Wartime Garden

From Sphere
Jump to navigation Jump to search
Error creating thumbnail: File missing
The Beginning is the Bad End.

A darklight magic girl game. Five character slots.

17 December, 197X. Trapped for months behind enemy lines, a small group of freezing, starving Civil Defense girls cling to a position on a frigid hill along the northern front. While digging foxholes in the snow, they find a tiny mysterious shrine. Eating the frozen offering buns in order to survive, the girls are drawn into another, magical war for the World Beneath the Dream.

Character Creation

Put your girl in the discussion tab.

Making a Person

Name
Only girls can be magic girls. No foreigners. Magic is sexist and racist. :(

Description
Physical and personality description. Try to include how being a child soldier in a losing war has affected you. Pre-war background is also good.

Stats

Things are done by rolling a pool of d10 derived from one stat. A magic girl's qualities as an ordinary human will tend to reflect on her powers. Everyone starts with a single dot in everything and has 8 further points to distribute. The starting stat cap is ●●●●. The hard cap is ●●●●●●●●●●.

Fitness
Speed, strength and overall physical conditioning. Fitness affects your health pool, melee damage, ground mobility and physical active defenses, which are usually either safer or less energy intensive than other options.

Wits
Reflexes and responsiveness in both combat and non-combat situations. Wits figures prominently in magical mobility, initiative, detection, resisting psychic incursion and acting out of turn or out of uniform.

Precision
Fine control of physical movement. This prominently includes shooting but is also important for controlling tells, sleight of hand, fine manipulation and the most energy-efficient combat maneuvers.

Smarts
Cleverness, perceptiveness, practical creativity and book smarts. Smarts expands magical options, often helping do more with less.

Heart
Intuition, magical reserves and straightforward feeling. Heart is important for those mahou shoujo interested in taking it to the limit with raw magical power.

Making a Magic Girl

Name: [your name/nickname] the [noun]. The theme is perceptual phenomena, e.g. Mei the Phantasm, Touka the Flare, Yuri the Aurora, Ehime the Echo etc.

Description and Colour
Under normal circumstances, the only indication of your power is heterochromia. Your right eye is different from your ordinary left eye, being of your chosen colour, possibly with a slightly larger pupil and scintilating light effects. During the transformation sequence, the special effects spill out from it. You cannot choose the same colour as your regular eye colour – that would be silly. Costume design is up to you but the group should try to come to a modicum of stylistic consensus.

Signature Weapon
Should be fantasy equipment, not a gun, but it can have moving parts or a magitechno design. Again, try to come to a consensus.

You were the girl who:

...found the shrine.
Your cardinal stat is Fitness.
...proposed eating the offerings.
Your cardinal stat is Wits.
...ate first.
Your cardinal stat is Precision.
...noticed something weird.
Your cardinal stat is Smarts.
...said thanks.
Your cardinal stat is Heart.

Cardinal Stat
Your cardinal stat significantly defines the magic girl's dominant proficiency even if she starts with only one dot in it. All rolls with your cardinal stat are -1 difficulty, cannot botch and the cost to buy dots in it is reduced.

Magical Girl Transformation
A magic girl's transformation is an overt display of power and is obvious and detectable unless superseded by some other magical effect. Going into transformation requires a transformation sequence involving normal clothes dissolving and magical light bursting out your right eye and congealing into the outfit. This forfeits initiative but can be started reflexively and cannot be interrupted. Unless otherwise specified, Powers only function while transformed.

Transformed mahou shoujo gain the following for free:

Basic Flight
Strictly non-combat flight. You are obvious, not particularly fast or maneuverable and cannot hover.

Barrier Dress
Magical girls normally never take lethal damage (all damage is effectively bashing) nor suffer wound penalties. When "killed", they will only de-transform.

Signature Gear
Your Signature Gear gives you +1d in two different things that make sense, like Ranged Damage, Melee Defense etc.

Fighting Evil

The exp currency is Shards. Shards are gained ingame by Purifying and Finishing things. You are explicitly allowed to spend shards at any time to buy a power in the middle of the game. Party unified.

Raising a stat costs 50.
Raising a cardinal stat costs 30.
Buying a Dream Power costs 8x where x is the number of Powers you already have.
Buying a Nightmare Power requires a Nightmare Shard(!)

