- Joined
- Apr 23, 2013
- Messages
- 2,101
- Reputation score
- 9
To you who are reading this, welcome to Magical Burst, H-Edition
For those of you who don't know what Magical Burst is, and I assume that's the majority of you because its a semi-obscure game. Basically, it is a Magical Girl Game where players play as magical girls and battle deamons and monsters. It has a 50 or so page book of rules, but luckily you don't need any of them!
H-Edition has cut out much of the rules, and plays much closer to a freeform RP. Below are the Rules (as we will have them) and Character Creation bits.
Note before we get to far into this, as this is the H-Edition of this, all characters are assumed to be above the age of consent and are either in late highschool or early college/university level of age.
Rules
For those of you who don't know what Magical Burst is, and I assume that's the majority of you because its a semi-obscure game. Basically, it is a Magical Girl Game where players play as magical girls and battle deamons and monsters. It has a 50 or so page book of rules, but luckily you don't need any of them!
H-Edition has cut out much of the rules, and plays much closer to a freeform RP. Below are the Rules (as we will have them) and Character Creation bits.
Note before we get to far into this, as this is the H-Edition of this, all characters are assumed to be above the age of consent and are either in late highschool or early college/university level of age.
Rules
The rules for this game are minimal for the average players, and more control handling of crossovers.
Rule 1
There is no game over condition in this game unless the player wishes to end there game. No matter what happens the player can continue to play, but obviously consequences will happen for losses, and if you let yourself become too corrupted you may have to start playing a villain.
Rule 2
This game can be handled in a multitude of options, either Play by Post, or Sessional through IRC or Skype (though the former is preferred). If you want to do Session style please PM me about it, otherwise I will assume you want to do Play By Post.
Combat Rules
Combat is handled by a 2d8 vs 2d8 roll for the player vs there current enemy. The roll can be modified either in positive or negative ways through, training strength boosting or situations that may result due to the RP (Like missing your weapon or being hit with a stunning attack). During a standard combat round both sides roll twice, once for the players attack and once for the youma's attack. If the difference is more then 5 in the attackers favour, it becomes a critical attack which deals 2 HP damage (or for Magical girls getting hit by crits, they lose 1HP and half of there clothing), and if its more then 5 in the defenders favour then it becomes a counter which deals 1 damage to the attacker.
Each person involved in combat has an HP pool, which is how many hits they can take before they go down. This normally starts at 4HP for player characters, though it can be boosted.
Seed Boosting
Whenever a player character defeats a Youma, they get a seed. These seeds are naturally corrupted due to coming from the Youma, but the players animal companion can purify it for you. Once purified these seeds can be used for three things. First is to boost your attack, which gives you a +1 to your attack rolls from then on (for each seed spent). Second is to boost your defense, which gives you +1 HP for each seed spent. Third is to remove corruption from your person, and removes 10 corruption per seed.
Corruption
Corruption is more or less a sliding scale, it does not determine when you stop playing your character, it just determines how much corruption you have picked up from losses to Youma. A low corruption score means you are nearly unsullied, and your character is very much 'you.' With a high corruption, your character begins to slip into madness/villainhood. You become much more likely to see something that isn't happening, to want to give in to Youma, and to kill other magical girls for there power. At 100 Corruption you cannot go back bar special circumstances, and you become (in most cases) a witch. A witch in this setting is just an insane/psychotic Magical Girl, though some can be peaceful, most are very dangerous, and they almost always look out for only themselves.
Crossovers
Characters can cross over at any time both players are fine with crossing over. Sometimes there will be major events spawned by a GM that are planned crossover events, these events usually involve major villains and will be broadcast ahead of time.
Optionals
During gameplay, there will be occasional to regular incidents where the story can branch for the player character. At these points usually 3 or more optionals will be given. These tend to show up when the player loses as they allow the player to decide the degree of humiliation/severity of the consequences the loss causes. These come in 6 different flavours.
Rule 1
There is no game over condition in this game unless the player wishes to end there game. No matter what happens the player can continue to play, but obviously consequences will happen for losses, and if you let yourself become too corrupted you may have to start playing a villain.
Rule 2
This game can be handled in a multitude of options, either Play by Post, or Sessional through IRC or Skype (though the former is preferred). If you want to do Session style please PM me about it, otherwise I will assume you want to do Play By Post.
