Ah, sorry. You're a Tactician, so...
... well it seems they've been renamed effects, but here:
General Magical Effects
Healing Light: You may spend 1 Overcharge to activate this effect, as a normal action. This restores
1d6+2 Resolve to an ally of your choice. A Magical Girl may only benefit from one use of Healing Light per
round. Can only be used twice per battle.
Cleansing Light: You wield cleansing light, able to either lift ailments from your allies or scorch and disrupt
your enemies. You may use up your turn to cleanse an ally of conditions. This costs one point of
Overcharge, and allows an ally of your choice to use Resist as a Free Action. Alternately, once per battle
you may assault an enemy with this light by spending 1 Overcharge. Treat this like a Normal Attack, except
you may use Support instead of Attack, and if you hit, your enemy takes a 1 penalty to all Attack
challenges until the end of its next turn.
Energy Storage: Once per scene, you may add a free voluntary Overcharge die to any Magical Challenge.
This die adds 1d6+1 instead of the usual 1d6. You may also expend this effect to pay one point of
Overcharge towards the cost of activating any ability that is not a Finishing Move.
Aegis: After yourself or another Magical Girl has been attacked, but before they have rolled Defense against
the attack, you may spend one point of Overcharge to activate this effect as a Free Action. When rolling the
Defense Challenge, the Magical Girl in question gains a +1 bonus on the challenge, and may roll an extra
1d6 and drop the lowest die. This does not stack with the Assist action. Can only be used twice per battle.
Impact: After successfully landing an attack you may spend a point of Overcharge to Attack to activate this
effect. When rolling damage, roll an extra 1d6 and drop the lowest die. As well, the attack inflicts an
additional point of damage. This may be performed after seeing the damage roll.
Resilience: Reduce the damage taken from all sources by 1.
Regeneration: At the start of each turn you regain one point of Resolve.
Strength From Adversity: Some people freeze up when their life is on the line and they’re standing at the
edge of meeting their fate. And then there’s you. As long as you are at or under one third of your maximum
Resolve (round up), you gain a +1 bonus to Attack challenges and a +1 bonus to any damage you deal. In
addition, upon being reduced to 0 Resolve you may immediately make a Normal Attack on any target of
your choice.
Nothing Ventured, Nothing Gained: Once per session you may spend up to 6 overcharge on a single
Magical Challenge, instead of the normal 3. Additionally, you may lose 3 Resolve once per battle in order to
reroll a single involuntary Overcharge die, but must take the second result.
Knight’s Charge: Only a fool would charge in recklessly. Once per battle, you may spend two points of
Overcharge to activate this ability as a Special Action, and act immediately (or after the current action is
resolved), regardless of initiative order. You may also attempt to Interrupt an enemy’s action with this ability.
Upon activating this ability, you gain a shield that may absorb up to four total points of damage, two from the
first attack that lands on you, and two from the next. This shield vanishes at the end of your next turn.
Swift Style: You move fast and strike faster, defeating your enemy with an impressive hail of attacks. Your
Physical is considered to be 2 points higher for the purposes of Initiative and Interrupt challenges. In
addition, whenever you succeed on a Normal Attack with one or more raise, or any other kind of attack with
two or more raises, you deal an additional point of damage.
Scaling Defiance: Any attack against you that would deal 910 damage in one hit (before damage
reduction) deals 1 less damage. Any attack that would deal 11+ damage deals 2 less damage. Additionally,
once per scene, you may pay 1 Overcharge to gain a bonus on any opposed roll equal to 1+your enemy’s
current raises.
Indomitable: Minor attacks don’t even phase you. Your passive defense is Defense+6 instead of
Defense+4. You treat your Defense attribute as 1 higher against all attacks that affect multiple targets.
Overburn: If you don’t hit, that just means you weren’t trying hard enough. Once per battle, you may
activate this effect after missing a Magical Attack or failing a Clash. You instead deal damage equal to the
amount of Overcharge spent on the attack times two (max 10, but includes things like finisher costs),
however you lose Resolve equal to half of that. In addition, any attack that incurs involuntary Overcharge
dice deals an additional point of damage.
Striker Effects
Lightning Strike: You possess the capacity for great bursts of speed, able to switch from defense to
offense in the blink of an eye. Once per battle, you may spend 1 Overcharge to make an attack as a Free
Action. This may be a Normal Attack or a Multiple Target Attack, and gains a +1 bonus to hit and damage.
You may not use this effect if you have already attacked or Clashed this round, and if you use this effect
you may not attack or Clash again.
Final Strike: You are a master of grand, over the top attacks. Whenever you use a Finishing Attack, it
automatically gains a free voluntary Overcharge die. You may not use Energy Storage in addition to this. In
addition, once per battle you may choose to enhance any nonFinishing attack before rolling. This gives you
a +1 bonus to hit, as well as allowing you to roll an extra 1d6 and drop the lowest die.
