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Mahou Shoujo/Magical Girl RP


AshPrince

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Idea: Make a DG-style RP featuring and/or play characters.

(Rough) Premise: Magical Girls exist; so do monsters, they're both bound to the (Wood Fire Earth Metal Water).

Revised Premise: ???
I'm in need of inspiration/help coming up with a more 'global' setting type thing. Ya'know like DG2's 'alien rapists are invading.' Though since this is a start from scratch it's a chance to say '____ is how things have always been.'

Work Done
Character Sheet
Name: Your character's name
Inborn Element: (Race) Water, Wood, Fire, Earth, or Metal
Weapon: (Class) Gloves, Instrument, Rod, 1h Sword, or 2h Blade

Strength: ##
Constitution: ##
Agility: ##
Charisma: ##
Intelligence: ##

HP: Constitution x2 + Strength
SP: Intelligence x2 + Charisma
Evasion:10 + ½ Agility
Perception: ½ Charisma
Speed: ½ Agility + ½ Strength

Resistances
AC: The character’s natural resistance to physical attacks.
Water: The character’s natural resistance to water or cold based spells.
Fire: The character’s natural resistance to fire or heat based spells.
Earth: The character’s natural resistance to earth or stone based spells.
Wood: The character’s natural resistance to wind or nature based spells.

Consumed Souls (Experience)
Water:
Wood:
Fire:
Earth:
Metal:

Experience is gained by consuming the souls of fallen monsters. Souls come in five varieties; Petty: +1 Exp Lesser: +2 Exp Common: +3 Exp Greater: +4 Exp and Grand: +5 Exp. Each soul is tied to the inborn element of it's original owner; a "Fire Demon" will drop a "____ Fire Soul" which can then be consumed for Fire Experience which can then be spent on Fire Spells or Talents.

Talents

Spells


Equipment
Head:
Neck:
Chest:
Feet:
Weapon:

Inventory
Miscellaneous items.

Biography
Fluff & Background

OOC Section
Anything else

Classes/Races
Choose one of the five Chinese Elements to be your inborn element. Whichever Element you choose grants you certain bonuses & restrictions.
You start with one Common Soul of your Inborn Element.

Water
Associated Materials: Sea, Ice, Storms, Rain, Steam, Fluid, Sound, Mist, Acid, Slime, Salt, Time, Pressure, Moon
Opposed Element: Fire
Perks: +2 Intelligence +5 Water Resistance +3 Water Experience +1 Water Experience Gained
Flaws: -5 Fire Resistance 1/2 Fire Experience Gained.

Wood
Associated Materials: Wind, Moisture, Air, Minerals, Mana, Ink, Mind, Rubber, Paper, Plants, Poison, Wax, Dissolve, Carbon, Clouds
Opposed Element: Earth
Perks: +2 Agility +5 Wood Resistance +3 Wood Experience +1 Wood Experience Gained
Flaws: -5 Earth Resistance 1/2 Earth Experience Gained

Fire
Associated Materials: Heat, Light, Lava, Radiation, Sparks, Plasma, Explosions, Burn, Blaze, Oil, Ash, Smoke, Glass, Napalm, Sun
Opposed Element: Metal
Perks: +2 Charisma +5 Fire Resistance +3 Fire Experience +1 Fire Experience Gained
Flaws: -5 AC 1/2 Metal Experience Gained

Earth
Associated Materials: Clay, Rock, Dust, Sand, Mud, Crystal, Powder, Shadow, Space, Darkness, Gravity, Bone, Quake, Silicon
Opposed Element: Water
Perks: +2 Constitution +5 Earth Resistance +3 Earth Experience +1 Earth Experience Gained
Flaws: -5 Water Resistance 1/2 Water Experience Gained

Metal
Associated Materials: Lightning, Magnetism, Electric, Rust, Gold, Silver, Steel, Iron, Platinum, Titanium, Copper, Bronze, Brass, Blood, Forge, Stars, Diamond
Opposed Element: Wood
Perks: +2 Strength +5 AC +3 Metal Experience +1 Metal Experience Gained
Flaws: -5 Wood Resistance 1/2 Wood Experience Gained

Choose one of five weapon types. Whichever weapon type you select will provide certain bonuses & restrictions. Weapons maybe be augmented by applying souls but their type may not be changed.
Consider this your character's 'class'

Instrument Musical
AoE: 1d4
Spells can be cast as AoE for a -5 toHit penalty.

Gloves
Melee: 1d6 + 1/2 Str

Rod
Melee: 1d4
Ranged: 1d6 + 1/2 Cha
Receives a +2 Bonus on Spell toHit.

1H Sword
Melee: 1d8 + 1/2 Str
Receives a -2 Penalty on Spell toHit.

2H Sword
Melee: 1d12 + 1/2 Str
Receives a -5 Penalty on Spell toHit.

