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Daisy Chainsaw

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67% found this document useful (3 votes)
4K views84 pages

Daisy Chainsaw

Uploaded by

Addison W
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Charlotte Laskowski

Daisy
chainsaw
Art,
Layout,
Development,
Writing - Charlotte Laskowski
Editing - Matthew Kay

Blood splatter pixel art from https:��[Link]/blood-fx

Thank you to Law, Snow, and Rimblade. It’s finally done!

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[Link]
Table of Contents
1 ♥ Playing The Game
2 ------✦ Rolling the Dice

3 ♥ Character Creation

4 ------✦ Choose Your Weapons

5 ------✦ Allocate Statistics

6 ------✦ Choose Quirk

6 ------✦ Spells & Abilities

7 ------✦ Advancement

8 ------✦ Example Character

8 ♥ Weapons

9 ------✦ Baseball Bat

13 ------✦ Brass Knuckles

17 ------✦ Chainsaw

21 ------✦ Gun

25 ------✦ Hat

29 ------✦ Katana

33 ------✦ Knives

37 ------✦ Microphone

41 ------✦ Roller Skates

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 ------✦ Status Effects

61 ‿︵‿︵‿︵‿︵‿♥ Maneuvers

62 ‿︵‿︵‿︵‿︵‿♥ Afflictions

63 ------✦ Abilities and Spells

63 ------✦ Areas of Effect

64 ------✦ Saving Throws

64 ------✦ Harm Pool

65 ------✦ Burnout Pool

67 ♥ DM Guide

69 ------✦ Fighting Strategies

70 ------✦ Enemies

71 ‿︵‿︵‿︵‿︵‿♥ Enemy Traits

72 ‿︵‿︵‿︵‿︵‿♥ Enemy Stats

73 ‿︵‿︵‿︵‿︵‿♥ Example Enemies

2
Playing

Once upon a time in a normal high school…

TO START PLAYING, you need three to seven


people, including the Disaster Master (or DM),
character sheets, a few grids, some writing uten-
sils and a decent number (at least six, but more is
ideal) of six-sided dice. Like any good magical
girl show, the action takes place in a number of
Episodes or game sessions, over the course of one
or more Seasons, or major story arcs.

THE REST OF the players roleplay as magical


girls—teenagers with special powers living a
double life. The transformation sequence is the
split between a Main Character (MC) being a regular
person and someone truly magical. An MC already had
to be extraordinary to begin with—it’s how they
were noticed by their mascot (page 58), but they
were still mundane until the show began. The mascot
came into their lives and enabled their magical
weapons. The transformation sequence turns them
into their magical persona, strong enough to deal
with the big bad of the season. What happens to an
MC when they transform can easily transfer to their
everyday lives, whether that is a permanent scar or
the horrifying ordeal of discovery. Main Characters
progress as a Team via their Power Level (PL). You
can read more about it on page 7.

1 INTRO
Rolling the Dice

OUTSIDE OF COMBAT, play progresses through interactive role-


play—the DM says what’s happening, describing the immediate situa-
tion, and referees players actions. The MCs say what they do and
how they go about it. However, when the outcome is uncertain or the
MCs transform, it’s time to roll the dice! Often this will be a
number of dice equal to their Primary statistic (page 4). If the
number on a die is equal or less than the specified number (typi-
cally an MC’s Secondary statistic), it counts as a successful hit.
A 6 on the die always counts as a miss. A 1 on the die always
counts as a hit and explodes—roll another die, adding that die’s
result to the total number of hits. If the new die lands on a 1, it
explodes again, and this repeats until you roll something else.

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

Become a Main Character


in Four Easy Steps!
Choose Your Weapons page 4
1 Choose two different weapons (or the same weapon
twice), one to be your Main and one as your
Offhand. These determine your Primary and
Secondary statistics and available abilities.
Each weapon has two listed statistics. The first
is used if it’s your Main weapon, and the alter-
nate if it’s your Offhand.

Choose Your Quirk page 6


2 Weapon quirks are abstracted physical modifica-
tions of a Main weapon that affect its basic
function and look.

Allocate Statistics page 5


3 You have four statistics—Charm, Focus, Heart, and
Power—that all start at 1. You then get 6 addi-
tional points to allocate between them.

Spells & Abilities page 6


4 The number of spells you know is determined by
your Charm stat, and the number of abilities is
determined by your Power Level (page 7).

3 CHARACTER CREATION
1> CHOOSE YOUR WEAPONS
BASEBALL BAT page 9
Power ♥ Charm
If you want to turn the battlefield into a ball game.

BRASS KNUCKLES page 13


Heart ♥ Power
Hit hard and often. And often. And often. And often–

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?

ROLLER SKATES page 41


Focus ♥ Power
Fastest fucker on the battlefield.