Follow Up: Upon missing an attack, you may spend one point of Overcharge to activate this Effect. If you
incurred Overcharge for any reason on the missed attack, you may instead activate this ability for free. You
may immediately make another attack on the enemy that the first attack failed to hit. This may be a
Standard or Multiple Target attack with a bonus of +2 to hit, or an unmodified Finishing Move. This effect
may only be used once per battle.
Interception: Whenever an enemy declares an action other than Revive or makes a Defense challenge, you
may spend one point of Overcharge to activate this ability as a Special Action. This ability may be used
after the initial roll has been seen, as long as the action has not been fully resolved yet. Make a Normal
Attack on the enemy. If this attack is successful and deals damage, the enemy takes a 3 penalty to the
action it was trying to perform. This may only be used once per battle, and may not be Clashed or Covered.
Twin Style: Prerequisities: Tier 2+. You fight with a fluid style, possibly using two weapons, shifting
between offense and defense as the battle requires. At the beginning of the battle and each of your turns,
you may choose to be in one of the two following stances. The effects of the stance persist until the
beginning of your next turn:
Focus Stance: You may add a +2 bonus to any Attack challenge where the initial 2d6 (before modifiers, but
after +1d6 drop lowest effects like Full Drive) are lower than 7. If the roll is equal to or higher than 7, you
instead deal an additional point of damage, if the attack hits.
Counter Stance: You take 1 less damage from all sources. In addition, whenever you are hit by a magical
attack, the enemy loses 2 Resolve as you swiftly counterattack.
Full Drive: Prerequisites: Tier 2+. There are times to hold back, to fight cautiously, to try to avoid the
consequences of using magic. And then there are times when you need to go all in and fight with everything
you’ve got, lest you face utter destruction. At any time, you may choose to enter Full Drive mode. While in
Full Drive mode, you gain a +1 bonus to all Magical Challenges, a +1 bonus to the damage inflicted by
attacks, and must roll an additional 1d6 on every Magical Challenge, dropping the lowest die. However,
whenever you gain Overcharge by rolling a 6 on a Magical Challenge, you lose 2 Resolve. You may end Full
Drive mode at the beginning of your turn, but may not reenter it for the duration of the combat.
Guardian Effects
I Shall Never Fall: You gain a +1 bonus to Base Resolve, and once per session may ignore all penalties to
a single Magical or Normal Challenge. Once per battle, you may activate this ability upon being reduced to 0
Resolve. You do not revert to normal form until the end of your next turn. Anything that would recover
Resolve does not function while you are in this state, including Revive.
Praetorian: Your skill at defending your allies is immaculate, your defenses impenetrable. If you succeed
on a Cover roll with at least one raise, you take two less points of damage. You gain a +1 bonus to hit and
damage with Clash.
Hero’s Will: Prerequisites: Fortitude 5+. Once per battle, when you are rolling a Magical Challenge and are
at least one point under the TN or enemy’s roll, you may activate this ability. You may then choose to lose
up to your Fortitude in Resolve, and add that much to your result. This ability may only bring you to one
point above the TN or enemy’s roll, no matter how much Resolve is sacrificed. If this ability is used to
enhance a Finishing Move, the final cost in Resolve doubles. If this ability reduces you to 0 Resolve, you
revert to normal form once the challenge is resolved. In addition, you gain a +1 bonus to all Defense
challenges (and Support challenges to resist enemy abilities) while under one third of your maximum resolve
(round up).
Rapid Counter: Once per battle you may spend 1 Overcharge to activate this ability and perform a special
Clash as a Free Action instead of a Special Action. This does not count as your one Clash for that battle,
however if successful you only deal half damage (round down). In addition, any time an enemy misses you
with an attack, they take 2 Damage.
Crusader’s Aura: Prerequisites: Tier 2+. Once per battle, you may spend 1 Overcharge at the start of your
turn to activate this ability. If you take an Attack action in the same turn you activate Crusader's Aura, the
attack suffers a 1 penalty to hit and damage (instead of the bonus detailed below.) While Crusader Aura is
active or while you are under one third of your maximum resolve (round up), you gain a +1 to Attack
challenges. In addition, if you take damage or lose resolve from an enemy’s attack, you may immediately
end this ability to make the enemy take damage equal to the damage you took 2 (min 4).
AutoHeal: Prerequisites: Healing Light, Tier 2+. After taking damage from an enemy, you may activate
Healing Light as a Free Action, however it must be targeted on yourself. If the attack reduces you to 0
Resolve, you may not use this ability. This application of Healing Light only restores 1d3+3 Resolve. Any
healing you receive until the end of the next round is cut in half, round up.
Tactician Effects
Arcane Analysis: Once per battle, you may perform Read an Enemy as a Free Action. If you succeed on
any Read an Enemy challenge with at least two raises, you may choose three effects instead of two. Any
statistical bonuses you choose also apply to your allies until the beginning of your next turn.
Feint: After resolving a successful or unsuccessful nonFinishing attack (or successful Clash), you may
choose to activate this effect that attack was merely an elaborate distraction. Reduce the Overcharge
spent on the attack by 1. You are now considered free to act, as if you had not attacked. However, pulling
off such a move does not leave you with enough time to execute a Finishing Attack that turn. If the attack
was successful, it deals half damage (rounded up), but you may force your target into a disadvantageous
position, giving it a 2 penalty to attack one ally of your choice until the beginning of your next turn. This
may only be used once per battle.
