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Accidental Magical Girl Core

Corruption Module v. 1.3


Rules for Monster Girls, Dark Magical Girls, and the associated for AMGC 1.15.1.
Derived from the original CYOA written by QuasarBlack.
Created by Ai­n with the help of the #MGCYOA Regulars.
Updated and reformatted by Zene.

Intro & Table of Contents


During character creation, a corrupted girl has the choice of being either a Dark Magical Girl or
a Monster Girl.
For characters that are corrupted or purified during play, the Cured Magical Girl and Partial
Monster Girl types are included, as well as notes on corrupting Sanctified Girls.
1: Dark Magical Girls . . . . 2 Dark Magical Girls have the ability to use corrupted magic and to
corrupt other girls, both violently and through prolonged exposure.
Their corruption provides them with a small increase in power and
an optional Dark Magical Girl perk.

2: Monster Girls . . . . . . . . . 3 Monster Girls are more chaotically aligned than either Magical
Girls or Dark Magical Girls, though they may not necessarily be
evil. They also have the ability to use corrupted magic and can
corrupt willing recipients. Their increased corruption comes with a
larger selection of perks, but also weaknesses.

3: Partial Monster Girls . . . 4 Partial Monster Girls come about by being corrupted willingly
by a Monster Girl and changed into one themselves. They retain
their Specialization's stat boost, unlike Monster Girls, but have a
much more restricted selection of perks to take and cannot gain
more than one Specialization.

4: Cured Magical Girls . . . 4 Cured Magical Girls are Monster Girls with two Specializations
that have been purified. They still lose all of their monstrous traits,
both perks and weaknesses, but may retain the ability to use magic
from both Specializations at the cost of the stat boosts normally
available.
5: Corrupted Features . . . . 4
Sanctified Girls . . . . . 4 Only Fire, Light, Reinforcement, and potential Oddball girls can
Weaknesses . . . . . . . . 5 purify the corrupt against their will.
Motivations . . . . . . . . 5 A Purification Artifact can be used to purify a corrupted girl if they
Archetype Packs . . . . 6 are willing.
Monster Perks . . . . . . 8
­Perk List #1 . . . . . . . 9
­Perk List #2 . . . . . . . 12
­Perk List #3 . . . . . . . 15
Dark Magical Girls
Dark Magical Girls are a chaotic version of Magical Girls. Dark Magical Girls feel a sense of
reward and purpose for bringing about chaos or breaking down order. This impulse is not as
strong as in a Monster Girl, but is a similar version of their urges, weaker and undeveloped.

All Dark Magical Girls gain the following abilities.


Power of Chaos: Your weapon is subtly stronger than those of other magical girls, better at expressing the power
+1 STAT it provides you. But the power you draw on for it still has its costs ­ using it brings about a
negative emotion, such as pain, misery, hate, or fear. Perhaps this is subtle in drawing you
towards it, or perhaps it radiates this negativity clearly enough that anyone can feel it.
The stat provided by this perk must be one provided by your weapon(s).

Corrupt Magic: Use of your Specialization may look normal on the surface, but no matter how well it is hidden,
it is corrupt on some deeper level. While powerful, other magical girls are bound to eventually
take notice...
Passive, when you cast a spell:
Any nearby character may roll a Perception check against 5 successes to detect corruption in
your magic. Characters with at least 12 MAG gain a +1 die bonus.
Users of Third Eye automatically detect your corruption on sight without a roll.

Dark Sider: Your brand of corruption spreads and infects easily. Prolonged contact with normal Magical
Girls will leave them more susceptable to its influence, and you can even try to force normal
Magical Girls to accept it against their will.
Action, on a non­corrupt target in their last wound threshold, once per target per encounter:
Make a default attack with your weapon in Far, optionally rolled with LCK. Willing targets, not
counting magical domination, automatically fail and can be affected regardless of their wounds.
If successful, they are corrupted and become a Monster Girl or Dark Magical Girl as if having
taken the option during character creation.

Additionally, Dark Magical Girls may choose to replace a single regular perk
with one of the following abilities.
Psycho:With your corrupted new self comes an instinctive urge to defend yourself with violence. You
+1 STR, AGI, or MAG are more prone to lashing out, and are terribly ferocious when you let this trait out in a fight.
Passive, when your current wound threshold is lowered due to damage:
Your next offensive roll gains a bonus equal to the normal penalty instead of a penalty.
This bonus stacks: if you take enough damage to go from your first (­0) past your second (­1)
and into your third (­2), your next offensive roll gains a +3 die bonus instead of a ­2 penalty.

