Showing posts with label Fuck You. Show all posts
Showing posts with label Fuck You. Show all posts

Saturday, December 15, 2018

So what if Magical Girls were Power Rangers?


 So, what if Magical Girls were Power Rangers? They already kinda are but let's apply the latter's action tropes.

HD, To-Hit, Saves, and Proficiencies: as Cleric
Experience: As Magic-User
Prime Requisite: Charisma

SPELLCASTING: Henshin Heroes cast spells from the Magus list, with the same spells per day, though they cast using Charisma, and they can cast all spells they know without preparation, like a 3e Sorcerer. They have Spells Known, as a Pathfinder Bard. Well, in summary they cast as a Pathfinder Bard using the Magus spell list, I guess. And of course, if your game doesn't use 0-level spells, drop 'em.

TRANSFORMATION TRINKET: At 1st level the Henshin Hero has discovered, created, been given, or had forced upon her a transformation trinket. This item can be a brooch, wand, a bracelet or some other object that she can carry on her person. A Henshin Hero can add additional magic abilities to her transformation trinket as if she was a Magic-User of her level, with no need to know prerequisite spells for the abilities she's enchanting as long as they're not contrary to her Motif. The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the Henshin Hero who owns it. If she dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a transformation trinket is damaged, it is restored to full hit points the next time the Henshin Hero regains her spells for the day. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 GP per level plus the cost of the item's enchantments if you wish to restore them. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous transformation trinket unless the additional cost is paid.

A Henshin Hero may use her transformation trinket in place of the spell’s normal components. Consumable enchantments can be enchanted as one-off enchantments, such as having a trinket function as a potion once ever, until you enchant it as such again.

TRANSFORMATION: A Henshin Hero can transform into a pretty, flashy, cool, stylish, form. This may or may not change their actual body, or hair, or what have you, but clothes definitely change. Despite not looking like it should function as such, this is highly protective. While transformed, your AC is literally equal to your Charisma score, or adds +1 to your normal AC, whichever is higher. Some of your abilities can only be used while you're transformed, and in addition, you get an extra spell slot per day for each spell level you can currently cast, while transformed. You can only maintain your transformation for rounds per day equal to 4 + your Charisma modifier, +2 for each level after the first. These rounds need not be consecutive.

FINISHING MOVE: A Henshin Hero can release a magical wave of energy into their attacks (melee or ranged), adding +1d6 damage per level to their attacks. This extra damage is not multiplied on a critical hit or otherwise modified by damage-buffing effects unless specifically noted. This can be done freely while a Henshin Hero is transformed, but see below.

TENSION: Henshion Heroes have a pool of Tension, which is empty by default, but she gains a point under the following conditions:

1) When she Transforms
2) At the start of each round she remains transformed
3) Each time she reduces a foe to 0 HP with her Finishing Move, she gains Tension points equal to 1/4 the creature's HD (min 1).

Tension can be used in the following ways:

1) A point of Tension can be used to reroll a Finishing Move damage die, with as many points being used as desired.
2) A point of Tension can be spent to add +2 to any roll desired of the Henshin Hero's. This can stack with multiple Tension points.

A Henshin Hero can never have more than 2 + 1/2 their level in Tension points at any one time, and whenever their Transformation ends, or they use their Finishing Move, all unused Tension is lost.

SPELL COMBAT: A Henshin Hero can cast a spell with the same action that they make a weapon attack (but not a Finishing Move). Treat this as dual-wielding, except the off-hand is a spell being cast. This should require a free hand to handle the Trinket for casting purposes, but a two-handed weapon can be used if the target of the spell is the same subject, by way of channeling the spell directly through the weapon.

MIRACLE: At 20th level, a Henshin Hero is capable of accomplishing anything. 1/day, they may cast Wish. The intent of their wish is always respected with no risk of being perverted. However, if it contradicts the theme of their Motif, they can no longer transform for a full week.

MOTIFS:
At first level, a Henshin Hero gains a motif to their aesthetic, which will give effects and abilities, as well as new spells, as defined below. In the case of new spells, just look them up on the Pathfinder SRD since I already linked it.

CHAOS: The henshin hero’s power carries the foul taint of chaos, allowing them to strike down the scions of order and laugh in the face of “certain” doom.

A Chaos Hero's Finishing Move counts as Chaotic for all purposes, and deals an additional point of damage per die against non-Chaotic foes, +2 extra damage against Lawful ones. In addition, they exude an Aura of Chaos like a chaotic cleric would, and they may spend a round of Transformation time when they strike an opponent. When they do so, the effected opponent rolls with disadvantage on their next roll.

At 10th level, a Chaos Hero can transform into Improbability Mode! This enhanced transformation consumes 2 rounds of Transformation time per round, but all their Finishing Move dice increase to d10s. In addition, all enemies within 20 feet roll with disadvantage on all rolls. The Chaos Hero also benefits from a constant Freedom of Movement spell while in this state.

At 20th level, when the Chaos Hero is transformed (in either state) she is immune ot critical hits and sneak attacks. Additionally, any enemies within 20 feet must save or be Confused for one round, and take a -1 penalty to their saving throw each round they remain within the aura.

Bonus Spells: 1st — Detect Law, 2nd — Shard of Chaos, 3rd — Magic Circle Against Law, 4th — Chaos Hammer, 5th — Dispel Law, 6th — Word of Chaos

DRAGON: The henshin hero draws their power from assuming the likeness of a dragon, and their new form is an image that invokes both terror and awe from those who witness them.

At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your motif powers deal damage and grant resistances based on your dragon type, as noted below. Additionally, the Dragon Hero counts as both her original species and as a dragon whenever it would be beneficial. She can now speak Draconic, and has Darkvision. She selects a color of dragon, and gains damage resistance to whatever that dragon breathes, or is elementally affiliated with.

At 10th level, the Dragon Hero can transform into Wyrm Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they sprout draconic wings, and have the flight and fearsome presence of a dragon! In addition, they have Spell Resistance equal to half their level, and has a breath weapon equivalent to their dragon type with dice equal to their Finishing Move.

At 20th level, the Dragon Hero can fly even in their regular Transformation, and they gain immunity to sleep, paralysis, and their damage resistance becomes an immunity. In addition, their breath weapon now uses d12 damage dice.

Bonus Spells: 1st — Shield, 2nd — Resist Energy, 3rd — Fly, 4th — Fear, 5th — Spell Resistance, 6th — Form of the Dragon I

EARTH: The henshin hero’s power stems from the earth itself, making the henshin hero an unshakable mountain.

The Henshin Hero can spend a Tension point to have their Finishing Move slam the target into the nearest wall, or 50 feet away, whichever is closer. In addition, they gain 4 times their level in temporary hit points which last the entire Transformation, and are refreshed if they transform again.

At 10th level, the Earth Hero can transform into Landslide Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they only take half damage from all attacks, gain tremorsense out to 20 feet, and can pass through any form of stone or earth (except metal) like a fish in water, though they must hold their breath. If protected against fire, they can even pass through lava. This movement leaves no hole, tunnel, or any other sign of the Earth Hero's presence. Finally, the Earth Hero may walk along any wall or ceiling as if it were a flat surface, and may ignore magically altered gravity.

At 20th level, the Earth Hero has a 20-ft aura of Heavy Gravity. Enemies within it must make a Saving throw or fall prone to the ground, unable to stand. Even if they succeed, all enemies in the area take a -20 foot penalty to movement, is unable to fly (unless they're doing so magically), and has a -4 penalty to all physical checks and attacks. If the Earth Hero is in Landslide Mode, the Save to stand has a -4 penalty, and the existing -4 penalty to checks increases by 2.

Bonus Spells: 1st — Stone Fist, 2nd — Stone Call, 3rd — Soften Earth and Stone, 4th — Calcific Touch, 5th — Spike Stones, 6th — Reverse Gravity

ENDURANCE: The henshin hero’s powers fortify their physical endurance, turning them into an unstoppable juggernaut.

An Endurance Hero may spend a Tension point to gain Damage Resistance equal to the number of dice she rolls for her Finishing Move for one round. Additionally, when she transforms, she gains a +4 to Constitution, and any condition or status that would restrict their actions or negatively impact their ability scores can be delayed. However, when the transformation ends, these conditions hit with full effect, their durations effectively paused.

At 10th level, an Endurance Hero may transform into Adamantite Mode! This enhanced  transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, in this mode she can spend her Tension points to gain an equivalent bonus on all Saving Throws, and if she does fail a saving throw, can delay its effects to the end of her  Transformation. Finally, her Constitution bonus increases to +6.

At 20th level, an Endurance Hero may spend two rounds of her Transformation time to become as an Immovable Rod, becoming a literally unbending, unmoving obstacle. This even allows her to freeze herself in the air and refuse to fall to the ground. At this point, if she is not already, an Endurance Hero becomes immune to disease, poison, critical hits, and sneak attacks. Finally, her Constitution bonus increases to +8.

Bonus Spells: 1st — Endure Elements, 2nd — Bear’s Endurance, 3rd — Protection from Energy, 4th — Spell Immunity, 5th — Spell Resistance, 6th — Bear’s Endurance, Mass

FIEND: The henshin hero’s power is cursed by the forces of evil. While this makes it ideal for slaying the forces of good, not all wield this power in the name of evil - some abscond with it and turn this power against their foul progenitors.

The Fiend Hero's Finishing Move counts as Evil for all purposes, and deals +1 extra damage to non-evil opponents, and +2 to good ones. Additionally, the Fiend Hero has an Aura of Evil like an equivalent cleric, and she gains an extra point of Tension every time she deals lethal damage to a creature.

At 10th Level, the Fiend Hero can transform into Devil Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. They also sprout leathery wings and can gain 60 feet of flight speed, and they can turn a subject into an Unwilling Shield. If a Fiend Hero in Devil Mode gets a critical hit against a creature, they may designate one of the creature's allies to be an Unwilling Shield (provided they fail a saving throw). Until the Transformation ends, any damage the Fiend Hero takes is transferred to the Unwilling Shield (provided they're not dead or dispelled). Good-aligned creatures have disadvantage on the save.