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.

CHARM is your ability to persuade or captivate, but when


you’re transformed, it translates into magical acuity.
Spells Known is equal to your Charm minus 1. Spells are
covered on page 49.

FOCUS is your mental acuity, clarity, and aptitude for


thinking under pressure. It also contributes to your
Speed in combat. Your Speed is equal to your Focus +
Primary and expresses the amount of 5’ increments you may
move in an action (page 59).

HEART is your willpower and courage, as well as your


capacity for taking harm mentally and physically. Your
Harm Pool (page 64) is equal to triple your Heart.

POWER is your capability for intimidation and for shows


of physical strength. You roll Power and count hits with
Focus when making a Saving Throw (page 64).

Finally, your Burnout Points (page 65) are equal to the


Team’s Power Level (page 7).

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.

You can gain an additional, temporary quirk while in


combat from either your Main or Offhand weapons by using
the Jury-rig maneuver (page 61). Quirks may also be
changed during advancement (page 7).

4> SPELLS & ABILITIES


You gain a number of spells equal to your Charm minus 1,
meaning you need at least 2 Charm to learn 1 spell.
Choose a number of spells you know from the tier one list
(page 50). You can replace spells during advancement. You
gain more spells when your Charm statistic is raised, or
in the place of learning an additional ability.

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.

Tier two spells and abilities are unlocked at PL 5, while


tier three spells and abilities are unlocked at PL 8.

SPELLS have a default range of double the caster’s Charm


and a duration of 1 turn. Abilities share a range with
their associated weapon, typically melee (5’) and last
until specified.

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

QUIRK - Metal Flash


ABILITIES - Mantis Sheathe, Soundtrack
SPELLS - Falling Star, Cure
8
Baseball
Bat
Baseball Bat

POWER
ALT CHARM

TRAIT: BATTING AVERAGE


Every time you inflict enough harm
to kill an enemy, gain a number of
dice equal to your PL to your next
attack against another target.

TRAIT: HOME RUN


When you attack and at least half
of the dice are hits, double the
harm inflicted. When you attack and
all of the dice are hits, triple
the harm inflicted.
QUIRKS
Shotgun Shell: There's a shotgun shell in your Baseball Bat, ready
to fire. At the beginning of each episode, select one of your known
spells. You may cast that spell as a spell attack per the Spell
Attack trait for Gun, page 21.

Barbed Wire: Your Bat is wrapped in barbed wire, and it eviscerates


anyone it hits. Your dice explode on 1s and 2s when you make a
basic attack.

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

Bell Ringer HARM


Every time you inflict enough harm to kill an enemy, gain a
number of dice equal to your PL to your next attack against
another target.

Eye on the Ball PASSIVE


You gain +1 Primary to attacks when hitting targets that are
shaped like a sphere.

Find the Pocket HARM


Make an attack targeting a specific part of the enemy and if
successful, Crush that body part for a number of rounds equal
to your Power.

Out of Bounds HARM


Conjure a baseball made of some magical, glowing force, toss it
in the air, and hit it at the enemy with your bat as an attack
with range equal to your Power.

Slide UTILITY
After a hit, you may move up to your Power in any direction.

10
TIER TWO

Bat Outta Hell HARM


Your power knows no bounds, and you attack in a bloodthirsty
rage. Make a number of attack rolls equal to your Secondary,
one after the other. The effect ends prematurely once you roll
more misses than you have hits.

Bone Breaker HARM


On a hit, you may break your bat to inflict double harm. It
takes a single Jury-rig maneuver to repair. While broken, you
suffer -1 Primary.

Called Shot UTILITY


You point at an enemy. Until the start
of the next round, all allies are
considered to have used an Invoke
action, and the target enemy is consid-
ered under the effects of the spell
Marked for all purposes of the spell.

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

Bases Loaded HARM


Make an attack, and if successful, grant an ally within range
equal to your Primary a free attack action with +1 Primary. If
the initial attack succeeds with at least two hits, a different
ally within range equal to their Primary may do the same,
increasing the bonus to +2 Primary.

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.

Rub Some Dirt On It UTILITY


Quickly tend to your wounds with whatever’s around. Heal your-
self for all harm you took in the past round.

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.

Swarmer: When you make two successful basic attacks against an


enemy afflicted by a status effect in the same turn, you may make a
third basic attack for free.

Exploding Knees: When you make two successful attacks in a row,


halve the target’s Speed for rounds equal to your Secondary.

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.

Float Like a Butterfly DEFENSE


You're especially light on your feet, able to react to attacks
before the enemy can follow through. Gain Bolster and the next
time an enemy targets you with an attack, you may make an
attack against them first.

Gut Shot HARM


Make an attack aiming for their weak spots. If successful, the
enemy is Stunned for 1 round.

