Daisy Chainsaw
Daisy Chainsaw
Daisy
chainsaw
Art,
Layout,
Development,
Writing - Charlotte Laskowski
Editing - Matthew Kay
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Table of Contents
1 ♥ Playing The Game
2 ------✦ Rolling the Dice
3 ♥ Character Creation
7 ------✦ Advancement
8 ♥ Weapons
17 ------✦ Chainsaw
21 ------✦ Gun
25 ------✦ Hat
29 ------✦ Katana
33 ------✦ Knives
37 ------✦ Microphone
45 ------✦ Whip
49 ♥ Spells
50 ------✦ Tier 1
52 ------✦ Tier 2
54 ------✦ Tier 3
1
57 ♥ The Team
58 ------✦ Mascot
59 ♥ Combat
59 ------✦ Move
60 ------✦ Attack
61 ‿︵‿︵‿︵‿︵‿♥ Maneuvers
62 ‿︵‿︵‿︵‿︵‿♥ Afflictions
67 ♥ DM Guide
70 ------✦ Enemies
2
Playing
1 INTRO
Rolling the Dice
Ways to
roll
13463
Example: If an MC’s Primary statistic is 4, and their
Secondary statistic is 3, they roll 4 dice. Because
their Secondary is 3, every die that is a 3 or lower
counts as a hit, so a roll of 1-3-4-6, scores 2 hits.
The 1 result explodes, so the MC rolls an additional die
and adds the result to the total. Exploding dice do not
count toward the initial limit placed on how many dice
are rolled, and can keep exploding. In this case, the MC
rolled another 3, for a total of 3 hits.
2
CHARACTER
3 CHARACTER CREATION
1> CHOOSE YOUR WEAPONS
BASEBALL BAT page 9
Power ♥ Charm
If you want to turn the battlefield into a ball game.
CHAINSAW page 17
Heart ♥ Power
<distant chainsaw revving sounds>
GUN page 21
Charm ♥ Focus
For the spellslingers at heart.
HAT page 25
Charm ♥ Heart
For a friend that sticks with you from drama to gore.
KATANA page 29
Power ♥ Focus
Slice up your enemies and look good doing it.
KNIVES page 33
Focus ♥ Charm
At home ranged and in melee, a blade in every back.
MICROPHONE page 37
Charm ♥ Heart
You like being the center of attention, don’t you?
WHIP page 45
Focus ♥ Heart
Take advantage of misery and throw your enemies around.
4
2> ALLOCATE STATISTICS
You have four statistics—Charm, Focus, Heart, and
Power—that all start at 1. You then get 6 additional
points to allocate between them. The maximum any statis-
tic can reach is 6. You also have four minor statistics
derived from the main four: Spells Known, Speed, Harm
Pool, and Saving Throw.
5 CHARACTER CREATION
3> CHOOSE QUIRK
Weapon quirks are usually physical modifications made to
a weapon, represented abstractly as a quirk. You only
have one permanent quirk affecting your weapon at any
given time and it must be chosen from your Main weapon
with one exception: if you choose the same weapon twice,
you may choose a second quirk.
ABILITIES are the real meat of the weapon. Pick two tier
one abilities from the options offered by your Main and
Offhand weapons. You gain more abilities each Power Level
(PL) during advancement, but may only select abilities
from your chosen weapons.
6
POWER LEVEL measures the lessons learned and strength
gained by the Team. There is no set time when the MCs increase
in PL—when they have accomplished a goal they set together,
when they have first defeated the Season’s Antagonist and
finally get some sleep, when they escaped the cursed,
labyrinthine mall they were trapped in for three Episodes—
these are all times that may conclude with a Power Level
boost. A Team of MCs begins at PL 1 by default. Spells can be
exchanged for abilities during advancement, and vice versa.
They can be converted back during your next advancement.
PL 1
Begin with 2 tier 1 abilities and 6 points towards your stats.
PL 2
Gain 1 tier 1 ability.
PL 3
Gain 1 point to allocate to your stats.
PL 4
Gain 1 tier 1 or 2 ability.
PL 5
Gain 2 points to allocate to your stats.
PL 6
Gain 2 abilities from tier 1, tier 2, or some combination.
PL 7
Gain 2 points to allocate to your stats.
PL 8
Gain 1 ability from any tier.
PL 9
Gain 1 ability from any tier.
PL 10
Gain 3 points towards your stats and 1 ability from any tier.