Combat Rules
Combat is handled by a 2d8 vs 2d8 roll for the player vs there current enemy. The roll can be modified either in positive or negative ways through, training strength boosting or situations that may result due to the RP (Like missing your weapon or being hit with a stunning attack). During a standard combat round both sides roll twice, once for the players attack and once for the youma's attack. If the difference is more then 5 in the attackers favour, it becomes a critical attack which deals 2 HP damage (or for Magical girls getting hit by crits, they lose 1HP and half of there clothing), and if its more then 5 in the defenders favour then it becomes a counter which deals 1 damage to the attacker.
Each person involved in combat has an HP pool, which is how many hits they can take before they go down. This normally starts at 4HP for player characters, though it can be boosted.
Seed Boosting
Whenever a player character defeats a Youma, they get a seed. These seeds are naturally corrupted due to coming from the Youma, but the players animal companion can purify it for you. Once purified these seeds can be used for three things. First is to boost your attack, which gives you a +1 to your attack rolls from then on (for each seed spent). Second is to boost your defense, which gives you +1 HP for each seed spent. Third is to remove corruption from your person, and removes 10 corruption per seed.
Corruption
Corruption is more or less a sliding scale, it does not determine when you stop playing your character, it just determines how much corruption you have picked up from losses to Youma. A low corruption score means you are nearly unsullied, and your character is very much 'you.' With a high corruption, your character begins to slip into madness/villainhood. You become much more likely to see something that isn't happening, to want to give in to Youma, and to kill other magical girls for there power. At 100 Corruption you cannot go back bar special circumstances, and you become (in most cases) a witch. A witch in this setting is just an insane/psychotic Magical Girl, though some can be peaceful, most are very dangerous, and they almost always look out for only themselves.
Crossovers
Characters can cross over at any time both players are fine with crossing over. Sometimes there will be major events spawned by a GM that are planned crossover events, these events usually involve major villains and will be broadcast ahead of time.
Optionals
During gameplay, there will be occasional to regular incidents where the story can branch for the player character. At these points usually 3 or more optionals will be given. These tend to show up when the player loses as they allow the player to decide the degree of humiliation/severity of the consequences the loss causes. These come in 6 different flavours.
Advantage: These are the rarest optionals, they allow the player to succeed/escape in the short term, in exchange for long term negatives, like having to burn out some of there power to escape and losing the effects of a seed powerup.
Normal: The lightest of the negative optionals, this will usually result in some smaller penalty in the long term, but in exchange you usually don't suffer the effects of stronger optionals. Though occasionally these penalties can have severe consequences or lead to other potential dangers in the short term unlike advantage.
Dirty: This option usually results in your character being raped once, and then the creature leaves. This results in the character gaining corruption and the small risk for getting impregnated but usually gives some long term benefit, like a small power boost or making the next youma you encounter weaker.
Dark: This is rare, and can be at any degree of severity. The negative effect does not involve rape or capture though, and usually is more focused toward being badly wounded or mentally injured.
Cruel: This is the route for people who like capture scenarios. These usually result in larger corruption gains and garunteed pregnancy as your character is stolen away to be used by the beasts for some time (the length of capture will depend on future optionals). Though usually you gain some serious boosts out of this. Such as extra power or safety against certain kinds of Youma depending on how you pick your options during the capture. You can also be saved by other players if you are captured.
Insane: These are the highest consequence option. Usually resulting in the fast track toward gaining alot of corruption. Though this route can also result in some unintended effects, and can open up entirely new avenues of play or power sets.
Normal: The lightest of the negative optionals, this will usually result in some smaller penalty in the long term, but in exchange you usually don't suffer the effects of stronger optionals. Though occasionally these penalties can have severe consequences or lead to other potential dangers in the short term unlike advantage.
Dirty: This option usually results in your character being raped once, and then the creature leaves. This results in the character gaining corruption and the small risk for getting impregnated but usually gives some long term benefit, like a small power boost or making the next youma you encounter weaker.
Dark: This is rare, and can be at any degree of severity. The negative effect does not involve rape or capture though, and usually is more focused toward being badly wounded or mentally injured.
Cruel: This is the route for people who like capture scenarios. These usually result in larger corruption gains and garunteed pregnancy as your character is stolen away to be used by the beasts for some time (the length of capture will depend on future optionals). Though usually you gain some serious boosts out of this. Such as extra power or safety against certain kinds of Youma depending on how you pick your options during the capture. You can also be saved by other players if you are captured.
Insane: These are the highest consequence option. Usually resulting in the fast track toward gaining alot of corruption. Though this route can also result in some unintended effects, and can open up entirely new avenues of play or power sets.
Last edited: