THE WORLD IS IN DANGER, AND SOMEBODY MUST PROTECT IT.
…
Huh? You've heard similar words over and over again by this point?
…
Hmph, fine. I'll start again.
…
THE WORLD IS IN DANGER, ACCOSTED BY EVIL, AND THERE MUST SOMEBODY TO PROTECT IT.
AND THEY DO SAY THAT WHEREVER THERE IS EVIL, THERE ARE MAGICAL GIRLS.
BRAVE WOMEN, FIGHTING FOR LOVE, CONTRACTED BY MAGICAL FORCES TO PROTECT THE WORLD FROM DEVASTATION.
YET THEY ALSO SAY THAT WHEREVER THERE IS EVIL, THERE WILL BE KAMEN RIDERS.
BRAVE WARRIORS, FIGHTING FOR JUSTICE. CUT FROM THE SAME CLOTH AS EVIL, YET CHOOSING TO CUT THROUGH IT.
…
They fight for similar reasons, don't they? But they always fight separately, in different ways, in different worlds.
…
Well, until now, I suppose.
…
IT WILL BE YOUR RESPONSIBILITY TO FIGHT ON TO PROTECT THIS WORLD, AS EITHER ONE OF THEM. AND YOU WILL BE ACCOMPANIED BY YOUR COUNTERPART, NO MATTER WHO YOU CHOOSE. WHETHER YOU LIVE IN HARMONY OR DIE IN RIVALRY IS UP TO YOU.
…
And I am so sorry you cannot escape the slaughter that was ordained for you the second you chose to be a hero.
…
But this world's still a bit incomplete, isn't it? Fractured up, due to its Ņ̸̫͉̫͇̥͖̤͓͎̳͉̀̓͜ą̸̃͂͗́͝͝͝t̷̡̨̜̮͖̖̮̥͓͓̜̘̜͔́̆͒͜ũ̸̺̤̳̪̩̪̝͚̱͚͉̫͇̽͛̐͐̅̀͒̐̍͊̅̈̅͐̊͜͜͝r̷̘̤͛̓̈́͐̊̇͒͊͂̿͒̄̋̚͜͠ḙ̸̡̨̛̛̜̭̱̲͉̩͓̜̭͑̆̒̏̿̓͐́̒̋̈́̄̿͐͜.
Very well then. I'm normally not allowed to do this, but…
I'll try to give you a heads up about what you're getting into.
QM note:
Your chargen (character generation) will be divided up into four parts. The one you're on, where the details of this world will be fleshed out. Then you'll pick your character, and their Archetype (what they can transform into). Afterwards, you'll customize your perks and then your Counterpart's build.
Character generation will not preserve points between each part— unless cautioned otherwise.
Good luck, and feel free to ask questions. You'll need it.
The Good Parts. (Perks)
This world has so many wonderful things that you'll get to see, child. I hope that you'll enjoy all of it.
Now, ask me some questions, and I shall answer.
(Pick the world's Perks, which will benefit everybody, Rider or MG. For each perk picked, gain a certain amount of points. These will be used in the next section, for the more good is brought into the world, the more bad must follow.)
(You may only amass a total of 7 points. You must have a minimum of 3 points.)
(Oh, and pick only one from each section.) What are the advancements of this world?
Every single world has its own unique features, and I've had the pleasure of getting to know this one very well. You see, what's special about this world is what society flows around. The world is special because…
[ ] (0) …It's perfectly, utterly normal.
Um, wait, can I check my notes again?
…
Oh damn, they weren't kidding.
Well, it seems that you'll just have to deal with a normal civilian life. Sorry.
[The world is, on the surface, equivalent to the real life world. No special bonuses.]
[ ] (1) …It's advancing into the future, step by step.
Yes. Thanks to the help of President Aruto, of Hiden Enterprises 20 years ago, the world started to integrate AI into its daily operations. Now, Humagears are recognized as sentient citizens, and efficient workers in almost every facet of life. Well, except for the creative arts. That's still left up to humans.
With the AI revolution done and finished, humanity looks to a brighter, cleaner future. Enjoy it.
Because you were born in one of the best times to be a human.
[Humagears, special androids and AI, will appear. Easier upgrades to equipment. All Kamen Riders receive increased starting stats.]
[ ] (2) …It's reached an incredible state, considered the apex of the future.
It's incredible out there, you know. The apartments alone would make somebody from twenty years ago wonder if they were transported to a world of science fiction. But it's not fiction. It's real.
In the streets, people walk around with bodies that can cater to every whim. Teleportation is about as expensive as a taxi from back when we still used those.
And in the communities and megacities that work together to build newer futures, a new project is being discussed. Humongous mechanical bodies.
Iron giants that can reach out over the world, to protect this wonderful creation called "humanity."
[Gain all upgrades from first Tech upgrade.Setting is like cyberpunk but nicer. Think Magical Index. Majorly increased starting stats for Kamen Riders. Become able to access Cybernetic Augments. (Artificial Being) becomes a possible origin in the next section.]
[Gain possible access to the (Mecha: Metallic Giants) upgrade later.]
[ ] (1) …Magic is slowly becoming part of daily life.
We don't know how it happened. We don't know what it is, though we're definitely working on it. But twenty years ago, runes and glyphs became public knowledge, and now the common citizen knows how to perform what can only be called magic.
Either way, even if this is a world only populated by humanity, it's still becoming a truly fantastical world. Who knows? Magic may become the next revolution.
[Basic classes in Magic will appear in school. Easier upgrades to stats. All Magical Girls receive increased starting stats.]
[ ] (2) …Magic is absolutely integrated into the world.
And don't you know what happened in the years after that? We've still got the same skyscrapers, the same tech we had before. But now, in the skies, in the earth, there's creatures that fly through the sky, walk on the earth, that cannot be said to be anything but magical.
Society's undergone incredible changes, almost as if it's something out of a fantasy novel.
Here be dragons, here be mages. Yet at the same time, humanity is still here. Strange, isn't it?
[Setting becomes pure Urban Fantasy. Think Touhou or FMA. Majorly increased starting stats for Magical Girls. Become able to access Instant Magic. (Magical Being) becomes a possible origin in the next section.]
[Gain possible access to the (Spirit Animals: Creatures Of Soul) upgrade later.]
[ ] (2) …Magic and technology are starting to advance, in unison.
Somehow, I don't know how, but Humagears and Magic are now existing in harmony. They both reached their current forms at the same time.
Now, somebody's trying to put the powers of Magic and Technology together. Simply incredible.
The future is both magical and technical. Only humanity can choose which way we shall advance.
[Gain the benefits of "Magic is slowly becoming part of daily life" and "it's advancing into the future, step by step."]
[Later on, gain access to the powers of Alchemy and Magitech. ] Pardon, but what are these "Riders" and "Magical Girls"?
Well, you probably already figured out that they're heroes that fight for good, blahblahblah.
What I know you're really talking about is how the public sees them. The world at large sees them as…
[ ] (0) Mysterious Heroes
Kamen Riders. Magical Girls. The world knows that they exist. The world knows that they protect against the monsters people can't fight on their own.
Um, and not much more than that.
You see, Kamen Riders and Magical Girls have always appeared, fought, then disappeared. No overarching themes or organizations. Just nonstop fighting, then gone. Maybe you'll break that trend.
[No special bonuses.]
[ ] (1) Secret Societies
Now, Magical Girls? Kamen Riders? You'd be a fool to think that they don't exist.
Nobody knows where they come from. The government couldn't track them if they tried.But everyone knows that they exist, and that they work together. Maybe you'll find out how they're connected.
[There are organizations for Magical Girls and Kamen Riders respectively. However, you'll have to get to them yourself.]
[ ] (2) An Unveiled Masquerade
Magical Girls and Kamen Riders aren't connected to the government, but they've always been supported by the government.
If you want to hide your identity, fine. But the people up top and your fellow heroes always are looking out for you, and make sure you've got backup during tough fights. That is to say, explosive back up.
[The military will show up after some time to help out with monster fights. Aside from that, you'll have full choice on whether you want to reveal your identity, and free government benefits. (Money!)] And what do these two factions think of each other?
Ah, you probably also want to know how the two sides cooperate. Well…
[ ] (0) They don't know the other exists./They work alone.
"Magical Girls stay on their side." "Kamen Riders keep to their own business." That's just what they say.
There's no inter-organization communication between magical girls and Kamen Riders. They're not exactly enemies, but they're not too friendly either.
[Kamen Riders and Magical Girls work separately. No special bonuses.]
[ ] (1) Friendly (?) Rivals
Oh those two? Well, they don't work together fully or agree on everything, but they still know when to cooperate.
I describe their relationship as that they're working for the same thing, but they're rivals in the way that they try to achieve those things.
[Riders and Magical Girls work together sometimes, but disagree on some of their philosophies behind fighting evil. Most of the time, relationships are cordial, but there are some people that have… not the best opinion of the other side.]
[ ] (2) Partners In Good
Love. Justice. Both of them are two sides of the same coin. Both the Riders and the magical girls have agreed on this. As such, they fight for Justice and Love together, whether that be on the battlefield, or in the books.
[Riders and magical girls work together; your PC will know that your counterpart is a Magical Girl or Kamen Rider in character before the story starts.] This seems very challenging, and a bit overwhelming. Is there anybody that can help me?
[ ] (0) You'll have your own friends to rely on. Normal friends.
You'll have to find your own people to help you in this world. Nobody more, nobody less. I wish you the best of luck.
[Only original characters will appear in this quest, no other special effects.]
[ ] (1) You'll have some assistance from learned heroes.
You've probably figured it out by now, but you've definitely not been the first one to participate in this whole hero business. Try and see what other heroes, your seniors, can teach you.
[If any option is picked where, for some reason, large groups of heroes are able to work together, you may sometimes have characters from magical girl anime and Kamen Rider cameo to help you out.]
[ ] (2) There are heroes from the past that you can learn from. You'll just have to find them first.
Hiden Aruto. Tokigawa Sougo. Ace.
Usagi Tsukino. Madoka Kaname. Sakura Kinomoto.
You might know those names. You might not. But just like you they were heroes in their own right.
They may or may not remember their exact experiences, but they will still serve as valuable mentors for the tribulations to come.
[Multiple characters from throughout Tokusatsu and magical girl history will appear in this world. While they will not be able to always help you fight, due to certain reasons, they will still serve as valuable mentors and role models that are constantly available.] The Bad Parts. (Disasters.)
It seems like a wonderful place to live, right? Hopefully you like this world, because it's the only place you've got.
Now, I hope you didn't think that everything was going to be fun and games. Because for every hero, there must be a villain. A Disaster.
Now, as you can imagine, there's a mastermind behind all of these things. Unfortunately, you cannot change that. But you can decide what you will be fighting.
(Tally up your points now. If they're more than seven, go back and choose again.)
IF YOU AMASSED 3 POINTS, TAKE ONE DISASTER.
IF YOU AMASSED 5 POINTS, TAKE TWO DISASTERS.
IF YOU AMASSED 7 POINTS, TAKE THREE DISASTERS.
[ ] Giants of Hell
They disappeared 25 years ago. They were Giants. Creatures that could have eaten the sky whole. They came in many names. Godzilla. Gojira. Rodlan. Mothra.
These creatures were called Kaiju. Until recently, it was believed that they were extinct. But one does not simply kill a giant. They can only wait for it to awaken again.
[Bosses of each season and each arc will come with their very own personalized kaiju. These horrifying beasts will take specific preparations and terrifying sacrifices to defeat. There are very few things that can fight off kaiju easily, but perhaps going with a Mecha could even the tide…]
[ ] Hearts Unjustly Tainted
The human mind, the human soul… aren't they just two interesting things? No? Just me? Well, you'd better start figuring out those two concepts well.
Because monsters aren't just something sent down to earth by somebody else anymore. If someone feels too bad. If someone goes through the worst things… perhaps, their monsters could become literal as well.
[Distortions, monsters born from mental breakdowns can start appearing. Unlike normal monsters, you won't be able to face them with pure force. You'll have to know the person and reach their heart to get through those challenges.]
[Also, Distortions won't just be random people off the street. They could be your friends, your family members. Who knows?]
[ ] Dark Mirrors
I know that with everything I've told you, you must think you're so special. But there are other Kamen Riders and Magical Girls out there. And some of them don't feel like using their powers for good.
[Evil Kamen Riders and evil Magical Girls will start being deployed by the antagonists. They will match you in every single way, and perhaps surpass you in some areas.]
[Defeating even one of those dark mirrors will take not only skill, but an understanding of yourself.]
[ ] Beings From Beyond The Stars
The Fermi Paradox. Why haven't we met aliens yet? Well, you're going to find out the answer, and I don't think you're going to like what's on the other end of that age-old question.
[Yeah. There's aliens now. They may range from a civilization of soldiers that simply hate you to beings you will never be able to comprehend.]
[ ] Puppet Masters From The Shadows
SHOCKER. "Sustainable Happiness Organization with Computational Knowledge Embedded Remodeling."
To put it bluntly, they're a hedonism cult, and also a conspiracy. People thought that the legendary first Kamen Rider, Takeshi Hongo and later the just as famed Sailor Moon, also known as Usagi Tsukino, both took SHOCKER down before disappearing. But SHOCKER was never truly defeated.
It might not be obvious, but they're everywhere. In your businesses, in your corporations, even inside the government. SHOCKER has been sleeping for years.
And now, the sleeping giant shall wake.
[Certain segments of the government will try to antagonize you and brand you a criminal. Aside from that, certain businesses will keep surveillance on you and try to jack up the prices of all the cool stuff.]
Hm. So that's how you see the world. It's not perfect, but I really do think it's a wonderful place.
That is, if you're willing to fight for it.