Infiltrator:Your corruption is even more subtle than usual for a Dark Magical Girl. Despite your inwardly
+1 AGI or LCK sinister tendencies, you are well­suited to posing as just another Magical Girl.
Characters without Third Eye can no longer roll to detect corruption in your magic.
Users of Third Eye must roll as described for normal characters in order to succeed.
Mastermind: While not monstrous yourself, you are naturally skilled at understanding what makes monsters
+1 MAG or LCK tick. Getting along with even unruly monsters and Monster Girls is easier for you.
You gain a loyal henchman. This functions as the Ally perk, but it must be a Dark Magical Girl
or Monster Girl.
Monster Girls
Monster Girls are Magical Girls that have mutated in body, mind, and soul due to some force ­ a
sinister corruption of the human form, the result of uncontrolled and unchecked magical power, or
otherwise. This may leave them outwardly monstrous, or perhaps less obviously; you have the
freedom to choose which your girl will be and add cosmetic traits to fit that type of Monster Girl.
Alternatively, they may be something originally inhuman now in the role of a Magical Girl.
They are more inclined to chaos than Dark Magical Girls. Many, though not all, have these chaotic
urges form into a more defined drive called a Motivation.
All Monster Girls lose the +4 stat boost from their Specialization and gain perks, listed on Page 8.
You may roll for 2 from each table for a total of 6, or choose 5 total perks freely.
Alternatively, you may choose an Archetype Pack from Page 5. These have 6 perks, but you must
also take their associated Specializations and Motivation.
Monster Girls can corrupt willing Magical Girls into either Dark Magical Girls or Partial Monster
Girls ­ as long as that willingness is not from magical domination ­ and gain the following abilities.
Seal / Unseal: Rather than transforming like a Magical Girl, Monster Girls are naturally in their powerful
form. Going through society is even more difficult for them, however, and so their
transformation does the opposite: with an uncomfortable, but sustainable sensation akin to
sucking their gut in, they can make themselves look normal after a minute of focus.
This is a partly physical change, but can be dropped in an instant by simply letting go of it.
The Transform action is renamed to Unseal, and is an Instant.
The Revert action is renamed to Seal, and is an Action.
Any reference to 'transformed' or 'untransformed' now refers to 'unsealed' and 'sealed' for you,
respectively, unless it also references Seal or Unseal.
Seal and Unseal do not protect identity, but are identical in all other ways to Revert and
Transform.

Weakness: Just as the distorted magic infuses your being with rapid power, it leaves weaknesses bared to
the world. Some forms of hostile magic are harder for you to resist, and you may even find the
associated element uncomfortable or repulsive in its mundane form.
You gain a weakness to another Specialization as listed on Page 5.

Passive, when taking an elemental attack matching a weakness:


Take a ­1 die penalty to defend against the attack.
This increases by ­1 if you have two weaknesses or were previously Sanctified (both stack).

Monster Girls can also achieve a unique feat of magical versatility: a second Specialization.
The following two abilities are optional for non­Archetypes. If taken, they must be taken together.
Dual Specialization: Your monstrous soul, unbound by human restrictions, is capable of handling more diverged
magical traits. This chaos has resulted in an aptitude for an additional form of magic altogether.
You have a second Specialization. This does not provide you with any stat increases associated
with the Specialization, but does incur a second Weakness element.
Motivation: Your mind warps under the strain of two brands of magic and your inhuman body. The chaotic
urges, once unfocused, now point to a clear drive you must uphold. This is your new purpose ­
you are obviously corrupted, and must obey this calling.
You must take a Motivation. Examples of acceptable Motivations are on Page 5.
This has no strict mechanical effect.
Partial Monster Girls
Monster Girls can provide their corruption to a willing Magical Girl, turning them into something
not quite as distorted as themselves, but still mutated into an inhuman creature.
These Partial Monster Girls are similar to regular Monster Girls, but cannot corrupt other girls into
more of themselves in the same way the Monster Girl that created them did.
Just like Monster Girls, they are more inclined to chaos and may, if they wish, pick a Motivation
such as the ones on Page 5.

Partial Monster Girls tend to have monstrous natures similar to their sire, and similar cosmetic
traits.

They do not lose the stat bonus provided by their Specialization, but do not gain it if they were a
Cured Magical Girl beforehand. They receive 4 perks if rolled, or 3 if chosen freely.
Regardless of whether they roll or choose, all their perks must be selected from the monster perks
possessed by the Monster Girl corrupting them.

A Partial Monster Girl cannot gain a second Specialization, but does not lose it if they were a Cured
Magical Girl previously.
Just like normal Monster Girls, all Partial Monster Girls also have a vulnerability to another type of
magic, depending on their own nature.

Weakness: Just as the distorted magic infuses your being with rapid power, it leaves weaknesses bared to
the world. Some forms of hostile magic are harder for you to resist, and you may even find the
associated element uncomfortable or repulsive in its mundane form.
You gain a weakness to another Specialization as listed on Page 5.

Passive, when taking an elemental attack matching a weakness:


Take a ­1 die penalty to defend against the attack.
This increases by ­1 if you were previously Sanctified (both stack).

Cured Magical Girls


Whether they think of it as fortunate or not, many Monster Girls can be released from their
corruption. Some of them still retain some scars on their soul from their time as a Monster Girl,
however, as well as the expanded magical talents that came with it.

If a Monster Girl with two specializations is purified, they may choose to keep both of their
Specializations, becoming a Cured Magical Girl. These Cured Magical Girls retain access to both
types of magic, but do not gain any Specialization­granted stat bonuses. In all other ways, they are
identical to a normal Magical Girl.

Sanctified Girls
While Sanctified Girls are normally foes of corruption, some still fall from their paths willingly.

If a Sanctified Girl is willingly corrupted, they become a normal Magical Girl, but may choose to
retain any physically­granted advantages such as a hybrid outfit or a holy weapon. These retained
advantages can never provide stat bonuses.
Weaknesses
Oddball Fire Air Spirit Reinforcement
Choose a Specialization Weak to Water Weak to Gravity Weak to Empathic Weak to Spirit

Psychic Time Lightning Sound Darkness


Weak to Darkness Weak to Illusion Weak to Stone Weak to Air Weak to Light

Illusion Light Plant Empathic Water


Weak to Psychic Weak to Sound Weak to Fire Weak to Beast Weak to Plant

Gravity Stone Beast Metal


Weak to Time Weak to Reinforcement Weak to Metal Weak to Lightning

Motivations
Dominator: You need to have command, and have everything working according to your specifications. It's
just not safe unless you have everything working just how you need it to be. If you have to take
control of others to make sure everything is perfect and according to plan, so be it ­ they just
have to listen. You trust nobody but yourself to lead.

