Author Topic: Base Class - Majo  (Read 2640 times)

Offline Hanako Tachibana

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Base Class - Majo
« on: September 12, 2012, 11:47:03 AM »
MAJO
   
"Oh, you want to duel?  That sounds fun, how about vector arrows as ten paces?  Oh, you meant with a sword.  Hehe, you might have some trouble then..."
-Tenebarum, the Three-Eyed Witch

 A majo is a technician who comes across their impressive akashic powers through extensive study.  Unlike other technicians, a majo doesn't try to combine their akashic skills with other activities, and it shows.  A majo's mastery over techniques is so extensive that she can create effects no other technician is capable of.

MAKING A MAJO
While there are none greater with techniques than the majo, her disinterest in matter such as fighting or dodging leaves her rather helpless on the front lines.  Much like a wizard or psion, a majo truly shines when she has someone large and bulky to keep the bad guys away from her while she uses her techniques.
 Abilities: Intelligence and Constitution are vital to a majo.  A high Intelligence score gives strength to the majo's techniques, and a high Constitution score keeps her from running out of tama or life.  Dexterity is also important, as their lack of proficiency with armor means a majo wants every source of Armor Class she can get.  Wisdom and Charisma both have their place, but neither is crucial.  And Strength is effectively useless; a majo who has to rely on her Strength is doing something wrong.
 Akashic Ability: Majo use Intelligence as their Akashic Ability score.
 Races: In the outer worlds, most majo are humans, their desire for knowledge and power easily leading them to the wonders the Akashic Records can provide.  Elves, despite their natural propensity towards magic, tend to shy away from the Records, possibly because of their novelty, possibly because they see akashic magic as inferior to "regular" magic.
Within the Akashic Records, atlach and kami are the most common majo, though majo can be found among any of the akashic races.  Kagaribito rarely become majo, but this is because they are almost universally meisters, not because kagaribito have any dislike for the path of the majo.
 Alignment: A majo can choose any alignment.  Good majo use their powers to aid the weak, while evil majo stomp on the faces of peasants with their akashically enchanted boots.  Lawful majo favor the star and sun icons, whose techniques produce sturdy, static effects, while chaotic majo prefer the flowing chaos of the meteor and moon icons.
 Starting Gold: 3d4x10 (75 gp).
 Starting Age: As wizard.

Class Skills
Astrology*, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (all skills, taken individually), Listen, Profession, Search, Sense Motive, Spot.
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d6


Level     BAB     Fort     Ref     Will     Special     
Tama
     
Tech. Known
     
Fund. Known
1st     +0     +0     +0     +2     Hex, icon specialization     
4
     
2
     
2
2nd     +1     +0     +0     +3     Hex     
6
     
3
     
2
3rd     +1     +1     +1     +3     ---     
8
     
4
     
3
4th     +2     +1     +1     +4     Hex     
10
     
5
     
3
5th     +2     +1     +1     +4     ---     
12
     
6
     
4
6th     +3     +2     +2     +5     Hex     
14
     
7
     
4
7th     +3     +2     +2     +5     Akashic thesis     
16
     
8
     
5
8th     +4     +2     +2     +6     Hex     
18
     
9
     
5
9th     +4     +3     +3     +6     ---     
20
     
10
     
6
10th     +5     +3     +3     +7     Hex     
22
     
11
     
6
11th     +5     +3     +3     +7     ---     
24
     
12
     
7
12th     +6/+1     +4     +4     +8     Hex     
26
     
13
     
7
13th     +6/+1     +4     +4     +8     Akashic dissertation     
28
     
14
     
8
14th     +7/+2     +4     +4     +9     Hex     
30
     
15
     
8
15th     +7/+2     +5     +5     +9     ---     
32
     
16
     
9
16th     +8/+3     +5     +5     +10     Hex     
34
     
17
     
9
17th     +8/+3     +5     +5     +10     ---     
36
     
18
     
10
18th     +9/+4     +6     +6     +11     Hex     
38
     
19
     
10
19th     +9/+4     +6     +6     +11     ---     
40
     
20
     
11
20th     +10/+5     +6     +6     +12     Hex, icon embodiment     
42
     
21
     
11

 While the majo has the same amount of tama and techniques every other technician class, she can use them in ways that others cannot.  Her icon specialization class feature allows her to use certain techniques with improved effect, and her hexes grant her access to effects that no other technician can access and gives her ready access to metakashic feats with which she can change how she uses the techniques she already knows.  She can even trade her hexes in for new techniques, if a majo really feels like branching out.

