Agility: Full-body coordination; athletics, dodging, melee to-hit.

Dexterity: Fine motor control and hand-eye coordination; ranged to-hit, fine crafts, typing speed, etc.

Health: Resistance to disease, poison, and physical debuffs.

Body: Strength and durability; muscle-powered damage, physical damage resistance. Correlates well with size.

Cunning: Perception and trickiness; senses, mental to-hit.

Empathy: Both intellectual and innate ability to abstract from actions to motives; replaces social and antisocial skills.

Intelligence: Raw brainpower, creativity, memory, and reason; generally replaces a skill system.

Will: Mental resistance and force of personality; mental damage resistance.

Each has a unique initial letter.

A normal human has each attribute between 4 and 8, except D and I between 5 and 10. Higher and lower values are possible, but distinctive.

Everyone also has a Magic level. Most humans have M:1 or M:2; the PCs are selected for having M:3.

Magical Girl Form grants +3 to each physical attribute, and makes jumping based on [2×(A+M)] instead of just A(although at a cost of 1 EP per jump). Double the bonus for one attribute, depending on aspect: Shadow=Agility, Pearl=Health, Fire=Dexterity, Lightning=Agility, Water=Body, Earth=Body.

Secondary Stats

Everybody has 20 HP. Natural recovery is 1 HP per day. If a character drops to 0 HP or less, they roll W; if they don't get healed above 0 HP in that many turns, they pass out. At -20 HP or less, they roll H; if they don't get healed above -20 HP in that many turns, they die.

Everybody has 20 FP. Natural recovery is [H] FP per hour; if it matters, this is 1 FP per [60/H] minutes. If a character drops to 0 FP or less, they roll W; if they don't get healed above 0 FP in that many turns, they pass out.

The wands can hold up to 100 EP. Each augmented jump costs 1 EP. A wand will recharge from ambient mana at 1 EP per minute if inactive, or 1 EP per hour while in Magical Girl Form. This is technically in the gem set in the wand; once modified, the gem can be popped out with 2 actions and another one popped in with an action and a D roll with at least 2 hits. (0 hits means dropping it.)


The PCs each have 600 character points. An average PC should spend 300-400 on attributes; more indicates an "attribute-heavy" character.

Each physical/mental attribute costs points equal to the square of its value, so taking A:6 costs 36 points, etc. PCs automatically have a Magic level of 3, but for advancement purposes, it costs 3× the square of its value.

PCs also get English, spoken and written at level 3, as a free language.




Alcohol (-15 or -30): Cheap, incapacitating, and legal, but insidious — the -30 form is a normal addiction, but instead of buying it off, it gets bought down to -15, where you only experience cravings if presented with alcohol. There's no normal way to get rid of the -15 form.

Tobacco (-10): Cheap, highly addictive, and legal.

Heroin (-80): Very expensive, incapacitating, totally addictive, and illegal.

Ambidexterity (10)

All the character's hands are "on" hands, and so their rolls are never halved for using an "off" hand.

Animal Empathy (10)

The character can use Empathy on animals normally, including influence and reading moods.

Anosmia (-10)

The character has no sense of smell. This also severely reduces what we think of as the sense of taste. They can't detect hazards by scent(notably some Pearl and Shadow monsters), they can ignore skunk spray, and most people will have little to no respect for their disability.

A character who loses their sense of smell may find food generally unappetizing, experience despair or depression from the loss of sentimental smell memory, and/or lose their libido(including the Horny Trait) depending on the basis of their sexuality.

Appearance (±8 per ±1 level)

Use [Empathy+Appearance] for reaction and influence rolls when appearance matters. Also useful for first impressions and the like when the character hasn't had time to apply their Empathy yet.

The min level is -3; the base max is +1. If a character has the Androgynous perk, the max is raised to +5; otherwise, if they have +1, they can get up to +4 more limited to those attracted to their sex, for 4 per +1 level.

Note that genre-savvy NPCs will generally assume the character they consider most attractive is the leader.

Bad Hearing (-8, -16, -20, or -40)

Deaf: The character can't hear at all. This is normally uncorrectable, and thus worth -40; correctable deafness(perhaps with a cutting-edge implant) is worth -16.

Hard Of Hearing: The character can hear, but not that well. Their hearing rolls are at ×1/2, as are other rolls that involve listening to speech, and they may need to make an unmodified roll to hear something most people can hear automatically. This is normally correctable with a hearing aid, and thus worth -8; uncorrectable hard of hearing is worth -20.

Bad Sight (-20, -40, -50, or -100)

Blind: The character can't see. They can't make vision rolls, but they can roll to hit at ×1/3 by using other senses. (This assumes the character is used to being blind. An untrained to-hit using other senses is at ×1/5.) This is normally uncorrectable, and thus worth -100; correctable blindness(Cybereyes?) is worth -40.

Dull Vision: While the character can focus just fine, they can't see very well at any range, perhaps due to moderate cataracts or partial flash-blinding. All their vision and to-hit rolls are at ×1/2, and they may need to make an unmodified roll to see something most people can see automatically. This is normally uncorrectable, and thus worth -50; correctable dull vision(perhaps with focused retinal projection) is worth -20.

