Magical Tamers

 Magical Tamers    

Magical Tamers

Knowledge known to the future but outragous and unbelievable in the present is marked in blue.

Races

Elves:

A long-lived unfurred highly gracile race. They tend to live twice as long as every other race. They are considered an attractive race. They age very gracefully, showing few wrinkles. Their hair turns green instead of gray in advanced age - although extreme stress may still result in hair turning white. Given their lifespan it is natural for them to become highly skilled as they age and accurate decades of experience. When other masters would be retiring they have but reached a midpoint. Elven artists tend to be popular and maintain generations of followers.

One societal aspect of them that is well known is that they tend to wind up towards either the top or the bottom. Their rise towards the top either from involvement with rising factions or just simply a side effect of living twice as long as other races. Their falls often coming after the previous ruling power was deposed or throws them under the bus as a scapegoat, perhaps as the result of envy. In turn elves outcast often launch long schemes to restore status possibly with revenge.

This tendency is well known and stereotypical even. Attempts at more permanent solutions just result in a far bloodier cycle as they aren't satisfied merely with restored standing but with avenging massacres. This is referred to poetically as “The Cycle”. As a result of this sacred hospitality is very much a thing with them. If they don't provide for other elves in need who will provide for them?

Martial skill is something almost universally practiced amongst them given “The Cycle” and fears of persecution. Although magical girls may focus their training efforts on spells. This historical action combined with long lives has led to a sociological aloofness, paranoia, and grudge-holding. They tend to be well prepared for everything.

As elves grow old their bones begin to dendify, turning into wood. Around approximately two hundred they complete their transformation into a treelord and take root. Notably this is not sustained merely by photosynthesis as normal plants but also tapping into ley lines. This transformation robs them of movement and thought. Becoming a treelord is sort of like a funeral but an occasion of joy. While the mind is gone they will last for eternity.

These treelords grow pods that exist for ten years on the tree before “hatching” into ten year old elves. With age more “fruit” are supported by the tree. An aged treelord is insanely prolific. Hatched elves having a connection to naga is a common trope given the comparisons between pods and eggs. Those tree-born are "born" have knowledge passed on from what the elf knew before their transformation. Notably this includes spells if they were awakened - although not usable if and until they awaken themselves. Notably this can transfer cross aspect.

Treelords are revered amongst the elves, considered legendary. There is no shortage of elves looking to adopt, especially given their poor fertility. Treelord groves are very well protected, usually by earth, water, pearl, and shadow awakened as they cannot start fires inadvetendly in combat. To slay a treelord is a grave travesty, to carve anything out of heartwood is an especially grave insult. Felling a treelord inevitably leads to brutal no hold barred vengeance.

An old myth involving them is that there will come an apocalypse, one day every Treelord will  suddenly die. This catastrophic event known as the “Sundering” and an apocalyptic event that will determine if their race lives or dies.

 The sundering already happened, was real and happened with the departure of the old gods. This owes to the property of the treelords feeding on mana as well. The mana shock in the addition or removal of an element rapidly rearranges and causes invariably fatal manashock. This panic caused them to rush forth technology to create artificial seed-pods. The timing of the emergance of the old gods made them quite hostile of them. They by far were the largest group to join the awakened in their rebellion.

A normal human has each attribute between 4 and 8, except D and I between 5 and 10. Higher and lower values are possible, but distinctive.

The PCs each have 600 character points. An average PC should spend 300-400 on attributes; more indicates an "attribute-heavy" character.

Attributes A normal attribute costs [Level²]. Magic costs [3x Level²] Attributes are often abbreviated to their first letter.

Agility Full-body coordination, how fast they can move, and skills like melee and most sports. Having 0 Agility means a character has little ability to control their movements; if they also have 0 Dexterity, they will suffer a minor seizure, going rigid and losing 1 EP per minute. Otherwise, they can choose whether to go rigid or limp. Their mind is unaffected.

Cunning Concrete or applied intelligence; intuition, instinct, attention, memory, and pragmatic or rote mental skills. Nonsentients  especially predators  often have good C, despite not having much brainpower. It's more about what you do with it. Having 0 Cunning means a character can't think or interpret their surroundings. They're effectively asleep, though they can still detect "raw" sensations like pain.

Dexterity Fine coordination; precision crafts, to-hit with ranged weapons, and skills like platformer games. Humans have a lead here due to their hands. Having 0 Dexterity means a character has little ability to control their movements; if they also have 0 Agility, they will suffer a minor seizure, going rigid and losing 1 EP per minute. Otherwise, they can choose whether to go rigid or limp. Their mind is unaffected.

Health General physical resistance; used to resist disease, poison, the side effects of weapons like flash/bangs, and physical Shadow powers. Also governs stamina and longevity. Having 0 Health is instantly fatal; the character dies.

Empathy Empathy, social and antisocial skills, and the general abstraction from actions to motives. As a social species, humanity is pretty good at this. Having 0 Social means a character "checks out" relative to other people, and complex objects like computers(even just automatic doors). They react to everything as an inanimate object, unable to understand their motives  or even conceive of motives. Even their own. Most people can't handle this state, and will simply go fetal until it passes; make a Will roll each minute to remain active through this nightmare. This state is trumped by other mental zeroes, but still impairs remembered sensory impressions.

Toughness A combination of strength and durability; correlates well with size. Having 0 Toughness is rapidly fatal; the character loses 1 HP per turn until dead. This state is extremely painful(treat as 5 HP injury for pain purposes), but in the short term this is one of the least debilitating attribute zeroes.

Understanding Abstract intelligence; creativity, reason, and technical or theoretical mental skills. Humanity rules this attribute  nonsentients will generally have low U.    Having 0 Understanding means a character can't think consciously; they can still operate on an "animal" level, but the higher self is just missing. For a sentient, this state is scary; they will generally find someplace safe to curl up and hide. They do remember simple sensory impressions from this time.

Willpower General mental resistance; used to stonewall skills like Influence, resist pain/distractions/fear, and resist mental Shadow powers. It's also used to force conscious control over mostly-unconscious things. Having 0 Willpower means a character can't decide anything, though their instincts remain active. They will generally stand there/sit there/whatever, and can be moved around freely. They're effectively unconscious, but they do remember full sensory impressions from this time.

Everyone also has a Magic level. Most humans have M:1 or M:2; the PCs are selected for having M:3 or greater. Magical Girl Form grants +3 to each physical attribute, and makes jumping based on [2×(A+M)] instead of just A(although at a cost of 1 EP per jump). Double the bonus for one attribute, depending on aspect: Shadow=Agility, Pearl=Health, Fire=Dexterity, Lightning=Agility, Water=Toughness, Earth=Toughness.

The early onset of magic is correlated with higher degrees of power. The age range of discovery is listed below in a table. This is purely optional and more of a guideline than anything. PCs can be later or earlier bloomers. Double the age range listed for elves as usual. The table below is a calculation of it.

153 / (10 + Magic)

Secondary Stats Everybody has 20 HP. Natural recovery is 1 HP per day. If a character drops to 0 HP or less, they roll W; if they don't get healed above 0 HP in that many turns, they pass out. At -20 HP or less, they roll H; if they don't get healed above -20 HP in that many turns, they die. Everybody has 20 FP. Natural recovery is [H] FP per hour; if it matters, this is 1 FP per [60/H] minutes. If a character drops to 0 FP or less, they roll W; if they don't get healed above 0 FP in that many turns, they pass out. Magical girls also possess an energy pool of 80 EP. Each augmented jump costs 1 EP.

Skills Skills are bought with skill points, which are smaller than regular points. 25 skill points cost 2 regular points. A general skill costs [5 × Level²] skill points. A specialization costs [2 × (Level² - GLevel²)] skill points, where "GLevel" is the level of its general skill. When raising a general skill that you have specs in, it's the number of points in each spec that gets conserved; they end up at the highest level that those points will cover. Each skill has a base attribute; a skill roll uses dice equal to the base attribute's level plus the skill's level. Most general skills have a consistent base attribute, while Erotic Arts and Stealth have different base attributes per spec. This means it's useful to roll against a skill at zero  just roll the base attribute's dice. Skills(and their base attributes) are: Athletics(A)Acrobatics, Climb, Run, Swim Artist(U)Music, Sculpture, Visual Arts, [other media] Build/Repair(D)</dt>Architecture, Armoury, Electrical, Electronic, Furniture, Machine </dd>Crack(U)</dt>Electronic Warfare, Forgery, Hardware, Locksmith, Software, Tactics/Strategy </dd>Design(U)</dt>Architecture, Armoury, Bodging, Electrical, Electronic, Furniture, Machine, Software </dd>Detect(C)</dt>Hearing, Sight, Taste/Smell, Touch </dd>Dodge(A)</dt>Escape, Melee, Ranged </dd>Erotic Arts</dt>The Dance(A), Primal Technique(D), Advanced Technique(U) </dd>Explosives(U)</dt>Commercial, Defusing, Improvised, Plastic, Underwater </dd>Hard Science(U)</dt>Astronomy, Biology, Chemistry, Engineering, Geology, Mathematics, Physics, Technology </dd>Influence(E)</dt><dd>Diplomacy, Fast-Talk, Intimidate, Leadership, Seduction </dd><dt>Knowledge(C)</dt><dd>Pop Culture, [by region], [any spec from Hard Science or Soft Science] </dd><dt>Medicine(U)</dt><dd>First Aid, Forensic, Pharmacy, Physician, Surgery </dd><dt>Navigation(C)</dt><dd>Air, Ground, Space, Underground, Underwater, Water </dd><dt>Operations(C)</dt><dd>Computer, Electronics, Envirowear </dd><dt>Pilot(C)</dt><dd>Air, Ground, Space, Underground, Underwater, Water </dd><dt>Research(U)</dt><dd>Books, Software, [other media] </dd><dt>Savoir-Faire(E)</dt><dd>Dojo, Corporate, High Society, Mafia, Military, Police, Servant, Streetwise, Yakuza </dd><dt>Soft Science(U)</dt><dd>Behavioral, Civics, Economics, Geography, History, Linguistics, Literature, Occultism, Philosophy </dd><dt>Stealth</dt><dd>Disguise(C), Shadowing(E), Sleight Of Hand(D), Sneak(A), Track(C) </dd><dt>Survival(C)</dt><dd>Arctic, Desert, Mountain, Plains, Shore, Swamp, Urban, Woods, [other environments] </dd><dt>Melee(A)</dt><dd>Blade, Club, Grapple, Shield, Unarmed </dd><dt>Ranged(D)</dt><dd>Bow, Gunner, Pistol, Rifle, Thrown </dd></dl> Some skills are a bit special. Design: Bodging can substitute for any other Design spec  but the result is a hack, metaphorically or literally held together with duct tape and wire. Influence can be opposed by Influence(for example, in a negotiation), and it doesn't have to be the same spec. (Heck, it's often hard for the untrained to tell whether they're facing Influence: Diplomacy or Influence: Fast-Talk.) Alternately, it can be opposed by [2×W], for stonewalling. Operations: Envirowear is for SCUBA gear, spacesuits, powered armor, and the like. Melee is also used for parrying with melee weapons.

Rules Combat Time Everybody acts simultaneously; your character doesn't suffer(or benefit from) the effects of others' actions until they've completed their action. Each turn, each character gets two actions, a move, and any number of free actions that doesn't violate the GM's sense of reality. This takes about a second. With an action, a character can: <ul> <li>Make an attack with an equipped weapon, in SA or BF mode. The attack is resolved at this time. </li><li>Defend. This may either be a dodge, or use an equipped weapon. If attacked before their next turn, they get to roll Dodge or parry to resist, at ×2 if they use both actions for this. </li><li>Ready. This is an all-purpose weapon-oriented preparation action. </li><li>Aim. This multiplies to-hit by 1.5. With a scope, a second aim action increases this to 2. Further aim actions add +1 die each to their skill(before all multipliers). </li><li>Power up. This improves their T to [4/3×T] for their next action, but costs 3 EP. </li><li>Make a saturation attack with an equipped weapon in FA mode. If  they spend all their actions on this, they fire shots equal to the mode's shots per turn; fewer actions fire proportionally fewer shots. Treat this as a BF burst of that size. </li><li>Make a suppression attack with an equipped weapon in FA mode. Calculate the shots fired the same way, ` </li></ul> With a move, a character can: <ul> <li>Walk up to [œA] meters (round up). </li><li>Run up to [A] meters, halving any rolls affected by jostling. </li></ul>

Attacks An attack generally takes an action. A character can make two attacks in one action, but both are at ×1/3 to hit. Roll the to-hit dice; if the target is aware of the attack, they resist(subtract hits) with dodge dice, usually A for physical attacks or C for mental attacks. Zero or less net hits is a miss. For a direct hit multiply the net hits by the attack's power to get the base damage, but AOEs will have a base damage roll instead. Subtract armor from the base damage, then divide by the target's durability(usually B for physical attacks or W for mental attacks), rounding down, to get the final damage. Subtract this from the target's HP.

Other Combat Actions Aim</b> : Improves The character's next to-hit roll. Moving around or similar disruptions will spoil their aim, but otherwise they can hold their aim until the tension becomes a problem. One Aim gives ×3/2 to hit; with a scope, a second Aim upgrades this to ×2. After that, each Aim gives +1 die.

