Special Thanks to madBrewer, Sahara, Proxy, and all of the people that provided the feedback, testing, and support that helped this system get this far.

The game system contained within this PDF and its companion PDFs was created with the intention of being used alongside QuasarBlack’s Accidental Magical Girl CYOA (v1.5.1) and its accompanying Patron Module. If you don’t have those PDFs, the contents of this system will likely make little sense.

Many players get their start with Tabletop RPGs via freeform roleplaying. With the advent of the internet, communities sprout up on social media and forums that allow us to roleplay with people all over the world at all times of the day. However, many players have difficulty describing combat without it becoming too open-ended or too overpowered. The Supplementary Combat System gives structured combat and mechanics to the CYOA’s writing prompt and roleplaying tools. Ultimately, the SCS exists as a tool to enable players to have more balanced interactions with each other’s skills and abilities. The SCS is not meant to replace the CYOA, but (as the name indicates) supplement it.

The mechanics contained within this system are meant to be used almost exclusively for combat, and do not typically replace the features described in the CYOA. If you find a conflict between the CYOA and the SCS’ descriptions of an ability, defer to the CYOA in all roleplaying and flavor matters, and the SCS’ description in all matters of mechanical combat. Remember: the CYOA is a writing tool first and foremost, and the SCS is meant to support it.

The SCS utilizes the rolls and stats generated by a character in the CYOA. When creating a character in the CYOA, please remember to keep the stats you keep out of costume and the stats kept in costume separate. The stats you keep while out of costume are referred to in the SCS as your Base Stats. The stats you gain from transforming into your costume (which include all stats gained from coins) are referred to as your Boost Stats. When you transform, you add your Boost Stats to your Base Stats. In most cases, stats that are kept are marked with a dagger mark (†), however additional stat modifications are kept in the descriptions for Specializations. In the case of “retains [stat] while out of costume”, reduce the appropriate Boost by the value listed, while increasing the Base by the same amount. In the case of Lightning, treat the text as if it said: “retains 1 AGI while out of costume”.

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After creating your character with the CYOA and marking off your stats1, calculate your derived stats for both your Transformed and Civilian forms. ▪ Health Points, or HP, are the amount of damage you can take. When your HP hits 0, you are KO’d. Your Maximum HP is equal to ten times your Vitality. Your Civilian HP will usually be lower than your Transformed HP. When you change forms, the amount of HP you are missing carries over. If you would be missing more HP than the form you changed into has, your HP in the form you transformed into becomes 1. Unlike most other stats, your Maximum HP does not change mid-combat due to adjusted VIT. ▪ Defense, or DEF, is your capacity for resisting all types of damage. In most cases, when you take damage, it will be reduced by a value equal to your DEF. You can also increase your DEF using spells, items, and equipment. Your default DEF is equal to one third of your Vitality (rounded down). If your VIT changes mid-combat, your DEF will adjust to correspond to the new value. ▪ Evasion, or EVA, is your ability to quickly move around attacks and other forms of damage. In most cases, when you would take damage, you perform an Evasion roll (1d20+EVA) which gives you the opportunity to completely evade that damage. You can increase your EVA using spells, items, and equipment. Your default EVA is equal to half of your Agility plus half of your Luck (rounded down). If your AGI or LUK changes mid- combat, your EVA will adjust as well, based on the new values. ▪ Critical Rate, or Crit Rate, is your capability to deal Critical Hits. If you use an Attack with a weapon, you have a chance to deal a Critical Hit based on your Crit Rate. You can increase your Crit Rate using spells, items, and equipment. Your default Crit Rate is equal to double your Luck. If your LUK changes mid-combat, your Crit Rate will adjust as well, based on the new value. ▪ Spell Rating, or SR, is the capacity for spellcasting the character has. Your default Spell Rating is equal to your MAG plus your highest stat (if your highest stat is MAG, your SR = MAG * 2). If your stats change mid-combat, your SR will adjust as well, even changing the stats it is based on to accommodate. ▪ Base Stat Total, or BST, is the total value of your stats while in Civilian Form. It can change during combat if you use stats while in Civilian Form. ▪ Transformed Stat Total, or TST, is the total value of your stats while in Magical Girl Form. It can change during combat if you use stats while Transformed. ▪ Current Stat Total, or CST, is the total value of your stats in your current form, regardless of what that form is. CST will change frequently during combat as your stats adjust themselves due to costs and abilities.

If your character has the Twinned Soul Power, there are some minor changes to how twins operate in the SCS from how they are listed in the CYOA: ▪ When spending a Gold Coin to gain perks, powers, or weapons, you can have each twin choose different choices for the same option. For example, if you spent a Gold Coin to gain

1 Don’t forget any benefits from your Patron and Origin!

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a second starting weapon, you could have one twin gain a Melee Weapon while the other gains a Ranged Weapon, but you couldn’t have one twin gain a Melee Weapon while the other gains a second Power. ▪ When presented with choices between stats (such as for Body or Specialization, except Oddball), each twin can choose different choices within the same option. For example, if both twins have an Average Body, one could choose to take the AGI boost while the other takes the VIT boost. ▪ Coins spent on adjusting (not gaining) Perks apply to both twins equally. They may not choose different options. ▪ Silver coins spent on stats provide a +1 Stat to each Twin. They may choose different stats. Bronze coins spent on stats apply only to 1 twin. ▪ Coins spent on adjusting Weapon or Outfit may apply equally to both twins if you choose. The twins may choose different options for the adjustment. ▪ If you gain the Twinned Soul Power via the Power of Chaos ability2, you must reallocate your stats as appropriate. You may not reallocate your coins. Your new twin gains the benefits of coins you used as if you created your character with that twin (gaining a second weapon of your choice, gaining additional perks, etc.), but you may not change any of your previous choices with the original character.

The SCS is designed primarily for use with QuasarBlack’s Accidental Magical Girl CYOA v1.5.1, and as such, characters rolled in AMGC cannot typically function properly within the SCS. Due to the drastic difference in typical stat lines and the lack of some Perks, it is highly recommended that you remake your character in the CYOA if you wish to use the SCS.

However, in the interest of keeping some continuity between the two systems, the AMGC exclusive powers (as well as some of the exclusive Perks) have been adapted as Relics within the SCS. Any player may opt to, instead of having a Power, gain a Relic of their choice marked with the tag “Otherworld”, and two additional Relics marked with the “Trian” tag.

In combat, characters utilize Abilities to do battle against monsters, dark magical girls, monster girls, mechanical dinosaurs, evil princes in control of flowers, Pure Evil, floating eyeballs in clouds, and sometimes even each other. Abilities are classified under a variety of types and subtypes, using a number of keywords.

When choosing the abilities you use in a turn, it’s important to remember that a character typically only receives 1 Turn Action (TA) and 2 Movement Steps (MS) per turn, unless an ability or effect

2 Power of Chaos is an ability of Dark Magical Girls, which are detailed more in the SCS expansion Order & Chaos; Friend & Foe.

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adjusts this. You can use your TA and MS in any combination you wish, or even choose to not use them and pass your turn.

❖ Active – Active (sometimes noted as ACT) abilities use your Turn Action. An Active ability is typically something that takes focus to perform. ❖ Speed – Speed abilities can use your Movement Steps instead of your Turn Action. The number of MS used is marked in the ability’s description (SP x). If you so wish, you can choose to use a Speed ability with your Turn Action instead. ❖ Reactive – Reactive abilities can be used on any player’s turn, provided the activation condition is fulfilled. The activation condition is listed in the ability’s description (Re: x). Reactive abilities do not use TA or MS. ❖ Trigger – Trigger abilities operate like Reactive abilities, except that their activation is mandatory. If a Trigger ability’s condition is fulfilled, it MUST be activated. Trigger abilities do not typically use TA or MS. ❖ Passive – Passive abilities are always active and always provide their effect, typically at no cost. They do not activate and cannot have Reactive or Trigger abilities used in response to them. During a Reprieve or Downtime, you can opt to disable a Passive ability until your next Reprieve/Downtime. ❖ Permanent – Permanent abilities operate exactly like Passive abilities, except that they cannot be disabled manually. ❖ Boost – Boost abilities are activated in conjunction with other abilities that have specific functions. They typically provide a bonus effect at a cost and are considered to be activated alongside the ability they are boosting. The requirements to activate a Boost ability are listed in the ability’s description. Boost abilities do not typically use a Turn Action or Movement Steps. ❖ Toggle – Toggle abilities are abilities you can turn on or off in combat. Toggle abilities typically provide a bonus effect while active at a cost or detriment. The action required to turn a Toggle ability on or off is listed in the ability’s description, as well as the cost or trade-off required. ❖ Semi-Auto – Semi-Auto abilities have multiple types in their components. Frequently they are a Passive/Trigger ability with a secondary effect that can be activated as an Active/Speed/Reactive ability. The finer details of each Semi-Auto ability can be found in the individual description of those abilities. ❖ Full-Turn – These abilities consume the user’s entire turn. Other than Reactive abilities, the user must not have performed any actions in their turn to use a Full-Turn ability. ❖ Inherent – An ability subtype. Inherent abilities are abilities that every unit has. Inherent abilities can’t be nullified unless the ability/effect specifically states it works on Inherent abilities. ❖ Attack – An ability subtype. Attack abilities (frequently marked as ATK) operate like the default weapon attack. In most cases, they will require you to have a specific type of weapon equipped. These abilities utilize any weapon enhancements of the weapon used, and can deal critical hits.

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❖ Assist – An ability subtype. Assist abilities are used to create and/or call an Assist, listed in the ability’s description. ❖ Craft – An ability subtype. Craft abilities are used in Reprieves or Downtime to create items, listed in the ability’s description. ❖ Lifesaver – An ability subtype. Lifesaver abilities prevent you from getting KO’d, usually by retaining HP in lethal situations. You can only benefit from one Lifesaver ability an encounter, but you can benefit from that one ability as many times as it is applicable within that encounter. Unless otherwise specified, you must have at least 2 HP to use a Lifesaver effect. ❖ Spell – An ability subtype. Spell abilities have deeper descriptors, covered in the chapter on Spellcasting. Some abilities only affect Spells.

Abilities also have a variety of keywords used to abridge descriptions and recurring mechanics. Keywords are found in the ability’s description.

❖ Apply [x] (y) – Applies the Condition X to the affected unit(s), with a duration of Y. ❖ ATK Charge (x) – Applies the effect x to the affected unit’s next use of an ATK ability. ATK Charge effects will frequently be locked to a specific weapon or have a time limit on their use. ❖ Break (x) – The ability or effect only functions if the user is missing at least X of their total HP. ❖ Channel (x) – The ability recovers part of the stat points used to pay for its cost, after the effects of the ability are completed (conditions have worn off/been removed, damage is dealt, effects are otherwise resolved, etc.). If multiple stats were used, you can choose which stats recover the Channel. If no numerical value is listed, the entire cost is recovered. Has no effect on non-stat costs, such as Tags, Charges, or HP. ❖ Contest – A comparison between two things. Typically, a Contest is between stats of two separate units. If a stat is listed, roll d4s equal to your current value in that stat, and compare it to the other side of the Contest. The winner of a Contest is referred to as a “Victor”, and the other a “Loser”. ❖ CS x – The speed at which a Craft ability creates the object it is intended to craft. A Reprieve reduces the CS by 1, while Downtime reduces it by 2. When the CS hits 0, the item is crafted and is added to your inventory. ❖ Field Change [x] (y) – Changes the current Field Effect to x, with a duration of Y. ❖ Focus (x): – The ability applies an additional or substitute effect if an affected unit(s) is within the listed range(s). If the ability has multiple Targets, the Focus effect only applies to Targets within the Focus range. ❖ Gain – Increases the current amount of a stat, HP, or other resource. Can increase a stat above its default value. ❖ Max x – The ability’s variable cost can’t have more than x spent for it. ❖ Negate – When an ability is negated, it has no effects. You still have to pay any costs associated with the negated ability.

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❖ Nullify – When an ability is Nullified, it does not have any effect. Unlike Negation, Nullification must be done in advance, and the ability that is nullified cannot be used at all. ❖ OpE – The ability can only be used Once per Encounter. ❖ OpR – The ability can only be used Once per Round. ❖ OpT – The ability can only be used Once per Turn. ❖ Optimal (x) – The ability grants the Target a +1d20 bonus to their Evasion roll for each Stage/Space outside of the listed range(s) they are. All ATK abilities have this keyword by default, based on the weapon being used. ❖ Recover – Increases the current amount of a stat, HP, or other resource. Recovery can’t increase HP above its maximum or a stat above its default value. ❖ Reduced Penalty (x) – If the ability’s Target is outside the Optimal but in the listed range(s), only +1d12 is gained per Stage/Space outside of Optimal, instead of 1d20. Ranged Attacks have this by default on most ranges outside of their Optimal. ❖ Refrain (x) – The ability or effect only functions when the user is missing less than X of their total HP. ❖ Resolve – An ability “resolves” when its primary effects complete: Conditions being applied, Damage being dealt, stats changing, etc. Abilities can’t resolve until after everyone is done reacting to them. ❖ Sacrifice (x) – The ability has an additional cost of HP equal to X. As with other costs, it must be paid when you use the ability. ❖ Scope (x) – The ability can ONLY target units within the listed ranges.3 If the Target has moved out of the Scope’s range when the ability resolves, it does not affect them (you cannot designate a new Target). ❖ Target – A Target is usually the main affected unit of the ability. Targets are chosen when you pay the cost (if any), before the spell’s effect resolves. Units that are selected are NOT Targeted. ❖ X = Y – Indicates the conditions the variable given in the ability’s description are based on. If X is listed in the cost, you may declare a value for it. ❖ // - Separates two separate effects within a single ability that are used at the same timing and cost. May have differing secondary costs. ❖ Deal – Damage dealt is applied before the defender rolls Evasion and applies their DEF. ❖ Inflict – Damage inflicted is applied after the defender has already applied their Evasion and DEF. You do not take Inflicted damage into account when you roll Evasion, but DEF does apply against it. ❖ Lose – HP and Stats lost do not count as any form of damage, and does not apply DEF/EVA. Losing HP is typically a drawback for using an effect.

Many abilities deal and inflict a variety of damage attributes, which monsters are frequently resistant or weak to, depending on the monster and the damage attribute. Some Specializations have an associated damage attribute as well. When damage is dealt of multiple attributes

3 0 = Self or Engaged Unit, 1 = Close, 2 = Near, 3 = Mid-Range, 4 = Far, 5 = Long-Range, 6 = Very Long Range

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simultaneously, apply DEF, and then split the remainder equally between each damage attribute. In the case of predefined values for differing damage attributes, apply the unit’s DEF to the damage attribute with the most damage associated with it first, then continue applying DEF until there is no more DEF to apply.

❖ Slash – A Physical damage attribute. Associated with cuts and slices. ❖ Bash – A Physical damage attribute. Associated with squeezes and blunt strikes. ❖ Pierce – A Physical damage attribute. Associated with shots and stabs. ❖ Fire – An Elemental damage attribute. The default attribute of Fire Specialization. Tied to the Burn, Flame Smite, and Heat Aura Conditions. ❖ Ice – An Elemental damage attribute. The default attribute of Ice Specialization. Tied to the Freeze and Frostbite Conditions. ❖ Wind – An Elemental damage attribute. The default attribute of the Air Specialization. Tied to the Dizzy and Gale Wall Conditions. ❖ Lightning – An Elemental damage attribute. The default attribute of the Lightning Specialization. ❖ Sound – An Elemental damage attribute. The default attribute of the Sound Specialization. ❖ Dark – An Elemental damage attribute. The default attribute of the Darkness Specialization. ❖ Light – An Elemental damage attribute. The default attribute of the Light Specialization. ❖ Wood – An Elemental damage attribute. The default attribute of the Wood Specialization. ❖ Water – An Elemental damage attribute. The default attribute of the Water Specialization. ❖ Force – An Elemental damage attribute. The default attribute of the Gravity Specialization. ❖ Stone – An Elemental damage attribute. The default attribute of the Stone Specialization. ❖ Metal – An Elemental damage attribute. The default attribute of the Metal Specialization. ❖ Magic – A supplementary damage attribute. Indicates that the damage is magical in nature. Spells and Relics automatically apply their damage as Magic damage, so it is not typically noted in their descriptions. ❖ True – The strongest of damage attributes. True damage automatically ignores DEF and EVA. True damage can only be generated by effects that explicitly state they generate True damage.

When monsters attack or the local troublemakers start making trouble, it’s time to break out the weapons, spells, and frilly dresses to save the day! Combat is an important part of any magical girl’s capabilities, even if they don’t like fighting much.

At the start of an encounter, the first thing that each player needs to do is to deploy units. In many cases, you will only be able to deploy your character: the main character that you created. In some cases, however, you can choose to deploy another unit (such as a twin), or even multiple units at the same time. The main unit you deploy (as well as the Assists that you do not deploy and your

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Twin) will be under your direct control. Any additional units that you deploy (such as your Ally or Familiar) will act under the GM’s control but can be given instructions.

After deploying units, each deployed unit rolls Initiative. Initiative is rolled with 1d100 by default, with no modifiers. Turns for each round go in order from greatest to least, based on the Initiative values rolled. If your Initiative changes in battle, you act at the new Initiative value, unless you have already acted in the current round, in which case you act at that Initiative value in the next round.

Units can show up in the middle of a round in progress. In this case, they are referred to as Intruders. Intruders can’t be targeted by any abilities, even their own. Intruders roll Initiative separately, and at the end of a round, all Intruders take what is called an Intrusion Turn (in the order they rolled for Initiative, if needed). After that Intrusion Turn is completed, they join the fray on the Initiative value they rolled and cease to be Intruders.

Each unit has a Position in relation to each other unit. Positioning is usually changed in relation to a SINGLE unit. For instance, if you are at Near range to a foe but Close range to an ally, when you move 1 stage closer to the foe you are still at Close range to the ally as well as being Close range to the foe.

When you would take damage (except from Conditions or Contests), decrease the damage by a value equal to your DEF. Then, roll 1d20, adding your EVA. This is your Evasion roll. If the adjusted damage is less than the value of your Evasion roll, you take no damage. If the Evasion Roll and the damage is equal, you take 1 point of the ability’s damage. If the damage is from a Condition, Item, or a Contest, you only apply your DEF and cannot Evade.

Some effects cause you to be Disarmed, which causes you to drop or otherwise lose your weapon. When you are disarmed, your weapon drops at a specific position, noted in the description of the disarming effect. One such example of a disarming effect is the Distance Attack that Melee Weapons can use, which causes the weapon to be disarmed at the Attack Target’s position after the Attack resolves. You can retrieve a disarmed weapon by moving to the position and reacquiring it with the Pass Item ability.

Some abilities and most Attacks have the ability to deal a Critical Hit. When you use an ATK ability, roll 1d100. If the result is less than or equal to your Critical Rate, you inflict a Critical Hit, and the damage is increased by your Critical Damage Bonus (by default, 50%) before applying the Target’s DEF or Evasion.

When you are in Civilian Form, you are considered a non-magical being. While transformed, you are considered a magical being. Magical beings take half damage (after applying DEF/EVA) from non-magical weapons and damage, but some creatures will specifically target magical beings over non-magical ones. Your stat modifiers from paying costs and missing health will carry over between forms, so exercise caution.

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• Engaged (0) – The unit shares their rough position with you. Abilities from outside the Engagement that would affect one Engaged unit has a 25% chance of affecting the other unit instead, and a 50% chance of affecting both units. You can only enter this range with an ability or effect that explicitly states it creates an Engagement. A unit can only be Engaged with 1 other unit at a time. If you or an ally used the ability that created the Engagement, you can end it at any time on your turn (without using an action). Otherwise, you must attempt to Flee. • Close (1) – The unit is decently close and can reasonably be reached in a fraction of a moment. • Near (2) – The unit is nearby and can be reached in a moment’s notice. • Mid-Range (3) – The unit has some noticeable space between you and them that may be difficult to reach quickly, but at a distance that can be managed. • Far (4) – The unit is a decent distance away. Reaching them will not usually be quick. Moving into Far Range to a unit requires 2 MS instead of 1. • Long Range (5) – The unit is a long distance away. Reaching them quickly will typically prove borderline impossible. Moving into Long Range to a unit requires 2 MS instead of 1. • Extra Long Range (6) – The unit is a very large distance away. Reaching them quickly is an impossibility under almost every circumstance. Moving into Extra Long Range to a unit requires 2 MS instead of 1.

At times, you may find an encounter isn’t going your way, or perhaps you’ve already completed your objective and don’t need to continue to fight. In this case, you can opt to Flee combat. Fleeing is NOT an ability but consumes actions in your turn as if it were one. During your turn, a unit can choose to sacrifice any amount of MS or Turn Action(s) (you must give up at least one) to attempt to Flee from an Encounter or from an Engagement.

If you attempt to Flee an Encounter, the base success rate is increased by 8% for each MS used, and 24% for each Turn Action used. Decrease the base success rate by 2% for each foe at Far range or closer. For each ally at Near range or closer, increase the success rate by 2%, and if you have Linkage with any of those units, increase the success rate by another 3% for each. If you are attempting to Flee an Engagement, also adjust the chance by a value equal to your CST minus the opposing Engaged unit’s CST (if theirs is higher, this will be a negative number).

After calculating the success rate, roll 1d100. If your die result is less than or equal to the success rate, you successfully Flee. If you were Engaged, this means you break out of the Engagement and are now at Close range to the unit you were Engaged with. If you were not Engaged, then you leave the current encounter.

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Combat is concluded when all units on all but one side has either Fled, been KO’d, or somehow cannot act. The Encounter is considered over at this point. If any units Died during combat, their Reincarnation Timer starts now (if they have one).

A Reprieve is a period where the character(s) can rest and collect themselves. During a Reprieve, restore your HP and Stats to their default/maximum values, remove any Conditions (if possible), reduce any Crafting Times by 1, and catch up with your party.

Downtime is much like a Reprieve, except representing a much longer period. While a Reprieve might just be a few minutes or a couple hours, Downtime is anywhere from a day or two to a few months or even years. During Downtime, you gain all of the effects of a Reprieve, as well as reducing any Crafting Times you have by 2 instead of 1.

If all your stats are reduced to 0 while KO’d, you die. Magical Girls are harder to get rid of, though, and are reborn shortly after their demise. Your Reincarnation Cycle lasts a number of days equal to your TST (or your Unsealed Stat Total if you are a Monster Girl). Your Reincarnation Cycle does not start until after the encounter in which you died, and you are revived in Civilian Form, and lose all of your Linkage (except with the unit that killed you).

All units have a list of abilities that they can use called Inherent Abilities. These abilities, as previously explained in the Ability Types section, Inherent abilities can’t be nullified by abilities that don’t specifically designate Inherent abilities. The list of Inherent Abilities is as follows: ❖ Attack – Active; Inherent; ATK – No Cost – Deal damage to a Target with your currently equipped Weapon. Optimal, Damage, Damage Attribute, Type of Attack, and other qualities determined by the weapon. If you do not have a weapon equipped, the damage is based on your STR, the Optimal is (0,1), and this ability cannot deal Critical Hits. ❖ Defend – Active; Inherent – No Cost – X = Current VIT. Increases your DEF by (5+(2X)) until the start of your next turn. Increases your side of Contests by (5+X) until the start of your next turn. ❖ Move – Speed; Inherent – No Cost - SP 1. Move 1 Step towards or away from Target unit. If moving into Far, Long, or Extra Long Range, this ability becomes SP 2 instead. In Grid Combat, move 1 space.4 ❖ Dash – Speed; Inherent – No Cost - SP 2. Move 1 Step closer to all units. ❖ Disengage – Speed; Inherent – No Cost - SP 2. Move 1 Step away from all units. ❖ Extra Move – Active; Inherent – No Cost - Gain 1 MS. It must be used this turn.

4 Grid Combat is detailed more in the SCS Expansion Worlds & Wishes.

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❖ Transform – Full-Turn; Inherent – No Cost - Changes the user from their Civilian Form to their Magical Girl Form. The User then skips their next turn. Monster Girls and non- Magical Girls don’t have this ability. ❖ Revert – Active; Inherent – No Cost - Changes the user from their Magical Girl Form to their Civilian Form. The user’s turn immediately ends after this ability resolves. Monster Girls and non-Magical Girls don’t have this ability. ❖ Equip – Speed; Inherent – No Cost - SP 2. The user selects a Weapon, Outfit, or Relic from their inventory and equips it. If the user already has the maximum amount equipped, they can replace one of the old pieces of equipment with the new one, returning the old one to their inventory. ❖ Unequip – Speed; Inherent - No Cost – SP 1. The user selects a Weapon, Outfit, or Relic they have equipped and returns it to their Inventory. ❖ Use Item – Speed; Inherent - No Cost – SP 2. The user takes an Item from their Inventory or a Relic that they currently have equipped and uses its effect(s). ❖ Pass Item – Speed; Inherent - No Cost – SP 1. Scope (0,1,2). The user takes an Item, Relic, Weapon, or Outfit from their Inventory and transfers it to the Inventory of an ally. This ability can also be used to retrieve disarmed weapons or otherwise unattended equipment. ❖ Force Guard – Reactive; Inherent – 1 STR – Re: When an ability would deal damage to you, after that damage is rolled but before rolling Evasion, treat your DEF as being triple its current value against that ability only. Cannot be used against any ability that you used Force Evade or Fortune Boost against. ❖ Force Evade – Reactive; Inherent – 1 VIT - Re: When an ability would deal damage to you, after that damage is rolled but before rolling Evasion, treat your Evasion roll against that ability as being double its total value. Cannot be used against an ability that you used Force Guard or Fortune Boost against. ❖ Fortune Boost – Boost; Inherent – X LUK – When you would roll any number of non-d100 dice, you can increase that number of dice rolled by X. If used to improve a roll that uses d4s, increase the number of dice rolled by 2X instead. ❖ Escort – Speed; Inherent – No Cost – SP 2. Engage a willing unit at Close range. While engaged this way, apply all of the following effects: o You (and only you) can change position in relation to other units. When you move this way, engaged unit moves with you. o Add your DEF and EVA to the engaged unit’s DEF and EVA. o When an ability would target the engaged unit from outside the engagement, instead of the normal Target shift chances, it has a 50% chance of targeting you, and a 25% chance of affecting both units.

Many abilities call Assists to aid you. When using an Assist, first select an ability that you would like for them to use. Then, as SP 2, that ability is used by the Assist (paying their stats and such as appropriate). As a secondary cost for the Assist, you must pay Initiative based on the type of ability they used:

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❖ Full-Turn: 50 Initiative ❖ Active: 20 Initiative ❖ SP X: 5 + 5X Initiative ❖ Boost: 10 Initiative ❖ Reactive: 15 Initiative When using Boost abilities, the Boost can apply to the Assist or to you. For Targeting purposes, you are considered to be Engaged with any Assist you call. Assists cannot use Trigger or Toggle effects and abilities, unless they are deployed. If they use an ATK ability, the Attack uses their weapon, including any enhancements applied.

The staff entrusted to you by the guardian of ancient power. The scepter of power that shows your position. The bow that will help you create a shining new world. The blade that protects humanity. The fist that clusters power to create a new force. No magical girl is without her weapon, which is just as much a part of her identity as her transformation speech and her powers.

When you acquire your first weapon in character creation, you get to decide some details on it. A Starting Weapon can be of different Optimal Ranges depending on its type (chosen when created), as well as of differing Damage Attributes (Slash, Bash, or Pierce, chosen when created).