Farsighted: The character can't see clearly up close, crippling their ability to read text(triple normal time). Their vision and to-hit rolls are at ×2/3 in adjacent hexes, and ×1/3 in their own hex, and they may need to make an unmodified roll to see something most people can see automatically. This is normally correctable with glasses, and thus worth -20; uncorrectable farsightedness is worth -50.

Nearsighted: The character can't read small print more than a foot away, or signs more than about 30' away. Their vision and to-hit rolls are at ×2/3 in adjacent hexes, and ×1/3 in hexes beyond, and they may need to make an unmodified roll to see something most people can see automatically. This is normally correctable with glasses, and thus worth -20; uncorrectable nearsightedness is worth -50.

Cursed (-10)

The character has inherited(or personally acquired) a supernatural curse, which has a bizarre but inconvenient effect. Nothing major, but likewise nothing they can just tell people.

Speak The Truth: You are incapable of lying. Note that you can mislead, omit, and tell half-truths, you just can't lie per se.

Enemy/Enemy Group


Enhanced Genki (25 per level, max 4)

Each level doubles natural FP recovery.

Enhanced Healing (10 per level, max 4)

Each level doubles natural HP recovery.

Family Trouble

The character doesn't have a healthy family life. This primarily results in a serious shortage of emotional support, but can also lead to DarkMagicalGirls.

Abandoned (-20): They may have no family, or be the effective guardian of one or more siblings. They'll need to cover for the lack of adults in their life, and this includes the relevant Secret.

Mild Mental Abuse (-10): They have one or more mentally-abusive parents, who will undermine any emotional support.

Acute Mental Abuse (-30): Any emotional support will be undermined, and roll a die each day; if there are any hits, they suffer a demoralization penalty(.8 on all rolls except Health and Body) that day. While this is close to Roleplay It: Demoralizable, this guilt is itself the issue.

Physical Abuse (-20): They have one or more physically-abusive parents — any emotional support will be undermined, and roll a die each day; if there are any hits, they've suffered an attack costing that many HP(often with bruises in embarassingly-obvious places).

Villainous (-20): Their family is villainous(organized crime, cultists of the big bad, etc). They do have emotional support, but their family causes them ethical problems. They suffer irregular demoralization as for Acute Mental Abuse, except this is due to guilt over actual ethical issues. This can be combined with another Family Trouble type; if combined with Acute Mental Abuse, roll separately, and the demoralization penalties stack.

Flexibility (10 per level, max 3)

The character is unusually flexible; at the highest level, any part of their body may bend any way. They get +[Level] to climb, to escape from ropes, handcuffs, and similar restraints, or a grab, and they can ignore up to -[Level] in penalties for working in tight quarters.

Honesty (-7, -12, -15, -18, or -25)

The character hates deception and falsehood. If they succumb, they can't lie, mislead, tell half-truths — or even silently lie by omission. This is -25 for someone who automatically succumbs to this Trait. It's -18 for a self-control roll of 2 dice, -12 for 5 dice, or -7 for 9 dice; 2 hits are required to resist.

Alternately, they're willing to lie and deceive, but naturally very bad at it. For -15, any rolls to deceive are halved, and they must roll unmodified when they would otherwise succeed automatically.

Horny (-25, -40, -50, or -75)

The character has an unusually strong desire for sex(or romance). Whenever they encounter someone who meets their standards of attractiveness, they'll make a pass — possibly resulting in physical retribution, jail, communicable disease, transient entertainment, or an adoring new friend.

Also, if too few people around meet their standards of attractiveness, they will gradually lower them, often using rationalizations like "prison rules".

This is -75 for someone who automatically succumbs to this Trait. It's -50 for a self-control roll of 3 dice, -40 for 6 dice, or -25 for 9 dice, all resisted by the "target's" E+Appearance.

Impulsive (-15, -25, -36, or -50)


This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Language (2 per level, max 3, each)

The character knows a particular language/channel combination(e.g. spoken Japanese or written French). At level 1, they have a useful grasp of the language, but still need to make Intelligence rolls to communicate. At level 2, they can consistently communicate, but still need to make Intelligence rolls in order to influence and the like, and are clearly not native speakers. At level 3, they're as fluent as a native.

Pidgin languages often don't have a 3rd level, and some primitive languages don't even have a 2nd level.

Lawful (-15, -25, -36, or -50)

The character feels they must obey the law, and they do their best to get others to do so as well. In a lawless area, they will follow their home laws anyway; under foreign laws, they will try to satisfy both sets of laws, and must satisfy at least one set.

This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Loner (-7, -12, -18, or -25)

The character requires a great deal of "personal space". Whenever anyone lingers nearby, watches over their shoulder, etc, they lose their temper and lash out as if they had Temper. This can also lead to DarkMagicalGirls.

This is -25 for someone who automatically succumbs to this Trait. It's -18 for a self-control roll of 2 dice, -12 for 5 dice, or -7 for 9 dice; 2 hits are required to resist.

Luck (15 per level)

[Level] times per session, the character can reroll an S6 and take the better result.