7 ADVANCEMENT
ANDROMEDA - KATANA��MICROPHONE - PL 1
CHARM 3 / FOCUS 1 / HEART 2 / POWER 4 �� HP 6 / Speed 5
POWER
ALT CHARM
Nailbat: Rusty nails stick out of your Bat every odd way. Success-
ful attacks apply Poison for 1 round.
Metal: Your metal Bat is immune to attempts to Crush it. You also
gain +1 Primary on attacks when under the effects of an affliction.
9 WEAPONS
TIER ONE
Slide UTILITY
After a hit, you may move up to your Power in any direction.
10
TIER TWO
Heads Up HARM
Make an attack and if lethal, decapitate
the enemy, launching their head into an
enemy within range equal to your Power,
inflicting any excess harm from the
initial attack.
11 WEAPONS
TIER THREE
Bunt UTILITY
Make an attack, and if successful, the enemy makes a basic
attack against you. Then, all allies within their attack range
of the target get a free basic attack against them.
12
Brass
knuckles
Brass Knuckles
HEART
ALT POWER
TRAIT: COMBO
Each successful basic attack with
Brass Knuckles adds a stack of
Combo, which grants +1 Primary to
all attacks for each stack. You may
have a number of stacks equal to
your PL. Combo stacks reset to zero
when you suffer harm or miss an
attack. This is a status effect.
QUIRKS
Daisy Dukes: You don't just fight, you fight beautifully. Your
attacks Bewitch a different adjacent enemy for 1 turn per Combo.
Electric Touch: You've got power in your hand, literally. When you
make a successful attack, you may expend a number of Combo stacks
to inflict Stun on for an equal number of rounds.
13 WEAPONS
TIER ONE
Flex UTILITY
You take a moment to peacock, flexing your muscles to Bolster
yourself and winking at an enemy within range equal to your PL
to Bewitch them.
Lariat HARM
You hook your arm around the target as an attack that moves
them up to your Secondary. You end this ability adjacent to the
target’s new position.
One-Two HARM
Make an attack and if successful, the enemy is left wide open,
granting you +1 Primary on your next attack this turn.
14
TIER TWO
Overhead HARM
You smash your weapon over the enemy's head as an attack and if
successful, cause Stun.
15 WEAPONS
TIER THREE
Juggle UTILITY
If you have at least 2 enemies adjacent to you, toss two of
them in the air. You may continue to Juggle so long as you
spend an action each turn, and may add 1 more enemy to the
Juggle. Juggled enemies are Entangled.
16
chainsaw
Chainsaw
HEART
ALT POWER
TRAIT: DISMEMBER
Certain abilities can
dismember an opponent,
permanently Crushing one
of their body parts,
limbs, tentacles, or
otherwise. Any ability
that Crushes a body part
will instead Dismember.
QUIRKS
Semi-chisel: You sharpen your Chainsaw on your enemies. Gain +1
Primary on attacks for each turn you attack the same enemy. The
bonus does not exceed your PL.
Lumberjack: You've used your Chainsaw before you were a Main Char-
acter. Whenever you Dismember, you may make an attack.
17 WEAPONS
TIER ONE
Charge HARM
Charge forward, moving up to your Speed in one direction toward
an enemy, then make an attack. If you moved an amount equal to
at least your Heart, gain +1 Primary to your attack.
Firesaw HARM
The fire inside you burns so fiercely that your Chainsaw
catches flame. You inflict additional harm with your attack
equal to your Secondary for rounds equal to your Heart.
Look At Me DEFENSE
You rev your Chainsaw, Bolstering yourself and force all adja-
cent enemies to attack you for rounds equal to your Heart.
Shredder DEFENSE
Your Chainsaw is running and at the ready. The next time a
melee attack is aimed at an ally within range of your attack,
you Protect them and Dismember the enemy.
18
TIER TWO
Carving HARM
You are an artist. You make several precision cuts on the
enemy, inflicting harm as usual, and revealing any vulnerabili-
ties to your allies. The enemy is considered to be under the
effect of the spell Mark (page 51) for turns equal to your PL.
Knee-Chopper HARM
You aim low, swiping your Chainsaw in a circle around you. Make
one attack for every two adjacent enemies against the enemy
with the highest PL, and inflict harm to all adjacent enemies.
19 WEAPONS
TIER THREE
Chainnado HARM
You summon another Chainsaw and hold both by the ripcord, spin-
ning them in a whirlwind of death. All creatures in a burst
equal to your PL suffer harm equal to your Heart, and Bleed.
