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Magical Girl Lyrical Nanoha RPG is a personal project by Koveras Alvane to create a role-playing game system based on the Nanoha universe. It is a purely fan-driven endeavor and not endorsed in any official way.

Contents

SetupEdit

The most basic premise of a Nanoha RPG is a group (player party) of mages (player characters) embarking on a mission (quest) within the Nanoha multiverse. A standard campaign setup includes a small group of TSAB agents setting out to avert a crisis (either natural or artificial, e.g. terrorism- or crime-connected) in a remote dimension.

Each player controls their own character, while the Game Master steers the overall story by controlling the game world, non-playable characters, and arbitrating the players actions according to the gameplay rules.

Character creationEdit

Each character in the game has a name, a distinct appearance, a backstory, as well as a number of character attributes and statistics that affect the gameplay. The player is free to choose the order in which to create their character: whether pick skills logically following from their backstory or write a backstory that explains how the character became what he or she is.

The gender of the character has no impact on the formal gameplay (no bonuses or penalties), although it is likely to affect the interaction within the party and with NPCs. For simplicity's sake, feminine pronouns are used for player characters in the following.

SpeciesEdit

Main article: Category:Species

The three common species for the player characters are:

  • Human mage. The default species in the Nanohaverse has no innate advantages or drawbacks.
  • Artificial Mage. Although creation of artificial humans is outlawed under the Bureau administration, illegal offshoots of Project Fate still produce them from time to time. The official TSAB policy towards Artificial Mages is reintegration into society. Since Artificial Mages are genetically optimized for magic at the expense of weaker health, such characters receive a +2 bonus to either PRO or POW attribute and a -1 penalty on HEA.
  • Combat Cyborg. While cybernetic prosthetics are legal under TSAB, creation of Combat Cyborgs (genetically enhanced for body strengthening) is not. The official policy towards them is the same as towards Artificial Mages. Combat Cyborgs receive a +2 bonus to either STR or REF attribute. On the downside, their cyborg frames are vulnerable to attacks damaging electronics and take lethal damage where purely organic creatures don't.

Purely magical beings may be added to the player party at the Game Master's discretion. Unless noted, the default gameplay rules applied to organic (human) characters also apply to magical beings.

  • Familiar. Normally, familiars created by the player characters are under the Game Master's control, however, the GM can delegate this role to another player. Familiars have access to the same magic as their masters, albeit several levels below them. They have an inherent Shapeshifting and Levitation Merits by default and can assume a "compressed form" to reduce strain on their master's mana. If their master dies or their contract is considered fulfilled, the familiar dissipates.
  • Unison Device. Likewise, Unison Devices are normally under GM's control but he/she can delegate it to a player. When not in Unison, they act as characters of roughly a half of their master's level. They have the Levitation Merit by default. Like familiars, all Unison Devices can assume a "compressed form" to reduce mana consumption.
  • Living Program (Wolkenritter, Material, etc.). Living Programs are magical constructs dependent on a powerful mana source, such as a Lost Logia artifact (canonically, the only such source was the Book of Darkness) or an over-S or higher ranked mage (e.g. Hayate). Living Programs are identical to humans gameplay-wise but can be resurrected by their mana source upon death. Should it disappear, however, they cease to exist forever.
  • Other (e.g. Dragon, Mariage, Eclipse Driver). Additional magical species can be invented or adapted by the players with the GM's approval.

AttributesEdit

The player characters' physical and mental attributes are represented by five scores on a scale from 1 to 10. Mages are generally a lot tougher than baseline Earth humans, so an average human would have attributes that correspond to a score of 3 on the mage scale (except POW, which is 0 for normal humans).

  • Strength (STR). Represents the physical strength of the character. Affects melee combat and situations where brute strength is necessary.
  • Reflex (REF). Reaction speed. Affects aiming, defense, and maximum movement speed.
  • Health (HEA). Physical toughness. Affects maximum health points and health regeneration.
  • Processing (PRO). The ability of the mage's brain to process complex magic. Roughly corresponds to intelligence. Affects the complexity of the available spells.
  • Power (POW). The ability of the mage's Linker Core to channel mana. Affects the power output of the available spells and mana regeneration.