Perk (1 each)

Each perk has some minor beneficial effect.

Acrobatic Evasion: The character can spend 2 FP to cinematically defend with ×5/4 as many dice.

Alcohol Tolerance: The character's body can handle and metabolize alcohol very well, doubling their Health on any rolls.

Androgynous: The character can pass for either sex — and must dress the part to be recognized as either sex.

Base: You have a treehouse, flop, or other base of operations not connected to you. (Though forensics or a stakeout can make the connection.) This provides a safe place to hole up without endangering your family.

Clark Kenting: A mask that only covers or disrupts some of your facial features(bulky glasses, domino mask, etc) is a cinematically effective disguise on you. You can also sometimes stun people by repeatedly donning and removing such a disguise.

Deep Sleeper: The character can sleep just fine despite noises, weird positions, and other disturbances.

Flash Draw: [Category]: Select a category of weapon or similar item; the character can spend 1 FP to draw one cinematically fast and without using an action.

Flurry Attack: As an action, the character can spend 2 FP to cinematically make two attacks at ×2/3 to hit.

I Am Not Food: [Type]: Select a specific type of monster, like amberbunnies or spark jellies. Something about the character confuses monsters of that type into not considering them a threat — or even a player in the game — unless the character does something hostile. (This is akin to bashers against animals with scent as their primary sense.)

Immunity: The character is immune to one specific and/or rare metabolic hazard, for example Immunity To Iocane Poison, Immunity To Cowpox, Immunity To Hangovers, or Immunity To Gas Narcosis.

Power Up: The character can cinematically "power up" their strength, spending an action and 3 FP to increase their B by ×4/3 for their next action.


The character has an irrational fear of some class of creature, item, or phenomenon. This can include things it's rational to be afraid of — in that case, the irrational fear often won't coincide with rational countermeasures. This is a retreat vs a rout, staying hidden vs running screaming from a hiding place, fighting back vs curling into a ball and crying, and relighting your lantern vs losing your mind in the dark.

Whenever the character is exposed to the trigger for their phobia, roll their phobia dice, and look up the hits on the table below; they act on their fear so long as the "danger" persists. Even the threat of it requires a roll with half dice. For continuous exposure, reroll and take the worse result every 10min. A phobia roll is by definition stressful, which may also trigger other Traits.

An "average" phobia is 4 dice. The max is 15 dice, but for the cost of 16 dice, the character always goes straight to the 6+ result. Cost per die depends on a mix of commonality and danger of a fear response:

Minor (-2 per die): Cats, Dogs, Fire, The Number 13(×2 dice for friday the 13th), The Numbers 4 & 7, Spiders.

Medium (-4 per die): Blood, Death & The Dead(×2 dice vs undead), Dirt, Heights(×2 dice for actual risk of a fall), Insects(×2 dice vs giant insects), Loud Noises, monsters of a particular aspect, Oceans(and aquatic monsters), Open Spaces, Reptiles(×2 dice vs a horde), Sex, Sharp Things.

Major (-6 per die): Being Alone, Crowds, Darkness, Enclosed Spaces, Foreigners, Machinery(×2 dice vs robots or computers), Magic(×2 dice if it's targeting you), Monsters, The Sun.

Critical (-8 per die): Weapons; while not that common, such a phobia can be routinely fatal.

0They remain in control, but suffer a distraction penalty(.8 on all rolls except Health and Body) — unless they attack or otherwise try to deal with the trigger.
1As above, but even while dealing with it, they suffer a distraction penalty on other actions.
2The distraction penalty applies regardless. At this point, a full-defense retreat is more likely than an attack. If they all-out move, reroll the phobia dice and take the worse result.
3They flee screaming; no longer in control, they all-out move and run from the trigger. If there's nowhere to run but a door, vehicle, or the like may enable fleeing, reroll the phobia dice each turn — on a worse result, switch to that, but otherwise they can attempt actions to enable fleeing. If there's nowhere to run, and nothing they can do about it, reroll the phobia dice, taking the worse of the new roll or 4 hits.
4They cower(full defense), unmoving, and whimpering if they can't get at least 1 hit on a Will roll. They remain alert, and will likely have difficulty taking their eyes off the trigger.
5They curl up into a ball, crying. They still get regular defense rolls, and are still somewhat aware of their surroundings.
6+They curl up into a ball, crying, oblivious to the world. They don't get defense rolls; this is effectively an all-out action.
Roleplay It

The character has another negative Trait in a weaker form. Three weaker forms are available:

Creditable: They don't get any points at creation for the Trait, but are due RP XP for roleplaying it.

Distractible: They get half the points for the Trait; any time they should succumb to the Trait, they can resist, but suffer a distraction penalty(×.8 on all rolls except Health and Body) so long as the opportunity persists. Handy for Traits like Horny.

Demoralizable: As Distractible, but the character has failed to live up to their own ethics, and is feeling bad about it. The duration is instead until they've slept on it(or resolved the ethical issue, if possible).