The following is a chart of Weapon Default Ranges. Green squares (O) are within Optimal, and Yellow Squares (RP) have Reduced Penalty. Red Squares (X) are outside of Optimal. The ranges where a Melee Attack is marked as having Reduced Penalty only apply when making a Distance Attack.

Engaged Close Near Mid Far Long E-Long Melee A X O RP* RP* X X X Melee B X RP* O RP* X X X Ranged A X RP O O O RP RP Ranged B X RP RP O O O RP Mystic X X X O X X X Fist O O X X X X X

Each weapon scales their damage off of a different stat. When you use the Attack ability with a specific weapon, it deals damage rolled in d4s equal to the current value of the respective stat. Each weapon also has a quality that sets them apart in combat, be it in their typical movesets, special Enhancement options, or special abilities or mechanics that set them apart. These qualities are detailed here:

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• Melee weapons scale their damage off of STR, and typically revolve around drawing enemy attacks and keeping the attention on themselves. They can also perform a special kind of Attack: o Distance Attack – Active; Inherent; Melee; ATK – No Cost – Attack a Target with a Melee Weapon. If the Attack does not inflict damage, the Weapon is disarmed at Target’s position. Cannot deal Critical Hits to foes outside Weapon’s Optimal. Gains Reduced Penalty based on weapon’s normal Optimal. • Ranged weapons scale their damage off AGI, and typically revolve around dealing high damage and playing keep-away with foes, setting up traps and exploiting positioning tricks. In a pinch, they can shoot outside their Optimal much easier than other weapons can. However, Ranged weaponry has a restriction on their Attacks in the form of Ammo. The maximum Ammo of a weapon is equal to 3+MAG of the user that has the weapon at the start of the Encounter. Each Ranged Attack (including those created by abilities other than the Attack ability) expends 1 Ammo. Some Ranged Spells and Enhancements will also consume Ammo (if the Spell has its own ammo cost, it replaces the Ammo cost of a Ranged Attack). When you expend all of your Ammo, you can use the following ability: o Reload – Speed; Inherent – No Cost – X = MAG. SP 2. Restore the Ammo count of your currently equipped Ranged Weapon by X. Can be used even in a Ranged weapon’s alternate form. • Mystic weapons scale their damage off of MAG, and typically have more utilitarian and manipulation spells, getting more in touch with their Specialization’s core. Additionally, Mystic Weapons get an additional spell in their starting spell kit over most other starting spell kits. Mystic Weapons also get better access to stat recovery via Enhancements and Spells. • Fist weapons scale off of STR, and typically focus on dealing high yield damage at risk to themselves or cost of set-up time. Their spells are typically low-cost but require more control over the user’s positioning or awareness of the battlefield. Fist weapons are also the only weapons that can naturally function while Engaged without breaking out of Optimal.

Each Weapon is special. Through careful choices and long-term refinement, a Magical Girl’s weapon becomes powerful all on its own. Each weapon can hold 5 Enhancements. During Downtime, a character can acquire a new Enhancement(s) for their weapons at the cost of 2 Silver Coins OR 8 Bronze Coins each. The weapon you start with (as well as a Second Weapon acquired with a Gold Coin) starts with the Soulbound Enhancement, as well as 1 additional Enhancement of your choice. Enhancements are NOT considered abilities but have effects that can change the flow of combat. Some Enhancements have Ranks. Each Enhancement Rank must be purchased in order (you have to have Sweeping I and Sweeping II before you can get Sweeping III).

➢ Drain I – Each time the Weapon inflicts damage with an ATK, restore 1d6 HP and 1 point to a random stat.

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➢ Drain II – Replaces the effect of Drain I. Each time the Weapon inflicts damage with an ATK, restore 2d6 HP and 2 points to a random stat. ➢ Drain III – When using Drain II’s effect, you can choose to restore 4d6 HP OR 2 points to a single stat of your choice. ➢ Slashing High I – For every 30 dmg inflicted with this weapon via an ATK, increase your EVA by 1 until the start of your next turn. ➢ Slashing High II – Replaces the effect of Slashing High I. For every 20 dmg inflicted with this weapon via an ATK, increase your EVA by 2 until the start of your turn. ➢ Slashing High III – Replaces the effect of Slashing High II. For every 10 dmg inflicted with this weapon via an ATK, increase your EVA by 3 until the start of your next turn. ➢ Sweeping I – X = STR. When you inflict dmg with a Melee Attack using this weapon, you can deal X Magic dmg to all foes at the same range (in relation to you) as the original Attack’s Target. ➢ Sweeping II – When using the effect of Sweeping I, X = 2*STR instead. ➢ Sweeping III – When using the effect of Sweeping I, you can opt to, instead of dealing bonus damage, move the original Attack’s Target 1 Stage closer or farther from all units (your choice), as if they had used the Dash or Disengage ability. ➢ Chained – When you fail to inflict damage with a Distance Attack using the weapon, you can immediately return the weapon to your inventory, then reduce your HP by a value equal to your STR. ➢ Cripple Attack – X = AGI. When you inflict damage with an ATK using the weapon, decrease the Attack Target’s Initiative by X. You can take this Enhancement multiple times. Its effect stacks additively. ➢ Fierce Throw – Distance Attacks with the weapon can deal Critical Hits, but the weapon is disarmed at the Attack Target’s position regardless of if it inflicts damage. ➢ Keen – Increases the Critical Damage Bonus of the weapon’s Attacks by 25%. You can take this Enhancement multiple times. Its effects stack additively. ➢ Provoke – When you would deal damage with an ATK with the weapon (after the foe has rolled Evasion), you can reduce that damage by X to apply this effect: Units with CST less than or equal to X MUST Target you before they can target any other unit, until the start of your next turn. ➢ Sharpness – Increases the Critical Rate of the weapon’s Attacks by 15%. You can take this Enhancements multiple times. Its effects stack additively.

➢ Homing I – When you Target a unit with a Ranged Attack, reduce their EVA by 10% against that ATK only. ➢ Homing II – Replaces the effect of Homing I. When you Target a unit with a Ranged Attack, reduce their EVA by 20% against that ATK only. ➢ Homing III – Replaces the effect of Homing II. When you Target a unit with a Ranged Attack, reduce their EVA by 40% against that ATK only. ➢ Piercing I – When you Target a unit with a Ranged Attack, reduce their DEF by 10% against that ATK only.

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➢ Piercing II – Replaces the effect of Piercing I. When you Target a unit with a Ranged Attack, reduce their DEF by 25% against that ATK only. ➢ Piercing III – Replaces the effect of Piercing II. When you Target a unit with a Ranged Attack, reduce their DEF by 50% against that ATK only. ➢ Quickshot I – X = Your AGI. When you inflict damage with a Ranged Attack, roll 1d20. If the result of that roll is less than or equal to X, you can immediately perform another Attack, but if you do, the damage dealt is reduced by 50%. ➢ Quickshot II – X = Your AGI. When you inflict damage with a Ranged Attack using Quickshot I, roll 2d20. If the value of both dice (individually) are less than or equal to X, you can immediately perform another Attack, but if you do, the damage dealt is reduced by 50%. ➢ Quickshot III – X = Your AGI. The damage penalty for Quickshot I and Quickshot II is changed to “damage inflicted is reduced by 50%”. When you would roll for a Quickshot effect, you can roll +1d20. If the value of all of the dice (individually) are less than or equal to X, you can choose to use any Active ability instead of being restricted to an Attack (the damage penalty still applies). ➢ Ammo Boost – Increase the Maximum Ammo of the weapon by 4. You can take this Enhancement multiple times. Its effects stack additively. ➢ Blood Bullet – While you have 0 Ammo, you can perform a Ranged Attack by paying 25 HP in the place of Ammo. This effect cannot be used for abilities that require Ammo other than a basic Ranged Attack. You can take this Enhancement multiple times. Each time you do, the HP cost is reduced by 5. ➢ Burst Dash – When you use the Move ability, you can expend 5 Ammo to move 1 additional Stage (or use 1 MS to move into a stage that would normally require 2 MS). ➢ High Power – Maximum Ammo decreased by 5. Increase the damage of Ranged Attacks with the weapon by 3d4. You can take this Enhancement multiple times. Its effects stack additively. ➢ Reload Boost – When you use the Reload ability with the weapon, restores an additional 2 Ammo. You can take this Enhancement multiple times. Its effects stack additively. ➢ Sniping – Maximum Ammo decreased by 4. Increases the Critical Rate and Critical Damage Bonus of Ranged Attacks with the weapon by 25% each. You can take this Enhancement multiple times. Its effects stack additively.

➢ Chaincasting I – When using a T0 or T1 Spell, you can use a different T0/T1 Spell with the same Timing (Active, SP 1, SP 2, etc.) simultaneously, but only with the exact same Target(s). The Stat, Sacrifice, and Stability cost(s) of both spells are doubled. Cannot be used with Spells that have no cost. ➢ Chaincasting II – When using Chaincasting I’s effect, you can also use EX Spells. ➢ Chaincasting III – OpE. As a Full-Turn ability, you can simultaneously use any 3 Spells that you know (except Full-Turn Spells). You cannot use Chaincasting I or Chaincasting II in conjunction with this effect.

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➢ Hexguard I – When you are Targeted by an ability that deals damage while you are using the Defend ability, restore 2 MAG or VIT (distributed as you choose) after that ability resolves. ➢ Hexguard II – Replaces the effect of Hexguard I. When you are Targeted by an ability that deals damage while you are using the Defend ability, restore 4 MAG or VIT (distributed as you choose) after that ability resolves. ➢ Hexguard III – When you use the Defend ability, add your MAG to your VIT for the purposes of calculating your bonus DEF from using Defend. If you use this effect, you cannot apply Hexguard I or Hexguard II until the start of your next turn. ➢ Rapid Cast I – OpR. After using a T0 SP 2 Spell, immediately gain 1 MS. ➢ Rapid Cast II – Rapid Cast I can be applied to any Non-EX SP 2 Spell. ➢ Rapid Cast III – When using an Active T0 or T1 Spell, you can reduce your Initiative by 40 as an additional cost to make that spell SP 2 instead. ➢ Ambient Charge – At the start of your turn, if the weapon is equipped, recover 1 MAG for every 3 points of MAG spent by other units for Ability Costs since the start of your last turn. ➢ Combat Casting – Units you are Engaged with are always considered to be in Optimal and Scope for your Spells and Mystic Attacks. ➢ Empower – Increase your side of Contests from Spells you use by 2d4. You can take this Enhancement multiple times. Its effects stack additively. ➢ Mana Drip – At the end of a Round where this weapon is equipped, and you did not use any Spell abilities, recover 1 MAG. You can take this Enhancement multiple times. Its effects stack additively. ➢ Mana Surge – When you would inflict damage with a Mystic Attack, you can reduce that damage by 10X to recover 1X MAG. You can take this Enhancement multiple times. Each time you do, you gain 1X additional MAG for using the effect. ➢ ReDraw – OpE. When a Spell you use is negated, you can recover the Stat(s) paid as the Cost for that Spell.

➢ Focus I – When an ATK Charge effect is applied to you (except by a Focus Enhancement), ATK Charge (Restore 15 HP to yourself if the ATK inflicts damage). ➢ Focus II – When an ATK Charge effect is applied to you (except by a Focus Enhancement), ATK Charge (Critical Rate +20%). ➢ Focus III – X = Number of ATK Charge effects on you. Increase the damage of Fist Attacks you use by Xd8. ➢ Patience I – X = Attack Target’s STR. When you use a Fist Attack on a unit, increase the damage by X. ➢ Patience II – When using Patience I, X = 2*Attack Target’s STR. ➢ Patience III – When using Patience I, you can opt to, instead of using STR, use the Target’s AGI or MAG for X, but if you do, you cannot apply Patience II’s effect. ➢ Willpower I – When a Condition is applied to you, increase the damage of your Fist Attacks by 3d6 until that Condition is removed.

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➢ Willpower II – X = Half damage taken. When you take damage from a foe’s ability, ATK Charge (Damage +X). ➢ Willpower III – OpE. The first turn after you are KO’d, you may act as normal (you are still considered to be KO’d and lose stats for being hit), but if you do, you MUST use a Fist Attack in that turn. ➢ Adaptive Blows – After using a Fist Attack, reduce the EVA of the Attack’s Target by 2 until the end of the Encounter. You can take this Enhancement multiple times. Each time you do, the Attack’s Target loses an additional 2 EVA after a Fist Attack. ➢ Denting Blows – After using a Fist Attack, reduce the DEF of the Attack’s Target by 1 until the end of the Encounter. You can take this Enhancement multiple times. Each time you do, the Attack’s Target loses an additional 1 DEF after a Fist Attack. ➢ Devil Arm – When using an ATK on a Target with a higher CST than you, increase the damage of that ATK by the difference. ➢ Feinting – When you use an ATK, roll 1d100. If you roll 20 or less, ignore the Evasion of the Attack’s Target. You can take this Enhancement multiple times. Each time you do, increase the number you need to roll under by 20. ➢ God Hand – If you inflict damage with an ATK that is greater than or equal to 50% of their current HP (before the ATK), no Lifesaver effects can be applied due to that damage. ➢ Impact – When you use an ATK, roll 1d100. If you roll 20 or less, ignore the DEF of the Attack’s Target. You can take this Enhancement multiple times. Each time you do, increase the number you need to roll under by 20.

➢ Brave I – Each time you use an ATK with the weapon, roll the damage twice, ignoring any 4s in the damage roll, and taking the better roll as the final result. You cannot use this effect if you used Reactive abilities in this round. For the remainder of the round, your Reactive abilities (including Inherent) are nullified. ➢ Brave II – When using Brave I’s effect, you can use both rolls for the damage (Target defends against them separately, as if they were two consecutive attacks), but if you do, also ignore any 1s in the damage rolls. ➢ Brave III – You can use Brave I’s effect in the round you used an Inherent Reactive ability. When using Brave I’s effect, your Inherent Reactive abilities are not nullified. ➢ Grudge I – When you take this Enhancement, choose a single non-Inherent ability. Units with that ability lose 15 HP any time this weapon inflicts damage to them with an ATK. ➢ Grudge II – When you take this Enhancement, choose a single non-Inherent ability. Units with that ability have their DEF and EVA reduced by half against this weapon’s ATK abilities. ➢ Grudge III – When you take this Enhancement, choose a single non-Inherent ability. Units with that ability cannot use Force Guard or Force Evasion against this weapon’s ATK abilities. ➢ Blast Draw – OpR. When you Equip this weapon, deal 1d4 True dmg to all foes. You can take this Enhancement multiple times. Each time you do, the damage increases by 1d4. ➢ Convert – X = 2d12, rolled when you use an ATK ability. When you take this Enhancement, choose a Damage Attribute (other than Bash, Slash, Pierce, True, or Magic).

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When you use an ATK ability with the weapon, change X of that damage dealt to the chosen attribute. If the damage dealt would have been lower than X, the damage dealt becomes equal to X instead. You can take this Enhancement multiple times. Each time you do, the value of X is increased by 2d12. ➢ Counter Guard – X = Weapon’s ATK Stat. While using the Defend ability, if an ability that would deal damage to you inflicts no damage, you can immediately deal X True dmg to the user of that ability, after that ability resolves. ➢ Eager – During the first round of an Encounter OR during your Intrusion Turn in an Encounter, increase the Critical Rate of the weapon’s Attacks by 20%. You can take this Enhancement multiple times. Each time you do, increase the Critical Rate gained by another 20%. ➢ Edge Guard – Each time you are Targeted by an ability while using the Defend ability, increase your Critical Rate by 4% until the end of your next turn. ➢ Embody – Applies a special effect to your Attacks with the weapon, based on the Specialization of the Weapon’s creator (or original owner). % chance of activation is based on the successful damage inflicted with the attack (rounded down): +0.5% for 1 point of Slash/Bash/Pierce dmg, +1% for 1 point of the proper Specialization’s elemental damage attribute). This Enhancement can be applied to the same weapon multiple times, picking a new Specialization of the original owner/creator each time (Oddball counts as 1 Specialization for this purpose). o Embody Fire – Apply (Burn) [3 Turns] to Attack’s Target. o Embody Ice – Apply (Freeze) [1 Turn] to Attack’s Target. o Embody Air – Apply (Dizzy) [1 Turn] to Attack’s Target. o Embody Spirit – Summon 2 Spirits. o Embody Reinforcement – Apply (Barrier 5) [2 Turns] to Self. o Embody Psychic – Deal True dmg to Attack’s Target equal to their MAG. o Embody Time – Increase your EVA by 10 until the start of your next turn. o Embody Lightning – Increase your Initiative by 20. o Embody Sound – Deal 5 Sound dmg to all foes. o Embody Darkness – Apply (Blind 4) [4 Turns] to the Attack’s Target. o Embody Illusion – The next time the Attack Target rolls Evasion, they roll Evasion twice, taking the worse roll. o Embody Light – Target’s EVA is reduced by 5 until the end of their next turn. o Embody Wood – Gain 1 Seed Stash. o Embody Empathic – Expend X Motes to reduce the Target’s HP by 5X. o Embody Water – Make an Evasion Roll. Increase the damage dealt with this Attack by Water dmg equal to the result of that Evasion Roll. o Embody Gravity – For every 8 MAG you have, reduce the amount of MS the Attack Target gets on their next turn by 1. o Embody Stone – Apply (Stun) [1t] to the Attack’s Target. o Embody Beast – If this ATK is not the first ability you used in the current turn, increase the damage by 50% (before applying Critical).

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o Embody Metal – Negate a randomly selected Enhancement on the Attack Target’s currently equipped Weapon/Outfit. o Embody Oddball – Recover the use of one of your OpT or OpR spells. ➢ Enchanted (W) – Can only be applied to a mundane or non-magical weapon. The weapon becomes a Magic weapon capable of dealing full damage to magical beings. ➢ Fury – Each time you take damage while the weapon is equipped, ATK Charge (Damage +3d4). The ATK Charge applied by this Enhancement is lost at the end of your next turn. You can take this Enhancement multiple times. Each time you do, the ATK Charge’s damage is increased by 3d4. ➢ Purifying – When you deal damage with an ATK to a unit with CP, decrease one of their CP values by 1 (chosen at random). If you have CP, increase their CP value by 1 instead. You can take this Enhancement multiple times. Each time you do, another CP value is chosen at random to increase/decrease by 1 (the same stat can be chosen at random multiple times). ➢ Push Guard – X = DEF. While using the Defend ability, when you are targeted by an ability that would deal damage, deal X True dmg to the user of that ability after that ability resolves. ➢ Vicious – Attacks with the weapon deal an additional 2d10 dmg, but you lose HP equal to half of the damage dealt with this effect after the ATK resolves. You can take this Enhancement multiple times. Each time you do, the damage bonus is increased by 2d10 (the backlash is still applied normally). ➢ Warning – When you successfully deal a Critical Hit OR successfully deal damage with an ATK using the weapon that is greater than or equal to the Attack Target’s CST, that unit cannot target your allies (but can still target you) until the end of their next turn. ➢ Wrath – Each time you take damage, ATK Charge (Critical Rate +10%; Critical Damage Bonus +20%). The ATK Charge applied by this Enhancement is lost at the end of your next turn. You can take this Enhancement multiple times. Each time you do, the ATK Charge’s Critical Rate bonus increases by 10%, and the Critical Damage Bonus increase by 20%.

➢ Refined (W) – Once per ATK, reroll all values of 1 in the damage roll. This Enhancement does not consume a slot. ➢ Soulbound (W) – If the original owner of this weapon uses the Equip ability, it returns to their Inventory before being equipped, regardless of its current status or position. This Enhancement is automatically applied to any starting weapons. This Enhancement does not consume a slot.

A simple uniform with a short skirt and thigh-high boots. A frilly pink dress that smells of flowers. A turquoise and purple getup with striped stockings. A skintight red suit with black dots. The Magical Girl’s outfit is a declaration of her identity to all that see her. While weapons differentiate themselves in their function between types, Outfits primarily differentiate

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themselves in their statistical value. Each outfit provides a different modifier to the wearer’s EVA and DEF, based on its type.

EVA DEF Skimpy +3 -1 Flowing +2 --- Elaborate --- +1 Uniform -1 +2

As with Weapons, Outfits can also be enhanced. An Outfit can hold up to 3 Enhancements. Your starting Outfit comes with the Soulbound Enhancement and one additional Enhancement of your choice. Additional Enhancements can be acquired for 2 Silver Coins OR 8 Bronze Coins.

Skimpy Outfit Enhancements ➢ Speed Ward – Refrain 10. Increase your side of contests against other units’ abilities by 8. You can obtain this enhancement multiple times. Its effects stack additively. ➢ Sonic Edge – Refrain 5. When you move in relation to a single unit, deal 1 True damage to that unit. You can obtain this enhancement multiple times. Its effects stack additively. ➢ Swift Stance – Decrease your DEF by 10. Increase the amount of MS you gain from Extra Move by 1. ➢ Agile’s Oath – X = Number of units in the Encounter you have Linkage with. Foes that you Target with your abilities cannot apply an EVA bonus higher than (20 – ( 2X ) ) to their Evasion Roll. Flowing Outfit Enhancements ➢ Quick Guard – Break 20. OpR, when you are Targeted by an Ability, you can, as a Reactive, use the Defend ability. This use of the Defend ability lasts until the start of the next turn. ➢ Ogre Pressure – Refrain 10. X = Your EVA. Y = Your DEF. Units at Close or Near range to you have their Slash/Bash/Pierce Resistance reduced by ( X + ( 2Y ) ) %. ➢ Fierce Stance – Decrease your DEF by 3. Decrease your EVA by 6. Increase your Critical Hit Rate by 30%. Increase your Critical Damage Bonus by 25%. ➢ Martial’s Oath – When you use an ATK Ability on a unit(s) that you have Linkage with, you can reduce the damage inflicted by that ability to 1. If you do, that unit’s Outfit and Weapon are returned to their inventory, and cannot be equipped again until the start of their 2nd turn after using this effect. You can only affect 1 unit at a time with this ability (you can choose to end this effect early to affect a new unit). Elaborate Outfit Enhancements ➢ Magic Spice – Refrain 10. When you cast a Specialization Spell, you can immediately, as a Reactive, deal 15 damage of that Specialization’s associated damage type (Magic, if none)

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to a Target. You can obtain this Enhancement multiple times. Each time you do, you can designate an additional target to deal 15 damage. ➢ Revenge – Break 25. When you are inflicted damage, Apply [Mana Buffer] (--) to yourself once for every 10 damage that you were inflicted. You can obtain this enhancement multiple times. Each time you do, you gain an additional application of Mana Buffer per 10 damage inflicted. ➢ Calm Stance – Decrease all of your Resistances by 20% each. At the start of your turn, gain 1 MAG. MAG gained from this enhancement is lost at the end of an encounter. ➢ Mystic’s Oath – Spells you cast that exclusively target units you have Mutual Linkage with gain “Channel 1”. If the ability already has the Channel trait, that Channel trait is increased by 1. (Apply additive bonuses before multiplicative bonuses). Uniform Outfit Enhancements ➢ Iron Ward – Break 10. Increase your side of Contests against other units’ abilities by 10. You can obtain this enhancement multiple times. Its effects stack additively. ➢ Sturdy – Break 40. Damage inflicted to you that is greater than 15 is reduced to 15. ➢ Heavy Stance – Increase your DEF by 1. Decrease the amount of MS you receive during your turn by 1, to a minimum of 1 MS. ➢ Guardian’s Oath – Allies you have Linkage with gain the DEF value granted by this Outfit. General Outfit Enhancements ➢ Accelerate – OpE. On the first turn where your HP is less than 15 OR 20% of its maximum (whichever is higher), immediately take two additional turns afterwards. During these turns, you cannot gain additional turns. ➢ Adversity – Increase your DEF by 2 for each foe with a CST higher than your CST. ➢ Armor Form – Increase your DEF by 3. Decrease your EVA by 5. ➢ Blood Shroud – X = Foe’s Contest Result. When you would fail a Contest that would apply a Condition to you, Sacrifice 2X to negate the effect that provoked that Contest. ➢ Chaos Within – OpE. If you would be affected by an ability that requires the user to gain CP as a cost, you can negate that ability’s effects on yourself, and if you do, and you are not a Monster Girl, you can use that ability as if it were your own for the remainder of the Encounter. ➢ Confrontation – Increase your EVA by 3 for each foe with a CST higher than your CST. ➢ Cracked Armor – When you take damage, increase that damage by 1d6 (after applying DEF/EVA). Increase the damage this effect applies by 1d6 each time it is used in a single round. ➢ Dawnwalker – At the end of your turn, if you gained CP as a cost for a Spell, Enhancement, or Power, since the end of your last turn, reduce each of your CP values by 2. You can take this Enhancement multiple times. Its effects stack additively. ➢ DEF Boost – Increase your DEF by 20%. You can take this Enhancement multiple times. Its effects stack additively. ➢ Easy Prey – While your HP is lower than 20% of its maximum, foes MUST Target you first before any of your allies on their turn.

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➢ Enchanted (O) - Can only be applied to a mundane or non-magical outfit. The outfit becomes a Magic outfit capable of defending against magical attacks. ➢ Endure – Lifesaver. While your HP is greater than or equal to 75% of its maximum, and you would take damage that would reduce you to 0 or less HP, retain 1 HP, and if you do, nullify all other Enhancements on this outfit until the end of your next turn. You can take this Enhancement multiple times. Each time you do, the threshold of HP required to activate it decreases by 25%. ➢ EVA Boost – Increase your EVA by 20%. You can take this Enhancement multiple times. Its effects stack additively. ➢ Fringeward – X = VIT. While you are using the Defend ability, increase the DEF of all other allies by X. ➢ Holdout – The first time in an encounter that you are KO’d, you do not revert to your default form due to being KO’d. ➢ Impulse Form – Decrease your EVA and your DEF by 3 each. At the start of your first turn in an encounter, increase your Initiative by 20. ➢ Initiator – Foes with Initiative lower than yours must target you before your allies during their turn. At the end of each round, decrease your Initiative by 5. ➢ Jamming – X = VIT. While using the Defend ability, decrease foes’ sides of Contests from their abilities that target you or an ally by a X. ➢ Link Protection – X = Total Value of Link Ratings of all Linkage you have with units in combat. Increases your side of Contests against foes’ abilities by Xd4. ➢ Lucksteel – Increase your DEF by 1 for every 5 LUK you have. ➢ Mediwall – When you use the Defend ability, restore 10 HP to all other allies and 15 HP to yourself. You can take this Enhancement multiple times. Each time you do, the healing increases by 10 and 15, respectively. ➢ Order Within – A unit wearing an outfit with this Enhancement is treated as not being a Dark Magical Girl or Horror Patron girl for the purposes of allied Rapport changes. ➢ Phalanx – When you take damage, you can choose to split that damage evenly between all units with Phalanx, with you taking any remainder. ➢ Resist – When you obtain this Enhancement, choose a Damage Attribute (except True or Magic). Increase your Resistance to the chosen Attribute by 25%. You can take this Enhancement multiple times. Each time you do, you can increase a previously chosen Resistance by 25% OR gain a new Resistance of 25%. ➢ Sallya’s Kiss – When you obtain this Enhancement, choose another Enhancement on the same Outfit. When that chosen Enhancement would be negated or nullified, nullify this Enhancement instead. ➢ Shadow Veil – OpE. When a foe would apply a Condition to you, choose one of your non- Inherent and non-Permanent abilities. Nullify that ability until your next Reprieve. That Condition is instead applied to the unit that applied it. ➢ Sonic Form – Increase your EVA by 4. Decrease your DEF by 2. ➢ Soul Within – A Dark Magical Girl wearing an outfit with this Enhancement can Fuse as if she were not a Dark Magical Girl but applies a -25% penalty to her Sync Rate. While Fused, Chaos Spells, Powers, and Weapons cannot be used.