All player characters start with a 3 in each attribute and may spend Character Points (CP) as follows to improve them:

  • Raising a score above 3 (Average) costs one CP per attribute point.
  • Raising a score above 6 (Exceptional) costs two CP per attribute point.
  • Raising a score from 9 to 10 (Divine) costs three CP and must be allowed by the GM. Only one score may be raised to 10.
  • Reducing a score to 2 (Weak) adds two CP to your pool.
  • Reducing a score to 1 (Abysmal) adds another two CP to your pool.
  • Attribute scores cannot be raised above 10 (except with temporary bonuses, e.g. Blaster System) or reduced below 1 (except POW for characters without Linker Cores).

Familiar characters don't have their own PRO or POW scores (or mana pools), which are assumed to be equal to their respective master's.

An "attribute check" (e.g. Strength check, Processing check, etc.) refers to a way to determine whether a character succeeds in a task that requires that particular attribute or not:

  • Unopposed attribute checks are required when the character is not directly hindered by another character in performing the task. An unopposed attribute check is performed by rolling a 1d10 (see Dice notation) and comparing the result to the corresponding attribute score. A roll lower or equal to the score indicates success; higher than the score, failure. A roll of 1 always means success; a roll of 10 is always a failure.
  • Opposed attribute checks are required when two characters are actively countervailing each other, e.g. in combat. An opposed attribute check is performed by rolling a 1d10 for each character, adding their respective attribute scores to it, and comparing the results. The higher score indicates the winner, while the difference shows the extent of their success; a draw means inconclusive results for both sides.

Magic systemEdit

Main article: Magic system
  • Mid-Childa. Gets bonuses to Shooting, Bombardment, and Barrier magic.
  • Ancient Belka. Gets bonuses to Melee, Magic-enhanced attack, and Shield magic. Since the Ancient Belka magic system is all but forgotten in modern times, the player must come with an explanation how their character acquired it if they want to use it. The most prominent modern keeper of Ancient Belkan traditions is the Saint Church.
  • Modern Belka. Gets bonuses to Shooting, Magic-enhanced attacks, and Shield magic.
  • Special. At Game Master's discretion.

Magic specializationEdit

The closest the game has to character classes is specialization in one particular category or even type of magic.

Alternatively, summoning magic, which is considered a Merit.

Specialization allows a mage to cast spells within its scope as if she were several levels above her actual character level.

DeviceEdit

Main article: Device
  • No Device. Considered a Handicap.
  • Storage Device. Used only in the Mid-Childa magic system. Default starting equipment for all players.
  • Boost Device. Used in the Mid-Childa and Modern Belka magic systems. Considered a minor Merit.
  • Armed Device. The only Device type that can inflict both non-lethal and lethal damage by default, thanks to being a weapon in itself (though lethal damage functions can be locked with sufficient authorization like any other Device functionality). Used in the Ancient and Modern Belka magic systems. Considered a minor Merit.
  • Intelligent Device. Used in the Mid-Childa and Modern Belka magic systems. Considered a medium Merit.

Each player may choose to use Device-like equipment instead of a full Device (particularly, Inherent Equipment for Combat Cyborgs), which is considered a minor Handicap. A secondary Device is possible, considered a Merit. Unison Devices are only used in the Ancient Belka magic system and are a major Merit.

Barrier JacketEdit

Main article: Barrier Jacket

Every player should design a unique Barrier Jacket for their character.

When summoned, the Barrier Jacket soaks light non-lethal damage (e.g. from weak shooting spells) and converts lethal damage to non-lethal (e.g. from being blown into a wall), unless it is penetrated. In addition to the default, balanced form, the player can create a few more for different situations. Following parameters can be tweaked:

  • Speed boost: Bonus or penalty to the mage's speed.
  • Lethal protection: Level of lethal damage soaking. Can not be lower than zero or higher than the non-lethal protection score.
  • Non-lethal protection: Level of non-lethal damage soaking. Can not be lower than zero.
  • Mana consumption: Mana cost to upkeep the Barrier Jacket.