 Weapon and Armor Proficiency: A majo is proficient with all simple weapons.  She is not proficient with any type of armor or shield.
 Tama: A majo's ability to use techniques is limited by the tama she has available.  Her base tama count is given on the table above.  In addition, the majo receives bonus tama equal to her Constitution modifier.  A majo with a negative Constitution modifier instead loses tama.  Her race may also provide bonus tama, as may certain feats and items.
 Techniques: Majo have the ability to use akashic techniques.  All majo know 2 techniques at 1st level and learn one additional technique every class level.  The highest level technique a majo may learn is determined by her technician level, and is given in Akashic Magic.
 In order to use a technique, a majo must have an Intelligence score of at least 10 + the technique's converted level.  The save DCs for a majo's techniques equals 10 + the technique's converted level + her Intelligence modifier.  Like the miko, and unlike the mamono or meister, majo cast their techniques, and cannot channel them.
 Fundamentals: Majo have the ability to use akashic fundamentals.  All majo know 2 fundamentals at 1st level and learn an additional fundamental every 2 levels thereafter (3 at 3rd, 4 at 5th, 5 at 7th, etc.).  The highest level fundamental a majo may learn is determined by her technician level, and is given in Akashic Magic.
 Unlike other techniques, a majo does not have to pay tama to use a fundamental.  Instead, the majo can only use a given fundamental a certain number of times per day.  The number of times a majo can use a fundamental per day is given in Akashic Magic.
 The save DCs for a majo's fundamentals equals 10 + the fundamental's converted level + her Intelligence modifier.
 Hexes: Majo learn a number of magic tricks, called hexes, that grant them powers, weaken foes, or enhance their techniques.  At 1st level, a majo gains one hex of her choice.  She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level.  A majo cannot select an individual hex more than once, unless otherwise noted.
 Icon Specialization: At 1st level, a majo must choose 1 of the four akashic icons to specialize in, meteor, moon, star, or sun.  A specialized majo gets a +2 bonus on Astrology checks to identify techniques of her chosen icon, a +2 bonus on technique save DCs with techniques of her chosen icon that require a save, and a +2 bonus on saves against techniques of her chosen icon.
 Akashic Thesis (Ex): By 7th level, a majo has become so familiar with her apprentice techniques and fundamentals that she no longer needs verbal components to use them.
 Akashic Dissertation (Ex): By 13th level, a majo's familiarity with her apprentice techniques has grown to the point where she can use them without a visual display.  In addition, the majo is familiar enough with her initiate techniques that she no longer needs verbal components to use them.
 Icon Embodiment: By 20th level, the akashic magic swirling through a majo's body finally spills out, transforming her.  The details of her transformation depend on her chosen icon.
 Meteor Embodiment: The majo's type changes to aberration.  In addition, she gains immunity to all mind-affecting effects, immunity to poison, sleep effects, paralysis, stunning, and disease, and is no longer subject to critical hits.
 Moon Embodiment: The majo's type changes to fey.  In addition, she gains the ability to make herself incorporeal at will.
 While incorporeal, a majo gains all the advantages of the incorporeal subtype (see the Glossary of the Monster Manual), including immunity to all nonmagical attack forms, a 50% change to ignore damage from any corporeal source, and the ability to enter or pass through solid objects.  The majo loses any armor or natural armor bonus to AC, but gains a deflection bonus equal to her Charisma modifier (minimum +1).
 She has no strength score against corporeal creatures or objects and cannot make physical attacks against them, but she gains the ability to make a melee touch attack (add the majo's Dexterity modifier to her attack roll) that deals 1d6 points of damage to a corporeal target.  This effect is treated as a magic weapon for the purpose of overcoming damage reduction.
 Star Embodiment: The majo's type changes to elemental.  Unlike most elementals, star embodied majo can be raised, reincarnated, or resurrected just as other living creatures can be.  In addition, the majo gains resistance to Acid 20, Cold 20, Electricity 20, Fire 20, and Sonic 20.
 Sun Embodiment: The majo's type changes to outsider (native).  In addition, she gains immunity to poison and disease, and regeneration 10 as an extraordinary ability.  Cold iron weapons deals normal damage to her.  If the majo loses a limb or body part, the lost portion regrows in 3d6 minutes, or she can reattach the severed member instantly by holding it to the stump.
 A sun embodied majo loses any immunity to non-lethal damage she might have, and can never gain immunity to non-lethal damage.
 
