I think I stated it in the CS, but she can't move very fast during time stop. It's also the sort of thing that would drain her mana really fast if she went to do anything dramatic. I recall ari saying that gravity and time were interlinked a bit, so I'm not even sure if it needs t obe a gifted ability. Regardless, I have no problem removing it. She's built around the idea of being an inescapable predator, and timestop is usually used as an offensive move.
Will get right on the "beast thing."
Yes, Behemoths are just the RP's strongest classification of monster. She would be scheming something for one of these to show up.
At present, her Phylactery is located on her original world in a mangled building. It's probably not going to stay there, as it's hard to look after and god forbid a monster decides to eat it. I was thinking after she makes a few friends and establishes a hideout, its new location would be revealed ICly.
Magical Coins take a bit longer to access when channelled from a phylactery (about 10 seconds if in the vicinity, more with distance), but the connection is there. Reforging and Purification happens onsite; if they lose the phylactery it disappears.
New changes are being set up right now, and will likely go through if no one has massive objections. The goals are such: reduce the already-absurd number of characters running around, encouraging organizations to interact with and bring other PCs into their group, and grant some method for smaller organizations to stand a reasonable chance against a tidal wave of PCs when activating their schemes.
Changes
The number of Player Character slots is 3. Allies and Twinned Souls of PCs do not count for this number.
Combat NPCs are removed.
If one of your PCs is the leader of a player organization, you cannot use your remaining slots to populate your organization. This is to encourage recruitment of other PCs, rather than just solo play. Allies and Twinned Souls of the leader are an exception to this rule.
During Events sparked off by a player organization (e.g Rave), the organization may be given permission bring in Event NPCs to even the numbers between themselves and the opposition, within reason. PCs affiliated with the organization should still be the ones instrumental to the success of the scheme though; Event NPCs are largely present to fight or defend are are expected to die or be defeated.
Event NPCs must be approved by GMs before being used, but don’t require a complete CS. A summary of their abilities is all that’s required. If you’d like help with manning some Event NPCs, feel free to hit the GMs up.
During Timeskip periods, surviving Event NPCs can be interacted with like any other character. Don’t use them to flex. Current organizations listed, excluding PCs made by players who are leaders of said organizations, and Combat NPCs in general.
Also for those who are concerned there is a Google doc available for anonymous feedback on the events of the RP, satisfaction, things you'd like to see changed or concerns about the future, etc. Take advantage of it or don't, it's up to you.
Name:Dina Denisova AKA Stray Empress Age (Magical Girl): 14
Age (Before Magical Girl):105
Gender: Female
Gender (Before Magical Girl): Female
Body type: Underdeveloped. No bountiful bosom on this one.
Appearance:
Specialization: Reinforcement and Beast: Originally a reinforcement, the extreme amount of magic she took in mutated Dina into a beastly creature, adding an attunement with the animal side of life and being able to command and reinforce animals at will. Being a healer and defensive user first and foremost, Dina's considerable prowess with the barriers and healing serves as a refresheners for the tides of beasts she is able to command at will. Reinforcement also makes her rallies extra effective.
Weapon: Cat's Cradle of the Red Revolution (Melee): An once blood-soaked remnant of what was lost, upon Dina's transformation into a magical girl, they became a set of crimson metal wires that can flail the flesh out of targets. The lacerations they inflict are often not easy to heal. It has a secondary function as defense or even as transport.
Power:
1-Power of Friendship: Groomed to be one of her countries leaders' in life, this has become her signature power as magical girl. Dina does know how to inspire bonds of friendship no matter who is the target, and how to get into people's graces with her noblewoman's sheer charisma.
2- Avatar: When everything comes crashing down. When all hope is lost and death is imminent, it is when one fights at its hardest. Dina's trumph card, the ability to enter a taxing state in which she can employ all specializations to bring a nasty and versatile surprise to opponents, at the cost of being not as powerful as a proper specialist, and twice as draining.
Perks:
True Sight: Her feline eyes can see many things. Total darkness and obscuring maneuvers don't work against her keen senses. However, being able to see through darkness and concealment doesn't mean people's disguises will not fool her.
Reverence: Cats are found to be charming and graceful, and this makes Dina be perceived as a symbol of grace and hope, rather than the corruption that most monster girls are associated with. Even normal humans would rather be drawn towards her than be horrified. She doesn't even need a disguise to walk around outside battles. However, being a starlet comes with her own set of problems. Namely, unwanted attention.
