Accidental Magical Girl Core: Corruption Module v. 1.1
Accidental Magical Girl Core: Corruption Module v. 1.1
Accidental Magical Girl Core: Corruption Module v. 1.1
If you are have rolled a 20 in character generation, or spent a Silver to corrupt yourself
from your naturally rolled Specialization, you are here.
You have a meta choice of being a Dark Magical Girl with a corrupted specialization,
including Oddball. If you choose to become a DMG, you are excluded from the monster girl perk
table. DMGs have the ability to use Corrupted magic and also corrupt magical girls into DMGs
like themselves, and do not have situational weaknesses like monster girls do.
Monster girls are more chaotically aligned than either magical girls and dark magical girls,
although they may not necessarily be evil. Due to their corruption, they have the innate ability to
use corrupted magic from their Specialization, and can also corrupt the willing.
It is possible to have more than one Specialization, a feat unique to monster girls.
If you become a monster girl, and you have spent a Silver to corrupt yourself, you keep
the original Specialization of your Roll (or what you have chosen to coin to).
If you have rolled a 20, you may choose the Specialization of your choice which will
represent the type of monster girl you become.
However, you do not gain the associated stat bonus for your single Specialization, only
the ability to use your Specialization's magic. Your stat bonuses will now be derived from the
monster you really are.
Your Specialization also has a specific Weakness now that you have been corrupted.
Refer to the Weakness Table for more information.
Perks will help determine the characteristics of the type of monster girl you play.
You may select 5 of your choosing if you have a monster girl already in mind (or are porting an
existing character into this system).
Or, you may also roll for 6 in the same manner as choosing normal magical girl perks by
using a 6d20. See the Perk Table for more information.
Archetype Packs are available for every Spec at the bottom of the PDF as well.
Lastly, to account for the many types of monster girls possible, there may be some
cosmetic traits which you choose for your character that will give no mechanical bonus.
For example, a forked tongue for a lamia would be counted as one of these.
Some monster girls will be more outwardly monstrous, for some this may manifest less
obviously. You have the freedom to choose which your girl will be.
Dual Specialization Monster Girls
Monster girls, unlike any other characters, have the potential for a magical duality
inaccessible to other magical girls. The latent chaos within them has given them an aptitude for
additional magical Specialization, though it is said that corruption is much more rampant in these
monsters.
Following the call to chaos and power increases your Weakness and gives you a Monstrous
Motivation, and the Black Coin can no longer affect you to grant additional boons. In return, you
gain a Secondary Specialization of your choice (but not the Stat boost associated with it).
For CYOA ver. 1.2 rolled monster girls who have dual Specialization, if you wish to
keep your second Specialization it will also be considered as if you had taken a Black Coin
to acquire it.
If you have already taken a Black Coin on a CYOA ver. 1.3 Dual Spec'd character that, you
can choose to either lose your second Specialization or lose the bonus weapon/power granted to you
by the Black Coin.
ALL Dual Specialization characters take the Weakness associated with your secondary
specialization on top of your first specialization's weakness. Both weaknesses are 2x as effective
against you; such is the price you pay for power.
For grandfathered characters there are Archetype Character Packs to help port your characters
over. You will NOT be required to take these character packs even if the monster girl you create
falls under the appropriate archetype. The Archetype Packs were created to be faithful to the monster
girls represented in previous incarnations of the CYOA written by Quasar Black.
Interpretations of monsters can vary, so please do not feel obligated to restrict yourself.
If you choose to take an Archetype pack, you must take both of its Specializations.
Big Friends
Big Friends rolled from AMGC 1.1 may keep their singular, rolled Specialization, or
acquire a second Specialization in the same manner detailed above.
You do not have to roll for the second Specialization and may instead select it (although if
you wish to, feel free!) due to the penalty mechanics in place.
Big Friends may also have 5 perks selected for them, or 6 rolled for them.
Big Friends rolled from 1.2+ of the CYOA with dual Specialization must take a Monstrous
Motivation and both weaknesses associated with their primary and secondary Specialization if they
wish to keep their secondary Specialization.
Corruption
Corrupted characters may spread their influence and corrupt a magical girl in a unique
process; however, only a Dark Sider (Perk) or a Dark Magical Girl can corrupt an unwilling
target. Please refer to that Perk for the appropriate combat roll to make. The unwillingly corrupted
turn into a monster girl (or DMG) and generate their character as if naturally rolled on this sheet.