Sense Of Duty


Shy (-10, -20, or -30)

The character is uncomfortable around strangers, especially assertive or attractive ones, and tends to be quiet even among friends. This also reduces their E for active, interactive uses — they can be fine at research psychology(noninteractive) and looking cute(passive), but ask them to sway a crowd an they'll fail(unless the ShrinkingViolet adorableness can do the job while they stand there paralyzed). For -10, this is ×.8; for -20, ×.6; and for -30, ×.4.

This goes well with blue hair and a talent for Water aspect.

Structural Disability

The character is missing body parts, probably as a birth defect or to some past injury. Alternately, the body parts are present, but paralyzed or otherwise nonfunctional — they can still take damage and bleed, but it makes more sense for the Trait to be bought off. Point value varies based on the part:

One Leg (-40): Their A is halved for walking and swimming speed, and at 2/3 for melee attacks and dodging. The walking speed assumes crutches or the like.

Both Legs (-60): Their A is at 1/3 for swimming speed, melee attacks, and dodging. They can't stand, kick, or walk at all.

Finger (-4): D and A are at 8/10 with that hand.

Thumb (-10): D and A are halved with that hand.

One Hand (-30): Mostly as One Arm, but they can strap something to the handless arm, or use it as a striker.

Both Hands (-50): Mostly as Both Arms, but they can use their handless arms as strikers, or (probably with help) strap things to them.

One Arm (-40): The character can't do things that require two arms — things that are normally done with two arms, but don't have to be, can be done one-armed at half D, A, and B.

Both Arms (-60): The character can sometimes improvise with their mouth and/or feet, but they have nothing approaching the human hand in terms of overall versatility. They should also buy down D, since they won't be using it much.

One Eye (-30): The character's ranged attacks are at 2/3, unless they spend an action to aim. Other things using hand-eye coordination, and their melee attacks, are at 8/10. Riding on horseback, or any vehicle that fast or faster, is also at 2/3. This may be a reason to buy Appearance up or down.

Temper (-15, -25, -36, or -50)

The character has trouble controlling their anger. In a stressful situation, they lose their temper and insult, attack, or otherwise act against the cause of the stress.

This is -50 for someone who automatically succumbs to this Trait. It's -36 for a self-control roll of 2 dice, -25 for 5 dice, or -15 for 9 dice; 2 hits are required to resist.

Unified Friend Theory

While PCs are assumed to have a reasonable family and circle of friends free, including parents, siblings, a home, noncombat pets, classmates, and people to hang out at the mall with, some have more powerful friends. Add the costs for the benefits they provide:

Hospitality: If they can and will always let you sleep on their couch(or equivalent), that costs 2 points.

Contact: If they provide you information and minor favors, this costs 1 per die for an awfully-specific area(e.g. forensics, finance, or another GURPS skill), or 5 per die for a general category(e.g. business skills, military skills, police skills, or street skills). This may represent multiple individuals, with increasing dice for more people working together.

Flunky: If they attend you, but avoid fights and the like, that costs 1% of your point total. A "big man on campus" will often have flunkies of this type. A group with collective availability gets a bulk discount.

Ally/Servant: If they adventure alongside you, that costs 5% of their point total. Note that with six aspects, some team members can be NPCs — this kind of personal loyalty presumably means the two are linked by bonds of love, childhood friendship, etc. A group with collective availability, all using the same character sheet, gets a bulk discount.

Sway: If they have organizational sway, and will wield it to help you, the value of that depends on the resources of the organization: 60 for tens of millions of dollars, 90 for hundreds of millions of dollars, 120 for billions of dollars or the Miami police department, 150 for tens of billions of dollars, 180 for the city government or a giant multinational corp. An organization with considerable social sway in addition to material capital or political sway is ×3/2.

All of this assumes that the friend is available unless there's a reason otherwise. 7 availability dice is ×2/3 cost; 4 dice is ×1/3; 1 die is ×1/6. 2 hits are needed. A friend who's always available(Implanted?) is ×4/3 cost.

If your friend stays hidden, with their own unknown motives, and quite difficult to contact on purpose, halve the cost. In this case, "available" can mean they offer unsolicited help for their own reasons.



WeaponTo HitPower & TypeMax½To Hit½Power
human unarmed[A]×[B] Blunt1 hex<melee>
claws unarmed[A]×[2×B] Sharp1 hex<melee>
Baseball Bat[A]×[3×B] Blunt1 hex<melee>
Knife[A]×[2×B] Sharp1 hex<melee>
Sword[A]×[3×B] Sharp1 hex<melee>
Greatsword[A]×[4×B] Sharp1 hex<melee>
ordinary pistol[D]×30 KK2 000 hexes7 hexes150 hexes
ordinary rifle[D]×60 KK3 000 hexes15 hexes400 hexes

Past ½To Hit range, to hit is halved; past twice it, to hit is divided by 3, etc.


ArmorArmor Value
Concealable Ballistic Vest24 physical, ×4 vs KK/Sharp
Tactical Vest W/ Trauma Plates420 physical
Bike Leathers(or just a leather jacket)20 physical
Heavy Clothing(usually winter clothing)4 physical
Medium Clothing2 physical
Light Clothing(T-shirt, summer clothing, etc)1 physical

Basic Action

All rolls are done with the S6 command. Usually, the only thing that matters is the number of hits.