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➢ Spellweaver – Increase your Spell Rating by 10. You can take this Enhancement multiple times. Its effects stack additively. ➢ Stand Up – At the end of the third round in a row that you are KO’d (but not Dead), restore your HP to full and remove the KO’d Condition. You can take this Enhancement up to 3 times. Each time you do, the number of consecutive rounds needed to revive is reduced by 1. ➢ Steelguard – X = VIT. While you are using the Defend ability, increase your DEF by X. ➢ Strong Wall – When your HP is higher than 90% of its maximum, foes MUST target you first before any other allies on their turn. At the end of each round, lose 4% of your current HP. ➢ Veiled – Reduce foes’ sides of Contests from their abilities that target you by 4. You can take this Enhancement multiple times. Its effects stack additively. ➢ Vital Star – Increase your EVA by 1 for every 4 VIT you have. ➢ Windguard – X = ( VIT / 2 ). While you are using the Defend ability, increase your EVA by X.

➢ Refined (O) – Double the value of all EVA and DEF bonuses to this Outfit from Enhancements. This Enhancement does not consume a slot. ➢ Soulbound (O) – If the original owner of this outfit uses the Equip ability, it returns to their Inventory before being equipped, regardless of its current status or position. This Enhancement is automatically applied to any starting outfits. This Enhancement does not consume a slot.

A visor that shows her enemies’ weak points. The ability to instantly change clothes to fit a new role. A final blow that defeats almost any foe. The Power serves as they keystone of the magical girl’s capabilities and shows where she shines the most. Each Power has 5 Levels, which can be increased by spending coins. Upgrading a Power from Lv 1 to 2 costs 5 Bronze Coins OR 1 Silver Coin. Upgrading from Lv 2 to 3 costs 10 Bronze OR 2 Silver. Upgrading from Lv 3 to 4 costs 14 Bronze OR 4 Silver OR 1 Gold. Upgrading to Level 5 costs 10 Silver OR 1 Gold. Powers frequently change their capabilities as they increase in level, however each Level is considered a separate ability for the purposes of nullification.

❖ Barrage o Lv 1 – Boost; Power – 2 MAG – When using an Attack or Single-Target Spell that deals damage, can use 2 MS to have that spell affect all foes. Scope/Focus/Optimal still applies. o Lv 2 – Boost; Power – 2 MAG – When using a Single-Target ability that provokes a Contest, can use 2 MS to have that spell affect all foes instead. Scope/Focus/Optimal still applies.

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o Lv 3 – Boost; Power – 2 MAG – When using a single-target ability that applies a Condition without dealing damage or provoking a Contest, can use 2 MS to have that spell affect all allies OR all foes (your choice) instead. o Lv 4 – Boost; Power – 1 MAG – When using Barrage Lv 1 or Barrage Lv 2, you can reduce the Damage Dealt (before DEF/EVA) or your side of the Contest to 75% (before the opponent(s) roll their side of Contests) instead of using 2 MS. o Lv 5 – Boost; Power – X AGI – When using Barrage Lv 1, Barrage Lv 2, or Barrage Lv 3, instead of “All Foes” or “All Allies”, you can instead designate up to 2X specific Targets for the effect(s). If you use this effect, you must designate at least 4 Targets. ❖ Duplication o Lv 1 – Full-Turn; Power – X VIT – Channel (All Duplicates Dismissed). Creates X Duplicates with 1 HP each. Duplicates appear at your position. Duplicates’ stats are identical to your default Base stats5. Duplicates do not have weapons, outfits, or relics by default. Duplicates do not have direct access to your Inventory, but you can hand them items using the Pass Item ability. Duplicates only have Inherent abilities by default. Duplicates do not receive the effects of your Augments, except Augments that explicitly state they apply to your Duplicates. If a Duplicate’s HP is reduced to 0 by any means, it is dismissed immediately, and you lose 1 HP. Duplicates can only use 1 Active OR 1 Speed ability per turn, although they receive 1 Turn Action and 2 MS as normal. Duplicates do not have Initiative; they take their turn immediately before or immediately after your turn (split up as desired). You can dismiss any number of your Duplicates manually at the end of an encounter, or during your turn as SP 2. None of your Duplicates can act in the same round that you summon Duplicates, even if they were summoned previously. You are unaffected by the abilities of your Duplicates, and your abiliites do not affect your own Duplicates (other than abilities from the Duplication Power itself). o Lv 2 – Passive; Power – No Cost – Your Duplicates can now use 1 Generic or Semi- Generic Spell (chosen when you create the Duplicate) from your Abilities, provided they still fulfill the SR Requirement. o Lv 3 – Passive; Power – No Cost – Your Duplicates gain a fake version of your currently equipped weapon. It uses their own stats for damage and does not have any Enhancements applied. If your equipped weapon changes while you have Duplicates out, the fake version also changes to match. o Lv 4 – Passive; Power – No Cost – Your Duplicates automatically move in conjunction with you, without having to use their action to do so. They still have to use an action to move differently than you. o Lv 5 – Passive; Power – No Cost – When targeted by an ability, you can choose to have that ability randomly select its Target from any of your Duplicates + You. You can’t use this effect if ALL of your Duplicates are targeted simultaneously.

5 If you are a Monster Girl, your Duplicates use EXCLUSIVELY your Base Stats, not the same values that your Suppressed or Sealed form uses.

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❖ Focused Assault o Lv 1 – Speed; Power – No Cost – SP 2. ATK Charge (Ignore DEF) Self. o Lv 2 – Active; Power; ATK – X of any single Stat – Optimal (1,2,3). Deals Xd6 Magic dmg to the Target. Does not use a weapon. o Lv 3 – Boost; Power – X MAG or VIT in any combination – When you would use an Active Spell that deals damage, increase that damage by Xd4 (before DEF/EVA). o Lv 4 – Boost; Power – No Cost – When using Focused Assault Lv 1, increase your Critical Rate by 50% and your Critical Damage Bonus by 50%. o Lv 5 – Passive; Power – No Cost – Increase the damage dealt (after applying DEF/EVA) of Focused Assault Lv 1, Focused Assault Lv 2, or Focused Assault Lv 3 by 50%. ❖ Hammerspace o Lv 1 – Boost; Power – No Cost – OpR. When you would use the Equip, Unequip, Use Item, or Pass Item abilities, you can use that ability with 1 less MS. o Lv 2 – Passive; Power – No Cost – You can use Hammerspace Lv 1 even while in Civilian Form. o Lv 3 – Active; ATK; Power – 1 AGI – Scope (2,3,4). Select 1~3 Weapons in your Inventory as an additional cost for this ability. For each weapon used, deal 5d8 dmg to a Target. Damage attribute is based on the weapon(s) used. Enhancements apply to each individual strike. These weapons are disarmed at the Target’s location after this ability resolves, regardless of the Attack’s result. o Lv 4 – Reactive; Power – 2 VIT or 1 AGI – OpR. Select 1~4 Weapons in your Inventory as an additional cost for this ability. Re: When you would take damage from a single-target ability due to failing the Evasion roll by 15 or less, reduce that damage by 1d6 per Weapon used. The weapons used are disarmed at your position after this ability resolves. o Lv 5 – Passive; Power – No Cost – When using Hammerspace Lv 3 or Hammerspace Lv 4, the weapons used for the cost of that ability return to your Inventory when the ability resolves, instead of being disarmed. ❖ Killing Blow o Special: Killing Blow’s name (as both the ability and effect text that specifically references the ability) changes to the name you gave it when you made your character. Its effects by level vary depending on if you made it Melee or Ranged. o Melee Lv 1 – Full Turn; Power – X Any Combination of Stats - Scope (1,2). When you use this ability, Target a unit. Skip your next turn after using this ability. At the start of your second turn after using this ability, deal Xd10 True dmg to the Target. Target cannot use Reactives in response to this ability. Effects of Enhancements, Conditions, Spells, Relics, Items, and Lifesavers do not apply against this ability. o Melee Lv 2 – Boost; Power – No Cost – When you use Killing Blow (Melee) Lv 1, you can opt to roll 1d100. If the roll is less than or equal to ( Xd12 – Target’s total

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CP ), then the Target is immediately Purified.6 Otherwise, reduce the Target’s CP by the value rolled on the Xd12 roll. o Melee Lv 3 – Passive; Power – No Cost – Increase the damage of Killing Blow (Melee) Lv 1 to Xd12. o Melee Lv 4 – Passive; Power – No Cost – At the start of your second turn after using Killing Blow (Melee) Lv 1 or Killing Blow (Melee) Lv 2, immediately move to Close or Near range (your choice) to the Target BEFORE applying that effect. o Melee Lv 5 – Passive; Power – No Cost – When dealing Killing Blow (Melee) Lv 1’s damage, increase it by the amount of damage you took since activating the ability. o Ranged Lv 1 – Full-Turn; Power; - X Any Combination of Stats - Scope (3, 4, 5, 6). When you use this ability, Target a unit. Skip your next turn after using this ability. At the start of your second turn after using this ability, deal Xd8 True dmg to the Target. Target cannot use Reactives in response to this ability. Effects of Enhancements, Conditions, Spells, Relics, Items, and Lifesavers do not apply against this ability. Target only has to be within Scope when this ability is activated. o Ranged Lv 2 – Passive; Power - When you use Killing Blow (Ranged) Lv 1, you can opt to roll 1d100. If the roll is less than or equal to ( Xd10 – Target’s total CP ), then the Target is immediately Purified.7 Otherwise, reduce the Target’s CP by the value rolled on the Xd10 roll. o Ranged Lv 3 – Passive; Power – No Cost – Increase the damage of Killing Blow (Ranged) Lv 1 to Xd10. o Ranged Lv 4 – Boost; Power – X Combination of Any Stats - Scope (3, 4, 5, 6). When you use this ability, Target a unit. Skip your next turn after using this ability. At the start of your second turn after using this ability, deal Xd20 dmg to the Target, of a type you designate. If your Specialization has an associated damage attribute, you must use that one (your choice if multiple). o Ranged Lv 5 – Passive; Power – No Cost – After activating Killing Blow (Ranged) Lv 1, reduce all damage you would take (after applying DEF/EVA) by 50%, until the damage of Killing Blow (Ranged) Lv 1 is inflicted. ❖ Power of Friendship o Lv 1 – Passive; Power – No Cost – When you target an ally with an ability, you can negate that ability at no cost, even if you would otherwise be unable to negate that ability. You can use this effect in Civilian Form. o Lv 2 - Passive; Power – No Cost – Linkage you have is considered 1 Rating higher (for you only). You can have Linkage with 4 additional units, but the Link Rating of those additional units can’t be higher than 2 (before applying this ability). This effect applies even in Civilian Form.8

6 Purification and CP are covered more in the SCS expansion Order & Chaos; Friend & Foe. 7 Purification and CP are covered more in the SCS expansion Order & Chaos; Friend & Foe. 8 Linkage is covered in the SCS expansion Worlds & Wishes: An Advanced Guide to the SCS for Players and GMs.

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o Lv 3 - Passive; Power – No Cost – Your base Sync Rate is increased by 24%. When Fusing, remove penalties from yourself (from lowest to highest) until you would exceed 20% in removed penalties. This effect applies even in Civilian Form.9 o Lv 4 – Passive; Assist; Power – No Cost – An ally that has Mutual Linkage with you can, during their turn, call you as an Assist in combat, even if you are deployed in the current encounter. Each unit can only use this effect OpE. This effect applies even in Civilian Form. o Lv 5 – Reactive; Power – No Cost – X = Total Combined Link Ratings of all Linkage you have with units in the encounter. OpE. Re: When you use an ability that targets a single unit that would deal damage, but that Target takes 0 damage, deal X*5 True dmg to that Target. You can use this effect in Civilian Form. ❖ Regeneration o Lv 1 – Passive; Power – No Cost – X = VIT/2. Recover X HP at the start of your turn. This effect applies while in Civilian Form, but in Civilian Form X = VIT/4. o Lv 2 – Boost; Power – 1 VIT or MAG – Can be activated at the start of your turn. This turn, double the amount of healing from Regeneration Lv 1. o Lv 3 – Passive; Power – No Cost – When using Regeneration Lv 1, X = VIT. This effect applies while in Civilian Form, but in Civilian Form X = VIT/2. o Lv 4 – Boost; Power – No Cost – At the start of your turn, you can recover 1 VIT or MAG, but if you do, the HP restored by Regeneration Lv 1 becomes 0. o Lv 5 – Boost; Power – No Cost – At the start of your turn, you can remove a single Condition (including KO’d) from yourself, but if you do, you cannot use Regeneration Lv 1 or Regeneration Lv 4 this turn. ❖ Tentacles o Lv 1 – Reactive; Power – No Cost – Scope (0,1,2). Re: At the end of your turn, you can deal 3d6 Bash dmg to a Target. Focus (0): Ignore EVA. o Lv 2 – Speed; Power – 1 AGI – Scope (1,2,3). SP 1. Can only be used on a Weapon or Outfit that is not Equipped by any unit or in the Inventory of any unit. Add a Weapon or Outfit to your Inventory, and if it is a Weapon, you can immediately Equip it. o Lv 3 – Active; Power – 1 AGI or STR – Scope (2,3). Contest (User’s AGI or STR vs Target’s AGI or STR): Target is pulled to your position and Engaged with you OR Target’s currently equipped Weapon is pulled to you and added to your Inventory OR you are pulled to Target’s position and Target becomes Engaged with you (Your Choice). o Lv 4 – Reactive; Power – No Cost – Re: When a foe attempts to Flee (either the Encounter or to break an Engagement), you can deal 3d4 Bash dmg to that unit. o Lv 5 – Boost; Power – 2 MAG – When using Tentacles Lv 1, Tentacles Lv 2, or Tentacles Lv 3, you can ignore the Scope. ❖ Third Eye

9 Fusion is covered in the SCS expansion Worlds & Wishes: An Advanced Guide to the SCS for Players and GMs.

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o Lv 1 – Passive; Power – No Cost – X = MAG/2. Increase your EVA against foes’ Spells by X. Increase your side of Contests against foes’ Spells by X. o Lv 2 – Passive; Power – No Cost – Increase the amount of time needed to accrue an application of Megatokyo Mirage by 12 hours. You automatically know if a unit has the Anchored Condition without needing to use a Patron Scan. o Lv 3 – Passive; Power – No Cost – For Third Eye Lv 1, X = MAG. o Lv 4 – Boost; Power – 1 MAG – X = MAG/2. When you use the Defend ability, add X to your VIT for the purposes of calculating the bonus DEF gained. o Lv 5 – Reactive; Power – 2 AGI and 2 LUK – OpE. Re: When a foe uses a Spell, you can immediately cast any single Spell you know as a Reactive, but if you do, any Stat, Sacrifice, or Initiative costs of that spell are doubled. ❖ Twinned Soul o Lv 1 – Passive; Power – No Cost - Either twin can be called as an Assist (for the other twin) or deployed as normal. When both twins are deployed, they can choose to act on either twin's turn, provided they do not exceed the normal action allotment for each individual unit. Twins cannot fuse with each other but can fuse with others individually. Twins share a single inventory (a Twin deployed in a different encounter does not have an inventory outside of their own weapon/outfit and any items specifically left to them). This Power's effects that designate "a Twin" only apply to the Twin granted by this power. If you use Power of Chaos to acquire this ability a second time, the penalty stacks (-2 to all Base stats on all 3 Triplets). o Lv 2 – Reactive; Power – 2 MAG or LUK in any combination – Channel. Re: When a Spell applies a Condition or restores HP to one Twin, you can apply that same Condition/restore the same amount of HP to the other Twin as well. o Lv 3 – Passive; Assist; Power – No Cost – You can call your Twin as an Assist, even if they are deployed elsewhere. You cannot call your Twin as an Assist if they are deployed in the same encounter. If you use this ability, the Initiative Cost of calling an Assist is doubled. Additionally, if your Twin is currently acting as an Assist in the current encounter, you can, as a Full-Turn action, deploy them (they intrude at the end of the round). o Lv 4 – Reactive; Power – No Cost – OpR per Twin. Re: When ONLY one Twin would be subject to an ability that applies DEF or EVA while at Close or Near range to the other Twin, you can add the other Twin’s DEF OR EVA (your choice as applicable) to the targeted Twin’s same stat against that ability only. o Lv 5 – Speed; Power – 2 VIT or MAG in any Combination – Scope (0,1). SP 1. A non- KO’d Twin can revive a KO’d Twin with 25% HP. You can choose to skip both Twins’ next turns when you use this ability, and if you do, they recover any stats lost while they were KO’d. This ability’s Scope cannot be bypassed, even with Linkage.

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An impeccable sense of style. The parents that don’t always seem to be there. The seasoned ally willing to help. The small plush toy-esque being that helps you out of a pinch. Perks represent the tricks and treats of being a magical girl. Most girls have at least a couple of these, even NPCs with generally lower power. While the individual perks aren’t typically unique, their applications and combinations are what make the magical girl shine. Perks do not have costs.

❖ A Way Out – Permanent; Perk – Decrease your Reincarnation Cycle’s duration by 10 Days (apply flat modifiers before scaling modifiers). If you are Dead, you can choose to permanently die instead of Reincarnating. ❖ Absolute Direction – Semi-Auto; Perk – Immune to effects that would prevent you from targeting combatants. Immune to effects that force you to designate a specific target before any other unit. OpR, Re: when an effect is activated that would change your designated Target(s), you can negate that effect. ❖ Ally – Passive; Assist; Perk – Uses your ally generated in the CYOA. Your ally can be called as an Assist or deployed as an NPC unit. You can have Linkage with your Ally, but you do not have this Linkage by default. ❖ Awareness – Passive; Perk – Roll 2d100 for Initiative, using the total value rolled for your Initiative. If your Initiative would be higher than 120 due to this, it becomes 120 (before applying any other modifiers that would adjust your Initiative). You can target Intruding units. ❖ Big Backpack – Passive; Perk – Immune to the Starved Condition. When you obtain this perk, choose 1 (Cure Drink or Clear Water). You gain the chosen item. Each time you take Downtime, you gain another of the item you chose. ❖ Big Damn Hero – Passive; Perk – You can grant a character or location your Hero Token. You can place multiple Hero Tokens, but you can only have one active at a time. You can’t place a Hero Token on yourself or a Duplicate of yourself. A Hero Token placed on an Ally, Familiar, or Twin deployed in the same encounter as you is not considered active. If fighting in the vicinity of your currently active Hero Token, Apply [Heroism] (Encounter). ❖ Blood Magic – Boost; Perk – When you cast a spell with a MAG cost, you can decrease that MAG cost by X to add “Sacrifice (10*X)” as an effect to that spell. ❖ Closure – Permanent; Perk – You cannot have Mutual Linkage with any person from your history before becoming a Magical Girl. ❖ Disguise Artifact – Passive; Relic; Perk – Grants the Copy Pen relic as a Soulbound Relic. While in your possession, that relic recovers 1 Charge at the end of an encounter. ❖ Dual Weapon – Passive; Perk – When you take this perk, it applies to your starting weapon as well as any weapon acquired with a Gold Coin during character creation. You may choose different additional modes for each weapon you start with, but you only receive the bonus stat point for one of them (your choice). You do not acquire the whole spell kit of your secondary mode(s), but you may choose a single spell per secondary mode you have to start with. OpT, you can switch the mode of your current weapon using the Equip ability, using 1 less MS.

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❖ Enhanced Outfit – Passive; Perk – The base EVA and DEF bonus (but not penalty) of your starting outfit is doubled. Enhancements applied to your starting outfit cost half as much as they would normally (does not stack). ❖ Enhanced Sustenance – Passive; Perk – The Starved Condition only reduces your damage to 90%, instead of 75%. ❖ Enhanced Transformation – Passive; Perk – When you use the Transform ability, do not skip your next turn. When you use the Revert ability, it does not immediately end your turn. If you would take any damage (including True) while you are in the process of using the Transform/Unseal ability, that damage becomes 0 (this effect can’t be bypassed). ❖ Enhanced Weapon – Passive; Perk – Spells that you cast using your starting weapon(s) are treated as having “Channel 1” as an effect (does not apply if the spell already has a Channel effect). Enhancements applied to your starting weapon(s) cost half as much as they would normally (does not stack). ❖ Environmental Sealing – Passive; Perk – You and allies that you have Linkage with at Close range or closer are immune to the effects of the Gag, Frostbite, Poison, and Heat Aura conditions. ❖ Eternal Style – Semi-Auto; Craft; Perk – The base bonuses to EVA and DEF your outfits provide cannot be reduced (doesn’t apply against Ignore DEF/Ignore EVA effects). During a Reprieve or Downtime, you can create a magical outfit as CS 1. This outfit only provides its base DEF/EVA modifiers, cannot have Enhancements applied to it, and it vanishes 3 Reprieves (or 1 Downtime) after its creation. You gain the “Jacket Shift” spell. ❖ Fake Parents – Permanent; Perk – Immune to the Secluded, Starved, and Stranded conditions. ❖ Familiar – Passive; Assist; Perk – When you take this perk, choose between a Human or War-based Familiar. This perk gains the following effect, based on the chosen form. o Human - Your Familiar can be called or deployed as an Assist. If deployed, you are treated as having Linkage (Master/Servant) with your Familiar. Your Familiar's stats are determined by your Original Specialization, with an additional 12 points to distribute (each stat must be at least 1). It does not start knowing any spells, but it can be taught spells from any of your Specializations as a normal character. It does not have access to your inventory, but it can be given items and equipment while in Human form, benefits from your Patron's granted abilities, and can develop Linkage with other units, all as a normal character can. A Familiar can only be deployed for one encounter per Reprieve. If called as an Assist without being Transformed, all stats are reduced to a maximum of 2 each. o War - Your Familiar can be called or deployed as an Assist. If deployed, you are treated as having Linkage (Master/Servant) with your Familiar. Your Familiar's stats are determined by your Original Specialization, with an additional 18 points to distribute (each stat must be at least 1). It does not start knowing any spells, but it can be taught spells from any of your Specializations as a normal character. It cannot use any items, relics, or equipment, unless the item/relic/equipment specifically states that it can be used by a Familiar. Your Familiar does not need to have a weapon equipped to use spells that typically require a weapon, but can

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only utilize spells from a single weapon-locked category per turn. By spending 10 Bronze or 3 Silver, you can apply OR remove a single Monster Ability from the Familiar, which can be used in War Form. The Familiar can only have a maximum of 3 Monster Abilities. The Familiar can only be deployed for one encounter per Reprieve. If called as an Assist without being Transformed, all stats are reduced to a maximum of 2 each. ❖ Fated – Passive; Perk – While in Civilian Form, you do not lose stats for being attacked while KO’d. ❖ Flexibility – Passive; Perk – When you gain dice for your Evasion roll due to being outside an ability’s Optimal range, double the amount of dice obtained. ❖ Get Out of Jail – Passive; Perk – During your turn, you can immediately Flee with a 100% base success rate (this Flee ignores conditions that prevent Fleeing and bypasses a current Engagement). You cannot rejoin the current mission until the next Reprieve. Once you use this ability, you cannot use it again until you have Downtime. ❖ Gifted – Passive; Perk – You gain a single Tier 0 Semi-Generic Spell that belongs to your Starting Specialization10 (your choice, if multiple). If your Starting Specialization is Beast or Oddball, you gain 1 additional spell of your choice from within your Specialization. ❖ Hammerspace Handbag – Passive; Perk – When using a non-Relic Item, the Use Item ability costs 1 less MS. ❖ Healing Artifact – Passive; Relic; Perk – Gain the Life Orb relic as a Soulbound relic. While that relic is in your possession, it recovers 1 Charge at the end of an encounter. ❖ Incognito – Passive; Perk – You cannot be targeted in the first round of an encounter, unless the unit that would target you has no other valid targets or that unit has Linkage with you. If you haven’t been targeted yet in the current round, Flee Chance +50%. ❖ Interdimensional Home – Passive; Perk – You and the 5 others given entry to the Home are immune to the Stranded condition. Downtime spent in the home reduces CS by 3 instead of 2. A Reprieve spent in the home reduces CS by 2 instead of 1. ❖ Interdimensional Tourist – Passive; Perk – Immune to the Secluded condition. You can also choose to be immune to the Stranded OR Starved condition. During a Downtime or Reprieve, you can change the second immunity granted by this perk. ❖ Martial Training – Semi-Auto; Perk – When calculating your EVA, use your full AGI instead of just half. OpR, when you use Force Evade or Force Guard, you can treat that ability as having “Channel 1” (does not stack with other Channel effects). ❖ Masculinity – Permanent; Perk – This perk has no direct mechanical value. ❖ Money – Permanent; Perk – This perk has no direct mechanical value. ❖ Monstrous Metamorphosis – Trigger; Perk – When your HP goes below 30% of its maximum OR if the Rage or Terror condition is applied to you: Apply (Berserk) [Special]. The Berserk condition is removed when your HP is above 50% AND you are not affected with the Rage or Terror condition(s). ❖ Mystic Artifact – Passive; Relic; Perk – Gain the Crystal Ball relic as a Soulbound relic. While it is in your possession, it recovers 1 Charge at the end of an encounter.

10 Specializations acquired due to effects (such as Cosmic Band) or Second Specialization do not count.

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❖ Natural Aging – Permanent; Perk – Reduce your Reincarnation Cycle’s duration by half (apply scaling modifiers after flat modifiers). ❖ Overcity Shift – Semi-Auto; Perk – Re: At the start of an encounter, after Initiative is calculated, you can decrease your Initiative by 10*X to send X units to the Overcity (or to another plane if currently in the Overcity). While your HP is 100%, you are always considered to have the Anchored condition. ❖ Power Artifact – Passive; Relic; Perk – Gain the Power Scroll relic as a Soulbound relic. It has a spell of your choice that you can cast that is NOT of your Specialization. While it is in your possession, it recovers 1 Charge at the end of a round. ❖ Purification Artifact – Passive; Relic; Perk – Gain the Oath to Order relic as a Soulbound relic. While it is in your possession, it recovers 3 Charges at the end of an encounter. ❖ Sorcery – Passive; Craft; Perk – You automatically have 1 Attunement for Generic spells. When you take this perk, gain an additional effect based on the type of Sorcery your character employs: o Alchemy – You can craft an improved version of an expendable item using that Item and 10 Copper (CS 2). Eligible items are noted in their descriptions. o Astrology – During a Downtime or Reprieve, you can spend 4 Copper to create a Horoscope for yourself and/or another unit. A Horoscope is created by adding together the MAG and LUK of the unit the horoscope is for, then the roll value (from the CYOA) for their original Specialization, then adding 1d12 to the result. The last digit of the final result determines the effect of the Horoscope: ▪ 0 (Strong Luck) – Roll 2d10 (ignoring results of 0/10) and use those rolled values as the Horoscope effects. Effects that have opposite effects cancel each other out. ▪ 1 (Normal Luck) – No effect. ▪ 2 (Good Luck) – During the unit’s next encounter, +2 to the results of any dice rolls you make (added only once to the final result of the roll, regardless of how many dice were rolled). ▪ 3 (Great Luck) – During the unit’s next encounter, increase their Critical Hit Rate by 15% and their Critical Damage Bonus by 25%. ▪ 4 (Turning Point) – During the unit’s next encounter, the unit treats all Linkage they have as being 1 rating higher. ▪ 5 (Turning Point) – During the unit’s next encounter, the unit treats all Linkage they have as being 1 rating lower. ▪ 6 (Poor Luck) – During the unit’s next encounter, decrease their Critical Hit Rate by 15% and their Critical Damage Bonus by 25%. ▪ 7 (Bad Luck) – During the unit’s next encounter, decrease the value of all dice rolls they make by 2. ▪ 8 (Average Luck) – No Effect. ▪ 9 (Surprise Luck) – This effect changes to the Horoscope result’s FIRST digit. If that digit is 9, no effect is gained.

