Beauty of Destiny

A game of magical girls by Snorb
Created with The Homebrewery v2.7.4
Powered by The Apocalypse

One fine day, there's going to be a table of contents here, and you're going to like it.

THE BASICS

Setting Up Play

The Stats

Your character's five stats (and what they mean) are:


Champion: Forceful, aggressive, might, and toughness.


Grace: Reflexes, agility, grace under fire, can dodge a wrench.


Mender: Methodical, calculative, empathic, keeping a cool level head.


Seeker: Inquisitive, exploratory, thoughtful, intelligent.


Troubadour: Persuasive, assertive, charming, utter BS.


Assign +2 to one of these five stats. Assign +1 to two of these stats. Assign 0 to a fourth stat. Your fifth stat is -1. (Don't worry, these can go up to a total of +3.)

Nakama

In addition to these stats, each character also has a stat called nakama that represents how well your character knows other characters. This isn't necessarily a two-way street; your character might know mine well (nakama +2) while mine might barely know yours (nakama -1.)


Nakama represents how well you know another character; it doesn't necessarily mean you have to like them.


To set your starting nakama with the group:

  • Pick the character you know the best. Write down their name and write +2 after it.
  • Pick the character you know the least. Write down their name and write -1 after it.
  • Write down every other character's name and write +1 after each name.
  • Write down "NPCs: 0" under that.
Nakama for New Girls

Things work a bit differently for when a new character joins the game. They assign their nakama values as normal. Everyone else decides whether they know her (nakama +1) or not (nakama -1.)

Highlighting Stats

Once you have chosen your stats, nakama, and role, hand your character sheet to the MC. They will mark the box next to one of your stats-- whichever one they find the most interesting. Once they do so, they'll hand the sheet over to the PC you have nakama +2 with. They'll mark a second stat; again, the one they think is the most interesting.

Whenever you roll a highlighted stat, you mark one experience dot, pass or fail.

Taking Action

To do anything in Beauty of Destiny, you declare what your character is going to do. If it's completely within the realm of possibility, you're good and can do it. If there's a chance of failure or opposition, the MC will have you roll for it. Every roll has the same rules: Roll 2d6, add your appropriate stat, and try to get 10 or better.

On a 10+, you succeed at what you were trying to do. As appropriate for the situation, you might earn harm dealt, resource points, or bonuses to carry forward.

On a 7-9, the MC will offer you a choice or rough bargain. If you accept, you succeed at what you were trying to do. As appropriate for the situation, you might earn harm dealt, resource points, or bonuses to carry forward.

On a 6-, you fail at your task. The MC will tell you what happens. It'll probably suck.

Helping and Hindering

When you want to help or interfere with another PC, roll +nakama with them.

On a 10+, they gain a +2 (if you're helping) or -2 (if you're interfering) on their roll.

On a 7-9, the MC will make you a bargain; if you accept, they gain +2 (if you're helping) or -2 (if you're interfering) on their roll.

On a 6-, you aren't particularly helpful (or enough of a nuisance, case depending.)

Hearts and Healing

You have six hearts worth of health. When your character gets hurt, mark one heart for each 1-harm you take, starting from the far left.


One or two hearts' worth of harm will heal over time. Harm above three hearts doesn't get better; it gets worse over time unless someone takes care of that. If you fill in the sixth heart on your sheet, your character is out of the action but can still be revived. If she takes any more harm after that, she actually legit dies.

Awesomeing Up

You mark one experience dot for doing any of the following:

  • Rolling a highlighted stat.
  • Reaching +4 or -4 nakama with a character. (Don't forget to reset it to +1 or -1.)
  • If you do a move that tells you to mark experience.

When you mark your fifth dot of experience, erase all five marks and choose one advancement from your playbook.

Introducing...

The Assault

The Assault is all about taking the hits like a champ and handing out the beats like a champ-- and looking damn cool while doing so.

The Lead

The Lead is, as the name implies, the leader of a group of nakama. They handle responsibility. They are beautiful. They are graceful. They are dealing with six other egos all at once.

The Scout

The Scout is the magical girl who's great at hiding. She's got the best vision and is damned fast.

The Soul

The Soul is the magical girl with the Touch. When the Assault is suffering from her usual "occupational hazards" and the Techie's devices exploded in her face, she's there to patch them up. Again.

The Support


The Support is all about helping others. In some ways, she can do a little bit of everything. But she excels at giving her best to defeat the Darkness.

The Techie

The Techie knows her magical gadgets. While the others bring muscle and magic to the fight, she uses magitech. That's why she's the smart one.

The Void


And then there's THIS jerk. While the other six magical girls are content to work as a team, the Void has a bad habit of working around the others. Think of her as the evil-anti-opposite Soul. Then again, sometimes you have to be THAT girl.

THE ASSAULT

Variable Blast

The Light grants all her servants special attacks and powers, but in your case, you get a little bit of flexibility.