Diehard: They say skinning a cat is very difficult and not to say impossible. While Dina most of the time avoids confrontation and would rather flee than fight, cornering and wounding her will make her much more difficult to pin down.
Lure: It may be the way those haunting violet eyes stare at you, or the way her steps are graceful as she swishes her tail in balance. Or maybe her soft purring noise. People, specially cat lovers, are attracted to her, and seek her company actively, and attempt for her to grace them with her presence.
Overcity Shift: Dina is able to shift herself and those around her to the overcity back and forth at will. This increases her escaping chances significantly.
Flexibility: Cats have spines made out of silly putty, and Dina is no exception. Excellent at ballet and licking her own feet.
Gifted - Ruler's Menagerie: Years of experimentation with her dual specialization and overall noble upbringing, has made Dina be worth of her title of Stray Empress. Acting as the most important banner of an army of either people or beasts, her mere presence already bestows passive healing and cleansing abilities to those who fight at her side, making them harder to kill. Her charisma is so great that she, too can even summon powerful magical beasts instead of normal ones to serve under her. (Although Dragons and the like still remain too powerful to bother what a scrawny cat noblewoman has to say).
Patron: Solo - Used and discarded.
Patron Benefits:
Free Agent: An Empress bows to no one. However an Empress must take care of showing respect to commitment, else she might be destroyed by other forces of equal power.
Magical Overload: The karma and magical potential that Dina was so vast it changed her shape forever into something not entirely human.
Patron Drawbacks:
Alone: To be a monarch is to be friends with solitude.
Monstruous Form: Dina stopped being human at one point. It's a fortune she comes off as cute rather than grotesque.
Monster Girl Mutations:
Nonstandard Limbs: Nina's eyes are now slitted like a cat, and she has grown a bushy tail that interferres in wearing certain clothes. Hats are a big no for her, as now her completely functional cat ears can't stand being squashed. The upside is that such big ears allow for more earring decorations...
Builder: The Bolsheviks are coming for her. They were never truly gone. Must protect her lair. Must defend herself at all costs. Must avoid being reached. Craft traps. Make plans. A safe kitty is a happy kitty.
Second Specialization (Beast): Mew.
Broken Reincarnation: Having no backup and being mutated into something inhuman, means that Dina will take much longer to gather herself together to revive if she is ever killed. This fact terrifies her
Fighting Style: Dina is an armchair general whenever she can afford it, sending minions and underlings to grind enemies down to dust while she takes care her army doesn't entirely collapse and outlasts opponents. In the case she can't flee, or make animals protect her while she's cornered, she is a scrapper who fights dirty, creating improvised traps and unveiling her Avatar state to catch opponents unaware and pounce on them.
Personality: Dina has blue blood in her veins, and that shows in her exquisite manners and speech. A social butterfly, Dina prefers to sway people with words to do things for her and barter than fight. Having suffering the wrong end of revolutions and wars in her past life, Dina is actually terribly afraid of conflict and will take the chance to flee rather than fight. However this is not something set in stone, as Dina will fight very hard if she's ever backed in a corner or she has sworn an oath to do so. She tends to be a woman of honour and takes her contracts seriously. As long as they don't involve fighting. She enjoys thoroughly being the center of attention, and finds unpleasant that she has to work to earn her own food.
History: History is written by victors, and victor Dina was not. Forcing to flee into exile due to the Bolshevik revolution, the young woman who once had been groomed to be akin to a princess, a beacon and a leader, had to make do with a small flat and scrubbing pots helping her nearing catatonic woman. The nobility of old... was almost entirely dead, and the new order dictated that no one would ever eat without doing an effort to do so.
She despised it, every single moment of it, and became fairly sarcastic and bitter. Even if she was capable enough to overcome the shock and become a self-made woman, mother of five children, and grandmother to seven, she always found that the past of courts and dances had shone brighter than any of her current life. She particularly resented having to work as secretary under men who would have never met in her old homeland for being too crass and lowborn.
And it was then, when her eyes were becoming cloudy, and the beauty of old wasting away in wrinkles, when it happened. Myths were real, fairytales doubly so. A magical incident required a new magical girl... and the Puchuu had found one candidate, being surprisingly viable despite apparently being well-past her expiry date.
The critter miscalculated how much aptitude Dina had, tho, and the excess power bizarrely mutated her into something between cat and human, which caused a major fallout. Once the crisis was resolved, Dina was left alone, having been used and discarded.