Attack Resolution <ol> <li>The attacker rolls To Hit, times any modifiers that apply. If the target defended, they can roll Dodge or parry to resist. If the target wins, the attack misses; on a tie, the attack is light, which may still have side effects. </li><li>The damage is the net hits times the weapon's Power. </li><li>Armor subtracts from the damage. If the net damage is zero or negative, the attack is light. In case an armor multiplier results in a fractional net damage, don't round yet. </li><li>For bursts or shot, multiply the net damage by the number of shots that hit. </li><li>Divide net damage by Toughness(for a physical weapon) or Willpower(for a mental weapon) to get the injury; round at this time. </li><li>Subtract the injury from the target's HP. </li><li>Note the total injury by damage type, in case the target survives the fight. </li></ol>

Grappling A character can grab another as a melee attack, using Melee: Grapple; the target can use the higher of Dodge: Escape and Dodge: Melee to dodge. If the attacker scores net hits, they've grabbed the target, but deal no damage. If it matters whether the attack misses or just fails to grab, and the target's Dodge: Escape is higher than their Dodge: Melee, roll their Dodge: Melee first, then roll the extra dice. The extra dice can't reduce the attacker's net hits below zero. If using a grab weapon that deals damage(like a grappling hook), damage is based on the Dodge: Melee dice alone  extra Dodge: Escape dice can prevent the grab, but not the immediate wound. If a character tries to move while grabbed or grabbing, they must bring the whole grapple with them; the other characters count as encumbrance. You can release a grab as a free action. You can break free of a grab as an action, with a Dodge: Escape roll opposed by their Melee: Grapple; if you have them grabbed back you can use Melee: Grapple instead.

Injury &amp;amp; Healing In The Heat Of Battle When hit, a character will normally cry out and flinch; to avoid this, roll W vs the HP lost. If a character is taken to 0 HP or below, they must make a W roll to stay conscious; if they're below 0 HP, their negative HP subtract hits(as if resisted). One net hit is needed. Yes, this means that many small wounds are more likely to cause unconsciousness than one big wound. If a character is taken to -20 HP or below, they must make an H roll each turn to stay alive; any HP below -20 subtract hits. One net hit is needed to survive another turn. First aid can still save them at this point, but with anything less than a well-stocked ambulance it will be iffy. Magical healing can easily do the job.

Short-Term Aftermath Every half-minute or so(technically 24sec) after an injury, it may bleed, costing further HP. Slash, Imp, and KK damage bleed at full; Bash damage bleeds at half; most energy damage doesn't bleed at all. Bleeding damage, as well as poison and disease damage, don't bleed. (These are based on the original injury, before doubling as above.) Add these injuries into a single "bleed rate" value. Roll against the character's H; any hits reduce bleed rate. If any is left, roll it, and they lose 1 HP per hit(as Bleeding damage); if they aren't in combat, this is doubled, and if they are, it will be doubled when the combat ends, as usual. Bleed rate reductions from H rolls are cumulative, so unless the character dies first, their wounds will eventually stop bleeding.

Long-Term Aftermath Left alone, a character will naturally heal 1 HP/day. With medical care, they can recover faster; a daily Medicine: Physician roll heals 1 HP per 2 full hits. Magical healing is easily available to magical girls with or without pearl

Gear Weapons Equip This is "1H" for a one-handed weapon, "2H" for a two-handed weapon, "Mt" for a mounted weapon. An unarmed attack doesn't need to be equipped; a character can use their elbows, knees, and head if needed. A "B" is added for a braced weapon; using it without a bipod, stand, or other bracing halves to-hit skill.

Range A range of "M" denotes a melee weapon; a number before it multiplies the character's base melee reach(which is 1m for an adult human). Otherwise, this is nominal range; projectiles will fly further than this, and useful attacks can be made past it. Out to nominal range there is no range modifier. Out to twice nominal range to-hit is halved, out to three times it's divided by three, etc.

Mode This is based more on Shadowrun than on GURPS, as GURPS is distinctly lacking in this regard. A mode of SA is the default, firing one shot per pull and automatically chambering the next round. A mode of BA fires one shot per pull, but then requires a Ready action to chamber the next round. A mode of BF[N] fires [N] shots in quick succession each pull of the trigger; if the attack hits, 1D[N] shots hit. (At 1/10 nominal range, all [N] shots hit on a successful attack.) A mode of FA[N] fires shots continually while the trigger is held, at [N] per turn; this is used in either a saturation or suppression attack. Changing modes on an equipped weapon takes a Ready action.

Ammo The type(and weight) of the weapon's ammo. For firearms, the type is usually a size and magazine type; a box magazine is the most common nowdays, and teens will usually call it a clip. An internal magazine means ammo is fed into the weapon a round at a time. Unless the weight includes a +, it's already included in the weapon's listed weight.

Legality This is a permissive time; crime rates are up, and the Firearms Act is off in the future. The age of majority is 16, so those younger may garner extra attention for carrying firearms.

Stats Weapons

Ammo Variants not listed as available can be had custom, for a further ×10 cost.

Ammo Variants

Armor

1 A trench coat or buff coat is only worn on top, but also protects the bottom. 2 Ski boots divide walk/run move by 3. 3 Magical girl outfits are generated by the alternate form. Replaces clothes/armor of lesser DR value. Greater armor value will be stylized to match with the theme. Sum the DR of multiple pieces over the same location. In addition to listing DR by location, list an overall value. This is  40% of your Top DR, plus 20% of your Head, Bottom, and Feet DR; round the total up.

Creation The PCs each have 600 character points. An average PC should spend 300-400 on attributes; more indicates an "attribute-heavy" character. Each physical/mental attribute costs points equal to the square of its value, so taking A:6 costs 36 points, etc. PCs automatically have a Magic level of 3, but for advancement purposes, it costs 3× the square of its value. PCs also get English, spoken and written at level 3, as a free language.

Traits Addiction `      Alcohol (-15 or -30) </b> : Cheap, incapacitating, and legal, but insidious  the -30 form is a normal addiction, but instead of buying it off, it gets bought down to -15, where you only experience cravings if presented with alcohol. There's no normal way to get rid of the -15 form. Tobacco (-10) </b> : Cheap, highly addictive, and legal. Heroin (-80) </b> : Very expensive, incapacitating, totally addictive, and illegal.

Ambidexterity (10) All the character's hands are "on" hands, and so their rolls are never halved for using an "off" hand.

Animal Empathy (10) The character can use Empathy on animals normally, including influence and reading moods.

Anosmia (-10) The character has no sense of smell. This also severely reduces what we think of as the sense of taste. They can't detect hazards by scent(notably some Pearl and Shadow monsters), they can ignore skunk spray, and most people will have little to no respect for their disability. A character who loses their sense of smell may find food generally unappetizing, experience despair or depression from the loss of sentimental smell memory, and/or lose their libido(including the Horny Trait) depending on the basis of their sexuality.

Appearance (±8 per ±1 level) Use [Empathy+Appearance] for reaction and influence rolls when appearance matters. Also useful for first impressions and the like when the character hasn't had time to apply their Empathy yet. The min level is -3; the base max is +1. If a character has the Androgynous perk, the max is raised to +5; otherwise, if they have +1, they can get up to +4 more limited to those attracted to their sex, for 4 per +1 level. Note that genre-savvy NPCs will generally assume the character they consider most attractive is the leader.

Bad Hearing (-8, -16, -20, or -40) Deaf</b> : The character can't hear at all. This is normally uncorrectable, and thus worth -40; correctable deafness(perhaps with a cutting-edge implant) is worth -16. Hard Of Hearing</b> : The character can hear, but not that well. Their hearing rolls are at ×1/2, as are other rolls that involve listening to speech, and they may need to make an unmodified roll to hear something most people can hear automatically. This is normally correctable with a hearing aid, and thus worth -8; uncorrectable hard of hearing is worth -20.

Bad Sight (-20, -40, -50, or -100) Blind</b> : The character can't see. They can't make vision rolls, but they can roll to hit at ×1/3 by using other senses. (This assumes the character is used to being blind. An untrained to-hit using other senses is at ×1/5.) This is normally uncorrectable, and thus worth -100; correctable blindness(Cybereyes?) is worth -40. Dull Vision</b> : While the character can focus just fine, they can't see very well at any range, perhaps due to moderate cataracts or partial flash-blinding. All their vision and to-hit rolls are at ×1/2, and they may need to make an unmodified roll to see something most people can see automatically. This is normally uncorrectable, and thus worth -50; correctable dull vision(perhaps with focused retinal projection) is worth -20. Farsighted</b> : The character can't see clearly up close, crippling their ability to read text(triple normal time). Their vision and to-hit rolls are at ×2/3 in adjacent hexes, and ×1/3 in their own hex, and they may need to make an unmodified roll to see something most people can see automatically. This is normally correctable with glasses, and thus worth -20; uncorrectable farsightedness is worth -50. Nearsighted</b> : The character can't read small print more than a foot away, or signs more than about 30' away. Their vision and to-hit rolls are at ×2/3 in adjacent hexes, and ×1/3 in hexes beyond, and they may need to make an unmodified roll to see something most people can see automatically. This is normally correctable with glasses, and thus worth -20; uncorrectable nearsightedness is worth -50.

Cursed (-10) The character has inherited(or personally acquired) a supernatural curse, which has a bizarre but inconvenient effect. Nothing major, but likewise nothing they can just tell people. Speak The Truth</b> : You are incapable of lying. Note that you can mislead, omit, and tell half-truths, you just can't lie per se.

Enemy/Enemy Group `

Enhanced Genki (25 per level, max 4) Each level doubles natural FP recovery.

Enhanced Healing (5 per level, max 4) Each level doubles natural HP recovery.

Family Trouble The character doesn't have a healthy family life. This primarily results in a serious shortage of emotional support, but can also lead to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkMagicalGirl">DarkMagicalGirl</a>s. Abandoned (-20) </b> : They may have no family, or be the effective guardian of one or more siblings. They'll need to cover for the lack of adults in their life, and this includes the relevant Secret. Mild Mental Abuse (-10) </b> : They have one or more mentally-abusive parents, who will undermine any emotional support. Acute Mental Abuse (-30) </b> : Any emotional support will be undermined, and roll a die each day; if there are any hits, they suffer a demoralization penalty(×.8 on all rolls except Health and Toughness) that day. While this is close to Roleplay It: Demoralizable, this guilt is itself the issue. Physical Abuse (-20) </b> : They have one or more physically-abusive parents  any emotional support will be undermined, and roll a die each day; if there are any hits, they've suffered an attack costing that many HP(often with bruises in embarassingly-obvious places). Villainous (-20) </b> : Their family is villainous(organized crime, cultists of the big bad, etc). They do have emotional support, but their family causes them ethical problems. They suffer irregular demoralization as for Acute Mental Abuse, except this is due to guilt over actual ethical issues. This can be combined with another Family Trouble type; if combined with Acute Mental Abuse, roll separately, and the demoralization penalties stack.

Flexibility (10 per level, max 3) The character is unusually flexible; at the highest level, any part of their Toughness may bend any way. They get +[Level] to climb, to escape from ropes, handcuffs, and similar restraints, or a grab, and they can ignore up to -[Level] in penalties for working in tight quarters.

Honesty (-7, -12, -15, -18, or -25) The character hates deception and falsehood. If they succumb, they can't lie, mislead, tell half-truths  or even silently lie by omission. This is -25 for someone who automatically succumbs to this Trait. It's -18 for a self-control roll of 2 dice, -12 for 5 dice, or -7 for 9 dice; 2 hits are required to resist. Alternately, they're willing to lie and deceive, but naturally very bad at it. For -15, any rolls to deceive are halved, and they must roll unmodified when they would otherwise succeed automatically.

Horny (-25, -40, -50, or -75) The character has an unusually strong desire for sex(or romance). Whenever they encounter someone who meets their standards of attractiveness, they'll make a pass possibly resulting in physical retribution, jail, communicable disease, transient entertainment, or an adoring new friend. Also, if too few people around meet their standards of attractiveness, they will gradually lower them, often using rationalizations like "prison rules". This is -75 for someone who automatically succumbs to this Trait. It's -50 for a self-control roll of 3 dice, -40 for 6 dice, or -25 for 9 dice, all resisted by the "target's" E+Appearance.

Impulsive (-15, -25, -36, or -50) `      This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Language (2 per level, max 3, each) The character knows a particular language/channel combination(e.g. spoken Japanese or written French). At level 1, they have a useful grasp of the language, but still need to make Intelligence rolls to communicate. At level 2, they can consistently communicate, but still need to make Intelligence rolls in order to influence and the like, and are clearly not native speakers. At level 3, they're as fluent as a native. Pidgin languages often don't have a 3rd level, and some primitive languages don't even have a 2nd level.

Lawful (-15, -25, -36, or -50) The character feels they must obey the law, and they do their best to get others to do so as well. In a lawless area, they will follow their home laws anyway; under foreign laws, they will try to satisfy both sets of laws, and must satisfy at least one set. This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Loner (-7, -12, -18, or -25) The character requires a great deal of "personal space". Whenever anyone lingers nearby, watches over their shoulder, etc, they lose their temper and lash out as if they had Temper. This can also lead to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkMagicalGirl">DarkMagicalGirl</a>s. This is -25 for someone who automatically succumbs to this Trait. It's -18 for a self-control roll of 2 dice, -12 for 5 dice, or -7 for 9 dice; 2 hits are required to resist.

Luck (15 per level) [Level] times per session, the character can reroll an S6 and take the better result.