Adaptability: You can see the flows of battle, and adjust your own magical powers to match them on the
fly, ensuring that you never face a situation without being properly prepared. Once per battle, by paying 1
Overcharge you may change what Magical Attributes are assigned to either your or an ally’s Attack,
Defense and Support midround. In addition, once per battle when you would take Overcharge, you may
move one point of that Overcharge to a different attribute instead.
Rapid Boost: Prerequisites: Tier 2+. Once per battle you can take one point of Overcharge to Assist
without using up your own turn (or after you’ve already used your turn.) This special Assist grants a +1
bonus over and above what Assist would normally grant, and may be used on your own rolls if so desired.
Divine Light: Prerequisites: Healing Light, Tier 2+. Your Healing Light restores 1d6+3 points of resolve
instead of 1d6+2. When using Healing Light, you may roll a TN13 Support challenge. On a success, you
may use Healing Light as a Free Action. On a failure, you may use Healing Light normally, or simply do
something else with your turn. Even if this succeeds, you may not use Healing Light again this round.
Power Seal: Prerequisites: Tier 2+. Once per battle, you may seal an enemy’s ability to draw on magical
power, as a Normal Action. This costs two points of Overcharge, and reduces the total amount of extra dice
due to Overcharge or Power Points that the enemy can gain on Magical Challenges by 1 (almost always
from 3 to 2), and imposes a 1 penalty to all Magical Challenges. This effect lasts for the next three turns
(not rounds), but ends prematurely if the enemy is successfully hit by a Finishing Attack. Power Seal may
not be used on any enemy suffering from the effects of the Disrupting Assault finisher.
I'll move this to the OP later, but this should do for now.
Reminder: You start with one from the general list and one from the Tactician list, as well as the two that all Tacticians get:
: You gain a +1 bonus to all Support challenges. Flexibility: You gain a second Finishing Move. However, you may only use one out of your two Finishing Moves per battle. If you buy a third Finishing Move with XP, you will then be able to use two out of your three Finishing Moves per battle.
: Once per battle you may learn whether your enemy is Uninjured (full Resolve), mildly injured (over 2/3rds Resolve remaining), injured (between 2/3rds and 1/3rd Resolve remaining), or badly injured (less than 1/3rd Resolve remaining.) In addition, if the enemy is a Youma, you also learn whether they are above or below one half of their maximum Power Points. You may use this ability more than
once per battle by spending 1 Overcharge. This is a Free Action.
For your finishers, figure out what it is/looks like (Giant bug swarm cannon, or something like that) and pick a mechanical effect from the following:
Grand Barrage: Your attack acts as a special Multiple Target Attack, with none of the penalties normally
applied. Alternately, you may focus your fire on one target. Make a single attack with a +3 bonus to
damage. If this attack misses, you may forfeit the damage bonus gain a +1 bonus to hit, in addition to
rerolling every die in the attack, with the exception of Involuntary Overcharge dice. Any die that already
generated involuntary Overcharge dice may not do so again, even if it rolls a 6 again. Both applications of
Grand Barrage are unclashable.
Arcane Prison: Your attack holds your target in place, imprisoning it in a manifestation of your element. If it
hits, the target must remain in one place and cannot attack until it can spend a turn to make a Support
challenge (succeed on a 15+) to get free.
Disrupting Assault: Your attack disrupts the enemy’s magical powers, making them temporarily weaker. If
it hits, the target rolls one fewer dice on its next Magical Challenge with each attribute.
Sundering Blow: Your attack is like an unstoppable force, even the strongest defense can only reduce it to
a glancing hit. If your attack hits, it deals an additional 1d6 damage, but if it misses or is successfully
Clashed, it still deals half of the damage a Normal Attack would have dealt (rounded down).
Final Impact: Your attack is especially potent, and inflicts an additional 1d6+3 damage.
Master Strike: Your attack is very accurate, allowing it to hit enemies that might normally be able to evade
your attacks. This attack gains a +3 bonus to hit, and inflicts an additional 1d6 damage.
Will of the Protector: While not exactly a finishing ‘attack’, this otherwise functions like one, except it
uses the Support attribute instead of the Attack attribute. Will of the Protector allows you to use Revive on
another magical girl’s behalf, with the exception that you are the one making the rolls and taking the
overcharge from the Support challenge, and that they revive with 3 more Resolve than they would normally.
Alternately, you may cast your protective energy over all of your allies and yourself, which restores 2
Resolve to each of them, as well as grants them a +2 bonus on their next Defense challenge.
Riposte: This finishing attack may only be activated directly after taking damage from an enemy’s
successful magical attack. Reduce the damage taken from the attack by 3 (if the attack would bring you to
0 Resolve even after this reduction, you may not use Riposte against this attack.) You may immediately
make a single magical attack against the enemy that attacked you, with a +2 bonus to hit and damage.
Riposte is considered a Special Action.