20
gun
Gun
CHARM
ALT FOCUS
TRAIT: RANGED
Gun has a range equal to
double your Charm.
QUIRKS
Bazooka: Your spell attacks and basic attacks have a range equal to
three times your Charm, a minimum range equal to Charm, and a burst
radius around the target equal to Secondary.
Sniper Rifle: Your spell attacks and basic attacks have a range
equal to six times your Charm, a minimum range equal to two times
your Charm, but are single target only.
Machine Gun: Your spell attacks and basic attacks have a range
equal to twice your Charm and your hits may be spread among a
number of targets equal to your PL.
21 WEAPONS
TIER ONE
22
TIER TWO
Flamethrower HARM
Make an attack for each enemy in a Secondary-sized cone.
Enemies hit suffer harm equal to your Secondary and are set
Aflame for rounds equal to PL.
Minefield UTILITY
Choose a spell you know. You set a spell-enhanced minefield
over a number of grid-squares equal to your Charm, which acti-
vate at the beginning of your next turn. Any enemies who step
on an active mine suffer the effects of the spell and are set
Aflame for rounds equal to PL.
Ricochet HARM
On a lethal spell attack, the attack ricochets to a random
enemy within range equal to your Charm from the target,
inflicting the excess harm to the new target.
23 WEAPONS
TIER THREE
24
TRAIT: FAMILIAR
You craft, summon, conjure, or befriend a
familiar, who may act on your turn and who
uses your actions. They may attack with
their own stats, use maneuvers, and move.
Hat
This familiar can be of any form or shape,
from your loyal dog, your sentient weapon, Hat
to an alarmingly helpful eldritch entity.
Though this familiar uses your actions, they CHARM
have their own attack roll and their own
ALT HEART
Harm Pool. It may be helpful to give them
their own sheet to track them. Refer to the Enemy statistics table
for their stats based on the Team’s PL. If a familiar is hit with a
killing blow, all excess harm is funneled through the Hat and to
the MC. Familiars regain 1d6 of their HP at the beginning of each
subsequent round while dead, and may be resummoned after at least
one round by taking an action to pull them out of your Hat.
TRAIT: SENTIENCE
Your familiar is not just a mindless entity, they have opinions,
feelings, attitudes and priorities. Roll or select from the Purpose
and Attitude tables in the Magical Mascot section of the Appendix.
If your familiar disagrees with an action you ask it to take, roll
1d6 to convince it. On a 6, it does something else. On any other
number, it does what you ask of it.
QUIRKS
Cowboy Hat: If your familiar is adjacent to you when you move, you
may use its movement speed instead of yours. You travel together,
taking up space as one.
Witch Hat: Because of your special connection, you gain a third
action each turn only for it to use.
Bonnet: Enemies are hesitant to attack your familiar—all enemies
are Bewitched by your familiar until they perceive it taking a
harmful action.
Helmet: You may use abilities through your weapon as if you were
there, but you may only make basic attacks when you're not holding
it. A sentient weapon is able to move separately from the MC.
25 WEAPONS
TIER ONE
Fluffy FAMILIAR
Your familiar is especially large and tough for their kind.
Enemies roll with -1 Primary when attacking the familiar.
Rabbit UTILITY
You can recall
your familiar
through an extra-
dimension portal
in your Hat. They
are deposited
nearby, happy to
see you.
26
TIER TWO
Extra-Dimensional UTILITY
Your Hat is bigger on the inside. If you need something, roll
1d6. On a 1, you find something useful, but not what you asked
for. On a 3, you find what you need, but it’s broken. On a 6,
you find exactly what you need. All other results, nothing.
Fusion FAMILIAR
Your familiar joins forms with your other weapon, activating
the effects of Jury-rig for as long as they are fused. If you
incur harm while your familiar and your other weapon are fused,
it does not cancel the effect.
27 WEAPONS
TIER THREE
28
Katana
Katana
POWER
ALT FOCUS
TRAIT: IAIJUTSU
Your first attack against an
enemy gains +1 Primary.
TRAIT: SHEATHE
You may spend an action to
Sheathe your weapon, reset-
ting the Iaijutsu trait.
Harm abilities and basic
attacks automatically
unsheathe your weapon.
QUIRKS
Absolute Focus: When you use a maneuver, your weapon is automati-
cally Sheathed.