Altruist: You just want to help. In fact you're pretty sure you know just who to help. Or just how. You're
not malicious ­ at least, you're pretty sure you're not. But things keep going wrong: people
doing awful things with your help, or insisting you've ruined everything. It's okay though, you'll
never stop when people are in need.

Devourer: Oh, you're so empty now. There's something you need to fill your belly, to slake your thirst, and
you must have it. Oh, you can stave that burning need off for a time, but it's going to wear on
you. Maybe you need blood, maybe your new body just needs a ton of food to keep going.
Surely you could just take a nibble, a sip, without causing harm?

Warrior: The blood sings in your veins, pushing you to find that high you can only get from lethal
combat. Humans are weak, but the girls that defend them, maybe even the other monsters might
give you the challenge you need to sate your bloodthirst.

Hoarder: You want things. What things you want might depend ­ perhaps of value, power, or status;
perhaps tangible or not; perhaps living or not. But there is a burning need within you to have
these, and you're going to get them any way that you can. Intimidation? Force? Death? That
works for you. It'll all be yours in the end.

Builder: This place isn't safe for you, but you'll make it that way. You'll lay traps here and there, put a
wall here, and soon your lair will be protected. It's your home, and you have to give it a
personal touch ­ so what if people that wander in might get hurt? Trespassers will enter at their
own risk. You have to keep your home safe... lethally.

Chaos Engine: You need to introduce a little chaos into things. Maybe you think things are just more fun when
they don't go according to plan, or maybe you're bitter that others get their happy ending while
you do not. It might be all of the time, or it might only be some of the time, but when you know
just the right thing to do or say to wreck other people's work, be it physical or social... the
satisfaction is like nothing else.

Custom: The ideas above don't come close to encompassing the full potential the human mind has for
becoming twisted and obsessed. If you have your own idea for a Motivation like these, one
more suitable for the character you have in mind, you're free to use it instead.
Archetype Packs
Instead of choosing or rolling for monster perks normally, you may decide to take one of these
archetypes. You must take all of the options together, including specializations and motivation.

Lamia Perks: Specializations:


Human from the waist up, massive snake from the waist down. Prehensile Fire & Water
You'll be hungry often trying to feed that enormous body, but you nPedalism
can find enough meat, right? You're strong and magical ­ and most Tooth and Claw Motivation:
importantly, not that picky anymore. Corrosion Devourer
Size and Scale
Prey of Choice

Drider Perks: Specializations:


Human from the waist up, massive spider from the waist down. nPedalism Darkness & Psychic
Your spider body is rather fragile for its bulk, so you'll need a safe Secretion
lair to rest it in. Best if no one ever finds it ­ or you. But if they Corrosion Motivation:
do... well, you'll just have to do something about it, won't you..? Contagion Builder
Segmentation
Sanctum

Vampire Perks: Specializations:


Human, but with a pair of large bat wings attached to your Tooth and Claw Air & Time
shoulders or lower back. You have big fangs, a love for blood, and Parasite
undying strength to make you a terror of the night. You can charm Communion Motivation:
others with just a glance ­ helpful, now that you need to take sips Drifter
from them to stave off your new, burning thirst. Devourer
Immortality
Coercion

Fallen Angel Perks: Specializations:


Human, but for the large feathery wings extending from your Drifter Reinforcement & Light
shoulder blades and the slight aura of light constantly around you. Communion
You want to help people, but all the wrong people. People who will Lure Motivation:
take your kindness and use it to hurt others. Reverence Altruist
Prismatic
Cursed

Dryad Perks: Specializations:


Human, if not for the bark­like texture of your skin and the foliage Phylactery Wood & Illusion
in your hair. Nature's just more important to you than people. You Elemental
want to help all the little plants grow ­ especially your own tree. Sanctum Motivation:
And as for the people who come to destroy these innocent plants... Infestation
you'll make sure they get exactly what they deserve. Sentinel / Builder
Corrosion
Evolution
Archetype Packs
Siren Perks: Specializations:
Human­like, but for the patches of fish or sharkscale skin, the gills, Bestial Water & Sound
the sharp teeth, and the webbing between your digits. You are Lure
really only comfortable in water, but being isolated in a river, lake, Inhuman Appearance Motivation:
or ocean is lonely and there's little audience. You crave Echoes
companions and adoration. You're going to get the admiring Eidolon
Sanctum
followers you deserve ­ even if you have to convince them by Coercion
force.

Were Perks: Specializations:


Human, but for the animal ears on your head, claws, fangs, Bestial Beast + Empathic
excessive hair growths and tail. You're fine most of the time. A Tooth and Claw
little more aware of your bestial side, perhaps. At regular but not Inheritance Motivation:
entirely predictable intervals, however, you will find yourself Communion
suddenly subject to blind, primal rages. Chaos Engine / Warrior
Berserker
True Sight

Djinn Perks: Specializations:


Human­like, but your skin and hair have an unnatural coloration, Drifter Lightning & Gravity
your ears are pointed and you exude a slight aura of smoke or mist. Babel Tongue
You want to help people, you truly do, but your ability to Intangibility Motivation:
understand humans is no longer reliable. You sometimes take Enter Sandman
statements literally or interpret them wrongly, the subtleties all lost Altruist
Simulacrum
on you ­ to disastrous results. It might be best if you keep small Ethereal
talk to a minimum...