And the damned Bolsheviks could still come after her, she thought bitter. But she did not give up. She plotted, moved, did diplomacy and sometimes war, and kept herself light on her feet. Her new form allowed her to be what she had never been in life. An Empress of Stray animals, but an empress nonetheless.
After having heard the rumours of a power vacuum being increasingly likely in Penrose, Dina was drawn to it. She could feel there were opportunities to grow there.
Incantation: N/A - Avatar state: "Hen to Pan" ("The All is One" in Greek)
Additional Info: Catnip makes her incredibly smashed. She can, however, chug vodka like water. She really hates people yanking her tail.
Spent 1 g to buy Avatar Spent 1 s to swap Tentacles to Power of Friendship Shifted Mystic Artifact to (DMG)True Sight Shifted Healing Artifact to (DMG)Reverence Shifted Interdimensional Tourist to (DMG)Diehard Shifted Fated to (DMG) Lure Origin Emergency: Picked Gifted and Flexibility Spent 2s 4b on MAG stat.
From my understanding, corrupted specs are just edgier versions of their former selves. So corrupt wood would be dead trees, etc. Darkness is already pretty edgy so I'm not sure how you would make it edgier. Maybe your darkness would be an undead mass of some sort?
He has obsidian draconic arms with crimson energy glowing through the small cracks in his arms. The dark cape is actually made out of his wings.
Specialization:
Darkness - A specialization better suited for deceit and debilitation rather than direct confrontation. Allows Charles to do such things as turning invisible, intangible, or using curses.
Smoke - Charles can create a thick black smoke that can blanket an area and block out light. As the cloud is magical in nature, it lends itself well to obscuring even magically-enhanced vision and working against those normally immune to airborne attacks (though at a greatly diminished effect). The clouds may be cursed for added traits, acting similar to tear gas or even weakening those who stay in it took long until they become unconscious. Charles may create more than one cloud and they can be separately cursed, though they will not mix together. He has some control over where the cloud spreads and can resist the effects of natural wind. Air specs, however, are this ability's bane. Charles is immune to the effects of and can sense other beings within the smoke. He is only able to manipulate clouds he has made, and any smoke from other sources is not within his ability to control.
Light - A specialization better suited to revealing the truth and destruction rather than indirect meddling. Allows Charles to do such things as blasting foes, dispelling illusions, and bringing the truth to light.
Mirrors - Charles can create constructs with mirror-like properties or temporarily bestow surfaces with them. Created constructs can be formed at range, moved at will, and require very little mana to maintain. Multiple may be made of varying sizes. The imagine they reflect is based on the truth, meaning any visual deceptions will not be depicted. Those within a reflection of a mirror feel more willing to tell the truth instead of lie.
Weapon:
Dragon's Roar - A magical single-action revolver that resembles a dragon and enhances Charles' magical potential. Though the bullets are made from his magic, it only fires six shots before needing to be reloaded, but makes up for it in power. A single well-placed shot has the force to knock a girl to the floor even if it doesn't kill her. The fire rate is a bit slower than a normal semi-automatic but Charles can fan the hammer at closer ranges to offset this. Rounds fired from this gun still have the potential to ricochet.
Power:
Killing Blow - Avatar: The Absolute of Despair And The Bane of Hope And Life Charles retrieves his own, special flyer which then floats before him as he expends all of his mana in order to summon a simulcrum of his former horror. The false horror then bellows out an ancient, terrible language so strong that the very words it speaks take the form of a magical blast of awesome strength in front of him. Everything, including even the very terrain, succumbs to the ultimate despair and ceases to live. Living beings becoming nothing more than an unsalvagable husk, the ground decays, and buildings crumble and fall apart. Even bearing witness to the horror's form can cause those with a weak will to despair.
Perks:
Dual Weapon - Charles' revolver also acts like a focus for his magic, empowering his spells.
Transfiguration - He can switch to a small, lizard-like form and scurry around at quick speeds, climb walls, or crawl into small holes.
Eternal Style - Charles is always looking his best, even if he doesn't feel like it. He can create fashionable outfits to wear and always has a pleasant scent about him.
Ojou-sama - A wealthy magical girl he saved years ago. She provides him the motivation to work, even if he doesn't want it.
Defender - Taking one for the team can earn the favor of those who witness it, including girls. Charles has almost made doing so an art, for the wrong reasons.