Metal Flash: You may Bewitch an enemy within your attack range for
1 turn every time you unsheathe your weapon.
29 WEAPONS
TIER ONE
30
TIER TWO
Untouchable PASSIVE
On a successful attack against you, you attack the enemy first,
using no action. If the attack is lethal, the remaining harm is
dealt to an adjacent enemy. May not be used when your weapons
are currently Sheathed.
31 WEAPONS
TIER THREE
Haiku UTILITY
Describe your action and its effects in a haiku. The effects of
your action are based on the Haiku, as interpreted by the DM.
32
Knives
Knives
FOCUS
ALT CHARM
TRAIT: THROWN
You have a number of Knives
equal to your Focus. You may
throw your Knives a range
equal to double your Focus.
TRAIT: STUCK
Thrown Knives remain in the
target until you retrieve
them or the target removes
them as an action. Stuck
counts as an affliction.
QUIRKS
Cleaver: Your range for Thrown is reduced to equal your Focus, but
you gain +1 Primary on attacks made against adjacent enemies
Surgical: Precision cuts are where your skills lie. Enemies cannot
tell when a Knife has been Stuck into them.
33 WEAPONS
TIER ONE
Dash UTILITY
You may dash up to your Focus and make an attack in one action,
moving easily past anything in your path.
Double Up PASSIVE
Your allies may target a Knife Stuck inside an enemy with a
melee attack to drive it in, inflicting extra harm equal to
your Focus and applying any effects related to a Stuck Knife.
Recall UTILITY
You may recall all your Stuck or thrown Knives to your hands.
Saute HARM
You set your Knives ablaze and attack, setting struck enemies
Aflame for turns equal to your PL.
34
TIER TWO
Julienne HARM
You cut your opponent to ribbons, Entangling them for turns
equal to your Secondary in their own blood and guts.
Telekinesis UTILITY
You use your mind to telekinetically control all of your
Knives, keeping them within range equal to your Secondary.
Attacks made within this range are considered adjacent.
35 WEAPONS
TIER THREE
36
Microphone
Microphone
CHARM
ALT HEART
QUIRKS
Lip Sync: Select one spell at the beginning of an Episode. You may
cast this spell without expending an action a number of times equal
to your PL, during the Episode.
Voice Modulator: You may change a harm spell into a healing spell
or vice versa a number of times equal to your PL, per Episode.
Soundwaves: Your basic attacks have a range equal to your Charm.
Mosh Pit: You may make a spell attack once per turn.
37 WEAPONS
TIER ONE
Duet PASSIVE
Whenever you gain a status effect, you may grant it to one ally
within your Stage Presence. This ability cannot trigger itself.
Ensemble UTILITY
Target a number of enemies or allies, in any combination, equal
to your Charm. Enemies are Bewitched, allies are Invoked. The
Bewitched effect lasts for turns equal to your PL.
Soundtrack UTILITY
You don't stop the music when you fight. For every consecutive
round you keep the soundtrack going by using this ability,
yourself and your allies within your Stage Presence gain +1
Primary to their attacks. This stacks per round up to a maximum
equal to your Secondary.
38
TIER TWO
Discord HARM
Choose an enemy that has not yet acted this round. It targets
one of its allies with an attack on its turn.
Echo UTILITY
You capture the actions of your allies, weaving them into your
beats. You may repeat any spell or ability used by an ally
within your Stage Presence this round.
Encore UTILITY
Your friend moved so well that you want to see it happen again.
Choose one ally that has acted this round. That ally may imme-
diately take another turn.
Harmony PASSIVE
You move with the flow of your Team. When you attack an enemy
that has been harmed by an ally this round, you gain +1
Secondary for that attack.
39 WEAPONS
TIER THREE
Rewind UTILITY
Choose one ally on the map who is Dead. You may bring them back
to life at their HP total before the final, fatal blow.
Pause UTILITY
Stun all enemies in your Stage Presence for one round.
Play UTILITY
All allies in your Stage Presence have 3 actions this round,
instead of 2.
40
Roller
Skates
Roller Skates
FOCUS
ALT POWER
QUIRKS
Knee Pads: Your knee pads protect you from scrapes, reducing harm
taken by 1.
Derby: You're not just fast, you're mean about it. When you end
your turn no longer adjacent to an enemy you were previously adja-
cent to, and you insult them about it, they are Taunted.
Inline Skates: You're more about speed than just flashy moves.
Apply the bonus from the Speed Demon trait to any ability that
includes a move action.