Intimidating Aura PASSIVE


You keep a mean look in your eyes. Enemy movement costs 2
actions instead of 1 in an aura around you with range equal to
your PL.

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

Crushing Blows PASSIVE


You've got them on the back leg—each successful attack taken
may push the enemy up to your PL backwards, in the direction of
the attack.

Eye Poke HARM


You're not against fighting dirty. Aim an attack at whatever
the enemy uses to see and if successful, you inflict Bewitch
and Bleed for rounds equal to your Secondary.

Overhead HARM
You smash your weapon over the enemy's head as an attack and if
successful, cause Stun.

Sting Like a Bee HARM


When you get hit, you hit back twice as hard, and you're wait-
ing for it. If you're successfully hit by an attack before the
beginning of your next turn, you may immediately make an attack
against the enemy that hit you. Roll the attack twice, taking
the better result and adding your Secondary as bonus harm.

The Iron Mike HARM > Uses Two Actions


Make two attacks. If you succeed on both, you may make a third
attack against the enemy, biting them and causing Bleed for
rounds equal to your Heart.

15 WEAPONS
TIER THREE

C-c-combo Breaker HARM


After a successful attack, you may expend all of your Combo
stacks to multiply your successful hits and the resulting harm
done by the stacks spent.

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.

Rain Down Blows HARM


Make an attack and if successful, with at least two hits, make
another attack, but with -1 Primary. Repeat until you run out
of dice, or until you make an attack with no hits.

Touch of Death HARM > Uses Two Actions


Gazing at the heart of the enemy, you make a single attack. If
the attack succeeds with at least three hits, the enemy dies at
the beginning of the next round. If the attack succeeds with
two or less hits, then the enemy is Stunned instead.

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.

Anti-kickback: Your Chainsaw is designed to minimize reactive


forces pushing it back into you. Enemies suffer -1 Secondary
against you, to a minimum of 1.

Lumberjack: You've used your Chainsaw before you were a Main Char-
acter. Whenever you Dismember, you may make an attack.

Big Teeth: Your Chainsaw is made with resplendent monster teeth.


Enemies within a range equal to your PL are Bewitched towards you
every time you Dismember an enemy.

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.

DAISY CHAINSAW HARM


Your favorite flower grows from the cuts and damage done with
this attack, Entangling your target for rounds equal to your
Heart. Blood splatters from the enemy in a burst equal to your
PL, spreading the flowers and causing Entangle to anyone in the
burst for 1 round.

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.

Come and Get It DEFENSE


The fury in your heart empowers your rev, Bolstering yourself
and Taunting enemies within an aura equal to your Heart. Lasts
for rounds equal to your Heart or until you take an action to
end the effect.

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.

Spare Gas Can HARM


You siphon fuel from your Chainsaw and make an attack with
range equal to your Heart, dowsing the enemy with gas. Any
damaging spell or hit with Firesaw ignites the gas, setting the
enemy Aflame for rounds equal to your Secondary.

Tear Through HARM


You don't stop just because their dead. Once you cut through
something, you continue to cut through an adjacent enemy, deal-
ing the excess harm from a lethal attack with no roll.

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.

DAISY CHAINSAW DELUXE PASSIVE > Requires DAISY CHAINSAW


Upgrades the Daisy Chainsaw ability to inflict harm to the
target equal to your Primary harm, and inflict harm equal to
your Secondary to all within the burst.

Hedge Trimmer HARM


You work fast with your Chainsaw, cutting the enemy up as if
they were the branches of a tree. A successful attack Dismem-
bers a number of limbs equal to your Secondary. If you dismem-
ber all limbs, they die.

Lumberjack Special UTILITY


You cut down something large and tall nearby—a tree, telephone
pole, skyscraper, or the heaving body of a big dead thing,
causing it to fall and Entangle enemies in a line as long as
your Secondary.

Rev n’ Parry PASSIVE > Requires Come and Get It


When you use your Come and Get It ability, you inflict harm
equal to your Heart and Bleed lasting PL rounds against any
enemy who successfully hits you during the effect.

20
gun

Gun

CHARM
ALT FOCUS

TRAIT: SPELL ATTACK


Once per turn, you may
combine a spellcasting and
attack action into a spell
attack. Spell attacks used
in this manner use the area
and range of your weapon.

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.

Shotgun: Your spell attacks and basic attacks affect targets in a


Charm-sized cone in front of you.

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

Bubble Gun UTILITY


You attack, shooting a giant bubble at an enemy. If successful,
no harm is dealt but the enemy is Entangled in the bubble. The
enemy must destroy the bubble to escape. It has HP equal to
your PL. Allies attack the enemy without popping the bubble.

Fairyflash Grenade UTILITY


You throw a magical grenade, inflicting 2 of your choice:
Bewitch, Aflame, or Bleed, in a burst equal to your PL around
the target.

