Daisy Chainsaw Spreads
Daisy Chainsaw Spreads
Daisy
chainsaw
Art,
Layout,
Development,
Writing - Charlotte Laskowski
Editing - Matthew Kay
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bighog.games
57 ♥ The Team
Table of Contents
1 ♥ Playing The Game 58 ------✦ Mascot
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.
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
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.
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.
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
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
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
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
15 WEAPONS 16
chainsaw TIER ONE
Chainsaw
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.
19 WEAPONS 20
gun TIER ONE
Gun
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
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.
25 WEAPONS 26
TIER TWO TIER THREE
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.
29 WEAPONS 30
TIER TWO TIER THREE
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
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
35 WEAPONS 36
Microphone TIER ONE
Microphone
Beat Drop UTILITY
CHARM Enemies within your Stage Presence are afflicted with Bewitch.
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.
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
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
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.
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.
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.
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
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.
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.
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.
BURST: Affects all targets within the listed range from the
point of origin, in all directions.
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.
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.
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.
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.
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
73 DM GUIDE 74
Notes