The default dice difficulty is 6. Having more 1's than successes is a potential botch but they otherwise don't subtract. Defender wins on a tie.

Initiative

Magic girls go last on the turn they transform but the transformation itself always happens first (so long as the girls are aware there is danger and intend to respond by transforming). After transformation magical girls still have one action for the round (since they started the round as normal girls with a single action). After the first round, if no special enemies are present (in which case Wits is rolled), they gofrom highest to lowest Wits.

Actions refresh at the beginning of the round. Everyone declares and resolves in initiative order. Magic girls get two actions per round by default. They can expend any and all available actions as soon as their init comes up, hold any/all actions in reserve for defense, or hold them to interject on some specified condition later in the round. Performing a Combo Attack requires all participants to hold until everyone is ready. Movement actions are resolved last but magic girls can abort out of movement actions to defend for free.

Resources

You have (Fitness + 5) of health bar by default. Whenever you are hit, you lose your remaining actions until the next round and any multi-turn task will be interrupted. Being quite lightweight, taking more than 1 damage at a go is liable to knock a magic girl back/down, send her flying or put her at the bottom of a crater (and the initiative order). This is a Fitness save. When health hits 0, you are knocked out and will de-transform. Health only regenerates through Powers or between sessions. Once transformed, magic girls gain (Heart x 5) of mana bar. So long as you are not knocked out, you regain (Heart) mana at the start of each round at the same time your actions refresh.

Movement

Moving in combat is an action. In order to get somewhere or close range, you are building towards a target number. Each move action moves your Fitness rating or Fitness + 1 if it is your cardinal stat. Movement becomes much faster with some magic.

Approximate Movement Ranges:
Melee: 0
Short: 4+
Medium: 10+
Long: 20+
Extreme: ?

Combat

Melee attacks roll Fitness both to hit and for damage unless it is a called strike on a small target in which case it rolls Precision and hits at an increased difficulty threshold. Standard shooting attacks generally use Precision to hit either way and usually do damage based on Heart. Excess successes on attack rolls do not add to damage rolls except for danmaku. Magic girls always round up.

Depending on the Power used, shooting powers may be ungainly to use up close, too imprecise to call a shot with or conversely could be of such scale that the target's defenses are restricted. Group type enemies in particular are resilient against direct attacks that don't have area-of-effect scale. Particularly large or powerful enemies can be reduced to 0 health but cannot be truly destroyed without a Finisher (piles of damage all at once) like a Combo Attack.

Passive defenses are based on Precision by default and does not require an action but is risky to rely upon as it loses effectiveness in many situations. Wide area-of-effect dangers are too large for a sidestep to avoid and repeated or enveloping attacks can overwhelm it. Provided the magic girl's signature weapon isn't a bow or something, parrying or deflecting becomes another defensive option.

Active defenses are based on Fitness by default or Heart if linked to a Power. These options are more intensive, requiring an action as well as mana (if a Power) to use, but are generally safer. Full dodges or blocks can remove the defender from immediate danger so long as they succeed.

Generally parries and blocks will act against the damage while sidesteps or dodges act against accuracy.

Powers

Each magic girl should make up their own attack names and special effects. You'll probably be able to think of something you want that's not listed here – we can talk. Magic girls get two powers to start.

Reflexive means the power can be used at the appropriate time without an action. However, it cannot stack with itself unless otherwise noted.

(Powers are probably not balanced right now. Subject to rebalancing!)

Possible future powers (so I don't forget to try to make them):

More danmaku?
Dark and edgy Nightmare(!) powers.

Ranged Attacks

Dream Blast (MP: 3)
The most basic magical attack – an up to medium ranged projectile. It hits with d(Precision) and deals d(Heart) damage.

Dream Shot (MP: 5) (req: Dream Blast)
A more powerful long range magical attack dealing d(Heart) + 1 damage. It has a slight recoil and a short ramp up time, making it inconvenient up close.

Conical Burst (MP: 3)
A short range, conical area-of-effect magical attack dealing d(Heart/2) damage to everything caught in the blast.

Twisting Dream (MP: +1) (req: Dream Blast)
Applies to Dream Blast and is cast as the action after the initial attack using d(Precision) misses. The projectile swerves around once more, this time using d(Smarts) to hit. Reflexive.

