init 5


Haxzilozix, Fearsome Imp of the Deep Dark Depths Traits: Big, Elusive, Summoner, Magic
Haxzilozix, Fearsome Imp of the Deep Dark Depths claims to be Summons: 2d6 The Eyes
the lieutenant of a Demon Lord, but seems to spend most of his
Known Spells: Meteor Shower, The Pit, Blink
time turning random people into bugs. Though he is as easily
swatted away as one himself, his defeat may inadvertently draw The Eyes
the ire of someone much stronger. PL 0 / Primary 1 / Secondary 2 / HP 1 / Init 0
PL 1 / Primary 1 / Secondary 3 / HP 3 / Init 1 Traits: Elusive
Trait: Magic When The Eyes see, The Socket observes.
Known Spells: Fairy Bolt, Minimorphosis

73 DM GUIDE 74
Notes

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