For willingly corrupted girls changed by another character, she has a [Meta/OOC] choice to
either become a Dark Magical Girl with Specialization-corrupted magic, or a monster girl.
If they choose corruption into a monster girl, then they derive perks from their corrupter's
own perk table, receiving 3 perks of their choice, or rolling for 4. The corrupted girls retain their
singular Specialization and its granted stats, but also must take the corresponding Weakness.
If a Beacon character is asking to be corrupted, they retain their physically granted perks
granted by their Patron but lose the stat bonus associated with them, and their motivation to follow
their Virtue is gone, turning them into a normal magical girl.
Further corruption to turn a Beacon character into a Dark Magical girl (no statistical or
mechanical change) or monster girl requires that they take the double Weakness to her
Specialization if choosing a monster girl (similar to how Black Coined monster girls do). In
addition, they lose their Specialization granted stats. They do not get a secondary Specialization or a
Monstrous Motivation.
If a Beacon character has been corrupted into being a monster girl, and then wishes to use a
Black Coin to gain dual Specialization, they gain a weakness to the secondary Specialization and
must take a Monstrous Motivation. Both weaknesses are now more effective; see Weakness
section for details.
Purification
Some say the process of Purification is traumatic; others consider it a blessing to be cured of
the traits and possible urges they have gained as a monster. For some, it is a mixture of both.
If you are purified by another magical girl, you will lose your monster girl perks and
Weakness, instead gaining the stats associated with your singular Specialization.
If you have been purified and been recorrupted, or paid a Black Coin to corrupt yourself for
the second time, you may choose to retake your previously rolled/selected perks.
You may also choose different ones (or reroll them if desired).
Only Light, Reinforcement, Fire, and potential Oddball Specializations can purify a monster
girl against their will by using a Specialization roll taken from their Spec tree.
Please refer to those Specialization trees for the appropriate combat rolls.
A Purification Artifact (perk) may also be used to purify a monster girl or DMG if the target
of the purification process is willing.
Big Friends or monster girls who have dual specializations can also be purified, losing their
Monstrous Motivation and monster girl perks. However, they still do not gain the stats associated
with their Specializations due to the toll they have paid. Your Weaknesses are, however, gone.
In return, however, they retain the ability to use Specialization magic from both trees.
Weaknesses
By becoming a monster girl (or were a vanilla magical girl who has been corrupted), you
have a weakness to one type of Specialization. When attacked by magic from the Specialization you
are weak against, you take -1 defense dice against their Specialization magic.
If you have Black Coined or are accounting for a Big Friend with Dual Specialization, this
means you take -2 defense dice against the two Specialization magics you are weak to.
If you are from the Beacon, and been corrupted, this means you take -2 defense dice against
the one Specialization's magic you are weak to.
If you are from the Beacon, been corrupted, and taken a Black Coin to gain Dual
Specialization, take -3 defense dice against the two Specialization's magic you are weak to.
19. METAL
Weak to Lightning
Monstrous Motivations
Unlike the Puchuu’s transformation, the touch of the Black Coin twists your mind directly.
You have a new drive, a purpose. Choose one of the following monstrous motivations as your
mind warps under the strain of your dual Specialization and new body. You are obviously
corrupted and you must obey the drive you are given.
Dominator - You need to have command, and have everything working according to your
specifications. All means justify the end, anything to make your plan succeed. If you have to take
control of others to do so, then so be it. It is your right to rule.
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.
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. Trespassers will enter at their own risk.
Hoarder - You want things. A burning need within you - things of value, power, or status. And
you're going to get them any way you can. Intimidation? Force? Death? That works for you. It’ll
all be yours in the end.
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?
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.
Sentinel - You have to keep it protected. Be it a person, a place, or an item important to you, there
is something whose security and wholeness matter to you. And you'll do anything to make sure it is
out of harm's way.
Discordian - You are more attuned to your chaotic urges than other monster girls. Maybe you
think things are just more fun when they don't go according to plan, maybe you're bitter that others
get their happy ending while you do not, or perhaps you enjoy the rush of power when you see
people forced to react to what you do. Whatever the case, you intentionally sow the seeds of strife
where you go.