Masculinity - Perhaps fate throwing him a bone, he managed to retain all of his male bits when he joined the magical side of the world.
Gifted - He took to his powers quite well, even fabricating unique ways to use his specializations.
Hammerspace Handbag - A place where Charles may place the various things that he collects in order to retrieve them later. Currently holds an assortment of miscellaneous, mostly-useless items and trinkets, most shiny. Food can also be stored here, allowing for mid-mission refreshments. Perhaps the most disturbing thing within his space is the seemingly infinite amounts of flyers coated with blood in the form of ancient symbols that depict his old horror's desire to corrupt the world with fear and despair. These give off an eery vibe and he makes sure to give most people he meets at least 2.
Allies - Anastasia has been his ally for some time now.
Patron, Benefits, and Drawbacks:
Solo:
Free Agent - No (supernatural) strings attached to him. He's (technically) his own boss and can work for whom he wants, to get what he wants.
Magical Overload - An overabundance of magical power left him warped forever.
Alone - Being beholden to no one is quite lonesome, but at least he has Anastasia.
Monstrous Form - Corruption transformed him into something stronger but also harder for people to accept.
Fighting Style: Typically uses his revolver as his main form of offense. His specializations are often resigned for utility, debilitating, or granting beneficial control to him over a battlefield.
Strength - 4 = Base +1 STR from Overdeveloped Total = 5
Total = Agility - 4 = Base +1 from Light Spec +1 from Ranged Dual Weapon +1 from Gifted Light +1 from Wings +1 from Ojousama +3 from 3 Bronze Coins +2 from 1 Silver Coin Total = 14
Vitality - 4 = Base +2 from Light Spec +1 from Defender +1 from Darkness Total = 8
Magic - 4 = Base +1 from Light Spec +1 from Killing Blow +1 from Mystic Weapon +1 from Elaborate Outfit +2 from Darkness Spec +1 from Gifted Darkness +2 for 1 Silver Coin Total = 13
Luck - 4 = Base +1 from Masculinity -999 from Horrendous Luck Total = Fukou da
Personality: Charles is a somewhat affable, eccentric man who doesn't take things epecially seriously, unless they pertain to his compulsion. He tends to look on the bright side of things, even if everything is dark.
History: Charles always had incredibly bad luck, even when he was a human. From being born with heart disease to growing up somewhat unpopular, to being caught in troublesome situations. He could never find a break. His death was not an exception.
Charles was introduced to the magical side of the world via a horror of some renown, with 'introduce' being a fairly strong and pleasant word. He was actually plucked off the street at night while walking home from a failed date and dragged into an alleyway, where he was brutally murdered and recreated to serve the entity, who had grand plans for this world and an immediate need for a new errand boy after Beacon had disposed of his last.
Subject to things many would find unspeakable, even the horror was surprised to see what he became. Eerily optimistic. He was an individual who tried to put things behind him and see the brighter things in life. Was he forcefully made subservient to some eldritch horror who had terrible plans for his world? Yes. Did he also now have a body that wasn't defective? Yes! Well, sorta. The abundance of magical power did have some noticeable effects on him, but at least he looked cool, right? Chicks would definitely dig it!
But working with a horror wasn't easy, and he rarely got time to have pleasant talks with others. Though he had other jobs, his main task was to obtain items of value for the horror. He did all he could to become the best slave! Hard work paid off alright! Not literally, mind you, but at one point the horror confessed replacing him would be irritating, so he took that as a sign of gratitude. It was nice to be needed. All that ominous writing on the walls, maybe more than one or two abductions, and intimidating countless girls to strike fear into their hearts was all worth it to see the smile on his best friend's (overlord) face. Not that he smiled.
Of course, Charle's bad luck had not been remedied by obtaining a new body. You could argue it was linked to his very soul. And so, one day, things changed for the "worse". He was confronted by those pesky Beacon girls at their lair! How terrible! He couldn't imagine how they even discovered their hideout. He hadn't told anybody except this girl he happened to save on a whim while out spreading the good word about his master. Weird.
As it turned out, his horror was not yet ready for direct confrontation. Things went suboptimally, and ultimately, Charles was unable to keep the Beacon from foiling the scheme that had been set in motion that was to blanket the entire world in fear. His horror was soundly dealt with and then it was his turn. But as it turned out, the girl from before was one of the members of Beacon, and pleaded for her allies to not kill him.