At 20th level, the Fiend Hero gains immunity to fire and poison, can see in all darkness, and adds their Charisma modifier to all saving throws. In addition, they gain a 20-ft Aura of Despair. All enemies in this aura are incapable of feeling hope or any other positive emotions, and cannot benefit from any morale bonuses. Princesses and Magical Girls however, are immune to this power.

Bonus Spells: 1st — Detect Good, 2nd — Dread Bolt, 3rd — Magic Circle Against Good, 4th — Unholy Blight, 5th — Dispel Good, 6th — Blasphemy

FIRE: The henshin hero’s power burns with the ferocity of fire, allowing them to reduce their foes to cinders.

A Fire Hero may spend a Tension point to convert his Finishing Move dice into dealing fire damage, in which case they deal +1 damage per die. In addition, the Fire Hero deals +1d4 fire damage with all their weapon attacks, literally channeling flame through them. The Fire Hero herself has Damage Resistance to fire equal to her level.

At 10th level, a Fire Hero can transform into Wildfire Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Fire Hero is immune to fire in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of fire damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Fire Hero in Wildfire Mode takes 1d6+Her Level in fire damage.

At 20th level, the Fire Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Wildfire mode, anyone attacking her in melee takes an addtional 1d10+level fire damage. Finally, her fire damage bypasses all fire immunities, unless they are literally a fire elemental.

Bonus Spells: 1st — Burning Hands, 2nd — Scorching Ray, 3rd — Fireball, 4th — Wall of Fire, 5th — Fire Snake, 6th — Contagious Flame

ICE: The henshin hero’s power draws from the infinite glacial wellsprings of the elemental plane of water, allowing them to chill his foes in their tracks.

An Ice Hero may spend a Tension point to convert his Finishing Move dice into dealing ice damage, in which case they deal +1 damage per die. In addition, the Ice Hero deals +1d4 ice damage with all their weapon attacks, literally channeling frost through them. The Ice Hero herself has Damage Resistance to cold equal to her level.

At 10th level, an Ice Hero can transform into Glacier Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, an Ice Hero is immune to cold in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of cold damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Ice Hero in Glacier Mode takes 1d6+Her Level in cold damage.

At 20th level, the Ice Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Glacier mode, anyone attacking her in melee takes an addtional 1d10+level ice damage. Finally, her ice damage bypasses all cold immunities, unless they are literally a ice elemental.

Bonus Spells: 1st — Frostbite, 2nd — Frigid Touch, 3rd — Sleet Storm, 4th — Ice Storm, 5th — Cone of Cold, 6th — Cold Ice Strike

LIGHTNING: The henshin hero channels the hammer of the storms, discharging massive power onto their foes.

A Lightning Hero may spend a Tension point to convert his Finishing Move dice into dealing electric damage, in which case they deal +1 damage per die. In addition, the Lightning Hero deals +1d4 electric damage with all their weapon attacks, literally channeling lightning through them. The Lightning Hero herself has Damage Resistance to electricity equal to her level.

At 10th level, a Lightning Hero can transform into Superbolt Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Lightning Hero is immune to electricity in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of electric damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Lightning Hero in Superbolt Mode takes 1d6+Her Level in electric damage.

At 20th level, the Lightning Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Superbolt mode, anyone attacking her in melee takes an additional 1d10+level electric damage. Finally, her electric damage bypasses all lightning immunities, unless they are literally a lightning elemental.

Bonus Spells: 1st — Shocking Grasp, 2nd — Elemental Touch (electricity only), 3rd — Lightning Bolt, 4th — Ball Lightning, 5th — Lightning Arc, 6th — Chain Lightning

LUCK: The henshin hero’s power affects probability itself, allowing them to nudge the dice of fate in their favor.

A Luck Hero can choose to reroll two dice of its Finishing Move instead of one for every Tension point she spends. Additionally, she may spend one round of her Transformation time to make an opponent roll a d4 and subtract it from any check, save, or attack roll the Luck Hero chooses, and at every five levels, it increases a die step, maxing at d12 at 20th level. If the result of the modified check is a 0 or less, the foe must save or become Confused for 1 round or the entire negative integer, whichever is longer.

At 10th level, a Luck Hero can transform into Black Swan Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Luck Hero automatically rerolls all 1s, and may spend her Tension Points to reroll any die she wishes, rolled by anyone.

At 20th level, a Luck Hero may spend 2 Tension points to make her Finishing Move attacks automatically hit. In addition, she produces a 20-ft Luck Aura that makes her allies and enemies roll all dice with Advantage and Disadvantage, respectively, while she's transformed.

Bonus Spells: 1st — True Strike, 2nd — Aid, 3rd — Borrow Fortune, 4th — Freedom of Movement, 5th — Break Enchantment, 6th — Spell Turning

MUSIC: The henshin hero wields the power of song against her foes, her sick beats empowering her allies or hindering her foes.

The Music Hero can spend a Tension point to convert her Finishing Move dice into dealing sonic damage, in which case they deal +1 damage per die. In addition, the Music Hero can perform magical music as a Bard or Princess of their level, chosen at 1st level. Finally, a Music Hero has resistance to Sonic damage equal to their level.

At 10th level, a Music Hero can transform into Crescendo Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, while in this form, a Music Hero can perform even in magical silence, and is capable of being their own back-up singer, maintaing two different songs at once. Finally, a Crescendo Mode hero is immune to Sonic damage, and every 3 points of sonic damage they would take (if they weren't resistant) are converted into 1 Tension point or 1 temporary hit point (their choice). These points last until the end of the Transformation.

At 20th level, a Music Hero may spend 3 Tension points to do a powerful sound burst, dealing her Finishing Move dice in Sonic damage to every enemy within 90 feet. This bypasses all resistance (but not immunity) to Sonic damage, and pushes all enemies to the edge of the blast radius (or against a wall). However, as a result of this much musical power, everyone (including your allies) are deaf and thus immune to your musical abilities for an entire minute.

Bonus Spells: 1st — Moment of Greatness, 2nd — Shatter, 3rd — Thundering Drums, 4th — Dance of a Hundred Cuts, 5th — Resonating Word, 6th — Dance of a Thousand Cuts

ORDER: The henshin hero draws strength from the power of law, allowing them to deliver doom to chaos as surely as an apple falls from a tree.

The Order Hero's Finishing Move counts as Lawful for all purposes, and deals +1 damage per die to non-lawful foes, and +2 to chaotic ones. Additionally, an Order Hero has an Aura of Law as an equivalent cleric and may spend a round of his Transformation time to take the average on any damage roll, and can cancel out Disadvantage with this same ability.

At 10th level, the Order Hero can transform into Arbiter Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Order Hero produces a 20-foot Aura of Averages that averages all effects; all dice she and her allies roll are averaged if they are below it, and all enemy dice are averaged if they roll above it.

At 20th level, the Order Hero produces an Axiomatic Aura that causes all chaotic creatures to be sickened, and additionally, the Order Hero becomes immune to Chaotic magic in Arbiter mode, and she and her allies in her aura gain Advantage on saves against it in all forms. Finally, all attacks she makes against Chaotic enemies function as Dispel Magic against any beneficial magics benefiting them, to the point of banishing them to their home plane if they're extraplanar summons.

Bonus Spells: 1st — Detect Chaos, 2nd — Arrow of Law, 3rd — Magic Circle Against Chaos, 4th — Order’s Wrath, 5th — Dispel Chaos, 6th — Dictum

POWER: The henshin hero’s power increases their raw physical might, allowing them to overwhelm their foes.

A Power Hero can spend a Tension point to increase her Finishing Move dice by one step, to a max of d12. Additionally, when she transforms, she gains a +4 to Strength, and her encumbrance capacity quadruples. She is also incapable of being exhausted.

At 10th level, a Power Hero's Strength bonus increases to +6, and she can transforms into Muscle Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, her carrying capacity multiplies tenfold, and her attacks ignore all damage reduction, resistance, or shielding. Armor and shields will sunder on a critical hit. Finally, in all forms, the Power Hero now increases the damage die of all weapons she uses by one step.

At 20th level, a Power Hero's Strength bonus increases to +8, and she deals double damage dice with everything but her Finishing Move, which now deals +2 damage per dice. Finally, in her Muscle Mode, she rolls d30 for her attack rolls, and critically hits on anything above a 20.

Bonus Spells: 1st — Thunderstomp, 2nd — Bull’s Strength, 3rd - Thunderstomp, Greater, 4th — Interposing Hand, 5th — Forceful Hand, 6th — Bull’s Strength, Mass

RADIANCE:
The henshin hero channels the power of the sun, blinding foes with their radiance!

The Radiance Hero can spend a Tension point to release a blast of light with her Finishing Move, causing all enemies within five feet to save VS Blindness. They can re-attempt the save every round to recover their sight. Additionally, while transformed, the Radiance Hero emits bright light out to 60 feet. Any enemy within this area become dazzled, taking -2 on their attack rolls against the Radiance Hero.

At 10th level, the Radiance Hero can transform into Sunshine Mode! his enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, the Sunshine Mode Hero can suppress his light for 1d4 rounds, and make a finishing attack against a target for double the Finishing Move dice. If this reduces a foe to 0 HP, their body explodes into pure sunshine, causing all enemies to save against permanent blindness. Finally, in its normal transformation, a Radiance Hero gains a gaze attack that makes targets save or be blinded for 1d4+1 rounds.

At 20th level, the Radiance Hero may spend 6 Tension points to use his Sunshine Mode's 10th level attack in her normal transformation, but in Sunshine Mode, she may now spend a full round dealing double her Finishing Move dice against all enemies within the 60-ft. range of her light, a saving throw allowing for half damage. However, anyone killed by this ability erupts in that same blinding light...and also explodes as if another burst of Finishing Move (at normal dice). This can cascade, with each new link in the chain dealing half the Finishing Move damage of its preceding explosion.