Golem Perks: Specializations:


Human in shape but not material ­ you are nothing more than an Automaton Stone & Spirit
animate statue, unfeeling stone. While you may initially revel in Elemental
your strength and toughness, you will find that you now desire all Disembodied Motivation:
that you now lack ­ personal connections, family, friends, touch. Possession
It's all you want now, and you'll do anything to get it back. And Hoarder / Sentinel
Sealed
when you feel like you have it, even a sliver of it, you'll make sure Numb
it's 'safe' from anyone who could try to take it away again.

Drake Perks: Specializations:


Human­like, save for your scales, horns, and wings. Your hoard Bestial Metal & Fire
calls to you, the metal's hymn urging for you alone to maintain and Innate Awareness
perfect it. When your cash ­ your life itself ­ is threatened, you Drifter Motivation:
know how to make a weapon out of everything you've amassed, as Bile
well as how to smelt and add more. Dominator / Hoarder
Phylactery
Prismatic
Monster Perks
You may choose any 5 perks you wish as a Monster Girl.

OR

If you choose to roll:

Your first two rolls are on the left hand table. The next two are on the center. The last two are on the right one.
No doubling up of perks is allowed. If you get a duplicate, shift to the opposite table on the right. If you already
have that perk, you shift it further. If you have both perks on the opposite tables, you may instead select any
perk.

Bronze Swap a perk to any table using the same numerical value, or
any perk one step above or below.
Silver Swap up to any two perks to any other two perks.
Gold Select 2 more perks.

AUTOMATON 1 DRIFTER 1 INFESTATION


PREHENSILE 2 INTANGIBILITY 2 FOCUS
nPEDALISM 3 BERSERKER 3 CONTAGION
BESTIAL 4 INTUITION 4 VOODOO DOLL
TOOTH AND CLAW 5 BABEL TONGUE 5 SEALED
PHYLACTERY 6 IMMORTALITY 6 OVERLAY
BILE 7 PARASITE 7 STITCHES
LURE 8 SANCTUM 8 SEGMENTATION
SIMULACRUM 9 POSSESSION 9 PRISMATIC
INHUMAN APPEARANCE 10 SAPPER 10 SACRIFICE
ELEMENTAL 11 DARK SIDER 11 SIXTH SENSE
DISEMBODIED 12 INNATE AWARENESS 12 ENTER SANDMAN
SECOND SKIN 13 PRECOGNITION 13 AURA
CURSED 14 ECHOES 14 NUMB
SIZE AND SCALE 15 COMMUNION 15 SHACKLES
TRUE SIGHT 16 DIEHARD 16 HALF BLOODED
SECRETION 17 COERCION 17 ETHEREAL
REVERENCE 18 CORROSION 18 PREY OF CHOICE
INHERITANCE 19 INVISIBILITY 19 VOID TOUCHED
LEGACY 20 THRALLS 20 EVOLUTION
Perk Descriptions Table 1
1 Automaton: Pieces of you are completely detatchable, and you have mild control over your body parts even
+1 VIT, +1 Soak when detatched from you. You could pull out your eye and roll it forward to scout ahead, or slip
your hand through a cage's bars to root around for a key.
1 MP, Special:
Re­attach a forcefully severed body part, or replace it with something similar without penalty.

2 Prehensile: You have supernumary limbs, an extraordary supine appendage, or some other flexible body
+1 AGI or VIT part that is distinctly inhuman. You may grasp things and balance on it as if it were a normal
human limb.
Passive:
Gain a +1 die bonus to any rolls to attempt or escape a Grapple.

3 nPedalism: You are no longer bipedal. You may have a serpent's lower body, a mermaid's tail, smoke and
+1 STR, AGI, or VIT mist like a genie, be a centaur, or anything similar.
Passive:
Gain a +1 die bonus to Knock Back rolls.

4 Bestial:You retain your humanoid shape, though you may have odd tufts of fur, animal ears, a tail,
+2 ANY horns, scales, or feathers while undisguised. This can go to more anthropomorphic extremes,
though it is uncommon.
This perk has no other effects.

5 Tooth and Claw: You have big teeth (or large claws)! You may attack with your bare hands, mouth, or other
+1 STR inhuman limb as applicable.
You can use Unarmed weapon attacks with the same Enhancement as your normal weapon as
long as the body part remains attached to you. This cannot be otherwise disarmed.
If you have an Unarmed weapon normally, it gains another Enhancement.

6 Phylactery: You are bound to a certain physical object, place, or person. This might be in the form of a
+1 VIT haunting, making a lair, or something else ­ but you will never pass on as long as it remains.
This perk is equivalent to a Soul Jar, but there are no limits on distance from it or boundaries as
long as you return to it at least once a year. Your Phylactery can be purified as if it was you.
If you have the Soul Jar perk, destroying either one halves your stats; destroying both kills you.

7 +1 AGI, VIT, or Bile: You can exhale a substance related to your Specialization from your mouth ­ for instance, a Fire
MAG monster girl could breathe flame. This is rooted in your new biology, rather than being a spell.
Action:
Make a Ranged (AGI), Melee (VIT), or Mystic (MAG) attack at up to Far range.
If successful, deal 1 damage/success. The damage type is based on your Specialization.
The attack type must match the chosen stat bonus for the perk, and cannot be changed.