Perk (1 each) Each perk has some minor beneficial effect. Acrobatic Evasion</b> : The character can spend 2 FP to cinematically defend with ×5/4 as many dice. Alcohol Tolerance</b> : The character's Toughness can handle and metabolize alcohol very well, doubling their Health on any rolls. Androgynous</b> : The character can pass for either sex  and must dress the part to be recognized as either sex. Base</b> : You have a treehouse, flop, or other base of operations not connected to you. (Though forensics or a stakeout can make the connection.) This provides a safe place to hole up without endangering your family. Clark Kenting</b> : A mask that only covers or disrupts some of your facial features(bulky glasses, domino mask, etc) is a cinematically effective disguise on you. You can also sometimes stun people by repeatedly donning and removing such a disguise. Deep Sleeper</b> : The character can sleep just fine despite noises, weird positions, and other disturbances. Flash Draw: [Category]</b> : Select a category of weapon or similar item; the character can spend 1 FP to draw one cinematically fast and without using an action. Flurry Attack</b> : As an action, the character can spend 2 FP to cinematically make two attacks at ×2/3 to hit. I Am Not Food: [Type]</b> : Select a specific type of monster, like amberbunnies or spark jellies. Something about the character confuses monsters of that type into not considering them a threat  or even a player in the game  unless the character does something hostile. (This is akin to bashers against animals with scent as their primary sense.) Immunity</b> : The character is immune to one specific and/or rare metabolic hazard, for example Immunity To Iocane Poison, Immunity To Cowpox, Immunity To Hangovers, or Immunity To Gas Narcosis. Power Up</b> : The character can cinematically "power up" their strength, spending an action and 3 FP to increase their B by ×4/3 for their next action.

Phobia The character has an irrational fear of some class of creature, item, or phenomenon. This can include things it's rational to be afraid of in that case, the irrational fear often won't coincide with rational countermeasures. This is a retreat vs a rout, staying hidden vs running screaming from a hiding place, fighting back vs curling into a ball and crying, and relighting your lantern vs losing your mind in the dark. Whenever the character is exposed to the trigger for their phobia, roll their phobia dice, and look up the hits on the table below; they act on their fear so long as the "danger" persists. Even the threat of it requires a roll with half dice. For continuous exposure, reroll and take the worse result every 10min. A phobia roll is by definition stressful, which may also trigger other Traits. An "average" phobia is 4 dice. The max is 15 dice, but for the cost of 16 dice, the character always goes straight to the 6+ result. Cost per die depends on a mix of commonality and danger of a fear response: Minor (-2 per die) </b>: CatsNote that taking cats as a phobia is highly advised against given the nature of the campaign., Dogs, Fire, The Number 13(×2 dice for friday the 13th), The Numbers 4 & amp; 7, Spiders. Medium (-4 per die) </b> : Blood, Death &amp;amp; The Dead(×2 dice vs undead), Dirt, Heights(×2 dice for actual risk of a fall), Insects(×2 dice vs giant insects), Loud Noises, monsters of a particular aspect, Oceans(and aquatic monsters), Open Spaces, Reptiles(×2 dice vs a horde), Sex, Sharp Things. Major (-6 per die) </b> : Being Alone, Crowds, Darkness, Enclosed Spaces, Foreigners, Machinery(×2 dice vs robots or computers), Magic(×2 dice if it's targeting you) Likewise a terrible decision to take in this campaign, Monsters, The Sun. Critical (-8 per die) </b> : Weapons; while not that common, such a phobia can be routinely fatal.

Roleplay It The character has another negative Trait in a weaker form. Three weaker forms are available: Creditable</b> : They don't get any points at creation for the Trait, but are due RP XP for roleplaying it. Distractible</b> : They get half the points for the Trait; any time they should succumb to the Trait, they can resist, but suffer a distraction penalty(×.8 on all rolls except Health and Toughness) so long as the opportunity persists. Handy for Traits like Horny. Demoralizable</b> : As Distractible, but the character has failed to live up to their own ethics, and is feeling bad about it. The duration is instead until they've slept on it(or resolved the ethical issue, if possible).

Secret `

Sense Of Duty `

Shy (-10, -20, or -30) The character is uncomfortable around strangers, especially assertive or attractive ones, and tends to be quiet even among friends. This also reduces their E for active, interactive uses  they can be fine at research psychology(noninteractive) and looking cute(passive), but ask them to sway a crowd an they'll fail(unless the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShrinkingViolet">ShrinkingViolet</a> adorableness can do the job while they stand there paralyzed). For -10, this is ×.8; for -20, ×.6; and for -30, ×.4. <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShyBlueHairedGirl">This goes well with blue hair and a talent for Water aspect.</a>

Structural Disability The character is missing body parts, probably as a birth defect or to some past injury. Alternately, the body parts are present, but paralyzed or otherwise nonfunctional  they can still take damage and bleed, but it makes more sense for the Trait to be bought off. Point value varies based on the part: Note that given the availability of regrowth spells these are mostly for reference purposes. One Leg (-40) </b> : Their A is halved for walking and swimming speed, and at 2/3 for melee attacks and dodging. The walking speed assumes crutches or the like. Both Legs (-60) </b> : Their A is at 1/3 for swimming speed, melee attacks, and dodging. They can't stand, kick, or walk at all. Finger (-4) </b> : D and A are at 8/10 with that hand. Thumb (-10) </b> : D and A are halved with that hand. One Hand (-30) </b> : Mostly as One Arm, but they can strap something to the handless arm, or use it as a striker. Both Hands (-50) </b> : Mostly as Both Arms, but they can use their handless arms as strikers, or (probably with help) strap things to them. One Arm (-40) </b> : The character can't do things that require two arms  things that are normally done with two arms, but don't have to be, can be done one-armed at half D, A, and B.       Both Arms (-60) </b> : The character can sometimes improvise with their mouth and/or feet, but they have nothing approaching the human hand in terms of overall versatility. They should also buy down D, since they won't be using it much. One Eye (-30) </b> : The character's ranged attacks are at 2/3, unless they spend an action to aim. Other things using hand-eye coordination, and their melee attacks, are at 8/10. Riding on horseback, or any vehicle that fast or faster, is also at 2/3. This may be a reason to buy Appearance up or down.

Temper (-15, -25, -36, or -50) The character has trouble controlling their anger. In a stressful situation, they lose their temper and insult, attack, or otherwise act against the cause of the stress. This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Unified Friend Theory While PCs are assumed to have a reasonable family and circle of friends free, including parents, siblings, a home, noncombat pets, classmates, and people to hang out at the mall with, some have more powerful friends. Add the costs for the benefits they provide: Hospitality</b> : If they can and will always let you sleep on their couch(or equivalent), that costs 2 points. Contact</b> : If they provide you information and minor favors, this costs 1 per die for an awfully-specific area(e.g. forensics, finance, or another GURPS skill), or 5 per die for a general category(e.g. business skills, military skills, police skills, or street skills). This may represent multiple individuals, with increasing dice for more people working together. Flunky</b> : If they attend you, but avoid fights and the like, that costs 1% of your point total. A "big man on campus" will often have flunkies of this type. A group with collective availability gets a bulk discount. Ally/Servant</b> : If they adventure alongside you, that costs 5% of their point total. Note that with six aspects, some team members can be NPCs  this kind of personal loyalty presumably means the two are linked by bonds of love, childhood friendship, etc. A group with collective availability, all using the same character sheet, gets a bulk discount. Sway</b> : If they have organizational sway, and will wield it to help you, the value of that depends on the resources of the organization: 60 for tens of millions of dollars, 90 for hundreds of millions of dollars, 120 for billions of dollars or the Miami police department, 150 for tens of billions of dollars, 180 for the city government or a giant multinational corp. An organization with considerable social sway in addition to material capital or political sway is ×3/2. All of this assumes that the friend is available unless there's a reason otherwise. 7 availability dice is ×2/3 cost; 4 dice is ×1/3; 1 die is ×1/6. 2 hits are needed. A friend who's always available(Implanted?) is ×4/3 cost. If your friend stays hidden, with their own unknown motives, and quite difficult to contact on purpose, halve the cost. In this case, "available" can mean they offer unsolicited help for their own reasons.

Basic Action All rolls are done with the S6 command. Usually, the only thing that matters is the number of hits. Each turn, Everybody gets an action and a move. Alternately, they can choose "all-out action", which gives them an extra action but means they don't roll any dice to dodge, "all-out move" which is similar but gives an extra move instead, or "full defense", which doesn't give them any actions but doubles their dodge dice. Spend a move to run up to [A] yard-hexes, or jog half that, or walk a quarter of that. A long jump is up to [A/3] hexes, round up. (Alternately, roll [A], and go that many hexes.) Such a jump is Œ as high as it is long. A high jump is half as high as a long jump is long. These values are for a standing jump; a running jump is up to double. Jumps don't affect movement rate, replacing an equal portion of running/jogging/walking. Shifting to Magical Girl Form costs 1 FP/EP, and can only be done once per turn, but is instant. Shifting back is free and instant.

Magic Aspects Shadow</b> : Stealth, teleporting, and DOT/debuffs. No quick attacks, but the debuffs often reduce resistance to further Shadow spells. Pearl</b> : Healing of all sorts, and force fields. Slamming force fields into things can be used to bat them around, but it's no TK. Fire</b> : Mostly an attack aspect; it has good AOEs, like walls and explosions. Not so good at keeping down the collateral damage. Lightning</b> : Mostly an attack aspect; it has the best range and single-target damage, and a few abilities are guided/homing, but its AOEs are weak. Water</b> : Mainly a utility aspect; it can do attacks, but they tend to be weak. The best way to attack with Water is to build up pressure against some structure until it breaks violently. Earth</b> : Similarly a utility aspect; its attacks are slow "shape earth" things, but it can usually alter the battlefield itself.

Spells The maximum level anyone can have a spell at is their M, and if their M is reduced, all their spells are reduced proportionally. They can also choose to cast a spell at a lower level.