Bonus Spells: 1st — Color Spray, 2nd — Hypnotic Pattern, 3rd — Wrathful Mantle, 4th — Rainbow Pattern, 5th — Prismatic Beam, 6th — Prismatic Spray

SAINT: The henshin hero’s power stems from the forces of good, imparting them with a raw beatific grace that only the holiest of saints can match.

The Saint Hero's Finishing Move counts as Good for all purposes, and deals +1 damage per die to non-good foes, and +2 to evil ones. Additionally, they have an Aura of Good as an equivalent cleric and may use Lay on Hands as a paladin of their level.

At 10th level, a Saint Hero can transform into Seraphim Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, she may spend 4 rounds of her transformation time to cast Shield Other. When she takes damage from this ability, she gains a point of Tension. The Seraphim Mode Hero also gains 60 ft flight speed due to angelic wings.

At 20th level, a Saint Hero can spout wings even in her normal transformation, adds her Charisma bonus to all saving throws, becomes immune to acid, cold, petrification, electricity, and fire, and can Turn Undead as as a Cleric of half her level.

Bonus Spells: 1st — Detect Evil, 2nd — Spear of Purity, 3rd — Magic Circle Against Evil, 4th — Holy Smite, 5th — Dispel Evil, 6th — Holy Word

SHADOW: Wielding the power of the shadows, the henshin hero may strike down their foes with all of the inscrutability of the dark side of the moon.

The Shadow Hero may spend a point of Tension when in dim light or darker to deal an extra point of damage per die. Additionally, they possess darkvision, and if they already had darkvision can see twice as far and can see even in magical darkness. They can spend a round of transformation to cast Darkness.

At 10th level, a Shadow Hero can transform into Umbral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move Dice increase to d10s. Additionally, she can see even in magical darkness, and her Darkness spell-like ability can snuff out even magical lights. The Umbral Mode Hero may expend an extra round of transformation time to freely teleport within areas of darkness as if by dimension door, as long as he can see them.

At 20th level, a Shadow Hero becomes immune to sneak attacks and critical hits, and their darkness even blinds the darkvision and special senses of other creatures. Additionally, they can spend a round of transformation time to become incorporeal on a 1:1 basis of rounds.

Bonus Spells: 1st — Ray of Enfeeblement, 2nd — Shadow Anchor, 3rd — Deeper Darkness, 4th — Shadow Conjuration, 5th — Shadow Evocation, 6th — Shadow Conjuration, Greater

SPACE: The henshin hero’s power grants them authority over the fabric of space itself, allowing them to harry foes from impossible angles.

The Space Hero may spend a point of tension when making a Finishing Move to teleport herself or the target of the attack 10 feet in any direction per character level, though the target can make a Save VS Breath Weapon against this teleportation. Additionally, the Space Hero can spend two rounds of transformation time to cast Dimension Door on themselves only, with the range of movement limited to 20 feet per level.

At 10th level, a Space Hero can transform into Astral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in any form, she may 'mark' any target she can perceive, and can keep one mark per four levels active at any one time. She can always determine the relative location and direction of a Marked target to her own position, and can use a single round of transformation time to freely teleport to or away from a Marked subject. if warping away, she can move 30 feet per character level. These Marks evaporate after 1 minute of being cast on a target. Additionally, while in Astral Mode, the Space Hero's attacks ignore all distance between herself and the Marked subject, and she is able to ignore gravity restrictions and dimensional boundaries, able to interact with the ethereal/incorporeal as if they existed in the same dimensional space as herself. She can punch ghosts.

At 20th level, a Space Hero can freely swap places with any Marked subjects, or can swap any Marked subjects freely, though they are entitled to saving throws. In the case of swapping two Marked, if either one makes their save, the entire effect is cancelled. Additionally, in Astral Mode, she can spend 2 points of Tension and attack all her Marked subjects, regardless of distance, or what plane of existence they're on, with a single attack. This attack is checked against the subject's AC, saves, etc. individually, but the Space Hero is only taking a single action. Finally, a Mark can last for 24 hours.

Bonus Spells: 1st — Mirror Strike, 2nd — Twisted Space, 3rd — Jester’s Jaunt, 4th — Dimension Door, 5th — Plane Shift, 6th — Greater Teleport

SPEED: The henshin hero’s power supplements their reflexes, allowing them to blur across the battlefield and strike down foes in a flash.

When using her Finishing Move, a Speed Hero can spend a point of tension to make an extra attack at a -4 penalty. Additionally, when transformed, she gains +4 to her Dexterity score and her movement rate is doubled.

At 10th level, a Speed Hero can transform into Accel Mode, This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in such a state she benefits from the Haste spell constantly, at no negative side effects. In all forms, her Dexterity bonus increases to +6, her movement rate doubles again, and she may spend 4 rounds of transformation time to caste Haste on anyone she likes, including herself (This doesn't stack with Accel Mode).

At 20th level, a Speed Hero's Dexterity bonus increases to +8, her movement rate quadruples, and she rolls any Dexterity/Reflex-type saving throws with Advantage. Finally, she may spend as many rounds of transformation time as she likes to gain that many rounds of Time Stop.

Bonus Spells:  1st — Expeditious Retreat, 2nd — Cat’s Grace, 3rd — Burst of Speed, 4th — Freedom of Movement, 5th — Wind Walk, 6th — Cat’s Grace, Mass

WIND: The henshin hero draws their power from the skies themselves, allowing them to move with the speed of the wind and dance among the clouds.

When a Wind Hero uses her Finishing Move, she may spend a tension point to deal an extra point of damage per die, dealing wind-elemental and/or slashing damage, as she literally cuts with the wind. Additionally, she is immune to fall damage due to having a constant Featherfall effect.

At 10th level, a Wind Hero can transform into Hurricane Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she gains a fly speed equal to double her movement. Anyone ending their turn within 5 feet of her, or who makes a melee attack against her, takes 1d6+her level in slashing/wind damage, and in all transformations, all ranged attacks take a -4 penalty against her. Finally, in all forms, the Wind Hero can always breathe, in all environments.

At 20th level, a Wind Hero can fly in all her transformations, and her flight speed doubles (triples in Hurricane Mode). In her transformed states, she is utterly immune to ranged attacks, and may, as a free action once a round, force any creature of her size or smaller to make a Save VS Breath or take 5d8+level in wind/bludgeoning damage and be thrown back 2d6 x 10 feet in any direction she pleases. Finally, in Hurricane mode she can control the direction of any free-falling objects or beings within twice her movement range, but and can even suspend their descent, but any beings with flight can resist her on a saving throw.

Bonus Spells: 1st — Feather Fall, 2nd — Gust of Wind, 3rd — Cloak of Winds, 4th — Air Walk, 5th — Control Winds, 6th — Wind Walk

WOOD: The henshin hero channels the serenity and vitality of nature, allowing them to heal themself and their allies.

Whenever the Wood Hero uses her Finishing Move, she can spend a point of tension to heal herself an amount of damage equal to half the damage rolled for the Finishing Move. Additionally, while transformed, she gains a +2 to all Saving Throws, and gains their CON bonus to AC when transformed (minimum +1 extra point).

At 10th level, the Wood Hero can transform into Overgrowth Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she rolls all saving throws with Advantage, and she may Transport Via Plants at-will. Additionally, anyone ending their turn within five feet of the Overgrowth Mode Hero, or who attacks her in melee, takes 1d6+her level in damage, and she heals for half that amount. Finally, in all transformations, she may freely transfer her own hitpoints to anyone else on a 1:1 basis.

At 20th level, the Wood Hero can spend two rounds of her transformation time to explode into thorny brambles, dealing her Finishing Move dice to everything within 20 feet of her, and in Overgrowth Mode, the damage her piercing thorns deal increases t0 1d10+her level, and she now heals twice the damage they deal. Additionally, she is now immune to anything that prompts a Saving Throw as long as she is in Overgrowth Mode. Finally, in her normal transformation states, she can now sacrifice her health to heal others at a 1:2 rate, and in all forms, she heals all damage and non-magical injuries and conditions fully after a normal rest. If she would already be at full health normally, she instead gains a bonus Hit Die in temporary hit points.

Bonus Spells: 1st — Entangle, 2nd — Barkskin, 3rd — Neutralize Poison, 4th — Arboreal Hammer, 5th — Commune with Nature, 6th — Animate Plants

--

Ohhhh my god. Alright, so are you still with me? I know this class has a lot going on with it, already, and I understand if it tested your patience on shit baked into a class. So no worries if you totally ignore this part, because it's a bit close to being 3e-style feats. Consider this optional. At 1st, 4th, and every 4 levels afterward, a Henshin Hero gains a Kamen Kiseki, a miraculous outgrowth of their transformed alter ego! The list they can choose from is provided below.

ACCURATE FINISHER: A Henshin Hero may spend a point of tension to add her Charisma bonus to attack rolls for her Finishing Move. This cannot stack with itself or any other tension-based attack roll bonuses.

ARMOR PIERCING FINISHER: A Henshin Hero may spend three points of tension to have her Finishing Move ignore any armor the target is benefiting from. A Henshin Hero must be 12th level to select this Kiseki.

EXPLODING TRANSFORMATION: When the Henshin Hero transforms, she may deal 1d6 damage per level to all creatures within ten feet of her plus five feet every five levels, of any damage type her Finishing Move may deal. Targets may make a saving throw to halve the damage, and anyone lowered to 0 HP by this explosive aura grants the Henshin Hero a point of tension. A Henshin Hero may only take one Transformation Kiseki, ever.

EXTENDED TRANSFORMATION: The Henshin Hero can remain transformed for an additional 6 rounds per day. This is not considered a Transformation Kiseki, and can be taken multiple times, stacking with itself.

