Warning: This entire thread should be considered huge spoilers for Puella Magi Madoka Magica.The anime's plot is really centered around the various reveals and plot twists, and this thread will spoil them all for you. So go watch the anime if you haven't yet; this RTD will still be here when you're done.IntroductionThis RTD will take place in the Madoka universe, before the ending of the anime. Specifically, we're in Anime New York. It's exactly like regular New York except that weird anime hair/eye color is commonplace.
You are a pubescent girl, age 13 to 17, who either has been or soon will be contacted by the alien Kyubey (that's me). Kyubey offers a contract - he will grant any wish, in exchange, you will be a magical girl and fight evil. It's a dangerous career.
This uses a modified version of Sean Mirrsen's progressive RTD rules. Your attribute and/or skill value determines the size of the die rolled for any given action.
[1]: Crit Fail
[2]: CF, Fail
[3]: CF, F, Success
[4]: CF, F, S, Overshot
[5]: CF, F, S, Perfect Success, OS
[6] and above: CF, F, S, ..., S PS, OS
Bonuses add to the die size rather than change final result unless otherwise stated.
Combat works differently, on opposed rolls. The attacker rolls an accuracy dice equal to their dexterity (or their intelligence on a magic attack), then the defender rolls a dodge dice equal to their agility. If the attacker ties or beat the defender, they deal damage. If the defender target rolls a 1 on their dodge roll, the attacker has a 1/6 chance to crit for double damage.
In addition, if a magical girl takes a critical hit, she rolls for hit location. If the crit lands on a part of her body where her soul gem is, the gem is shattered and destroyed, killing her instantly. If she's hit anywhere else, the part is crippled for 1d3 days and she takes stat penalties.
A basic attack costs 1 SP. Special/magic attacks cost more based on their spell power.
The campaign will alternate between mostly RP normal life sections, where you go through the trials of a teenager's life, and mostly combat witch hunt sections, where you go through the trials of hunting down and killing randomized witches.
I expect deaths to be frequent, so make sure to get on the waitlist if you're not one of the initial five. People will go through it pretty quickly.
Power Level:
Not all magical girls are created equal. After you sign up, your power level will be rolled on 2d6. Powerful magical girls start strong, grow quickly, and have access to some special abilities. Weaker girls have attribute penalties, grow more slowly, and fall into despair more easily. Life's tough! The power level chart is in the "starting and leveling" spoiler.
Attributes:
- Soul Points (SP) - These represent how full your Soul Gem is. Attacking, casting spells, taking damage, and experiencing grief all reduce SP. When it hits 0, you have little time left to live before you become a witch. SP is only restored through using a witch's grief seed.
- Strength (STR) - Determines how hard you hit. Your Magic Weapon will deal damage on a dice equal in size to your strength.
- Dexterity (DEX) - Determines your accuracy. Your accuracy roll in combat will be equal in size to your dexterity.
- Agility (AGI) - Determines your evasiveness. Your dodge roll in combat will be equal in size to your agility.
- Intelligence (INT) - Allows you to perform special attacks and magic attacks more reliably.
- Willpower (WIL) - Your emotional resilience. Willpower lets you resist psychological attacks and the stresses of being a magical girl.
- Charisma (CHA) - A magical girl with high charisma is a good friend and leader and can handle bystanders more easily.
As a magical girl with a fresh contract, you will start out at level 1. She has 40 Soul Points and 4 points in each attribute, in addition to 6 attribute points to spend as she pleases. She also starts out with two free spells. Each level she gains 3 maximum Soul Points, every odd level she gains a free spell, and every even level she gains 1 attribute point. At every 10th level her wish ability grows more powerful.
Attribute points can be spent to raise any attribute by 1, but cannot be spent while in a witch's barrier. Free spells can be used to learn new special/magic attacks. To see how they're learned, look in the "Special Attacks, Magic Attacks, and Abilities" spoiler.
Leveling up requires experience, which is gained primarily through fighting minions, familiars, and witches. 15 experience is required to reach level 2, and the requirement is increased by 3 exp every level. So it takes 18 more to get to level 3, 21 to get to level 4, and so on. Power levels modify this - for instance, a power level 9 magical girl takes 1 less experience to level up, requiring 14 for level 2, 17 for level 3, 13 for level 4, and so on. Whenever experience is earned, all girls present recieve the same amount.