They did not listen, of course, but they were distracted. Charles made a hasty departure from the lair and went into hiding.
What was he supposed to do now? Everything and everyone he knew was dead! It was just so horrible of a situation. But he was yet again saved by that girl from before. Even though she was Beacon, she had defended the champion of a horror and was excommunicated over it. Even stranger was she thought she still owed him, or so that's what she claimed. He wasn't used to being the one with a follower, but despite the risks, she wouldn't take no for an answer, so thus she became his first actual friend and they've been together for years now.
Due to his creation having a specific purpose, the desire to collect things never really went away. It didn't really matter what, though. He would pick up shiny things. He would collect cans. It was, more or less, a compulsion for the sake of it. The monster boy would become very irritable if he tried resisting this, and he found certain things kept him satiated for longer. Things didn't always have to be material, either. Certain emotions sufficed, the first he noticed was fear and despair.
He made use of the former quite often. Anastasia, his friend, was rather jumpy, and it was fairly easy for Charles with his powers to make use of this to jumpscare her. The effect eventually diminished, and he learned he couldn't lean on one person forever.
Then one day, by chance, he discovered the most potent of things to 'collect'. Anastasia encouraged him to support others as he had done for her. Since she was insistent (and resorted to violence if he didn't), he obeyed and used his powers for good, doing all sorts of things. In return for saving a magical girl's life, the stranger gave him a kiss on the cheek, and the act sent a jolt of satisfaction throughout the entirety of his body. Fatigue and the compulsion to collect things immediately died down and stayed that way for far longer. Was this what he was meant to do? Collect kisses? That sounded a lot better than to risk getting sued for causing a heart attack. Not that it'd be easy. Most girls didn't give away such a thing so freely. How unfortunate, but maybe he'd get lucky. It'd save him lots of trouble and it was well worth the shot.
Incantation: "Oh, Bane of Life! Grant me your wicked power so that I might smother hope in your name!"
-1b to swap Wood Spec to Light -3b to give +3 AGI -1s to trade Sourcery for Dual Weapon -1s to give +2 AGI -1s to give +MAG -1g to gain Perks 8 and 9 Emergency Background, Hoarder Corruption
Around 41 to 45 is where the plateau seems to be. Dina is at 46, Charles is at 45. There's still a relatively gradual increase over all though, with only Penny being the outlier, featuring a jump in stats of seven (which could be much higher if she had spent her coinage solely on stat-raising).
An end of season reward is worth 4 stats, while one can be expected to earn another 3-4 stats based off events alone.
Past the 50-stat mark, there are no S3 characters, outside of Eden, who exist there. Note, of course, that she used her Ruby Coin (gifted from a S2 character) to gain a third specialization. Psychic gives you 4 stats, so she broke even after accounting for the -4 in stats you get from that stuff. At base then, Eden would still have 53 in stats, indicating that you could start off with fairly high stats fairly easily.
If we ignore Eden's existence, I would be comfortable with talking to the other GMs about setting a stat cap at 50. Afterwards, perhaps at the end of every season, everyone's statcap is raised by a minimum of 4 (accounting only for the End of Season reward) or a maximum of 8 (accounting also for the coinage you'd get from other stuff). Or perhaps some number inbetween.
There are other catchup mechanisms I have in mind for newer players, such as the ability to refuse the stat cap increase for extra coinage (though that sounds easily abusable) but I'll wait on everyone else's thoughts on the subject first.
OH MY A CHANCE TO SHARE MY OPINION CAN’T LET THE CHANCE ESCAPE!
So let’s talk about what stats do for a moment.
The point of having stats is to measure a character’s ability to do something. This is usually helpful in DnD campaigns or other structured forms of roleplaying where you want to quantify a characters stats. It also forces players to chose their strengths instead of just being a god at everything. A strong, durable barbarian is probably not smart as an example. Stats allow the player and GM see how a character is and decide on the likelihood of an action being successful or not.
Does this work? Well enough. If we look at Trixy’s stats, we know she’s average at everything but really excels at AGI. This makes her an accurate sniper and lets her move around swiftly. Amaryllis is a physical monster, but is a bit of a glass cannon. In this sense, the stats do their job of indicating what a character can do. And in PvE situations, the 30+ stat gap between Penny and Deni/Connie hasn’t really posed an issue.