8 Lure: Your monster girl has something related to their appearance, personality, other perks, or
+1 ANY Specialization that causes people and other monster girls to be drawn to their company.
Passive, when Aiding a target or being Aided by one:
Both parties recover +1 MP.

9 Simulacrum: Your ability to mimic other people and creatures makes you a natural at blending in to your
+1 ANY surroundings as a predator. Appearance, mass, and other physical aspects may be simulated, but
a Disguise Artifact is required to be able to simulate voice and other tics.
Passive:
Gain a +2 die bonus on Flee and Hide rolls.
Third Eye users can see through this disguise, and a Purification Artifact can reveal it as false.
10 Appearance:
Inhuman You are so radiant, ugly, or different in your true form that simply shedding your disguise can
inspire mixed reactions of awe, terror, or shock in other sapient beings.
+1 VIT Reactive, when using Unseal:
Roll 1d20 against a single target's 1d20. Having one of Enhanced Transformation, Eternal
Style, or Enhanced outfit provides a single flat +3 bonus; Monstrous Metamorphosis provides
an automatic success.
If successful, the target is stunned and unable to use an action on their next turn.

11 Elemental: You are a being of an element, forgoing normal biological processes to have a body whose
+1 VIT or MAG form is based on your Specialization. This could be in the form of a golem, a clockwork being,
or the more usual fire or water elementals.
If you have Enhanced Sustenance or Environmental Sealing, gain +1 HP or Soak, respectively.

Passive:
You are no longer subject to hunger, sleep, breathing, or anything else connected to the usual
conditions for maintaining normal biological life. You are immune to effects that rely on biology
you do not possess.

12 Disembodied: Your monster girl spirit is not as deeply tied to its earthly bonds; your presence can never truly
+1 MAG or LCK be erased from the world unless you wish to die. Even after death, you can make yourself
visible and audible to others, and are able to manipulate light objects by concentrating.
Passive, while dead:
You remain active, but intangible, as a spirit.
You may cast spells in this state, but your MAG is halved for the purpose of prerequisites.

13 Second Skin: The real you is more than skin­deep. Your disguise can pass all but the most exacting scrutiny.
+1 ANY Passive:
Your disguised form cannot be detected as a disguise except by a Third Eye user actively
seeking you with an idea of what to look for.
If you have Enhanced Transformation or Disguise Artifact, it can never be detected.

14 Cursed: Your type of monster girl is a being known as a harbinger of changing fates ­ often for the
+1 LCK negative. People around you tend to find their luck running short, sometimes to your advantage.
1 FP, Action, once per encounter:
Make a Mystic (MAG or LCK) attack. If successful, drain 1 FP/success from the target, up to
half of the target's current FP.

15+1Size and Scale: You are a particularly small or big monster girl. Perhaps your entire body is big or small
STR, AGI, or VIT proportionally, such as a dragon or fairy. Maybe only part of it is, such as having a large lamia
tail. Either way, this size abnormality even persists a little in your disguised form.
Choose either Big or Small.

Passive (Big): +1 die bonus to rolls made to Cover.


Passive (Small): +1 die bonus to Disengage rolls.

16 True Sight: Your monster girl has either compounded eyes, bestially­empowered eyes, or some other
+1 VIT affinity for enhanced sight. Pitch­black darkness, smoke, and other environmental conditions
that would blind a human are no trouble for your girl to see through.
Passive:
Gain +1 die to Perception rolls, and take no penalty from environmental conditions.
Gain an additional +2 dice to rolls to oppose Hide or Flee.
17 Secretion: Your body is able to produce ­ or is composed of ­ a unique substance such as slime or webbing.
+1 STR, AGI, or MAG You can even secrete a large amount of it at once to try to capture or restrain other creatures.
Action:
Make a Melee (STR), Ranged (AGI), or Mystic (MAG) attack at up to Far range. The attack
type must match the chosen stat bonus for the perk, and cannot be changed.
If successful, this halves all rolls that share the same stat as the defence used.
Freeing from the substance is an Action by an ally, or a Free Action by the target on a
successful repeat of their defensive roll without this penalty.

18 Reverence: Your monster girl is considered a good omen ­ of sacred importance, consecrated, or otherwise
+1 ANY, +1 FP positively significant. Humans will feel at ease around her due to her magical aura, though she
may still receive unwanted attention.
Passive:
You do not need to be disguised to be accepted by normal human standards.

19+1 STR,Inheritance: Your monster girl's curse of chaos is one that can be spread to other biological creatures, even
AGI, or VIT ones not corrupted or mutated like yourself.
Passive, when dealing damage with a non­Spell attack to a biological target:
The target is forced to roll 1d10.
On a 1­3, they suffer a Monstrous Metamorphosis for 4 turns with a ­2 dice penalty for control.

20 Legacy: Your monster girl is very obviously cursed and afflicted with what makes them a monster.
+1 ANY Passive:
Debuffs affecting you are half as effective. (If the effect cannot be halved, halve duration.)
You cannot be purified by normal circumstances, such as an artifact or spells alone.
Perk Descriptions Table 2
1 Drifter:
You gain either a pair of wings ­ improved flight if you already have wings ­ or the ability to
+1 AGI or MAG levitate. Wings allow for free flight, while levitation is more maneuverable at the price of
having a maximum height above a solid surface: twice your body length.
Choose either Wings or Levitation.

Passive (Wings): +1 die bonus to Dodge and Disengage.


Passive (Levitation): +1 die bonus to all defensive rolls.