Augment Death</b> : A debuff with a range of [4×M×Level] hexes, [C+Level] to hit. Roll [Level]; any hits apply as a penalty to the target's B and W for resisting damage, for 1min. Costs [2×Level] FP/EP. Aspect: Shadow. Ball Lightning</b> : A delayed attack; conjures a ball of lightning in an adjacent hex. Each turn, the ball wanders 1 hex, in the general direction of a conductive target; metal is best, meat works. If it enters the hex of such a target, roll [C+Level] to hit; a hit has a 50% chance of no effect, otherwise it deals 8D6×[Level] Shock base damage. Costs [Level] FP/EP. Aspect: Lightning. Clinging Darkness</b> : A debuff with a range of [4×M×Level] hexes, [C+Level] to hit. Roll [W×Level]; the hits divided by [target's W] apply as a penalty to the target's A and C for 1min. Also, each turn for that minute, roll [Level]; the target suffers [Hits] mental Darkness base damage. Costs [2×Level] FP/EP. Aspect: Shadow. Crackle</b> : A PBAOE physical attack with a range of [10×M×Level] hexes, dealing [Level]D6 Shock base damage. Costs [Level] FP/EP. Aspect: Lightning. Cure Corruption</b> : An instant buff with a range of [M×Level] hexes, [C+Level] to hit. Roll [Level]; each hit cures one point of attribute damage. Costs [4×Level] FP/EP. Aspect: Pearl. Cure Disease</b> : An instant buff with a range of [M×Level] hexes, [C+Level] to hit. Roll [Level], resisted by [disease's strength] for each disease infecting the target; any net successes damage the disease's strength. Costs [Level] FP/EP. Aspect: Pearl. Cuter Than Thou</b> : While up, the caster can "pulse" this ability; the pulse applies a PBAOE debuff with a range of [M×Level] hexes, roll [E+Level], resisted by [target's W]. Any net hits mean that target suffers CutenessProximity for 1 turn per net hit, forgetting any danger the caster poses and generally attempting to cuddle them, and afterward(so long as they keep this spell up) will find it difficult to harm them or even think of them as harmful. May result in the caster being "rescued" from their allies. Costs [Level] FP/EP per minute, plus [Level] FP/EP to pulse. Aspect: Pearl. Dancing Flames</b> : Creates a small flame; with an action they can make it jump up to [W] hexes. To hit a target with it, roll [D+Level], and it deals ×[3×Level] physical Heat damage. Costs [Level] FP/EP per minute. Aspect: Fire. Dustfall</b> : A DOT with a range of [4×M×Level] hexes, [C+Level] to hit. Each turn for 1min, roll [W×Level]; the target suffers [Hits] mental Darkness base damage, as parts of them crumble to dust. Costs [Level] FP/EP. Aspect: Shadow. Earthhand</b> : Animates [Level] cubic hexes of earth at a range of [4×M×Level] hexes. With an action the caster can make it move as a big arm with hand, but at a top speed of 1 hex per turn. It can manipulate and squeeze, and has durability, appropriate to B:[10×Level]. Costs [Level] FP/EP per minute. Aspect: Earth. Energy Transfer</b> : An instant transfer with a range of [M×Level] hexes, [C+Level] to hit, transferring [Level] FP/EP to the target, received as EP first, then FP. No cost per se. Aspect: Lightning. Firestrike</b> : A physical attack with a range of [4×M×Level] hexes, [D+Level] to hit, dealing 8D6×[Level] Heat base damage in the target hex and adjacent hexes, divided by the square of distance in hexes further out. Costs [Level] FP/EP. Aspect: Fire. Flame Breath</b> : A physical attack that deals 8D6×[Level] Heat base damage in a 45° cone, [Level] hexes in radius. Costs [Level] FP/EP. Aspect: Fire. Forceball</b> : Creates a bubble with a radius 10% of the caster's height; with an action they can move it up to [C] hexes. To hit a target with it, roll [C+Level], and it deals ×[Level] physical Blunt damage. Also calculate the damage as if there were no armor, yielding hexes of knockback instead of HP of damage. Can also push, with the strength of someone with B:[Level]. Costs [Level] FP/EP per minute. Aspect: Pearl. Heal</b> : An instant buff with a range of [M×Level] hexes, [C+Level] to hit, healing [Level]D6 HP. Costs [Level] FP/EP. Aspect: Pearl. Healing Aura</b> : An instant PBAOE buff with a range of [Level] hexes, healing [Level] HP. Costs [Level] FP/EP. Aspect: Pearl. Hover</b> : Lets the caster hover or fly with a top speed of [Level] hexes per turn. Costs [Level] FP/EP per minute. Aspect: Lightning, Pearl, and Shadow. Ice Spear</b> : Conjures a spear made of ice, which produces a small burst of ice shards when it hits. As a melee weapon, it has a range of 2 hexes, roll [A] to hit, dealing ×[10×Level] Sharp damage. Thrown, it has a range of [3×B] hexes, roll [D] to hit, same damage, but it ends right after the hit. As a tool, it has durability appropriate to B:[3×Level]. Costs [Level] FP/EP, plus [Level] FP/EP per minute. Aspect: Water. Inconspicuous Corruption</b> : A ranged debuff; invisible, inaudible, and does nothing instantly. [C+Level] to hit. Each turn for the next minute, roll [Level], resisted by [target's H]; any net successes damage the target's H. (H reduction is noticeable.) Costs [10×Level] FP/EP. Aspect: Shadow. Inferno</b> : A PBAOE physical attack with a range of [10×M×Level] hexes, dealing 6D6×[Level] Heat base damage. Costs [4×Level] FP/EP. Aspect: Fire. Jet Flight</b> : Lets the caster hover or fly with a top speed of [A×Level] hexes per turn. The thrust deals [Level]D6 Heat base damage each turn in the hex below or behind them. Costs [6×Level] FP/EP per minute. Aspect: Fire. Lightning Bolt</b> : A physical attack with a range of [10×M×Level] hexes, [D+Level] to hit, dealing ×[20×Level] Shock damage. Costs [Level] FP/EP. Aspect: Lightning. Personal Shield</b> : A bubble of [200×Level] ablative armor with a radius equal to the caster's height; regenerates 10% each turn, but if penetrated, it shatters. Costs [Level] FP/EP per minute. Aspect: Pearl. Regrowth</b> : When used on an ongoing basis, regrows a missing or crippled body part. This has a considerable additional cost  the caster can spend up to [Level] character points, and when the Structural Disability Trait has been paid off, it's been healed. Costs [10×Level] FP/EP. Aspect: Pearl. Shield</b> : A buff with a range of [M×Level] hexes, [C+Level] to hit, the target gets a bubble of [200×Level] ablative armor with a radius equal to their height; regenerates 10% each turn, but if penetrated, it shatters. Costs [2×Level] FP/EP per minute. Aspect: Pearl. Spark Of Flame</b> : A physical attack with a range of [4×M×Level] hexes, [D+Level] to hit, dealing ×[Level]D6 Heat damage instantly. It continues to burn for 4 turns, dealing the same(reroll damage dice) each turn. Costs [Level] FP/EP. Aspect: Fire. Stealth</b> : Adds +[4×Level] to Agility for sneaking. Costs [Level] FP/EP per minute. Aspect: Shadow. Stonesurf</b> : Animates [Level] square hexes of earth beneath the caster as a sort of vehicle. With an action they can move it over earth at a top speed of [Level] hexes per turn. It has durability appropriate to B:[10×Level]. Costs [Level] FP/EP per minute. Aspect: Earth. Super Durability</b> : Adds +[4×Level] to Toughness for resisting damage. Costs [Level] FP/EP per minute. Aspect: Earth. Super Strength</b> : Adds +[4×Level] to Toughness for dealing damage and other feats of strength. Costs [Level] FP/EP per minute. Aspect: Earth and Water. Supercavitation</b> : Lets the caster swim with a top speed of [A×Level] hexes per turn. Bubbles form an opaque marker of their path. Costs [3×Level] FP/EP per minute. Aspect: Water. Teleport</b> : Teleports the caster up to [M×Level] hexes away. Costs [Level] FP/EP. They can bring up to [Level] times their own weight with them, but this further multiplies the cost. Aspect: Shadow. Wall Of Fire</b> : A persistent attack, with a duration of 1min. Mark a line of [Level] hexes, all within [M×Level] hexes, as being part of the wall of fire. Anyone who enters such a hex or begins their turn there takes 4D6×[Level] Heat base damage. While the wall is only 2 hexes tall, the hex above it deals half damage. Costs [Level] FP/EP. Aspect: Fire. Wave</b> : Creates a wash of pseudomatter water, [Level] cubic hexes worth. It has a duration of 1min, and then vanishes. Costs [2×Level] FP/EP. Aspect: Water.

Monsters A conjured monster has an extra attribute, "Bind level", which serves as a reference for its stats.

Binding Unbinding a monster takes an action and a move. The caster's M must be at least its Bind for any hope of success. With an equal level, it can be difficult; lumicats seek help because of the difficulty of unbinding e Bind:3 monsters with her M:4. Roll M, and if the caster get hits of at least the monster's Bind level, it's unbound, and will vanish in a few turns. This has a range of [4×M] hexes. This is a spell(the only one Nyamew ended up teaching us), so it's best to do without a monster out. Binding a monster is similar, but doesn't work if the monster's already bound. A spell popularized around the 90's allows for binding a monster to you. Once a monster is bound, it starts "out".

Bound Monsters A bound monster can be either "in"(intangible, nowhere in particular  but linked to its master) or "out"(deployed, effectively real, and able to act). Putting a monster out costs 1 FP/EP, takes an action, and has an effective range of touch; pulling it back in takes an action, but has unlimited range. Neither takes a test. Having a monster out normally subtracts its Bind level from M, making its master worse at spells. Noone can have monsters out that would take their M below zero. However, they can have a monster out at less than its normal Bind level. This reduces its attributes and spell levels proportionally. (Also size, which may cause some to experience CutenessProximity.) If they try to bring out a monster that would take their M below zero, the Bind levels of all their monsters out are reduced so they fit  unless they try to bring out more than [M] monsters, which will cause the deploying action to fail. Perhaps the greatest weakness of having a monster out at reduced Bind level is that it can more easily be unbound.

Sample Monsters In general, a monster has M:[2×Bind], one spell at [M], and [M] levels in lesser spells(each up to [Bind]). Its primary spell matches its aspect; secondary spells may not. It will also have attributes averaging [2×Bind] or so. Its unreal nature gives it [3×W] armor against Blunt, and [10×W] armor against KK. Finally, it has a natural pool of [10×M] EP, which naturally recover at 1 EP per minute. While a few monsters have a male or female gender, all have both sexes.

Spells: Cuter Than Thou: 6 Personal Shield: 3 Lightning Bolt: 3 They resemble baby rabbits, scaled up to a size appropriate to half their B, with golden-brown fur. Each ear contains a rigid strut, which is used to deliver their lightning attack. Between their shielding and mind-control abilities, they are lovers, not fighters  notably the only monster type whose reproduction in this world exceeds the rate they're coming through.

Basher Spells: Super Durability: 6 Super Strength: 3 Stonesurf: 3 A hulking, brutish humanoid made of rocks and earth, with a plume of grass resembling hair. Bashers hide in deep, dark places; in wilderness this is often caves, but in the city bashers will hide in sewers and storm drains, under bridges, and in dead-end alleys. From their hiding places, they ambush local animals, beating them into submission and burying the corpses within their earth bodies. While this does include humans, basher presence is usually first noticed by pets going missing, since they aren't revealed by scent  they just smell like verdant earth.

Caustic Weird Spells: Super Strength: 6 Supercavitation: 3 Inconspicuous Corruption: 3 A 6' serpentine shape made of water, fizzing like soda. Preferring manmade water structures, caustic weirds live in reservoirs and the like, using water pipes like freeways. When they need to, they use Super Strength to burst a pipe or Inconspicuous Corruption to corrode equipment, then their inhuman intelligence and cunning to reroute. This rerouting is usually the first sign of caustic weird infestation, as they connect a water main to a sewer or storm drain for access.

Firebat Spells: Jet Flight: 2 Inferno: 2 &amp;lt;Immune To Fire Damage&amp;gt; A black fruit-eating bat, with skeletal wings. The fire-aspect bat type, firebats are individually-cheap summons that can be churned out and like to hang out in numbers. Their wings aren't capable of natural flight, but their magic handles that. Their immunity to fire allows them to strike together, often eliminating a single target before it can cull their swarm.

Firedrake Spells: Flame Breath: 6 Wall Of Fire: 3 Jet Flight: 3 A small, green shoulder dragon. It's about 3' long and built thin, with a wingspan around 4'. (It can't fly by flapping, using its wings as pushers for Jet Flight.) Firedrakes prefer urban terrain; their intelligence is considerable, being draconic, making them good at infiltrating and subverting human structures. They usually lair in a relatively-compact area, like a chimney, but sometimes a handful of them will move into a burned-out building. They steal small metallic objects for tools, using their dexterous hands and fire breath to construct a mana-based civilization. Fighting an established firedrake involves facing all sorts of mad-science magical weapons, and may involve underground bolt-holes and structures too small for a human to enter. Being as smart as a human, firedrakes are rarely the first sign of a  firedrake infestation  the stray mana from their technology attracts monsters of other kinds. If other monsters(especially of diverse aspects) keep turning up in the same place, there may be a firedrake city forming there.

Gummi Bear Spells: Cuter Than Thou: 4 Cure Corruption: 2 Super Strength: 2 An adorable translucent bear in a vivid hue, roughly human-sized. Hides in dark places, preferring wilderness; will approach a group, use Cuter Than Thou, pick off any who resist, and eat its fill. It will then spend several days holed up digesting.

Lemban Queen Spells: Super Durability: 10 Heal: 5 Teleport: 5 A huge grub-like insectoid, 18' long. Has cute wings which are in fact useless. The brains of a lemban operation; while they can produce workers with the help of another queen, they're more effective at organization with their intelligence and cunning. The force of lemban workers serves as an "officer corps", co-opting natural animals(including humans) and other monsters into a Mob-style operation. If it appears to be fighting a losing battle, a lemban queen will have its workers cover its escape while it teleports out; it's thus very hard to kill the queen.

Lemban Worker Spells: Healing Aura: 6 Personal Shield: 3 Hover: 3 A compact insectoid resembling a large butterfly, with clawed limbs. Attendants to a lemban queen, she can produce them only slowly. They can also exist on their own; they will generally try to take over a cave or basement as a nest, ready for a queen to be conjured. With a queen to direct them, they'll often use weapons, and will coordinate healing each other in combat. If worse comes to worst, they'll cover for their queen with their lives so it can teleport out.

Peppermint Doll Spells: Super Durability: 8 Forceball: 4 Wall Of Fire: 4 A humanoid shape made of peppermint, deceptively small at about 3' tall. Peppermint dolls prefer urban areas specifically, they try to steal materials from candy factories or shops. While they aren't literally made of peppermint, they do use sugar to effect repairs. In combat, they buff their durability, then shape the battlefield with Wall Of Fire. If necessary, they can push opponents into their walls with forceballs.

Shadow Weasel Spells: Clinging Darkness: 6 Stealth: 3 Augment Death: 3 Close in appearance to a real weasel, their mottled grey fur is tinted by their Stealth spell into excellent camouflage. These critters burrow into ground, hunting smaller animals and hiding from larger ones. While they come through the cracks in reality one by one, they prefer to be near each other; once enough accumulate, they begin pack-hunting the dominant predator in order to "overthrow" them. Since these cracks are in a city, that means humans.

Shadowhound Spells: Augment Death: 8 Super Strength: 4 Teleport: 4 A dog, like a doberman but low-slung and with shiny fur. Shadowhounds live in packs when possible, targeting large prey. They strike together, teleporting when attacked, stacking Augment Death on a single target. When that target is vulnerable enough, one will buff its strength and strike. If the target has allies, the shadowhounds will teleport away, returning later to eat their kill.

Spark Jelly Spells: Wave: 4 Supercavitation: 2 Lightning Bolt: 2 A small milky hemisphere, with a mass of tentacles, usually tucked away underneath. Spark jellies prefer salt water, but can live in fresh water or out of water for hours at a time. They collect into large herds, using electric attacks to stun wildlife and eating them piranha-style. They're not that dangerous to humans on their own, because of the differing habitats, but with an external source of mana(like a firedrake city) they can use their Wave power to sustain themselves on land. In this state they often colonize a swimming pool or cistern, flooding it and converting it to salt water, and en masse electrocuting humans who try to reclaim it.

Wet Cell Spells: Super Strength: 8 Ice Spear: 4 Heal: 4 An ameboid blob of water, about 4' across when spherical, usually with half-rotted animals within. Wet cell tribes live in rivers and sewers and water mains. Like bashers, they eat by rotting their prey inside themselves, and their main threat to humans is this rot tainting water supplies. They can squeeze through small openings, and in urban areas they usually come up through the pipes to hunt vermin and pets. An individual attacked will try to retreat to their tribe; a tribe attacked will try scorched-earth warfare, bursting pipes and tearing down buildings, ranked up with healers behind attackers.

Wisp Spells: Ball Lightning: 6 Teleport: 3 Hover: 3 Normally looking like a glowing light, when unconscious their crystal "eyeball" form can be seen. A wisp surprised is no threat; a wisp prepared will have a storm of ball lightning at the ready. Sometimes, they'll toss out a ball just as a probe, to see if it seeks something. And, of course, they are not themselves conductive.

Monte Carlo Chance of getting at least 0-20 hits on 1-10 dice, estimated by Monte Carlo at ×10 million. Rounded to nearest %, except if that many hits was never seen, it's marked --.

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Magical Tamers

<p futureKnowledge = "">Knowledge known to the future but outragous and unbelievable in the present is marked in blue.