Ready, Aim… UTILITY


You lock onto a target as glowing sigils rapidly spin into
alignment in front of your Gun. Your next attack inflicts addi-
tional harm equal to your Charm. If you are hit between your
initial lock-on and your attack, your aim is interrupted.

Rocket Shell HARM


You fire the Gun downward, propelling you into the air equal to
your Focus and inflicting harm equal to your Charm in a 10’
burst on takeoff and landing.

Suppressing Fire UTILITY


For one round, enemies must spend 2 actions to move while
within a cone equal to double your Charm in front of you.

22
TIER TWO

Big Fucking Gun HARM


Your Gun grows three sizes this day. All successful attacks,
spell attacks, and abilities have a burst radius equal to Charm
for 3 rounds.

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.

Missile Surfing UTILITY


You move equal to your Charm in a straight line, setting anyone
you contact Aflame and inflicting harm equal to your Charm in a
15’ burst on landing.

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

An Even Bigger Fucking Gun HARM


Your Gun grows six sizes this day. All successful attacks,
spell attacks, and abilities have a burst radius equal to Charm
for 3 rounds, increase their range by Charm, and apply the
effects of the Ricochet ability.

Dead Man’s Switch HARM > Uses Two Actions


You are unafraid. On a successful attack, inflict double harm
to all targets in a burst equal to your PL, including yourself.

Orbital Cannon HARM > Uses Two Actions


You have a backup plan in the form of a big, red button. You
inflict harm to an enemy of your choice anywhere, so long as
you know their exact location.

Smoke and Mirrors DEFENSE


Everyone on the Team gains +2 Primary and enemies suffer -2
Primary (minimum of 1) for the encounter.

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.

Magic Trick FAMILIAR


Your familiar has a few tricks up their sleeve���or under their
paw, or behind those mysterious, too-many eyes. They know a
number of spells
equal to your Charm.

Rabbit UTILITY
You can recall
your familiar
through an extra-
dimension portal
in your Hat. They
are deposited
nearby, happy to
see you.

Tip Your Hat


UTILITY
You tip your Hat
towards an enemy
within range. Your
familiar attacks
the target, and
they gain +1
Primary to attacks
on the target.

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.

MC’s Best Friend FAMILIAR


Your familiar sacrifices some of their HP to heal an equal
amount of your HP. Harm suffered this way cannot be reduced by
any means. You can do the same in reverse.

Stress Relief FAMILIAR


Petting your familiar relieves some of the very present, very
current stress in your life. Reduce the Burnout chance and BP
gain of your next Harm spell or ability by 1.

27 WEAPONS
TIER THREE

Bottomless Stomach FAMILIAR


Your familiar is very hungry. On a successful attack made by
your familiar with at least three hits, it swallows the target
whole, healing the familiar for HP equal to the target’s PL.
The target may roll an attack at the beginning of the next
round to try and escape. If it does not escape, it dies.

HAT TRICK DEFENSE


Summon three hats anywhere within range equal to your Charm,
one of which must contain you or an ally. The Hat covers the
ally or yourself, and all three hats shuffle. While hidden
under the Hat, you may cast spells, which appear to come from
all three hats, but not attack. If the enemy hits the wrong
Hat, it explodes in a burst of confetti, setting the enemy
Aflame. The hats last 3 turns, or until you or the ally
attacks.

Mad Hatter UTILITY


Why is a raven like a writing desk? You shout a riddle or
insult so confusing that every enemy within burst equal to your
Primary is afflicted with Stun until they figure it out,
regardless of whether they can understand you or if they are
even capable of conscious thought. At the beginning of the
round, stunned enemies roll 1d6, and on a 6, the Stun ends and
is now afflicted with Taunt towards you.

Tentacle Tantrum HARM


You pull off your Hat, revealing the shadow-grasp of a monster
that resides within. It grabs and throws all targets at random
within burst of Charm. Allies and Bosses that fail their save
are thrown a distance equal to your Primary. All others are
thrown into a nearby wall or building, inflicting harm equal to
your Secondary.

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.

Greatsword: Your weapon isn’t a Katana, but a massive, two-handed


Daikatana even bigger than you are. You gain +2 Primary from
Iaijutsu, instead of +1.

Blade Ablaze: Your Katana is on fire. If your dice explode at least


once on your attack roll, the target is set Aflame.

29 WEAPONS
TIER ONE

Blossom Guard DEFENSE


Make an attack. The blood from the enemy turns into your
favorite flower petals. These obscure you from the enemy, and
you Bolster.

Mantis Sheathe HARM


Move up to your Power, and make an attack. If you moved at
least half of your Power and the attack succeeded, you inflict
additional harm equal to your PL to the target. You Sheathe
your weapon immediately after this attack, but may not make
another attack or use a harm ability this turn.