FLAMBOYANT TRANSFORMATION: The Henshin Hero's transformation sequence is so bedazzling, that observers must make a Saving Throw or be fascinated for one round. The Henshin Hero can spend rounds of Transformation Time to prolong the sequence to comedic lengths, which extends the fascination on a 1:1 basis. No one wants to take the oppurtunity to interrupt your lengthy transformation. Probably because it's sexy. A Henshin Hero may only take one Transformation Kiseki, ever.

HAND TO HAND TRAINING: The Henshin Hero may perform Unarmed Strikes as a Monk of their level, and when Transformed, gains a +1 magical bonus to their attacks and damage which increases every five levels.

HIDEAWAY: The Henshin Hero has access to an invisible extradimensional space in which she may store a number of items equal to her character level. These must be small enough to be worn or wielded, and can be retrieved and inserted into it freely. Her Transformation Trinket never counts against her limit.

LIFEBURN: A Henshin Hero may sacrifice her health for power, dealing damage to herself to gain rounds of Transformation Time equal to 1/4th the damage taken. These rounds disappear after one minute, and this power can only be taken at 4th level or higher.

MASKED RIDER: The Henshin Hero can summon a bitchin' magical motorcycle they telekinetically control, which functions as a Paladin's Mount of their level-3 (minimum 1), which also benefits from any constantly-active Motif Powers of the Henshin Hero.

POWER SHIELD: The Henshin Hero can conjure any type of shield she is proficient with, though it disappears if anyone else wields it or if her transformation ends. This shield gains a +1 bonus at every 5 levels.

PUSHING THE LIMIT: The Henshin Hero can hold more Tension points than their normal limits. While she is above her maximum tension points, she counts as 5 levels higher for the sake of her Motif Powers, and she gains a +1 to her attacks and damage for every point above her maximum up to her CHA bonus maximum, but every round she takes 5 damage for every tension point above her maximum. This can only be taken at 8th level or higher.

RESTORATION SURGE: Whenever the Henshin Hero dismisses her Transformation, she may spend two tension points to regain a round of transformation time. She can do this multiple times if she can afford it.

RISING TENSION: The Henshin Hero may expend two rounds of Transformation Time to gain a point of tension.

SIGNATURE WEAPON: The Henshin Hero selects one weapon she is proficient with, and she can conjure it freely as part of her transformation abilities. This weapon disappears if wielded by anyone other than her, or if her transformation ends. This weapon gains a +1 bonus at every 5 levels, and if it is a ranged weapon, it has infinite ammunition, but must still be reloaded manually.

SOULSHATTER FINISHER: The Henshin Hero may elect to have her Finishing Move deal negative energy damage with a point of tension. When a creature takes damage from this negative energy, they must save against Energy Drain. This Kiseki can only be chosen at 12th level.

SPELLSHATTER TENSION: The Henshin Hero may choose to siphone magical energy to fuel her Finishing Move. She may expend 3 rounds of her Transformation Time to dispel one active spell effect within 100 feet, and if successful gains Tension points equal to the spell's level. She may immediately choose to spend one of these tension points to attempt to dispel another spell effect, and can hypothetically chain this indefinitely. This can only be selected at 12th level.

VITALITY SURGE: When a Henshin Hero dismisses her transformation, she may spend a point of tension to regain half her character level (minimum 1) in hit points. She may stack multiple points of tension on this effect.

ARCANE TENSION: A Henshin Hero may expend a spell slot to gain a point of tension per two levels of the sacrificed spell slot, minimum 1.

FAMILIAR: A Henshin Hero knows Find Familiar, and possesses a familiar as a wizard does, except it can speak all languages the Henshin Hero knows.

FAST ENCHANTMENT: A Henshin Hero may expend three rounds of her transformation time to enhance a weapon she is using for one minute (or until she lets go of the weapon), imbuing a +1 bonus or equivalent ability into the weapon. At every five levels, she can invest a greater bonus or ability by the equivalent of a +1 increase, for an additional three rounds each time.

SELECTIVE RECALL: A Henshin Hero may expend 3 rounds of transformation time per spell level to cast a spell she knows without expending a spell slot. If she has the Signature Spell Kiseki, the related spell only costs one round per level.

SIGNATURE SPELL: The Henshin Hero selects a spell she knows that deals hit point damage and can treat it as her Finishing Move, using its damage dice and so forth, but she may modify it with her Motif Powers and Tension Points, and it may trigger effects activated upon use of her Finishing Move. This Kiseki may be chosen multiple times, selecting a different spell each time.

ARCANE SCENT: In exchange for 3 rounds of transformation time, a Henshin Hero can sense the presence of spellcasters as if by scent, and can even tell the types and level of magic they can cast, but not exact spell details. Once activated, this Kiseki remains active for a minute, and if the same scent is focused on for the entire duration, you can determine the class (if any), or the race (if it's the source of the magic) of the creature, as well as if the alignment of the creature is one diametrically opposed to the Henshin Hero's.

REFLECTION: A Henshin Hero can spend 3 tension points to reflect a spell back at its caster, as if by Spell Turning. This Kiseki can only be taken at 16th level or higher.

USE MAGIC DEVICE: A Henshin Hero can role morale to convince a Magic Item to function for them, even if it otherwise wouldn't. if this roll critically fails, the item curses them instead. This Kiseki can only be taken at 6th level or higher.

SPELL BLENDING: A Henshin Hero learns a Wizard Spell of a level he can cast. If the spells aren't of the highest level the Henshin Hero they can cast, they can select two of them. This can be taken multiple times.

AUGMENTATION: A Henshin Hero can spend 3 rounds of Transformation Time to boost a single
ability score by +2 for a number of rounds equal to her level.

DAMAGE SOAK: A Henshin Hero can spend 3 points of tension to reduce all damage she takes by her level for one full round.

METAMAGERY: A Henshin Hero can spend three points of tension to apply any sort of metamagic in your game to a spell she's casting (Look at 3e or something if you don't have any but otherwise allow this. Maximize Spell, Empower Spell, etc) without altering spell level. This requires 8th level or higher.

Tuesday, March 13, 2018

The Deck of Manly Things

Yea I know this is stupid, shut up. We got too much pretty girly stuff on this blog.

The Fool: You become capable of riding any four-legged beast. They instantly recognize you as alpha and obey standard horsemanship commands, even if they shouldn't.

The Magician: If you are a woman, you become a man. If you are a feeble man or a wimp, you become brawny and strong. If you are hairless, you become hirsute. If you're already all these things, you become so masculine that it's kinda toxic. You become emotionally insensitive, unconsciously bigoted, and you become unable to tolerate doing unManly things.

The High Priestess: You are now an inexhaustible lover. She never gets pregnant and you never get crabs or diseases. You're great at sex and everyone in town seems to know.

The Empress: You are embued with a magical 'MOM' tattoo on your upper arm. It alerts you if she is in trouble and reminds you to get her something nice on her birthday. She appreciates your visits, but understands that you're busy saving the world. If your mom isn't alive, you will never love, cry, or smile again.

The Emperor: Your entire wardrobe is replaced with manly versions. Everything you wear is incredibly cool, made of leather, and provides at least +4 AC. Your existing armor, if any is modified with sculpted abs and pecs. You invent Aviator shades.

The Hierophant: You know the law, and can argue it rationally and eloquently. If you were chaotic, you become neutral. If neutral, you become lawful. If the local law enforcement are overwhelmed (aren't they always), they put a badge on you before you leave the tavern, mutating you closer to the stereotype of a scary, tough cop.

The Lovers: Everywhere you go, unimaginably beautiful young women throw themselves at you shamelessly. You may indulge in their attention as much as you want, but you never become attached to any one female.

The Chariot: At any body of water you need to cross, you grapple a shark, who swims you to the other side. You subtly become more like a pirate.

The Justice: You become a master at arm wrestling. No one can beat you.

The Hermit: You grow a massive, manly beard. Even Dwarves will envy your beard. It has an AC of 15, is hard hard to break as diamond, and can lift 300 lbs.

The Wheel of Fortune: In every man's life, there comes a time when he has to make a decision. You choose BACON. You can now cast Grease at-will, due to having eaten so much bacon without washing your hands.

The Fortitude: You become capable of skinning and cooking anything you kill. You have an infinite supply of barbeque sauce. You can drink any volume of alcohol with no negative consequences. Your diet consists solely of meat and ale.

The Hanged Man: You become significantly well-endowed. Yes, just that one anatomical part. You will need a new codpiece for your armor, and probably looser-fitting pants. You have a third equipment slot for magic rings.

The Death: It takes enough arrows to darken the sky, or a moon crashing on you, or a similarly insane amount of awesomeness to kill you. You are immune to disease, papercuts, gangrene and old age.

The Temperance: What? There's no temperance in being manly. You rip up the card, eat it, and knock out an opponent by spitting it at them. Someone yells "Blackjack" and you win 100 gold.

The Devil: You encounter an Owlbear, and you wrestle it to the ground bare-handed. You may choose to slay the Owlbear and wear its coat (which makes monstrous humanoids afraid of you forever), or it will follow you as its new pack leader (which makes humanoids afraid of you forever).

The Tower: You become impervious to fall damage. Regardless of height, you land on your feet, or crouched with your fist to the ground. You leave craters in dirt, and crack stone.

The Star: Forever more, after you have defeated an enemy, something behind you explodes!

The Moon: You become immune to fear. You stand brave in front of Ancient Wyrms and Liches alike. While it doesn't make you invincible, you think that you are.

The Sun: You become immune to fire, even magical. You can walk across coals, strike a match on your knee, and start a fire with just two sticks.

The Judgement: You can spot an unmanly man, regardless of magic or disguise. You immediately intimidate any man lesser than yourself, and can spend a Downtime/Haven turn making such a man half as manly as you are.

The World: Your lifting and carry limit skyrocket. You can carry up to 30 times your own body weight without difficulty or encumbrance.