Fresh Meat: You look like a newbie, and enemies think you're an
easy target. Every three rounds, a new enemy is Taunted by your
presence, but you gain +1 Primary that turn.
41 WEAPONS
TIER ONE
Elbow HARM
You jab out your elbow as you skate by, attacking an enemy that
is adjacent to your move, without stopping your move.
Flashy HARM
You Taunt an enemy for PL rounds with some stylish moves.
Afterward, for every enemy you have Taunted (by any means) at
one time, you gain +1 Primary to your attacks.
42
TIER TWO
FLAMESZz PASSIVE
You painted flames on your skates, and now enemies aren’t just
left in your dust—they’re left in smoke and fire, too. Enemies
in a cone equal to your Secondary behind you are set Aflame.
Limbo PASSIVE
How low can you go? Enemies much larger than you suffer -1
Primary when attacking you.
Wall-Skate PASSIVE
You can skate along any surface, ignoring conventional physics,
and so long as you remain in motion by moving at least your
Secondary each round, you do not fall.
43 WEAPONS
TIER THREE
44
Whip
Whip
FOCUS
ALT HEART
TRAIT: REACH
Your melee attacks extend to a range
equal to your PL.
QUIRKS
Dominatrix: Any time you Bewitch a target through any means, the
affliction lasts for extra rounds equal to your PL.
Flaming Love: Your attacks inflict Aflame for PL turns.
Fortune and Glory: Your move actions and movement abilities have
their maximum distance increased by your PL.
Whiplash: Your attacks inflict Taunt for turns equal to your PL.
45 WEAPONS
TIER ONE
Cocoon UTILITY
Make an attack and if successful, the enemy becomes Entangled
in your Whip. You must use an action to keep them Entangled,
but may use an action to move them in a direction of your
choice equal to your PL, or as an action constrict the Whip to
inflict harm equal to your Focus. You can release the enemy at
any time regardless of turn order.
Lash HARM
You make one attack against two enemies, splitting the harm
between them at your discretion.
Trip Up UTILITY
You make an attack, aiming for the legs or whatever else the
enemy is using to move. On a successful attack, you Crush them.
46
TIER TWO
Disarm UTILITY
Make an attack and if successful, you may disarm an enemy
instead of harming them, Crushing their attacks with that
weapon or limb for rounds equal to your Focus.
47 WEAPONS
TIER THREE
48
Every MC can feel the thrum of magic in their veins. Spells are
inherently known to the MCs, and range from small pieces of
magical power to massive disruptions that change the scope of
the fight. MCs with at least 2 Charm are able to understand the
spells they know.
49 SPELLS
TIER ONE
Blow Kiss UTILITY
You blow a kiss in the direction of a target within range equal
to your Charm, applying one random status effect for one round.
1 - Invoke
2 - Aflame
3 - Entangle
4 - Poison
5 - Bewitch
6 - Bolster
Cure DEFENSE
You prick your thumb, sacrificing a single drop of blood to
remove one affliction of your choice from an ally within range
equal to double your Charm.
Eyes On Me UTILITY
You pick out one enemy in particular who can both hear and see
you, shouting at them to get their attention. They suffer Taunt
towards you until the end of their next turn.
50
TIER ONE, continued
Force-Field UTILITY
You create an illusory wall of force in any shape that takes up
5’ per Charm. Enemies cannot cross that barrier, but their
attacks may penetrate it at the DM’s discretion. This lasts a
number of rounds equal to your PL.
Mark UTILITY
You mark an enemy within vision or hearing range with a glowing
sigil for 1 round. You may count one failed die as a successful
hit when attacking them. Subsequent castings by different MCs
stack the effects of Mark. Subsequent castings by someone who
has already Marked a target extend the duration.
Minimorphosis UTILITY
You turn a target within range equal to your Charm into a harm-
less little winged insect, such as a butterfly, moth, or lady-
bug for 1 round. They are Stunned for the duration.
Shield DEFENSE
You grant a glimmering shield to an ally, temporarily adding
your Charm to their HP. Any harm they suffer subtracts from the
shield first before their actual HP.
Slow UTILITY
A blast of cold localized entirely on an enemy within range
equal to your Charm forces them to take 2 actions to move
instead of 1 until they take an action to warm back up.
51 SPELLS
TIER TWO
Afterimage UTILITY
Your magic speeds up an ally. On their next turn, they may move
up to their Speed without taking an action, leaving an
afterimage in their wake.