PLAYING A MAJO
 To a majo, magic and research are as much valuable things in their own rights as they are means to an end.  The time spent cooped up in a library pouring over akashic texts or experimenting with a technique's variables is every bit as important as rescuing princesses from dragons, if not more.  As a majo, you are primarily motivated by your desire to learn, both about the world you are in and the Akashic Records from which you draw your powers.  This doesn't mean you are an unmoving library (though there are certainly majo for whom that title applies), just that, if you do head out on an adventure, you do so looking for rewards slightly more intangible than fame and fortune.
 Religion: Majo in the outer worlds tend to either not be religious or worship the kami of the Akashic Records.  They certainly don't worship the gods of magic, as even the slightest research shows that those gods have nothing to do with the Records.  This being said, there are majo who continue to worship the gods they worshiped before they found the Records.  Within the Akashic Records, nearly all majo worship the kami.  Those few who don't worship them acknowledge the kami's power without showing them deference.
 Other Classes: Majo feel most at home with other spell casters, such as wizards or archivists, with whom they can discus and debate the principles of magic.  Majo also get along well with more martial characters, not because they share any common ground, but because a majo without martial support is a pincushion and a warrior without magical backup is a mind-slave to some lich somewhere.  Majo have no interest in rogues, who can neither support them academically or physically, and tend to stay out of the way of clerics, who often find their connections to an unknown plane suspicious.
 Combat: Much like a wizard or sorcerer, a majo finds their place on the outskirts of combat, where they are free to do everything without begin affected by anything.  A majo specializing in the meteor or star icons will probably spend most of their time flinging deadly magical energies over their allies' heads at the opponent of the day.  A majo specializing in the moon icon can feel safe a bit closer to combat, the illusions and spatial distortions of that icon protecting the majo from some degree of harm.  And a majo specializing in the sun icon spends most of their time just out of the reach of foes, quickly moving back and forth between allies, healing them of their wounds.
 Advancement: Majo often come from the same stock as wizards, those with an innate desire for knowledge but no innate powers.  Most majo begin the journey to technical mastery on their own, after having discovered the Records in a strange tome or seeing the Records influences in a star chart.  For these people, the path to becoming a majo is both lonely and rewarding.  Other majo begin their careers as apprentices in a coven, being led along the path by those with more experience.
 As you become more skilled, your most important decisions are what techniques to learn and what hexes to select.  Its tempting to only learn techniques from the icon you specialize in, but learning a few techniques from every icon is always advisable.  You shouldn't choose techniques individually; instead you should try and learn techniques that work well together.

MAJO IN THE WORLD
"I wondered why she laughed when I told her we would be dueling with swords.  I didn't expert her to make a sword out of magic and shoot a tentacle at me through it."
-Garland Reier, duelist