Bursting Dream (MP: +3) (req: Dream Blast)
Allows you to charge Dream Blast for an extra action (both costs must be paid). It deals + 1 damage and has an explosive area-of-effect.

Piercing Dream (MP: +5) (req: Dream Shot)
Allows you to first charge up a Dream Shot for an extra action (both costs must be paid). Adds an additional d(Heart) to final damage and grants linear AoE, allowing it to pierce minor enemies and obstacles.

Bendy Dream (MP: 4) (req: Dream Blast)
A weaker beam that fires out to long range and has no minimum range penalty. Can get around cover to some extent. It is fired with d(Smarts) and deals d(Heart) damage.

Curtain Fire (MP: 6) (req: Dream Blast OR Conical Burst)
Fires a storm of small magical projectiles out over an area. Unlike a regular magic attack, Curtain Fire is shot with d(Smarts) and follows danmaku defense rules.

Melee

Magic Strike (MP: 1)
A basic technique of Magic Girl Fu. Your next melee power or normal melee attack deals + 1 damage. Reflexive.

Magic Flurry (MP: 2 per attack)
Trade the current action for up to (Fitness/2) melee attacks.

Sword Force (MP: 1) (req: Magic Strike)
A melee power that manifests as a burst or wave of energy and goes out to short range. Deals d(Fitness/2) damage. Convenient for annoying hoverers!

Slash Dash (MP: 3) (req: Magic Strike AND compatible signature gear)
Dash forward in a burst of speed and slash through enemies, inflicting d(Fitness) damage in a linear AoE. However it will be interrupted entirely if anyone in range can block it.

Shockwave (MP: 3) (req: Magic Strike)
A melee ranged power that causes a circular shockwave to blow outward from the point of impact. Deals d(Fitness/2) damage in a ring and inflicts knockback.

Knockback (MP: 2) (req: Magic Strike)
Melee attack or power inflicts extra knockback if it succeeds. Reflexive.

Defenses

Magic Block (MP: 1)
A basic technique of Magic Girl Fu. Your next Fitness based block is at +1. Reflexive.

Waif Fu (MP: 2)
When using a Precision based passive defense against a melee attack, apply any excess successes back against the attacker as a melee attack.

Dream Shield (MP: 5)
A mono-directional magic shield in your personal colour and iconic shape. Absorbs up to (Heart) damage from a single direction until your next action.

Blink (MP: 4)
Contested Wits roll between you and your melee range attacker. If you win, your enemy cuts through an afterimage as you dodge the attack and gain a counterattack.

Detection

Newtype Spark (once per scene)
Works even while out of transformation. When sudden danger befalls the party, you may roll d(Wits) and attempt to have retroactively detected it just before it happens. This gives bonus actions and/or initiative. Reflexive.

Clairvoyance (once per scene)
Roll d(Wits). Supernaturally extends the reach of your vision - to Exalted proportions with enough successes.

Powers like Clairaudience or Clairalience are also possible.

Scouter (once per session)
A supernatural sense that detects and analyzes magical power level and function, beyond what is possible with regular human senses. Roll d(Smarts) and examine an enemy and/or its actions.

Sensing (once per session)
Supernatural sensing ability of the immediate area using (Smarts) that automatically turns up full successes against mundane attempts at stealth. You must state exactly what concrete thing or quality you're searching for however.

Empathy (once per scene)
Roll d(Heart) to sense surroundings based on emotions of "vibes". This can get a sense of magical resonance, past events or inadvertantly detect hidden things.

Resonance (once per scene) (req. Empathy)
Roll d(Wits). Sends out a magical "ping" with range and power based on (Heart) that resonates with beings of power – the more magic, the easier to detect. This is a very powerful detection, defeating all forms of stealth except those that explicitly suppress the aura, but its use can be detected by those it finds.

Trace (once per session) (req. Empathy OR Clairvoyance)
Roll d(Wits). Trace and project your senses through any line, be they tree roots, passageways or cables.

Cloak (once per session)
Makes you harder to detect for a scene, forcing observers to roll against your Wits. Effect ends once beaten by someone or combat begins.