Races

Elves:

A long-lived unfurred highly gracile race. They tend to live twice as long as every other race. They are considered an attractive race. They age very gracefully, showing few wrinkles. Their hair turns green instead of gray in advanced age - although extreme stress may still result in hair turning white. Given their lifespan it is natural for them to become highly skilled as they age and accurate decades of experience. When other masters would be retiring they have but reached a midpoint. Elven artists tend to be popular and maintain generations of followers.

One societal aspect of them that is well known is that they tend to wind up towards either the top or the bottom. Their rise towards the top either from involvement with rising factions or just simply a side effect of living twice as long as other races. Their falls often coming after the previous ruling power was deposed or throws them under the bus as a scapegoat, perhaps as the result of envy. In turn elves outcast often launch long schemes to restore status possibly with revenge.

This tendency is well known and stereotypical even. Attempts at more permanent solutions just result in a far bloodier cycle as they aren't satisfied merely with restored standing but with avenging massacres. This is referred to poetically as “The Cycle”. As a result of this sacred hospitality is very much a thing with them. If they don't provide for other elves in need who will provide for them?

Martial skill is something almost universally practiced amongst them given “The Cycle” and fears of persecution. Although magical girls may focus their training efforts on spells. This historical action combined with long lives has led to a sociological aloofness, paranoia, and grudge-holding. They tend to be well prepared for everything.

As elves grow old their bones begin to dendify, turning into wood. Around approximately two hundred they complete their transformation into a treelord and take root. Notably this is not sustained merely by photosynthesis as normal plants but also tapping into ley lines. This transformation robs them of movement and thought. Becoming a treelord is sort of like a funeral but an occasion of joy. While the mind is gone they will last for eternity.

These treelords grow pods that exist for ten years on the tree before “hatching” into ten year old elves. With age more “fruit” are supported by the tree. An aged treelord is insanely prolific. Hatched elves having a connection to naga is a common trope given the comparisons between pods and eggs. Those tree-born are "born" have knowledge passed on from what the elf knew before their transformation. Notably this includes spells if they were awakened - although not usable if and until they awaken themselves. Notably this can transfer cross aspect.

Treelords are revered amongst the elves, considered legendary. There is no shortage of elves looking to adopt, especially given their poor fertility. Treelord groves are very well protected, usually by earth, water, pearl, and shadow awakened as they cannot start fires inadvetendly in combat. To slay a treelord is a grave travesty, to carve anything out of heartwood is an especially grave insult. Felling a treelord inevitably leads to brutal no hold barred vengeance.

An old myth involving them is that there will come an apocalypse, one day every Treelord will  suddenly die. This catastrophic event known as the “Sundering” and an apocalyptic event that will determine if their race lives or dies.

<p FutureKnowledge = ""> The sundering already happened, was real and happened with the departure of the old gods. This owes to the property of the treelords feeding on mana as well. The mana shock in the addition or removal of an element rapidly rearranges and causes invariably fatal manashock. This panic caused them to rush forth technology to create artificial seed-pods. The timing of the emergance of the old gods made them quite hostile of them. They by far were the largest group to join the awakened in their rebellion.

A normal human has each attribute between 4 and 8, except D and I between 5 and 10. Higher and lower values are possible, but distinctive.

The PCs each have 600 character points. An average PC should spend 300-400 on attributes; more indicates an "attribute-heavy" character.

Attributes A normal attribute costs [Level²]. Magic costs [3x Level²] Attributes are often abbreviated to their first letter.

Agility Full-body coordination, how fast they can move, and skills like melee and most sports. Having 0 Agility means a character has little ability to control their movements; if they also have 0 Dexterity, they will suffer a minor seizure, going rigid and losing 1 EP per minute. Otherwise, they can choose whether to go rigid or limp. Their mind is unaffected.

Cunning Concrete or applied intelligence; intuition, instinct, attention, memory, and pragmatic or rote mental skills. Nonsentients  especially predators  often have good C, despite not having much brainpower. It's more about what you do with it. Having 0 Cunning means a character can't think or interpret their surroundings. They're effectively asleep, though they can still detect "raw" sensations like pain.

Dexterity Fine coordination; precision crafts, to-hit with ranged weapons, and skills like platformer games. Humans have a lead here due to their hands. Having 0 Dexterity means a character has little ability to control their movements; if they also have 0 Agility, they will suffer a minor seizure, going rigid and losing 1 EP per minute. Otherwise, they can choose whether to go rigid or limp. Their mind is unaffected.

Health General physical resistance; used to resist disease, poison, the side effects of weapons like flash/bangs, and physical Shadow powers. Also governs stamina and longevity. Having 0 Health is instantly fatal; the character dies.

Empathy Empathy, social and antisocial skills, and the general abstraction from actions to motives. As a social species, humanity is pretty good at this. Having 0 Social means a character "checks out" relative to other people, and complex objects like computers(even just automatic doors). They react to everything as an inanimate object, unable to understand their motives  or even conceive of motives. Even their own. Most people can't handle this state, and will simply go fetal until it passes; make a Will roll each minute to remain active through this nightmare. This state is trumped by other mental zeroes, but still impairs remembered sensory impressions.

Toughness A combination of strength and durability; correlates well with size. Having 0 Toughness is rapidly fatal; the character loses 1 HP per turn until dead. This state is extremely painful(treat as 5 HP injury for pain purposes), but in the short term this is one of the least debilitating attribute zeroes.

Understanding Abstract intelligence; creativity, reason, and technical or theoretical mental skills. Humanity rules this attribute  nonsentients will generally have low U.    Having 0 Understanding means a character can't think consciously; they can still operate on an "animal" level, but the higher self is just missing. For a sentient, this state is scary; they will generally find someplace safe to curl up and hide. They do remember simple sensory impressions from this time.

Willpower General mental resistance; used to stonewall skills like Influence, resist pain/distractions/fear, and resist mental Shadow powers. It's also used to force conscious control over mostly-unconscious things. Having 0 Willpower means a character can't decide anything, though their instincts remain active. They will generally stand there/sit there/whatever, and can be moved around freely. They're effectively unconscious, but they do remember full sensory impressions from this time.

Everyone also has a Magic level. Most humans have M:1 or M:2; the PCs are selected for having M:3 or greater. Magical Girl Form grants +3 to each physical attribute, and makes jumping based on [2×(A+M)] instead of just A(although at a cost of 1 EP per jump). Double the bonus for one attribute, depending on aspect: Shadow=Agility, Pearl=Health, Fire=Dexterity, Lightning=Agility, Water=Toughness, Earth=Toughness.

The early onset of magic is correlated with higher degrees of power. The age range of discovery is listed below in a table. This is purely optional and more of a guideline than anything. PCs can be later or earlier bloomers. Double the age range listed for elves as usual. The table below is a calculation of it.

153 / (10 + Magic)

Secondary Stats Everybody has 20 HP. Natural recovery is 1 HP per day. If a character drops to 0 HP or less, they roll W; if they don't get healed above 0 HP in that many turns, they pass out. At -20 HP or less, they roll H; if they don't get healed above -20 HP in that many turns, they die. Everybody has 20 FP. Natural recovery is [H] FP per hour; if it matters, this is 1 FP per [60/H] minutes. If a character drops to 0 FP or less, they roll W; if they don't get healed above 0 FP in that many turns, they pass out. Magical girls also possess an energy pool of 80 EP. Each augmented jump costs 1 EP.

Skills Skills are bought with skill points, which are smaller than regular points. 25 skill points cost 2 regular points. A general skill costs [5 × Level²] skill points. A specialization costs [2 × (Level² - GLevel²)] skill points, where "GLevel" is the level of its general skill. When raising a general skill that you have specs in, it's the number of points in each spec that gets conserved; they end up at the highest level that those points will cover. Each skill has a base attribute; a skill roll uses dice equal to the base attribute's level plus the skill's level. Most general skills have a consistent base attribute, while Erotic Arts and Stealth have different base attributes per spec. This means it's useful to roll against a skill at zero  just roll the base attribute's dice. Skills(and their base attributes) are: <dt>Athletics(A)</dt><dd>Acrobatics, Climb, Run, Swim </dd><dt>Artist(U)</dt><dd>Music, Sculpture, Visual Arts, [other media] </dd><dt>Build/Repair(D)</dt><dd>Architecture, Armoury, Electrical, Electronic, Furniture, Machine </dd><dt>Crack(U)</dt><dd>Electronic Warfare, Forgery, Hardware, Locksmith, Software, Tactics/Strategy </dd><dt>Design(U)</dt><dd>Architecture, Armoury, Bodging, Electrical, Electronic, Furniture, Machine, Software </dd><dt>Detect(C)</dt><dd>Hearing, Sight, Taste/Smell, Touch </dd><dt>Dodge(A)</dt><dd>Escape, Melee, Ranged </dd><dt>Erotic Arts</dt><dd>The Dance(A), Primal Technique(D), Advanced Technique(U) </dd><dt>Explosives(U)</dt><dd>Commercial, Defusing, Improvised, Plastic, Underwater </dd><dt>Hard Science(U)</dt><dd>Astronomy, Biology, Chemistry, Engineering, Geology, Mathematics, Physics, Technology </dd><dt>Influence(E)</dt><dd>Diplomacy, Fast-Talk, Intimidate, Leadership, Seduction </dd><dt>Knowledge(C)</dt><dd>Pop Culture, [by region], [any spec from Hard Science or Soft Science] </dd><dt>Medicine(U)</dt><dd>First Aid, Forensic, Pharmacy, Physician, Surgery </dd><dt>Navigation(C)</dt><dd>Air, Ground, Space, Underground, Underwater, Water </dd><dt>Operations(C)</dt><dd>Computer, Electronics, Envirowear </dd><dt>Pilot(C)</dt><dd>Air, Ground, Space, Underground, Underwater, Water </dd><dt>Research(U)</dt><dd>Books, Software, [other media] </dd><dt>Savoir-Faire(E)</dt><dd>Dojo, Corporate, High Society, Mafia, Military, Police, Servant, Streetwise, Yakuza </dd><dt>Soft Science(U)</dt><dd>Behavioral, Civics, Economics, Geography, History, Linguistics, Literature, Occultism, Philosophy </dd><dt>Stealth</dt><dd>Disguise(C), Shadowing(E), Sleight Of Hand(D), Sneak(A), Track(C) </dd><dt>Survival(C)</dt><dd>Arctic, Desert, Mountain, Plains, Shore, Swamp, Urban, Woods, [other environments] </dd><dt>Melee(A)</dt><dd>Blade, Club, Grapple, Shield, Unarmed </dd><dt>Ranged(D)</dt><dd>Bow, Gunner, Pistol, Rifle, Thrown </dd></dl> Some skills are a bit special. Design: Bodging can substitute for any other Design spec  but the result is a hack, metaphorically or literally held together with duct tape and wire. Influence can be opposed by Influence(for example, in a negotiation), and it doesn't have to be the same spec. (Heck, it's often hard for the untrained to tell whether they're facing Influence: Diplomacy or Influence: Fast-Talk.) Alternately, it can be opposed by [2×W], for stonewalling. Operations: Envirowear is for SCUBA gear, spacesuits, powered armor, and the like. Melee is also used for parrying with melee weapons.

Rules Combat Time Everybody acts simultaneously; your character doesn't suffer(or benefit from) the effects of others' actions until they've completed their action. Each turn, each character gets two actions, a move, and any number of free actions that doesn't violate the GM's sense of reality. This takes about a second. With an action, a character can: <ul> <li>Make an attack with an equipped weapon, in SA or BF mode. The attack is resolved at this time. </li><li>Defend. This may either be a dodge, or use an equipped weapon. If attacked before their next turn, they get to roll Dodge or parry to resist, at ×2 if they use both actions for this. </li><li>Ready. This is an all-purpose weapon-oriented preparation action. </li><li>Aim. This multiplies to-hit by 1.5. With a scope, a second aim action increases this to 2. Further aim actions add +1 die each to their skill(before all multipliers). </li><li>Power up. This improves their T to [4/3×T] for their next action, but costs 3 EP. </li><li>Make a saturation attack with an equipped weapon in FA mode. If  they spend all their actions on this, they fire shots equal to the mode's shots per turn; fewer actions fire proportionally fewer shots. Treat this as a BF burst of that size. </li><li>Make a suppression attack with an equipped weapon in FA mode. Calculate the shots fired the same way, ` </li></ul> With a move, a character can: <ul> <li>Walk up to [œA] meters (round up). </li><li>Run up to [A] meters, halving any rolls affected by jostling. </li></ul>

Attacks An attack generally takes an action. A character can make two attacks in one action, but both are at ×1/3 to hit. Roll the to-hit dice; if the target is aware of the attack, they resist(subtract hits) with dodge dice, usually A for physical attacks or C for mental attacks. Zero or less net hits is a miss. For a direct hit multiply the net hits by the attack's power to get the base damage, but AOEs will have a base damage roll instead. Subtract armor from the base damage, then divide by the target's durability(usually B for physical attacks or W for mental attacks), rounding down, to get the final damage. Subtract this from the target's HP.

Other Combat Actions Aim</b> : Improves The character's next to-hit roll. Moving around or similar disruptions will spoil their aim, but otherwise they can hold their aim until the tension becomes a problem. One Aim gives ×3/2 to hit; with a scope, a second Aim upgrades this to ×2. After that, each Aim gives +1 die.