Variable Blast: You can throw a specialized magical blast; by default, this is a basic move using +Grace and it inflicts 1-harm close. Choose two of the following features to customize your blast.


  • Explosive: Your blast inflicts an additional +1harm, but gains the +messy property.
  • Mighty: Your blast inflicts an additional +1harm and becomes a basic move using +Champion.
  • Nonlethal: Your blast inflicts s-harm and becomes a basic move using +Mender.
  • Penetrating: Your blast gains the +ap property and becomes a basic move using +Seeker.
  • Sniping: Your blast gains the +far property. If you choose this property twice, your blast inflicts an additional +1harm at far.
  • Widened: Your blast inflicts an additional +1harm and gains the +area property.

To reattune your blast, roll +Mender during meditation.

On a 10+: Change two of your blast's properties.

On a 7-9: Change one of your blast's properties.

On a 6-: You do not change your blast's properties.

Assault Powers

You gain two of the following powers:


C'mon. Hit Me: You gain 1-armor.


Death From Above!: You deliver a powerful, flashy melee blow or the mother of all energy blasts. Name your method and roll +Champion (if melee) or +Grace (if ranged):

On a 10+: Your attack inflicts an additional +1harm.

On a 7-9: Your attacks inflicts an additional +1harm, but something went wrong in the execution. Take 1-harm.

On a 6-: You really botched that attack. Take 1-harm.


He's Still Breathin': Whenever you attack a youkai you've previously attacked, gain +1 forward.


I'm Not Finished Yet!: You can ignore some of your injuries. Roll +Champion:

On a 10+: You gain three grit points. You can spend these one-for-one to negate incoming harm.

On a 7-9: You gain one grit point.

On a 6-: You're overcome with pain. Take 1-harm.


Let's Kick Some Ass!: Whenever you inflict harm, deal an additional 1-harm.


Sixth Assault Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Grace (max Grace +3.)
  • +1 to Seeker (max Seeker +3.)
  • +1 to Champion (max Champion +3.)
  • +1 to (stat).
  • Add one new property to your variable blast.
  • Learn one new Assault power.
  • Learn one new Assault power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats, moves, and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

THE LEAD

Lead Powers

You gain two of the following powers:


Devoted Leader: If a fellow magical girl is knocked unconscious or dies in your presence, take +1 ongoing on Champion and Grace rolls.


Encouraging Words: When someone else fails a roll, you can roll +nakama with them.

On a 10+: They can try the same roll again, taking -1 forward.

On a 7-9: They can try the same roll again, but with -1 ongoing.

On a 6-: You ran your mouth and nothing really happened.


Inspiring Speech: Whenever you help a fellow magical girl, you can roll +Troubadour instead of +nakama.


Fourth Lead Power:


Fifth Lead Power:


Sixth Lead Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Troubadour (max Troubadour +3.)
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat or specialty).
  • Learn one new Lead power.
  • Learn one new Lead power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

THE SCOUT

Scout Powers

You gain two of the following powers:


Sense Magic: You can seek out the presense of magical beings, such as youkai. Roll +Seeker.

On a 10+: You gain three scry points. You can spend these one-for-one to ask the MC any of the following questions. The MC must answer these truthfully.

  • How many youkai am I finding?
  • Which youkai is the most powerful?
  • How far away are they?
  • What kind of magic are they capable of?

On a 7-9: You gain one scry point.

On a 6-: You gain the full, undivided attention of the Darkness.


Second Scout Power:


Third Scout Power:


Fourth Scout Power:


Fifth Scout Power:


Sixth Scout Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Grace (max Grace +3.)
  • +1 to Seeker (max Seeker +3.)
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat or specialty).
  • Learn one new Scout power.
  • Learn one new Scout power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

THE SOUL

Healing Touch

The Light has granted you the power to heal wounds with a mere touch. When you use your Healing Touch, you can spend from 0-3-heal per attempt. You start play with 6-heal.


To heal a character who has at least 3-harm: roll +heal spent.

On a 10+: Your patient recovers to 2-harm.

On a 7-9: Your patient recovers to 2-harm, but... (MC chooses one:)

  • They need to be stabilized before you can move them.
  • They're actively resisting you; roll +Champion to avoid taking harm.
  • They'll spend the next 24 hours in and out of consciousness.
  • They needed more help; spend another 1-heal.
  • They'll be bedridden for at least a week.
  • They'll need to spend a day in an actual hospital.

On a 6-: Your patient takes 1-harm.


To heal a character who has 1- or 2-harm: Don't roll. Just spend 1-heal.


To resuscitate a character who's at 6-harm (and no higher): roll +heal spent.

On a 10+: They recover to 4-harm.

On a 7-9: They recover to 5-harm.

On a 6-: You did all you could. They're still a goner.


To recover spent heal, roll +Mender during meditation.

On a 10+: Recover 2-heal.