Mugai-Ryu HARM > Uses Two Actions


You make one attack, inflicting double harm.

Perfect Draw PASSIVE


When an enemy attacks you, you may roll 1d6 and, on a 6, you
make a basic attack against them first. This attack does not
cost an action.

30
TIER TWO

Refined Sweep PASSIVE


Your melee basic attacks target three adjacent enemies at once.

Triple Slash HARM > Uses Two Actions


Make two attacks against a single enemy. If you reach a cumula-
tive total of hits equal to your Secondary, make a third attack
against that enemy.

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.

Vessel Strike PASSIVE


Your successful attacks inflict Bleed. Your Bleed effects may
stack equal to your PL.

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.

Sword Dance PASSIVE


Your weapon dances besides you, watching your back and deflect-
ing blows in between its own attacks. Enemies suffer -2 Primary
to attacks against you.

Thousand Cuts HARM > Uses Two Actions


You make three quick attacks. Each successful attack doesn’t do
immediate harm, but adds a stacking multiplier to your harm
dealt by 2, with a maximum multiplier of 6. The harm is dealt
at the beginning of the next round.

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

Aerodynamic: Your Thrown range increases by your PL. You gain +1


Primary on attacks made against enemies further than your Focus.

Serrated: Your Knives afflict Bleed on successful attacks. Stuck


Knives also afflict Bleed when removed.

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.

Slice and Dice HARM


Make an attack and if successful, you apply Bleed and any other
afflictions from your weapons for Focus rounds. If your weapon
already applies Bleed, it stacks twice.

34
TIER TWO

Butterfly Flourish HARM


You may flourish your Knife with an attack, Bewitching the
enemy and gain +1 Primary to your next attack.

Julienne HARM
You cut your opponent to ribbons, Entangling them for turns
equal to your Secondary in their own blood and guts.

Like Butter HARM


You cut through the enemy like a Knife through butter, ignoring
any status effects that may be benefiting them.

Reverse Recall HARM


You teleport instantly to one of your Stuck Knives and may then
make a basic attack.

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

Ducks in a Row HARM


Make an attack and if successful, you may hit a number of
enemies equal to your Focus in a line, inflicting the same harm
to each. Your Knife is Stuck in the last enemy hit.

Triple Threat UTILITY


Your Knives triplicate themselves upon a successful basic
attack, inflicting three times the harm. This ability lasts
three turns.

When It Rains UTILITY


Infinite blades rain from the sky in a Primary burst centered
on yourself, inflicting harm equal to double your Secondary to
enemies in the burst.

Whirl of Blades HARM > Uses Two Actions


Make six attacks against any number of enemies within range.
However, any allies between you and your target enemies must
save or suffer half harm, rounded up.

36
Microphone

Microphone

CHARM
ALT HEART

TRAIT: STAGE PRESENCE


Spells are cast in
either a burst (if
instantaneous) or an
aura (if sustained)
around you with a range
equal to your Charm,
replacing the original
range of the spell. All
targets inside this range are affected. Damaging spells do not harm
allies, and beneficial spells do not affect enemies, unless you
choose for them to do so.
TRAIT: MAGICAL STAMINA
Burnout gained when you cast spells is reduced by 1, to a minimum
of 0. You can cast spells that gain 0 Burnout with this trait even
when your team has reached their limit.

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

Beat Drop UTILITY


Enemies within your Stage Presence are afflicted with Bewitch.

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.

Siren Song UTILITY


Your song worms its way into even the most eldritch of hearts.
Make an attack and if successful, the target suffers no harm
but is Bewitched and Taunted 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.

Protective Melody PASSIVE


Utility spells cast on two or more allies (including yourself)
heal HP equal to your Charm as well as enacting the original
spell effect.

Radio Show UTILITY


You extend your range through the power of radio waves. Choose
one ally. You may cast spells from their position, using their
Charm for the range.

39 WEAPONS
TIER THREE

Fast Forward UTILITY


You’d rather not hear this song. Choose one enemy. Their turn
is skipped.

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

TRAIT: SPEED DEMON


There's nothing you crave more than
going faster and further than anyone
else. Add your Power to your Speed.

TRAIT: FANCY FOOTWORK


Your Roller Skates let you swerve
around your enemies and allies
alike. When you use an ability that
includes a move action, you activate
the effects of that ability twice.

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

Apex Jump UTILITY


If anything thinks it can catch you, it should think twice—
you've turned the battlefield into your playground. You jump
half your normal Speed (rounded up) avoiding enemies, terrain,
and other effects that may stand in your way. If your previous
action was a move, you jump your full Speed instead.

Elbow HARM
You jab out your elbow as you skate by, attacking an enemy that
is adjacent to your move, without stopping your move.