Heal DEFENSE
You heal a target for an amount of harm equal to your Charm.
Illusion UTILITY
You create 2 illusory copies of yourself. When enemies attack
you, a roll of 4 hits the first copy and a roll of 5 hits the
second, counting as misses. Illusions are destroyed after one
attack and last until destroyed.
52
TIER TWO, continued
Megamorphosis UTILITY
You turn a target into a massive, scary beast, such as a tiger
or grizzly bear. They gain +1 Primary when making basic
attacks, but can’t use any abilities or spells.
Soul-Link UTILITY
You mark up to Secondary targets within a range of double
Charm. All harm suffered by linked targets is dispersed among
them equally for PL rounds.
Stealth UTILITY
In a puff of smoke, you turn invisible. Enemies cannot target
you directly. Stealth ends after PL rounds, when you attack or
use a harm ability or spell.
53 SPELLS
The Pit HARM
Up to 3 adjacent enemies fall into an endless pit. They may
only escape if they can fly, teleport, or climb, and it takes 2
actions to do so.
TIER THREE
Fireball Harm
A massive ball of flame erupts from your weapon, hurtling
towards a specific target within a range of double Charm.
Everyone in a Secondary burst is set Aflame, and suffers harm
equal to your Charm.
54
TIER THREE, continued
Power of Friendship HARM
You begin channeling a giant orb of energy from the tip of your
weapon, casting light across the battlefield, beckoning your
allies to join. At the end of the round, inflict harm equal to
Power to enemies within a burst equal to Primary. Harm dealt is
multiplied by the number of allies who join the spell with
their last action on their turn, and their Charm is added to
the total harm done.
Resuscitate UTILITY
Restore a dead ally to life with 1 HP.
Sanctuary UTILITY
A glowing barrier in the caster's favorite color blooms from
their weapon, as wide and tall as their Primary. Enemies cannot
leave or enter through this barrier, and you heal all allies
behind it for your PL.
Skyfall HARM
A massive, jagged tear forms in the sky, and from it, a gigan-
tic version of your weapon plummets into the midst of combat,
decimating the ground in a PL burst. Roll an attack six times,
adding up the hits together and assigning them to targets
within the burst.
55 SPELLS
aoe
examples
3-Length Cone,
3-Length Cone
Diagonal
4-Length Line
3-Length Line,
Diagonal
2-Wide Aura or
Burst
56
The Team
The Team is the name for the group of magical Main Characters.
It can be a literal team, like a baseball or debate team, or it
can be a club, sorority, or just a group of friends. Some Teams
might not even know each other until they’re all forced
together by the circumstances! Teammates are all considered
allies, regardless of in-fighting or drama.
57 THE TEAM
mascot
One of the key parts of any Team is the Mascot. For some, the
Mascot is the source of all the powers—for others, it’s simply
drawn to you because of the powers you have acquired. Sometimes
the Mascot may be the very thing that led you, in whatever way,
to gaining powers in the first place. But be careful, because
they won’t always tell the truth. Roll 4d6 for your mascot.
D6 Origin Purpose
1 Someone’s Pet Save the World
D6 Look Attitude
1 Cute Cold
2 Devilish Friendly
3 Robotic Mentoring
4 Angelic Affectionate
5 Alien Reluctant
6 Mundane Selfish
58
COMBAT CONSISTS OF turns, collected into rounds. A round
completes once every combatant takes their turn. To determine
who goes first, MCs roll a number of dice equal to their
Primary, and count hits equal to or below the highest Initia-
tive value among the enemies. The MC who gets the most hits
takes the first turn. If there is a tie, the character with the
highest Focus breaks the tie. If no MCs’ roll exceeds the high-
est Initiative value among the enemies, an enemy of the DM’s
choice goes first instead.
After the first MC or enemy acts, they choose who takes the
next turn. If they choose an ally, that ally must then choose
an enemy. Enemies at PL 0 (cannon fodder) act together as a
group while adjacent.
The last to act chooses who goes first at the start of the next
round, limited by the same restrictions of subsequent allies.
Enemies and MCs alike have two actions each turn, and one turn
each round. An MC may use an action to attack, maneuver, move,
or use an ability or spell.
Move
When MCs spend an action to move, they move in increments of 5’
equal to their Speed (Focus+Primary). An MC with 3 Focus and 2
Charm (their Primary) has 5 Speed (25’). Moving over rough
terrain and the like incurs a -2 penalty to your Speed. If
Focus is the MC’s Primary statistic add Focus twice for Speed.