Eidolon - You need to be worshipped. You are great, you are powerful, and why can't others see
that? Well, no matter. If they don't give you the attention you rightfully deserve, they will pay the
consequences. Even your favored devotees need to be taught lessons about what happens if they
step out of line.
f
You may choose any 5 perks you wish.
OR
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.
2. Prehensile: +1 AGI or VIT - Your flexibility is increased; you have supernumerary limbs, an
extraordinary supine appendage, or a body part that is distinctly inhuman. You may grasp things and
balance on it as if it were a normal human limb. +1 dice on Grapple rolls and +1 to Escape Grapples.
3. nPedalism: +1 STR, AGI, or VIT - You no longer have two normal human legs. Examples of creatures
this would apply to include serpentine bodies, mermaids, driders, genie smoke, or centaurs. +1 dice on
Knock Back rolls.
4. Bestial: +2 Any- You retain your humanoid shape, though you may have odd tufts of fur, animal ears, a
tail, horns, scales, or feathers while undisguised. This can go to more anthropomorphic extremes,
although it is uncommon.
5. Tooth and Claw: +1 STR - You have big teeth (or large claws)! In unarmed combat, you may use your
bare fists or your mouth using the same stat bonuses as your normal weapon and applied Enhancement
(if applicable). You can never be disarmed from this weapon (unless the limb or your teeth are removed).
Rolls are made with a STR test. If you have an Unarmed weapon normally, you may choose an additional
Enhancement.
6. Phylactery: +1 VIT - You are bound to a certain physical object, place, or person. This can be in the
form of a haunting, making a lair, or else wise. In return this physical thing becomes your Soul Jar, you
cannot die until this place is destroyed, although you are allowed to travel indefinitely beyond its
boundaries as long as you return at least once a year. If magical girls attempt to purify it, you will become
a normal magical girl. If already in possession of the Soul Jar perk, both must be destroyed for you to
die; if only 1 is destroyed, you lose ½ of your stats permanently.
7. Bile: +1 to the Appropriate Stat - From your mouth you are able to exhale a substance related to your
Specialization. For example, a Fire monster girl would be able to breathe flame. This acts as a weapon
which may never be disarmed and deals Specialization based damage (1 wound/success, and respects
Soak). Either an AGI, VIT, or MAG based roll. Does not consume mana as it is a biological process.
8. Lure: +1 Any - Your monster girl has something related to either their appearance, personality, other
monster girl perks, or Specialization that causes people and other monster girls to be drawn to their
company. Your monster girl will never have to be alone unless she chooses (even if she breaks taboos).
Aiding and being Aided now grants you and your aider/aidee +1 mana.
9. Simulacrum: +1 Any - Your ability to mimic other people and creatures makes you a natural at
blending in to your surroundings as a predator. Appearance, mass, and the physicality may be accurately
simulated, but your voice is retained. +2 die on rolls to Flee or Hide; additional bonuses may be granted by
your GM. Third Eye can see through your disguise, and a Purification artifact will break it to others’
perception. If you have the Disguise Artifact perk, you may also believably simulate voice and other tics.
10. Inhuman Appearance: +1 VIT - You are either so radiant or so ugly or so different that you inspire
mixed reactions of awe, terror, or shock in other sapient beings. When shedding your disguise, as a free
action you must roll 1d10 against a target's 1d10 (without modifiers). If your roll is higher, they are
stunned and unable to use an action on their next turn. If in possession of the perks Enhanced
Transformation, Eternal Style, or Enhanced Outfit, you gain a +3 to your roll. This bonus can stack if
you have more than 1 applicable perk. Additionally, if you have the perk Monstrous Metamorphosis,
when it is triggered you automatically succeed at stunning the target.
11. Elemental: +1 VIT or MAG - You are a being of an element, forgoing normal biological processes
to have a body whose 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. You no longer need to eat, sleep, breathe,
anything connected to the usual conditions for maintaining usual biological life. If already in possession
of Enhanced Sustenance perk, you gain +1 to your Wound pool. If in possession of Environmental
Sealing, you gain +1 Soak.
12. Disembodied: +1 MAG or LCK- Your monster girl self's spirit is not as deeply tied to its earthly
bonds and your presence can never truly be erased from the world unless you wish to die. Upon death,
you may make yourself visible and audible to others although remaining otherwise intangible, and are
able to manipulate light objects if you concentrate really hard. You may also cast up to ½ of your
Specialization’s magic while in this spirit state.