Sunday, December 10, 2017

Homestuck Trolls

So. Homestuck. That webcomic that took over the internet from 2009 to 2014. I'm not going to make a big thing about explaining the lore, there's way too much here. I'm just going to adapt the Troll race. For fluff details, go to the wiki here.

Mechanically, Trolls have a subrace for every blood color, but there's commonalities. Simplified, they are:

+2 STR, +2 DEX, -2 WIS, with Daylight Sensitivity as a Drow.

Additionally, roll a 1d100 for Blood Color, or ask your DM.

01-20:  Rustblood
21-36: Bronzeblood
37-52: Goldblood
53-64: Oliveblood
65-74: Jadeblood
*69: Candyblood
75-82: Tealblood
83-88: Ceruleanblood
89-92: Indigoblood
93-96: Purpleblood
97-98 Violetblood
99: Fuschiablood
00:  Limeblood

Rustbloods receive +1 INT in addition to the above traits and tend to live 40-60 years.

Bronzebloods receive only a -1 WIS penalty, and tend to live 50-90 years.

Goldbloods receive +1 INT in addition to the above traits and tend to live 70-120 years.

Candybloods receive +2 to a stat of their choice, and have lifespans equal to a human's. This is a mutant blood color, and should not technically exist.

Limebloods receive +3 CHA and have no Wisdom penalties in addition to the above traits, and live 100-160 years. This is, in most settings, an extinct blood color.

Olivebloods receive +2 DEX in addition to the above traits and live 150-240 years.

Jadebloods receive +2 CHA and have no Wisdom penalties in addition to the above traits, and live 180-270 years. In addition, they do not have Daylight Sensitivity.

Tealboods receive no Wisdom penalty, and live 225-400 years.

Ceruleanbloods receive +1 to CHA and one other stat of their choice, and live 300-500 years.

Indigobloods receive +3 STR instead of the normal STR bonus, and live 325-800 years.

Purplebloods receive +2 STR, +3 CON, -3 WIS, -1 INT instead of the usual ability modifiers, and live 450-1000 years.

Violetbloods +2 DEX in addition to the usual ability modifiers, and live 750-1500 years.

Fuschiabloods receive +2 to every ability score, and can live forever.

Your Blood Color gives a modifier to Saves vs. Psionic Powers and Mind-Effecting affects as follows:

Rustbloods: -5
Bronzebloods: -4
Goldbloods: -3
Candybloods: -2
Olivebloods: -1
Jadebloods: 0
Tealbloods: +1
Ceruleanbloods: +2
Indigobloods: +3
Purplebloods: +4
Limebloods: +5
Violetbloods: +10

Fuschiabloods are utterly immune to psionics.

To determine whether or not your troll gains Psionic powers, roll a d100 and add the following modifiers
+30: Rustbloods
+25: Bronzebloods
+20: Goldbloods
+10: Olivebloods
0: Jadebloods
-5: Tealbloods
-10: Ceruleanbloods
-20: Indigobloods
-40: Purplebloods

If the result is a 50 or higher, your troll is a Wild Talent psionic, however that's handled in your system. At 60+,they gain an additional psionic power for every ten points above 50 they rolled.

Seadwellers  (Violetbloods and Fuschiabloods) may not have Psionic Powers through this racial trait. In compensation, they can breathe water as well as air and can maneuver perfectly in water as aquatic lifeforms.

Candybloods are to be treated as Jadebloods due to being similar to humans in most ways, and Limebloods are always psionic and need not roll. In fact, when determening their Wild Talents, treat them as if they rolled 100.

As a final note, if you're using Race-as-Class, simply have them advance as Fighters, Psionics, or as a modifier Elf that has stagger psionic progression instead of spellcasting. Also, I'd like to thank my friend Carson for helping me crunch some numbers. He's a boo. <3

Thursday, September 21, 2017

Platinum Pieces Are Bullshit

So I'm not going to retread old ground, here; if you're reading this blog you've probably heard of using Silver Standard or perhaps even Copper Standard currency in D&D. In case you haven't, the basic low-down is that using gold as the standard is not only historically inaccurate, but is bad game design; starting level 1 players with 3d6 x 10 GP is way too much, and creates a set of expectations where 40 GP in a chest is a rounding error instead of a reason for people to squabble, draw swords, and go crazed with greed. Fuck that.

In such a Silver/Copper standard, you basically change all instances of 'GP' to the proper coinage, increasing the value of everything else accordingly. A sword worth 10 GP in your player's handbook is now 10 SP in Silver Standard, etc. To facilitate this, atleast one adventure module I've seen (Isle of the Unknown for the Lamentations of the Flame Princess gameline) uses Tin Pieces as a lower-than-Copper coinage.

Now, this is interesting, as metallurgically, tin is less common and thus more valuable than copper, but alchemically, this makes sense. The idea of coins having alchemical significance is an appealing one, because gold pieces and gems are implied by the rules to have inherent magical significance. What else could it mean to have spells cost arbitrary amounts of money in material components possibly mean? Gems might have mystical symbolism, like a Rose Quartz being an emotional healing stone, but gold seems to act as a natural conductor of magic for all general purposes.

 So, what do we do about Platinum Pieces? Most would tell you that there's not really any need for a better-than-gold piece, but we can justify it, because gold is not actually the final product of alchemy. Turning lead to gold is merely a process, not the end goal. Alchemy is about spiritual purification and elevation of the soul. The Magnum Opus is the process of purifying the soul by way of learning to manipulate the world; transmutation is essentially metaphor.

In this model, Tin Pieces are the unworked lead, and Copper Pieces are the first step; Nigredo, the blackening which represents putrefaction and spiritual death. It represents the soul meeting itself, and forced to face the worst of its inner nature. Obviously, Copper isn't a black material, but it does have associations. Copper decompose and oxidizes in time, becoming green and eventually blackish. Additionally, of all the major metals discussed here, it's the most biologically oriented, involved in dietary management, and often being created from traces of petrified organic matter. It even has associations with degradation of the soul; elevated copper levels have been linked to the onset of alzheimer's.

Silver is Albedo, the whitening or purification, and is quite an intuitive match, here. Silver is a metal of purity and sacred, anti-evil power in most mythologies; it has associations with the moon, and with harming or repelling evil or unnatural creatures. In many real-world magical traditions, it's also associated with witchcraft. The Alchemical Magnum Opus discussed Albedo as the separating of opposites for later reunification; remember this point.

Gold is usually associated with Rubedo, but it's also been associated with Citrinas, the yellowing or transmutation. It is here that silver is turned to gold, and the power of solar symbolism is utilized. This is also fairly obvious; gold has sun associations in D&D and various religions, and has a more celestial presence. It's associated typically with mainstream religions in power symbolism, and also has mystical governance over the material world. Money can buy everything, and all that.

Rubedo, the Reddening, is the finale of the process. The end of the Great Work. This is the wholeness. Silver and Gold and all other opposites come together to create spiritual and material perfection. It's the production of the Philosopher's Stone, and rather than the stone being a magical chemical that turns lead into gold or create immortality potions, it's in fact the ability to create them that lets the alchemist perform these tasks.

So, we'll call these Philosopher's Stone Pieces, or PP for consistency. What sort of society would produce these Rubedo Coins and be able to trade in them? This would be a society wherein anyone capable of minting coins is necessarily spiritually perfect and immortal. An entire society of eternal people in a D&D-verse? That's your high-magic ancient empire. Those are always decadent, and they either destroy themselves or become forces of villainy.

And if we're going to act on pop cultural interpretations of the Philosopher's Stone, like in the Fullmetal Alchemist anime? These red shits are made out of goddamn human souls.

Under a Silver Standard, a Philosopher's Stone Piece is worth 1,000 SP, or 100 GP, continuing the pattern. This would make their worth consistent with the material costs of most resurrection spells in D&D. This also implies unfortunate production methods.

Philosopher's Stone Pieces can only be produced through the sacrifice of sapient souls, equal to one coin per HD/Level of the soul. A 0-level humanoid would be worth 1/10th of a coin.

So there's a society of powerful immortals that are, if not extinct, are secretive, non-interventionist, and thus probably extraplanar. Why are children spirited away? It's not by the fey; it's this society, needing to print some more coinage. This could be the fate of their slaves and prisoners. The worth of this currency might not seem to be worth the sacrifices, save their high, high value. Non-human immortals like elves and fairies all respect this currency even if they don't recognize gold and silver, and when dealing with demons, devils, and other soul-merchants of the planes, these coins are worth six times their normal value.

To that end? An immortal who doesn't want to sell their soul could coax their heart's desire out of the Devil's mitts, if they can sacrifice a sufficient number of high-level adventurers, in a form convenient for innocuously passing around, laundering, and spending.

Carrying trade goods around isn't very practical after all. Whether they're bundles of crops, bars of gold, or the wailing damned...

Thursday, September 7, 2017

d30 Things in the Wizard's Chamberpot

So your party finds a chamberpot under the wizard's bed in his secret laboratory and look in it. For...some reason. What could be inside this Magical Realm?