2 Intangibility:
You can enter a phase state for short periods at a time ­ a minute, or until you travel 30 meters
+1 MAG or LCK of distance ­ that allows you to pass through solid objects.
X Mana, Reaction, after defending, once per encounter:
Negate an attack on yourself that has X net successes over your defensive roll.

3 Berserker: With your monstrous new self comes an instinctive urge to defend yourself with violence. You
+1 STR, AGI, or VIT are more prone to lashing out, and are terribly ferocious when you let this trait out in a fight.
Passive, when your current wound threshold is lowered due to damage:
Your next offensive roll gains a bonus equal to the normal penalty instead of a penalty.
This bonus stacks: if you take enough damage to go from your first (­0) past your second (­1)
and into your third (­2), your next offensive roll gains a +3 die bonus instead of a ­2 penalty.

4 Intuition:Your type of monster girl is attuned to the order of chaos. Be it dark desires or true motives, you
+1 ANY have a reliable ­ if often vague ­ sense of what others really want.
If you have Awareness, you are always aware of when you are being lied to, regardless of scale.

Passive:
You can sense dark desires and get an idea of the motives of a target, such as if they are
intending to sow chaos/evil or believe they are doing something good.

5 Babel Tongue: Your monster girl is gifted with communicating. No matter how alien or foreign to her, she can
+1 MAG or LCK come to an understanding with anything intelligent and capable of speech.
Passive:
You can speak any language after hearing a speaker of that language use it.
This can include beasts or animals if their cognitive abilities are high enough.

6 Immortality: Your body can take an extreme amount of damage and keep functioning. Perhaps through
+1 VIT or LCK durability, perhaps through sheer determination ­ either way, you are notoriously hard to kill.
Passive:
When applied to you, replace any reference to "0 HP or lower" or similar to "negative half HP
or lower, rounded up". This means you are not KOed until you have passed ­50% HP.

Passive, once per encounter, when taking enough damage to drop HP from above 0 to below:
You instead remain at 0 HP, ignoring the remainder of the damage.

7 Parasite: You have a craving to feed. Blood, emotions, treasure ­ whatever it is, you have a fix and this
+1 STR or VIT one thing can give you what you need to keep going.
Special:
Feeding from your source by some means recovers 1 HP per turn, and 1 Mana & Soak per 2
turns. This lasts for 2d3 turns after feeding, and you cannot feed on consecutive turns.

8 +1 AGI, VIT,
Sanctum: You are one with the environment you have an affinity for. For some this may be shadows, for
or MAG others water or lava. Whatever it is, you can freely travel through and sneak around in it.
1 MP, Action:
Meld into your chosen environment, becoming invisible and immune to damage for 1 turn.
Alternatively, you can do this to change location to another area in visible sight.
9 Possession: Your soul is powerful, with a wider reach than just your own body. With effort, you can force
+1 MAG control over things other than yourself for about a minute before returning to your own body.
Action, once per target per encounter:
Make a Mystic (MAG or LCK) attack at up to Far range. If successful, take control of the target
for one turn. If you kill a living target you are possessing, you will also die. This works on
objects without a soul without a contest.

10 Sapper: You are a being known to exist by living off magic itself. You can hold the hunger for magical
+1 MAG power in most of the time, but if you let it out, it seems to become a bottomless void of mana.
Action:
Make a Mystic (MAG or LCK) attack at up to Far range. If successful, steal 1 MP/success, up
to half the target's current MP.
For the remainder of the encounter, you lose 1 MP per turn and Regeneration restores Soak
instead of MP if present.

11 Dark Sider: Just like a Dark Magical Girl, prolonged contact with you makes normal Magical Girls more
+1 ANY susceptible to corruption, and you can even try to force them to accept it against their will.
Action, on a non­corrupt target in their last wound threshold, once per target per encounter:
Make a default attack with your weapon in Far, optionally rolled with LCK. Willing targets
automatically fail and can be affected regardless of their wounds. If successful, they are
corrupted and become a Monster Girl or Dark Magical Girl as if having taken the option
during character creation.

12 Innate There is an object, subject, concept, or being that is connected with your monster girl. You can
Awareness: sniff or sense this thing out like no one else, and always know where to find it.
+1 ANY If you have Absolute Direction, you may use it to search on a more conceptual level.
Passive:
You can see traces in the air where your subject may be, and always have a sense of where to go
to find it. You are always aware of the location of the closest one in your immediate area.

13 Precognition: You have a mild sense of clairvoyance. While often indistinct and vague, it still gives you the
+1 MAG or LCK occasional glimmer of insight into the future ­ especially if you could already view it otherwise.
If you have Mystic Artifact, it no longer has an MP cost and cannot be taken from you or lost.
If you have Scrying, the details it reveals are more clear.

1 Mana OR 1 Fortune, Instant:


You may ask the GM for hints about the past or future of an area. There must be a GM for this.

14 Echoes:
Your specialized body can emit a unique sort of sound. Whether a supernaturally­enhanced
+1 MAG or LCK throat, bestial aspects, or something else, you can unsettle others with it or mimic other voices
to lure them closer to you.
Action:
Make a Mystic (MAG or LCK) attack at up to Far range. If successful, the target cannot make
offensive actions on their next turn.
The stat used must match the chosen stat bonus for this perk, and cannot be changed.