…
Win against those guys for me, won't you? Not just the Disasters, I mean the people behind them.
…
Hah, I doubt you can even hear me that well. Don't worry, I'm not insulted.
Besides, the next time we meet, you'll just remember this as a dream. And I won't remember you.
Goodbye, Noble.
…
YOU SLEEP TODAY A REGULAR MORTAL.
TOMORROW, YOU SHALL WAKE A HERO ORDAINED BY FATE. A NOBLE.
…
I'm sorry. I believe in you.
Please win. For love. For justice.
For those wonderful beings called humanity.
…
You wake up in your house in Tokyo.
And for a reason you can't remember, you wake up in a cold sweat.
Just what were you dreaming about?
Author's Note:
So how was that for an introduction? Excited for the adventure ahead?
If you know me from my other Quest, welcome back! I hope I won't disappoint you.
And if you don't know me, the name's MrKermie. Remember it, because I'm your QM from now on.
This quest was born from my love for both Toku and Magical Girls, so I hope that you all love it as much as I do. I've got some crazy plans for later.
Oh, and one last thing:
Here's a plan template.
[ ] Cool plan name!
-[ ] Advancements (Magic or science?)
-[ ] Hero Identities
-[ ] Inter-Hero Relationships
-[ ] Help (Crossover Characters?)
-[ ] Disasters (Add 1-2 more, depending on point tally up.)
Perks:
[Break Down]
Your powers are unstable. Unreliable.
But that just means they're much more powerful than some run of the mill hero. [EXP gain x1.5. Form Change stat boost extended to one action after the transformation.]
[Sentient Powers]
The cards that you found, your transformation trinkets? They're alive, and they want to help you in any way they can. [Your powers are sentient, and will attempt to give advice at the end of each update on how they see the situation. At higher levels, they may even be able to fight as Kamen Riders of their own…]
[Pressure Points]
Your old Assassin's Guild training always had a small section focused on anatomy. If certain points are hit on a body, you can do a lot more damage… [Crit Threshold lowered to 90 during combat.]
[Inner Focus]
Don't you dare die. Not yet. Not until those you love are safe. [At 20 HP or Less, you take -2 damage from all sources. You cannot take more than 10 damage at a time while under 20 Health.] [Reshuffled: Physical] What can be broken down can be built back up, and pieced back together. Fix the deck of fate, and you'll be able to break even the Void with your iron fists!
(Or: holy shit, your powers are beginning to punch things as hard as you specifically want them to!) [Physical has reached its max improvement for now. Once per Week, when a Physical check or attack is failed, Rei may reroll that failed check. (Gain other levels of Reshuffled to gain something else…)]
Traits:
[Monstrous Composition]
The events that were realized on you turned you into a monster, physically while transformed and mentally outside. Thankfully, you still want to be a half decent person, so you just come off as very grumpy.
[No Secret Society will take you in, (yet…) but none of the baddies will try to jump you unless provoked. Gain advantage on all intimidation checks.]
[A Monster Seeking Kindness]
Your first promise. To protect those who stand behind you, even if it means going to hell and back. And to face any who stand against you, even if they come from the hell you once ran away from.
[-??? to rolls with either Secret Society. Any enemy attempting to roll to manipulate Rei with either words or mental effects must roll with disadvantage.]
Flaw:
[Those Who Cannot Change]
The power inside you is a raging torrent, an all-devouring beast— if you do not take a firm hold of it, it'll destroy you entirely. [Rei will be able to make write-ins, but if she kills too many enemies or comes into close contact with the Void, she may enter the Void Burst state, making her temporarily lose her mind.]
[You may only pop two Form Changes each scene, not counting ones triggered by [Awakening].]
M1 Silenced Pistol "Shinigami" The one thing you were able to sneak out of your assassin training during your desperate escape. A silenced pistol from the armory, and a damn good one at that.
(Can only be used twice per combat.)
Condition: Almost Brand New (1 use before condition degrades.)
Grade: 3
Attack Roll Type: Mental
Damage: d20 Piercing Damage
Special Traits: Concealed:
-This weapon can be always carried around you in public, since it's always hidden.
Lethal Weapon:
-On rolling over DC by 20 or more while aiming at a (Civilian) or (Mook) target, instantly kills the target.
Always available, in any form. Cannot be recharged.
Body Recalibration
(Usable once per combat)
Only usable at 50% or less HP.
Halve the damage from the next enemy attack. Roll 2d10+8, and then heal by that much. (May get better when you reach levels 10, 14 and others…)
Inner Focus
(Passive)
At 20 HP or Less, you take -2 damage from all sources. You cannot take more than 10 damage at a time while under 20 Health.