But what makes stats a problem isn’t how they work when interfacing the GM, it’s how they function when interfacing other players. Even if there isn’t a lot of direct PvP in this RP, there are plenty of times when characters do something that contests another one. Does Trixy or Amaryllis get to the button first? Does Regina’s curse affect Penny? Stuff like that. This has a tendency to prevent players from engaging with those who are considerably stronger then them. An example of this is how Plat keeps insisting that Deni isn’t strong enough to do anything, and how a few players feel miffed that they will never be as strong as some of the old faces. And when you have a gap that’s 30+ points wide, it’s understandable.
Do stats actually give bonuses in RP though? It has always been Ari’s stance that stats are more indicators of a character’s power spread rather than something that relates to other girls. But Ari is also the one that said “The minion perk for horror girls scales with MAG” and “If your MAG is high enough, null field can be shaped the way you want it.” And that does not really agree with what Ari has stated earlier. Don’t quote me on this, but I thought Ari said that normal horror minions consisted of auto 1-hit monsters like goblins, and if you had 20 MAG you could control things like gorelions, which were a boss in season 1. I was also told that Amber’s magic had to fail against Janet because there was a 3 point difference in their MAG stat. It makes it sound like the only way to make the most out of certain character abilities is to have the right stats.
I’ve recently created Oros, who has a rather even 12/12/11 stat spread across her STR/AGI/VIT. I was PMed by several GMs asking if I inflated the numbers and even had a player accuse me of power gaming. But here’s the funny thing about Oros. On one hand, she is totally dwarfed but Penny’s 20/20/20 stat set up. On the other, she is considerably higher than characters on the lower end. Even though stats ”don’t mean anything,” I know that Oros will inevitably get auto parried by Amaryllis and Deni won’t be able to have a romanticized duel between with a fellow katana weilder. When either of those things happen, everyone will point their fingers at the almighty stat block. Which is a shame, because I think it would make for a better story if these characters could fight on even footing.
To fix stats the first thing that needs to happen is the GMs need to decide what the frick they even mean. They are either a hard representation of one’s power in the RP or are soft guidelines for an individual character’s power spread. Once that has been decided, steps can be taken to make sure that older players don’t have such an edge over newer players to the point where it feels insurmountable.
A few suggestions. you probably don’t want to use all of them, and some are more work than others:
~Newer CHARACTERS have higher starting coinage, with the understanding they can’t pool it all on their primary PC
~Stat advantages are added to normal and DMGs to make up for the stat gap caused by monster girls using the DMG module + mutations.
~Catch up mechanics so that newer players can EVENTUALLY join the ranks of the veteran players. I love flexing on noobs, but let’s give them an incentive to stick around.
~Make stats something that everyone can freely allocate and is the same for everyone. You get more as the seasons go on, etc.
~As an aside, I think the max stat cap is a good idea. But I was the one who suggested it so that shouldn't surprise anyone.
Also, people were talking about other uses for coins than boosting stats. Here are some ideas for that:
~Make coins required for organizations/groups: Might be fun to create a new sub system where players can get bonuses by creating a “guild.” Coins could then be used to make the organization stronger and gain additional benefits. If the Sakura gang gets enough coins together, everyone gets bikes. ETC.
~Make it so that you can buy plot stuff with coins: It might be interesting to let player buy their own “character arc” for the RP. This would give players a reason to try to earn the coins of other players so that they could enact a scheme or complete the final steps of their magical girl journey. It won’t be for everyone, but it creates a need and possibly an "economy."
~Make it so that you can “bid” for change: We seem to enjoy debating shit. Might be interesting to involve coins with it somehow. If you want a change so bad you’re willing to part with coins for it, clearly you want it more than all the tight purses right?
@Majoras End your characters are still in the game, they just can't act during events. So during the time skip, you could create a reason for Eliza to inherit the phone.
Luck is a stat that predictably has no clear, obvious way of being applied to any other situation, especially because suffers from the fact that there’s no actual rolling done. For future cases, Luck will be the stat that gives a small bonus to every other stat when performing an action or reaction, serving as a way to improve one’s success or soften one’s failures. Your accuracy, which the CYOA defines as something based off AGI, is partially improved by your LCK, enabling you to turn a graze into a hit or something like that. Your durability, which the CYOA defines as something based off VIT, is partially improved by your LCK, with an attack just missing your vitals or whatever else. STR and MAG are also benefited by LCK.