59 COMBAT
Attack
A basic attack uses one action. MCs roll a number of dice equal
to their Primary. Results less than or equal to their Secondary
count as hits and inflict an equal amount of Harm to the
target. Most Harm abilities also include at least one attack
with their extra effects. A basic attack is simply an attack
rolled without using an ability. Attacks of any kind are
considered successful if they scored at least 1 hit.
60
Status Effects
Status effects are any ongoing condition or modifier. The most
common way to gain status effects is through maneuvers and
abilities (e.g., Bolster or Invoke). Some enemies or MCs cause
afflictions—powerfully debilitating status effects. Status
effects are counted by round, not by turn. Harm and saving
throws for afflictions are taken at the beginning of each
round, before the first turn is taken.
Maneuvers
MCs may use an action to maneuver. Some spells and weapon abil-
ities make use of maneuvers. Any effects from maneuvers are
considered status effects.
INVOKE: Whether you aim your Gun or channel more power through
your Baseball Bat, Invoke allows you to take an action to
prepare for your next attack. Before the end of your next turn,
you gain +1 die die to your next roll, whatever it may be. This
can stack twice.
61 COMBAT
Afflictions
Harm from afflictions is taken at the beginning of each new
round. MCs and Bosses can roll to resist afflictions when they
are first applied (saving throws, page 64). Likewise, they can
make a save at the beginning of the round to get rid of an
affliction, once for each affliction. All other enemies cannot
resist afflictions, and only roll 1d6 at the beginning of
subsequent rounds—on a 6, the effect ends.
AFLAME: Suffer harm equal to the user’s PL. Cannot cast spells
until the fire is put out.
62
Abilities and Spells
Abilities and spells cost one action to use unless otherwise
noted or labeled "passive.” Abilities may include making an
attack, or a maneuver as part of their effects. Whenever an MC
casts a spell or uses an ability, they accumulate Burnout
Points (page 65) equal to the tier of the spell or ability.
Spells and abilities do not require a roll to make unless they
are made as a spell attack.
Areas of Effect
Some spells or abilities occur over an area and affect multiple
targets, known as their area of effect, or AOE. Spells and
abilities with AOE affect all targets within an area, unless
otherwise stated. Pictures with example AOEs are on page 56.
AURA: Affects all targets within the listed range from the
point of origin, in all directions. Usually applied to perma-
nent or maintained effects.
BURST: Affects all targets within the listed range from the
point of origin, in all directions.
63 COMBAT
Saving Throws
When an MC or Boss is at risk of an affliction, they make a
saving throw. Roll Power, and count hits equal to or below
Focus. If the resulting hits equal to or exceed the amount of
successful hits that caused the affliction, the affliction or
effect is prevented. If an affliction was not the result of a
roll, save against the PL of the affliction’s source.
Harm Pool
The Harm Pool measures an MC’s capability for getting hurt
before they're killed. Every MC has a Harm Pool equal to three
times their Heart.
MCs may opt to avoid a single killing blow per Episode with a
permanent scar. If they do, they immediately push their limits
(page 66) and suffer no harm from the enemy action. This scar
is forever visible when you are transformed, but may or may not
be visible when you are mundane.
Once you surpass your Harm Pool, you’re knocked out. Enemies
tend to ignore knocked out MCs, but they must be tended to with
the Assist maneuver within three turns or they die. Assisted
allies are still unconscious, but recover to 1 HP when the
encounter ends.
64
Burnout Pool
The Burnout Pool measures the Team’s mixture of stress, exer-
tion, and the exhaustive nature of magic. Burnout Points (BP)
accumulate as MCs cast spells or harm abilities at a value
equal to the tier of the spell or ability used.
Higher Power Levels means the Team can accrue more and more
burnout before they begin to feel the effects. The Burnout Pool
is a soft cap—MCs may continue to use spells and harm abili-
ties over this cap, but the higher it goes, the higher the
chance of failure. When an MC uses a spell or ability, roll
1d6, adding +1 to the total for each point exceeding the Team’s
Burnout Pool. If the total is 6 or higher, the MC’s action
fails and they suffer one harm.
PL 1 10 BP
PL 2 12
PL 3 14
PL 4 16
PL 5 18
PL 6 20
PL 7 22
PL 8 26
PL 9 30
PL 10 34
65 COMBAT
Push
Your
Limits
Sometimes your best just isn’t good enough. When that happens
and you’re facing down a horde of enemies, your power, magic,
and adrenaline mix together into something more potent.