Each turn, everybody gets an action and a move. Alternately, they can choose "all-out action", which gives them an extra action but means they don't roll any dice to dodge, "all-out move" which is similar but gives an extra move instead, or "full defense", which doesn't give them any actions but doubles their dodge dice.

Spend a move to run up to [A] yard-hexes, or jog half that, or walk a quarter of that.

A long jump is up to [A/3] hexes, round up. (Alternately, roll [A], and go that many hexes.) Such a jump is ¼ as high as it is long. A high jump is half as high as a long jump is long. These values are for a standing jump; a running jump is up to double. Jumps don't affect movement rate, replacing an equal portion of running/jogging/walking.

Shifting to Magical Girl Form costs 1 FP/EP, and can only be done once per turn, but is instant. Shifting back is free and instant.


An attack generally takes an action. A character can make two attacks in one action, but both are at ×1/3 to hit.

Roll the to-hit dice; if the target is aware of the attack, they resist(subtract hits) with dodge dice, usually A for physical attacks or C for mental attacks. Zero or less net hits is a miss. For a direct hit multiply the net hits by the attack's power to get the base damage, but AOEs will have a base damage roll instead.

Subtract armor from the base damage, then divide by the target's durability(usually B for physical attacks or W for mental attacks), rounding down, to get the final damage. Subtract this from the target's HP.

Other Combat Actions

Aim: Improves The character's next to-hit roll. Moving around or similar disruptions will spoil their aim, but otherwise they can hold their aim until the tension becomes a problem. One Aim gives ×3/2 to hit; with a scope, a second Aim upgrades this to ×2. After that, each Aim gives +1 die.



Shadow: Stealth, teleporting, and DOT/debuffs. No quick attacks, but the debuffs often reduce resistance to further Shadow spells.

Pearl: Healing of all sorts, and force fields. Slamming force fields into things can be used to bat them around, but it's no TK.

Fire: Mostly an attack aspect; it has good AOEs, like walls and explosions. Not so good at keeping down the collateral damage.

Lightning: Mostly an attack aspect; it has the best range and single-target damage, and a few abilities are guided/homing, but its AOEs are weak.

Water: Mainly a utility aspect; it can do attacks, but they tend to be weak. The best way to attack with Water is to build up pressure against some structure until it breaks violently.

Earth: Similarly a utility aspect; its attacks are slow "shape earth" things, but it can usually alter the battlefield itself.


The maximum level anyone can have a spell at is their M, and if their M is reduced, all their spells are reduced proportionally. They can also choose to cast a spell at a lower level.

Augment Death: A debuff with a range of [4×M×Level] hexes, [C+Level] to hit. Roll [Level]; any hits apply as a penalty to the target's B and W for resisting damage, for 1min. Costs [2×Level] FP/EP. Aspect: Shadow.

Ball Lightning: A delayed attack; conjures a ball of lightning in an adjacent hex. Each turn, the ball wanders 1 hex, in the general direction of a conductive target; metal is best, meat works. If it enters the hex of such a target, roll [C+Level] to hit; a hit has a 50% chance of no effect, otherwise it deals 8D6×[Level] Shock base damage. Costs [Level] FP/EP. Aspect: Lightning.

Clinging Darkness: A debuff with a range of [4×M×Level] hexes, [C+Level] to hit. Roll [W×Level]; the hits divided by [target's W] apply as a penalty to the target's A and C for 1min. Also, each turn for that minute, roll [Level]; the target suffers [Hits] mental Darkness base damage. Costs [2×Level] FP/EP. Aspect: Shadow.

Crackle: A PBAOE physical attack with a range of [10×M×Level] hexes, dealing [Level]D6 Shock base damage. Costs [Level] FP/EP. Aspect: Lightning.

Cure Corruption: An instant buff with a range of [M×Level] hexes, [C+Level] to hit. Roll [Level]; each hit cures one point of attribute damage. Costs [4×Level] FP/EP. Aspect: Pearl.

Cure Disease: An instant buff with a range of [M×Level] hexes, [C+Level] to hit. Roll [Level], resisted by [disease's strength] for each disease infecting the target; any net successes damage the disease's strength. Costs [Level] FP/EP. Aspect: Pearl.

Cuter Than Thou: While up, the caster can "pulse" this ability; the pulse applies a PBAOE debuff with a range of [M×Level] hexes, roll [E+Level], resisted by [target's W]. Any net hits mean that target suffers CutenessProximity for 1 turn per net hit, forgetting any danger the caster poses and generally attempting to cuddle them, and afterward(so long as they keep this spell up) will find it difficult to harm them or even think of them as harmful. May result in the caster being "rescued" from their allies. Costs [Level] FP/EP per minute, plus [Level] FP/EP to pulse. Aspect: Pearl.

Dancing Flames: Creates a small flame; with an action they can make it jump up to [W] hexes. To hit a target with it, roll [D+Level], and it deals ×[3×Level] physical Heat damage. Costs [Level] FP/EP per minute. Aspect: Fire.