Mobility

Dream Run I (passive)
Move 2(Fitness) for each move action and turn out full (Fitness) successes to navigate any obstacles. Reflexive.

Dream Run II (MP: 2) (req: Dream Run I)
Move 4(Fitness). You can run up vertical surfaces and jump very high. If your next move is to tackle someone, you will probably knock them down pretty hard! Reflexive.

Dream Flight I (regenerate 1 less MP every turn until you've landed)
Allows combat flight! Move 2(Wits) each move action. You actively dodge with Wits instead of Fitness. You cannot attack or be attacked melee by those on the ground.

Dream Flight II (regenerate 4 less MP every turn until you've landed) (req: Dream Flight I)
Constant, conspicuously fast flight. You can carry someone competently and each of your actions count as movement at 4(Wits).

General

Flare (MP: 1)
A flash of light blinding everyone in the area. Rolls and is resisted by d(Wits).

Graze (passive)
Regain 1 MP each time you successfully passively defend with Precision or exactly match an attack with an active defense.

Skip Beat (MP: 4)
Reflexive and activated out of initiative so long as you still have an action left. Roll d(Wits) against the person acting right now (not if they're holding action). If you win, you get one of your actions just before them.

Flash Step (MP: 2) (req: Skip Beat)
Roll d(Wits) against your target. If you win, resolve your movement action immediately.

Binding (MP: 3)
Traps an enemy and works out to short range. The attack is rolled d(Smarts) and is defended against as normal. Afterwards, the magic girl may allow the enemy to attempt to escape (straight comparison vs her Heart) or use actions to attempt to hold the binding by continually paying the cost and adding her own Heart in dice.

Dream Orbs (MP: 3 per orb)
Produces up to (Smarts) glowing (colour) energy orbs which surround or orbit the caster. Using them is a reflexive action that can be done once per turn.

Orb Intercept – Deflect a ranged attack using Smarts instead of Precision.
Orb Shoot (req. Dream Blast) – Medium range guided shot. Fired with d(Smarts) and deals d(Heart/2) damage.
Orb Shield (req. Dream Shield) – Block a ranged attack for d(Heart).

Background

Locations

Forest of Faya

A great and ancient forest at the center of Yonaga inhabited by a people with fox tails and ears. It is being assailed by the minions of the Clock Witch.

Shrine in the Cave
A strange shrine in a hidden cave that appeared mysteriously before the five girls. After eating the offertory buns, the cave was transported to the world of Yonaga - the Land Beneath the Dream.

Stone Circle
A seemingly ancient stone ruin consisting of concentric stone circles surrounded by four smaller ones that appear to be receptacles for four artifacts. The central circles are etched with writing and pictures, seemingly depicting the battle of the five maidens against the four witches. However, many parts are too worn or moss covered to decipher, especially near the middle.

NPCs

Rakka
A boy who shares a name with Gramps' homeworld. He was spontaneously possessed by a legend regarding five warrior maidens who will save his land of Yonaga from the Witches. He is under the impression that the legend was passed onto him by Gramps and that everyone else has simply stopped believing in it, but in fact he was never told any such thing.

Gramps
Doesn't have a name yet. An old man appearing to be in his sixties. He is an alien who called five maidens from Yonaga to his own, more sophisticated world of Rakka long ago. Afterwards, he was in turn pulled back into Yonaga and has been trapped here ever since. He is the surrogate grandfather to Naki and Rakka but has no actual blood relation.

Naki
Rakka's big sister.

Witches

The Four Witches threaten Yonaga in various ways. Their power warps the land in all four cardinal directions of Yonaga. However, they are known to fight each other.

Clock Witch
The Witch of the East whose clockwork minions were the first to be encountered by the girls.

Snow Queen
The Witch of the North who has frozen the ocean, stopping the passage of ships.

Fire Sage
The Witch of the South.

Ghost Maiden
The Witch of the West.

Enemies

Clock Hound
A minor servant of the Clock Witch like a person-sized clockwork hyena.

  • Razor Mane
  • Alarm Howl
  • Pounces (d3)

Clock Oni
A 15-foot tall mechanical cyclops with spiked plate armour a womming mono-eye.

  • Armoured
  • Punches (d2)
  • Pounds Ground (d4)
  • Boss Spot