Equipment

Head
Water
Petty: Restores 1 SP a turn
Lesser: Restores 2 SP a turn
Common: Restores 3 SP a turn
Greater: Restores 4 SP a turn
Grand: Restores 5 SP a turn

Wood
Petty: +1 Eva
Lesser: +2 Eva
Common: +3 Eva
Greater: +4 Eva
Grand: +5 Eva

Fire
Petty: +1 Perception
Lesser: +2 Perception
Common: +3 Perception
Greater: +4 Perception
Grand: +5 Perception

Earth
Petty: +2 Speed
Lesser: +4 Speed
Common: +5 Speed
Greater: +7 Speed
Grand: + 10 Speed

Metal
Petty: +2 HP
Lesser: +4 HP
Common: +6 HP
Greater: +8 HP
Grand: +10 HP
Neck
Water
Petty: +1 Fire Resist
Lesser: +2 Fire Resist
Common: +3 Fire Resist
Greater: +4 Fire Resist
Grand: +5 Fire Resist

Wood
Petty: +1 Earth Resist
Lesser: +2 Earth Resist
Common: +3 Earth Resist
Greater: +4 Earth Resist
Grand: +5 Earth Resist

Fire
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC

Earth
Petty: +1 Water Resist
Lesser: +2 Water Resist
Common: +3 Water Resist
Greater: +4 Water Resist
Grand: +5 Water Resist

Metal
Petty: +1 Wood Resist
Lesser: +2 Wood Resist
Common: +3 Wood Resist
Greater: +4 Wood Resist
Grand: +5 Wood Resist
Chest
Water
Petty: +1 Water Resist
Lesser: +2 Water Resist
Common: +2 Water Resist +1 AC
Greater: +2 Water Resist +2 AC
Grand: +2 Water Resist +3 AC

Wood
Petty: +1 Wood Resist
Lesser: +2 Wood Resist
Common: +2 Wood Resist +1 AC
Greater: +2 Wood Resist +2 AC
Grand: +2 Wood Resist + 3 AC

Fire
Petty: +1 Fire Resist
Lesser: +2 Fire Resist
Common: +2 Fire Resist +1 AC
Greater: +2 Fire Resist +2 AC
Grand: +2 Fire Resist +3 AC

Earth
Petty: +1 Earth Resist
Lesser: +2 Earth Resist
Common: +2 Earth Resist +1 AC
Greater: + 2 Earth Resist +2 AC
Grand: +2 Earth Resist +3 AC

Metal
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Feet
Water
Petty: Minor Muffle: Enemy Perception Checks receive a -2 Penalty for three turns.
Lesser: Lesser Muffle: Enemy Perception Checks receive a -3 Penalty for three turns.
Common: Muffle: Enemy Perception Checks receive a -4 Penalty for three turns.
Greater: Greater Muffle: Enemy Perception Checks receive a -5 Penalty for three turns.
Grand: Superior Muffle: Enemy Perception Checks receive a -5 Penalty for five turns.

Wood
Petty: Minor Jump: The character may jump a distance or height equal to 1/2 their speed +5.
Lesser: Lesser Jump: The character may jump a distance or height equal to their speed -5.
Common: Jump: The character may jump a distance or height equal to their speed.
Greater: Greater Jump: The character may jump a distance or height equal to their speed +5.
Grand: Superior Jump: The character may jump a distance or height equal to twice their speed.

Fire
Petty: Minor Haste: The character gains +2 Speed & Evasion but suffers -2 toHit on all attacks for one turn.
Lesser: Lesser Haste: The character gains +4 Speed & Evasion but suffers -4 toHit on all attacks for one turn.
Common: Haste: The character gains +4 Speed & Evasion but suffers -2 toHit on all attacks for one turn.
Greater: Greater Haste: The character gains +4 Speed & Evasion for one turn.
Grand: Superior Haste: The character gains +4 Speed & Evasion for two turns.

Earth
Petty: Minor Platform: After the character performs a jump a Platform appears at the maximum height. The platform lasts one turn and is destroyed by any damage.
Lesser: Lesser Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and is destroyed by any damage.
Common: Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and has 5 HP.
Greater: Greater Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts two turns and has 10 HP.
Grand: Superior Platform: After a character performs a jump a Platform appears at the maximum height. The platform lasts three turns and has 10 HP.

Metal
Petty: +1 AC
Lesser: +2 AC
Common: +3 AC
Greater: +4 AC
Grand: +5 AC
Weapon
Water
Petty: Attack Spells Gain +2 toHit
Lesser: Attack Spells Gain +4 toHit
Common: Attack Spells cost 1/2 SP
Greater: Attack Spells are twice as effective.
Grand: All Spells are twice as effective.