 Majo live secluded lives, surrounded by books, research materials, and occasionally other majo.  The magics they wield are strange and alien, and as a result they tend to shy away from the public eye.  When they can be coaxed out of their dens, though, they make powerful traveling companions.  Unlike a wizard or sorcerer, a majo will never find themselves unable to use magic, and with their fundamentals they can make an impact out of combat as well.  A majo might not be as useful in social situations as a bard, but their knowledge and research capabilities can create plenty of ammunition for the party face.
 Daily Life: The daily life of a majo is filled with study and practice.  If the majo is a member of a coven, their might be a hefty dose of politics as well.  Either way, a majo spends most of their time indoors, only venturing out into the sun if they absolutely can't avoid it.  When a majo isn't examining the harmonic channels for strong connection points or writing horoscopes to guild them through the week, many majo like to settle down in a comfortable chair with a nice grimoire and read.
 Notables: There are few notable majo in the outer worlds, mostly due to the majo tendency to stay indoors and out of the public eye.  That being said, there are several majo whose names you may hear in a skald's tale.  Particularly well known are the Six-Eyed Witches, Tenebarum, Suspiriorum, and Lachrymarum.  These young triplets are renowned for their capricious behavior; they'll stop an evil necromancer as often as they will torment an innocent village.  The three are well liked by those they have saved, but the same can't be said about those they've harmed.
 Organizations: There are no major majo organizations, neither in the outer worlds nor the Akashic Records.  This doesn't mean all majo are loners.  Many majo form small groups known as covens, within which they go about their daily lives of research and reading.  Covens exist more for the purposes of organization and companionship than they do for shared research or adventures, and its not uncommon for the majo in a coven to only have passing knowledge about other majo within the coven.  Despite this, every majo in a coven will jump to action if another majo in the coven is in danger, and the network of communication built by up by a coven helps the majo keep up with rumors and current information, aiding them in both their research and in keeping their powers hidden.

NPC Reaction
 There are few who appreciate a majo's presence.  The authorities don't care for them, because they tend to view their own projects as more important than the local laws, if they even bother to consider such things.  The peasants don't like them, because not only are they eccentrics who seclude themselves in odd places, but they don't even have the courtesy to use a magic that people have heard of.  And the religious would rather they leave, because majo tend to bring strange tales of even stranger gods with them wherever they go.

Majo Lore
 Characters with ranks in Knowledge (akasha) or Knowledge (arcana) can research majo to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
 DC 10: A majo is magic user, like a wizard, whose powers come from intense study.
 DC 15: Majo are technicians---users of a strange magical power that comes from a plane known as the Akashic Records.  Unlike other technicians, the majo is capable of using their powers in unique and novel ways, often to devastating effect.
 DC 20: Majo are loners by nature, and powerful as they may be, most are more afraid of you than you are of them.  If you offer to leave a majo alone, or bribe them with a rare book, they will most likely leave you alone.  Of course, if you've managed to well and truly anger a majo, you can expect the full wrath of the Akashic Records to rain down upon your head.  And an umbrella won't help.