1. Piss and shit. What did you expect?
2. Chocolate and lemonade. No really! The fuck?
3. Fungi of Wonder, eat it and get fuckin' high!
4. Fungi of Wonder, eat it and fuckin' die!
5. Fungi of Wonder, eat it for a Rod of Wonder (or some other random effects table you love) effect.
6. Fucking Goblins. Right where you would expect them to be, playing around in the shot like its snow.
7. Some dude named Jack.
8. A fucking devil. It'll pull your soul out your was ass and go back in.
9. All kinds of bullshit. Its a Chamberpot of Holding!
10. All kinds of bullshit. There's a Minotaur nearby...
11. His soul. He's a lich and he never thought anyone would plunder a fucking chamberpot. You fucking nutcase.
12. A portal to Hell. Demons give him power in exchange for shitting on the damned.
13. Its a portal to Heaven. Holy Shit!
14. Yourself, looking into a chamberpot. Woaaaah.
15. A random potion.
16. Holy water. Well...at least it used to be. Undead will still recoil from it because. Fucking E.W.
17. Gold!
18. A Piss Elemental, and its pissed!
19. Yo Momma! No seriously. You've finally found her after all these years.
20. A princess. Someone will pay a huge reward for her...if you restore her to expected finery. She won't go home smelling like this.
21. An entire city of halflings, or drow, or whatever race you want to imply is worthless shit.
22. Its his homebrew! Add A link to someone's blog you wanna throw shade at! Ohhhhh snap, you just implied it's shit! Be nice though and put like a magic item or something from their page in here.
23. Its his homebrew! There's some potent booze here. Save against blindness and memory loss, but get xp as if from carousing.
24. Your waifu. Roll up a random anime girl to be your follower. See "Your Waifu is Shit" sub-table.
25. Your husbando. As above but a dude.
26. Its a Warp Pipe! Jump in and come out somewhere else.
27. Its a Warp Pipe...and a Piranha Plant jumps out!
28. A beanstock grows out into the sky as soon as you look. You can climb it to some mystical cloud world.
29. It turns out the power was inside him all along. And then he shat it out. Eat his excrement and gain a spell slot.
30. A fairy. It'll grant you a wish for freeing it!

 "Your Waifu is Shit" d12 Table:

Waifus (and Husbandos) are shit. Anime is shit, and it was a mistake, just like looking in the wizard's chamberpot. Your character now has a new love-interest whether you want to or not, and you can't get rid of them conveniently or easily due to comedic shenanigans. They're a free follower who you never need to check Morale or Loyalty for; they are your soulmate. You poor bastard.

1. Tsundere - "It's not like I like you or anything..." This type of character loves you, and hates showing it. As jealous, possessive, sweet, or head over heels for you they might be, they present a sour, abrasive face. They'll insult you, deny liking you, and keep griping about how much of a pain you are, but suspiciously refuse to disengage. Rather, they'll berate you for neglecting them, if anything. But once you crack their shell, they're more of a classical love interest.

2. Yandere - "Tell me you love me too...or else." You ever read Misery? Yeaaaaa. This character is, on the surface, the perfect lover. You're their highest priority. You're their only priority. You're their only...anything. They need you more than you've ever need anything, and nothing will stop them from having you. Not other girls. Not your parents. Not the law. Not even your own consent. And they tend to solve their problems bloodily. Being theirs isn't optional, but if you go along with it, you can't ask for a more devoted slave and bodyguard.

3. Dandere - "Y-you...like that book, too? I've never...met someone else who..." While wearing glasses and being into books isn't necessary for this archetype, it's quite common. Danderes are your typical shy, quiet girl who doesn't speak much on their own, and has to come out of their shell. They'll never make the first move, and generally think they don't have a chance with the person they like. In 80's high school movies, this is the 'ugly and unpopular' girl who always gets the make-over for the finale. Except we all know they were hotter before. We all liked Velma more than Daphne, don't even lie.

4. Kuudere - "..." These characters are like emotionless robots. Either they're emotionally stunted and never show emotion and/or don't understand it, or perhaps they literally have no emotions. Usually they get written off as having no personality, as opposed to just a shy one. They tend not to know about this thing you call Love, but when they start feeling it, tend to take a purely servile role. They're perfect slaves.

5. Deredere - "AHH~! You make me the happiest person in the world!" The more classical love interest archetype. This type of person is cheerful, kind, energetic, and affectionate. They'll almost always make the first move, and pretty much are total Pollyanna types; they bounce back from everything, don't hold grudges, and always see the bright side. They'll be your biggest advocate.

6. Himedere/Oujidere - "Ohohoho~! So this is how commoners eat. How quaint." The Princess or Prince type; whether or not they're actually royalty, or affluent, they have magnificent taste and decorum, excellent manners, and a powerful charisma. They're often haughty and elegant, and treat dating you as a favor toward you. They'll pretty much never take a submissive role, and are always highly ambitious. They wear the pants, and they're gonna be ten-thousand dollar designer pants imported from Paris or some bullshit.

7. Utsudere - "I don't want to die without being loved... please don't leave." This character is just sad. They have trouble trusting their current happiness. Maybe their last lover raped them, or they have a terminal illness and will be dead within the year or whatever. They're desperate and self-defeating. They crave hope desperately, but they're too conditioned to despair to hold onto it.

8. Undere - "Me too, I also think that!" These are yesmen. They think the best tactic to hold onto their loved one is to say yes as much as possible; they'll agree with anything. You know the type, 'wow what a coincidence we have the same favorites and all your ideas are good!"

9. Bakadere - "U-uwah! Sorry...sorry! Sorry...oops... sorry..." The cute, clumsy idiot. As sweet and innocent as they are, they're so dumb and useless it overshadows all their good points. Anything they try to do, even as simple as holding a tray of drinks, is doomed to go disastrously. If possible, it will wound up in an erotically charged manner, like stumbling over in such a way that you get a panty shot or get a face full of boob-smush.

10. Hajidere - "U-u-u-we...u-um...I-I...I l-l-li...lik-AH!" This is the shy, embarassed, flummoxed archetype. They can never just spit out what they feel, and even the slightest sign of affection makes them too red in the face to function. If you don't push them, they probably won't so much as hold your hand until your honeymoon. They have some sort of anxiety disorder or something.

11. Kanedere - "You're my little golden boy, $weetie." The gold-digger. They love you, they'll shower you in all the love and affection you could ever want. As long as the money flows. They'll always sweeten the relationship if you give them gifts or keep them financially secure. They might not immediately leave you if the coppers run dry, but...

12. Nyandere - "You're the purrfect boy, the cat's meow~" This character acts like a cat. They might be part cat. This is the anime catgirl, either literally or figuratively. If you're not making obnoxious puns what are you even doing, kill yourself. If furries aren't allowed in your world, you get a reroll because you made God proud and you don't deserve this.

Friday, August 25, 2017

The Horrible Truth Behind Magical Girls!!!!!

So a question I received on my previous article is, well, aside from the implication that Youma are produced by Magical Bursts, what are the other horrible twists of the setting? Not all Magical Bursters will become Youma in their lifetimes, and Puella Magi have to deal with learning the secret that they're basically liches.

Magical Burst literally had a random table for it, which is awesome, and I'm going to convert it.

HORRIBLE TWEEESTS THAT REVEAL THAT BEING MEGUCA IS SUFFERING table
1                  A Magical Girl made the world better at a great cost, and there are those who would turn it back.
2                  A Tsukaima who collects 169 Grief Seeds will become a god, and some of them are not as benevolent as they pretend to be.
3                 All Youma were once Magical Girls who fell into despair oh my gaaaaa
4                 Certain ordinary people contain Grief Seeds, and these can be detected and removed, and used. Doing so will kill the person.
5                 Every Magical Burster contains a Linker Core, which can be used as equivalent to 12 Grief Seeds. However, to do this you must KILL THEM.
6                 Magical Girls are actually a tool to create the next stage of human evolution. Their true mission is to kill all HOMO INFERIORS.
7                Mankind is beyond redemption and will inevitably destroy itself. Magic cannot change this.
8                Some Magical Girls are actually sentient Youma who have forgotten what they truly are. And if they remember...
9                The world you live in, and everyone you love, is just a simulation or dream. Only Magical Girls are real people.
10              Once all Youma are defeated, all Magical Girls will be forced to kill each other like in Hunger Games or some shit. The survivor will become God of the next universe.
11              The Tsukaima serve a particular goddess, and if the other gods find out what she's done, they will destroy all Magical Girls and everything they've wrought.
12              The Youma actually only target truly evil people, and Magical Girls are being exploited by forces trying to keep the world a terrible place.
13              There have been Magical Girls throughout human history, fighting and dying. Without their sacrifices, mankind would still be living in caves.
14              There is a being called God, and it did not intend for mankind to exist. If the human race is to have a future, all Magical Girls will have to work together to kill it.
15              The entire world is a goddamn Labyrinth, dreamed up by a single Youma masquerading as a person. But, who is dreaming?
16               The wishes the Tsukaima promise are a total sham, and they arrange for their Magical Girls to be killed before they can make a wish.
17              Youma are actually the souls of the restless dead, and by killing them you're consigning them to total oblivion.
18              Youma are not beyond redemption
19              Tsukaima are actually working for a Magical Kingdom, the Dream City, the Realm of Faerie, or some other such place, and plan to use all their collected Grief Seeds to eventually supplant the real world and totally replace Earth and the people in it.
20              Despite everything, your Tsukaima is totally on your side and is genuinely trying his best. Things are just that shitty.

Thursday, August 24, 2017

Magical Girls: The Variant Burst






So, Magical Girls. I'm gonna write a bunch of different types, because the genre has lots of subgenres and someone made a joke about playing a campaign of all-mahou shoujo. So challenge accepted. For the record, if these all exist in one setting, they're not called, in universe, by their different types. Puella Magi don't call themselves such; Magical Girls tend to call themselves such, and differentiate by team names.

There's a lovely Madoka Magica-inspired game called Magical Burst about cute Magical Girls suffering dark fates, and I find it conceptually interesting enough to adapt it into its own spinoff variant. Mechanically, I'm going to call them Magical Bursters.

A Magical Burster is just like a Puella Magi in all respects, except they don't have Soul Gems, Telepathy, nor can they regrow their body from nothing, due to their soul not being in an external item. That said, a Magical Burster that would be 'killed' while in Henshin state effectively ignores any damage, instead returning to mundane form and losing their ability to transform and do magic for 24 hours.

Additionally, there's the matter of the Wish. They don't get one. We need to go a bit into lore for a second.



Kyubey isn't the only one recruiting Magical Girls (assuming these co-exist in the same setting); there are also the Tsukaima. They can look like anything, but are generally some kind of obnoxiously cute and colorful magical creature. They claim to be made of positive emotions and magic, as the antithesis of the Youma.