13. Second Skin: +1 Any- The real you is more than skin-deep. Your disguised form cannot be detected
as a disguise (unless a Third Eye user is actively seeking you and has an idea of what to look for), and it
can be removed as a free action. If you have Enhanced Transformation or the Disguise Artifact perk,
you can never be detected while disguised.
14. Cursed: +1 LCK - You are a being known as a harbinger of changing fates. You have a power to
drain other people's luck by spending 1 of your own Fortune Points, and rolling your MAG or LCK
against a target's Sunder, Shield, or Luck Out roll. You receive the amount of points drained from the
other person based on the number of successes over them to a maximum amount of ½ their current
fortune pool. Out of combat, this just makes people very unlucky around you.
15. Size and Scale: +1 STR, AGI, or VIT- You are a small or big monster girl, at minimally half or
maximum double the size of a normal magical girl (± up to an additional half if Over/Underdeveloped).
+ 1 dice to Disengage if you are Small or +1 dice to Cover rolls if you are Big. In your disguised form
you will always be abnormally short or tall.
16. True Sight: +1 VIT - Your monster girl has either compounded eyes, bestial enhanced eyes, or some
other affinity granting them enhanced sight. Your girl can see in pitch black environments, through
smoke, and other environmental blinders with no penalty to Perception. +3 modifier on Perception
rolls. When targets Hide or Flee from you, you gain a +2 dice bonus against them.
17. Secretion: +1 to the Appropriate Stat - Your body is able to produce a unique substance, or you
may even be composed of this substance. This may be slime, webbing, or unnatural moistness. You may
spend an action to secrete a large amount of this substance directed either at a target by rolling your
STR, AGI, or MAG. On a success, the target caught in your secretion take have all of the contested
stat’s rolls dice halved. Attempts to free themselves using the appropriate defensive roll (without
incurred penalty) against the monster girl can be done as a free action during their turn. An ally may
spend an Aid action to free a trapped target. Those trapped may also spend an Action to move away.
18. Reverence: +1 Any, +1 Fortune Point- Your monster girl is considered a good omen, either of
sacred significance, consecrated, or otherwise positively significant. Out of combat, your monster girl
does not need to wear a disguise. Normal humans feel at ease around her due to her magical aura,
although she may still receive unwanted attention.
19. Inheritance: +1 AGI, STR, or VIT - Your monster girl's curse of chaos is one that can be spread.
On the turn you make a successful physical attack against a biological target, the target must roll a 1d10
if a wound is taken. On 1-3, they undergo a Monstrous Metamorphosis for 4 turns and take a 2 dice
penalty to their roll to remain in control. 4-10 have no effect.
20. Legacy: +1 Any - Your monster girl is very obviously cursed and afflicted with what makes them a
monster. Debuffs cast on them become half as effective (in terms of the dice penalty incurred,
or rounds that the debuff is active for, at GM's discretion). Out of combat, this means your monster
girl can never be purified.
Perk Descriptions Table 2
1. Drifter: +1 AGI or MAG– You gain either Wings or Levitation. Wings grant you free flight when
undisguised. +1 bonus die to dodge and disengage rolls. If you have already rolled Wings as a normal
perk, the bonus stacks. Levitation allows you to hover above any solid surface for a maximum height of
2x your body length, both while disguised and not. +1 die on all defensive contests.
2. Intangibility: +1 MAG or LCK- You may phase in and out of objects. You may use this ability once
per Encounter to avoid any attack. When not in combat, your phasing has a time limit of 1 minute - or
when travelling quickly, 30 meters of distance - before you become solid again.
3. Berserker: +1 STR, AGI, or VIT - With your monstrous new self comes a monstrous new ability to
defend yourself. When you reach a wound threshold you gain a number of bonus offensive dice
corresponding to the threshold on your next immediate, subsequent offensive roll. This bonus can stack
if you are taken down multiple thresholds. Penalties resume as normal after this roll is made. Example:
You take 5 damage leading you to your first wound threshold; you gain +1 dice; or you take 12 damage
leading you to your third threshold for +6 dice (1-1, 2-2. 3-3).
