Author Topic: Magical Burst!  (Read 2512 times)

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Magical Burst!
« on: November 09, 2011, 08:14:25 AM »
Magical Burst(in development)

So apparently some /tg/ folks have been making a meguca RPG. It actually looks sorta playable, though the numbers are still all over the place, it seems mechanically sound in general.

-Basic tristat system(Magic, Heart, Fury), rather simple in essence, it'd take no more than 10 minutes to pick up enough to play.
-Overcharge, where when you accumulate Overcharge from using too much magic. Low levels discharge with minor weirdness, but higher levels can cause mutations and worse.

Also found a bit more stuff on the same site
Quote
War
What do magical girls do when a war breaks out? The power of their magic vastly exceeds the capabilities of any mortal war machines, so magical girls could decimate virtually any military force if they’re careful. Of course, magical girls are not immune to national loyalties, so there will inevitably be magical girls fighting not to end war but to bring victory to their homeland. Chances are the tsukaima don’t actually care about what strife is visited on humanity so long as their mission is fulfilled, so they won’t have any compunctions about providing magical girls to the great villains of human history.

In Space
Mankind expanding into space doesn’t mean that there won’t be any more magical girls. Whether a tiny moon colony, a gargantuan spaceship, a fragile agricultural colony on a distant world, a great galactic empire, or some other configuration that puts people in space, magical girls can still end up fighting youma.

Magical World
The Magical World setting I did way back when was based on the idea that magical girls were not only public, but so common that they’d started to become a nuisance. Anyone who cares will try to talk you out of becoming a magical girl, and there are people who see the destruction magic can cause and seek to eliminate magical girls from the equation.

In The Lab
Hello, and welcome to the Enrichment Center. Suppose someone decided that they needed to learn more about the magical girl phenomenon. The players’ magical girls are trapped in some kind of research facility under the control of a deranged AI, and they must find a way to escape despite all the dangers the “tests” hurl at them. This isn’t brave. It’s murder. What did I ever do to you?

Apocalypse Girls
The world as we know it has come to and end, and humanity struggles to survive in a blasted landscape where might makes right because there’s no other order left. There might be something about a psychic maelstrom too, and a Thunderdome is a distinct possibility. Are the tsukaima somehow responsible? Was the end of the world only the next stage in their plan? Whatever the case, magical girls still exist, and their powers can make all the difference in a world where there are men who would happily kill for a gallon of gas.

Magic Nine
Taking a cue from Alien Nine, youma outbreaks are such an everyday thing that people are almost blase about them. Each school has a tsukaima on the staff, and each class has to elect someone to become a magical girl who fends off whatever youma might come cause trouble at the school. This version would require changing the game a little, so that the relationship between magic and non-magic isn’t drastically one-sided.

Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Magical Burst!
« Reply #1 on: November 09, 2011, 08:14:32 AM »
Magical Burst v3

A bunch of rules additions and the tables got Even Bigger. Overcharges got fleshed out more too.
Mostly, theres now rules for things beyond magical battles. 4 stats, Aggro, Cool, Social and Sharp cover those. These stats don't explode or overcharge.
Of the three magical stats you now have three uses in battle. Attack, Defense and Support. You assign one to each, and the Support is basically anything that isn't a direct attack/defend. This is assigned each round
Some rules for the following added:
Assist/hinder - Make someone use your stat of choice or give a +1/+2 bonus to a roll.
Stay Calm - No clue where this applies to.
Searching - Get a lead to finding something, apparently magical stealth involves a lot to penetrate though, but the search isn't an opposed roll.
Sense Motive - pretty much that. The magical version also involves ability analysis

Theres now rules for using magic outside combat, but if you gain any overcharge you immediately transform.
You can also recover from being de-transformed by attempting to revive, but theres again, overcharge(man, its gonna take a lot of flaring off)

Overcharges got more hazardous. Flares are random and can get quite impressive.
Changes got filled out, theres now proper tables for each type of change. Some of the more crazy ones got dropped though. Pity.
XP expenditure got rules to avoid crippling overspecialization.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.