Attack Resolution <ol> <li>The attacker rolls To Hit, times any modifiers that apply. If the target defended, they can roll Dodge or parry to resist. If the target wins, the attack misses; on a tie, the attack is light, which may still have side effects. </li><li>The damage is the net hits times the weapon's Power. </li><li>Armor subtracts from the damage. If the net damage is zero or negative, the attack is light. In case an armor multiplier results in a fractional net damage, don't round yet. </li><li>For bursts or shot, multiply the net damage by the number of shots that hit. </li><li>Divide net damage by Toughness(for a physical weapon) or Willpower(for a mental weapon) to get the injury; round at this time. </li><li>Subtract the injury from the target's HP. </li><li>Note the total injury by damage type, in case the target survives the fight. </li></ol>

Grappling A character can grab another as a melee attack, using Melee: Grapple; the target can use the higher of Dodge: Escape and Dodge: Melee to dodge. If the attacker scores net hits, they've grabbed the target, but deal no damage. If it matters whether the attack misses or just fails to grab, and the target's Dodge: Escape is higher than their Dodge: Melee, roll their Dodge: Melee first, then roll the extra dice. The extra dice can't reduce the attacker's net hits below zero. If using a grab weapon that deals damage(like a grappling hook), damage is based on the Dodge: Melee dice alone  extra Dodge: Escape dice can prevent the grab, but not the immediate wound. If a character tries to move while grabbed or grabbing, they must bring the whole grapple with them; the other characters count as encumbrance. You can release a grab as a free action. You can break free of a grab as an action, with a Dodge: Escape roll opposed by their Melee: Grapple; if you have them grabbed back you can use Melee: Grapple instead.

Injury &amp;amp; Healing In The Heat Of Battle When hit, a character will normally cry out and flinch; to avoid this, roll W vs the HP lost. If a character is taken to 0 HP or below, they must make a W roll to stay conscious; if they're below 0 HP, their negative HP subtract hits(as if resisted). One net hit is needed. Yes, this means that many small wounds are more likely to cause unconsciousness than one big wound. If a character is taken to -20 HP or below, they must make an H roll each turn to stay alive; any HP below -20 subtract hits. One net hit is needed to survive another turn. First aid can still save them at this point, but with anything less than a well-stocked ambulance it will be iffy. Magical healing can easily do the job.

Short-Term Aftermath Every half-minute or so(technically 24sec) after an injury, it may bleed, costing further HP. Slash, Imp, and KK damage bleed at full; Bash damage bleeds at half; most energy damage doesn't bleed at all. Bleeding damage, as well as poison and disease damage, don't bleed. (These are based on the original injury, before doubling as above.) Add these injuries into a single "bleed rate" value. Roll against the character's H; any hits reduce bleed rate. If any is left, roll it, and they lose 1 HP per hit(as Bleeding damage); if they aren't in combat, this is doubled, and if they are, it will be doubled when the combat ends, as usual. Bleed rate reductions from H rolls are cumulative, so unless the character dies first, their wounds will eventually stop bleeding.

Long-Term Aftermath Left alone, a character will naturally heal 1 HP/day. With medical care, they can recover faster; a daily Medicine: Physician roll heals 1 HP per 2 full hits. Magical healing is easily available to magical girls with or without pearl

Gear Weapons Equip This is "1H" for a one-handed weapon, "2H" for a two-handed weapon, "Mt" for a mounted weapon. An unarmed attack doesn't need to be equipped; a character can use their elbows, knees, and head if needed. A "B" is added for a braced weapon; using it without a bipod, stand, or other bracing halves to-hit skill.

Range A range of "M" denotes a melee weapon; a number before it multiplies the character's base melee reach(which is 1m for an adult human). Otherwise, this is nominal range; projectiles will fly further than this, and useful attacks can be made past it. Out to nominal range there is no range modifier. Out to twice nominal range to-hit is halved, out to three times it's divided by three, etc.

Mode This is based more on Shadowrun than on GURPS, as GURPS is distinctly lacking in this regard. A mode of SA is the default, firing one shot per pull and automatically chambering the next round. A mode of BA fires one shot per pull, but then requires a Ready action to chamber the next round. A mode of BF[N] fires [N] shots in quick succession each pull of the trigger; if the attack hits, 1D[N] shots hit. (At 1/10 nominal range, all [N] shots hit on a successful attack.) A mode of FA[N] fires shots continually while the trigger is held, at [N] per turn; this is used in either a saturation or suppression attack. Changing modes on an equipped weapon takes a Ready action.

Ammo The type(and weight) of the weapon's ammo. For firearms, the type is usually a size and magazine type; a box magazine is the most common nowdays, and teens will usually call it a clip. An internal magazine means ammo is fed into the weapon a round at a time. Unless the weight includes a +, it's already included in the weapon's listed weight.

Legality This is a permissive time; crime rates are up, and the Firearms Act is off in the future. The age of majority is 16, so those younger may garner extra attention for carrying firearms.

Stats Weapons

Ammo Variants not listed as available can be had custom, for a further ×10 cost.

Ammo Variants

Armor

1 A trench coat or buff coat is only worn on top, but also protects the bottom. 2 Ski boots divide walk/run move by 3. 3 Magical girl outfits are generated by the alternate form. Replaces clothes/armor of lesser DR value. Greater armor value will be stylized to match with the theme. Sum the DR of multiple pieces over the same location. In addition to listing DR by location, list an overall value. This is  40% of your Top DR, plus 20% of your Head, Bottom, and Feet DR; round the total up.

Creation The PCs each have 600 character points. An average PC should spend 300-400 on attributes; more indicates an "attribute-heavy" character. Each physical/mental attribute costs points equal to the square of its value, so taking A:6 costs 36 points, etc. PCs automatically have a Magic level of 3, but for advancement purposes, it costs 3× the square of its value. PCs also get English, spoken and written at level 3, as a free language.

Traits Addiction `       Alcohol (-15 or -30) </b> : Cheap, incapacitating, and legal, but insidious  the -30 form is a normal addiction, but instead of buying it off, it gets bought down to -15, where you only experience cravings if presented with alcohol. There's no normal way to get rid of the -15 form. Tobacco (-10) </b> : Cheap, highly addictive, and legal. Heroin (-80) </b> : Very expensive, incapacitating, totally addictive, and illegal.

Ambidexterity (10) All the character's hands are "on" hands, and so their rolls are never halved for using an "off" hand.

Animal Empathy (10) The character can use Empathy on animals normally, including influence and reading moods.

Anosmia (-10) The character has no sense of smell. This also severely reduces what we think of as the sense of taste. They can't detect hazards by scent(notably some Pearl and Shadow monsters), they can ignore skunk spray, and most people will have little to no respect for their disability. A character who loses their sense of smell may find food generally unappetizing, experience despair or depression from the loss of sentimental smell memory, and/or lose their libido(including the Horny Trait) depending on the basis of their sexuality.

Appearance (±8 per ±1 level) Use [Empathy+Appearance] for reaction and influence rolls when appearance matters. Also useful for first impressions and the like when the character hasn't had time to apply their Empathy yet. The min level is -3; the base max is +1. If a character has the Androgynous perk, the max is raised to +5; otherwise, if they have +1, they can get up to +4 more limited to those attracted to their sex, for 4 per +1 level. Note that genre-savvy NPCs will generally assume the character they consider most attractive is the leader.

Bad Hearing (-8, -16, -20, or -40) Deaf</b> : The character can't hear at all. This is normally uncorrectable, and thus worth -40; correctable deafness(perhaps with a cutting-edge implant) is worth -16. Hard Of Hearing</b> : The character can hear, but not that well. Their hearing rolls are at ×1/2, as are other rolls that involve listening to speech, and they may need to make an unmodified roll to hear something most people can hear automatically. This is normally correctable with a hearing aid, and thus worth -8; uncorrectable hard of hearing is worth -20.

Bad Sight (-20, -40, -50, or -100) Blind</b> : The character can't see. They can't make vision rolls, but they can roll to hit at ×1/3 by using other senses. (This assumes the character is used to being blind. An untrained to-hit using other senses is at ×1/5.) This is normally uncorrectable, and thus worth -100; correctable blindness(Cybereyes?) is worth -40. Dull Vision</b> : While the character can focus just fine, they can't see very well at any range, perhaps due to moderate cataracts or partial flash-blinding. All their vision and to-hit rolls are at ×1/2, and they may need to make an unmodified roll to see something most people can see automatically. This is normally uncorrectable, and thus worth -50; correctable dull vision(perhaps with focused retinal projection) is worth -20. Farsighted</b> : The character can't see clearly up close, crippling their ability to read text(triple normal time). Their vision and to-hit rolls are at ×2/3 in adjacent hexes, and ×1/3 in their own hex, and they may need to make an unmodified roll to see something most people can see automatically. This is normally correctable with glasses, and thus worth -20; uncorrectable farsightedness is worth -50. Nearsighted</b> : The character can't read small print more than a foot away, or signs more than about 30' away. Their vision and to-hit rolls are at ×2/3 in adjacent hexes, and ×1/3 in hexes beyond, and they may need to make an unmodified roll to see something most people can see automatically. This is normally correctable with glasses, and thus worth -20; uncorrectable nearsightedness is worth -50.

Cursed (-10) The character has inherited(or personally acquired) a supernatural curse, which has a bizarre but inconvenient effect. Nothing major, but likewise nothing they can just tell people. Speak The Truth</b> : You are incapable of lying. Note that you can mislead, omit, and tell half-truths, you just can't lie per se.

Enemy/Enemy Group `

Enhanced Genki (25 per level, max 4) Each level doubles natural FP recovery.

Enhanced Healing (5 per level, max 4) Each level doubles natural HP recovery.

Family Trouble The character doesn't have a healthy family life. This primarily results in a serious shortage of emotional support, but can also lead to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkMagicalGirl">DarkMagicalGirl</a>s. Abandoned (-20) </b> : They may have no family, or be the effective guardian of one or more siblings. They'll need to cover for the lack of adults in their life, and this includes the relevant Secret. Mild Mental Abuse (-10) </b> : They have one or more mentally-abusive parents, who will undermine any emotional support. Acute Mental Abuse (-30) </b> : Any emotional support will be undermined, and roll a die each day; if there are any hits, they suffer a demoralization penalty(×.8 on all rolls except Health and Toughness) that day. While this is close to Roleplay It: Demoralizable, this guilt is itself the issue. Physical Abuse (-20) </b> : They have one or more physically-abusive parents  any emotional support will be undermined, and roll a die each day; if there are any hits, they've suffered an attack costing that many HP(often with bruises in embarassingly-obvious places). Villainous (-20) </b> : Their family is villainous(organized crime, cultists of the big bad, etc). They do have emotional support, but their family causes them ethical problems. They suffer irregular demoralization as for Acute Mental Abuse, except this is due to guilt over actual ethical issues. This can be combined with another Family Trouble type; if combined with Acute Mental Abuse, roll separately, and the demoralization penalties stack.

Flexibility (10 per level, max 3) The character is unusually flexible; at the highest level, any part of their Toughness may bend any way. They get +[Level] to climb, to escape from ropes, handcuffs, and similar restraints, or a grab, and they can ignore up to -[Level] in penalties for working in tight quarters.

Honesty (-7, -12, -15, -18, or -25) The character hates deception and falsehood. If they succumb, they can't lie, mislead, tell half-truths  or even silently lie by omission. This is -25 for someone who automatically succumbs to this Trait. It's -18 for a self-control roll of 2 dice, -12 for 5 dice, or -7 for 9 dice; 2 hits are required to resist. Alternately, they're willing to lie and deceive, but naturally very bad at it. For -15, any rolls to deceive are halved, and they must roll unmodified when they would otherwise succeed automatically.

Horny (-25, -40, -50, or -75) The character has an unusually strong desire for sex(or romance). Whenever they encounter someone who meets their standards of attractiveness, they'll make a pass possibly resulting in physical retribution, jail, communicable disease, transient entertainment, or an adoring new friend. Also, if too few people around meet their standards of attractiveness, they will gradually lower them, often using rationalizations like "prison rules". This is -75 for someone who automatically succumbs to this Trait. It's -50 for a self-control roll of 3 dice, -40 for 6 dice, or -25 for 9 dice, all resisted by the "target's" E+Appearance.

Impulsive (-15, -25, -36, or -50) `       This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Language (2 per level, max 3, each) The character knows a particular language/channel combination(e.g. spoken Japanese or written French). At level 1, they have a useful grasp of the language, but still need to make Intelligence rolls to communicate. At level 2, they can consistently communicate, but still need to make Intelligence rolls in order to influence and the like, and are clearly not native speakers. At level 3, they're as fluent as a native. Pidgin languages often don't have a 3rd level, and some primitive languages don't even have a 2nd level.

Lawful (-15, -25, -36, or -50) The character feels they must obey the law, and they do their best to get others to do so as well. In a lawless area, they will follow their home laws anyway; under foreign laws, they will try to satisfy both sets of laws, and must satisfy at least one set. This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Loner (-7, -12, -18, or -25) The character requires a great deal of "personal space". Whenever anyone lingers nearby, watches over their shoulder, etc, they lose their temper and lash out as if they had Temper. This can also lead to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkMagicalGirl">DarkMagicalGirl</a>s. This is -25 for someone who automatically succumbs to this Trait. It's -18 for a self-control roll of 2 dice, -12 for 5 dice, or -7 for 9 dice; 2 hits are required to resist.

Luck (15 per level) [Level] times per session, the character can reroll an S6 and take the better result.