4. Intuition: +1 Any- Your type of monster girl is attuned to the orders of chaos. You can sense the dark
desires and get a general idea for the true motives of a target (if they intended to sow chaos/evil or if they
believe they are doing something good). If you have the Awareness perk, you are now always aware of
when you are being told a lie, no matter how small.
5. Babel Tongue: +1 MAG or LCK - Your monster girl is gifted with communicating. For languages
made by sentient beings, you can speak the language after being in contact with a speaker of that language
and hearing them use it. This may include animals if their cognitive abilities are high enough (you cannot
speak plankton).
6. Immortality: +1 VIT or LCK– You are notoriously hard to kill. After receiving a blow which would
drop your HP to below 0, you will instead remain at 0 HP. You can continue to stand and fight until your
reach negative two wound thresholds [or -50% HP] (dice penalties will be incurred for each negative
threshold). Can be used multiple times during an Encounter if you have access to being healed. The
Determination Enhancement will activate first if you have it.
7. Parasite: +1 STR or VIT - You have a craving to feed. Blood, emotions, treasure, you have a fix and
this one thing can give you what you need. In combat, feeding from your source grants you a mild power of
Regeneration (+1 wound recovered at the start of your turn, +1 mana and soak every other turn) for 2d3
turns. This cannot be used consecutively in combat. If you already have Regeneration, it is twice as
powerful.
8. Sanctum: +1 AGI, VIT, or MAG - You are one with the environment you have an affinity for. For
some this may be shadows, for others water or lava. You are immune to environmental damages from your
affiliated environment. For 1 mana the monster girl can meld into their affiliated environment. You may
remain non-visible and immune to damage for 1 turn and reappear in the same location on your following
turn, or use your action to change location to another area in visible sight from where you had originally
been located. Out of combat you may do this to sneak around or travel more freely through your associated
environment.
9. Possession: +1 MAG - Your soul is powerful and can vie for control of a target's body. This can
automatically succeed on inanimate or dead objects. Monster girl's MAG or LCK score is rolled against
another players' Shield, Sunder, or Luck out. On a success, they can take control of a resist target for one
turn. Can only be used once per target in an encounter on a success. Out of combat this ability can be
used to skinwalk, spy, or whatever else under a time limit of 1 minute at a time before you return to
your own body. If you kill the living body you are possessing, your soul will also die.
10. Sapper: +1 MAG - You are a being known to exist by living off magic itself. You have a power
to drain other people's mana by rolling your MAG or LCK against a target's Shield, Sunder, or
Luck out. You receive the amount of points drained from the other person based on the number
of successes over them to a maximum amount of ½ their current mana pool. After you have
successfully drained a target in combat you will lose 1 mana per turn. You may still use the normal
Recharge action to regenerate mana. If you have the Regeneration power, you can no longer regenerate
mana only after using this ability and instead gain +1 Soak in its stead.
11. Dark Sider: +1 Any - Prolonged contact with your monster girl, same as with Dark Magical Girls,
leaves others more prone to corruption, and you have the ability to intentionally corrupt a magical girl.
By rolling your weapon’s stat or your Luck against a magical girl's appropriate defending contested
stat, who is at their last wound threshold or lower, you have the ability to turn them as monstrous as
yourself. Upon a Dark Sider’s successful corruption, the target will be treated as a naturally rolled
monster or dark magical girl and refer to this document. This ability may only be rolled once per
target per Encounter. See the Purification & Corruption section for further details.
12. Innate Awareness: +1 LCK- There is an object, subject, concept, or being that is connected with
your monster girl. For Parasites this may be their consumable, for others it can vary. You can see traces
in the air of where this may be and you always have a sense of where to go to find it, as well as knowing
where the closest one in your immediate area is. If you have Absolute Direction as a perk, you can now
search based on a more conceptual level to find what you seek.
13. Precognition: +1 MAG or LCK - Your monster girl has a mild sense of clairvoyance, and can
spend 1 mana or 1 fortune to ask a GM about a future event. If already in possession of the Mystic
Artifact perk, you no longer have to spend a mana to use it, and the artifact becomes more of a
metaphorical mental object which cannot be taken from you or lost. If the Scrying power, then the
details become more clear when you scry.