They do not offer a wish at the outset (their spell lists should thus be defined around a concept or the Magical Burster's personality; think elemental/conceptual affinities), but their deal is perhaps sweeter. A Magical Burster otherwise has no use for Grief Seeds, but if they give a Tsukaima thirteen of them, they can grant you a wish. You're not limited to doing this once, though you can't use a Grief Seed for this purpose once it's been used to cleanse a Puella Magi, so there's some tension.

In addition, a Magical Burster does not collect Corruption, but Overcharge (using all the same methods), and their Overcharge has no limit; they can collect as much as they want. Pretty cool deal!

Hahahaha yea go ahead and cast all the spells you want, you fucking idiot.

Magical girls shed Overcharge through Fallout. Fallout is the unwanted side-effects of using magic and fighting Youma. Such side-effects can warp reality, affect a magical girl’s behavior, induce magical mutations, and in extreme cases unleash raw destructive power. These things catch inexperienced magical girls off guard, leaving them wondering where a strange impulse to break something or hug someone came from, wondering what’s going on around them, or wondering what’s happening to their bodies. Those who last long enough will learn that this is because of their magic, that it is part of the price they pay for the power they’ve gained. They aren’t aware of Overcharge as “points,” but they do feel a growing sense of unease, and quickly learn to be careful.

Fallout can be deliberately induced once a day, and can otherwise be released involuntarily at the GM's discretion. Additionally, if a Magical Burster has 10+ Overcharge, it is automatically released after the end of the most recent combat, when they make camp/take a rest, die, or have an emotional meltdown.

Magical Burst as a game system tracked three or four different kinds of Overcharge in different meters, but honestly fuck the shit out of that. I'm using one pool and you can just roll randomly, or have the context of the most recent point gained color the nature of the Fallout. I also added a couple more types to bring things up to a d6.


Overcharge Fallout
2 Minor Distortion
4 Major Distortion
6 Temporary Change
8 Permanent Change
10+ Burst

Magical girls always suffer the highest type of fallout for the amount of Overcharge they have on a given attribute, and cannot lessen the effect of it by taking multiple instances of less powerful fallout. If you have 6 Overcharge, you will take a Temporary Change, and cannot take a Major Distortion and a Minor Distortion instead. If a magical girl has only 1 Overcharge, the player can ask for a Minor Distortion to remove the single point if they want.

Minor Distortions represent low-level twists based on the 'color' of the Overcharge and the Magical Burster's specific magical affinity. The six types of Overcharge are Magic, Heart, Fury, Madness, Despair, and Hope.

If a Minor Distortion is Magical, then the environment is warped in some plausibly deniable, but still strange way. The weather changes very abruptly, all the cats in the area converge in one spot, objects keep falling in unlikely ways, birds’ magnetic sense is thrown off in the area, etc. The kind if shit that gets people suspecting witches in their communities even if everybody's on the level.

Heart distortions result in the stress of what you’ve experienced causing you latch onto people around you in a way that’s a bit unsettling. A minor Heart distortion results in a moderate display of intimacy to someone, such as a lingering hug, blurting out personal stuff about yourself, abruptly inviting someone on a date, etc.

Fury distortions result in sudden, violent outbursts that you can’t really explain. A minor Fury distortion results in doing some property damage or having a minor violent outburst against someone. I know most players are murderhobos so make this meaningfully disruptive like mouthing off to the king or something.

Madness distortions result in temporary bouts of insanity. Amnesia for an hour or switching your personality and identity for a day or something, or even just being in shock. Basically, the Confusion spell.

Despair distortions are similat to the above three, but in a self-destructive, depressed way. Destroying things you care about, or making casual suicide scares like self-harming.

Hope distortions are your lucky break. Any other minor distortions are cancelled, a little bit of luck goes your way, your mood improves, and you probably get some bullshit platitude that gives a hint towards something like a puzzle solution or some bullshit.

Major Distortions, as the name suggests, is a more severe version of the Minor Distortion fallout effect.

A major Magic distortion causes something impossible to happen, but something that people can dismiss as imagined. Falling objects can hover or change direction, a door doesn’t quite deliver you to the right place, unnatural weather, an animal starts walking through walls, a person flickers in an out of existence for a little while, etc. This should be tied into the Magical Burster's affinity if at all possible.

A major Heart distortion results in a more extreme display of intimacy to someone, such as kissing someone out of nowhere... and stalking them obsessively for like a week. Usually culminates in a major invasion of privacy

A major Fury distortion results in a major violent outburst that could legitimately hurt someone. Usually culminates in a serious assault.

A major Madness distortion results in a permanent insanity. Multiple personalities, ongoing amnesia, major, persistent delusions and hallucinations, crippling phobias, etc.

A major Despair distortion results in a Magical Burster incidentally or deliberately trying to cut off their social ties and isolate themselves, and can often culminate in a significant crippling of self-sabotage of their major goals or a serious suicide attempt.

Major Hope distortions are the bottom of Pandora's Box. This ends all temporary mental penalties on a person, invigorates them with a temporary Hit Die until the end of the next combat, and gives them 5e-style Advantage on their next Saving Throw. Also, they're just really cheery for a bit.

Temporary Changes are mutations that last an hour or two to a full day, as dramatically appropriate/interesting. Again, stylized to their Overcharge type.

 Magical changes should be blatantly supernatural, as opposed to body horror. Things like your elemental affinity/spell list changing every day randomly, or having technicolor anime hair or neko kitty ears, spawning a non-Magical Girl clone of your self that wants to take over your life, an Evil Eye, being immune to gravity to such an extent that you can't safely be outdoors without flinging into the sky, things like that. Basically, it's maximum Wild Magic.

Heart changes generally make you a stupid moe archetype waifu character. You look like someone  you have a crush on, you can't touch anything like a ghost, you turn into a cute, Tsukaima-like creature except when you Henshin, you become the opposite sex, you get a single, useless angel wing on the side, a high pitched anime voice that breaks into random cutesy noises or untranslated Japanese, things like that.

Fury changes are corruptions from the mind of a 14 year old edgelord who's trying too hard. An aura that makes animals hate you, hulk outs, a constant hunger, your clothes turning into spiked rocker leathers, your eyes crying blood, a loss of ability to sleep, light sources going out in your presence, poltergeist activity... you're basically slowly turning into a japanese horror movie villain.

Madness changes are where you bust out your typical lovecraftian body horror mutation tables. You have one, right?

Despair changes have some overlap with Fury and Madness, but generally the theme is sadness. Necrosis, becoming a vector for horrible diseases, an unholy aura that makes you treated as undead to your detriment, typical vampire weaknesses, an anti-Charm Person aura that makes people refuse to be your friend, etcetera.

Hope changes tend to turn you into your idealized form. Ability score buffs, new abilities with no downsides, or the removal of negative changes tends to go here. You want to roll this result.

Permanent Changes are just like Temporary Changes, but last forever.

Bursts are the moneyshot of this mechanic. The fuck you, everything goes to shit button every GM wants to smash like a new lover in the sack.

Magical Bursts are the excess magical power you’ve accumulated turned into an explosion of raw power that annihilates anything and anyone nearby, excepting beings of considerable magical power. The blast covers 1dX x 1000 yards, where X = The Overcharge points, and everything caught in the blast takes Xd20 damage. Unattended non-magical objects, as well as anyone brought to -10 HP (or 0 HP or whenever people die in your game), is disintegrated. Saving throws are not permitted, though spellcasters and similar are able to expend Spell Slots to shield themselves, on a 1:1 basis. For example, a 5th level spell slot sacrificed will absorb 5 points of Overcharge in regards to the spellcaster specifically; protecting someone else means expending even more spell slots to shield them magically. If the Magical Burster has no relationships or positive ties to the world (such as if she accidentally just killed everyone she loves), she turns into an Youma from despair and regret.

Heartspawn are the intense magical power within you, although derived from warm human emotions, becoming dangerously twisted, and breaking off into a new being. This spawns a Shadow, a Youma with HD equal to the Overcharge vented into it. It is formed from your feelings towards the person you love the most, and will attempt to find and kill them. The Youma does not drop a Grief Seed until it has succeeded in killing this person.  If you do not have any meaningful (as in more heartfelt than 'dead parents' and 'these guys I kill orcs with') positive relationships when you get this kind of Fallout, your loneliness combined with the excessive magical power will turn you into a Youma, made of hate and resentment at the world and those who abandoned you.

Berserker Rage is the Burst-level manifestation of Fury, which causes the magical girl to become consumed by rage. She glows a baleful red, and lashes out indiscriminately with a deadly strength, attempting to kill as many people as possible. Every action must be homicidal in nature if possible, and they always aim for overkill. They do not separate friend and foe, and will not be satisfied as long as anyone is alive. The Magus Child gains Rage Points equal to the Overcharge that went into the Burst, and the Berserker Rage lasts until she expends her Rage Points or is knocked out. If they're killed in this state, they become a Youma.
She can take two turns per round, rolling two initiative rolls. She gains 1d6 HP at the start of each turn she takes. She cannot gain Overcharge during this Rage. Each time she attacks, she must spend a Rage Point to do one of the following:
Spend 1 Rage Point to auto-confirm an attack (though this isn't treated as a crit, she still rolls to confirm one).
Spend 2 Rage Points to add +1d6 damage to a successful attack.
Spend 2 Rage Points to make an extra attack immediately after being attacked.
Spend 1 Rage Point to immediately move next to a target of her choosing.
She can also spend Rage Points as if they were Overcharge to cast spells.


Mad, Mad World is the Burst-level manifestation of Madness. The Magical Burster generates an insanity as usual, but gains an aura with a range equal to 1dX x 100 yards, where X equals the Overcharge points vented into the Burst. Within the aura, the Magical Burster's insanity has factual basis due to her magic. The thing she's paranoid about really are out to get her; she doesn't remember things because they don't historically exist for things in the field's influence; when she switches multiple personalities she literally, physically becomes that person. Think the Marauders from Mage: The Ascension. If the person's delusions convince them they're a Youma now, well...