Perk (1 each) Each perk has some minor beneficial effect. Acrobatic Evasion</b> : The character can spend 2 FP to cinematically defend with ×5/4 as many dice. Alcohol Tolerance</b> : The character's Toughness can handle and metabolize alcohol very well, doubling their Health on any rolls. Androgynous</b> : The character can pass for either sex  and must dress the part to be recognized as either sex. Base</b> : You have a treehouse, flop, or other base of operations not connected to you. (Though forensics or a stakeout can make the connection.) This provides a safe place to hole up without endangering your family. Clark Kenting</b> : A mask that only covers or disrupts some of your facial features(bulky glasses, domino mask, etc) is a cinematically effective disguise on you. You can also sometimes stun people by repeatedly donning and removing such a disguise. Deep Sleeper</b> : The character can sleep just fine despite noises, weird positions, and other disturbances. Flash Draw: [Category]</b> : Select a category of weapon or similar item; the character can spend 1 FP to draw one cinematically fast and without using an action. Flurry Attack</b> : As an action, the character can spend 2 FP to cinematically make two attacks at ×2/3 to hit. I Am Not Food: [Type]</b> : Select a specific type of monster, like amberbunnies or spark jellies. Something about the character confuses monsters of that type into not considering them a threat  or even a player in the game  unless the character does something hostile. (This is akin to bashers against animals with scent as their primary sense.) Immunity</b> : The character is immune to one specific and/or rare metabolic hazard, for example Immunity To Iocane Poison, Immunity To Cowpox, Immunity To Hangovers, or Immunity To Gas Narcosis. Power Up</b> : The character can cinematically "power up" their strength, spending an action and 3 FP to increase their B by ×4/3 for their next action.

Phobia The character has an irrational fear of some class of creature, item, or phenomenon. This can include things it's rational to be afraid of in that case, the irrational fear often won't coincide with rational countermeasures. This is a retreat vs a rout, staying hidden vs running screaming from a hiding place, fighting back vs curling into a ball and crying, and relighting your lantern vs losing your mind in the dark. Whenever the character is exposed to the trigger for their phobia, roll their phobia dice, and look up the hits on the table below; they act on their fear so long as the "danger" persists. Even the threat of it requires a roll with half dice. For continuous exposure, reroll and take the worse result every 10min. A phobia roll is by definition stressful, which may also trigger other Traits. An "average" phobia is 4 dice. The max is 15 dice, but for the cost of 16 dice, the character always goes straight to the 6+ result. Cost per die depends on a mix of commonality and danger of a fear response: Minor (-2 per die) </b>: CatsNote that taking cats as a phobia is highly advised against given the nature of the campaign., Dogs, Fire, The Number 13(×2 dice for friday the 13th), The Numbers 4 & amp; 7, Spiders. Medium (-4 per die) </b> : Blood, Death &amp;amp; The Dead(×2 dice vs undead), Dirt, Heights(×2 dice for actual risk of a fall), Insects(×2 dice vs giant insects), Loud Noises, monsters of a particular aspect, Oceans(and aquatic monsters), Open Spaces, Reptiles(×2 dice vs a horde), Sex, Sharp Things. Major (-6 per die) </b> : Being Alone, Crowds, Darkness, Enclosed Spaces, Foreigners, Machinery(×2 dice vs robots or computers), Magic(×2 dice if it's targeting you) Likewise a terrible decision to take in this campaign, Monsters, The Sun. Critical (-8 per die) </b> : Weapons; while not that common, such a phobia can be routinely fatal.

Roleplay It The character has another negative Trait in a weaker form. Three weaker forms are available: Creditable</b> : They don't get any points at creation for the Trait, but are due RP XP for roleplaying it. Distractible</b> : They get half the points for the Trait; any time they should succumb to the Trait, they can resist, but suffer a distraction penalty(×.8 on all rolls except Health and Toughness) so long as the opportunity persists. Handy for Traits like Horny. Demoralizable</b> : As Distractible, but the character has failed to live up to their own ethics, and is feeling bad about it. The duration is instead until they've slept on it(or resolved the ethical issue, if possible).

Secret `

Sense Of Duty `

Shy (-10, -20, or -30) The character is uncomfortable around strangers, especially assertive or attractive ones, and tends to be quiet even among friends. This also reduces their E for active, interactive uses  they can be fine at research psychology(noninteractive) and looking cute(passive), but ask them to sway a crowd an they'll fail(unless the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShrinkingViolet">ShrinkingViolet</a> adorableness can do the job while they stand there paralyzed). For -10, this is ×.8; for -20, ×.6; and for -30, ×.4. <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShyBlueHairedGirl">This goes well with blue hair and a talent for Water aspect.</a>

Structural Disability The character is missing body parts, probably as a birth defect or to some past injury. Alternately, the body parts are present, but paralyzed or otherwise nonfunctional  they can still take damage and bleed, but it makes more sense for the Trait to be bought off. Point value varies based on the part: Note that given the availability of regrowth spells these are mostly for reference purposes. One Leg (-40) </b> : Their A is halved for walking and swimming speed, and at 2/3 for melee attacks and dodging. The walking speed assumes crutches or the like. Both Legs (-60) </b> : Their A is at 1/3 for swimming speed, melee attacks, and dodging. They can't stand, kick, or walk at all. Finger (-4) </b> : D and A are at 8/10 with that hand. Thumb (-10) </b> : D and A are halved with that hand. One Hand (-30) </b> : Mostly as One Arm, but they can strap something to the handless arm, or use it as a striker. Both Hands (-50) </b> : Mostly as Both Arms, but they can use their handless arms as strikers, or (probably with help) strap things to them. One Arm (-40) </b> : The character can't do things that require two arms  things that are normally done with two arms, but don't have to be, can be done one-armed at half D, A, and B.        Both Arms (-60) </b> : The character can sometimes improvise with their mouth and/or feet, but they have nothing approaching the human hand in terms of overall versatility. They should also buy down D, since they won't be using it much. One Eye (-30) </b> : The character's ranged attacks are at 2/3, unless they spend an action to aim. Other things using hand-eye coordination, and their melee attacks, are at 8/10. Riding on horseback, or any vehicle that fast or faster, is also at 2/3. This may be a reason to buy Appearance up or down.

Temper (-15, -25, -36, or -50) The character has trouble controlling their anger. In a stressful situation, they lose their temper and insult, attack, or otherwise act against the cause of the stress. This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Unified Friend Theory While PCs are assumed to have a reasonable family and circle of friends free, including parents, siblings, a home, noncombat pets, classmates, and people to hang out at the mall with, some have more powerful friends. Add the costs for the benefits they provide: Hospitality</b> : If they can and will always let you sleep on their couch(or equivalent), that costs 2 points. Contact</b> : If they provide you information and minor favors, this costs 1 per die for an awfully-specific area(e.g. forensics, finance, or another GURPS skill), or 5 per die for a general category(e.g. business skills, military skills, police skills, or street skills). This may represent multiple individuals, with increasing dice for more people working together. Flunky</b> : If they attend you, but avoid fights and the like, that costs 1% of your point total. A "big man on campus" will often have flunkies of this type. A group with collective availability gets a bulk discount. Ally/Servant</b> : If they adventure alongside you, that costs 5% of their point total. Note that with six aspects, some team members can be NPCs  this kind of personal loyalty presumably means the two are linked by bonds of love, childhood friendship, etc. A group with collective availability, all using the same character sheet, gets a bulk discount. Sway</b> : If they have organizational sway, and will wield it to help you, the value of that depends on the resources of the organization: 60 for tens of millions of dollars, 90 for hundreds of millions of dollars, 120 for billions of dollars or the Miami police department, 150 for tens of billions of dollars, 180 for the city government or a giant multinational corp. An organization with considerable social sway in addition to material capital or political sway is ×3/2. All of this assumes that the friend is available unless there's a reason otherwise. 7 availability dice is ×2/3 cost; 4 dice is ×1/3; 1 die is ×1/6. 2 hits are needed. A friend who's always available(Implanted?) is ×4/3 cost. If your friend stays hidden, with their own unknown motives, and quite difficult to contact on purpose, halve the cost. In this case, "available" can mean they offer unsolicited help for their own reasons.

Basic Action All rolls are done with the S6 command. Usually, the only thing that matters is the number of hits. Each turn, Everybody gets an action and a move. Alternately, they can choose "all-out action", which gives them an extra action but means they don't roll any dice to dodge, "all-out move" which is similar but gives an extra move instead, or "full defense", which doesn't give them any actions but doubles their dodge dice. Spend a move to run up to [A] yard-hexes, or jog half that, or walk a quarter of that. A long jump is up to [A/3] hexes, round up. (Alternately, roll [A], and go that many hexes.) Such a jump is Œ as high as it is long. A high jump is half as high as a long jump is long. These values are for a standing jump; a running jump is up to double. Jumps don't affect movement rate, replacing an equal portion of running/jogging/walking. Shifting to Magical Girl Form costs 1 FP/EP, and can only be done once per turn, but is instant. Shifting back is free and instant.

Magic Aspects Shadow</b> : Stealth, teleporting, and DOT/debuffs. No quick attacks, but the debuffs often reduce resistance to further Shadow spells. Pearl</b> : Healing of all sorts, and force fields. Slamming force fields into things can be used to bat them around, but it's no TK. Fire</b> : Mostly an attack aspect; it has good AOEs, like walls and explosions. Not so good at keeping down the collateral damage. Lightning</b> : Mostly an attack aspect; it has the best range and single-target damage, and a few abilities are guided/homing, but its AOEs are weak. Water</b> : Mainly a utility aspect; it can do attacks, but they tend to be weak. The best way to attack with Water is to build up pressure against some structure until it breaks violently. Earth</b> : Similarly a utility aspect; its attacks are slow "shape earth" things, but it can usually alter the battlefield itself.

Spells The maximum level anyone can have a spell at is their M, and if their M is reduced, all their spells are reduced proportionally. They can also choose to cast a spell at a lower level.