14. Echoes: +1 to the Appropriate Stat - You are able to emit a unique sound using your specialized
body. Whether it be a supernaturally enhanced throat, bestial aspects, or ??? you are able to disarm
others when you make this noise. You may roll your MAG or LCK against a target's Sunder, Shield,
Luck Out, or a Vitality based roll; on a success, they are unable to make an offensive action on their
next turn. Out of combat this can be used to unsettle others, break their concentration, or mimic a voice
to lure them closer to you.
15. Communion: +1 Any – Choose either night or day. During the time you have selected, the monster
girl receives a flat +1 dice to all rolls and Weaknesses becomes non-effective against the monster girl
(you do not take the dice penalties). However, once transformed, they must stay transformed until the
following transition (if a night; dawn: if day; dusk). If in possession of the perk Monstrous
Metamorphosis, your character will be easily triggered during this period. If you are Black Coined for
dual Specialization, you take half the penalty against your weakness.
On a solar eclipse or lunar eclipse respectively, the monster girl receives a flat -1 to all rolls and cannot
transform or use monster girl abilities until the following dawn or dusk. Weaknesses become 2x
effective against the monster girl. If you are dual specialization, your penalty is also doubled.
During the opposite of your chosen time period (night;day: day;night), there is no bonus and weaknesses
are at their usual effectiveness.
16. Diehard : +1 AGI, VIT, or LCK-When fight or flight kicks in, you know how to keep living. When
you reach a wound threshold you gain a number of bonus defensive dice corresponding to the
threshold on your next immediate, subsequent defensive roll. This bonus can stack if you are taken
down multiple thresholds. Penalties resume as normal after this roll is made.
Example: You take 5 damage leading you to your first wound threshold; you gain +1 dice;
or you take 12 damage leading you to your third threshold for +6 dice (1-1, 2-2. 3-3).
17. Coercion: +1 Any - Something about you just draws others in, your eyes themselves become tools
of hypnotism. Eye contact with enemies and NPCs can influence their thoughts. Monster girl's
MAG or LCK score is rolled against another players Shield, Sunder, or Luck Out. On a success, the
target has all dice halved for 1 combat round. Can only be used once per target per Encounter. Out of
combat this ability can be used to influence NPCs, get price reduction on shops, or even outright rob
people on GM's discretion.
18. Corrosion: +1 to the Appropriate Stat - At a touch of a certain limb, perhaps venomous spurs,
teeth, or simply your tainted skin itself, you can cause others to be poisoned. You must come in contact
with the target at Close range for this to be effective; you may roll a STR, AGI, MAG, or LCK test
depending on your source of venom against the corresponding defensive roll. On a success, the target is
poisoned for 3d3 rounds, and loses 1 wound per round. This ignores Soak.
19. Invisibility: +1 AGI, MAG, or LCK - You are able to become invisible for short periods of time.
You may use this ability during your turn to become untargetable. When not in combat, your
invisibility has a time limit of 1 minute - or when travelling quickly, 30 meters of distance- before you
become visible again.
20. Thralls: +1 Any- You gain 5 beings under your control related to your specialization. They might be
in the form of skeletons, critters, etc. and are completely loyal to you alone. These may be commanded
individually as a Free Action and have the default template of 2 STR/2 AGI/1 VIT/1 MAG/2 LCK for
their stats. However, they may not cast magic and have no Soak as individuals. You may choose to order
all 5 them to combine as an action, which results in an amalgamation which rolls a 7d10 by default for
each stat contest, with a wound and mana pool equal to 10 Wounds, 5 Soak, 10 Mana, and 2 FP.
Amalgamates can cast magic relating to your specialization to a limit of MagReq 10 Abilities. You may
also spend an action recalling them which removes them from combat. If one thrall dies you must spend
a week to find a new one; losing all 5 at the same time, however, requires a month.
Perk Descriptions Table 3
1. Infestation: +1 Vit- Something infests your body; rogue magic, bugs, viruses, or
something more obscure. Lose 1 of your Natural Soak (this cannot reduce you below 1 Soak
granted by your Outfit), but when you deplete an enemy's soak you may add it to your own (up to
a limit of 2x your natural Soak. Larger gains are applied normally until this limit is met. Any
excess is lost.).
2. Focus: +1 Any- A focal point of some object, organ, or other anomoly is inside your body or on
the exterior living of your life forces. Knock Back rolls now only knock you back by one Range
instead of Out of Combat.