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o Evocation – During your turn, as Active, you can decrease your Stability by 5%, and if you do, gain 2 points of each stat for 3 turns. If you use this ability while it is already affecting you, it only resets the turn counter. o Glyphs – During a Downtime or Reprieve, you can place a Glyph of your choice on a valid subject (noted in the description of the Glyph), using 20 Copper. Glyphs count as Relics, and items they are on are treated as Relics if they are not already. A unit can only benefit from a Glyph with the same name OpE. o Inner Power – When you enter Civilian, Sealed, or Suppressed form, you may choose to retain up to 2 Augments from each category, instead of just 1. o Ofuda – You can craft Major Charms (CS 3) using a Minor Charm that boosts the same stat as well as 15 Copper coins. o Runes – You can craft Runes (CS 4) using 25 Copper coins. ❖ Soul Jar – Permanent; Relic; Perk – Your HP can be a negative number, up to a value equal to ( ( VIT + MAG ) * 5 ) below 0 before you are KO’d. If you take damage from a Critical Hit that would reduce your HP to a value of 0 or less, you are KO’d. Your Reincarnation Cycle is based on your BST instead of your TST. Obtain the Soul Gem relic. ❖ Training – Passive; Perk – Your Training may provide a benefit of up to 2d8 in combat, as determined by your GM in the current session. ❖ Wings – Semi-Auto; Perk – You can use the Escort ability as Boost in conjunction with the Move, Dash, or Disengage abilities. OpT, when you would use the Move ability, you can (as Boost) use it without expending MS, but if you do, Apply [Flight] (Start of Your Next Turn) to yourself.

If you have somehow gotten this far in this PDF without expecting there to be spells, in a magical girl game, then shame on you. Spells are the tools of the trade, the things that make magical girls…magical. Spells are an ability subtype that encompasses the magical girl’s combat tricks and techniques. Spells come in a variety of flavors and types and methods, but ultimately, they are all meant to destroy evil and serve justice…if you’re into that sort of thing.

Each character has a stat that governs some of the spells they can cast, referred to as a Spell Rating. Your Spell Rating determines how powerful you can cast spells. To match with this, each Spell has a Tier. Most spells from the Specialization Spell Kits are Tier EX, however Generic and Semi- Generic spells have tiers as well, with number assignments: ➢ EX Tier – EX Tier spells are outside the normal measurement system, either due to being unique in nature or difficult to balance. This mostly only concerns the starting spell kits for each specialization, but other spells can be EX Tier as well. EX Tier spells do not have an SR requirement: if you know the spell, you can use it. ➢ Tier 0 – T0 magic is fairly weak and easy to use. You’ll find T0 magic all over the Overcity, and even outside of it on occasion. T0 spells can be cast by any unit with a MAG of at least 1.

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➢ Tier 1 – T1 magic is still relatively weak, but more complicated in nature. T1 spells can be cast by any unit with at least 5 SR. ➢ Tier 2 – T2 magic is more complicated and considered to be the intermediate level of magic. T2 Spells can be used by any unit with at least 12 SR. ➢ Tier 3 – T3 magic is considered advanced magic. Many magical girls never get to this level. T3 Spells can be used by any unit with at least 18 SR. ➢ Tier 4 – T4 magic is considered to be higher mastery of the user’s own element. Most magical girls never get to this level. T4 spells can be used by any unit with at least 25 SR. ➢ Tier 5 – T5 magic is considered utter divine-level mastery of the element, to the point where many consider users to be physical gods manifest. T5 spells can be used by any unit with at least 35 SR.

While your starting weapon(s) and your Specialization give you access to a starting package of spells, you can always acquire more spells later. Within your Specialization there are two kinds of spells: Main Specialization Spells and Semi-Generic Specialization Spells. Main Specialization Spells are the spells acquired through starting spell kits, while Semi-Generic Spells are spells tied to a Specialization but don’t belong to a starting spell kit.

Attunement comes into play when you wish to learn a new spell. Generic spells have specific abilities and qualities that make it easier for you to learn the spell in question, referred to as Attunement. For each Attunement condition you fulfill, reduce the cost of a Generic spell by 10 Copper or 1 Bronze. Attunement does not grant a discount for any spells acquired using Silver coins. You can only get a discount of 4 Attunement for any given Spell, even if you have more than 4 qualities that grant Attunement.

Generic Spells can be purchased for 50 Copper Coins, 5 Bronze Coins, or 1 Silver Coin each. Remember to account for Attunement if you have it.

❖ Bullit Dash – Reactive; Generic T0 Spell; Ranged – 1 MAG – Re: When you change position in relation to a single unit, expend 8 Ammo. Move 1 stage in relation to a Target. Focus (1,2): Restore your weapon’s Ammo to its maximum after moving. [ Attunement: Light Specialization; Wings Perk; Money Perk; Insomnia Drawback ] ❖ Cross Checkmate – Active; Generic T0 Spell – 3 VIT – Scope (0). OpE. You and a Target with lower HP than you are KO’d. You cannot apply Lifesaver effects or use Reactive abilities in response to this, but the Target may. [ Attunement: Fated Perk; Closure Perk; A Way Out Perk; Trickster Drawback ] ❖ Cull – Speed; Generic T0 Spell – No Cost – SP 1. Target a unit with 1 HP and/or that used a Lifesaver effect since the end of their last turn. That Target’s HP becomes 0, and they are KO’d. [ Attunement: Darkness Specialization; Purification Artifact Perk; Fated Perk; Vendetta Drawback ]

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❖ Delta Stroke – Active; ATK; Generic T0 Spell; Melee – 3 AGI – Melee Attack a Target, rolling the damage 3 times, using the average of the three rolls as the final result. This Attack cannot deal a Critical Hit. [ Attunement: Air Specialization; Martial Training Perk; Flexibility Perk; Default Transformed AGI > 10 ] ❖ Double Trouble – Active; ATK; Generic T0 Spell – No Cost –As an additional cost for this spell, reduce your Initiative by 15. Switch weapons with an Assist under your control (this counts as both units Equipping the respective weapon), and then Attack a Target with that weapon from your current position. If your Attack inflicts damage, the Assist you swapped weapons with can immediately Attack a Target with your weapon. If both Attacks inflict damage to their Target(s), you can swap weapons back. [ Attunement: Ally, Familiar ] ❖ En Return – Full-Turn; Generic T0 Spell – No Cost – OpE. At the start of your next turn, if you were not KO’d since your last turn, Nullify 3 randomly selected abilities of the Target (including Inherent) for the rest of the encounter. If the Target has CP or is a Natural Monster, 7 abilities are randomly selected instead. If all of a unit’s abilities are nullified due to the effects of En Return, that unit is KO’d, and no Lifesaver effects can be applied. If an ally uses En Return, you can use this ability as a Reactive ability on the same Target (the effect occurs at the start of the first caster’s next turn). When a unit uses this ability, their next turn is skipped (this effect still activates). A unit can only be affected by En Return 4 times in an encounter. [ Attunement: Beast Specialization, Stone Specialization, Water Specialization, Wood Specialization ] ❖ Excelion Shield – Reactive; Generic T0 Spell – 3 VIT or MAG in any combination – Sacrifice 25. OpE. Re: When you or an ally is targeted by an ability, negate all effects of that ability on the Targeted unit. This ability can only be negated by a Spell that is at least 1 Tier higher (this ability cannot be negated by EX Spells). [ Attunement: Reinforcement Specialization; Healing Artifact Perk; Enhanced Transformation Perk; Artifact Origin. ] ❖ Genbu Spike – Speed; Generic T0 Spell – 1 STR – Scope (0). OpT. SP 1. ATK Charge (After the Attack, increase your DEF by 5 until the start of your next turn). [ Attunement: Stone Specialization; Martial Training Perk; Divine Artifact Perk; Genki Girl Benefit ] ❖ Grasp Zone – Active; Generic T0 Spell – 2 VIT or MAG in any combination – Designate a single range in relation to you (pick 3 spaces if using Grid Combat). No unit can enter that range until the end of the next round. You can’t use this ability if any unit’s Grasp Zone is currently in effect. [ Attunement: Stone Specialization; Air Specialization; Powerful Aura Mutation; Tentacles Lv 4 Power ] ❖ Group Blitz – Full-Turn; Generic T0 Spell – 3 VIT or MAG in any combination – X = Total CST of the designated unit(s). Designate any number of Duplicates, Familiars, Twins, or Assists under your control. Contest ( X vs Target’s AGI+STR ): Target is Engaged with one of the designated units (your choice). While the Target is in the Engagement generated by this effect, skip the turn(s) of all of the designated units. [ Attunement: Duplication Lv 4, Twinned Soul Lv 3, Ally, Familiar ] ❖ Iai Strike – Active; ATK; Generic T0 Spell – 1 AGI – X = Your Initiative. This spell can only be used if you currently have no weapon equipped. Equip a Melee weapon from your inventory and Melee Attack a Target, increasing the damage dealt by X. Then, if that

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Attack did not deal a Critical Hit, return the weapon to your Inventory. [ Attunement: Water Specialization; Martial Training Perk; Hammerspace Handbag Perk; Hammerspace Lv 1 Power ] ❖ Jacket Shift – Speed; Generic T0 Spell – 1 MAG – You can only obtain this spell via the Eternal Style perk. SP 2. Change the type of the Target’s current outfit to another type of outfit (adjusting the base DEF/EVA as needed). Has no effect on Legacy or Relic outfits. This effect lasts until the end of the encounter, or if the affected outfit is unequipped. ❖ Last Aid – Active; Generic T0 Spell – 2 VIT – You cannot target yourself with this ability. Restore HP to the Target based on how much HP they are missing. [ Attunement: Fated Perk; Big Damn Heroes Perk; Healing Artifact Perk; Spark Benefit ] o 1~20: Restore 1d6 HP. o 21~40: Restore 2d8 HP. o 41~60: Restore 3d10 HP. o 61~80: Restore 4d12 HP. o 81 or more: Restore 5d20 HP. ❖ Lethal Quartet – Active; Generic T0 Spell – 4 AGI, 4 VIT, 4 MAG, 4 LUK – X = Result of the roll. Channel X. Roll 4d4 (cannot apply Fortune Boost). If the result is 16, the Target is KO’d and their HP becomes 0. [ Attunement: Darkness Specialization, LUK > 16 ] ❖ Mana Field – Boost; Generic T0 Spell – 2 MAG – X = Number of other units in the encounter with MAG of 10 or more. When you would use a Spell with a MAG cost, you can decrease that cost by X (Minimum 0). [ Attunement: Psychic Specialization; Familiar Perk; Mystic Artifact Perk; Mystic Might Benefit ] ❖ Nero’s Chalice – Speed; Generic T0 Spell – No Cost – SP 1. Scope (0,1). Grants multiple effects to the Target, in order, based on the number of times the Target has had Nero’s Chalice used on them since their last Downtime: o 1+ - Restore 20 HP to the Target. Apply [Poison] (2t). o 2+ - Reduce the Target’s MAG by 1. o 3+ - Increase the Target’s DEF by 5 for 2 turns. o 4+ - Reduce the Target’s Resistances by 20% each until the end of the encounter. o 5+ - Increase the Target’s side of Contests by 1d20 until the end of the encounter. o 6+ - At the end of the Target’s next turn, they are KO’d. o 10+ - Until the end of the encounter, the next 3 times the Target is KO’d, they are immediately revived with 1 HP. This is NOT considered a Lifesaver effect. If this effect is active on the Target, it is not applied again. ❖ Pummel – Active; ATK; Generic T0 Spell; Fist – 1 STR or 3 VIT – Fist Attack a Target, ignoring rolls of 4 in the damage roll. If this attack inflicts damage, Apply [Pain] (End of Encounter) to the Target. [ Attunement: Empath Specialization; Spirit Specialization; Monstrous Metamorphosis Perk; Solo Patron ] ❖ Purge Blast – Active; Generic T0 Spell – No Cost – Unequip your current outfit. It cannot be equipped by any unit until your next Reprieve. Deal 3d8 True damage to all units at Near range or closer. [ Attunement: Metal Specialization; Enhanced Outfit Perk; Eternal Style Perk; Expendable Drawback ]

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❖ Quick – Speed; Generic T0 Spell – 1 LUK – X = Your LUK. SP 2. Decrease the Target’s Initiative by X, then increase your Initiative by X. [ Attunement: Lightning Specialization; Flexibility Perk; Awareness Perk; Subtle Benefit ] ❖ Riot Crash – Full-Turn; ATK; Generic T0 Spell – 2 AGI – Can only be used with a Dual Weapon or a Black weapon with the Devious Enhancement. Attack the Target with the weapon’s current mode, then switch modes and Attack the same Target with the new mode. Resolve these as separate Attacks. [ Attunement: Metal Specialization; Dual Weapon Perk; Flexibility Perk ] ❖ Rush Recklessly – Active; ATK; Generic T0 Spell – 3 VIT – X = ( Your Current HP – 1 ). Sacrifice X. Attack the Target, increasing the damage inflicted by X. Apply [Pierced] (1t) to yourself. [ Attunement: Blood Magic Perk; Base VIT > 5; Boosted STR > Boosted VIT; Weapon Origin ] ❖ Showdown – Active; ATK; Generic T0 Spell; Ranged – 2 STR – X = Difference between weapon’s maximum Ammo and its current Ammo. Ranged Attack a Target, using X for the damage dice instead of your AGI. This Attack cannot deal a Critical Hit. [ Attunement: Fire Specialization; Big Damn Hero Perk; Eternal Style Perk; Smug Origin ] ❖ Solution 9 – Active; Generic T0 Spell – 2 MAG – Channel 2. Roll 9d10, grouping the rolls by value rolled. Deal Magic damage to the Target equal to the total value of the mode group of the dice rolls. ❖ Starlight – Boost; Generic T0 Spell – 1 MAG – X = Number of Spells used by other units since the start of your last turn. When you would use a Spell or Power with a variable (except Starlight), you can treat that Variable as being X higher. You must still follow the normal restrictions of the spell, such as Min or Max. [ Attunement: Gravity Specialization; Gifted Perk; Wings Perk; Mana Font Benefit ] ❖ Trace – Active; Generic T0 Spell – 4 MAG – Create a copy of the currently equipped weapon of a unit that you have Linkage with. This copy is considered a magic weapon with all of the enhancements it currently has applied and lasts for 3 of your turns after being created. If the copy is unequipped, it immediately disappears. If you use the Pass Item ability with the weapon, the receiver can immediately Equip it. [ Attunement: Psychic Specialization; Ice Specialization; Gifted Perk; Divine Competence Benefit ] ❖ Transfer – Active; Generic T0 Spell – No Cost – As an additional cost for this spell, decrease the damage dice of your attacks by X (you can’t decrease your damage dice below 0 this way) until the end of your next turn. Target gains ATK Charge (Increase the damage dice rolled by X). You cannot target yourself or a twin of yourself with this spell. [ Attunement: Empath Specialization, Power of Friendship Lv 2 Power; Third Eye Lv 3 Power; Emergency Reinforcements Benefit ]

When you create your character, you obtain the spells listed under your character’s Specialization(s) that are tied to the Weapon(s) that your character started with.11 Spells that are tied to a weapon type require the user to be currently wielding the appropriate weapon type. The

11 Remember that Dual Weapon only grants a single spell for the secondary mode chosen.

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weapon does not have to be magical or the original starting weapon but does have to be the appropriate type for the spell. A Dual Weapon in the wrong mode does NOT count towards fulfilling the weapon requirements.

After your initial spell kit, you can purchase additional spells within your Specialization for 3 Bronze Coins or 1 Silver Coin each. Semi-Generic Spells from your Specialization cost 35 Copper Coins, 3 Bronze Coins, or 1 Silver Coin each.

❖ Melee Fire Spells o Enkindle – Speed; Fire EX Spell; Melee – No Cost – Scope (0,1). SP 2. ATK Charge (Damage dealt as Fire dmg. If Target takes 10+ damage from the Attack, Apply [Burn] (2t) to Target.) o Burning Sword – Speed; Fire EX Spell; Melee – 2 VIT – Scope (0,1). SP 2. ATK Charge (If Target takes 15+ damage OR if Target has CP, Apply [Flame Smite] (2t) to Target.) ❖ Ranged Fire Spells o Flare Bomb – Active; ATK; Fire EX Spell; Ranged – 1 MAG – Optimal (2,3). Uses 2X Ammo. Ranged ATK a Target, dealing Xd8+AGI Fire damage. Deal X+AGI+STR Fire damage to all units at Close range to the Target (Ignore EVA). o Blaze Snipe – Active; ATK; Fire EX Spell; Ranged – 2 VIT – Optimal (4,5,6). Uses 3 Ammo. Ranged Attack a Target, using d6s for the damage dice instead of d4s, and dealing the damage as Fire damage. Until the end of your next turn, reduce your EVA by 10. ❖ Mystic Fire Spells o Ember – Speed; Fire EX Spell; Mystic – No Cost – SP 1. Contest (User’s STR or MAG vs Target’s AGI or LUK): Apply [Burn] (3t) to Target. Focus (3): If the Target fails the Contest, also deal Fire damage equal to your MAG to that Target. o Flash Fire – Active; Fire EX Spell; Mystic – 2 MAG – X = Number of instances of the Burn condition on the Target. Scope (1,2,3). Remove all instances of the Burn condition from the Target, and if you do, deal 2Xd8 Fire damage to that Target and any units at Close Range to the Target. If any units (other than the Target) took damage from this effect, Apply [Burn] (3t) to those units. o Inferno – Active; Fire EX Spell; Mystic – 6 MAG – X = Total amount of Fire damage taken by all units since the start of your last turn. Deal X Fire damage to all foes. You can also deal X/2 Fire damage to any units that did not take damage from this effect, and if you do, this ability gains “Channel”. ❖ Fist Fire Spells o Flare Dash – Speed; Fire EX Spell; Fist – No Cost – OpT. SP 1. Move 1 or 2 Stages towards a Target, and if you do, deal 10 Fire damage to yourself (Ignore EVA) for each Stage moved (deal 15 damage if you moved into Far/Long-Range). o Dragon Fang – Speed; ATK; Fire EX Spell; Fist – 1 MAG – Optimal (1). OpT. SP 1. Fist Attack a Target, ignoring rolls of 4 in the damage roll, and dealing that damage

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as Fire damage. If you have taken Fire damage since the end of your last turn, this Attack also ignores EVA up to the total amount of Fire damage you have taken since the end of your last turn. ❖ Semi-Generic Fire Spells o Flameproofing – Semi-Auto; Fire T0 Spell – No Cost – Immune to the Burn condition. Can be used as SP 1 to grant a Target 15% Fire Resistance for 3 turns. o Flame Heart – Semi-Auto; Fire T1 Spell – No Cost – Increases Fire Resistance by 10%. Can be used as SP 2 with 2 MAG to Apply [Heat Aura] (2t) to a Target. If that Target has the Fire Specialization, Apply [Heat Aura] (5t) instead. o Cleansing – Active; Fire T3 Spell – 1 STR and 1 MAG – Reduce all of a Target’s CP values to 0, then the User and the Target both take Fire damage equal to double the amount of CP removed by this effect. Focus (0,1): The User only takes damage equal to the amount of CP removed, instead of double. o Soul Burning – Active; Fire T4 Spell – No Cost – Sacrifice 60. Deals Fire damage to the Target equal to your missing HP. When you use this spell in conjunction with Barrage Lv 4, the damage is reduced to 90% instead of 75%.

❖ Melee Ice Spells o Crystal Shield – Reactive; Ice EX Spell; Melee – 2 VIT or MAG or STR in any combination – X = Damage dealt to you. Re: When damage is inflicted to you by a foe’s ability, deal X Ice damage to that foe. o Chilling Blast – Speed; Ice EX Spell; Melee – 1 VIT or MAG – OpR. SP 1. Apply [Frostbite] (1r) to all foes that took Ice damage since the start of your last turn, for each time they took Ice damage. Focus (1,2): Also, Apply [Freeze] (1t). ❖ Ice Ranged Spells o Snow Cloak – Semi-Auto; Ice EX Spell; Ranged – No Cost - While the Field Effect is Snow or Blizzard, increase your EVA by 10. Can be used as Full-Turn with 2 MAG to Field Change [Snow] (5r). o Blizzard Shot – Speed; Ice EX Spell; Ranged – No Cost – SP 2. ATK Charge (Attack ignores the penalties of Blizzard and Snow. Attack’s damage dealt as Ice damage.) ❖ Mystic Ice Spells o Cold Snap – Active; Ice EX Spell; Mystic – No Cost – Field Change [Snow] (10t). If the current Field Effect is already Snow, Field Change [Blizzard] (5t) instead. o Icebolt – Active; Ice EX Spell; Mystic – 3 MAG – At the start of the next 5 turns, you can use the following effect: Re: At the start of a unit’s turn, deal 3d4 Ice damage to that unit, treating that unit’s DEF as being halved against this ability only. If the unit takes more than 10 Ice damage from this ability, that unit’s turn immediately ends. o Hailstorm – Active; Ice EX Spell; Mystic – 7 MAG – Cannot be used while Engaged. Creates 7 Hailstones around the user. A unit with Hailstones around them cannot be Engaged. Scope (1,2,3,4): Can expend 1 Hailstone as SP 1 to deal 2d20 Ice damage to a Target. When the user would be inflicted damage (from an ability or

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effect), reduce that damage to 0 and expend 1 Hailstone (as Trigger). If that damage is Fire damage, expend 3 Hailstones instead. ❖ Fist Ice Spells o Freeze Counter – Reactive; Ice EX Spell; Fist – 2 MAG or VIT in any combination – Re: When you fail your Evasion roll against a foe’s ability by 10 or less, Apply [Frostbite] (2t) to that foe after that ability resolves. Focus (0,1): Also deal Ice damage to that foe equal to your VIT (Ignores EVA). o Cold Sweep – Active; ATK; Ice EX Spell; Fist – No Cost – Fist ATK a Target, using your VIT for damage calculation instead of STR. You can treat a unit with the Frostbite condition as being in Optimal for this Attack, and if you do, that unit takes an additional 15 Ice damage from the Attack (before DEF/EVA). ❖ Semi-Generic Ice Spells o Coldproofing – Semi-Auto; Ice T0 Spell – No Cost – Immune to the Frostbite and Freeze conditions. Can be used as SP 1 to grant a Target 15% Ice Resistance for 3 turns. o Cold Body – Semi-Auto; Ice T1 Spell – No Cost – Increase your Ice Resistance by 10%. Can be used as SP 2 with 2 MAG to increase the duration of any Conditions currently applied to the Target by 2t or 1r (whichever is applicable). You cannot use Cold Body’s SP 2 effect on the same unit twice in an encounter. o Freezing Heart – Reactive; Ice T3 Spell – No Cost – OpR. This ability cannot activate in the first two rounds of an encounter. Re: At the start of your turn, declare a stat (STR, AGI, VIT, MAG, LUK). The unit with the highest value in that stat (randomly selected, if tied) loses 5 points in that stat. o Arctic Counter – Reactive; Ice T4 Spell – No Cost – Scope (0,1,2,3,4). OpR. Re: When you are targeted with an ATK Ability, you can reduce all of the attacking unit’s stats by 1 point each. If any of the unit’s stats are reduced to 0 by this effect, Apply [Freeze] (1t) to that unit.

❖ Melee Air Spells o Helgale Strike – Boost; Air EX Spell; Melee – 2 VIT or 1 MAG – When you would use a Distance Attack on a unit that you dealt damage to with a Melee Attack or Distance Attack previously in this encounter, you can use that Distance Attack as SP 2 instead of Active. o Storm Step – Semi-Auto; Air EX Spell; Melee – No Cost – X = Number of Storm Tags expended. Re: When you successfully Evade an ability, gain 1 Storm Tag. You can expend all Storm Tags you have as SP 2 to increase your EVA by 3X until the start of your next turn. ❖ Ranged Air Spells o Parting Shot – Boost; ATK; Air EX Spell; Ranged – 2 VIT – When you would use the Disengage or Move ability, Contest (User’s AGI vs Target’s Evasion roll): Immediately after that movement, Ranged ATK the Target, ignoring rolls of 4 in the damage roll.

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o Shoot the Scar – Boost; Air EX Spell; Ranged – 2 MAG – X = ( 10 – ( Your CST – Target’s CST ) ). When you would use a Ranged ATK on a unit, increase the damage of that Attack by Xd10 Wind damage (before applying DEF/EVA). ❖ Mystic Air Spells o Aero Barrier – Speed; Air EX Spell; Mystic – No Cost – SP 1. Apply [Gale Wall] (3t) to the Target. o Vacuum Wave – Active; Air EX Spell; Mystic – 3 VIT or MAG in any combination – X = ( Your Contest Result – Target’s Contest Result ). Contest (User’s AGI or MAG vs Target’s AGI or MAG): Target takes X Wind damage (Ignore EVA). If you used Vacuum Wave on the same unit during your last turn, you can use this ability as SP 2. o Twin Twisters – Active; Air EX Spell; Mystic – 2 VIT and 2 MAG – Target two units (other than yourself). Both of those Targets Contest (User’s AGI or MAG vs Target’s AGI or LUK): Move to the other Target’s current position. If both Targets lose their Contest, Apply [Dizzy] (2t) to both of those Targets. ❖ Fist Air Spells o Cyclone Rush – Speed; Air EX Spell; Fist – No Cost – X = AGI*3. OpR. SP 2. ATK Charge (Fist Attack’s damage dealt cannot be lower than X. If damage inflicted by this Attack is greater than or equal to 2*X, gain an additional turn after this one. You cannot gain additional turn(s) during this bonus turn.). o Tempest – Boost; Air EX Spell; Fist – 2 VIT or 2 MAG – X = Number of Stages between you and the Target. When you would use the Dash or Move ability, Target one of the units you are moving in relation to; Contest (User’s AGI vs Target’s Evasion roll): Immediately after that movement, move to Close/Near (your choice) to the Target. Focus (2,3): Deal Xd12 Wind damage to the Target after the movement. ❖ Semi-Generic Air Spells o Windproof – Semi-Auto; Air T0 Spell – No Cost – Immune to the Dizzy condition. Can be used as SP 2 to grant a Target 15% Wind Resistance for 3 turns. o Galeforce – Reactive; Air T1 Spell – No Cost – Re: At the start of your first turn in the encounter (excluding an Intrusion turn), increase your Initiative by 5 for each foe. o Powerglide – Speed; Air T1 Spell – 2 AGI – This spell cannot be used if you used it on your last turn. SP 1. Apply [Flight] (1t) to yourself, and gain 2 MS. While the Flight condition from this effect is applied, you take double damage from ATK abilities (after DEF/EVA). o Hyper Dash – Reactive; Air T4 Spell – All of the user’s AGI – Re: At the start of your turn, you can choose to nullify all of your Active abilities during this turn, and if you do, you gain 3 MS for this turn only.