Wood
Petty: Melee Attacks gain +2 toHit
Lesser: Melee Attacks gain +4 toHit
Common: Melee Attacks ignore 2 points of AC
Greater: Melee Attacks gain +2 toHit and ignore 2 points of AC
Grand: Melee Attacks gain +4 toHit and ignore 4 points of AC.

Fire
Petty: +2 Fire Damage on all attacks
Lesser: +4 Fire Damage on all attacks
Common: Gain a ranged attack for 1d6 Fire Damage (Rods' ranged attacks deal 2d6 Fire Damage)
Greater: Gain a ranged attack for natural Damage Die, this attack deals Fire Damage (Rods deal 2d8 Fire Damage with their ranged attack.)
Grand: Gain a ranged attack for Natural Damage Die +4 Fire Damage. (Rods deal 2d8 +4 Fire Damage with their ranged attack)

Earth
Petty: Melee Attacks deal additional 1/2 damage to enemy SP, after AC
Lesser: Melee Attacks deal additional full damage to enemy SP, after AC
Common: Melee Attacks deal additional full damage to enemy SP, before AC
Greater: Melee Attacks interrupt Spells.
Grand: Melee Attacks Dis-spell Spells.

Metal
Petty: +4 Damage to Melee
Lesser: +1 Damage Die to Melee
Common: Damage Die for Melee upgraded to the next size (d4->d6->d8->d10->d12->d20)
Greater: +4 Damage & +1 Damage Die to Melee
Grand: +1 Damage Die to Melee & Damage Dice for Melee upgraded to the next size.

Work Needed
Any inspiration/help with any of these would be awesome.

Talents & Spells

Sex System

Monsters

Miscellaneous items.
 
Last edited:

Hentaispider

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Re: Mahou Shoujo/Magical Girl RP

I like the idea, though I wonder how the idea of 5 different kinds of XP will work in practice; I see a definite possibility that, if it's done so that each element is tied to a specific type of abilities, everyone will be forced to be generalists with maybe a slight focus on one element. Or the GM will determine what the character specializes in by what kind of monsters he throws against the character.

Is there a way to improve ability scores? Is each ability score tied to a separate element? How are starting ability scores determined?
 

GargantuaBlarg

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Re: Mahou Shoujo/Magical Girl RP

I've mentioned to you, right?

Also, equipment is just souls, right? >kill a monster, rip out an it's soul and beat his friends to death with it
 
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AshPrince

AshPrince

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Re: Mahou Shoujo/Magical Girl RP

I like the idea, though I wonder how the idea of 5 different kinds of XP will work in practice; I see a definite possibility that, if it's done so that each element is tied to a specific type of abilities, everyone will be forced to be generalists with maybe a slight focus on one element. Or the GM will determine what the character specializes in by what kind of monsters he throws against the character.
That was pretty much how I figured the XP would work in practice myself, with Metal=Warrior Fire=High Damage Mage Water=High Mana mage Wood=Healer and Earth= I don't know yet, utility magic maybe.
Is there a way to improve ability scores? Is each ability score tied to a separate element? How are starting ability scores determined?
Spend 2 points of XP for 1 point in a non-tied ability score 1:1 for tied ability score Int:Water Cha:Fire Agi:Wood Con:Earth Str:Metal, so 2 Metal XP could buy you 1:Int or 1:Cha or 1:Agi or 1:Con or 2:Str. I think I'll just steal Tass's method and say distrubte 50 points on a 2:2 basis.
I've mentioned to you, right?
Yeah you've mention that to me before; but it stuck me as WAY too simplicity, (have you seen their character sheets, so boring.)
Also, equipment is just souls, right? >kill a monster, rip out an it's soul and beat his friends to death with it
Yeup, both Equipment and Exp are generated from gathering better or different souls; so you have to decide if upon killing some critter you wanna beat his friends to death with his soul, or nom it to level up your skills/abilities. ;3

---Update---​

So I got to my girlfriend's over the new year, and made up a list of critters from Pathfinder Bestiaries 1 2 & 3 that I thought might make good enemies/rapists, problem is that I have only downloaded 1 & 2 making the critters from 3 will more than likely not make it into the game. Also I wanted there to be at least a heavy amount of 'flying' monsters; watching fancily dressed girls leap across the city chasing the newest critter down is to me as much a stable of the Magical Girl Genre as miniskirts and magic wands.