Fall Small PASSIVE


When suffering harm, you may curl up and drop to the ground
without an action, halving any subsequent harm until the next
round. You must take an action to stand back up again.

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.

Roulette Duet UTILITY


Choose an ally. You both roll 1d6. If you roll the same number,
you both heal equal to the number rolled. Otherwise, you alone
gain a benefit according to your roll.
1–2 Invoke
3–2 Bolster
5–6 Jury-Rig

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

Wheel of Fortune PASSIVE


Roll 1d6 at the beginning of your turn. Until the beginning of
the next round, all of your attacks, abilities, and spells
afflict the corresponding status effect to the target.
1 - Invoke
2 - Aflame
3 - Entangle
4 - Poison
5 - Bewitch
6 - Bolster

Around the World HARM


You’ve spent the past few rounds building up speed around the
track, weaving around enemies without making a strike. Depend-
ing on how many actions you’ve spent without making a basic
attack or using a harm ability, your attack made with this
ability is powered up.
1 Action - +2 Primary to Attack
2 Actions - Double Harm
3 Actions - Triple Harm

Roll With It DEFENSE


You’ve got increased maneuverability, but you don’t just need
to zoom forwards. When hit by an enemy, you can skate backwards
up to your Secondary in a straight line, reducing the amount of
harm suffered equal to how far away you move from the attacker.

44
Whip

Whip

FOCUS
ALT HEART

TRAIT: REACH
Your melee attacks extend to a range
equal to your PL.

TRAIT: WHIP IT INTO SHAPE


Attacks against enemies with active
status effects gain +1 Primary for
each effect.

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.

Scorpion Sting HARM


You lash out with an envenomed Whip, Poisoning the target.

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.

Whip Swing UTILITY


You may use your Whip to grab onto a tree branch, light pole,
or other suitable protrusion and reposition yourself equal to
your Secondary, ignoring terrain in your way.

46
TIER TWO

Cat o’ Nine Tails PASSIVE


Consecutive attacks against the same enemy cause effects based
on the number of attacks made:
2nd attack: Inflict extra harm equal to your PL.
4th attack: Inflict extra harm equal to double your
Focus. Resets the counter for Cat o’ Nine Tails.

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.

Sadistic Lure HARM


Make an attack and if successful, the enemy is afflicted with
Bewitch for up to PL rounds. After this effect ends, they are
afflicted with Taunt towards you for the same duration.

Waiting Spider PASSIVE


If an enemy is Entangled, they suffer harm equal to the higher
of your PL or Secondary when any successful attack or ability
targets them.

47 WEAPONS
TIER THREE

Waiting Spider PASSIVE


Whenever you cause an affliction to a Boss, it lowers their
highest statistic by your Primary.

Ribbon Dance HARM


You attack everything in a 15’ burst, but inflict no harm. The
distracting sounds and stings allow all allies within the burst
to Invoke or Bolster (their choice). Enemies successfully hit
are afflicted with Bewitch.

Sadistic Flurry UTILITY


The blood you draw is siphoned up the Whip and into yourself.
For the next 3 rounds, when you inflict harm, you heal yourself
for the same amount.

Tangled Web DEFENSE


Enemies who attempt to attack you until the beginning of the
next round are Entangled before the attack is made. If the
attack is still successful, they are Entangled for rounds equal
to your PL afterward.

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.

Emergency! UTILITY > Not affected by Stage Presence


You teleport to an ally within range equal to double your
Charm, and use the Protect maneuver on them.

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.

Fairy Bolt HARM


You shoot a bright bolt of magic at the enemy from the end of
your weapon at a target within range equal to your Charm,
inflicting one harm. Harm inflicted by Fairy Bolt cannot be
prevented by any means.

Falling Star HARM


A single shooting star falls on a target you can see, setting
them Aflame for 1 round.

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.

Grasping Vine HARM


A single thorny vine bursts from the ground underneath a target
within range equal to double your Charm, blooming with the
caster's favorite flower and afflicting Entangle for 1 round as
it wraps and grows around them.

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.

Blink UTILITY > Not affected by Stage Presence


In a flash of light, you teleport to a target within a range
equal to your Charm.

Glitter Bomb HARM


Magic glitter covers every surface, and gets into every
crevice. You apply a random affliction to each enemy in a burst
equal to your Secondary.

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.

Looking Glass HARM


Conjured out of a nearby reflective surface, you summon a
ghostly, untouchable copy of an ally that repeats their last
attack with new rolls. This copy disappears immediately at the
end of their attack.

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.

Posion Gas HARM


Targets in an aura equal to Charm are inflicted with Poison.
The poison aura is stationary, and does not move with you and
disperses in PL turns. This duration refreshes each turn they
spend in the aura.