❖ Special – All Spirit girls receive the following spell as part of their starting spell kit, regardless of the weapon they use.

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o Spirit Call – Active; Spirit EX Spell – X LUK – Summons X Spirit(s) to the encounter. Spirits in play can be utilized by any unit that can use Spirits. Spirits can be targeted and damaged, but only by magical damage.12 When a Spirit you summoned leaves the encounter (either by being expended for any unit’s spell, being damaged, or the encounter ending), recover 1 LUK. You can retain up to 3 Spirits that you summoned between encounters (all spirits are lost if you Reprieve or have Downtime). All other spirits are dismissed at the end of an encounter. ❖ Melee Spirit Spells o Spirit Guardian – Active; Spirit EX Spell; Melee – 1 VIT or MAG – Until the start of your next turn, each time a foe would target an ally (but not you) with an ability, Expend 2 Spirits to deal 2d8 Magic damage to that foe, and if that unit took damage from this effect, change the target of that unit’s ability to you. This effect ignores Absolute Direction. ❖ Ranged Spirit Spells o Spirit Cover – Speed; Spirit EX Spell; Ranged – 3 VIT or MAG in any combination and 3 Spirits – Scope (3,4). SP 2. Uses 3 Ammo. Contest (User’s AGI or MAG vs Target’s AGI or MAG): Target’s EVA is reduced to 0 against the next ability used on them that would normally apply Evasion. Target’s EVA returns to normal after that ability resolves. ❖ Mystic Spirit Spells o Spirit Crowd – Active; Spirit EX Spell; Mystic – 5 Spirits – Contest (User’s MAG or LUK vs Target’s MAG or LUK): Apply [Spirit Swarm] (5t) to Target. o Spirit Clone – Active; Spirit EX Spell; Mystic – 3 VIT or MAG in any combination; 5 Spirits – You can’t use this spell if you already have an active Spirit Replica. Target a KO’d unit. Create a Spirit Replica, which shares that unit’s current stats, is treated as that unit (including being controlled by the player, if a Player Character), and has a copy of that unit’s Weapon and Outfit (if applicable). The Spirit Replica expires at the end of its 3rd turn after being created. ❖ Fist Spirit Spells o Spirit Gun – Speed; Spirit EX Spell; Fist – 2 VIT; X Spirits – Max 5. SP 2. ATK Charge (Damage of the Attack is increased by Xd8 Magic damage. Attack gains Reduced Penalty (2,3) as an effect.) ❖ Semi-Generic Spirit Spells o Quick Summon – Reactive; Spirit T0 Spell – No Cost – Re: After rolling Initiative (but before determining turn order), you can decrease your Initiative by 10X to summon X Spirit(s) to the encounter. These Spirits do not appear until the start of your first turn. o Dismissal – Speed; Spirit T0 Spell – No Cost – X = Your LUK. SP 2. Dismiss X randomly-selected Spirits from the encounter.

12 Spirits have 1 HP and do not ever apply DEF or EVA, even if a special effect would allow them to. They take 50% damage from Slash/Bash/Pierce damage but 100% damage from other magical damage sources. Spirits do not have stats otherwise. Spirits cannot be affected with Conditions.

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o Séance – Active; Spirit T2 Spell – 5 LUK – Until the end of your 3rd turn after using this spell (excluding the turn you used it), summon 1 Spirit at the end of each unit’s turn. These Spirits refund LUK as normal. o Possession – Active; Spirit T3 Spell – 5 Spirits – Select 1 Weapon and 1 Outfit from your Inventory that is not currently equipped. Those pieces of equipment become a Spirit Golem13. It takes its turn immediately before or immediately after your turn, and acts on its own. It can be given instructions but may not understand or follow them.

❖ Melee Reinforcement Spells o Threestrike Barrier – Speed; Reinforcement EX Spell; Melee – 3 MAG or VIT in any combination – SP 3. Apply [Barrier 50] (3t) three times to the Target. Cannot be used on a Target that already has the Barrier condition. o Instant Phalanx – Reactive; Reinforcement EX Spell; Melee – 2 VIT – Re: When an ally is targeted with a single-target ability that would deal the unit damage, divide that damage evenly between yourself and that ally (remainder goes to the ally). ❖ Ranged Reinforcement Spells o Alarm Ward – Reactive; Reinforcement EX Spell; Ranged – 1 MAG or VIT – Re: When a foe moves into Near or Close range in relation to you, restore 15 HP to a Target. Focus (0): Restore an additional 15 HP to the Target. o Angel Ring – Speed; Reinforcement EX Spell; Ranged – 3 MAG or VIT in any combination – SP 1. Negate the next Condition that would affect the Target. Cannot be used if the unit is currently under the effects of Angel Ring. ❖ Mystic Reinforcement Spells o Life Trade – Speed; Reinforcement EX Spell; Mystic – No Cost – Sacrifice X. SP 2. Restore X HP to the Target, then restore X/2 HP to yourself. // Sacrifice 10. SP 2. Remove 1 Condition from a Target ally, then Apply [Removed Condition] (1t) to yourself. o Spectrum Surge – Active; Reinforcement EX Spell; Mystic – 3 MAG or VIT in any combination – OpE. Apply [Power Surge] [Speed Surge] [Life Surge] [Force Surge] (2t) to the Target. o Mirror Wall – Full-Turn; Reinforcement EX Spell; Mystic – 9 MAG or VIT in any combination – Until the start of your next turn, allies take no damage from foes’ abilities, negate Conditions applied to them by foes’ abilities, and restore 50 HP at the start of their turn(s). Until the end of your next turn, nullify all of your non- Permanent abilities, including Inherent abilities. When you use this ability, you can’t use it again until you Reprieve. ❖ Fist Reinforcement Spells

13 A Spirit Golem has 5 points in each stat. It only has Inherent abilities. It can use the Enhancements of the Weapon and Outfit used to make it. It cannot restore HP, except with those Enhancements. It is considered a Magical Being.

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o Lock Off – Active; Reinforcement EX Spell; Fist – 3 MAG or VIT in any combination – Scope (1,2,3). Engage the Target. Both you and that unit gain 5 HP at the start of each of your turns, but that unit cannot use Flee so long as you are Engaged. o Dauntless – Reactive; Reinforcement EX Spell; Fist – 2 MAG – OpR. Scope (0,1,2). Re: When a unit would take damage from an ability, reduce that damage taken (after DEF/EVA) by a value equal to your CST. Effects that apply due to dealing damage still apply, even if that damage is reduced to 0. ❖ Semi-Generic Reinforcement Spells o Auto-Barrier – Reactive; Reinforcement T0 Spell – No Cost – Re: At the end of a Round in which you took no damage, Apply [Barrier 10] (1r) to yourself. o Tag Treatment – Boost; Reinforcement T1 Spell – 2 points of any stat – When you use a single-target Reinforcement Spell or a Spell that would apply a Condition to a Target, restore 10 HP to that Target. o Cleansing Barrier – Active; Reinforcement T2 Spell – 3 points of any stat – X = Total CP of Target. Apply [Barrier 20-X] (2r) to Target. Then, if the Target has CP, reduce each of their CP value by 10. o Mirror Barrier – Active; Reinforcement T4 Spell – 8 MAG or VIT in any combination – Restore 20 HP to all allies. Apply [Reflect] (2t) to all allies with the Barrier Condition.

❖ Melee Psychic Spells o Incite Rage – Speed; Psychic EX Spell; Melee – No Cost – SP 1. Contest (User’s MAG vs Target’s CST): Apply [Berserk] (1t) to Target, but Target can only target you with abilities while that Berserk condition is in effect. o Sympathy Spike – Reactive; Psychic EX Spell; Melee – 3 MAG or VIT in any combination – Re: When a unit deals damage to an ally, deal that same amount of damage to that unit. ❖ Ranged Psychic Spells o Friendly Fire – Active; Psychic EX Spell; Ranged – 2 MAG or 3 VIT – Contest (User’s MAG vs First Target’s VIT): Target unit uses an Attack ability with their current weapon against a second Target. You cannot target a unit if they were targeted by the last use of Friendly Fire in this encounter. o Predict Shot – Reactive; Psychic EX Spell; Ranged – 3 MAG – Re: When a unit moves into Close range to you, Contest (User’s MAG or AGI vs Target’s AGI or LUK): Ranged Attack the Target, reducing the Target’s EVA by half and ignoring Optimal. If this Attack deals damage, the unit stays at Near range and cannot move into Close range to you for the remainder of the encounter. ❖ Mystic Psychic Spells o Clear Mind – Speed; Psychic EX Spell; Mystic – No Cost – SP 2. Contest (User’s MAG vs Target’s CST): Remove 1 randomly chosen condition from the Target. You can’t target a unit with this if they were affected by Clear Mind since the start of your last turn.

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o Cloud Mind – Speed; Psychic EX Spell; Mystic – 2 MAG – SP 2. Contest (User’s MAG vs Target’s CST): Apply [Charm] (2t) to Target. o Shutdown – Active; Psychic EX Spell; Mystic – All of the user’s MAG – Min 1. X = MAG paid for this spell’s cost. Channel. Contest (User’s CST+Xd6 vs Target’s ( ( MAG / LUK ) * 2 )): The contest loser’s next 3 turns are skipped. ❖ Fist Psychic Spells o Telemetry – Passive; Psychic EX Spell; Mystic – No Cost – Units that have taken damage from your Fist Attacks are treated as having EVA-6 and DEF-5 against your abilities only. o Predict Break – Active; ATK; Psychic EX Spell; Mystic – 3 MAG – Contest (User’s AGI or MAG vs Target’s Evasion Roll): Fist Attack the Target (Ignore DEF; Ignore EVA). The Target cannot activate Reactives in response to this ability or the Fist Attack. ❖ Semi-Generic Psychic Spells o Mind Lock – Semi-Auto; Psychic T0 Spell – No Cost – Increase your side of Contests against Psychic spells used on you that you know by 20. Can be used as SP 2 to grant a Target +8 to Contests against Psychic spells used on them for 3 turns. o Suggestion – Speed; Psychic T0 Spell – No Cost – SP 1. Until the end of your next turn, the Target decreases their side of Contests against Psychic Spells by 6. o Mental Fog – Active; Psychic T3 Spell – 2 MAG – Contest (User’s SR vs Target’s SR): Apply [Fog] (3t) to Target. o Blank Slate – Active; Psychic T5 Spell – No Cost – Contest (User’s MAG vs number of Emotive Motes on all units): Removes all motes of a specific type of your choice (Rage, Grief, Terror, Elation), then gain 1 MAG for each mote removed.

❖ Melee Time Spells o Split Second – Boost; Time EX Spell; Melee – 2 VIT or 1 MAG – When you would use an ATK ability, roll the Critical Hit Chance twice. If both rolls are a Critical Hit, apply the Critical Damage Bonus twice. o Flashback – Reactive; Time EX Spell; Melee – 1 VIT or 2 MAG – X = Half of the damage taken from an ability. OpR. Re: When you take damage from an ability (even if that damage would KO you), restore X HP. ❖ Ranged Time Spells o Origin Bullet – Active; ATK; Time EX Spell; Ranged – 2 VIT or 2 MAG – Ranged Attack a Target. That Attack cannot deal a Critical Hit but increase the damage by a value equal to ( LUK + double the Target’s MAG ). o Accel Motion – Reactive; Time EX Spell; Ranged – 2 VIT or 2 MAG – Re: When a foe targets you with an ability: Until the end of your next turn, gain X MS and X*10 EVA, but decrease your Maximum HP by 10*X until the end of the encounter. ❖ Mystic Time Spells o Rewind – Reactive; Time EX Spell; Mystic – 2 VIT or 4 MAG – OpR. Re: When an ability is used, negate that ability. You can refund the TA or MS used for that

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ability to the user, and if you do, restore 2 VIT or 4 MAG. This spell’s cost cannot be reduced or eliminated. Channel cannot be applied to this spell. o Clock Speed – Speed; Time EX Spell; Mystic – 1 VIT or 1 MAG – SP 2. Apply [Haste] (2t) to a Target. // SP 2. Contest (User’s MAG or LUK vs Target’s AGI or LUK): Apply [Slow] (2t) to the Target. o Still Life – Toggle; Time EX Spell; Mystic – 3 MAG or VIT at the end of each turn while active – Can be activated as SP 2. Can be deactivated as Reactive at the start of any unit’s turn. While active, units other than you cannot use Reactive abilities and have their turn skipped. This spell’s cost cannot be reduced or eliminated. Channel cannot be applied to this spell. ❖ Fist Time Spells o One Second Strike – Active; Time EX Spell; Fist – No Cost – X = Number of consecutive turns that you used One Second Strike without using any ATK ability. ATK Charge (Increase the damage dice of this and all subsequent Fist Attacks used in this turn by X. After this Attack resolves, you can immediately perform a Fist Attack on the same Target.) The variable for this spell is determined when the ATK Charge effect is used. o Chrono Counter – Reactive; ATK; Lifesaver; Time EX Spell; Fist – 3 VIT or 2 MAG – Re: When you would be KO’d by a foe’s ability, retain 1 HP. After that ability resolves, you can immediately Fist Attack the user of that ability, ignoring Optimal. If this Fist Attack deals damage, their turn immediately ends. ❖ Semi-Generic Time Spells o Clarity – Passive; Time T0 Spell – No Cost – After your first Evasion Roll in a round, you may elect to use that roll’s result in the place of all other Evasion rolls you make in the rest of the round. If you use this effect, you MUST use the result. o Destiny Clock – Speed; Time T1 Spell – No Cost – SP 2. The duration of all effects (including Enhancements, Conditions, and other timed effects created by abilities) currently active on the Target are treated as if 3 of the unit’s turns had passed, and resume count from that point (if possible). o Eject – Active; Time T2 Spell – 4 MAG or VIT in any combination – Contest (User’s MAG or LUK vs Target’s AGI or LUK): Target is removed from combat for 1d4 rounds. After the unit returns, they roll Initiative again. If the Target has the Anchored condition, they use both stats for their side of the contest. o Moment’s Reprieve – Full-Turn; Time T4 Spell – No Cost – At the start of your next turn, Reprieve. After this Reprieve, reduce your stats by 24 points (distributed as desired; no stat can be lower than 0) and make your Initiative 0. If you use this ability, you cannot use it again until you have Downtime.

❖ Melee Lightning Spells o Thunder Rage – Reactive; Lightning EX Spell; Melee – 3 AGI – X = Damage Dealt by a foe’s ATK ability. Re: When you, an ally you have Linkage with, or an ally at Close Range is targeted with an ATK ability, Target the unit that used that ability. After that ATK ability resolves, move into Close OR Near range (your choice) in

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relation to the Target’s position, and increase your Initiative by X. You can pay Y Initiative as an additional cost for this spell, and if you do, increase your EVA against that ATK ability by Y/2. o Jet Zanber – Reactive; ATK; Lightning EX Spell; Melee – 4 MAG or VIT in any combination – X = Your Initiative. OpR. Re: When you move into your current Melee Weapon’s Optimal Range in relation to a unit(s), ATK Charge (Increase damage dealt by X Lightning damage), and then Melee Attack those unit(s). If any attack generated by this ability inflicts damage, your Initiative is set to 0. ❖ Ranged Lightning Spells o Bolt Action – Boost; Lightning EX Spell; Ranged – 2 VIT or MAG in any combination – X = Ammo used for this ability’s effect. When you use a Ranged Attack, instead of using 1 Ammo, you can use all of that weapon’s remaining Ammo to add 2Xd6 Lightning damage to the Attack’s damage. o Voltage Spike – Boost; Lightning EX Spell; Ranged – 3 VIT or MAG in any combination – X = Your Initiative. When you use a Ranged Attack, you can increase your Critical Hit Rate by X%. After using this ability, reduce your Initiative to 1 (Initiative does not change if it is 1 or lower). ❖ Mystic Lightning Spells o Arkblast – Active; Lightning EX Spell; Mystic – 2 AGI or 4 MAG – Deal 1d12 Lightning damage to a Target for every 5 Initiative you have. After this ability resolves, your Initiative becomes the damage taken from this effect. o Magnesis – Speed; Lightning EX Spell; Mystic – 3 MAG or VIT in any combination – X = Number of Stages away from the Target you are. SP 2. Contest (User’s MAG vs Target’s AGI or STR): For the next 4-X turns, Target cannot change position, and Target’s Lightning Resistance is reduced by ( 20% * ( 5 – X ) ). If X is less than or equal to 1, gain 2 MS after this ability resolves (regardless of the result of the Contest). o Voltage Higher – Speed; Lightning EX Spell; Mystic – X AGI or 2X MAG – SP 2. Scope (0). Select a unit and Target X additional units. At the end of this turn, the Selected Unit’s Initiative becomes equal to the total Initiative of the Target(s). ❖ Fist Lightning Spells o Current Dash – Speed; Lightning EX Spell; Fist – 2 AGI – SP 1. As an additional cost for this spell, decrease your Initiative by 10. Move 1 Stage in relation to a Target, then gain 1 MS. o Raigeki – Active; ATK; Lightning EX Spell; Fist – 4 MAG or 4 VIT – Fist Attack the Target, dealing the damage as Lightning damage. If the damage inflicted by this effect was greater than or equal to the Target’s CST, gain 1 TA, but if you do, skip your next turn. If you use this ability multiple times in a single turn, multiple turns in succession are skipped. ❖ Semi-Generic Lightning Spells o Lightning Speed – Reactive; Lightning T0 Spell – No Cost – Re: At the start of an encounter, after rolling Initiative, increase your Initiative by a value equal to triple your AGI.

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o Ohm Screen – Speed; Lightning T1 Spell – No Cost – SP 2. Apply [Ohm Web] (2t) to the Target. Focus (1): User gains 1 MS. o Spark Flash – Speed; Lightning T1 Spell – No Cost – SP 2. Contest (User’s AGI vs Target’s AGI or LUK): Apply [Blind 4] (3t) to Target. Focus (0,1): Also Apply [Stun] (1t) to Target. Focus (2,3): User gains 1 MS. o Synapse Charge – Passive; Lightning T4 Spell – No Cost – At the end of an encounter, recover half of the stats paid for any Lightning Spells you used this encounter. If you use this effect, reduce your Maximum HP by the amount of stats recovered until your next Downtime.

❖ Melee Sound Spells o Fever Pitch – Active; Sound EX Spell; Melee – 2 VIT or MAG in any combination – Channel 1. Roll 3d12. Foes with a CST lower than the value rolled must target you first on their next turn. o Resonate – Speed; Sound EX Spell; Melee – No Cost – Scope (0). SP 2. ATK Charge (Deals 3d6 Sound damage to all units that have been affected with an ATK using Resonate in this Encounter.) ❖ Ranged Sound Spells o Hollow Ring – Speed; Sound EX Spell; Ranged – 1 MAG – X = Amount the Target failed the Contest by. SP 2. Contest (Ranged ATK’s damage roll vs Target’s AGI or LUK or MAG): ATK Charge (Target’s EVA and DEF – X each). o Echo Trigger – Active; ATK; Sound EX Spell; Ranged – 2 MAG – Ranged Attack a Target. Until the end of the encounter, any time you use Echo Trigger, that unit takes the damage as well (if the unit is the Target of the new Echo Trigger, they take the damage multiple times). ❖ Mystic Sound Spells o Echo Beat – Active; Sound EX Spell; Mystic – 2 AGI – Target and all units at Close or Near range to that Target take 15 Sound damage at the start of the Target’s next 3 turns. EVA is considered halved for any unit taking damage from this ability. Range is accounted for at the start of the Target’s turn(s), not when the spell is cast. o Reverberate – Speed; Sound EX Spell; Mystic – 1 MAG – SP X. Y = Amount the Target failed the contest by. Contest (User’s MAG or AGI vs Target’s LUK or AGI): Apply [Stun] (1t) to Target, then deal X*Y Sound damage to the Target (Ignore EVA). o Call & Response – Active; Sound EX Spell; Mystic – 3 MAG – Scope (1,2,3). OpT. OpR. Target gains a new turn immediately after this turn. Target must use the same sequence of ability types (Active; SP 1; SP 2) in the same order that you used them on this turn. For each error (due to improper order or improper type combination), Target is dealt 20 Sound damage (Ignore EVA; Ignore DEF). You cannot target a unit with this ability more than once in the same encounter. This ability cannot be used with Barrage. ❖ Fist Sound Spells

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o Crepitus Beat – Speed; Sound EX Spell; Fist – No Cost – SP 2. ATK Charge (Foes with a CST less than the damage dealt cannot target you on their next turn). o Chime Trance – Speed; Sound EX Spell; Fist – 1 MAG – SP 2. ATK Charge (Restores 1 point of a randomly chosen stat to all allies if this Attack deals no damage.) ❖ Semi-Generic Sound Spells o Round – Reactive; Sound T0 Spell – No Cost – OpR. Re: When a unit uses a Sound Spell or a non-Specialization Spell, you can, at the start of your turn, use that Spell as if you knew it, paying costs and using actions as normal. You must be able to fulfill the other requirements of the spell (such as Weapon affinity or Spell Rating). o Lietmotif – Active; Sound T2 Spell – 2 MAG – Until the end of the next round, any Linkage units have with the Target is considered to be 1 Rating higher. A unit can only be under the effects of one Lietmotif at a time. o Build Break Drop – Active; Sound T2 Spell – 3 VIT or MAG in any combination – [This Spell’s effects must be used in order, but do not have to be on consecutive turns]. Increase all units’ EVA by 10 until the start of your next turn // Apply [Stun] (1t) to all units. // Increase all units’ Critical Hit Rate by 50% until the start of your next turn. o Linked Concerto – Active; Sound T4 Spell – 4 MAG and X LUK – Min 3. Channel X. Target X units. Those units gain the “Conductor” Linkage with you and you gain the “Cantor” Linkage with those Targets. These effects last until the end of the encounter.

❖ Melee Darkness Spells o Sneak Attack – Passive; Darkness EX Spell; Melee – No Cost – When using an ATK ability on a foe that has not Targeted you since the start of your last turn, increase your Critical Hit Rate by 44% and decrease the Attack Target’s EVA or DEF (your choice) by 13. These effects only apply against that attack. o Hamstring – Active; ATK; Darkness EX Spell; Melee – 2 MAG or 1 VIT – Melee Attack a foe, using only the 4s rolled for damage. Until the end of the Target’s next turn, decrease the amount of any Evasion or Damage rolls they make by the amount of damage they took from this Attack. ❖ Ranged Darkness Spells o Blind Spot – Reactive; Darkness EX Spell; Ranged – 1 MAG or VIT – X = Dark damage dealt with an Attack. Re: When you deal Dark damage to a foe with an Attack, Apply [Blind X] (1t) to the Target. o Vital Snipe – Active; Darkness EX Spell; Ranged – 2 MAG or VIT in any combination – Scope (3,4,5). Deal Dark damage to a Target equal to double their VIT. Focus (5): Then, you can immediately activate Blind Spot against that same Target, using the Target’s VIT for X, as if you had fulfilled the conditions. ❖ Mystic Darkness Spells o Blackout – Speed; Darkness EX Spell; Mystic – 1 MAG or VIT – SP 1. OpT. Apply [Blind 8] (3t) to Target. Focus (2,3): Instead, Apply [Blind 16] (3t) to Target.

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o Following Blind – Active; Darkness EX Spell; Mystic – No Cost – Contest (User’s MAG or VIT vs Target’s LUK or MAG): Next turn, Target must first target a unit with the Blind condition. Has no effect if no unit has the Blind condition at that time. o Call to Death – Active; Darkness EX Spell; Mystic – 13 MAG or VIT in any combination – X = Number of foes with the Blind condition. Channel X. Roll 1d100. If the result is less than 13*X, Target’s HP is reduced to 0 and they are KO’d (if their HP is less than 0, their HP stays the same, but they are still KO’d). If the Target is already KO’d, 100% chance to reduce 4 of their stats (chosen at random from > 0 stats) by 4 each. ❖ Fist Darkness Spells o Dark Hand – Passive; Darkness EX Spell; Fist – No Cost – When you use a Fist Attack on a unit with the Blind condition, increase the damage dealt (before DEF/EVA) by the total value of those Blind condition(s). o Choking Darkness – Speed; Darkness EX Spell; Fist – No Cost – SP 2. ATK Charge (Apply [Blind 4] (1r) to Target if this Attack deals damage.) ❖ Semi-Generic Darkness Spells o Blindproofing – Semi-Auto; Darkness T0 Spell – No Cost – Immune to the Blind Condition. Can be used as SP 1 to grant a Target 15% Dark Resistance for 3 turns. o Doom – Active; Darkness T2 Spell – 3 MAG or VIT in any combination – Apply [Doom] (13t) to the Target. o Cursed Lance – Full-Turn; Darkness T4 Spell – 4 points each of 4 different stats – Contest (User’s MAG or LUK vs Target’s LUK): Reduce the Target’s HP to 0. Target cannot use Lifesaver effects due to this ability. If the Target has a Soul Gem in their Inventory, it loses 1d6 charges (even if it is not equipped). o The Edge of Dawn – Active; Darkness T5 Spell – 7 points of any one stat – X = Total CP of Target. Deal X Dark damage to the Target. If this ability deals no damage, Apply [Blind X/2] (3t) to the Target, and if they have CP, Apply [Seal] (1t) to the Target.

❖ Melee Illusion Spells o Presence Wipe – Active; Illusion EX Spell; Melee – 2 MAG or VIT in any combination – X = Number of Foes. Contest (User’s MAG vs 7*X): Target unit cannot be targeted by any other unit until the end of your next turn. You cannot target yourself with this ability. o Deface Truth – Reactive; Illusion EX Spell; Melee – 2 MAG or 2 VIT – Re: When you are Targeted with an ATK ability, change the damage dice to be based on the attacker’s lowest stat instead of the normal damage stat. ❖ Ranged Illusion Spells o Dead Trigger – Active; Illusion EX Spell; Ranged – 3 MAG or VIT in any combination – Target a unit and declare a type of situation (Unit Attacks or Is Attacked, Unit deals or is dealt a Critical Hit, Damage Dealt or Taken, Unit Moving). The unit

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cannot use any Reactive ability that activates based on the chosen situation until the end of their next turn. o Fake Shot – Speed; Illusion EX Spell; Ranged – No Cost – SP 2. Target a unit. ATK Charge (Attack is treated as if the user of the Attack was this spell’s Target for the purposes of counterattacks, reactives, other effect activations, etc.) ❖ Mystic Illusion Spells o False Triumph – Active; Illusion EX Spell; Mystic – 1 MAG – Scope (2,3). Ignore EVA. Target’s EVA is increased by 10. At the start of your next turn, deal Magic damage to the Target equal to the total amount of all Evasion Rolls they made while under this spell’s effects. o False Motion – Active; Illusion EX Spell; Mystic – 2 MAG – Scope (2,3). Until the start of your next turn, when the Target would inflict damage to one of your allies, that damage becomes 0, then deal damage to a random foe equal to the amount of damage that would have been inflicted. o False Investment – Active; Illusion EX Spell; Mystic – 2 MAG – Scope (2,3). Until the start of your next turn, when the Target would use an ability with a Variable stat cost, roll 1d12. The variable cost becomes the result, regardless of what the Target had designated. If the ability cannot be used at the new cost (either due to inability to pay, exceeding Min/Max, or designating an improper number of targets), they pay as much as possible, then the ability is negated. ❖ Fist Illusion Spells o Foggy Stance – Speed; Illusion EX Spell; Fist – No Cost – SP 2. ATK Charge (Target’s EVA is reduced by 8 against this attack only.) o Feint Strike – Reactive; Illusion EX Spell; Fist – 2 LUK or 3 MAG – Re: When you fail to deal damage with a Fist Attack, ATK Charge (Increase the damage of the Attack by the Evasion result of your last Fist Attack against that Target). ❖ Semi-Generic Illusion Spells o Vague Presence – Passive; Illusion T0 Spell – No Cost – At the start of your turn, roll 2d20 (cannot use Fortune Boost). If the result is higher than your CST, you cannot be targeted by single-target abilities until the start of your next turn. Units that have Linkage with you ignore this effect. o Pierce Illusion – Speed; Illusion T0 Spell – No Cost – Scope (1). SP 2. Select a unit you do not have Linkage with. You are considered to have Linkage (of no type/effect/rating) with that unit, until the end of this round. o Fox’s Cunning – Active; Illusion T3 Spell – 4 MAG – Create 8 Foxtail Clones of yourself. These clones mimic your actions, but do not act on their own and do not actually generate effects. When you are targeted by an ability (except from a unit that has Linkage with you), you can choose to have that ability randomly target any of your Foxtail Clones (in addition to potentially targeting you) instead. If a Foxtail Clone is targeted by an ability that targeted 5 or fewer units (regardless of whether or not that ability deals damage), it vanishes after that ability resolves.