As a mathematical representation, imagine it like this…
STR/AGI/VIT/MAG + ¼ LCK = final stat
Stat Costs
The price of raising your stats will be changed to make it easier to get stats up to 20, but more difficult afterwards. Though the shop does not reflect that change yet, it’ll happen soon enough.
1-20: 1 Gold OR 4 Silver OR 16 Bronze 21-30: 2 Gold OR 8 Silver OR 32 Bronze 31-40: 4 Gold OR 16 Silver OR 64 Bronze
These numbers are based off the total of individual stats, taking into consideration the bevy of bonus stats one would get from perks, specializations, benefits, powers, and weapons.
Perk Bonuses
Every Perk, except for Monstrous Metamorphosis, now grants a +1 to a stat. Please go through the list below and input changes where necessary. This is largely to bridge some of the gap between monster girls and other girls, who already benefit from having access to three whole other tables of perks, as well as some hella potent mutations.
+1 MAG, Mystic Artifact +1 VIT or MAG, Enhanced Transformation +1 VIT, Disguise Artifact +1 LCK, Hammerspace Handbag +1 VIT or MAG, Healing Artifact +1 AGI or MAG, Wings +1 MAG, Purification Artifact +1 LCK, Awareness +1 STR or MAG, Power Artifact
+1 LCK, Interdimensional Tourist +1 STR, AGI, or VIT, Training +1 LCK, Interdimensional Home +1 AGI, Incognito +1 VIT, Environmental Sealing +1 AGI or LCK, Get Out of Jail +1 AGI or MAG, Big Damn Hero +1 LCK, Absolute Direction +1 LCK, Big Backpack +1 STR, AGI or VIT, Natural Aging +1 MAG, Overcity Shift +1 LCK, Money +1 Any, Familiar +1 VIT or MAG, Soul Jar +1 MAG, Eternal Style +1 LCK, Fake Parents
+1 Any, Big Friend +1 LCK, Patron Interference +1 VIT or MAG, Fix-It Band Aids +1 MAG, Memory Link +1 STR or MAG, Leitmotif +1 AGI or VIT, Transfiguration +1 LCK, Watcher +1 MAG, Mirror Move +1 LCK, Snapshots
Payment
Payment in magical coins will work this way for all events, including the Rave/Cindy shebang. At the end of the event, all participants will receive equal rewards, determined by the GM. Afterwards, the GMs will determine whether or not they’ve progressed their Patron’s three overarching goals. If they have, they will receive additional coinage reflecting that.
An example of overarching goals is this:
Ebon Mint Beat Up Rival Organizations: Low Reward Fulfill Mission Objectives: Medium Reward Recruit New Magical: High Reward
Each of these goals must be pursued separately. If, for example, the mission objective is to recruit a new magical girl, you’ll receive only the ‘mission objective’ reward if you do not then recruit another girl outside the parameters of the mission. Otherwise, however, it is definitely possible to obtain all the goals of your Patron and receive a significant payout at the end of events. GMs will be setting the overarching goals of Beacon and Ebon Mint. Leaders of player organizations can set the overarching goals of their own organization, under the caveat that they cannot pay themselves. Magical girls beholden to a singular patron, whether it be Horror, Deity, Lesser Force, or Puchuu, can set their Patron’s overarching goals.
The more specific or difficult to achieve a goal is, the higher the payout.
The Payment Benefit doubles your rewards from progressing Patron goals. The Empty Pockets Drawback halves your rewards from progressing Patron goals. If you happen to be beholden to multiple Patrons or Organizations, you only receive the Payment/Empty Pockets modifiers for one set of goals, which should be clarified in your sheet, and must choose which set of goals you’ll want to receive rewards from at the start of an event.
Solo girls do not get bonus rewards unless they are working for someone else's Patron/Organization at the start of an event.
Headers
Everyone has a lotta shit on their sheets that GMs can’t memorize. For future posts, please include a header that contains the character’s stats, powers, perks, specializations, mutations, benefits, and drawbacks. We just need the name, not the paragraph or so of detail. Hopefully, this will reduce the amount of times a shapeshifter slips past the detection of 3 Third Eye girls, and similarly reduce incidents where someone is killed when they’re literally unable to die.
Try to get these changes in ASAP. Once there's a revised count on stats and everyone has established reward goals for their Patrons/Organizations, the GMs will work on paying people and revising prices in the shop to hopefully make everything more affordable. If you have any questions, drop 'em in the OOC too.
There will probably also be a timeline that exists where we get rulings done on how buffs work.