MAJO IN THE GAME
 A quest for knowledge is a natural way to introduce majo to an ongoing campaign.  If characters are searching for a particularly esoteric piece of information, who better to ask than a majo, whose job is practically collecting esoteric information.  And of course, if the majo doesn't know what the PCs are looking for, the Akashic Records are just a fundamental away, and if the Records doesn't have the information the PCs are looking for, it probably doesn't exist.  Alternatively, the characters could be looking for said information and run across a majo chasing after the same data.  Whether that majo aids or ails the PCs depends on whether you need a new villain or not.
 A majo character may be the first of her kind, a lone soul who noticed the distortion of the heavens and gained the power of the stars.  Or she could be a down-on-her-luck wizard, who turned to a new source of power after failing to master the wizardly arts.  If akashic magic is common, or at least common enough for other majo to exist, she could be a youth trained in the akashic arts by a local coven.
 Adaptation: Seeing as how a majo is effectively a wizard who uses a different sort of magic, it would take little effort to remove the Records all together, and have majo draw on either a previously unknown (but still arcane) source of magic, or use known magic in a different way.  Looking in a different direction, a majo could be more like a sorcerer, relying on innate power instead of book learning.  Such a majo would likely lead a more open and flashy life than the majo as presented above.
« Last Edit: November 15, 2012, 01:16:12 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Base Class - Majo
« Reply #1 on: September 12, 2012, 11:53:38 AM »
MAJO HEXES
 Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.  The save to resist a hex is equal to 10 + 1/2 the majo's level + the majo's Intelligence modifier.
 Hexes marked with an asterisk (*) add effects to the techniques of a majo's selected icon.  Only one of these hexes can be applied to an individual technique and the decision must be made before the technique is used.
 Akashic Mark (Su): The majo may brand a creature within Close (25 ft. + 5 ft./2 levels) range with a unique mark.  She gains a +2 bonus on attack rolls when attacking a creature branded by her mark with a technique, and the branded creature takes a -2 penalty on saving throws against her techniques.  In addition, the branded creature takes a -10 penalty on Will saves to resist scrying techniques the majo uses.  This mark can be dispelled as if it were an active technique.  A majo knows when a branded creature is no longer marked.
 The mark created by this hex is subtle, no larger than a fingernail, and can be noticed with a DC 20 Spot check.
 A majo can only have one creature marked this way at a time.  If she brands a new creature with her mark the old creature is no longer marked.
 A Will save negates this effect.  Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
 Charming Gaze (Su): The majo can charm a creature within Close (25 ft. + 5 ft./2 levels) range with a glance.  This improves the attitude of the creature by 1 step, as if the majo had successfully used the Diplomacy skill.  The effect lasts for a number of rounds equal to the majo's Intelligence modifier.
 A Will save negates this effect.  Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  Creatures of a different type than the majo gain a +5 bonus on this save unless they have an Intelligence score of 1 or 2.
 Coven (Ex): The majo can join a coven.  Joining a coven with another majo requires physical contact and 12 hours of ritual.  A majo can perform this ritual with any number of majo with the coven hex, and one majo without the hex per majo with the coven hex.  A majo gains several benefits from being in a coven.
 Tama: As long as the majo is within 60 feet of another member of her coven, she gains an amount of bonus tama equal to the number of coven members within 60 feet (with a maximum equal to her level).
 Communication: A majo can connect other members of her coven to a communication channel she creatures through the broadband communication or harmonic communication fundamentals no matter how fay away they are.  She never has to make Astrology checks when connecting coven members.  This ability does not allow the majo to connect a coven member on another plane to a communication channel created with the broadband communication fundamental.
 Scrying: A majo can use the wide area search or all-seeing eye fundamentals on any other majo in her coven no matter how far away they are.  She never has to make Astrology checks when scrying on coven members.  Coven members may resist such scrying without having to succeed on a saving throw.
 In addition, if the majo uses a scrying technique within 60 feet of other members of her coven, the nearby members can see through the sensor mote as well.  The majo that created it still controls it.
 Curse (Su): The majo can place a curse on a creature within Close (25 ft. + 5 ft./2 levels) range.  The cursed creature gains a -2 penalty to AC and a -2 penalty on saving throws.  This curse lasts until the cursed creature succeeds on a saving throw or is missed by an attack.  The majo knows when a cursed creature is no longer cursed.  A Will save negates this effect.
 A majo can only have one creature cursed this way at a time.  If she places a curse on a new creature, the old creature is no longer cursed.
 At 8th level and 16th level, the penalties caused by this curse increase by 1.
 Feat: The majo may gain any metakashic or akashic item creation feat she qualifies for in place of a hex.  A majo may 'select' this hex more than once.
 Icon's Erosion* (Su): Whenever the majo misses a creature or object with a technique from her chosen icon, that creature or object take a -2 penalty to AC for 1 round.
 At 8th level and 16th level, the penalties caused by this hex increase by 1.
 Icon's Toxin* (Su): Whenever a creature or object succeeds on a saving throw against one of the majo's techniques from her chosen icon, that creature or object takes a -2 penalty on saving throws for 1 round.
 At 8th level and 16th level, the penalties caused by this hex increase by 1.
 Lucky Strike* (Su): Whenever a majo uses a technique of her chosen icon that requires an attack roll, she may roll twice and take the better result.
 Overwhelming Power*: Whenever a majo uses a technique of her chosen icon, she may chose to take 2d8 points of damage.  If she does so, she may use that technique as if her technician level was 2 higher.  The effective increase in technician level increases the amount of tama you can spend on a single technique usage, as well as increasing all technician level-dependent effects, such as range, duration, and overcoming technique resistance.
 Prehensile Hair (Su): The majo can instantly cause her hair to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score.  Her hair has 10 foot reach, she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small majo), or to deliver touch techniques.  Her hair can manipulate objects (but not weapons) as dexterously as a human hand.  The hair cannot be sundered or attacked as a separate creature.  Pieces cut from the majo's elongated hair shrink away to nothing.  Using her hair does not harm the majo's head or neck, even if she lifts something heavy with it.
 At 5th level, 10th level, 15th level, and 20th level, her hair's reach increases by 5 feet.
 Technique: The majo may learn an additional technique she qualifies for in place of a hex.  A majo may 'select' this hex more than once.
 Unlucky Strike* (Su): Whenever a creature would have to make a saving throw against a majo's technique from her chosen icon, the creature must roll twice and take the worse result.
 Ward (Su): The majo can place a protective warding on a creature within Close (25 ft. + 5 ft./2 levels) range.  The warded creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saving throws.  This ward lasts until the warded creature is hit by an attack or fails a saving throw.  The majo knows when a warded creature is no longer protected.
 A majo can only have one creature warded this way at a time.  If she places a warding on a new creature, the old creature is no longer warded.
 At 8th level and 16th level, the bonuses provided by this ward increase by +1.
« Last Edit: November 10, 2012, 05:58:36 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Base Class - Majo
« Reply #2 on: September 12, 2012, 11:56:21 AM »
PUELLA MAJO ARCHETYPE
 While most majo come across their akashic powers after careful study, a puella majo's energies originate from their force of will and emotional power.  Most puella majo are born with these strange powers, though rumors exist of mysterious creatures that can turn a person into a puella majo, for a price.