Depths of Entropy is the Burst-level manifestation of Despair. The Overcharge vested into it become Sorrow Points, and as long as the Magical Burster has them, they are unable to benefit from any positive morale-based effects due to a depressive episode. Your Sorrow Points increase your capacity for critical failure/fumbling on a 1:1 basis, so if you have 10 Sorrow Points, you critfail on an 11 or lower. For every fumble you make in this state, you gain a Sorrow Point. For every success, you lose the difference between the maximum range and what you rolled. For instance, if your failure range was an 11 and you rolled a 14, you would lose 3 Sorrow Points. If you gain 19 Sorrow Points, you are incapable of avoiding critical failure, and completely give up on life as you curse the world, becoming a Youma. Additionally, you can still collect Overcharge during this Burst, unlike with Berserker Rage.

Hope Springs Eternal is the Burst-level manifestation of, well, Hope. When you have this Burst effect, you exchange your Overcharge for Optimism Points, which you must use immediately in the scene. Any Despair-based effects are automatically ended, and the Magical Burster can choose to undo one other negative effect of Fallout, such as another Burst or a Permanent Change. Note this generally only refers to ongoing magical effects, though a Magical Girl can choose to forfeit all her Optimism Points for a bullshit miracle like a World Healing Wave that fixes the blown up city and revives all the dead civilians like a wish on the Dragon Balls or the power of Love in a typical Magical Girl show. Failing that, a Magical Burster can exchange her Optimism Points to cast any spells, on any spell list, equal to their spell level. This means a Hope Burst can generally always afford a single 9th level spell at minimum, or just shove a shitload of little effects into a table-turning explosion of idealism.

Tuesday, August 22, 2017

The World of Puella Magi

Right so first of all let's talk about this fucko. As a recap, this is Kyubey (The Incubator), an alien being of Law that contracts Puella Magi, all for the sake of eventually turning them into Witches. He does this because he has no real feelings or soul of his own.

He does this because he's saving the universe.

The Incubators are much like classically biblical angels or modrons; they aren't creatures of heaven or any other supernal realm, but they are Gnostic stewards of the material world, utterly dispassionate and removed from the anthropomorphic perspective. They take on this form only because it is useful, and they are in truth a single group-mind that expands all possible bodies simultaneously.

Kyubey is only visible to those it chooses to be, and approaches adolescents in times of emotional stress and desperation in hopes of forming Contracts. He supports them passively, and as they collect and use Grief Seeds, he eats them, all the while waiting for the moment to bring down the hammer and push his clients into becoming Youma, if they don't collapse on their own. A killed Puella Magi is a wasted investment, and too many dead humans means his cattle don't breed as many suitable clients, but that's the only reason he pretends to care at all.

 As for the Grief Seeds he takes, he does not destroy them. Grief Seeds are sent to wherever Incubators come from, where their endless suffering is milked for free energy; that's what this is all about. The energy the Incubators collect from their schemes is used to stave off the heat death of the physical universe. Perhaps they're the only reason it's lived as long as it has.

Again, the Incubators are not malicious. They can't be. They withhold information but they do not lie. They do not do physical harm, only say hurtful things. They have no emotions, no empathy, no grudges. All that matters is acquiring more energy through the Contract system, and they gain energy from the initial Contract, the transformation into the Youma, and eventually the collected Grief Seed.

Mechanically, treat them as any sort of small ferret-like animal; they have no HD and no AC. Any attack against them automatically hits and is an instant kill. It doesn't matter, however, as a new Incubator body just teleports in and eats the corpse to preserve the calories. And they don't care. They'll keep saying whatever they want to say via their telepathy.

Besides telepathy, forming contracts, and having infinite teleporting vessels, Incubators can't really do much. Treat them as having INT 30, or whatever the equivalent is for godlike intelligence. Literally, only a god or multiversal hivemind can outpace them. Assume that an Incubator knows everything through atomic omniscience; they can listen in on the telepathy they give Puella Magi but they cannot read minds. They cannot see the future, or anything magically protected against them, but they essentially have cameras everywhere in the world.

They will never attack you, though they tend to say things designed to hurt you. Always polite and sweet; after all, they have no ill will towards humanity. They just don't understand why you're crying over one little girl, sacrificed to save the universe. Thousands of more little girls are born every second. What does it matter?

They are the personification of Utilitarianism, taken to its most inhuman, strawman conclusion.

--


Youma, that which Puella Magi are born to fight. The source of curses, which are themselves born of curses. Youma are inhuman, fae, eldritch creatures that don't follow normal logic, and cannot live in the material world. Instead, they create pocket dimensions known as Labyrinths to protect themselves, and stalk mankind in the shadows.

A labyrinth essentially is a bounded space in the Ethereal Plane, overlapping the real world along a different axis. Any Puella Magi (as well as anyone of sufficient magical accumen), can open a Gate to a labyrinth in the area by pure will; labyrinths are as dungeons, with the top level being closes to the real world, and each level beyond taking you further from real-world imagery into the Youma's inner sanctum. For instance, a candy youma might haunt a hospital, and indeed there's syringes, exit signs, false nurses, and the like in the top layer, but as you go deeper, everything is eventually replaced with gingerbread houses and ice cream mountains.

The reason it's so easy to enter a labyrinth is essentially that Youma are able to invite people in and out, as with a Mage's Magnificent Mansion, though due to their goals and warped minds, they by default are 'inviting' everyone. A Youma can shut up their lair and keep anyone from invading it, but then they wouldn't be able to hunt or interfere with reality, either.

When a Youma is born, it is a personification of the Puella Magi's last, darkest emotions; it is, in fact, literally the poor child, having lost all hope in their soul and entered a permanent, irreversible madness. Their Soul Gem becomes the Grief Seed, and their body is discarded as they become an entity made of pure elemental Grief.  Their form is a result of this symbolism. Here's some examples.

Mechanically, treat a Youma as statistically being the monster they look like; if they look like a dragon they do dragon things, otherwise get creative. Their Hit Dice should be equal to their former Puella Magi level, though this isn't an inviolable rule. If our Dragon-Youma is extra scary with extra HD and she had the karmic potential to justify that sort of thing, go for it. If the Youma's truly less fearsome than it appears due to being an illusionist-Magi, or otherwise based on her insecurities and low self-image, roll with it. These are sentient, malicious symbolism engines and should be treated as such.

In addition, they have the spellcasting of their former Puella Magi selves, save that they don't benefit from their Charisma in regards to anything like bonus spells or what have you, and their Corruption Pool doesn't benefit from the Charisma bonus.

A Youma's Corruption Pool works differently; it starts full, and it drains to refresh spell slots. Corruption can be used to heal itself like a Puella Magi, but it doesn't gain any other benefits. A Youma returns to a Grief Seed if its Corruption Pool is drained to zero, which it also does if brought to 0 HP.

Youma can leave a Cursed Kiss at-will. This leaves an Arcane Mark that functions as a Charm Person, except that the victim is compelled into suicidal self-destruction. Murder-suicides, homicides, school shootings, suicide cults,  people belly-flopping from high buildings, these are all caused by a Cursed Kiss. Sometimes its as tragically simple as someone in a hospital bed closing their eyes and just not waking up, due to lack of will to live. Puella Magi are immune to this ability

When someone under the Cursed Kiss dies, the Youma feeds off the despair, gaining 1d8 Corruption Points per HD of the victim. As mentioned, these Corruption Points can be used to heal, recover spell slots or create a Shikigami for 5 times the Tsukaima's HD in Corruption Points.

When a Youma dies and becomes a Grief Seed, their Labyrinth is destroyed; their Shikigami escape into their own lairs, living creatures reappear in the real world, and any unattended objects, including corpses, are seemingly lost forever.

--

Shikigami are like a witch's familiars. They are like lesser Youma in many respects: They can't live outside of labyrinths, they are made of solid Grief, they feed by Kissing mortals and killing them.A Shikigami is a soulless creation of a Youma that exists to serve them; like set-pieces in a dreamscape, they exist to fulfill a specific role and duty, and that is the totality of their existence. They never have more than half the HD of their master. 1 HD Youma cannot produce Shikigami.

A Shikigami cannot cast spells, though they can donate their Corruption Points to their mistress or heal themselves. A Shikigami can be released by their creator to form their own, smaller barrier and hunt on their own, though this will automatically happen if a Shikigami outlives its Youma. A Shikigami has Corruption Pools equal to their creator's, which start off empty. If it's filled up completely, the Shikigami matures into a perfect clone of its mother Youma in every respect, capable of dropping a Grief Seed even; it's supped upon enough mortal souls that it cobbled together its own out of the detritus fragments of pain.

--



What about in worlds where Youma don't exist? We have Akuyo. They're essentially Youma, but are not born from human suffering, but a mysterious universal rule. As if they exist to fill the void, and for no other reason. They drop 1d3 Curse Cubes per HD, which cannot hatch into Akuyo. Nor do they have Labyrinths or Shikigami; they merely haunt the Ethereal Plane, as if they were ghosts. Their Curse Cubes are generated by draining emotions from humans; the attacks of an Akuyo inflict Energy Drain. Someone fully drained of this attack do not die, however, but become emotionless level-0 NPCs. Puella Magi, however, are totally destroyed spiritually, vanishing into thin air so that not even the benevolent Law of Cycles (the universal rule that prevents Witches from being born) can save them.

An Akuyo gains a permanent new HD every time it drains levels equal to its own HD+5, unless those levels come from a Puella Magi.

Akuyo are not made of grief and curses; they are Lawful, extraplanar beings born of the will of the universe. A universe that fears the power of human emotions, strong enough to change its nature. As if to balance that karma, they act like perverse Bodhisattvas, out to directly murder passion.