Dustfall: A DOT with a range of [4×M×Level] hexes, [C+Level] to hit. Each turn for 1min, roll [W×Level]; the target suffers [Hits] mental Darkness base damage, as parts of them crumble to dust. Costs [Level] FP/EP. Aspect: Shadow.

Earthhand: Animates [Level] cubic hexes of earth at a range of [4×M×Level] hexes. With an action the caster can make it move as a big arm with hand, but at a top speed of 1 hex per turn. It can manipulate and squeeze, and has durability, appropriate to B:[10×Level]. Costs [Level] FP/EP per minute. Aspect: Earth.

Energy Transfer: An instant transfer with a range of [M×Level] hexes, [C+Level] to hit, transferring [Level] FP/EP to the target, received as EP first, then FP. No cost per se. Aspect: Lightning.

Firestrike: A physical attack with a range of [4×M×Level] hexes, [D+Level] to hit, dealing 8D6×[Level] Heat base damage in the target hex and adjacent hexes, divided by the square of distance in hexes further out. Costs [Level] FP/EP. Aspect: Fire.

Flame Breath: A physical attack that deals 8D6×[Level] Heat base damage in a 45° cone, [Level] hexes in radius. Costs [Level] FP/EP. Aspect: Fire.

Forceball: Creates a bubble with a radius 10% of the caster's height; with an action they can move it up to [C] hexes. To hit a target with it, roll [C+Level], and it deals ×[Level] physical Blunt damage. Also calculate the damage as if there were no armor, yielding hexes of knockback instead of HP of damage. Can also push, with the strength of someone with B:[Level]. Costs [Level] FP/EP per minute. Aspect: Pearl.

Heal: An instant buff with a range of [M×Level] hexes, [C+Level] to hit, healing [Level]D6 HP. Costs [Level] FP/EP. Aspect: Pearl.

Healing Aura: An instant PBAOE buff with a range of [Level] hexes, healing [Level] HP. Costs [Level] FP/EP. Aspect: Pearl.

Hover: Lets the caster hover or fly with a top speed of [Level] hexes per turn. Costs [Level] FP/EP per minute. Aspect: Lightning, Pearl, and Shadow.

Ice Spear: Conjures a spear made of ice, which produces a small burst of ice shards when it hits. As a melee weapon, it has a range of 2 hexes, roll [A] to hit, dealing ×[10×Level] Sharp damage. Thrown, it has a range of [3×B] hexes, roll [D] to hit, same damage, but it ends right after the hit. As a tool, it has durability appropriate to B:[3×Level]. Costs [Level] FP/EP, plus [Level] FP/EP per minute. Aspect: Water.

Inconspicuous Corruption: A ranged debuff; invisible, inaudible, and does nothing instantly. [C+Level] to hit. Each turn for the next minute, roll [Level], resisted by [target's H]; any net successes damage the target's H. (H reduction is noticeable.) Costs [10×Level] FP/EP. Aspect: Shadow.

Inferno: A PBAOE physical attack with a range of [10×M×Level] hexes, dealing 6D6×[Level] Heat base damage. Costs [4×Level] FP/EP. Aspect: Fire.

Jet Flight: Lets the caster hover or fly with a top speed of [A×Level] hexes per turn. The thrust deals [Level]D6 Heat base damage each turn in the hex below or behind them. Costs [6×Level] FP/EP per minute. Aspect: Fire.

Lightning Bolt: A physical attack with a range of [10×M×Level] hexes, [D+Level] to hit, dealing ×[20×Level] Shock damage. Costs [Level] FP/EP. Aspect: Lightning.

Personal Shield: A bubble of [200×Level] ablative armor with a radius equal to the caster's height; regenerates 10% each turn, but if penetrated, it shatters. Costs [Level] FP/EP per minute. Aspect: Pearl.

Regrowth: When used on an ongoing basis, regrows a missing or crippled body part. This has a considerable additional cost — the caster can spend up to [Level] character points, and when the Structural Disability Trait has been paid off, it's been healed. Costs [10×Level] FP/EP. Aspect: Pearl.

Shield: A buff with a range of [M×Level] hexes, [C+Level] to hit, the target gets a bubble of [200×Level] ablative armor with a radius equal to their height; regenerates 10% each turn, but if penetrated, it shatters. Costs [2×Level] FP/EP per minute. Aspect: Pearl.

Spark Of Flame: A physical attack with a range of [4×M×Level] hexes, [D+Level] to hit, dealing ×[Level]D6 Heat damage instantly. It continues to burn for 4 turns, dealing the same(reroll damage dice) each turn. Costs [Level] FP/EP. Aspect: Fire.

Stealth: Adds +[4×Level] to Agility for sneaking. Costs [Level] FP/EP per minute. Aspect: Shadow.

Stonesurf: Animates [Level] square hexes of earth beneath the caster as a sort of vehicle. With an action they can move it over earth at a top speed of [Level] hexes per turn. It has durability appropriate to B:[10×Level]. Costs [Level] FP/EP per minute. Aspect: Earth.

Super Durability: Adds +[4×Level] to Body for resisting damage. Costs [Level] FP/EP per minute. Aspect: Earth.