The default Barrier Jacket does not affect the mage's movement and reaction speed. However, a player may develop a form that sacrifices some speed for extra defense (taking penalty on their movement speed and reflex score but gaining additional damage soaking levels). Such forms usually appear bulkier and thicker than the default one, with metallic armor elements. Conversely, the player may choose to redirect the energy normally spent on protection to boosting their character's movement speed, the effect being similar to a permanently active speed-up spell like Blitz Rush. Such forms usually appear very thin, almost cloth-like.

The default Barrier Jacket is optimized in such way that it provides maximum defense with minimal mana consumption. The default form does not affect the normal mana regeneration rate in any way. However, when unwilling to sacrifice speed for defense or vice versa, the player also has an option to create a form that scores high in both at the cost of additional mana, slowing down or even reversing the mana regeneration. Such Barrier Jackets appear similar to the default one but with more glow to them.

A few notes on Barrier Jackets:

  • When a Barrier Jacket is summoned, it completely replaces whatever normal, non-magical clothes the character wears at the moment. The normal clothes return after the Jacket is unsummoned in exactly the same state they were before.
  • The Barrier Jacket remains active as long as the mage is alive, conscious, and has some mana reserves. Some Devices have the ability to maintain the Jacket while their master is unconscious, however.
  • Whatever the visual design of a Barrier Jacket, it always covers the entire body of the mage with an even layer of magical protection. Therefore, the Jacket wards against attacks from any direction and "uncovered" skin in its design is just as well protected as a one covered by metallic armor.

Merits and HandicapsEdit

Merits are optional perks the player can purchase for their character using Character Points. Handicaps are perks that can be picked to balance out the Merits (their "cost" is added to the character's CP pool).

Perk Type Notes Cost
Adult Mode Merit Requires Small Physique.
When activated, removes Child Physique penalties.
4
Aerial Training I: Levitation Merit See Flight section. 1
Aerial Training II: Aerial Mage Merit Requires and replaces Aerial Training I: Levitation.
See Flight section.
3
Aerial Training III: Aerial Ace Merit Requires and replaces Aerial Training II: Aerial Mage.
See Flight section.
5
Ambidextrous Merit Can work/fight equally good with any hand, or both at once. 3
AMF Training Merit Penalties while fighting under AMF are reduced by half.
See AMF section.
4
Auto Guard Merit Device upgrade.
Autocasts a selected Defense spell in case of a surprise attack or their master losing consciousness.
1
Blaster System Merit Device upgrade.
When activated, adds +5 to POW attribute but inflicts one lethal wound for every five rounds it is used and permanently reduces HEA by 1 per activation.
5
Biker Merit Applies to all motorcycles. 1
Blindness Handicap Penalty -5 to REF score. REF cannot exceed 5. 5
Cartridge System Merit Device or Device-like equipment upgrade.
See Cartridge system section.
2
Child Physique Handicap Age under 12 or permanent (e.g. Vita).
Penalty -1 to STR, HEA, and POW.
2
Cough of Death Handicap Unspecified debilitating decease, cf. Presea Testarossa and Zest Grangeitz.
Gives -2 penalty to HEA. Health check must be passed to avoid collapsing when attempting any taxing activity.
5
Criminal Past Handicap 3
Device Meister Merit Can craft, upgrade, and professionally maintenance Devices. 4
Device: Armed Merit See Device section. 1
Device: Boost Merit See Device section. 1
Device: Device-like equipment Handicap See Device section. 1
Device: Intelligent Merit See Device section. 2
Device: None Handicap See Device section. 4
Device: Storage Merit Default equipment. Does not cost anything.
See Device section.
0
Device: Unison Merit Requires Unison Capacity.
See Device and Unison sections.
5
Driver License Merit Applies to all cars. 1
Extra Barrier Jacket Mode Merit Must be approved by the game master. Multiple different Modes allowed.
See Barrier Jacket section.
1
Extra Device Mode Merit Requires a Device. Must be approved by the game master. Multiple different Modes allowed. 1
Familiar Merit See Familiars section. 3
Full Drive Mode Merit Requires a Device. 2
Hand-to-hand Merit Training in magical hand-to-hand combat, e.g. Strike Arts. 2
Healer Merit Bonus to all healing spells. 3
Inherent Skill Merit Only for Combat Cyborg characters, must be approved by the game master.
Cannot be acquired after the initial character creation under normal circumstances.
3
Left-Handed Merit Minor bonuses in melee combat against right-handed opponents, since left-handed stance is more difficult to defend against. 1
Limiter Handicap Imposes a penalty on POW and effective level.
Cost varies depending on the limiter's strength.
3
Mana Conversion Affinity Merit Cannot be acquired after the initial character creation under normal circumstances. 4
Muteness Handicap Cannot communicate verbally and use voice triggers. 3
No Linker Core Handicap Character cannot cast any magic at all. POW score is reset to 0. 10
Old Age Handicap Aged 50+. Adds -1 penalties on STR, REF, and HEA.
Cost varies according to age.
3
One-Eyed Handicap Penalty -2 to REF. REF cannot exceed 7. 3
Pilot License Merit Requires Driver License. Applies to all aircraft. 3
Poor Eyesight Handicap Penalty -1 to REF cannot exceed 8. 1
Rare Skill: Generic Merit Must be approved by the game master. 4
Rare Skill: Summoning Magic Merit 4
Second Device Merit Cost in addition to the Device's cost itself. Unison Devices count as a special merit rather than a Second Device. 2
Self-taught Mage Handicap No proper training. Penalty -2 to PRO. PRO cannot exceed 6. 3
Shapeshifting Merit 3
Sharpshooter Merit Bonus to all ranged attacks. Cost varies depending on how bad the character's eyesight. 2
Telepathy Merit 1
Unison Capacity Merit Cannot be acquired after the initial character creation under normal circumstances.
See Unison section.
4