Spirit Commune
DC: 70, Magical
(Usable once per Combat)
As an additional cost to use this move, lose 5 Health.
Take a turn to manifest your current Rider Form's Spirit as a summon. This Spirit has stats and health calculated by the stat boosts their rider form gives you. This summon stays around for 2 (3 on Crit) turns, and will act independently using the moves they have.
On successfully using this move, you may have a free Form Change. (However, Break Down's stat buff does not trigger.)
Trigger Void Burst!
Magical, Two Times Per Combat
DC: 50/70
Activate Void Burst of your own volition- but focus yourself this time. On success, Rei enters the powerful Void Burst state for two-three turns, but she's able to control herself and distinguish friend from foe. Cannot be used while Void Burst is on cooldown. Also gives Rei +30 Awakening!
See "Magic and Tech" for specific details on these Spells.
1. Fluidity Of Water
DC 35, Active
3 Uses Remaining
2. [Empty Spell Slot]
3. [Empty Spell Slot]
Current Amount of Capital: 1
(Capital is the amount of spendable money you have.)
Glyphs: Void Fire x1 Water x0 Earth x1 Air x1
Memories:
Killing
Changing
Teamwork
Step
Consumable Items:
Convenient Bug
Deck Of Darkness
A deck of cards that appeared to you after you were pulled through the void. It appears to contain both Atry and Gargoyle in the form of cards, and some others.
It seems to be able to manifest your new Rider Powers in conjunction with the Void Glyph. While it's definitely tainted by the Void, the spirits inside likely would have died if not for the fact that they clung to you
[MORE INFORMATION TO BE DISCOVERED]
Void Glyph A mysterious glyph that seemed to find you after you were tossed into the void. It seems to be inscribed directly into your hand, which should be impossible. It also increases your bloodlust.
You've realized that it's a manifestation of the Void, and that it can be suppressed with focus. Now, it serves as a "battery" of sorts for your rider powers.
[MORE INFORMATION TO BE DISCOVERED]
One-Time Shonai Teleport Charm A small charm, given to you by Fuji. Apparently, it can teleport you and one other person to the Shonai Peninsula Settlement when you crush it. It's one hell of a trip there, but considering that you've been teleported to Kyoto before, it's not impossible.
It's inscribed with the kanji for "sea, magic," and "return". Very subtle, guys.
[MORE INFORMATION TO BE DISCOVERED]
Rolls:
In this quest, everything that isn't an encounter table is decided by a d100, a virtual dice with 100 numbers.
When our character comes across a challenge, they'll roll against a number representing the difficulty of that challenge, a DC (Difficulty Check) Rolling higher passes the check and our character succeeds, while rolling lower fails.
Critical rolls are insane successes, or insane failures. They are naturally rolled (no modifiers) 95-100 and 5-1 respectively.
A Nat 100 (a naturally rolled 100) always succeeds and gives you something extra, and Nat 1 always fails catastrophically.
Getting close to the DC by 10 or less is a Near Failure. You almost got it, but you were just a bit far off. The DC is halved if the task is repeatable.
Stats:
Stats represent how good or bad your character is at something. You have five stats, and hopefully they're all self explanatory.
The stats:
0: physically paralyzed
1-5: a weakling, sickly, infirm or particularly incompetent
6-9: an average human being
10-14: Some combat training, karate classes, has been in a few scraps
15-19: Trained soldier
20-25: Expert veteran of combat
25-35: respected military leader
36-40: Competent superhuman
41-50: World class fighter, capable of throwing down with most supers and mutants
51-60: Incomparable fighter, legendary, once in an era general
61-70: High-level superhuman powers paired with natural skill and years of experience
70+: Unstoppable juggernaut of destruction
0: deeply, personally repulsive
1-5: Annoying, obnoxious, grating
6-9: An average human being
10-15: Moderate charisma and basic social skills
16-20: trained negotiator or corporate dealmaker
21-25: Highly skilled professional diplomat
26-35: Magnetic personality, liked by all they meet
36-45: Cream of the crop, natural born politician, brilliant dealmaker
46-55: Literally superhuman persuasive power, preternatural understanding of human psychology
55-70: Could trade a castle for a piece of string
70+: Social Deity
0: non-sapient
1-6: simpleminded, dim, uneducated
7-10: High School Diploma, average intelligence
11-13: Slightly smarter than average; some college
14-20: college graduate in sciences, trivia champion
21-30: Doctorate in technical field, Cash Wheel National Champion
30-35: Factotum
36-40: Leading expert in their field, photographic memory
41-50: World's greatest expert on their subject
51-60: Smartest human alive, perfect recall of every fact they have ever learned
61-70: Inhuman intellect
71+: Appears omniscient
0: Literal Caveman
1-6: Unable to process basic tech
7-10: average phone user
11-13: able to fix the WiFi
14-20: Able to help out with the average car part,
21-30: decently good engineer
30-35: all around mechanic
36-40: Leading expert in tech
41-50: Able to be hired at a high level by Hiden Industries
51-60: one of the worlds best hackers
61-70: Professional Hacker
71+: Tech God
0: Active detriment to magic
1-5: magically incompetent
6-9: an average human being
10-14: Knows their way around Glyphs, some basic Runes known.