Super Strength: Adds +[4×Level] to Body for dealing damage and other feats of strength. Costs [Level] FP/EP per minute. Aspect: Earth and Water.

Supercavitation: Lets the caster swim with a top speed of [A×Level] hexes per turn. Bubbles form an opaque marker of their path. Costs [3×Level] FP/EP per minute. Aspect: Water.

Teleport: Teleports the caster up to [M×Level] hexes away. Costs [Level] FP/EP. They can bring up to [Level] times their own weight with them, but this further multiplies the cost. Aspect: Shadow.

Wall Of Fire: A persistent attack, with a duration of 1min. Mark a line of [Level] hexes, all within [M×Level] hexes, as being part of the wall of fire. Anyone who enters such a hex or begins their turn there takes 4D6×[Level] Heat base damage. While the wall is only 2 hexes tall, the hex above it deals half damage. Costs [Level] FP/EP. Aspect: Fire.

Wave: Creates a wash of pseudomatter water, [Level] cubic hexes worth. It has a duration of 1min, and then vanishes. Costs [2×Level] FP/EP. Aspect: Water.


A conjured monster has an extra attribute, "Bind level", which serves as a reference for its stats.


Unbinding a monster takes an action and a move. The caster's M must be at least its Bind for any hope of success. With an equal level, it can be difficult; Nyamew sought help because she was having trouble unbinding Bind:3 monsters with her M:4.

Roll M, and if the caster get hits of at least the monster's Bind level, it's unbound, and will vanish in a few turns. This has a range of [4×M] hexes. This is a spell(the only one Nyamew ended up teaching us), so it's best to do without a monster out.

Binding a monster is similar, but doesn't work if the monster's already bound. While we haven't actually learned a spell for this, it turns out adding "You're mine now, bitch!" at the end of the unbinding will follow with a binding. Once a monster is bound, it starts "out".

Bound Monsters

A bound monster can be either "in"(intangible, nowhere in particular but linked to its master) or "out"(deployed, effectively real, and able to act). Putting a monster out costs 1 FP/EP, takes an action, and has an effective range of touch; pulling it back in takes an action, but has unlimited range. Neither takes a test. Having a monster out normally subtracts its Bind level from M, making its master worse at spells. Noone can have monsters out that would take their M below zero.

However, they can have a monster out at less than its normal Bind level. This reduces its attributes and spell levels proportionally. (Also size, which may cause some to experience CutenessProximity.) If they try to bring out a monster that would take their M below zero, the Bind levels of all their monsters out are reduced so they fit — unless they try to bring out more than [M] monsters, which will cause the deploying action to fail. Perhaps the greatest weakness of having a monster out at reduced Bind level is that it can more easily be unbound.

Sample Monsters

In general, a monster has M:[2×Bind], one spell at [M], and [M] levels in lesser spells(each up to [Bind]). Its primary spell matches its aspect; secondary spells may not. It will also have attributes averaging [2×Bind] or so. Its unreal nature gives it [3×W] armor against Blunt, and [10×W] armor against KK. Finally, it has a natural pool of [10×M] EP, which naturally recover at 1 EP per minute.

While a few monsters have a male or female gender, all have both sexes.

Cuter Than Thou: 6
Personal Shield: 3
Lightning Bolt: 3

They resemble baby rabbits, scaled up to a size appropriate to half their B, with golden-brown fur. Each ear contains a rigid strut, which is used to deliver their lightning attack.

Between their shielding and mind-control abilities, they are lovers, not fighters — notably the only monster type whose reproduction in this world exceeds the rate they're coming through.

Super Durability: 6
Super Strength: 3
Stonesurf: 3

A hulking, brutish humanoid made of rocks and earth, with a plume of grass resembling hair.

Bashers hide in deep, dark places; in wilderness this is often caves, but in the city bashers will hide in sewers and storm drains, under bridges, and in dead-end alleys. From their hiding places, they ambush local animals, beating them into submission and burying the corpses within their earth bodies. While this does include humans, basher presence is usually first noticed by pets going missing, since they aren't revealed by scent — they just smell like verdant earth.

Caustic Weird
Super Strength: 6
Supercavitation: 3
Inconspicuous Corruption: 3

A 6' serpentine shape made of water, fizzing like soda.

Preferring manmade water structures, caustic weirds live in reservoirs and the like, using water pipes like freeways. When they need to, they use Super Strength to burst a pipe or Inconspicuous Corruption to corrode equipment, then their inhuman intelligence and cunning to reroute. This rerouting is usually the first sign of caustic weird infestation, as they connect a water main to a sewer or storm drain for access.

Jet Flight: 2
Inferno: 2
<Immune To Fire Damage>

A black fruit-eating bat, with skeletal wings.

The fire-aspect bat type, firebats are individually-cheap summons that can be churned out and like to hang out in numbers. Their wings aren't capable of natural flight, but their magic handles that. Their immunity to fire allows them to strike together, often eliminating a single target before it can cull their swarm.

Flame Breath: 6
Wall Of Fire: 3
Jet Flight: 3

A small, green shoulder dragon. It's about 3' long and built thin, with a wingspan around 4'. (It can't fly by flapping, using its wings as pushers for Jet Flight.)