15 Communion: You are especially attuned to the movements of a celestial body ­ either the sun or the moon.
+1 ANY The day or night empowers your monstrous side, giving you strength at the cost of being unable
to hide it. On the inverse, being cut off from your celestial source during this phase is crippling.
Passive, during the chosen time and not an eclipse of that type:
+1 die to all rolls, ­1 die to any weakness penalties. You cannot use Seal.

Passive, during an eclipse of your type (solar for day / lunar for night):
­1 die to all rolls, 2x multiplier to any weakness penalties. You cannot use Unseal or any
Monster perks.
16+1 AGI, VIT,
Diehard: With your corrupted new self comes an instinctive urge to defend yourself with stubbornness.
or LCK You are more prone to trying to endure opposition head­on, and can take a staggering degree of
punishment when you let this trait out in a fight.
Passive, when your current wound threshold is lowered due to damage:
Your next defensive roll gains a bonus equal to the threshold penalty instead of a penalty.
This bonus stacks: if you take enough damage to go from your first (­0) past your second (­1)
and into your third (­2), your next defensive roll gains a +3 die bonus instead of a ­2 penalty.

17 Coercion: Something about you just draws people in. Your eyes captivate their beholders all on their own,
+1 ANY and you can influence the minds of those hypnotized by your gaze ­ if unable to resist, they are
left open to your desires and commands.
Action, once per target per encounter:
Make a Mystic (MAG) or Mystic (LCK) attack at up to Far range.
If successful, the target's rolls are halved for one round.

18 +1 STR,Corrosion: Something about you is toxic ­ physically. With the touch of a certain limb, a bite from your
AGI, MAG, fangs, the pricking of venomous spurs, or even simply contact with your tainted skin, other
or LCK creatures can be poisoned.
Action:
Make a Melee (STR), Ranged (AGI), or Mystic (MAG or LCK) attack at Close range.
If successful, inflict Poison for 3d3 turns. The Poison causes 1 damage each turn.
The attack type and stat used must match the stat chosen for this perk, and cannot be changed.

19+1 AGI, MAG,


Invisibility: You have incredible camouflage, some kind of astounding ability to distort light, or are just
or LCK naturally transparent. Using this to your advantage allows you to become invisible for short
periods at a time ­ a minute, or after travelling 30 meters of distance.
Instant, when making a Hide attempt, once per encounter:
You automatically succeed on Hiding without a roll until next round.

20 Thralls: You gain 5 beings under your control that are somehow related to your specialization. They
+1 ANY might be in the form of skeletons, critters, or so on. Whatever form they take, they are loyal to
you and you alone, and can be ordered to combine into a single greater form.
Each Thrall has the following stats: 2 STR / 2 AGI / 1 VIT / 1 MAG / 2 LCK. They cannot use
Spells and have no Soak, but if you have five, they can combine into an Amalgamation.
The Amalgamation has the following stats: 14 STR / 14 AGI / 14 VIT / 14 MAG / 14 LCK. It has
10 HP, 5 Soak, 10 MP, and 2 FP. It can use Spells with up to a 10 MAG prerequisite, and can
split into five Thralls. Regardless of the form they are in at the time, they act during your turn.
Both Thralls and the Amalgamation have access to a single attack type, chosen when acquired.
If you lose one Thrall, a week is required to acquire a new one. If all five are gone at the same
time, or the Amalgamation is lost, a month is required to acquire another set of five Thralls.

Action:
Recall your Thralls or Amalgamation from combat.
Perk Descriptions Table 3
1 Infestation:Something infests your body: rogue magic, bugs, viruses, or a more obscure force. It urges you
+1 VIT to destroy, feeding on the chaos you bring and toughening your body in exchange.
Your maximum Soak is reduced by 1, to a minimum of 1.

Passive, when you deplete an enemy's Soak:


Recover an amount of your own Soak equal to half (round down) what you depleted. This can
take you over your normal maximum Soak, up to 2x your normal maximum.

2 Focus: You have an anomaly attached to you and living off your life forces. Whether this object or
+1 ANY organ is inside or outside of you, it gives you an odd weight and center of gravity.
Passive:
Knock Back now only sends you back one range band instead of out of combat.

3 Contagion: Your Specialization courses through your being like an infection. You can share it with others,
+1 ANY whether or not they are willing, temporarily corrupting their magic into your own.
Action, on non­consecutive turns:
Make a Melee (STR or VIT), Ranged (AGI), or Mystic (MAG or LCK) attack at up to Far range.
If successful, the target loses access to their Specialization's magic and gains yours instead for
the next round. They take a ­1 penalty to Spell rolls during this time.

4 Voodoo Doll:Your body is infused with sympathetic magic. Your very nature makes you want to connect to
+1 LCK others, to be linked to them. With the right intent, you can make this happen... a bit literally.
Action:
Make a Melee (STR) or Mystic (MAG) attack at up to Far range. If successful, any damage­
inflicting attacks that successfully affect you for the next round are also applied to the target at
the same number of successes without a defence. This cannot inflict more than 25% of the
target's max HP per use.
A target cannot be affected by more than one use of this perk at the same time.

5 Sealed: An imperfect seal, placed by a patron or puchuu to keep you in line, binds your latent
+1 ANY monstrous potential. It weakens and hinders you in any frantic situations, but if you are stressed
for too long, that restrained power breaks through in a temporary rush.
Passive, before you have taken 2 turns in an encounter:
Take a ­1 die penalty to all rolls.

Passive, after you have taken 2 turns in an encounter:


Gain a +1 die bonus to all rolls.