Pretty Cure DEFENSE


You cut your hand, and drops of blood fall to the ground. You
remove afflictions equal to your PL of your choice from any
number of allies within range.

Rescue! UTILITY > Not affected by Stage Presence


Hearing their cries for help, you teleport one ally within a
range of your Charm who is the target of an attack, adjacent to
yourself. This will negate the incoming attack but leaves your
ally Bewitched.

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.

Magic Mirror Harm


Out of any nearby reflective surface, you summon a glowing,
monochromatic copy of an ally that repeats their last turn with
new rolls (if required). This copy disappears at the end of
their turn.

Meteor Shower Harm


Shooting stars fall onto all targets in a burst radius equal to
your Secondary. Allies hit by the stars Invoke and are set
Aflame, while enemies are set Aflame and afflicted with Stun.

Pixie Dust Harm


With a plea to the smallfolk, a tiny spark of light spreads
glitter among a number of targets equal to your Secondary. Your
allies Invoke and Bolster, while enemies are Stunned.

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.

Writhing Vines UTILITY


Thorny vines erupt from the ground, wrapping around anything
that they touch, and blooming with the caster's favorite
flower. Targets are Entangled in an aura radius equal to your
Charm. When they leave the aura, they must roll a 1d6. On a 1–
2, they are pulled back in.

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

2 Outer Space Get Revenge

3 Divine Protect Everyone

4 Demonic Eldritch Agenda

5 Power of Friendship Help Everyone

6 Computer 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.

A MC’s ability to attack at range depends on their weapon


traits, but all MCs are capable of attacks in melee (adjacent).

Example: An MC makes a basic attack against an enemy goblin.


They roll 5 dice for the attack, because their Primary is 4,
and they have a bonus die from a previous Invoke maneuver (page
61). The results are 1-2-2-3-6, but 1s explode so they roll
another die, landing on another 3. Their Secondary statistic is
3, so they count five total hits, inflicting five Harm.

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.

ASSIST: Through encouraging words or active assistance, you


grant an ally an additional die to their next roll, whatever it
may be.

BOLSTER: By taking a defensive stance, the next attack made


against you suffers -1 Primary.

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.

JURY-RIG: Whether you're channeling magic from the heart or


tinkering with a bad idea, Jury-rig allows you to modify your
weapon temporarily. Add another quirk to one of your weapons
until you are reduced to half HP.

PROTECT: You position yourself in front of an ally within your


Speed. Any attacks made towards that ally miss on a 5 and a 6
instead of just a 6, and a successful attack results in harm
being split 50/50 between you and your ally.

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.

BEWITCH: Cannot take any offensive actions towards the


target(s), but may take defense and utility actions.

BLEED: Suffer one harm.

CRUSH: This status effect only affects specific weapons,


attacks, and body parts. The enemy is unable to use the Crushed
weapon, ability, or body part.

ENTANGLED: Suffer a -2 Primary to all attacks. Usually requires


an action to get untangled. Attacks against Entangled targets
gain +2 Secondary.

POISON: The target suffers -1 Primary when attacking or using a


harm ability.

STUN: Cannot take any actions.

TAUNT: Must attack, or move into range to attack, the target.

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.

Spells and abilities have a type: Harm, Defense, Familiar,


Passive, and Utility, which may synergize with certain other
effects. All ranges for spells and abilities are in 5’ incre-
ments and last a number of turns from when the MC used it.
Spells have a default range of double the caster’s Charm and a
duration of 1 turn. Abilities share a range with their associ-
ated weapon, typically melee (5’).

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.

LINE: Affects everything within a 5’ wide line from the point


of origin to a specified length.

CONE: Affects all targets within an expanding triangular shape


from the point of origin, up to the listed range. Cones expand
in increments of 5’.

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.

Pushing your limits does not require an action, but must be


done during your turn and requires at least two of the follow-
ing to be true:

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.

BURNT OUT: Your Team is at least 1 point over their BP.

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.

HARDER TO HIT: Attacks against suffer -2 Primary.

HIT HARDER: Your attacks gain +2 Primary.

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.

Plan your Season around an Antagonist with an evil goal such as


world domination, poisoning the atmosphere, or mutating
wildlife into insidious beasts. Each Episode then revolves
around the Antagonist's minions, allies, and underlings
attempting to further that goal while the MCs work together to
oppose them, through a mixture of heroics, coincidence, and
investigation. Each episode should hint at or reveal informa-
tion about the Antagonist and their ultimate goal.

To create and run a Season:


♥ Settle on your Antagonist, some of their minions, and create
their evil plan. Think like a cartoon character.

♥ Break the plan into steps. These are your Episodes.

♥ Allow the Antagonist to adapt to the threat of the Team.

♥ Always escalate. Remember! Think like a cartoon villain.

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.