On a 7-9: Recover 1-heal.

On a 6-: Do not recover any spent heal.

Soul Powers

You gain two of the following powers:


First Soul Power:


Second Soul Power:


Third Soul Power:


Fourth Soul Power:


Fifth Soul Power:


Sixth Soul Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Mender (max Mender +3.)
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat or specialty).
  • Learn one new Soul power.
  • Learn one new Soul power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

THE SUPPORT

Support Powers

You gain two of the following powers:


I'm a Helper: When you roll to help another PC, you can use the stat they're using instead of nakama (+Champion for a Champion roll, &c.)


Second Support Power:


Third Support Power:


Fourth Support Power:


Fifth Support Power:


Sixth Support Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Grace (max Grace +3.)
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat or specialty).
  • Learn one new Support power.
  • Learn one new Support power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

THE TECHIE

Magitech Workbench

The Light has granted you a workbench somewhere safe (presumably in your character's bedroom) that you can use to create small magitech devices. When you decide you want to build something, choose one of the following from the list below that you don't want to apply.

  • Doing this will expose you (and your family and allies) to serious danger.
  • It'll take (hours, days, weeks, months) of work.
  • It's going to cost a lot of money.
  • The best you'll be able to do is get a cheap crappy version of what you want.
  • This is going to take (several, several dozen, several hundred) tries to get right.
  • You'll need to (build, get, figure out, fix) something first.
  • You'll need (someone, something) to help you out with it.
  • You'll need to disassemble (something) to get what you need first.

Then roll +Seeker.

On a 10+: The MC chooses two from the list above.

On a 7-9: The MC chooses three from the list above.

On a 6-: The MC chooses two, plus the one you didn't want.

Techie Powers

You gain two of the following six powers:


Gadget Girl: Whenever you interact with any machine or electronic device, take +1 forward on all rolls involving that device.


Second Techie Power:


Third Techie Power:


Fourth Techie Power:


Fifth Techie Power:


Sixth Techie Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Seeker (max Seeker +3.)
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat or specialty).
  • Learn one new Techie power.
  • Learn one new Techie power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

THE VOID

Void Powers

You gain two of the following six powers:


Fair Fights are For Suckers: Whenever you attack someone, you can roll +nakama (against a magical girl) or +Mender (against an NPC) if that's more helpful. You bitch.


Hateful Aura: Roll +Troubadour as you focus all your anger and hatred of the youkai onto them.

On a 10+: You and your nakama gain +1 ongoing on rolls made against youkai.

On a 7-9: You and your nakama gain +1 ongoing on rolls made against youkai, but you must roll +Champion to avoid taking harm.

On a 6-:


Third Void Power:


Fourth Void Power:


Fifth Void Power:


Sixth Void Power:

Awesomeing Up

When you mark your fifth experience dot, clear them and choose one advance from this list:

  • +1 to Champion (max Champion +3.)
  • +1 to Troubadour (max Troubadour +3.)
  • +1 to (stat).
  • +1 to (stat).
  • +1 to (stat or specialty).
  • Learn one new Void power.
  • Learn one new Void power.
  • Gain 2 side hustles and downtime.
  • Learn one new power from another magical girl.
  • Learn one new power from another magical girl.

Once you pick five advances, you can start choosing from the advanced list:

  • +1 to any stat (max +3.)
  • Create a second character.
  • Switch roles; you retain all the stats and advances you already have.
  • Advance one power of your choice.
  • Advance one power of your choice.
  • Retire this character; her Destiny is fulfilled.

Good Things to Know

Scars

Whenever you take harm, you have the choice of negating all of it by taking a scar. By taking a scar, you negate all incoming damage from the attack that scars you.


Defeated: -1 Champion, permanently.


Dullard: -1 Troubadour, permanently.


Hesitant: -1 Mender, permanently.


Klutz: -1 Grace, permanently.


Lost: -1 Seeker, permanently.


When you take a scar, it has to (more or less) make sense with the narrative. The MC and the rest of your nakama are allowed to talk you into or out of taking a scar, but the final decision is up to you.

Scars are Bad, Mmmkay?

Once you take a scar, you have to live with it forever. Consider this carefully before taking a scar.

Harm and nakama

If you harm a fellow magical girl, they decrease their nakama with you by -1 per each heart of harm inflicted. If this drops their nakama down to -4, they mark an experience dot and reset their nakama with you to -1.

Conversely, if you heal a magical girl's harm, you increase your nakama with them by +1 for each heart healed. If this brings your nakama to +4, you mark an experience dot and reset your nakama with them to +1.

End of Session

At the end of each Beauty of Destiny session, feel free to talk about the good things and bad things that happened during the session. While you're doing that, don't forget to do the following things:

Increase your nakama with one character by +1; if this brings you up to +4, mark one experience dot and reset that nakama to +1.

Make your character's meditation roll. This is usually roll +Mender, depending on your role.