SpellsEdit

Main article: Category:Spells

Spell name example: Thunder Road. See also the random spell name generator.

GameplayEdit

Level advancementEdit

Level Mage rank XP Comments Examples
0 F The default level for non-magical NPCs
1 E The default level for NPC mages
Low level PCs
2 D
3 C
4 B-
5 B Medium level PCs
6 B+
7 A-
8 A
9 A+
10 AA-
11 AA High level PCs
12 AA+
13 AAA-
14 AAA
15 AAA+
16 S- Epic level PCs
17 S
18 S+ A.k.a. "Over-S" rank
19 SS-
20 SS
21 SS+
22 SSS-
23 SSS
24 SSS+
25+ Off the scale

FlightEdit

Main article: Flight

Anti Magilink FieldEdit

Main article: Anti Magilink Field

Cartridge systemEdit

Main article: Cartridge system

FamiliarsEdit

Main article: Familiar

UnisonEdit

Main article: Unison Device

Summoning magicEdit

Main article: Summoning magic

Health and damageEdit

Each character in the game has a certain number of hit points, determined by her Health score (normally, HEA \times 2), representing the number of injuries she can sustain before losing combat effectiveness or even dying. Each time the character's body takes lethal or non-lethal damage, a health box is "checked" to keep track of the injury. A fully rested and healthy character has a number of unchecked "health boxes" (representing potential injuries) equal to her hit points total:

                           

Lethal and non-lethal damageEdit

Non-lethal damage neither penetrates the skin (minor scratches excluded), nor affects the internal organs. It also results from overexerting the body with exercises or low-output magic. Most magical attacks in the setting are designed not to damage the target's physical body but to wear it down or overwhelm it with momentary pain, knocking the target out. As such, magical attacks only cause non-lethal damage to organic and magical beings unless specifically designed otherwise. Non-lethal damage can be remedied with any healing spells or a short period of rest. Health boxes lost to non-lethal damage are checked starting from the right:

                           