6 Overlay: Your magic, told to allow you to 'see things from someone else's point of view', took this
+1 MAG directive literally. You can swap your senses for someone else's, gaining the ability to piggy­
back off everything they're seeing, hearing, or feeling.
Action:
You can pick a visible target and see, hear, and feel everything they do. This leaves your body
defenseless, and you cannot interfere with them in any way.

7 Stitches:There are bonds within your spirit, threaded through your magic and body to connect them
+1 ANY closer together. The line between your magic and your life itself is blurry, with each
intermingling with the other.
Instant, once per turn:
Convert up to 4 of your current HP to an equal amount of current Soak, or vice versa.
8 Segmentation: Your body is made up of many components that look ­ or are ­ interchangable. Walking or
+1 STR or VIT grabbing with limbs that didn't look capable of it, rearranging the shape of your body, or
otherwise, few could accurately guess just how your body works ­ if they even try.
Reaction, after successfully defending against a Grapple attempt:
The attacker is automatically Grappled by you without a roll.

9 Prismatic: A part of your body gradually collects and absorbs magical energy all on its own. When
+1 ANY saturated, it glistens and gleams with an unnatural, reflecting shimmer, infusing the magic into
the essence of your body.
Passive, when using Recharge:
Gain a bonus +1 MP.

10 Sacrifice:Your corruption did not give you power only for yourself, but to be used as a pawn by the
+1 LCK forces that be. You find yourself drawn to self­sacrificing acts, and the magic within you is
eager to leap out and grant itself for another's use.
Reaction, when your HP is reduced to 0 or lower:
Transfer all of your current MP and FP to an ally.

11 Sixth Sense: Your spirit naturally senses out others of its kind that have been freed from their bodies. Even
+1 MAG without magic based in the spirits, your eyes can identify the deceased or those otherwise parted
from their physical forms.
Passive:
You can see spirits, such as the souls of the deceased or astral projections.
By concentrating, you can become tangible to them and vice versa, allowing you to touch.

12 Enter Sandman: As a monster girl, you were connected closely to the dreaming world. You may choose to enter
+1 ANY the dreams of others in your natural form. The corruption that brought you this ability can feed
on their thoughts, granting you sustenance and causing them to forget their dream. It tends to
infect dreams you enter, however, often causing them to take turns for the worse.
Passive:
You can enter others' dreams in your undisguised form. You can also consume a dream,
recovering 1 HP, MP, Soak, and FP.

Action, once per encounter:


Make a Mystic (10 dice) attack at up to Far range. If successful, this drains 1 HP, MP, Soak,
and FP from the target and gives it to you.

13 Aura: Being corrupted bridged your sight into another plane of perception. You see the auras of other
+1 ANY living things ­ their shapes and colors, movements and blurs. With practice, you also can learn
to discern how thoughts and emotions shape these auras.
Passive:
You can see the auras of other living creatures, which gives you a general feeling of their
current mood. If they are repressing or faking their mood, it will be indistinguishable to you.

14 Numb: Your tainted magic has dulled your senses. You still live, and find discomforts like pain and
+1 VIT hunger farther away, but so too dimmed are the joys and warmth of life.
Passive:
Reduce any wound penalties by 1 die, to a minimum of ­0.

15+1 STR, AGI,


Shackles: Your monster girl has inherent, binding chains ­ perhaps as a form of infused magic, perhaps a
or LCK tangible restraint. Foes ­ or prey ­ that try to escape from you find your grasp difficult to elude.
Instant, once per target per encounter:
Contest your STR, AGI, or LCK against a target's at up to Far range. You must use the stat
picked for this perk's bonus.
If successful, they cannot move out of the range you used this ability from for the next round.
16 Half Blooded: A mutation of magic sings in your blood. Like a seed or fragment of a second ­ or even third! ­
+1 MAG Specialization, drawing on it gives you a new form of magic. This aspect remains undeveloped,
however: while its power may vary, its scope is always narrow, giving only a single sort of trick
to be performed.
Choose a Spell of your MAG or lower from a Specialization you do not have.
Special:
Cast the spell selected for this perk. Any costs or action timing are the same as the original.

17 Ethereal: Your body exudes a faint aura of pure magical energy. Like a mystic breath of fresh air, magical
+1 VIT or LCK things seem to flourish easily in your presence. With an exertion of will, you can strain it to rush
into and re­invigorate others.
Instant, once per encounter:
All allies in Close range recover +1 MP.

18 Prey of Choice: Corruption has turned you into a natural hunter. Your instincts goad you into pursuing your prey
+1 ANY only faintly, but when you focus them against certain types of foes, they seem to amplify in
both strength and viciousness.
Instant, once per encounter:
Choose a target.
Gain a +1 die bonus to offensive rolls made against that target, or any others sharing a
specialization with that target.
This lasts until the encounter ends.

19 Void Touched: Somewhere between this world and the next, you find yourself able to shift between realities,
+1 LCK parallel universes, or shells of worlds lost. You may even enter one of the many dead
possibilities that exist in time to see what might have been.
1 MP and 1 FP, Reaction, after seeing the result of a roll, once per encounter:
Force that roll to be rerolled. The second result must be taken, but you retain knowledge of how
the first roll would have gone.

20 Evolution: When put under pressure, the corrupt magic in you adapts on a supernatural level. You tend to
+1 ANY cannibalize the skills of others, stealing and mimicking any techniques that might help in your
pursuit of victory.
Passive, when a Spell is used against you or an ally:
You gain the ability to use that Spell, ignoring prerequisites.
At the end of the encounter, you lose all spells granted by this perk.

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