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o World of Lies – Reactive; Illusion T4 Spell – 3 points of any 1 stat – Re: When a single unit is targeted with an ability, you can change that Target to any other unit (except the user of that ability).

❖ Melee Light Spells o Dazzling Aura – Passive; Light EX Spell; Melee – No Cost – Your Light Specialization spells, as well as any abilities that you use that would inflict Light damage, reduce the Target’s EVA by 15 against that ability only, but only if that Target did not target you on their last turn. Does not apply to units that have yet to take a turn in the encounter. o Lightforce Sword – Reactive; Light EX Spell; Melee – 4 VIT or MAG in any combination – Re: When a unit deals damage or applies a Condition to you with an ability (or a Boost ability that was applied to one such ability), nullify that ability for 4 of that unit’s turns. You cannot seal more than 3 different abilities at a time with your own Lightforce Sword. This effect doesn’t apply to abilities that require multiple units to use, or abilities used by Fused Entities. ❖ Ranged Light Spells o Exorcism Shot – Active; ATK; Light EX Spell; Ranged – 2 VIT or MAG in any combination – Ranged Attack a Target, dealing the damage as Light damage. If that Target has CP, the Attack’s Critical Rate and Critical Damage Bonus are both increased by 50% each. o Bit Sniper – Speed; Light EX Spell; Ranged – 3 VIT or MAG in any combination – SP 2. Contest (User’s AGI or MAG vs Target’s AGI or MAG): Apply [Lightbit] (9t) to the Target. ❖ Mystic Light Spells o Aurora Borealis – Active; Light EX Spell; Mystic – 1 MAG – Field Change [Aurora] (2t). Does not remove other Field effects. o Break Enchant – Active; Light EX Spell; Mystic – 2 VIT or MAG in any combination – Remove all effects currently active on the Target not generated by a Passive Ability, Enhancement, or Condition. o Convergetina Lucum – Active; Light EX Spell; Mystic – 4 VIT or MAG in any combination – Sacrifice X. X must be a prime number. Deals Xd4 Light damage to the Target. If Aurora is currently a Field Effect, X is treated as being the next highest prime number from the one paid for. Can target units regardless of their range. ❖ Fist Light Spells o Lightspeed Flurry – Reactive; Light EX Spell; Fist – 3 VIT – OpR. Re: When you deal damage with a Fist Attack that is greater than or equal to your STR*3, you can immediately attack again, but ignore any rolls of 4 in that Attack’s damage roll. o Fragarach – Reactive; Light EX Spell; Fist – 5 MAG – Re: When you take no damage from a foe’s ability that would deal damage to you, immediately deal Light damage to that unit equal to the total amount of damage that ability would have dealt before DEF/EVA.

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❖ Semi-Generic Light Spells o Lugh’s Answer – Semi-Auto; Light T0 Spell – No Cost – Units in the Optimal of your current weapon have their EVA reduced by 3. Can be used as SP 2 to grant a Target 10% Light Resistance for 3 turns. o Sealing Chains – Active; Light T2 Spell – 3 VIT or MAG in any combination – Contest (User’s MAG vs Target’s AGI or LUK): Apply [Bind] (2t) and Apply [Seal] (1t) to the Target. If the Target has CP in at least one stat, the base value of their side of the Contest becomes equal to their CP Total instead (apply any applicable modifiers after making this change). o Holy Lance – Active; Light T3 Spell – 7 VIT or MAG in any combination – X = Target’s CP. Y = Number of Stages away from the target (spaces in Grid Combat). Deal Xd6 Light damage to the Target, then reduce their CP values (starting from the greatest to the least) by 9Y total. o The Edge of Dusk – Active; Light T5 Spell – 13 Points of any combination of stats – X = Total value of the Blind Condition(s) on the Target. Target’s CP values are all decreased by X. If this reduces all of the Target’s CP values to 0 OR if the Target does not have CP, remove all Conditions from the Target, and their HP becomes 1. If applicable, you may immediately start a Purification attempt.

❖ Melee Wood Spells o Bamboo Cage – Active; Wood EX Spell; Melee – No Cost – Scope (1,2). Engage the Target for 2 of their turns. o Side Spear – Active; ATK; Wood EX Spell; Melee – 3 MAG – Melee Attack a Target, dealing the damage as Wood damage. If you are Engaged with the Target, this Attack ignores Optimal and deals an additional 20 Wood damage (Before DEF/EVA). ❖ Ranged Wood Spells o Yew Purge – Speed; Wood EX Spell; Ranged – 1 MAG – SP 2. ATK Charge (Before damage calculation, remove all Conditions from the Target. Deal an additional 25 Wood damage to the Target for each Condition removed by this effect. If the Target was inflicted 30 or more Wood damage by this effect, Apply [Poison] (3t) to the Target after this Attack resolves). o No Face May King – Speed; Wood EX Spell; Ranged – 2 MAG – SP 2. ATK Charge (Apply [Blind 10] (3t) to Target if they do not evade the Attack by at least 10 points.) // SP 1. Units with the Blind condition can’t target you on their next turn. ❖ Mystic Wood Spells o Root Charge – Passive; Wood EX Spell; Mystic – No Cost – At the end of a round that you did not change position, gain 1 MAG. o Entangle – Speed; Wood EX Spell; Mystic – X MAG – SP 2. Until the start of your third turn after using this ability, units with AGI lower than X must use 2 MS to move into ANY stage, regardless of their position. o Solar Beam – Active; Wood EX Spell; Mystic – X MAG – End your turn. Do not pay any costs for this spell if you use this effect. // Y = Number of turns you used

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Solar Beam’s other effect without using this effect. Deal Xd10 Wood damage to the Target. If you used Solar Beam’s other effect on your last turn, the damage is instead ( Y * X )d20. ❖ Fist Wood Spells o Incensed Strike – Semi-Auto; Wood EX Spell; Fist – No Cost – Re: When you deal damage with a Fist Attack, gain 1 Trance Charge for every 5 damage dealt. At the start of your turn, restore 3 HP to yourself for each Trance Charge you have. You lose all Trance Charges at the end of an encounter. o Meditation – Speed; Wood EX Spell; Fist – No Cost – SP 2. ATK Charge (Increase your Critical Hit Rate for this attack by 5% for each Trance Charge you have, but you cannot use Incensed Strike’s Reactive effect the turn you use this effect.) ❖ Semi-Generic Wood Spells o Geosense – Semi-Auto; Wood T0 Spell – No Cost – The encounter starts with 1 to 5 Green in the area, based on the terrain of the battlefield. Certain Field Effects can change the Green of an area. Can be used as Active to reduce the area’s Green by 1 and add 1 Seed Stash to your Inventory. o Geo Charge – Passive; Wood T0 Spell – No Cost – X = Current Area’s Green. Reduce the MAG cost of Wood Specialization Spells by X. o Call Ivy – Active; Wood T3 Spell – 3 MAG – Summons your choice (Ivy Golem14, Ivy Thrasher15, Ivy Beast16) at your position. It is autonomous but will follow directions. It always takes its turn immediately after your turn. o Firebird Suite – Active; Wood T4 Spell – X MAG – Min 5. Negate all current Field Effects. The Green of the area becomes X/2. Field Effects cannot be applied for 5 rounds after this spell is used.

❖ Special – All Empathic Specialization characters receive all of the normal Specialization spells at character creation. They still must buy Semi-Generic Spells as normal. ❖ Motes – A unit can only hold Emotion Motes up to their current LUK stat. If you would gain motes that exceed your cap, you can discard motes that you have to make room for the new ones. You lose all motes at the end of an encounter. ❖ Empath Spells o Rage Link – Passive; Empath EX Spell – No Cost – At the start of your turn, gain 1 Rage Mote for each time a unit used an ATK ability since the start of your last turn. o Rage Channel – Speed; Empath EX Spell – 1 MAG or VIT; 1 Rage Mote – SP 2. Gain 3 Rage Motes. Target and user can’t use ATK abilities until the end of the Target’s

14 Ivy Golem has a statline of 5/2/5/2/0, 80 HP, 5 DEF, and +1 EVA. It takes 250% damage from Fire damage and has 100% Wood Resistance. It can move 1 Stage a turn with 1 MS, regardless of the range it moves into. It Attacks with STR+VIT, Optimal (1,2), dealing Wood damage. 15 Ivy Thrasher has a statline of 4/0/3/2/0, 40 HP, 2 DEF, and -5 EVA. It takes 250% damage from Fire damage and has 100% Wood Resistance. It cannot move. It Attacks with STR, Optimal (0,1,3), dealing Wood damage. If its Attack inflicts damage, the unit is pulled to its position and is engaged with the Thrasher. 16 Ivy Beast has a statline of 3/6/2/2/0, 30 HP, 1 DEF, and +8 EVA. It takes 250% damage from Fire damage and has 100% Wood Resistance. It moves normally. It Attacks using AGI, Optimal (1,2), dealing Wood damage.

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next turn. // SP 2. Expend 2 Rage Motes as an additional cost. Apply [Rage] (2t) to the Target. o Rage Impact – Active; ATK; Empath EX Spell – All Rage Motes – X = Number of units with the Rage condition(s). Y = Number of Rage Motes spent for this ability’s cost. Attack the Target with your current weapon, increasing the damage by 3Xd6+Y Magic damage. If the Target has the Rage condition, the bonus damage granted by this ability becomes True damage instead. o Grief Link – Passive; Empath EX Spell – No Cost – At the start of your turn, gain 1 Grief Mote for each time a unit’s stats or HP was reduced since the start of your last turn. o Grief Channel – Speed; Empath EX Spell – 1 MAG or VIT; 1 Grief Mote – SP 2. Gain 3 Grief Motes. Target and User can’t pay costs using stats or HP until the end of the Target’s next turn. // SP 2. Expend 2 Grief Motes as an additional cost for this spell. Apply [Grief] (2t) to the Target. o Final Grievance – Active; Empath EX Spell – All Grief Motes – X = Number of units with the Grief condition. Y = Number of Grief Motes paid for this ability’s cost. Scope (4,5,6). Deal ( X * Y )d8 Magic damage to the Target. If the Target has the Grief condition, the damage becomes ( X * Y )d10 Magic damage instead. o Terror Link – Passive; Empath EX Spell – No Cost – At the start of your turn, gain 1 Terror Mote for each unit with a Condition(s) on them. o Terror Channel – Speed; Empath EX Spell – 1 MAG or VIT; 1 Terror Mote – SP 2. Gain 3 Terror Motes. Target and user can’t apply Conditions or have Conditions applied to them until the start of the Target’s next turn. // SP 2. Expend 2 Terror Motes as an additional cost for this spell. Apply [Terror] (2t) to the Target. o Terror Contagion – Active; Empath EX Spell – All Terror Motes – X = Number of units with the Terror Condition. Y = Number of Terror Motes paid for this ability’s cost. Scope (2,3,4). Select up to X conditions on the Target. Apply [Chosen Conditions] (1d6 Turns) to up to Y additional Target(s). o Ecstasy Link – Passive; Empath EX Spell – No Cost – At the start of your turn, gain 1 Ecstasy Mote for each time a unit’s stats or HP were increased since the start of your last turn. o Ecstasy Channel – Speed; Empath EX Spell – 1 MAG or VIT; 1 Ecstasy Mote – SP 2. Gain 3 Ecstasy Motes. Target and user can’t recover HP or Stats until the end of the Target’s next turn. // SP 2. Expend 2 Ecstasy Motes as an additional cost for this spell. Apply [Ecstasy] (2t) to the Target. o Life Elation – Active; Empath EX Spell – All Ecstasy Motes – X = Number of units with the Ecstasy Condition. Y = Number of Ecstasy Motes spent for this ability’s cost. Scope (0,1,2). Allies within the Scope recover X stat points (chosen randomly from stats that have a modifier of -1 or less). Until the start of your next turn, when a unit within the Scope would take damage, negate that damage, and that unit recovers 2*Y HP instead. ❖ Semi-Generic Empathic Spells

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o Influence – Passive; Empathic T0 Spell – No Cost – Increase the duration of Conditions you apply using Empathic spells by 1 Turn. o Bottled Emotion – Passive; Empathic T0 Spell – No Cost – You can retain up to 5 Motes between encounters. You still lose all Motes during a Reprieve or Downtime. o Specialist – Passive; Empathic T0 Spell – No Cost – During a Reprieve, you can choose a Mote type (Rage, Grief, Terror, Ecstasy). At the start of an encounter, gain 3 Motes of the chosen type.

❖ Melee Water Spells o Wavebreaker – Boost; Water EX Spell; Melee – 1 MAG or VIT – X = Your AGI. When you use a Melee or Distance Attack against a unit that Targeted you since the start of your last turn, reduce that Target’s EVA by X for that attack only. o Waveshaper – Boost; Water EX Spell; Melee – 1 AGI or LUK – X = Your MAG. When you use a Melee or Distance Attack against a unit that did not Target you since the start of your last turn, increase the damage of that Attack by 2*X Water damage (before DEF/EVA). ❖ Ranged Water Spells o Pisces Shot – Active; ATK; Water EX Spell; Ranged – 2 MAG – Ranged Attack a Target, dealing the damage as Water damage. Roll the damage dice twice, choosing from the following: Use the higher roll OR Use the lower roll but increase the Critical Damage Bonus of the Attack by 50%. o Depth Charge – Active; Water EX Spell; Ranged – 3 VIT or MAG in any combination – Scope (0,1,2,3). Place a trap on the Target that deals 2d10 Water damage to the attached unit if they move more than 1 Stage on their turn. This trap lasts 2 rounds. If the current Field effect is Rain or Storm, the damage is increased to 2d12 Water damage. If the current Field effect is Underwater, the damage is increased to 3d20 Water damage. ❖ Mystic Water Spells o Aquarius Veil – Speed; Water EX Spell; Mystic – No Cost – SP 1. Apply [Grace] (2t) to the Target. o Splashdown – Active; Water EX Spell; Mystic – 3 VIT or MAG in any combination – X = Number of times a Water spell was used OR an effect that included Water damage was used in this encounter. Deal Xd6 Water damage to the Target. If X > 5, Target’s EVA is reduced by 2*X against this ability only. o psi Laser – Active; ATK; Water EX Spell; Mystic – X MAG – Mystic Attack the Target, using X instead of your MAG for the damage dice, and dealing the damage as Water damage. If this ability deals more than 25 Water damage, Apply [Pierced] (1t) to the Attack Target. Cannot be Fortune Boosted. Cannot use any Barrage effect with this ability. ❖ Fist Water Spells o Hurricane Crash – Active; Water EX Spell; Fist – 5 VIT or MAG in any combination – X = Damage inflicted with a Fist Attack you used on your last turn. Deal X Water

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damage to all foes. This spell gains a Channel effect based on the amount of Water damage it successfully inflicts: ▪ 64~82 – Channel 1 ▪ 83~95 – Channel 2 ▪ 96~112 – Channel 3 ▪ 113~136 – Channel 4 ▪ 137 or higher – Channel 5 o Aqua Disarm – Reactive; Water EX Spell; Fist – No Cost – OpR. Re: When you or an ally you have Linkage with takes 0 damage from a Melee, Distance, or Fist Attack, disarm the user of that Attack, dropping the weapon at your position. When you use this ability, you get 1 less MS on your next turn. ❖ Semi-Generic Water Spells o Waterproof – Semi-Auto; Water T0 Spell – No Cost – Increase your DEF against Water spells and other abilities that would deal Water damage by 5. Can be used as SP 2 to grant the Target 15% Water Resistance for 3 turns. o Flowmotion – Boost; Water T1 Spell – 1 AGI – When you use the Extra Move ability, gain 1 additional MS. o Rain Dancing – Active; Water T2 Spell – 2 MAG – Field Change [Rain] (5r). If the field effect is already Rain, Field Change [Storm] (3r) instead. o Sudden Shower – Reactive; Water T3 Spell – 2 AGI and 2 MAG – X = ( Your EVA + Your CST ). OpR. Re: When you take 0 damage from a foe’s ATK ability, deal X Water damage to that foe.

❖ Melee Gravity Spells o Warp Strike – Reactive; Gravity EX Spell; Melee – 2 MAG – Re: When you deal damage with a Distance Attack, you can immediately move to that Attack Target’s position. o Transposition – Reactive; Gravity EX Spell; Melee – 3 MAG – OpR. Re: When an ally is targeted by a foe’s ability, switch positions with that ally, then change the Target of that ability to yourself. ❖ Ranged Gravity Spells o Tractor Shot – Active; ATK; Gravity EX Spell; Ranged – 2 MAG – X = MAG. Uses 5 Ammo. Ranged Attack a Target, dealing the damage as Force damage. Reduce the Target’s EVA against this Attack by X. o Push Blast – Speed; Gravity EX Spell; Ranged – 1 MAG – Uses 3 Ammo. SP 2. When there are 2 or more units at Close and/or Near range to you, move all units in Close/Near range to Mid-Range from you. ❖ Mystic Gravity Spells o Force Drive – Active; Gravity EX Spell; Mystic – X MAG – Can pay 0 for X. Deal 1d12 Force damage to the Target. Focus (2,3): Additional uses of Force Drive in this encounter gain X+1 d12s rolled for damage. o Gravity Wall – Reactive; Gravity EX Spell; Mystic – X MAG – Channel 2. Re: When you are Targeted by an ability that would deal Slash, Bash, Pierce, and/or Force

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damage to you, decrease the total amount of damage by 3Xd6 (before DEF/EVA). (If there are multiple damage types, the unit inflicting the damage gets to pick which types get reduced first.) o Spatial Collapse – Active; Gravity EX Spell; Mystic – 3X MAG – Scope (2,3). Ignores EVA. Target a unit and X additional units at Mid-Range or closer to the first Target. The secondary Target(s) are moved to the initial Target’s position. All Targets take 3d8 Force damage. The initial Target takes an additional 3Xd8 Force damage. ❖ Fist Gravity Spells o Gravity Rush – Speed; Gravity EX Spell; Fist – No Cost – SP 2. ATK Charge (Attack deals +2d8 Force damage. Optimal of Attack increased by 1 stage. Attack can hit foes with the Flight condition.) This effect and the effect of Surge Rush can’t be applied at the same time. o Surge Rush – Speed; Gravity EX Spell; Fist – No Cost – SP 2. ATK Charge (The Attack deals 2d6 Force damage to the Attack’s Target as well as all units at Close/Near range to the Target with a CST lower than the Target. Damage to the units other than the Attack’s Target Ignores EVA.) This effect and “Gravity Rush” can’t be applied at the same time. ❖ Semi-Generic Gravity Spells o High Jump – Active; Gravity T0 Spell – No Cost – Until the start of your next turn, you are considered to be at Extra Long Range to all other units, and units cannot move in relation to you. This effect ignores Absolute Direction. At the start of your next turn, return to your original position. o Force Lash – Active; Gravity T1 Spell – No Cost – Contest (User’s MAG vs Target’s STR or AGI): Target is disarmed, with their weapon dropping at Near range to both you and them. o Alterna – Full-Turn; Gravity T4 Spell – All MAG - X = MAG paid for this spell’s cost. Units with CST lower than 3*X are removed from the encounter for 5 rounds. Units with the Anchored condition treat their CST as being 20 higher and are only removed for 3 rounds. o Compression – Full-Turn; Gravity T5 Spell – All MAG and All VIT – Target takes 2 turns after this one ends. During these turns, other units are unaffected by the Target’s abilities, and you cannot gain additional turns.

❖ Melee Stone Spells o Sandstream – Toggle; Stone EX Spell; Melee – No Cost – Activated or Deactivated as SP 2. While active, foes at Close/Near range must target you first, but your EVA is decreased by 10. o Stony Stance – Toggle; Stone EX Spell; Melee – No Cost – Activated or Deactivated as SP 2. While active, Increase your DEF by 10, and you can also apply 10% of your DEF against abilities with Ignore DEF, but you cannot change position with your own abilities. ❖ Ranged Stone Spells

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o Sneaky Pebbles – Speed; Stone EX Spell; Ranged – No Cost – OpR. Scope (0). SP 2. Places a trap around the Target that deals 3d8 Stone damage to any units (except those with the Flight condition) that come into Close range to the trapped unit. The trap expires at the start of your next turn. o Sulfur Bomb – Active; Stone EX Spell; Ranged – 2 VIT or MAG – Contest (User’s AGI or MAG vs Target’s AGI or VIT): Apply [Gag] (5t) to the Target. Focus (3): Apply [Gag] (1t) to all units at Close range to the Target, even if the Target wins the Contest. ❖ Mystic Stone Spells o Varia Shrapnel – Active; Stone EX Spell; Mystic – X MAG or VIT – Y = Amount of HP you are missing. Z = Number of Conditions currently applied to you. Target a unit and roll Xd6. Apply effect(s), in order, to the Target based on the value(s) rolled, and after applying all of those effects, deal ( X * ( Y + Z ) ) Stone damage to the Target. Effects stack if multiples of the same are rolled: ▪ 1~2: Reduce the Target’s EVA by 5 for 3 turns. ▪ 3~4: Reduce the Target’s DEF by 3 for 3 turns. ▪ 5~6: Apply [FragGuard] (3t) to yourself. o Sand Fissure – Active; Stone EX Spell; Mystic – 3 VIT or 2 MAG – Sacrifice 15. X = Amount of HP you are missing. Until the start of your next turn, foes with EVA < X cannot change position. o Meteor Guard – Speed; Stone EX Spell; Mystic – X MAG or VIT – SP 2. Increase the Target’s Stone Resistance by ( 10% * 2X ). Increase the Target’s Slash, Bash, and Pierce Resistances by ( 10% * X ) each. These effects last until after the 5th time the Target is dealt damage. ❖ Fist Stone Spells o Rock Slide – Speed; Stone EX Spell; Fist – 2 VIT or 1 MAG – Scope (2,3). SP 2. Contest (User’s STR or VIT vs Target’s AGI or VIT): Target is moved 1 stage towards you. If Target is at Close range to you after this movement, ATK Charge (Increase the damage of the Attack by 2d12 Stone damage. If the attack successfully deals damage, Target is pushed back 1 stage.) o Patient Mantis – Active; Stone EX Spell; Fist – 1 STR or 2 VIT – Scope (0). X = Your VIT. Target gets ATK Charge (Damage increased by Xd4 Stone damage. This bonus damage alone Ignores EVA). ❖ Semi-Generic Stone Spells o Pebble Toss – Speed; Stone T0 Spell – No Cost – SP 1. Deal 1 Stone damage to the Target. Remove the most recently applied Condition from the Target. Ignores DEF. Ignores EVA. o Miracle Stone – Speed; Stone T1 Spell – 2 VIT or MAG in any combination – Scope (0,1,2). SP 2. Create a Miracle Stone Relic and equip it to the Target. o Gaia’s Grace – Active; Stone T2 Spell – 4 VIT – Apply [Power Surge] (3t) to the Target // Apply [Life Surge] (3t) to the Target. o Hyperion Crash – Active; Stone T5 Spell – 8 VIT or 10 MAG – X = Total missing HP of you and all units you have Linkage with. Deal X Stone damage to the Target

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(Ignore DEF). If the Target takes damage from this effect, deal X Fire damage to Target and all units at Mid-Range or closer to the Target (Ignore EVA).

❖ Special – Beast users do not receive kits based on their starting weapons, but instead pick different kits based on the number of starting weapon types they have, referred to as Paths. Each Path has three spells, which you get all of regardless of what weapon is used to pick the Path.17 Beast does not offer Semi-Generic Spells, instead offering 5 Paths to buy from. ❖ Canis Beast Path o Pack Fighting – Passive; Beast EX Spell – No Cost – When a foe that was targeted by you and at least 2 other allies since the start of their last turn would use an ability, they must target you first. o Feral Fang – Active; Beast EX Spell – 2 VIT or MAG in any combination – Scope (0,1). ATK Charge (If the Attack deals damage, gain 1 MS. If the Attack KO’s the Target, gain 1 MS. These effects stack.) o Guard Dog – Reactive; Beast EX Spell – 2 VIT or AGI in any combination – OpR. Re: If an ally at Close/Near range to you is targeted with an ATK ability, switch positions with that ally, then Target the attacker. Focus (1,2): Change the Attack target to you. ❖ Avis Beast Path o Eagle’s Grasp – Active; Beast EX Spell – 1 AGI or MAG or VIT – Scope (0,1). ATK Charge (If the Attack inflicts damage, Target and the User both move 1 stage away from all other units, as if they had used Disengage). In Grid combat, this ability causes the user to move one space, with the Target moving into the user’s former space. o Follow Wing – Reactive; ATK; Beast EX Spell – 2 MAG or VIT in any combination – OpR. Re: When a foe inflicts damage to you with a Spell or ATK ability, immediately attack that foe with your current weapon. Cannot be activated in response to damage from any Reactive ATK ability. o Glide Force – Boost; Beast EX Spell – No Cost – OpR. X = AGI. When you would use the Move ability to move in relation to a unit that is at Near or Close range, increase your Initiative by Xd4. ❖ Anguis Beast Path o Cold Blooded – Semi-Auto; Beast EX Spell – No Cost – Decrease the duration of any Condition applied to you by 1 turn (to a minimum of 1 turn). You can use this ability as SP 2 to ATK Charge (If this attack inflicted damage, Apply [Poison] (3t) to the Target). o Viper Strike – Speed; Beast EX Spell – 1 VIT or MAG – SP 2. ATK Charge (Units with the Poison condition are considered to be in Optimal for this Attack. If this attack inflicts damage, Apply [Venom Purge] (5t) to the Target.)