Anyway; here's the list of the creatures and their likely elements, I need more Water and less Wood I have like 27 Water and something like 50 Wood:

Bestiary 1
Animate Object – Metal
Assassin Vine – Wood
Basidirond – Wood
Fire Beetle – Fire
Boggard – Water
Choker – Water
Cockatrice – Earth
Giant Crab – Water
Dark Creeper – Metal
Dark Stalker – Metal
Dark Mantel – Metal
Demon Quasit – Fire
Demon Shadow – Metal
Demon Succubus – Fire
Devourer – Metal
Doppelganger – Any
Dryad – Wood
Elemental, Air – Wood
Elemental, Earth – Earth
Elemental, Fire – Fire
Elemental, Water – Water
Frog, Giant – Water
Gargoyle – Earth
Gelatinous Cube – Water
Ghost – Metal
Ghoul – Metal
Giant, Fire – Fire
Giant, Frost – Water
Giant, Stone – Earth
Giant, Storm – Wood
Gnoll – Wood
Goblin – Wood
Golem, Clay – Earth
Golem, Ice – Water
Golem, Iron – Metal
Golem, Stone – Earth
Golem, Wood – Wood
Gray Ooze & Variants – Water
Harpy – Wood
Hydra – Fire
Invisible Stalker – Wood
Iron Cobra – Metal
Lich – Metal
Lizardfolk – Wood or Water
Lycanthrope, Werewolf – Wood or Metal
Giant Mantis – Wood
Mimic – Wood or Metal
Minotaur – Earth or Metal
Mummy – Metal
Nymph – Wood
Ochre Jelly – Water or Wood
Octopus, Giant – Water
Roper – Water or Wood
Salamander – Fire
Satyr – Wood
Shadow – Metal
Shambling Mound – Wood
Shoggoth – Water or Metal
Skeletal Champion – Metal
Spectre – Metal
Spider, Giant – Wood
Spider, Swarm – Wood
Tiefling – Fire or Metal
Treant – Wood
Vampire – Metal
Vegepymy – Wood
Willo-o’-Wisp – Wood or Metal
Wolf, Dire – Wood
Wraith – Metal
Xorn – Earth
Yellow Musk Creeper – Wood
Bestiary 2
Akata – Water
Amoeba, Giant – Water
Animate Dream – Any
Azata, Brijidine – Fire
Azer – Fire
Banshee – Metal
Bee, Giant – Wood
Belker – Fire
Blindheim – Earth
Brownie – Earth
Dark Slayer – Metal
Decapus – Water
Hangman Tree – Wood
Hound Of Tindalous – Earth, Metal or Wood
Ifrit – Fire
Korred – Wood or Earth
Leprechaun – Wood or Earth
Locathah – Water
Lurker in Light – Fire
Mandragora – Wood or Earth
Mercane – Fire or Wood
Merrow – Water
Oread – Earth
Pech – Earth
Petitioner - Any
Protean, Voidworm – Fire or Wood
Qlippoth, Chernobue – Any
Quickling – Wood
Quickwood – Wood
Reefclaw – Water
Scarecrow – Wood or Metal
Sinspawn, Any – Any
Shulk – Any
Slime Mold – Wood
Soulbound Doll – Any
Soul Eater – Metal
Spriggain – Metal or Earth
Sylph – Wood
Tentamort – Metal or Earth
Turtle, Snapping – Water or Earth
Twigjack – Wood
Undine – Water
Witchfire – Fire
Worm That Walks – Metal
Xtabay – Wood
Bestiary 3
Allip – Metal or Fire
Alraune – Wood
Atomine – Wood
Bogeyman – Any
Brain Ooze – Any
Carnivorous Crystal – Earth
Cerebric Fungus – Wood or Earth
Clockwork, Any – Metal
Demon, Schir – Fire
Div, Pairaka – Fire
Dragon, Faerie – Fire or Wood
Faun – Wood
Festrog – Earth or Mental
Fey Creature – Any except Metal
Flumph – Water
Garden Ooze – Wood, Earth, Water
Ghul – Fire
Gremlin, Fuath – Water
Guechu – Earth or Metal
Hellwasp Swarm – Fire or Metal
Huecuva – Metal or Fire
Jackalwere – any
Kami, Kodama – Wood or Earth
Kami, Shikigami – Earth
Kami, Toshigami – Wood
Kech – Wood
Kyton – Metal or fire
Leshy, Any – Wood or Earth
Magmin – Fire
Moon-Beast – Fire, Any
Myceloid – Wood, Earth
Nixie – Water, Wood, Earth
Oni, Spirit – Fire
Peri – Fire
Phantom fungus – Earth or Wood
Rakshasa, Dandasuka – Fire
Shae – Metal
Sprite – Fire or Wood
Suli – Fire
Troll, Moss – Wood, Earth
Voonith – Any

Any additions or ideas; do share.
 
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Hentaispider

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Re: Mahou Shoujo/Magical Girl RP

So how do you address the problem of people wanting to improve their characters based on their character concept instead of based on what creatures they happen to fight?
 

GargantuaBlarg

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Re: Mahou Shoujo/Magical Girl RP

So there's nothing you'd salvage from the thing? :V A special power and/or bonuses based on the circumstances of your turning into a magical girl seems really interesting to me, for one.
 
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