Requirements
OUTNUMBERED: Either there are far more enemies than your team,
or you’re the last one standing against a Boss.
ALMOST DEAD: Either from a single massive hit or the attacks of
many, you’re down to 1 HP.
This effect lasts 3 turns. At the start of your turn, you may
forgo one of the beneficial effects in order to extend the
duration by 1 turn.
SECOND WIND: Your abilities do not accumulate BP, and you don’t
have to roll for failure when surpassing the Burnout Pool.
66
Play is divided into Episodes and Seasons. An Episode is an
individual session of play—a single night, a chapter of the
story, the two hours you have before your shift starts. A
Season is a collection of Episodes bound together by a central
Antagonist at the source of each Episode's threats.
Example Antagonists:
THE LORD OF HELL releases waves of devilish beings into
your hometown to establish a stronghold to take over Earth, and
then Heaven. He uses cultists, lesser demons, and corrupted
politicians to carry out his will. Episodes include establish-
ing a cult in the school, getting a lesser demon elected to
office, and stealing all the puppies to use as sacrifices.
67 DM GUIDE
A NAMELESS ALIEN from the infinite dark between the
stars, attempts to corrupt the planet into darkness, or turn
all of the people within to monsters. The Alien uses mind
controlled civilians, alien soldiers, and mutated local pets to
further their inscrutable ends. Episodes include sending an
asteroid with an evil alien parasite, interrupting the school
dance with a mutated pet, and sending a warrior to hunt the
Team down.
To create an Episode:
♥ Break the Antagonist’s goal into smaller steps. These are
your Episodes.
68
The hardest choice for the Team is whether to prioritize their
real lives or saving the world. As the DM, your job is to make
that harder. Entangle them together by pushing on real-world
priorities: homework, day jobs, chores, pets, family. The
Antagonist and their underlings can take hostages, make
threats, or lead fights into populated areas.
Fighting Strategies
Crowd control and status effects are important. The MCs cannot
easily survive without controlling the battlefield. Enemy dice
explode too, and combat tends to be lethal. Fights can end
quickly, but can be surprisingly draining and dangerous to the
MCs as they fight on. A decisive victory and a hard-fought
victory are satisfying to the players in different ways.
69 DM GUIDE
Enemies
Enemies have five stats: Power Level, Primary, Secondary, Harm
Pool, and Initiative.
An enemy’s attack works how it does for MCs. You roll the
enemy’s Primary and each one that matches or is lower than
their Secondary is a hit.
An enemy’s HP measures how much harm they can take before they
are defeated. More HP means they live longer and get to beat on
the team more.
70
Enemy Traits
Much like weapon traits, enemies can have unique features to
make them more difficult. As a rule of thumb for applying
traits to enemies, assign one trait for every two to three PL.
Cannon Fodder
Enemies of PL 0 are intended to be used for swarms or as
summons for other PL enemies. In the case of summons, they act
on the turn of their summoner.
Enemy Witches
Some games may want to use enemies that are much the same as
the MCs. In this case, build the enemies like you would an MC,
and in some cases, you may want to allow these enemies to push
their limits. In general, look at keeping the number of Witches
and their PL the same as the number of MCs. Enemy Witches are
always considered Bosses for the purposes of saves, abilities,
and spells. They make great Episode Bosses, or even Season
Antagonists!
71 DM GUIDE
Enemy Stats
Most enemies do not usually need to be fully fleshed out with
all of their statistics and traits.
72
Example Enemies
Matilda, Gun-Witch of the Warehouse District
Matilda has earned a fearsome reputation, and she will do
anything to keep it. With her sentient Gun in tow, the busi-
nesses and people who work and live in the Warehouse district
have to pay her for their protection.
PL 3 �� Hat �� Gun
Quirk: Helmet
Gun
Primary 2 / Secondary 3 / HP 6
Trait: Magic
73 DM GUIDE
Izixix, Demon Lord of the Deep Dark Depths
Izixix, Demon Lord of the Deep Dark Depths’ ire has been drawn
at the death of his best friend and lieutenant, Haxzilozix! He
has come to the surface to find those responsible and bring
them to justice!
The Eyes
PL 0 / Primary 1 / Secondary 2 / HP 1 / Init 0
Traits: Elusive
74
Notes
Once upon a time in a
normal high school...