17 If you have a Dual Weapon, you obtain 1 spell from the chosen path, not the full Path’s kit.

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o Cobra Gambit – Reactive; Beast EX Spell; ATK – No Cost – OpE. Re: At the start of your first turn in the encounter that you are KO’d, Attack a Target with your current weapon, using your CST for damage calculation. You cannot apply any additional effects to this Attack. For every 5 damage this Attack inflicts, Apply [Poison] (3t) to the Attack’s Target. If you use this ability, you cannot be affected by any Lifesaver effects until the end of the encounter. Decrease each of your stats by 2 after this ability resolves. ❖ Felid Beast Path o Tiger Claw – Speed; Beast EX Spell – 2 MAG or VIT – SP 2. X = Your AGI. ATK Charge (Increase the damage dealt by 2*X.) o Leopard Sprint – Boost; Beast EX Spell – 1 AGI – When you would use the Move ability to move into a range that would normally require 2 MS, you can do so using only 1 MS. o Nine Lives – Reactive; Lifesaver; Beast EX Spell – 2 AGI or MAG – OpR. Re: When you are KO’d, revive from KO with 25% of your Maximum HP. ❖ Cetus Beast Path o Bloodlust – Passive; Beast EX Spell – No Cost – Increase your Critical Hit Rate by a value equal to half of the missing HP of the Attack Target. o Dolphin Kick – Speed; Beast EX Spell – 2 AGI or MAG in any combination – SP 2. ATK Charge (Target’s EVA is reduced by a value equal to your AGI against this attack only. If the Attack inflicts 20 or more damage, Apply [Stun] (1t) to Target). o Serpent Grasp – Active; Beast EX Spell – 2 MAG or VIT or STR in any combination – Scope (1). Deal 3d12 magic damage to the Target. If the Target does not Evade by at least 15 points, Engage the Target after this ability resolves.

❖ Melee Metal Spells o Rusted Guard – Passive; Metal EX Spell; Melee – No Cost – If an ATK ability is used on you while you are using the Defend ability, negate the Enhancements on that weapon. Those enhancements are also nullified until the end of your next turn. o Engine Cleave – Boost; Metal EX Spell; Melee – 2 VIT or MAG in any combination – When you use the Equip ability to equip a non-Relic weapon, that weapon gains the Refined enhancement until it is unequipped, or the encounter ends. Additionally, as long as that weapon has the Refined enhancement, decrease your Critical Hit Rate by 50% (minimum 0%), but deal an additional 4d4 Metal damage with Attacks. ❖ Ranged Metal Spells o Chain Trap – Speed; Metal EX Spell; Ranged – 1 VIT or MAG – SP 1. Creates a Chain Trap that you can place on a unit with the Use Item ability. The Trap activates when a foe (except one with the Flight condition) steps into Near range of the unit you placed the trap on. When activated, the trap deals 5d6 Metal damage (Ignore EVA) to the foe that triggered it. You can also trigger this trap manually by using an ATK ability on it. If triggered manually, it applies its effect to all units at Close range to the attached unit. When you create this trap, you can

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load up to 3 Blast Cartridges from your Inventory into it. You can only carry 3 total Chain or Snare Traps at a time. o Snare Trap – Speed; Metal EX Spell; Ranged – 1 VIT or MAG – SP 1. Creates a Snare Trap that you can place on a unit with the Use Item ability. The Trap activates when a foe (except one with the Flight condition) steps into Close range of the unit you placed the trap on. When activated, Apply [Bind] (3t) to the unit that triggered it. You can also trigger this trap manually by using an ATK ability on it. If triggered manually, it applies its effect to all units at Close range to the attached unit. When you create this trap, you can load up to 3 Blast Cartridges from your Inventory into it. You can only carry 3 total Chain or Snare Traps at a time. ❖ Mystic Metal Spells o Metallurgy – Speed; Metal EX Spell; Mystic – 2 VIT or MAG in any combination – SP 2. Scope (1,2). Target’s currently equipped weapon OR outfit (your choice) gains the Refined enhancement until that piece of equipment is unequipped or the encounter ends. // SP 2. Scope (1,2). Nullify all of the enhancements on the Target’s currently equipped weapon OR outfit (your choice) until the end of the encounter. o Reboot Charge – Active; Metal EX Spell; Mystic – 3 VIT or MAG in any combination – Scope (1,2,3). Target Relic’s charges are reset to their default, as if it was a new Relic. You can only target a relic with this one per Reprieve. This spell has no effect on Relics that have effects that only activate when they have 0 charges (such as Glyphs or Soul Gems). o Mecha Booster – Active; Metal EX Spell; Mystic – 2 VIT or MAG in any combination – Scope (0,1). Grants the Target a Mecha Breaker, which grants Reduced Penalty (0,1,2,3) to their ATK abilities. The Mecha Breaker lasts until they take 15 or more cumulative damage. A Mecha Breaker can be used by itself as a magical Fist Weapon. You can load up to 5 Blast Cartridges from your inventory into a Mecha Breaker when you create it. Mecha Breakers cannot be stored in an Inventory. This spell cannot be used on a unit that already has a Mecha Breaker. ❖ Fist Metal Spells o Chain Grab – Speed; Metal EX Spell; Fist – No Cost – SP 2. Scope (1). Contest (User’s STR vs Target’s STR or AGI): Engage the Target. o Iron Maiden – Active; Metal EX Spell; Fist – X VIT or MAG in any combination – Deal Xd4 Metal damage to the Target. Focus (0): Deal Xd20 Metal damage to the Target instead. ❖ Semi-Generic Metal Spells o Create Cartridge – Speed; Metal T0 Spell – No Cost – SP 1. Creates a Blast Cartridge by expending 1 Bronze coin or 15 Copper coins from your inventory. A Blast Cartridge holds an Enhancement, copied from a Weapon or Outfit in your inventory. You cannot copy Special enhancements. You can use a Blast Cartridge with the Use Item ability to fill an empty Enhancement Slot on a weapon or outfit. After use, the effect lasts until the end of the encounter. Blast Cartridges do not have to follow the normal rules for Weapon/Outfit affinity, nor Rank progression within enhancements, however specific effects may not work if placed improperly.

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o Maintenance – Speed; Metal T0 Spell – No Cost – SP 1. Recovers 1 Charge on a Relic of your choice. You can’t use this ability on the same Relic more than once per turn or twice per encounter. o Breakdown – Speed; Metal T2 Spell – No Cost – SP 1. Destroy 3 Expendable or Material items in your inventory to create 1 Scrap Polish. // SP 2. Destroy 5 Expendable or Material items in your inventory to create 1 Scrap Bomb. o Limiter Removal – Full-Turn; Metal T4 Spell – 4 MAG or 6 LUK – Scope (0,1). Target’s currently equipped weapon rolls ATK damage using d10s instead of d4s, and each of that weapon’s current enhancements’ numerical effects (not conditions of activation) are treated as being doubled. At the end of the Target’s next turn, that weapon is unequipped and cannot be equipped by any unit until the Target’s next Reprieve (even if the Target did not actually use it while the effect was active).

❖ Special: Oddballs are difficult to incorporate into a mechanical system. Because of their wide and varied nature, it is up to the player to decide how their Oddball will be expressed in its mechanical spells. Generally speaking, an Oddball should utilize about 3~7 Spells and frequently features a unique mechanic or resource that sets them apart.

Sometimes the more permanent objects in your arsenal aren’t enough. Sometimes you need a small, temporary pick-me-up. For this, Items have your back. Items are typically expendable little trinkets to get you through a pinch. The Use Item ability lets you take an item from your inventory and use its effects. Items can be acquired with Copper Coins or with some Perks. Items can’t be acquired with any other kind of coin.

The prices listed here are meant to be a general guideline. Your GM may adjust them or leave items lying around as quest rewards or exploration rewards. Item Price Effect Seed Stash --- Increases the area’s Green by 1. Cannot be bought. Concussion 1 Deals 15 Bash damage to a Target (Ignore EVA). Grenade Needle Grenade 1 Deals 15 Pierce damage to a Target (Ignore EVA). Shrapnel 1 Deals 15 Slash damage to a Target (Ignore EVA). Grenade Deals 15 Water damage to a Target (Ignore EVA). Can be Brine Bubbles 2 upgraded with Alchemy into Brine Bubbles+. Deals 15 Sound damage to a Target (Ignore EVA). Can be Crystal Resonator 2 upgraded with Alchemy into Crystal Resonator+. Deals 15 Stone damage to a Target (Ignore EVA). Can be Cursed Pebble 2 upgraded with Alchemy into Cursed Pebble+.

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Item Price Effect Deals 15 Light damage to all foes (Ignore EVA). Can be upgraded Daylight Seeds 2 with Alchemy into Daylight Seeds+. GravCON Deals 15 Force damage to a Target (Ignore EVA). Can be 2 Grenade upgraded with Alchemy into GravCON Grenade+. Deals 15 Ice damage to a Target (Ignore EVA). Can be upgraded Ice Crystals 2 with Alchemy into Ice Crystals+. Deals 15 Fire damage to a Target (Ignore EVA). Can be upgraded Ifreeti Cinders 2 with Alchemy into Ifreeti Cinders+. Moonflower Deals 15 Dark damage to a Target (Ignore EVA). Can be upgraded 2 Pollen with Alchemy into Moonflower Pollen+. Deals 15 Metal damage to a Target (Ignore EVA). Can be Scrap Knot 2 upgraded with Alchemy into Scrap Knot+. Deals 15 Air damage to a Target (Ignore EVA). Can be upgraded Sylph Pinwheel 2 with Alchemy into Sylph Pinwheel+. Deals 15 Lightning damage to a Target (Ignore EVA). Can be Worn Capacitor 2 upgraded with Alchemy into Worn Capacitor+. Removes the most recently applied non-KO condition from the Clear Water 4 user. Can be upgraded with Alchemy into Clear Water+. Restores 1d4+1 HP to the user per point of VIT they have. Can be Cure Drink 4 enhanced with Alchemy into Cure Drink+. Increases the lowest CP stat of the Target by 5. Can be upgraded Devil’s Silver 5 with Alchemy into Devil’s Silver+. Reduces the highest CP stat of the Target by 5. Can be upgraded Holy Bomb 5 with Alchemy into Holy Bomb+. Increases the EVA of all units by 5 for 3 rounds. Can be upgraded Smokescreen 7 with Alchemy into Smokescreen+. Phoenixian 10 Revives a KO’d Target with 1d10+1 HP. Cluster Increases your base Sync Rate by 14% until the end of your next Allure Perfume 15 turn. Can be upgraded with Alchemy into Allure Perfume+. Brine Bubbles+ 15 Deals 10 Water damage to all foes (Ignore EVA). Crystal 15 Deals 10 Sound damage to all foes (Ignore EVA). Resonator+ Cursed Pebble+ 15 Deals 10 Stone damage to all foes (Ignore EVA). Daylight Seeds+ 15 Deals 10 Light damage to all foes (Ignore EVA). GravCON 15 Deals 10 Force damage to all foes (Ignore EVA). Grenade+ Ice Crystals+ 15 Deals 10 Ice damage to all foes (Ignore EVA). Ifreeti Cinders+ 15 Deals 10 Fire damage to all foes (Ignore EVA).

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Item Price Effect Increase your STR by 4 until your next Reprieve. You can only be Minor Charm – 15 under the effects of 1 Minor Charm at a time. Can be upgraded Courage with Ofuda into Major Charm - Kami no Chikara. Increase your LUK by 4 until your next Reprieve. You can only be Minor Charm – 15 under the effects of 1 Minor Charm at a time. Can be upgraded Fortune with Ofuda into Major Charm - Akuma no Unmei. Increase your MAG by 4 until your next Reprieve. You can only Minor Charm – 15 be under the effects of 1 Minor Charm at a time. Can be upgraded Mantra with Ofuda into Major Charm - Tenshii no Tamashii. Increase your AGI by 4 until your next Reprieve. You can only be Minor Charm – 15 under the effects of 1 Minor Charm at a time. Can be upgraded Sight with Ofuda into Major Charm - Taka no Jinsouku. Increase your VIT by 4 until your next Reprieve. You can only be Minor Charm – 15 under the effects of 1 Minor Charm at a time. Can be upgraded Toughness with Ofuda into Major Charm - Yama no Katsuryoku. Moonflower 15 Deals 10 Dark damage to all foes (Ignore EVA). Pollen+ Scrap Knot+ 15 Deals 10 Metal damage to all foes (Ignore EVA). Sylph Pinwheel+ 15 Deals 10 Air damage to all foes (Ignore EVA). Worn Capacitor+ 15 Deals 10 Lightning damage to all foes (Ignore EVA). Clear Water+ 20 Removes up to 5 conditions of the user’s choice from the user. Cure Drink+ 20 Restores 2d8+1 HP to the user per point of VIT they have. Devil’s Silver+ 25 Increases all of the CP stats of the Target by 5. Holy Bomb+ 25 Reduces all of the CP stats of the Target by 5. Smokescreen+ 30 Increases the EVA of all units by 20 for 1 round. The first time you would be KO’d in this encounter, immediately Phoenixian 35 revive from KO with 1d4 HP. You can only use this item once per Bouquet encounter. This is not considered a Lifesaver effect. Contest (10 vs Target’s Evasion): Apply [Refract] (1t) to the Barrier Rune 45 Target. Can be created with Rune Magic. Contest (15 vs Target’s Evasion Roll): Apply [Berserk] (1t) to the Battle Rune 45 Target. Can be created with Rune Magic. Creates a Magic Melee Weapon with Optimal (1) that has no Blade Rune 45 enhancements. The weapon disappears if it is unequipped or the encounter ends. Can be created with Rune Magic. Contest (35 vs Target’s Evasion Roll): Apply [Frostbite] (3t) to Chill Rune 45 Target. Can be created with Rune Magic. Contest (10 vs Target’s Evasion): Remove all conditions from the Dispel Rune 45 Target. Can be created with Rune Magic. Contest (35 vs Target’s Evasion Roll): Apply [Burn] (3t) to Target. Flint Rune 45 Can be created with Rune Magic.

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Item Price Effect Contest (20 vs Target’s Evasion Roll): Apply [Stun] (1t) to the Spark Rune 45 Target. Can be created with Rune magic. Contest (40 vs Target’s Evasion Roll): Apply [Poison] (5t) to the Venom Rune 45 Target. Can be created with Rune Magic. Increases your base Sync Rate by 40% until the end of your next Allure Perfume+ 50 turn. Major Charm – Until your next Reprieve, increase your LUK by 8, but decrease Akuma no 50 your STR, AGI, VIT, and MAG by 2 each. You can only be under Unmei the effects of one Major Charm at a time. Until your next Reprieve, increase your STR by 8, but decrease Major Charm – 50 your AGI, VIT, MAG, and LUK by 2 each. You can only be under Kami no Chikara the effects of one Major Charm at a time. Until your next Reprieve, increase your AGI by 8, but decrease Major Charm – 50 your STR, VIT, MAG, and LUK by 2 each. You can only be under Taka no Jinsouku the effects of one Major Charm at a time. Major Charm – Until your next Reprieve, increase your MAG by 8, but decrease Tenshii no 50 your STR, AGI, VIT, and LUK by 2 each. You can only be under Tamashii the effects of one Major Charm at a time. Major Charm – Until your next Reprieve, increase your VIT by 8, but decrease Yama no 50 your STR, AGI, MAG, and LUK by 2 each. You can only be under Katsuryoku the effects of one Major Charm at a time. Optimal (2,3). Deals 3d4 Metal damage to the Target and all units at Close/Near range to the Target (Ignore EVA). Units that take 5 Scrap Bomb 60 or more damage from this effect have the EVA and DEF bonuses of their current outfits reduced by 5 each, for 3 rounds. Can be applied to any Weapon or Outfit that does not have Scrap Polish on it. Until the end of the 3rd of the user’s turns after Scrap Polish 60 applying to a Weapon (Critical Hit Rate +10%; Critical Damage Bonus +20%) or Outfit (EVA+3; DEF+2).

A magical yo-yo that seals evil. A pen that lets you imitate people of authority. A compass that points you the right way. A crystal ball that shows you the future. Relics exist as both Items and Equipment, having secondary functions that assist in battle, but being put on a restrictive resource that prevents overreliance. A unit can equip up to 3 Relics at a time. In most cases, a Relic must be equipped to use its effects, but some relics have effects regardless of whether or not they are equipped. Like Weapons and Outfits, Relics can be Soulbound, but they typically are not unless you gained them via a perk or patron ability.

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Many Relics have tags. In most cases, these tags are not relevant unless a GM makes them relevant, or another mechanic specifically cites them (such as the AMGC conversion process listed early in this PDF).

➢ Adamant Orb o [Otherworld] o A pale pink orb with an opalescent luster. Gripping it tightly, you feel as if you are eternally safe. When activated, this feeling is realized. o Holds 1 Charge. Recovers 1 Charge during a Reprieve if you have no Power. Otherwise, Recovers 1 Charge during Downtime. o Use Item: Expend 1 Charge. Until the start of the next round, damage inflicted to you becomes 0. You can only benefit from 1 Adamant Orb per encounter. ➢ Blitz Chain o [Otherworld] o A silvery chain meant as decoration. Can be wrapped around an arm, a leg, worn as a necklace, or even used to decorate your weapon. When the wearer strikes true, an enchantment invigorates allies to action. o Holds 4 Charges. Recovers 1 Charge at the end of an Encounter. Recovers 4 Charges during a Reprieve. o Use Item: Expend 2 Charges. This turn, when you inflict damage to a unit with an ability, each Ally and Assist in your party selects one of their stats (STR, AGI, VIT, MAG, LUK). Deal True damage to that unit equal to half of the combined value of those chosen stats. If you do not have a Power, the damage is equal to the combined total value instead. o Re: When you deal a Critical Hit with a weapon OR inflict damage with a damage attribute that the unit is weak to, you can immediately use this Relic’s Use Item effect, but if you do, the damage is halved. ➢ Boost Up Buster o A gun with a strange, battery-esque bullet. Holding the bullet charges it up with your power. If you pass the charged bullet and the gun to a non-magical girl, then something amazing might happen… o Holds 0 Charges. A Magical Girl or Monster Girl can give the weapon 1 Charge as SP 2. Holds a maximum of 1 Charge. o Ranged Weapon: Optimal (1,2,3). Does not have Ammo. Uses the Charge in the place of Ammo. Damage of the weapon is based on the Specialization of the unit that charged it. o If you have an Oddball Specialization, charging the weapon grants the user the ability to Transform.18 If the unit does not have a Magical Girl or Monster Girl form, they temporarily gain one with your Oddball Specialization. The ability to

18 This grants the unit stats and spells equivalent to a Magical Girl of the same capability of the unit that charged it. They receive access to all Specialization spells that the unit had at the time of charging. If they do not already have a magical outfit, they gain one that matches the charging unit’s starting Outfit, including Enhancements on that outfit.

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Transform is lost when the unit is KO’d, even if they would otherwise retain their abilities. The unit granted a Transformation with this effect cannot convey the ability to Transform by charging the weapon, however they can still charge the weapon to load it. ➢ Broken Sword o A blade that has clearly seen better days. The original blade was long enough that this shattered fragment of it can still be used as a weapon, just not a very good one. Seems to attract Spirits. o Holds 3 Charges. Recovers 1 Charge during a Reprieve. o Melee Weapon: Optimal (0). Cannot deal Critical Hits. o Use Item: Expend 1 Charge. The Optimal of the weapon becomes (0,1,2), and it becomes capable of dealing Critical Hits. These effects last until the end of the round. o Passive: If this Relic is used to create a Spirit Golem, increase its STR by 3. Additionally, the Use Item effect is always active, and does not require charges. ➢ Ciphered Projection o [Trian] o A small handheld device that seems to record memories. After using it to transfer somebody’s memories, you can glean a few of their skills. o Holds 2 Charges. Recovers 2 Charges during Downtime. If you have no Power, Recovers 1 Charge at the end of an Encounter. o Use Item: Expend 1 Charge. A unit at Close range to you can choose one of their Spells and records it in this Relic. Only 1 spell can be recorded at a time. o Use Item: Expend 1 Charge. On your next turn, you can use the spell recorded within this Relic. At the end of an encounter that this effect was used, the spell is lost, even if you did not use the spell. ➢ Copy Pen o An ornate pen with a planet on the end. If you click it while focusing on somebody, you’ll take on their guise. Take care while thinking of your crush! o Holds 2 Charges. Recovers 2 Charges during a Reprieve. o Use Item: Expend 1 Charge. Target a unit. Your appearance becomes that of the Target for 3 turns. Your equipment is changed to match their equipment (the imitations have no enhancements and are not magical). When you or that unit is Targeted, the target is randomly selected between the two of you. o Use Item: Can only be used if you are currently copying another unit. Expend 1 Charge. The copy effect lasts until the end of the encounter. ➢ Cosmic Band o [Otherworld] o A headband with a relatively simple design of three circles. When you put it on, the cosmos themselves open up in your mind, granting you all manner of powers. Keeping the headband on for too long has dire consequences, though. o Holds 4 Charges. Recovers 1 Charge during a Reprieve.

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o Use Item: Expend 2 Charges. Grants access to a single non-Oddball Specialization’s spells. While active, decrease your stats by the stat increase associated with that Specialization (if there is a choice, apply both choices). o Passive: If you have a Power, for each charge this Relic is missing, decrease your maximum HP by 15. This effect applies even if this Relic is not equipped. ➢ Counter Force o [Trian] o A metal bracer that fits snugly on your off-hand. When an attack comes your way, the bracer moves to parry it, almost automatically, giving you the opportunity for a counterattack. o Holds 1 Charge. Recovers 1 Charge at the end of an Encounter. o Re; ATK: When a unit inflicts damage to you using an ATK ability, Expend 1 Charge, and you can immediately Attack that unit with your current weapon, but if you do, the damage you inflict cannot be higher than the damage that was inflicted on you. Cannot be used in response to any other Reactive ATK effect. o Passive: If you have no Power, the damage inflicted by this Relic’s Reactive effect can be as much as double the damage taken. ➢ Crystal Ball o A relatively simple ball of crystalline glass. When you gaze into it, the possibilities of the future are revealed to you. o Holds 3 Charges. Recovers all Charges during a Reprieve. o Use Item: Expend 1 Charge. Apply [Foresight OR Sidesight OR Hindsight] (5t) to a Target. The condition applied with this effect is chosen randomly. If the user is the Target, and it is currently the first round of the encounter, this effect does not consume a Charge (you can only benefit from this OpE). o Use Item: Expend 3 Charges. Apply [Foresight], [Hindsight], [Sidesight] (5t) to yourself. ➢ Crystal Glasses o [Otherworld] o A pair of round glasses that have polished crystals for lenses. In actuality, the lenses are made of specially-crafted crystal balls that allow the wearer to avoid catastrophe. o Holds 15 Charges. Recovers 5 Charges during a Reprieve. If you have no Power, recovers 3 Charges at the end of an Encounter. o Use Item: Expend X Charges. Until the start of your next turn, when you are subjected to a Contest from a foe’s ability, you can replace your side of the contest with Xd6. ➢ Demeter’s Sash o A wool sash with symbols of the goddess Demeter on them. The sash itself seems innocuous, but it has long granted plentiful harvests. o Holds 3 Charges. Recovers 3 Charges during Downtime. o Use Item: Expend 1 Charge. Increase the area’s Green by 1. o Passive: If you are Wood Specialization, Restore 6 HP per point of Green at the start of your turn.

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➢ Doomtale Rose o A blackened rose enchanted to foretell plagues and catastrophes. When the flower is fully bloomed, beware. o Holds 0 Charges. Gains 1 Charge when a unit is KO’d while this Relic is equipped. Can hold a maximum of 13 Charges. o Use Item: Expend 4 Charges. Apply [Doom] (4t) to a randomly selected unit. o Passive: If you are Darkness Specialization, you cannot be selected with this Relic’s Use Item effect. ➢ Dusty Robe o A tattered and well-worn robe that has clearly seen better days. The clouds of dust it exudes when it flutters about seem to attract Spirits. o Holds 3 Charges. Recovers 1 Charge during a Reprieve. o Flowing Outfit: EVA+2; DEF-1 o Use Item: Expend 1 Charge. Triple the base EVA gain from this Relic for 3 turns. o Passive: If this Relic is used to create a Spirit Golem, increase its AGI by 3. Additionally, the Use Item effect is always active without needing to expend a charge. ➢ Eye of Shining Justice o An eyepatch that helps the user aim. The patch’s real power might be how it manages to get a longer and more ridiculous name each time you hear it. o Holds 7 Charges. Recovers 1 Charge at the end of an encounter. Recovers 7 Charges during a Reprieve. o Use Item: Expend X Charges. During this turn, abilities you use that would deal damage treat that damage as being 9*X higher for the purposes of defenses only. The damage inflicted is not increased. o Passive: If you are Light Specialization, treat X as being 1 higher for this Relic’s Use Item effect. You must still expend at least 1 Charge to activate the effect. ➢ Fury Ring o [Otherworld] o A ring that calls to the rage of the fallen. As more units fall in combat, their souls echo within, whirling about until they reach their breaking point. o Holds 0 Charges. Gains 1 Charge when an ally is damaged by a foe’s ability. Loses all Charges during a Reprieve. Holds a maximum of 15 charges. If you have no Power, this Relic holds an unlimited number of charges. o Passive: X = Number of Charges. Increases the damage dice of any ability used that would deal damage by Xd4 Magic damage. o Use Item: Expend 5 Charges. Increase your Critical Hit Rate by 50% and your Critical Damage Bonus by 150% for 3 turns. ➢ Future Lens o [Otherworld] o A multifaceted lens that you can gaze through. When you look through it, you see yourself gazing back, but a more mature-looking version of yourself. After activating the relic, you switch places with your other self, temporarily gaining their power.

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o Holds 8 Charges. Restores 2 Charges at the end of an encounter. Restores 8 Charges during Downtime. o Use Item: Expend 3 Charges. Until the end of the third round after you activate this effect, double your Base stats. If you have no Power, this effect only expends 2 Charges. o Boost: Expend 3 Charges when you use this Relic’s Use Item effect. Restore all of your stats with negative modifiers. Decrease the number of rounds the Use Item effect lasts by 2 (cannot use this effect if the Round count would be reduced to 0 or less). o Boost: Expend 2 Charges when you use this Relic’s Use Item effect. While active, you are granted full access to all spells within your Specialization. Decrease the number of rounds the Use Item effect lasts by 1 (cannot use this effect if the Round count would be reduced to 0 or less). o Boost: Expend 2 Charges when you use this Relic’s Use Item effect. While active, increase your Critical Hit Rate by 100%. Decrease the number of rounds the Use Item effect lasts by 1 (cannot use this effect if the Round count would be reduced to 0 or less). ➢ Glyphs o Can be created with the Glyphs form of Sorcery. o A Glyph (or a piece of equipment with a Glyph on it) counts as a Relic. You cannot place Glyphs on equipment that is already considered a Relic. o A Glyph fades away when its Charges reach 0. It cannot restore charges, even from outside sources. o Regardless of how many instances of a Glyph a unit has, they can only benefit from a maximum of 3 Glyphs in a single encounter. o Types of Glyph: ▪ Beina – Can be placed on units or Outfits. Holds 2 Charges. • Use Item: Expend 1 Charge. Call an Assist under your command, eschewing any costs for that Assist (including Initiative or Stat costs). ▪ Bella – Can be placed on units or Outfits. Holds 1 Charge. • Re: At the start of the first round of an encounter, Expend 1 Charge. During this round, foes can only designate you or their allies as a target for abilities they use. ▪ Bita – Can be placed on units or Weapons. Holds 4 Charges. • Boost: X = Number of Charges. When you use an ATK ability, increase the damage dealt by Xd6. After using this effect, Expend 1 Charge. ▪ Glotta – Can be placed on units or Weapons. Holds 1 Charge. • Re: When you inflict damage to a unit’s weakness, Expend 1 Charge. Gain an additional turn immediately after this one. ▪ Kljufa – Can be placed on units or Weapons. Holds 1 Charge.