Lethal damage results from significant bodily injuries (dismemberment, open wounds, internal bleeding, broken bones, concussion, etc.) and disruption of any internal cyborg electronics. Some magical attacks deal lethal damage, especially disruptor spells for cyborgs, and high-output magic takes its toll upon the practitioner's body with lethal damage. Lastly, non-lethal damage to vulnerable organs, such as eyes, is marked as lethal for gameplay purposes. Usage of lethal damage-dealing weapons is prohibited by the TSAB, even among their own employees. Prolonged rest, medical treatment, and professional maintenance for cyborgs or powerful healing magic are required to cure lethal damage, although weaker magic can mitigate the pain. Health boxes lost to lethal damage are checked from the left:

                           

Additionally, when checking a health box with lethal damage ("wound"), the wounded body part should be marked within it to determine the actions that will suffer penalties later:

  • A: Lethal damage to arms and hands impedes combat and any other action involving hands
  • L: Lethal damage to legs and feet affects ground movement and swimming (but not flight)
  • T: Lethal damage to the torso and internal organs results in a penalty to all checks
  • H: Lethal damage to the head results in a severe penalty on magic and combat. Also note that any situation that would reduce a character's head (or equivalent for magical creatures) to the consistency of chunky salsa dip is fatal, regardless of other rules

If the pain from a wound has been mitigated by healing magic, it is additionally marked with a small "m" in the corresponding box.

The lethal/non-lethal distinction only applies to damage to animate (i.e. fully or partly organic and magical) beings. Inanimate objects (buildings, machines, robots, etc.) take equivalent "lethal" damage from all kinds of attacks.

Effects of injuriesEdit

The negative effects of bodily harm upon the character are determined by the severity of her injuries. Both lethal and non-lethal damage are subdivided in three stages: light damage is sustained upon suffering a single injury; severe damage is sustained upon crossing the 50% threshold; critical damage is sustained when the maximum number of injuries is taken. All effects are cumulative.

Damage type Severity of injuries
Light Severe Critical
Non-lethal One or more health boxes are checked with non-lethal damage The number of non-lethal injuries equals or exceeds the number of unchecked health boxes No unchecked health boxes remain
The character has taken a few hits but they have no immediate effect on her performance. The character is worn out by her injuries and takes a minor penalty on all ability checks. The character is exhausted and struggles to stay conscious. Unless a Health check is passed, she is knocked out for several hours (up to a full day). If it is, she stays up but has to repeat the check every time she suffers another injury. Non-lethal injuries are no longer noted down from this point on, but lethal ones are, replacing the non-lethal ones.
Lethal One or more health boxes are checked with lethal damage Over a half of the total health boxes are checked with lethal damage All health boxes are checked with lethal damage
The character has been wounded and loses focus due to pain unless it is mitigated (see above). All ability checks that require concentration are made under a penalty proportional to the number of wounds. Additional penalties apply when using damaged body parts (see above). The character has suffered crippling wounds that will have lasting consequences for her body. The injuries result in permanent loss of experience and levels. The character has suffered a trauma incompatible with life and dies permanently. Resurrection of dead characters is generally impossible. The only exception are Living Programs, who can be resurrected upon death by their mana source, provided it still exists. Also, under exceptional circumstances, dead characters can be brought back as Artificial Mages (clones with the original's memories).

ExampleEdit

Subaru the Combat Cyborg has been involved in a prolonged battle and her current state is represented with following diagram:

T
m
T A                      

Interpretation:

  • Subaru has a total of 14 hit points.
  • She has taken at least 5 non-lethal hits and 3 lethal hits.
  • She has suffered two wounds to the torso (possibly disrupting her internal electronics) and one, to an arm.
  • One wound to the torso has been provisionally fixed (mitigated) with magic.
  • She still has 6 unchecked health boxes.

Effects:

  • The non-lethal damage is not sufficient to inflict any penalties on her actions.
  • All actions requiring concentration suffer double penalty for the two unmitigated wounds on the torso and arm.
  • Additional general penalty for two torso wounds and one on combat for a wounded arm apply.