Power Level Chart
2: -1 to three random attributes, -2 WIL, -10 max SP, +4 exp required for each level, two random curse abilities
3: -1 to two random attributes, -2 WIL, -8 max SP, +3 exp required for each level, one random curse abilities
4: -1 to two random attributes, -1 WIL, -6 max SP, +2 exp required for each level
5: -1 to a random attribute, -1 WIL, -4 max SP, +1 exp required for each level
6: -1 to a random attribute, -2 max SP
7: No change from default
8: +1 attribute point at start, +3 max SP
9: +2 attribute points at start, +6 max SP, -1 exp required for each level
10: +3 attribute points at start, +9 max SP, -2 exp required for each level
11: +4 attribute points at start, +12 max SP, -3 exp required for each level, one boon ability of choice
12: +5 attribute points at start, +15 max SP, -4 exp required for each level, two boon abilities of choice
Curses and boons are in the "Ability List" spoiler.
Special attacks are modifications to your normal attack that cost extra SP. They can either be little effects (a charging slash with a sword instead of a regular slash) or they can be huge (Tiro Finale). Magic attacks are significantly modified attacks that might have nothing to do with your normal attack, such as Mami's binding ribbons or Kyoko's spear wall. Magic attacks use intelligence for accuracy instead of dexterity. Abilities are either constant or are triggered by certain events.
Special and magic attacks are not set in stone - they're learned through combat. If a girl has a free spell, she may attempt to use a new ability (described to the GM, such as "I want to restrict her but not deal damage" or "I want to summon weapons to attack every enemy in the room," etc). This can be dangerous, as the power level of the ability will be unknown until it's used. If she succeeds, she'll learn the spell permanently.
To cast a Special or Magic Attack, pay an amount of SP equal to the spell's power level, then roll magic dice equal to your intelligence minus the power level. If that roll is successful, roll accuracy with a bonus to the result that's equal to the power level. For instance, casting a PL 3 spell with 9 INT and 4 DEX costs 3 SP and rolls a d6. If that roll is successful, roll accuracy with +3 bonus to the result.
Abilities are rarer. Each girl gets one ability depending on her wish that grows more powerful at every 10th level. Other abilities can be acquired by having certain power levels, or through unique circumstances.
Boons
Determined: Choose WIS, WIL, or CHA. You gain a 25% bonus to that stat when under 25% SP.
Grateful: Whenever your party defeats a witch, roll 1d3. You and each ally gain that much SP.
Savior: If an ally reaches 0 SP, you may roll charisma to console them and return them to 1 SP on a success. You may only attempt this once per ally.
Slayer: Choose STR, DEX, or INT. Gain +2 to that attribute, as well as an additional +1 every 7 levels. This choice cannot be changed.
Solemn: You only lose 75% of the normal SP for sadness or despair, rounded down.
Curses
Adverse: -25% to all attributes in normal life.
Anxiety: Whenever you fall below 25% max SP, lose one max SP permanently.
Atrophy: -1 to all attributes while crippled. It takes you an additional day for crippled limbs to recover.
Incite: +1 to all attributes of any witch you are fighting.
Obtuse: Whenever you gain an attribute point, randomly choose two attributes. That attribute point cannot be used to raise those attributes.
Well, that was a lot of rules. It took a while to make this stuff up. Feel free to pose rules questions.
Signing Up
I'll be doing initial signups in several waves, choosing by most promising roleplaying characters. Basically I'll tell people what they need to sign up, then pick my favorites out of the partially completed character. Then I roll your power level and tell you to finish your character. Biographies should be extensive.
I'm going to get five characters, but not everyone will be a magical girl at the beginning of the game. The first two will start as magical girls, the second two will be introduced during or around the first encounter, and the last one will be introduced during or around the second encounter. Everyone who's not accepted in one round of signups is allowed to resubmit to later rounds.
The last three do not have to make their contracts immediately. Or, theoretically, ever. Feel free to be a Madoka, but make sure to be extra sad when your friends die because you couldn't help them.
The Original Pair(0/2)
Name:
Age: 14-17 only for these two
Physical Appearance:
Family:
Interests:
Biography up to before contract: One specification here - you two are not friends before you make your contracts. You may know each other if you happen to go to the same school, but you aren't more than acquaintances.
/人◕ ‿‿ ◕人\