THE BRAIN CORPORATE headquarters reside in the MCs'


city. But people have started to go missing and wildlife has
started dying after their announcement of a new, innovative
beauty product. BRAIN corporation uses faceless corpo-goons,
massive industrial projects that suck the life from the planet,
and mecha to test their agenda. Episodes include students going
missing after a school trip, a new factory pops up overnight,
and corpo-goons start tearing down the local forest.

THE FORMER TEAM of MCs led by your Mascot is out for


revenge. They use aged fans, lesser magical girls, and animal
companions to harass the Team. Episodes include attacking an
anime convention, fans or classmates turning on the Team as the
old MCs spread rumors, and a hostage situation at the MCs'
school.

To create an Episode:
♥ Break the Antagonist’s goal into smaller steps. These are
your Episodes.

♥ Begin with a strange occurrence. The henchmen are beginning


the plan.

♥ Investigation! The Team lives their non-magical lives while


searching for clues.

♥ Entangle their non-magical lives with the henchmen’s plans.

♥ Let it end with a big fight as the MCs transform!

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.

To add some complications to your encounters, and create


tension between the MCs' magical and mundane identities, roll
or choose from the following table:
1 - Fighting in traffic.
2 - Civilians are being held hostage.
3 - Fighting in broad daylight somewhere public.
4 - Curfew: MC must be home in 1d6x10 minutes.
5 - Parent shows up while investigating.
6 - Someone called the cops.

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.

The PL of an enemy is a rough indication of its difficulty. A


Team of three MCs at PL 1 can reasonably handle three PL 1
enemies. However, that same Team will struggle against three PL
2 enemies and be in dire straits should they encounter that
many PL 5 enemies! Keep this in mind when designing encounters.

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.

An enemy’s Initiative is a static number representing how many


hits the Team needs to get to go first. The higher number an
enemy has for Initiative, the more likely they’ll go first and
get the drop on the team. Also, an enemy’s Initiative is also
their Speed.

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.

ARMORED: Ignores 1 harm per attack made against them. Always


has an unarmored weak spot.
BIG: Half Speed, double HP. Melee attacks have a 10’ range.
ELUSIVE: Harder to hit and harder to see. Attacks made against
them suffer -1, or -2 if the attack is ranged.
FAST: Faster than most normal people, and faster than most MCs,
too. Add +1 to their Initiative (and therefore their Speed).
MAGIC: Choose two spells of an appropriate tier for their PL.
RANGED: Can make a ranged attack with range equal to Speed.
STRONG: Can lift or throw objects as big or heavy as a car.
SUMMONER: Once per Episode, summon a number of creatures equal
to the Team’s 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

Charm 5 / Focus 3 / Heart 4 / Power 2

Primary 3 / Secondary 2 / HP 12 / Init 2

Quirk: Helmet

Abilities: Rabbit, Rocket Jump, Fairyflash Grenade

Gun
Primary 2 / Secondary 3 / HP 6

Haxzilozix, Fearsome Imp of the Deep Dark Depths


Haxzilozix, Fearsome Imp of the Deep Dark Depths claims to be
the lieutenant of a Demon Lord, but seems to spend most of his
time turning random people into bugs. Though he is as easily
swatted away as one himself, his defeat may inadvertently draw
the ire of someone much stronger.

PL 1 / Primary 1 / Secondary 3 / HP 3 / Init 1

Trait: Magic

Known Spells: Fairy Bolt, Minimorphosis

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!

PL 5 / Primary 4 / Secondary 3 / HP 9 / Init 3

Traits: Strong, Armored

The Socket, Many-Eyed


The Socket does not know what a “Main Character” is, nor does
it care for their magics, or their time invested in their
world. It cares only to see, to observe, and to learn every-
thing about this planet that actually matters so that it may
return to the Infinite Dark Between the Stars and inform the
alien warlords to prepare for their imminent attack.

PL 9 / Primary 6 / Secondary 4 / HP 18 / Init 5

Traits: Big, Elusive, Summoner, Magic

Summons: 2d6 The Eyes


Known Spells: Meteor Shower, The Pit, Blink

The Eyes
PL 0 / Primary 1 / Secondary 2 / HP 1 / Init 0

Traits: Elusive

When The Eyes see, The Socket observes.

74
Notes
Once upon a time in a
normal high school...

DAISY CHAINSAW is a game of magical girls, cosmic


threats, and saving the world one episode at a time.
Players roleplay as magical girls—teenagers with
special powers living a double life. The transformation
sequence is the split between a Main Character being a
regular person and someone truly magical. The transfor-
mation sequence turns them into their magical persona,
strong enough to deal with the big bad of the season.
What happens to an MC when they transform can easily
transfer to their everyday lives, whether that is a
permanent scar or the horrifying ordeal of discovery.

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