Houserules

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Houserules

Post by Truly_An_Cat on Fri Jan 23, 2015 10:36 pm

Witch Specialization (Page 17) changes as follows:

Hex
Minor Action
Place a Hex on a target within a range of 0-2. Using a Hex is not considered an attack. You can place multiple Hexes on the same target, but you can only place one Hex in a round. On your turn, you may remove all or part of the Hexes you’ve placed on a target as a free action.

Detonate
Major Action
The target takes 1d6 points of damage per Hex it has on it. Damage from Detonation is not considered an attack. If a die comes us a 6, add a point of Overcharge to your attack stat, but do not add any extra dice or damage.

Amplify Magic
((Might be taken out later but is still in for now. Have fun dealing 60 damage on a 5-turn hex stack))
Minor Action, 1/Scene
Choose one enemy or one ally as a target. An enemy takes double the normal damage from Hexes you place on it ((Roll 2x dice.)). An ally
gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the
target drops to zero Resolve.

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Re: Houserules

Post by Truly_An_Cat on Tue Jan 27, 2015 3:39 am

The Furious Burst, caused by taking 10 or more Fury Overcharge, will be appended with the following clause:
"If you have no relationships when you incur this type of Fallout, you are consumed by rage and become a destructive, furious Youma. Your magical girl becomes a monster under the control of the Game Master."

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