15-19: Beginner mage
20-25: Fairly reliable around Glyphs,
25-35: respected intermediate mage
36-40: Mage executive, able to cast Double and Triple layered Glyphs
41-50: World respected magician, able to cast using just a twig from the ground.
51-60: spectacular feats with one Glyph, huge reserves of mana
61-70: High-level superhuman magic, been training for years
70+: Archmage
Actions:
You have a certain amount of Major and Minor actions each turn, usually three each, though that may change depending on what's been happening in the story so far. You may replace a Major Action with a Minor action, but not the other way around.
You can also take up to twomore actions in each category, Major and Minor, but I will leave the consequences of doing so up to you to discover.
In case you're getting Deja vu, that's because part of this system actually comes from another VERY well known quest. "Persona HEAVEN", by afreaknamedpete. Don't worry, I got permission from him to use this.
Burnout:
HIDDEN - Fuck around (take actions over the limit) and you'll find out.
Capital
Your amount of Capital is equivalent to how much money you have. Don't worry about living costs— this is just the money that Rei feels like she can spend short term.
In your head, you can equate 1 unit of Capital as equal to $100 for now.
Magic:
As a free action each week, you'll be able to craft a Spell with Kira. If you don't want to only craft one spell, it will cost one Minor Action per extra spell per week.
Each spell consists of three parts: A Memory, a Purpose, and a Glyph.
Memories will be gained either through the natural progression and milestones of the story, or by taking the Minor Mental Action (Recall Memory). Memories will either significantly boost or worsen the next part.
A Purpose is what you want the spell to do— this will be decided via a write in.
You'll find unused Glyphs after fights or by buying them. When you choose a fitting Glyph, it may or may not bestow an elemental effect upon the spell that'll give it better properties.
The final effect of the spell will be decided by the QM. While Glyphs and Memories that have higher synergy with the Purpose will get you a better potency of Spell, if you're able to argue in thread what you're picturing, I might make it better.
(Now, discussion doesn't just motivate the QM, it motivates the character as well!)
Finally, you'll name the Spell. One word names, please!
And finally, once that's done, you'll get a Spell, which will either be Active (combat) or Passive (activated to give a small Perk at the start until the end of each week). Every Spell has limited usages, and once those are gone, it breaks. (But Kira may be willing to remake it for a price that was cheaper than first creating it.)
Tech:
When using tech of any sort that belongs to you, you must make a roll on tech. If that tech roll is below 10, after using that function of the tech, it permanently breaks. If the weapon comes from Kamen Rider powers, it's just unusable for the rest of combat.
The type of dice used varies depending on the condition of the object. If it's brand new, you don't have to roll. If it's well functioning, you roll a d100. If it's almost rusting… you'll roll with a d10.
Buying Tech:
Tech is divided into six Grades, which represent how powerful and useful it is. From highest to lowest, the grades are:
??? (Grades 7 and up. This is currently unavailable.)
Superweapon (Grade 6)
Rider/Hero Level (Grade 5)
Military Grade (Grade 4)
Average Weapon (Grade 3)
Scientific Curiosity (Grade 2)
Civilian Tech (Grade 1)
Depending on your current highest Grade of Tech and to a lesser extent, your Relationship Level with him, Nakayama will offer different things in his shop each week. (Determined by background rolls.) After a while, you may also ask to upgrade your weapons, but that's for later.
Rider Form Weapons do not count for Highest Grade, so don't ask.
Magitech: Not encountered yet.
Black Market
In the Black Market, you will be able to buy two things: Illegal Goods and Intel. Illegal goods work like Kira and Nakamura's offerings, in that they're free actions where you can spend capital in order to get some goodies. Just like in those two shops, spending more personal with Jun can also give you more features, such as bringing back old offerings.
Intel however, can get you some of the plans for one of the many factions working in the background. Alternatively, you can get some info on specific subjects, such as certain KRs, MGs, or people.
Intel will roll a background Mental roll with advantage for Jun, and he will then relay you the info he found at the beginning of next week.
Be wary however. Buying too many things of either type will increase your Heat, which tracks your chances of being noticed by the criminal world you tried so hard to get away from,
Heat can be decreased by not buying from the Black Market for a week or two.