 Akashic Ability: A puella majo uses Charisma as her Akashic Ability score.  In order to use a technique, a puella majo must have a Charisma score of at least 10 + the technique's converted level.  The save DCs for a puella majo's techniques equals 10 + the technique's converted level + her Charisma modifier.  The save DCs for a puella majo's fundamentals equals 10 + the fundamental's converted level + her Charisma modifier.  The save to resist a hex is equal to 10 + 1/2 the puella majo's level + the puella majo's Charisma modifier.
 This replaces her standard Akashic Ability score.
 Overcharge (Su): Starting at 1st level, a puella majo can gain phenomenal akashic power by letting her emotions run wild, at the price of some of her mental stability.
 A puella majo can invoke an overcharge whenever she uses a technique.  When she does so, she gains a +1 to her technician level with that usage of the technique.  The technician level boost may also increase her tama capacity, allowing her to augment techniques to a higher degree than she otherwise could.
 Level-dependent technique effects are also improved, depending on the technique the puella majo uses with her overcharge.  This improvement in technician level does not grant her any other benefits.
 A puella majo cannot use the Overwhelming Power hex and invoke an overcharge at the same time.
 At 4th level, a puella majo can choose to boost her technician level by two instead of one.  At 8th level, she can boost her technician level by up to three; at 12th level, by up to four; at 16th level, by up to five; and by 20th level, by up to six.
 Immediately following each overcharge, a puella majo may suffer fallout from pushing her emotions too hard.  The chance of suffering fallout is equal to 5% per technician level added with the overcharge.  A puella majo who is overcome by fallout is dazed until the end of her next turn and loses an amount of tama equal to 1/2 her level.
 This ability replaces the puella majo's 1st level hex.
 Resolve (Su): Starting at 2nd level, when a puella majo uses her overcharge ability, she may gain one of the following benefits.
 Offensive: The puella majo gains a morale bonus on attack and damage rolls equal to the amount by which she is boosting her technician level until end of turn.
 Defensive: The puella majo gains a morale bonus to Armor Class and on saving throws equal to the amount by which she is boosting her technician level until end of turn.
 Recuperative: The puella majo recovers an amount of tama equal to the different between her normal tama capacity and her tama capacity after her technician level has been boosted.
 If the puella majo suffers fallout from her overcharge, she does not gain any benefits for this use of her overcharge ability.
 This ability replaces the puella majo's 2nd level hex.
« Last Edit: November 11, 2012, 01:53:45 AM by Hanako Tachibana »
Girls do their best now and are preparing. Please wait warmly until it is ready.