3. Contagion: +1 to the Appropriate Stat- Infection courses through your body related to your
Specialization; non-consecutively, you may contest your Primary stat against a target's (with the
appropriate Defense roll). On a success, for their next turn, they cannot use their Specialization
magic, but your own with a 1 dice penalty.
4. Voodoo Doll: +1 LCK- Your body can be magically linked to another. You may contest your
Mag or Str against another (who can defend with the appropriate stat). On a success, for the
following round damage inflicted against you will also be applied to the target (still respects
Soak). The link cannot cause more damage than 25% of the target's max HP per casting or
round. No character can be the target of more than one Voodoo Doll at any time.
5. Sealed: +1 Any- Angered by the curse of your corruption, the puchuu have attempted to seal
your latent abilities to keep you in line. Begin an Encounter with a 1 dice penalty on all rolls for 2
turns; after two turns have passed, gain +1 dice to your normal to all further rolls for the
Encounter.
6. Overlay: +1 MAG- You may overlay your senses over another's to see things from their
perspective and what they are currently feeling, as long as your target is in visible sight to you. You
cannot interfere with their thoughts or make your presence known, although your body will be
Prone while Overlaying another.
7. Stitches: +1 Any- Magically or physically, there are bonds within your spirit which are threaded
through your magic and body. The line between your life itself and your magic wavers. You may
convert up to 4 of your HP to Soak (or vice versa) as a Free Action during your turn.
8. Segmentation: +1 STR or VIT- Your body is made up of many components which look
interchangeable. When you are Pinned you may contest the roll using the appropriate defense
dice; on a success, the inflictor of the Pin is now instead Pinned by you.
9. Prismatic: +1 Any- You or a part attached to you glistens and gleam with an unnatural,
reflecting shimmer. Magic is infused into the essence of your body. When you Recharge,
gain 1 bonus mana.
10. Sacrifice: +1 LCK- Your corruption has made you into a sacrificial lamb for the forces which
be. When you reach 0 HP or lower you may transmit all of your remaining mana and fortune
points to an Ally as a Free Action if you choose to do so.
11. Sixth Sense: +1 MAG- Even without being Spirit spec, you may see the souls of the
deceased, or those astral projecting. If you choose you may be able to touch them or allow
them to touch you with some concentration.
12. Enter Sandman: +1 Any- You may enter the dreams of others at a whim, although you will
be in your undisguised form. Usually the target's dreams will take a turn for the worse due to
your presence, even if you do not intend such to happen. You may also consume their dreams as
sustenance (although you can not tell specific details of then), causing them to forget them
upon awakening. Replenishes 1 of every Resource when a dream is consumed.
13. Aura: +1 Any- You may see the Auras of others, which give a general feeling of their
current mood. If someone is repressing their mood or faking it, it will be indistinguishable to
you.
14. Numb: +1 VIT- Your senses are dulled, dimmed down by your tainted magic. You live,
but... something is wrong. You may decrease all Wound Penalties by 1 Dice.
15. Shackles: +1 to the Appropriate Stat- You have binding chains, of magic or something
tangible. Choose Str, Agi, or Lck. Once per target per Encounter you may contest your
chosen stat towards an Enemy; they may not go out of the Range you had originally contested
your Stat of for the remainder of the Round.
16. Halfblooded: +1 MAG- A mutation sings in your blood, granting you a minor affinity for
a secondary Specialization. Choose one Specialization which is not your own; you gain the
ability to use ONE spell from that spell tree. The spell taken can be your Mag level or lower.
17. Ethereal: +1 VIT or LCK- Your body exudes an aura of pure magical energy. Once per
Encounter (hour?), you may spend a free action to replenish +1 Mana to all Allies in Close
range to you.
18. Prey of Choice: +1 Any- You are a hunter by nature and have a specific talent for slaying
enemies of a certain persuasion. Choose a Specialization. When fighting an enemy of that
Specialization you gain +1 dice on Offensive actions.
19. Void Touched: +1 LCK - Somewhere between this world and the next, you may choose to
shift between realities, parallel universes, or shells of worlds lost. If you wish, you may enter
one of the many realms of dead possibilities at any time to see what might have been. For 1
mana and 1 fate point you can reroll either an ally's, or an enemy's roll once per encounter.