Projects
Projects will usually be demarcated with a (x/yprogress) label in their action. When rolling for a project, the character doing it will roll a d100 and add their modifier of the relevant stat.
When a roll (counting modifiers) is over 100, the dice explode and another d100 is rolled to add to the progress. Projects can have multiple parts, and are completed when the progress bar reaches its limit.
Initiative:
At the beginning of combat, everybody rolls a flat d20. The higher the number, the faster you go in the turn order.
Scenes And Turns:
One update of fighting is a Scene. One round of everybody taking an action in initiative order is a Turn.
Extra Actions:
When Rei is outnumbered at least 4 to 1, she'll get one action per turn for every two enemies.
This may change depending on how many allies you have.
Attack DC:
Most attacks will have a DC, that changes depending on how difficult it would be to land that attack. Landing within 10 short of that DC will give half damage (rounded down), while under that will have the attack miss.
All your attacks rely on Physical unless said otherwise.
Weakness:
When enemies or allies are hit by something that they are particularly weak too, they'll take x1.5 damage, rounded to the nearest whole number. There are also resistances, so watch out for that!
Crit Hits:
Roll 95 or higher (not counting your buffs) and your attack will deal double damage. (Crit Multiplier applies after weakness multiplier.)
Over Damage:
When rolling to attack, rolling over the DC by 10 or more gives +1 damage for each 10 you were above the DC. This can increase with time. Over Damage is only able to add a + modifier equal to 1/2 of the moves base rolled damage. So if you rolled an 18 on the damage, Over Damage can only bring it up to 27.
Special Moves:
Certain moves, such as that Scythe of Sorrow, can only be used a certain number of times per scene. Check your character sheet to see how many times you can do each move,
Finishing Moves:
Finishing Moves MUST be used as a character's last move in a Turn, and the character will be unable to move during their next action if the Finishing Move does not kill or similar.
If a character has multiple actions, they must use their finishing move in their last action.
EXP
C'mon, you've played video games. You know what this is.
Health
If this hits zero, you'll either be knocked out or straight up die, depending on how hard you were hit.
At the end of combat, each Hero's health will be restored by half their max. The rest stays around in your civ form.
Leftover damage from combat cannot take your civilian form's health below 1.
Tutorial: Void Burst
When she casts Void-aligned Spells, when an enemy is killed by her, or when ???, Rei makes a Social Roll, DC 10. On success, the DC for that increases by 10, while on failure, she enters the Void Burst state for 3 turns. (After Void Burst wears off, Rei may not use it for the rest of the Scene.)
During this state, all Void spells gain new effects, and Rei gains a buff to all her stats except for Social, which you gain a debuff to. She also goes pretty crazy, only barely being able to distinguish friend from foe. The stat buff is equal to 5+your current level x2. So that would be a +13 to every stat except for Social, which takes a -13 instead. Rei may also take an extra action each turn, at the cost of paying 5 Health per extra action.
Rei may also choose to enter the Void Burst state on command as a DC-less action during combat. This may have some uses later on.
Relationship Levels:
Relationship and Reputation Levels are an attempt to quantify something that cannot be quantified, and so the mechanics behind them are difficult to specify and elaborate on. However, there are several levels that indicate general closeness:
Level 0 is on the level of general politeness and acquaintance, with little emotional depth or interaction. Most neutral or distant relationships are here.
Level 1 is on the level of friendships or possibly newly budding relationships, generally the honeymoon period of a new relationship or a generally cordial but not especially intimate bond. Friendships usually stay here.
Level 2 indicates good friends or a deeper bond, where secrets start to be shared and walls start being torn down. Family tends to be here, or more established relationships.
Level 3 is where especially good friends reside, or more serious long-term romances. Secrets, hopes and dreams start being shared, as well as fears and concerns. Trust is an especially strong factor.
Level 4 is on the level of best friends, close family on good terms, and committed relationships. With closeness comes trust and expectation, and secrets are divulged often, though not universally.
Level 5 relationships are life-defining and correspondingly rare. Such relationships are on the level of mythic romances or legendary friendships, the kinds that stories claim to transcend lifetimes. Most people never have a bond of this level, and that is more than fine. A loss of this level, after all, would be absolutely ruinous for both parties. Or the survivor.
Reputation levels also exist, but they are essentially the same thing, but for large organizations and factions. 1 is someone on their radar, 5 is a founding member.
Negative relationship ratings do exist, ranging from animosity to undying hatred. Try not to cultivate too many of these.
Form Changes:
When you do a Form Change, you'll get stat buffs and one trait. The rest, you'll have to find out.
And one last thing before I open voting: acknowledgments.