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• Re; ATK: When you KO or Kill a unit with an ATK ability, Expend 1 Charge. You can immediately Attack a new target from your current position. ▪ Leyna – Can be placed on units or Outfits. Holds 1 Charge. • Re: When you are Targeted by an ability, Expend 1 Charge. You cannot be targeted by any abilities or effects until the end of the round. ▪ Lopt – Can be placed on units or Outfits. Holds 3 Charges. • Use Item: Expend 1 Charge. Until the start of your next turn, you may use the Wings perk as if you had it. ▪ Verja – Can be placed on units or Weapons. Holds 4 Charges. • Re: X = Number of Charges. At the end of your turn in which you did not use an ATK ability, increase your DEF by 2*X. At the start of your next turn after using this effect, Expend 1 Charge. ➢ Hollow Wand o A stage magician’s ebony wand. The ivory tips snap away to reveal a secret compartment, which appears to be very mundane. However, upon further investigation, the compartment is capable of concealing a cartoonishly large sized items. o Holds 5 Charges. Restores 1 Charge at the end of an encounter. o Mystic Weapon: Optimal (3). o Use Item: Expend 1 Charge. Conceal an Item within the Wand. The wand can only hold one item at a time. You can use this effect again to remove a concealed item (you do not expend charges to remove items). o Boost: When you use a Mystic Attack with the weapon, Expend 1 Charge. Immediately after that Attack resolves, use the item concealed within the wand. o Passive: If you are Illusion Specialization, you can conceal a Weapon within the wand instead of an Item. While a weapon is concealed, this weapon gains the Enhancements of that weapon, and attacks using that weapon’s damage stat. ➢ Jade Shield o A shield crafted of jadestone, in the pattern of a tortoise shell. It is exceptional at deflecting harm, especially for those that specialize in such methods. o Holds 6 Charges. Recovers 1 Charge each time you use the Defend ability. o Melee Weapon: Optimal (1). Has the Chained Enhancement. o Passive: If you use the Defend ability while Engaged with a unit, the Engaged unit is unaffected by abilities (except the current Engagement) and cannot be targeted by abilities (except your abilities and their own abilities) until the start of your next turn. o Re: When you are Targeted with an ability, Expend 2 Charges. Until the start of your next turn, increase your DEF by 4. o Passive: If you are Reinforcement Specialization, when you use this Relic’s Reactive effect, you can opt to use the Defend ability instead of gaining 4 DEF. ➢ Jadis Cloak

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o A cloak that conceals a cold malice. The witch this cloak belonged to was known for bringing about an endless winter, and she was only defeated by a magical lion and his 4 human vassals. o Holds 5 Charges. Recovers 1 Charge at the end of a round where a unit took Ice damage. o Elaborate Outfit: EVA+2; DEF+1; Ice Resistance +50%; Fire Resistance -50%. o Mystic Weapon: Optimal (3). Deals damage as Ice damage. o Use Item: Expend X Charges. Deal Xd8 Ice damage to a Target. If more than 10 Ice damage was dealt this way, Apply [Frostbite] (2t) to that Target. o Passive: If you are Ice Specialization, you may choose to Apply [Freeze] (1t) to the Target of this Relic’s Use Item ability if the Target took 15 or more Ice damage from that effect. ➢ Life Orb o A glowing orb that makes you feel a little bit more vigorous just by touching it. The very essence of life seems to be contained within. o Holds 5 Charges. o Use Item: Pay X MAG or VIT in any combination. This relic recovers X Charges. o Use Item: Scope (0,1). Expend 1 Charge. Restore 3d6 HP to the Target. o Use Item: Scope (0,1). Expend 3 Charges. Remove a single condition of your choice from the Target. ➢ Livewire Boots o A pair of boots that matches itself to your outfit. Neon stripes betraying their nature, the boots give you a surge of speed when used. o Holds 2 Charges. Recovers 1 Charge during a Reprieve. o Use Item: Expend 1 Charge. Increase your Initiative by 2d12. If you are Lightning Specialization, Increase your Initiative by 3d12 instead. o Use Item: Expend 2 Charges. On your next turn, gain 2 MS. ➢ Li-Xen Pocketwatch o A pocket watch that allows the user to go back in time. However, returning to the past has consequences. o Holds 1 Charge. o Use Item: If you have 21 or more HP, reduce your HP to 1. Restore 1 Charge to this Relic. o Use Item: Expend 1 Charge. Return a Target’s status to what it was at the start of the round (HP, Stats, Equipment, Conditions, used Spells, etc.) o Use Item: If you are Time Specialization, nullify one of your abilities. Restore 1 Charge to this Relic. ➢ Mask of the Wild o A mask that shifts and changes to the appearance of a number of nature’s beasts. Animals are more likely to consider you an ally while wearing this mask, but civilized creatures may shun you. o Holds 4 Charges. Recovers 1 Charge at the end of a round where you KO’d a unit. o Use Item: Expend 2 Charges. Gain 2 STR or 2 AGI for 3 turns.

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o Passive: If you are Beast Specialization, you gain both stats when using this Relic’s Use Item effect. ➢ Meteor Band o A wide bracelet made of meteorite. It will adjust itself to fit the wearer perfectly. The composition of the metal lends itself well to deflecting attacks. o Holds 1 Charge. Recovers 1 Charge during a Reprieve. o Re: When you would roll Evasion, Expend 1 Charge. For that roll only, treat your EVA as being based on your VIT+LUK instead of your AGI+LUK. o Passive: If you are Stone Specialization, this Relic can hold a maximum of 3 Charges while it is in your possession. ➢ Mindful Eye o A circlet with an eye crafted from gemstones in the forehead. Most assume it grants cognizance and clarity, but really, it’s just low-grade telepathy. o Holds 4 Charges. Recovers 2 Charges during a Reprieve. o Use Item: Expend 4 Charges. Reassign an Assist under your command as a Deployed unit, or a Deployed unit as an Assist. If deploying a new unit, they intrude in this round. o Passive: If you are Psychic Specialization, this Relic’s Use Item effect costs 1 Charge less. ➢ Miracle Stone o It’s a harmless-looking rock. When you touch it, life flows into you uncontrollably. When the stone is taxed, it crumbles to dust. o Holds 3 Charges. Destroys itself when it runs out of Charges. Cannot recover Charges, even with outside effects. o Passive: This Relic does not count against your 3 maximum equipped Relics. You can only benefit from up to 2 Miracle Stones at a time. Miracle Stones held that you do not benefit from still expend Charges as normal. o Trigger: At the start of the holder’s turn, Expend 1 Charge. Restore 2d4 HP. ➢ Mirror Cloak o [Otherworld] o A reflective cape that serves to keep away most vehicles, including the dreaded Truck-san. In addition to preventing your premature Reincarnation and/or Isekai anime, it can be used to copy Powers. o Holds 5 Charges. Recovers 1 Charge during Downtime. If you do not have a Power, recovers 2 Charges at the end of an encounter. o Use Item: Scope (0,1,2). Expend X Charges. Select one of the Target’s Powers (except Power of Chaos or any power granted by a Black Coin). Until the end of the encounter, you gain that Power, at a Level equal to X OR the highest level of that Power that the Target has (whichever is lower). ➢ Molten Heart o A glowing lump of metal that looks to be moderately melted. Despite the glow typically indicating hot metal, it is only moderately warm to the touch. The glow is commonly used

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as a lantern, but monster girls and Dark Magical Girls have another use for it that is much more aggressive. o Holds 2 Charges. Recovers 1 Charge during a Reprieve. o Use Item: Expend 2 Charges. User and Target both return to their Civilian Form as if they had used the Revert ability. If the User and/or the Target is a Monster Girl, they are unsealed/unsuppressed instead. After the Target’s next turn, they may immediately take an additional turn. The User immediately ends their turn after using this effect. A unit can only be affected with this once per encounter. o Passive: If the user is Metal Specialization, their turn does not immediately end after using this Relic’s Use Item effect. ➢ Oath to Order o A golden symbol on a chain, split into 5 pieces. The symbol’s meaning is lost to time, but the story goes that it represents a promise to keep the peace among the people, no matter the cost. o Holds 7 Charges. o Use Item: Spend X MAG or VIT in any combination. This Relic recovers X Charges. o Use Item: Expend 1 Charge. Apply [Sanctuary] (3t) to yourself. o Use Item: Expend 3 Charges. Apply [Crusader] (5t) to yourself. ➢ Persona Shutter o A simple film camera. The pictures it takes don’t seem like anything out of the ordinary, but they go beyond images, capturing the very emotions those situations had behind them. o Holds 0 Charges. Holds a maximum of 100 Charges. o Re: When you would inflict damage with an ATK ability, you can decrease that inflicted damage by 10*X. This Relic recovers Xd6 Charges. o Use Item: This relic recovers 1d4 Charges. o Use Item: Expend 10 charges. Apply [Random Condition] (1t) to the Target. o Use Item: If you are Empath Specialization, Expend 5 Charges. Gain 1 Mote of your choice. ➢ Power Scroll o A scroll tied sealed shut with red ribbons. These ribbons unfurl to reveal gold lettering on the scroll that describes the spell’s nature and how to use it. o Holds 5 Charges. o When created, the Power Scroll contains a single spell. This spell cannot be changed after creation. The spell cannot have a total stat cost higher than 4 (it can be a variable cost spell). o Use Item: Spend X MAG or VIT in any combination. This Relic recovers X Charges. o Use Item: X = Stat Cost of the Spell. Expend X+1 Charges. Cast the spell within the Scroll, eschewing the stat costs. This is done with the proper action (Active, Speed, etc.), but is treated as being a use of the Use Item ability. ➢ Rayfield Shard o [Trian] o A fragment of energy condensed via an explosion into a shard of crystalline power. You can drain the power from it or replenish it at will.

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o Holds 0 Charges. Holds a maximum of 5 Charges. If you have no Power, recovers 1 Charge during a Reprieve. o Use Item: Spend X MAG. This Relic gains X/3 Charges. o Use Item: Expend X Charges. Recover X MAG. ➢ Sacred Water o Water from a particular spring that has potent spiritual powers. o Holds 1 Charge. Recovers 1 Charge during Downtime. o Use Item: Expend 1 Charge. Create a Fist Weapon with Optimal (0,1). This weapon deals damage as Water damage. If this weapon inflicts damage, restore 3d4 HP to yourself. This weapon lasts until you take damage from an ability that targets you. o Use Item: Expend 1 Charge. Restore 4d6 HP and remove all conditions from a Target. o Full-Turn: If you are Water Specialization, this Relic recovers 1 Charge. ➢ Shield Weave o [Trian] o An odd piece of technology powered by a mother’s love, this trinket attaches to the wearer’s clothes, reinforcing them with a web of magical energy. o Holds 2 Charges. Recovers 1 Charge at the end of an Encounter where you took no damage. o Use Item: Expend 1 Charge. Until the start of your next turn, damage inflicted to you cannot exceed 25% of your maximum HP. o Use Item: If you have no Power, Expend 1 Charge. Until the start of your next turn, damage inflicted to you cannot exceed your CST. ➢ Shifter Tunic o [Otherworld] o A tunic that always seems to be just barely too big or too small. The fabric shows signs of being torn in places and stitched back together. o Holds 10 Charges. Recovers 2 Charges at the end of an encounter. o Use Item: Remove all effects of this Relic from yourself. You return to your normal size. o Use Item: Can only be used if your size is normal or larger than normal. Expend 3 Charges. You become 20% larger. Increase your Maximum HP by 30 and your DEF by 5. Decrease your EVA by 8. You can use this effect multiple times while it is active. This effect is removed when you Reprieve. o Use Item: Can only be used if your size is normal or smaller than normal. Expend 3 Charges. You become 20% smaller. Increase your EVA by 10. Decrease your Maximum HP by 20 and your DEF by 4. You can use this effect multiple times while it is active. The effect is removed when you Reprieve. o Passive: If you do not have a Power, the Charges required for a Use Item effect on this Relic are decreased by 1. ➢ Silent Boots o A pair of well-worn boots that have seen better days. Their silent footsteps seem to attract Spirits.

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o Holds 3 Charges. Recovers 1 Charge during a Reprieve. o Use Item: Expend 1 Charge. Until the end of this round, you cannot be targeted by units with a CST less than or equal to yours, including you. o Use Item: Expend 1 Charge. Until the end of this round, you cannot be targeted by units with a CST greater than or equal to yours, including you. o Passive: If you are Spirit Specialization, you can use this relic as an additional piece of equipment to make a Spirit Golem with. If you do, increase the Spirit Golem’s MS by 1. It can use the Use Item effects of this Relic without having to expend Charges. ➢ Soul Gem o A stone that holds the soul of a magical girl, likely yours. You can feel the soul buzzing around inside when you hold it close to you. o This Relic can only be obtained via the Soul Jar perk. It is Soulbound to the original owner. o Holds 25 Charges. Recovers 1 Charge during Downtime. Destroys itself when its Charges reach 0. Cannot recover Charges via outside means. o Passive: Can only be equipped by its original owner. This Relic’s effects cannot be negated or nullified by any means. o Trigger: If you take damage from a Critical Hit, reduce this Relic’s Charges by 1. If you are not the original owner of this Relic, this effect applies even if it is not equipped. o Trigger: If this relic is destroyed, the original owner is Dead and cannot Reincarnate. o Passive: X = Number of Charges. While equipped, Critical Hits do not apply their Critical Damage Bonus. Additionally, increase your side of Contests vs foes’ abilities by X, and increase your Maximum HP by 2*X. ➢ Storm Wings o A pair of blades in the shape of wings. They both create and cut the wind around them. o Holds 4 Charges. Recovers 4 Charges during a Reprieve. o Melee Weapon: Optimal (1). Deals damage as Air damage. Has the Brave I Enhancement. o Use Item: Expend 1 Charge. ATK Charge (Increase the damage dealt by the difference between your CST and the Target’s CST.) This effect only works with this weapon. o Passive: If you are Air Specialization, this Relic also has the Brave III Enhancement. ➢ Suzaku Fan o A fan of flaming feathers. They generate a series of embers and sparks when waved. o Holds 8 Charges. Recovers 2 Charges at the end of an encounter. Recovers 8 Charges during a Reprieve. o Mystic Weapon: Optimal (2). Deals damage as Fire damage. Has the Combat Casting and Embody Fire Enhancements.

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o Use Item: Expend X Charges. Remove all Conditions from the Target, and then deal 1d10 Fire damage for each Condition removed. If the Target takes damage from this effect, Apply [Flame Smite] (5t) X times to the Target. o Passive: If you are Fire Specialization, you may choose to remove the Target’s conditions AFTER dealing damage for each Condition on the Target. ➢ Twin Resonator Bow o A bow that shoots arrows that also serve as tuning forks. The string adopts the same tone as the arrow shot from it, allowing the user to pressure foes after a single shot. o Holds 8 Charges. Recovers 1d4 Charges at the end of an encounter. o Ranged Weapon: Optimal (3,4,5); Reduced Penalty (2,6). Does not have Ammo. Expends Charges in place of Ammo. o Use Item: Expend 1 Charge. Deal 3d6 Sound damage to the last two units that took damage from this weapon. o Passive: If you are Sound Specialization, this Relic’s Use Item effect does not expend a Charge. ➢ Void Grasp o [Otherworld] o A gauntlet that grasps the space between reality and the mystic. Using this, you can tear the very essence of supernatural powers from the ether temporarily. o Holds 3 Charges. Recovers 1 Charge during a Reprieve. If you have no Power, recovers 1 Charge at the end of an encounter. o Use Item: Expend 1 Charge. Nullify all of a Target’s Power abilities for 3 rounds. o Use Item: Expend 1 Charge. Declare any single ability name (including Inherent). Until the end of the next round, the declared ability is nullified on all units. ➢ Warpstone o [Otherworld] o A stone that seems to drag you here and there and everywhere in-between. If you focus, you can control the destination. o Holds 5 Charges. Recovers 3 Charges during a Reprieve. If you have no Power, recovers 2 Charges at the end of an encounter. o Use Item: Expend 2 Charges and Target a unit or loose piece of equipment. Move to the Target’s position. o Reactive: When you would be dealt damage by an ability, Expend 2 Charges. The damage inflicted to you becomes 0. ➢ Z-G Bangle o A golden bangle with flowy designs etched into it. Wearing it on your arms or legs makes you feel like you can soar high in the clouds with the slightest jump. o Holds 9 Charges. Recovers 3 Charges during a Reprieve. o Use Item: Expend 1 Charge. Apply [Flight] (1t) to yourself. o Use Item: Expend 3 Charges. Apply [Flight] (1t) to a Target at Close range. o Passive: If your Specialization is Gravity, OpT, you can use one of this Relic’s Use Item effects with 1 less charge expended.

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Many effects apply conditions that adjust how the afflicted fights. Some are positive, others are negative. Each condition has a duration, represented in the turn count or round count after the Apply effect. For Conditions, a Turn is considered to have passed when the afflicted unit’s turn ends. A Round is considered to have passed when the round ends.

Charges, Tags, Marks, and other similar effects are not considered Conditions, and cannot be removed by effects that work on Conditions.

Condition Effect Applied automatically when your HP is reduced to 0 or less, and persists as long as your HP is 0 or less. You immediately revert to your default form (Civilian Form if Magical Girl/Dark Magical Girl; Unsealed form if Monster Girl). Cannot perform any actions or use any abilities. All other conditions are suppressed while KO'd but resume their effects KO'd when you are no longer KO'd. When damaged while KO'd, lose 1 point in a stat (each chosen at random from a stat > 0) for every 20 damage you would've taken (Min. 1). If your stats are all 0 at any time while you are KO'd, you are Dead. While KO'd, you automatically fail your side of any Contests. Cannot be removed except by effects that specifically designate this Condition. Applied automatically the first time in an encounter that a Purification Attack reduces Stasis your CP to 0. Cannot perform any actions or use any abilities. CP cannot be increased. At the start of your second turn after this condition was applied, remove it. Automatically applied if you do not live with any companions or family. Critical Damage Secluded Bonus reduced by half. Automatically applied if you do not have a stable source of good food. Damage you deal Starved with Attacks and Spells is reduced to 75% (before applying DEF/EVA). Automatically applied if you do not have a suitable shelter to live in. Damage you take is Stranded increased by 25% (before applying DEF/EVA). Automatically applied once for every 48 consecutive hours spent in the Overcity. Decrease a random stat by 1 point. Stats lost from this condition do not return (even by Reprieve or Megatokyo Downtime) until the condition is cured. Can only be cured by leaving the Overcity (1 Mirage Cured per 24 Hours out of OC) or by using a Safe Zone within the Overcity (1 Cured per 48 hours in the Safe Zone). This condition cannot be applied more than 15 times at once. Reduce your AGI by 1 each time you use an inherent ability. If your AGI is 0 at the end of Ache your turn, you are KO'd. If your AGI is increased above 0 while KO'd due to this effect, remove the KO'd condition. When an effect would attempt to remove you completely from the current battlefield Anchored (usually by an effect such as Overcity Shift), you can choose to negate that effect on yourself only. Damage from abilities -X. Only one instance of this condition will apply per ability. After Barrier X reducing the damage of an ability, immediately remove this condition.

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Condition Effect STR, AGI, and VIT +3. Cannot use any abilities except ATK Abilities and the Move ability. Berserk When using an Attack ability at Close range, reduce the Target's DEF by a value equal to your MAG, and reduce their EVA by a value equal to your AGI. Bind Target cannot change position or use ATK abilities. Blind X EVA and Critical Rate -X. EVA and Critical Rate of foes +X against you only. Take 2d6 Fire dmg at the start of your turn (Ignores EVA). During your turn, Damage you Burn deal with abilities is reduced by the amount of Fire dmg you took from this condition. Negate the effects of the unit's Linkage. Unit does not act properly on their turn; instead the unit that applied this condition chooses a single action for them to perform as their Charm turn. If the unit loses HP, this condition is removed. If another Charm is applied while this one is active, the controller switches to the most recent application's user. At the start of your turn, a unit with CP (chosen at random) gains a Pure Charge. Units Crusader with a Pure Charge do not apply DEF/EVA against Purification Attacks. Dizzy While active, unit's EVA is calculated as if their AGI was 0. When this Condition's duration hits 0, the unit is KO'd. Has no effect if removed before Doom the duration hits 0. Ecstasy At the end of the unit's turn, they recover 7 HP for each ability they used during that turn. When the unit takes Fire dmg, they immediately take an additional 3d6 Fire dmg (ignores Flame Smite EVA), and then they lose 6 CP from random stats. This condition is immediately removed after applying this damage. Can only be removed by the effect that applied it. You are always considered in Optimal for any Attack abilities that use AGI or MAG for damage or are Distance Attacks (both Flight incoming and outgoing). Immune to field effects, unless they specifically designate that they affect Flying combatants. Fog Cannot use Spell abilities. Force Surge MAG+3 while active. Foresight Increase your EVA by 5. Increases Slash, Bash, Stone, and Pierce Resistances by 5% each. Remove one instance of FragGuard this Condition each time you are dealt Slash, Bash, Pierce, or Stone damage. Unit cannot use Speed, Active, or Reactive abilities, and cannot activate Toggle abilities. Unit cannot Evade. Unit's DEF increases by 10. Unit gains 100% Resist vs Pierce, Ice, Freeze Water, and Fire dmg. Unit takes 300% dmg from Slash or Bash dmg (before DEF). If unit would take Slash, Bash, Fire, or Water dmg, remove this condition afterwards. Unit's dmg from Attack abilities is reduced by 10 (before applying Critical) for the Frostbite purposes of Evasion only. Damage inflicted is normal. Reduce your VIT by 1 at the end of your turn. If your VIT is 0 at the end of your turn, you Gag are KO'd. If your VIT is increased above 0 while KO'd due to this effect, remove the KO'd condition. X = Unit's AGI. Decrease the damage of Mystic, Distance, and Ranged Attacks on the unit Gale Wall by X, before DEF/EVA.

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Condition Effect If a Condition (other than KO'd or Stasis) would be applied to the unit by an Ability or Grace Item, negate that application. Then, remove this condition. Grief At the end of the unit's turn, they lose 4 HP for each ability they used during that turn. Haste EVA+8. Using Dash or Disengage only requires 1 MS instead of 2. X = Your VIT. You lose 5 HP at the start of your turn. If a unit takes damage from or deals Heat Aura damage to you at Close range, Apply [Burn] (Xt). Critical Rate increased by 30%. Ignore any stat costs of spells with a base stat cost less than Heroism 3 total points (no effect on variable or modified spells). Increase Critical Damage bonus by 100%. Recover 3d4 HP at the start of your turn. At the start of your turn, restore 5 HP for each time you took damage from a foe's Hindsight ability(s) since the start of your last turn. You gain an additional TA or 2 MS (your choice at the start of each turn). Combat is not Horrified considered until all other units are KO’d. Inert Skip your turn. Cannot use any non-Passive abilities, including Inherent. Life Surge VIT+3 while active. X = Unit's highest CP value. Unit takes 3+X Light dmg at the start of their turn. Ignores Lightbit EVA. For every 10 points of Slash, Bash, Pierce, or Lightning damage taken by the unit, the Unit Ohm Web gains 5 Initiative. Pain All ATK abilities (including Inherent) gain "Sacrifice 15". Pierced Unit's DEF is treated as 0. Poison Unit loses 3d4 HP at the start of each of their turns. Power Surge STR+3 while active. The unit's first action in a turn must be to use an ATK Ability. The Target for that ATK Rage ability is chosen at random from all valid Targets for that ability (including ones outside of Optimal). Spell abilities that Target this unit will change the Target to the original User. The same Reflect ability cannot be subject to "Refract" and/or "Reflect" more than once total. This effect ignores Absolute Direction. Spell abilities that Target this unit will change the Target to another valid target OR the Refract User (chosen at random). The same ability cannot be subject to "Refract" and/or "Reflect" more than once total. This effect ignores Absolute Direction. Unit cannot have other conditions applied to them (except KO'd, Berserk, Stasis, or Flight). Refreshed Other Conditions currently applied to the unit cannot be removed while this Condition is active. Increase your DEF and EVA against abilities that require the user to gain CP by a value Sanctuary equal to your BST. Does not apply if you have CP. Seal Unit cannot use abilities that increase or decrease the CP of any unit. Sidesight Increase your side of Contests by 8.

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Condition Effect Slow EVA-8. Using Move, Dash, and Disengage requires 1 additional MS. Speed Surge AGI+3 while active. Spirit X = Turn Duration on this Condition. When the unit attempts an Active or Speed ability, X Swarm * 10% chance of that ability being automatically negated. Stun Cannot use Reactive abilities. The unit cannot increase the value or dice of their side of Contests by any means. When a Terror Contest allows the unit to choose between multiple stats, they must choose the lowest stat of the options given. When the unit takes damage from or removes the Poison condition (not including loss of Venom the Poison condition due to duration expiration), they lose 1 point of a random stat. If the Purge unit has the Poison condition, this effect cannot be removed except by its duration expiring.

You can contact the dev (under the username Jeanne D’Code or a variant) using the Accidental Magical Girl CYOA Discord. The dev can also be contacted via /mgcyoa/ threads on 4chan’s /tg/ board, under the tripcode “MaidofCharts”.

Despite troubles and delays, the SCS continues to evolve. If you have any questions or would like to test/pitch new mechanics, features, or ideas, don’t hesitate to contact the dev or experiment on your own.

This combat module is not directly affiliated with QuasarBlack’s Accidental Magical Girl CYOA, and is only intended as an add-on module for roleplay and campaign purposes. Questions and comments regarding the CYOA should be directed to QuasarBlack.

This system is not directly affiliated with Accidental Magical Girl Core. Questions regarding that system should be directed to the current developer(s) for that system.

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➢ Added the Generic Spells: Double Trouble, Group Blitz, Lethal Quartet, and Solution 9. ➢ Added the Type-exclusive Enhancements: Speed Ward, Sonic Edge, Swift Stance, Agile’s Oath, Quick Guard, Ogre Pressure, Fierce Stance, Martial’s Oath, Magic Spice, Revenge, Calm Stance, Mystic’s Oath, Iron Ward, Sturdy, Heavy Stance, and Guardian’s Oath. ➢ Big Damn Hero – Fixed a typo where the notation of the Heroism condition was formatted incorrectly. ➢ Chaincasting III – Can no longer be used in conjunction with Chaincasting I & II. ➢ DEF Boost – Now increases the user’s DEF by 20%. [Previously increased DEF by 1.] ➢ Embody – Can now be acquired multiple times on the same weapon, picking a new Specialization each time. ➢ EVA Boost – Now increases the user’s EVA by 20%. [Previously increased EVA by 3.] ➢ False Motion – Changed the damage base to damage Inflicted. [ Previously damage dealt ] ➢ False Triumph – Removed the limiter on stacking the ability. ➢ Familiar – Updated War Familiar to clarify how they interact with items and equipment. ➢ Familiar – War Familiar no longer needs to have a weapon equipped to cast spells locked to weapons. ➢ Flight – Elaborated that the effect applies both Attacking and Defending. ➢ Hailstorm – Updated the effect text to be more in line with current Keywords. ➢ Jade Shield – No longer causes a gamestate error where the Engagement is immediately broken. ➢ Jade Shield – Now allows the user’s and the unit’s abilities to target the unit properly. [Previously blocked ALL ability Targeting] ➢ Tempest – Now clarifies that you select a Target from the units you are moving in relation to. ➢ Twinned Soul Lv 3 – Can now deploy your Twin in the same encounter. ➢ Wings – Fixed a typo where the notation of the Flight condition was formatted incorrectly. ➢ Yew Purge – Updated the effect text to be more in line with current Keywords.

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