CombatEdit

InitiativeEdit

At the beginning of each combat engagement, all combatants make an Initiative roll, modified with their Reflex score bonus. A combat encounter is played out in multiple rounds until one side is defeated or flees. In each round, the combatants act in the order determined by their Initiative roll (in case of equal results, the characters act simultaneously).

A surprise attack renders the defending side unable to act (attack or use active defense measures) in the first combat round unless the individual character passes an additional Reflex check.

Attack typesEdit

  • Physical attacks are performed with direct physical actions (punching, kicking, etc.) and Melee and Magic-enhanced attack type spells. They usually take place in close-combat, though ranged physical attacks are also possible (mass-based weapons, Stardust Fall spell, etc.). Energy blade type spells are considered a non-lethal attack, both physical and magical at the same time.
    • Non-lethal physical attacks are: unarmed attacks (Strike Arts, Kaiser Arts, etc.), melee attacks using Devices as weapons.
    • Lethal physical attacks are: melee attacks with Armed Devices set to inflict lethal damage, any attacks with mass-based weapons.
  • Magical attacks are performed with Shooting, Bombardment, Melee (energy blade), and Area-of-effect type spells. As mentioned above, all magical attacks inflict non-lethal damage by default.
    • Raw mana attacks deal non-lethal damage unless stated otherwise (e.g. Dagger Blade). They are the basic attack type in the game. Examples: Shoot Barret, Divine Buster, and Starlight Breaker.
    • Disruptor attacks specifically target electronics and electric circuits. As such, they deal extra damage to robotic enemies such as Gadget Drones, and lethal damage to cyborg characters. The most famous example of a disruptor attack is Subaru Nakajima's Inherent Skill Vibration Shatter.
    • Decline attacks destroy or weaken the magical linking patterns. They are usually Decline type spells that target Capture or Increase type effects.
    • Anti-magic attacks either impede the opponent's ability to cast magic, destroy her magical defenses (including Barrier Jacket), or deal lethal damage if she is a magical creature (familiar, Device, etc.). Pure anti-magic attacks are rare in the Nanoha setting and the most famous examples are AMF and Divide Zero.
  • Elemental attacks add an elemental damage bonus that can be neutralized with appropriate Field type spells. These attacks can either be standalone spells (Atem des Eises, Fire Dragon Flash) or stack up on top of attacks of another type (Purple Lightning Flash, Schwarze Wirkung). Characters with Mana Conversion Affinity Merit can use elemental attacks of their respective element spontaneously. All elemental attacks have the potential to deal lethal damage unless blocked by magical protection, and most have additional effects.
  • Capture attacks don't deal any damage by default but impede the opponent's mobility for a short time. They are usually Capture type spells and can be enhanced with additional effects, such as the anti-magic properties of Struggle Bind, or the damage dealing aspect of Chain Bind and Steel Yoke. Once a round, the captured character can attempt to break free from the spell, either by casting a Decline counter-spell or by passing a Strength or Power (whichever is higher) check. Unless broken, a capture spell remains in effect until it wears off or is released by the caster.
    • Bind type spells either prevent the target from moving her arms and legs (Restrict Lock) or tie her up completely (Alchemic Chain). They are faster to cast but easier to break, dispel, or avoid.
    • Cage type spells create an immobile prison around the targets, trapping them inside and blocking all magic from either direction (Crystal Cage). They are difficult to cast but also much harder to break out of.

Any attack that connects and inflicts damage has a chance to interrupt the casting of a spell that requires several rounds to prepare/recite its aria, unless the caster passes a Processing or Health (whichever is higher) check to maintain mental concentration or shrug off the pain, respectively. An interrupted spell fizzles, consuming no mana, and leaves the caster distracted for the rest of the round.

Defense typesEdit

Active defense forms require conscious effort by the attacked character (in following: "defender") to defend against the incoming attack. They cannot be used against surprise attacks (if the character fails the additional Reflex check) and any attacks that the defender is not aware of until they connect. Only one active defense form can be used per round (e.g. the defender who chose to evade attacks cannot cast a Shield spell in the same round and vice versa). The default form of active defense, implicitly activated against every incoming attack, is Evade.