Firedrakes prefer urban terrain; their intelligence is considerable, being draconic, making them good at infiltrating and subverting human structures. They usually lair in a relatively-compact area, like a chimney, but sometimes a handful of them will move into a burned-out building. They steal small metallic objects for tools, using their dexterous hands and fire breath to construct a mana-based civilization. Fighting an established firedrake involves facing all sorts of mad-science magical weapons, and may involve underground bolt-holes and structures too small for a human to enter.

Being as smart as a human, firedrakes are rarely the first sign of a firedrake infestation — the stray mana from their technology attracts monsters of other kinds. If other monsters(especially of diverse aspects) keep turning up in the same place, there may be a firedrake city forming there.

Gummi Bear
Cuter Than Thou: 4
Cure Corruption: 2
Super Strength: 2

An adorable translucent bear in a vivid hue, roughly human-sized.

Hides in dark places, preferring wilderness; will approach a group, use Cuter Than Thou, pick off any who resist, and eat its fill. It will then spend several days holed up digesting.

Lemban Queen
Super Durability: 10
Heal: 5
Teleport: 5

A huge grub-like insectoid, 18' long. Has cute wings which are in fact useless.

The brains of a lemban operation; while they can produce workers with the help of another queen, they're more effective at organization with their intelligence and cunning. The force of lemban workers serves as an "officer corps", co-opting natural animals(including humans) and other monsters into a Mob-style operation.

If it appears to be fighting a losing battle, a lemban queen will have its workers cover its escape while it teleports out; it's thus very hard to kill the queen.

Lemban Worker
Healing Aura: 6
Personal Shield: 3
Hover: 3

A compact insectoid resembling a large butterfly, with clawed limbs.

Attendants to a lemban queen, she can produce them only slowly. They can also exist on their own; they will generally try to take over a cave or basement as a nest, ready for a queen to be conjured. With a queen to direct them, they'll often use weapons, and will coordinate healing each other in combat. If worse comes to worst, they'll cover for their queen with their lives so it can teleport out.

Peppermint Doll
Super Durability: 8
Forceball: 4
Wall Of Fire: 4

A humanoid shape made of peppermint, deceptively small at about 3' tall.

Peppermint dolls prefer urban areas specifically, they try to steal materials from candy factories or shops. While they aren't literally made of peppermint, they do use sugar to effect repairs. In combat, they buff their durability, then shape the battlefield with Wall Of Fire. If necessary, they can push opponents into their walls with forceballs.

Shadow Weasel
Clinging Darkness: 6
Stealth: 3
Augment Death: 3

Close in appearance to a real weasel, their mottled grey fur is tinted by their Stealth spell into excellent camouflage.

These critters burrow into ground, hunting smaller animals and hiding from larger ones. While they come through the cracks in reality one by one, they prefer to be near each other; once enough accumulate, they begin pack-hunting the dominant predator in order to "overthrow" them. Since these cracks are in a city, that means humans.

Augment Death: 8
Super Strength: 4
Teleport: 4

A dog, like a doberman but low-slung and with shiny fur.

Shadowhounds live in packs when possible, targeting large prey. They strike together, teleporting when attacked, stacking Augment Death on a single target. When that target is vulnerable enough, one will buff its strength and strike. If the target has allies, the shadowhounds will teleport away, returning later to eat their kill.

Spark Jelly
Wave: 4
Supercavitation: 2
Lightning Bolt: 2

A small milky hemisphere, with a mass of tentacles, usually tucked away underneath.

Spark jellies prefer salt water, but can live in fresh water or out of water for hours at a time. They collect into large herds, using electric attacks to stun wildlife and eating them piranha-style.

They're not that dangerous to humans on their own, because of the differing habitats, but with an external source of mana(like a firedrake city) they can use their Wave power to sustain themselves on land. In this state they often colonize a swimming pool or cistern, flooding it and converting it to salt water, and en masse electrocuting humans who try to reclaim it.

Wet Cell
Super Strength: 8
Ice Spear: 4
Heal: 4

An ameboid blob of water, about 4' across when spherical, usually with half-rotted animals within.

Wet cell tribes live in rivers and sewers and water mains. Like bashers, they eat by rotting their prey inside themselves, and their main threat to humans is this rot tainting water supplies. They can squeeze through small openings, and in urban areas they usually come up through the pipes to hunt vermin and pets. An individual attacked will try to retreat to their tribe; a tribe attacked will try scorched-earth warfare, bursting pipes and tearing down buildings, ranked up with healers behind attackers.

Ball Lightning: 6
Teleport: 3
Hover: 3

Normally looking like a glowing light, when unconscious their crystal "eyeball" form can be seen.

A wisp surprised is no threat; a wisp prepared will have a storm of ball lightning at the ready. Sometimes, they'll toss out a ball just as a probe, to see if it seeks something. And, of course, they are not themselves conductive.

Monte Carlo

Chance of getting at least 0-20 hits on 1-10 dice, estimated by Monte Carlo at ×10 million. Rounded to nearest %, except if that many hits was never seen, it's marked --.