Thanks to: @Ryumancer, for giving me some important advice back on the Quest Idea Thread. @Ashen Cross, for allowing me to steal figure out the theme of this quest.
And @King_Rule, for giving me permission to use some old concepts for OC Riders of his.
[X] Plan No Crossovers... until now.
-[X] (2) …Magic and technology are starting to advance, in unison.
-[X] (2) An Unveiled Masquerade
-[X] (0) They don't know the other exists./They work alone
-[X] (2) There are heroes from the past that you can learn from. You'll just have to find them first.
-[X] Beings From Beyond The Stars
-[X] Puppet Masters From The Shadows
[X] Plan: Human Problems, Human Solutions
-[X] (2) …Magic and technology are starting to advance, in unison.
-[X] (2) An Unveiled Masquerade
-[X] (1) Friendly (?) Rivals
-[X] (2) There are heroes from the past that you can learn from. You'll just have to find them first.
-[X] Dark Mirrors
-[X] Hearts Unjustly Tainted
-[X] Puppet Masters From The Shadows
tossing an approval vote at:
[X] Plan Unique World, Magical Focus
I'm imagining the Kamen Rider and Magical Girl to be best friends with each other despite that being very weird in the general perception of those two groups. That's why they're lone wolves even though organizations exist. Can I add a write-in detailing that for my plan?
I'm imagining the Kamen Rider and Magical Girl to be best friends with each other despite that being very weird in the general perception of those two groups. That's why they're lone wolves even though organizations exist. Can I add a write-in detailing that for my plan?
[X] Plan Unique World, Magical Focus
-[X] (2) …Magic is absolutely integrated into the world.
-[X] (2) An Unveiled Masquerade
-[X] (2) Partners In Good
-[X] (0) You'll have your own friends to rely on. Normal friends.
-[X] Hearts Unjustly Tainted
-[X] Dark Mirrors
[] Plan Unique World, Technological Focus
-[] (2) …It's reached an incredible state, considered the apex of the future.
-[] (2) An Unveiled Masquerade
-[] (2) Partners In Good
-[] (0) You'll have your own friends to rely on. Normal friends.
-[] Giants of Hell
-[] Beings From Beyond The Stars
[] Plan Unique World, Balanced Focus
-[] (2) …Magic and technology are starting to advance, in unison.
-[] (2) An Unveiled Masquerade
-[] (2) Partners In Good
-[] (0) You'll have your own friends to rely on. Normal friends.
-[] Dark Mirrors
-[] Puppet Masters From The Shadows
Threw up three potential world plans. Opinions are welcome. 1st plan lends itself well for a Magical Girl character, 2nd plan is best suited for a Kamen Rider protagonist, while the last plan can do both well, but not as good as the other two in their specialty.
[X] Plan: A bit of Originality
-[X] (2) …Magic and technology are starting to advance, in unison.
-[X] (1) Secret Societies
-[X] (1) Friendly (?) Rivals
-[X] (0) You'll have your own friends to rely on. Normal friends.
-[X] Dark Mirrors
A few quick questions before I vote. If we choose the max tech/magic options, could we still have our Rider be magical based?/Have our magical girl be tech based?
Also, will magical girls be allowed mechs?/riders allowed Spirit Animals?
Edit: And someone just posed the same plan before me.
[X] Plan: A bit of Originality
[ ] Plan: Duality of Mankind
-[ ] (2) …Magic and technology are starting to advance, in unison.
-[ ] (1) Secret Societies
-[ ] (1) Friendly (?) Rivals
-[ ] (0) You'll have your own friends to rely on. Normal friends.
-[ ] Dark Mirrors
Can love friendship really blossom on the battlefield?
A few quick questions before I vote. If we choose the max tech/magic options, could we still have our Rider be magical based?/Have our magical girl be tech based?
Also, will magical girls be allowed mechs?/riders allowed Spirit Animals?
Alright, here's my vote. I had a hard time choosing between aliens or evil KM & MG. But I choose the latter as it's more realistic in a scenario like this.
My vote:
[X] Mundane, Rivalry, Corruption
-[X] (0) …It's perfectly, utterly normal.
-[X] (1) Secret Societies
-[X] (1) Friendly (?) Rivals
-[X] (0) You'll have your own friends to rely on. Normal friends.
-[X] Dark Mirrors
Alright, here's my vote. I had a hard time choosing between aliens or evil KM & MG. But I choose the latter as it's more realistic in a scenario like this.
My vote:
[X] Mundane, Rivalry, Corruption
-[X] (0) …It's perfectly, utterly normal.
-[X] (1) Secret Societies
-[X] (1) Friendly (?) Rivals
-[X] (0) You'll have your own friends to rely on. Normal friends.
-[X] Dark Mirrors