  • Evade. Provided sufficient mobility and space, the defender makes a Reflex check to avoid the incoming attack completely by moving out of its way. Disabled with most Capture spells. Ineffective against high-spread Bombardment and Area-of-effect attacks. Guided Shooting spells will keep pursuing the defender in the following rounds until they connect, wear off, or are dispelled.
  • Deflect/parry. The defender makes a Reflex check to parry the incoming attack with her Device (or bare hands, given appropriate training), avoiding any damage to herself and her Device on sucess. Disabled with Bind spells that restrict hand movement. Cannot be used against Bombardment and Area-of-effect spells. Deflected guided Shooting spells will pursue the defender in the next rounds.
  • Block. The defender makes a Reflex or Strength (whichever is higher) check to block the incoming attack with her Device (or bare hands), avoiding any damage on success. Additionally, the Device must pass a durability check or be shattered, negating the effects of the Block. Disabled with Bind spells that restrict Device usage. Cannot be used against Bombardment and Area-of-effect spells. Blocked guided Shooting spells are automatically dispelled.
  • Shield. The defender makes a Reflex or Processing (whichever is higher) check to cast a Shield spell, avoiding any damage on success. Disabled with any spells that restrict spellcasting. The Shield is breached, negating its effects, unless an additional Power check is passed. Cannot be used against Area-of-effect spells. Guided Shooting spells are automatically dispelled upon failing to breach a Shield.
  • Purge. The defender sacrifices either one of her passive defense spells (e.g. with a Barrier Burst spell) or her Barrier Jacket (with Reactor Purge) to completely negate all incoming attacks in the current round.

Passive defense forms are sustained for extended periods of time and don't require the defender to be aware of all incoming attacks, guarding uniformly from all directions. Unlike active defense, passive defense effects stack up and are limited only by how many the defender can sustain at the same time. All passive defense forms dispel guided Shooting spells.

  • Field. If the active defense has failed, but the defender has an active Field spell, it negates most of the corresponding Elemental attack effects before it hits the Barrier (if cast).
  • Barrier. If a Barrier spell is active, the defender makes a Power check to block the incoming attack. If the check fails, the Barrier is shattered and the attack hits the Armor.
  • Armor. If all else fails, the defender's Barrier Jacket (only if active) attempts to convert as much lethal damage to non-lethal as its current configuration allows, then soak as much of both damage types as it can. The remaning damage is inflicted upon the defender's body. Lastly, the Barrier Jacket is dispelled (after the damage is converted and/or soaked) unless the defender passes a Power or Processing (whichever is higher) check.

All defense forms except Armor guard equally against both lethal and non-lethal attacks.

Sample character sheetsEdit

  • User:Koveras Alvane/RPG/Nanoha Takamachi
  • User:Koveras Alvane/RPG/Fate Testarossa
  • User:Koveras Alvane/RPG/Arf
  • User:Koveras Alvane/RPG/Yuuno Scrya
  • User:Koveras Alvane/RPG/Chrono Harlaown
  • User:Koveras Alvane/RPG/Presea Testarossa

  • User:Koveras Alvane/RPG/Hayate Yagami
  • User:Koveras Alvane/RPG/Signum
  • User:Koveras Alvane/RPG/Shamal
  • User:Koveras Alvane/RPG/Vita
  • User:Koveras Alvane/RPG/Zafira
  • User:Koveras Alvane/RPG/Reinforce
  • User:Koveras Alvane/RPG/Gil Graham
  • User:Koveras Alvane/RPG/Defense Program

  • User:Koveras Alvane/RPG/Subaru Nakajima
  • User:Koveras Alvane/RPG/Teana Lanster
  • User:Koveras Alvane/RPG/Erio Mondial
  • User:Koveras Alvane/RPG/Caro Ru Lushe
  • User:Koveras Alvane/RPG/Lutecia Alpine
  • User:Koveras Alvane/RPG/Gadget Drone
  • Numbers?

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