Augment Death</b> : A debuff with a range of [4×M×Level] hexes, [C+Level] to hit. Roll [Level]; any hits apply as a penalty to the target's B and W for resisting damage, for 1min. Costs [2×Level] FP/EP. Aspect: Shadow. Ball Lightning</b> : A delayed attack; conjures a ball of lightning in an adjacent hex. Each turn, the ball wanders 1 hex, in the general direction of a conductive target; metal is best, meat works. If it enters the hex of such a target, roll [C+Level] to hit; a hit has a 50% chance of no effect, otherwise it deals 8D6×[Level] Shock base damage. Costs [Level] FP/EP. Aspect: Lightning. Clinging Darkness</b> : A debuff with a range of [4×M×Level] hexes, [C+Level] to hit. Roll [W×Level]; the hits divided by [target's W] apply as a penalty to the target's A and C for 1min. Also, each turn for that minute, roll [Level]; the target suffers [Hits] mental Darkness base damage. Costs [2×Level] FP/EP. Aspect: Shadow. Crackle</b> : A PBAOE physical attack with a range of [10×M×Level] hexes, dealing [Level]D6 Shock base damage. Costs [Level] FP/EP. Aspect: Lightning. Cure Corruption</b> : An instant buff with a range of [M×Level] hexes, [C+Level] to hit. Roll [Level]; each hit cures one point of attribute damage. Costs [4×Level] FP/EP. Aspect: Pearl. Cure Disease</b> : An instant buff with a range of [M×Level] hexes, [C+Level] to hit. Roll [Level], resisted by [disease's strength] for each disease infecting the target; any net successes damage the disease's strength. Costs [Level] FP/EP. Aspect: Pearl. Cuter Than Thou</b> : While up, the caster can "pulse" this ability; the pulse applies a PBAOE debuff with a range of [M×Level] hexes, roll [E+Level], resisted by [target's W]. Any net hits mean that target suffers CutenessProximity for 1 turn per net hit, forgetting any danger the caster poses and generally attempting to cuddle them, and afterward(so long as they keep this spell up) will find it difficult to harm them or even think of them as harmful. May result in the caster being "rescued" from their allies. Costs [Level] FP/EP per minute, plus [Level] FP/EP to pulse. Aspect: Pearl. Dancing Flames</b> : Creates a small flame; with an action they can make it jump up to [W] hexes. To hit a target with it, roll [D+Level], and it deals ×[3×Level] physical Heat damage. Costs [Level] FP/EP per minute. Aspect: Fire. Dustfall</b> : A DOT with a range of [4×M×Level] hexes, [C+Level] to hit. Each turn for 1min, roll [W×Level]; the target suffers [Hits] mental Darkness base damage, as parts of them crumble to dust. Costs [Level] FP/EP. Aspect: Shadow. Earthhand</b> : Animates [Level] cubic hexes of earth at a range of [4×M×Level] hexes. With an action the caster can make it move as a big arm with hand, but at a top speed of 1 hex per turn. It can manipulate and squeeze, and has durability, appropriate to B:[10×Level]. Costs [Level] FP/EP per minute. Aspect: Earth. Energy Transfer</b> : An instant transfer with a range of [M×Level] hexes, [C+Level] to hit, transferring [Level] FP/EP to the target, received as EP first, then FP. No cost per se. Aspect: Lightning. Firestrike</b> : A physical attack with a range of [4×M×Level] hexes, [D+Level] to hit, dealing 8D6×[Level] Heat base damage in the target hex and adjacent hexes, divided by the square of distance in hexes further out. Costs [Level] FP/EP. Aspect: Fire. Flame Breath</b> : A physical attack that deals 8D6×[Level] Heat base damage in a 45° cone, [Level] hexes in radius. Costs [Level] FP/EP. Aspect: Fire. Forceball</b> : Creates a bubble with a radius 10% of the caster's height; with an action they can move it up to [C] hexes. To hit a target with it, roll [C+Level], and it deals ×[Level] physical Blunt damage. Also calculate the damage as if there were no armor, yielding hexes of knockback instead of HP of damage. Can also push, with the strength of someone with B:[Level]. Costs [Level] FP/EP per minute. Aspect: Pearl. Heal</b> : An instant buff with a range of [M×Level] hexes, [C+Level] to hit, healing [Level]D6 HP. Costs [Level] FP/EP. Aspect: Pearl. Healing Aura</b> : An instant PBAOE buff with a range of [Level] hexes, healing [Level] HP. Costs [Level] FP/EP. Aspect: Pearl. Hover</b> : Lets the caster hover or fly with a top speed of [Level] hexes per turn. Costs [Level] FP/EP per minute. Aspect: Lightning, Pearl, and Shadow. Ice Spear</b> : Conjures a spear made of ice, which produces a small burst of ice shards when it hits. As a melee weapon, it has a range of 2 hexes, roll [A] to hit, dealing ×[10×Level] Sharp damage. Thrown, it has a range of [3×B] hexes, roll [D] to hit, same damage, but it ends right after the hit. As a tool, it has durability appropriate to B:[3×Level]. Costs [Level] FP/EP, plus [Level] FP/EP per minute. Aspect: Water. Inconspicuous Corruption</b> : A ranged debuff; invisible, inaudible, and does nothing instantly. [C+Level] to hit. Each turn for the next minute, roll [Level], resisted by [target's H]; any net successes damage the target's H. (H reduction is noticeable.) Costs [10×Level] FP/EP. Aspect: Shadow. Inferno</b> : A PBAOE physical attack with a range of [10×M×Level] hexes, dealing 6D6×[Level] Heat base damage. Costs [4×Level] FP/EP. Aspect: Fire. Jet Flight</b> : Lets the caster hover or fly with a top speed of [A×Level] hexes per turn. The thrust deals [Level]D6 Heat base damage each turn in the hex below or behind them. Costs [6×Level] FP/EP per minute. Aspect: Fire. Lightning Bolt</b> : A physical attack with a range of [10×M×Level] hexes, [D+Level] to hit, dealing ×[20×Level] Shock damage. Costs [Level] FP/EP. Aspect: Lightning. Personal Shield</b> : A bubble of [200×Level] ablative armor with a radius equal to the caster's height; regenerates 10% each turn, but if penetrated, it shatters. Costs [Level] FP/EP per minute. Aspect: Pearl. Regrowth</b> : When used on an ongoing basis, regrows a missing or crippled body part. This has a considerable additional cost  the caster can spend up to [Level] character points, and when the Structural Disability Trait has been paid off, it's been healed. Costs [10×Level] FP/EP. Aspect: Pearl. Shield</b> : A buff with a range of [M×Level] hexes, [C+Level] to hit, the target gets a bubble of [200×Level] ablative armor with a radius equal to their height; regenerates 10% each turn, but if penetrated, it shatters. Costs [2×Level] FP/EP per minute. Aspect: Pearl. Spark Of Flame</b> : A physical attack with a range of [4×M×Level] hexes, [D+Level] to hit, dealing ×[Level]D6 Heat damage instantly. It continues to burn for 4 turns, dealing the same(reroll damage dice) each turn. Costs [Level] FP/EP. Aspect: Fire. Stealth</b> : Adds +[4×Level] to Agility for sneaking. Costs [Level] FP/EP per minute. Aspect: Shadow. Stonesurf</b> : Animates [Level] square hexes of earth beneath the caster as a sort of vehicle. With an action they can move it over earth at a top speed of [Level] hexes per turn. It has durability appropriate to B:[10×Level]. Costs [Level] FP/EP per minute. Aspect: Earth. Super Durability</b> : Adds +[4×Level] to Toughness for resisting damage. Costs [Level] FP/EP per minute. Aspect: Earth. Super Strength</b> : Adds +[4×Level] to Toughness for dealing damage and other feats of strength. Costs [Level] FP/EP per minute. Aspect: Earth and Water. Supercavitation</b> : Lets the caster swim with a top speed of [A×Level] hexes per turn. Bubbles form an opaque marker of their path. Costs [3×Level] FP/EP per minute. Aspect: Water. Teleport</b> : Teleports the caster up to [M×Level] hexes away. Costs [Level] FP/EP. They can bring up to [Level] times their own weight with them, but this further multiplies the cost. Aspect: Shadow. Wall Of Fire</b> : A persistent attack, with a duration of 1min. Mark a line of [Level] hexes, all within [M×Level] hexes, as being part of the wall of fire. Anyone who enters such a hex or begins their turn there takes 4D6×[Level] Heat base damage. While the wall is only 2 hexes tall, the hex above it deals half damage. Costs [Level] FP/EP. Aspect: Fire. Wave</b> : Creates a wash of pseudomatter water, [Level] cubic hexes worth. It has a duration of 1min, and then vanishes. Costs [2×Level] FP/EP. Aspect: Water.

Monsters A conjured monster has an extra attribute, "Bind level", which serves as a reference for its stats.

Binding Unbinding a monster takes an action and a move. The caster's M must be at least its Bind for any hope of success. With an equal level, it can be difficult; lumicats seek help because of the difficulty of unbinding e Bind:3 monsters with her M:4. Roll M, and if the caster get hits of at least the monster's Bind level, it's unbound, and will vanish in a few turns. This has a range of [4×M] hexes. This is a spell(the only one Nyamew ended up teaching us), so it's best to do without a monster out. Binding a monster is similar, but doesn't work if the monster's already bound. A spell popularized around the 90's allows for binding a monster to you. Once a monster is bound, it starts "out".

Bound Monsters A bound monster can be either "in"(intangible, nowhere in particular  but linked to its master) or "out"(deployed, effectively real, and able to act). Putting a monster out costs 1 FP/EP, takes an action, and has an effective range of touch; pulling it back in takes an action, but has unlimited range. Neither takes a test. Having a monster out normally subtracts its Bind level from M, making its master worse at spells. Noone can have monsters out that would take their M below zero. However, they can have a monster out at less than its normal Bind level. This reduces its attributes and spell levels proportionally. (Also size, which may cause some to experience CutenessProximity.) If they try to bring out a monster that would take their M below zero, the Bind levels of all their monsters out are reduced so they fit  unless they try to bring out more than [M] monsters, which will cause the deploying action to fail. Perhaps the greatest weakness of having a monster out at reduced Bind level is that it can more easily be unbound.

Sample Monsters In general, a monster has M:[2×Bind], one spell at [M], and [M] levels in lesser spells(each up to [Bind]). Its primary spell matches its aspect; secondary spells may not. It will also have attributes averaging [2×Bind] or so. Its unreal nature gives it [3×W] armor against Blunt, and [10×W] armor against KK. Finally, it has a natural pool of [10×M] EP, which naturally recover at 1 EP per minute. While a few monsters have a male or female gender, all have both sexes.

Spells: Cuter Than Thou: 6 Personal Shield: 3 Lightning Bolt: 3 They resemble baby rabbits, scaled up to a size appropriate to half their B, with golden-brown fur. Each ear contains a rigid strut, which is used to deliver their lightning attack. Between their shielding and mind-control abilities, they are lovers, not fighters  notably the only monster type whose reproduction in this world exceeds the rate they're coming through.

Basher Spells: Super Durability: 6 Super Strength: 3 Stonesurf: 3 A hulking, brutish humanoid made of rocks and earth, with a plume of grass resembling hair. Bashers hide in deep, dark places; in wilderness this is often caves, but in the city bashers will hide in sewers and storm drains, under bridges, and in dead-end alleys. From their hiding places, they ambush local animals, beating them into submission and burying the corpses within their earth bodies. While this does include humans, basher presence is usually first noticed by pets going missing, since they aren't revealed by scent  they just smell like verdant earth.

Caustic Weird Spells: Super Strength: 6 Supercavitation: 3 Inconspicuous Corruption: 3 A 6' serpentine shape made of water, fizzing like soda. Preferring manmade water structures, caustic weirds live in reservoirs and the like, using water pipes like freeways. When they need to, they use Super Strength to burst a pipe or Inconspicuous Corruption to corrode equipment, then their inhuman intelligence and cunning to reroute. This rerouting is usually the first sign of caustic weird infestation, as they connect a water main to a sewer or storm drain for access.

Firebat Spells: Jet Flight: 2 Inferno: 2 &amp;lt;Immune To Fire Damage&amp;gt; A black fruit-eating bat, with skeletal wings. The fire-aspect bat type, firebats are individually-cheap summons that can be churned out and like to hang out in numbers. Their wings aren't capable of natural flight, but their magic handles that. Their immunity to fire allows them to strike together, often eliminating a single target before it can cull their swarm.

Firedrake Spells: Flame Breath: 6 Wall Of Fire: 3 Jet Flight: 3 A small, green shoulder dragon. It's about 3' long and built thin, with a wingspan around 4'. (It can't fly by flapping, using its wings as pushers for Jet Flight.) Firedrakes prefer urban terrain; their intelligence is considerable, being draconic, making them good at infiltrating and subverting human structures. They usually lair in a relatively-compact area, like a chimney, but sometimes a handful of them will move into a burned-out building. They steal small metallic objects for tools, using their dexterous hands and fire breath to construct a mana-based civilization. Fighting an established firedrake involves facing all sorts of mad-science magical weapons, and may involve underground bolt-holes and structures too small for a human to enter. Being as smart as a human, firedrakes are rarely the first sign of a  firedrake infestation  the stray mana from their technology attracts monsters of other kinds. If other monsters(especially of diverse aspects) keep turning up in the same place, there may be a firedrake city forming there.

Gummi Bear Spells: Cuter Than Thou: 4 Cure Corruption: 2 Super Strength: 2 An adorable translucent bear in a vivid hue, roughly human-sized. Hides in dark places, preferring wilderness; will approach a group, use Cuter Than Thou, pick off any who resist, and eat its fill. It will then spend several days holed up digesting.

Lemban Queen Spells: Super Durability: 10 Heal: 5 Teleport: 5 A huge grub-like insectoid, 18' long. Has cute wings which are in fact useless. The brains of a lemban operation; while they can produce workers with the help of another queen, they're more effective at organization with their intelligence and cunning. The force of lemban workers serves as an "officer corps", co-opting natural animals(including humans) and other monsters into a Mob-style operation. If it appears to be fighting a losing battle, a lemban queen will have its workers cover its escape while it teleports out; it's thus very hard to kill the queen.

Lemban Worker Spells: Healing Aura: 6 Personal Shield: 3 Hover: 3 A compact insectoid resembling a large butterfly, with clawed limbs. Attendants to a lemban queen, she can produce them only slowly. They can also exist on their own; they will generally try to take over a cave or basement as a nest, ready for a queen to be conjured. With a queen to direct them, they'll often use weapons, and will coordinate healing each other in combat. If worse comes to worst, they'll cover for their queen with their lives so it can teleport out.

Peppermint Doll Spells: Super Durability: 8 Forceball: 4 Wall Of Fire: 4 A humanoid shape made of peppermint, deceptively small at about 3' tall. Peppermint dolls prefer urban areas specifically, they try to steal materials from candy factories or shops. While they aren't literally made of peppermint, they do use sugar to effect repairs. In combat, they buff their durability, then shape the battlefield with Wall Of Fire. If necessary, they can push opponents into their walls with forceballs.

Shadow Weasel Spells: Clinging Darkness: 6 Stealth: 3 Augment Death: 3 Close in appearance to a real weasel, their mottled grey fur is tinted by their Stealth spell into excellent camouflage. These critters burrow into ground, hunting smaller animals and hiding from larger ones. While they come through the cracks in reality one by one, they prefer to be near each other; once enough accumulate, they begin pack-hunting the dominant predator in order to "overthrow" them. Since these cracks are in a city, that means humans.

Shadowhound Spells: Augment Death: 8 Super Strength: 4 Teleport: 4 A dog, like a doberman but low-slung and with shiny fur. Shadowhounds live in packs when possible, targeting large prey. They strike together, teleporting when attacked, stacking Augment Death on a single target. When that target is vulnerable enough, one will buff its strength and strike. If the target has allies, the shadowhounds will teleport away, returning later to eat their kill.

Spark Jelly Spells: Wave: 4 Supercavitation: 2 Lightning Bolt: 2 A small milky hemisphere, with a mass of tentacles, usually tucked away underneath. Spark jellies prefer salt water, but can live in fresh water or out of water for hours at a time. They collect into large herds, using electric attacks to stun wildlife and eating them piranha-style. They're not that dangerous to humans on their own, because of the differing habitats, but with an external source of mana(like a firedrake city) they can use their Wave power to sustain themselves on land. In this state they often colonize a swimming pool or cistern, flooding it and converting it to salt water, and en masse electrocuting humans who try to reclaim it.

Wet Cell Spells: Super Strength: 8 Ice Spear: 4 Heal: 4 An ameboid blob of water, about 4' across when spherical, usually with half-rotted animals within. Wet cell tribes live in rivers and sewers and water mains. Like bashers, they eat by rotting their prey inside themselves, and their main threat to humans is this rot tainting water supplies. They can squeeze through small openings, and in urban areas they usually come up through the pipes to hunt vermin and pets. An individual attacked will try to retreat to their tribe; a tribe attacked will try scorched-earth warfare, bursting pipes and tearing down buildings, ranked up with healers behind attackers.

Wisp Spells: Ball Lightning: 6 Teleport: 3 Hover: 3 Normally looking like a glowing light, when unconscious their crystal "eyeball" form can be seen. A wisp surprised is no threat; a wisp prepared will have a storm of ball lightning at the ready. Sometimes, they'll toss out a ball just as a probe, to see if it seeks something. And, of course, they are not themselves conductive.

Monte Carlo Chance of getting at least 0-20 hits on 1-10 dice, estimated by Monte Carlo at ×10 million. Rounded to nearest %, except if that many hits was never seen, it's marked --.

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