Must take the second result, but you character retains knowledge of how the first roll would
have gone if not for their interference with fate.
20. Evolution: +1 Any- You adapt under pressure on a supernatural level, seeing what others
can do and cannibalizing their skill. During an Encounter when a Specialization spell is used
against you or an ally, you may also use it with the normal mana costs. You can not use these
temporarily learned spells again after the Encounter ends.
Monster Girl Archetype Packs
Lamia
Fire + Water Perks
Devourer Motivation
Human from the waist up, massive Prehensile
snake from the waist down. You’ll be nPedalism
hungry often trying to feed that Tooth and Claw
enormous body. But you can find Corrosion
enough meat, right? You’re strong and Size and Scale
magical and most importantly, you’re Prey of Choice
not that picky anymore.
Drider
Darkness + Psychic Perks
Builder Motivation
Human from the waist up, massive nPedalism
spider from the waist down. Your Secretion
spider body is rather fragile for it’s Corrosion
bulk. You need your lair to be safe. Contagion
Best if no one ever finds it or you. But Segmentation
if they do, well, you’ll just HAVE to do Sanctum
something about it, won’t you?
Vampire
Air + Time Perks
Devourer Motivation
Human, but with a pair of large bat wings Tooth and Claw
attached to your shoulders or lower back. Parasite
You have big fangs, a love for blood, and Communion
undying strength to make you a terror of Drifter
the night. Mysterious individuals that Immortality
charm others with just a glance. Coercion
Fallen Angel
Reinforcement + Light Perks
Altruist Motivation
Human, but for the large feathery wings Drifter
extending from your shoulder blades. Communion
and the slight aura of light constantly Lure
around you. You want to help folks. All Reverence
The wrong folks. Folks who will take Prismatic
your kindness and use it to hurt others. Cursed
Dryad
Wood + Illusion Perks
Sentinel or Builder Motivation
Human, if not for the bark-like texture of Phylactery
your skin, and the foliage in your hair. Elemental
Nature’s just more important than people. Sanctum
You want to help all the little plants grow - Infestation
Especially your own tree - and those that Corrosion
Will help uproot civilization. Evolution
Monster Girl Archetype Packs
Siren
Water + Sound Perks
Eidolon Motivation
Human-like, but for the patches of fish Bestial
or sharkscale skin, the gills, the sharp Lure
teeth, and the webbing between your Inhuman Appearance
digits. You are really only comfortable Echoes
in water, but being isolated in a river, a Sanctum
lake, or an ocean is lonely and there’s Coercion
little audience. You crave companions
and adoration - even if you have to get
them by force.
Were
Beast + Empathic Perks
Discordian or Warrior Motivation
Human, but for the animal ears on Bestial
your head, the claws, fangs, excessive Tooth and Claw
hair growths and tail. You’re fine Inheritance
most of the time, a little more aware Communion
of your bestial side. At regular but Berserker
not entirely predictable intervals True Sight
however, you will be subject to
sudden blind rages. Djinn
Lightning + Gravity Perks
Altruist Motivation
Human-like, but your skin and hair Drifter
have an unnatural coloration, your ears Babel Tongue
are pointed and you exude a slight Intangibility
aura of smoke or mist. You want to Enter Sandman
help people, you truly do, but your Simulacrum
ability to understand humans is no Ethereal
longer reliable. You sometimes take
statements literally or interpret them
wrongly, the subtleties all lost on you
to disastrous results. Best if you keep
small talk to a minimum
Golem
Stone + Spirit Perks
Hoarder or Sentinel Motivation
Human in shape but not material - you are nothing Automaton
more than an animate statue, unfeeling stone. While Elemental
you may initially revel in your strength and toughness, Disembodied
you will find that you now desire all that you now lack Possession
- personal connections, family, friends, touch. It’s all Sealed
you want now - and you’ll do anything to get it back. Numb
Drake
Metal + Fire Perks
Dominator or Hoarder Motivation
Human-like, save for your scales, horns, and Bestial
wings. Your hoard calls to you, the metal's Innate Awareness
hymn urging for you alone to maintain and Drifter
perfect it. When your cache is threatened Bile
(and with it, your life itself), you know how Phylactery
to make a weapon out of everything you've Prismatic
amassed; and how to smelt and add more.