
New TFOS Powers!
Throw these at your players!
If I ever get more than a handful of powers listed here I'll alphabetize them and provide anchor tags at the top of the page, as I do on my "Anime Character Types" page.
Magical Girl Transformation
Despite the assertion in the Teenagers From Outer Space gamebook that we don't really want to play Minky Momo, two of my players wanted to play magical girls with special transformations sequences. The transformation sequence has been used not simply in shows like Sailor Moon and Pretty Sammy, but also in darker or more adult-oriented (it's a value judgement here) shows like Devil Hunter Yohko, Metal Fighter Miku, and Moldiver, so I didn't really see the problem in allowing it. Besides, at least one of my players is still a threat to play a Pretty Sammy clone! I know, I know, the horror, the horror!
To accomadate both of my players, who had completely different sorts of "magical girls" in mind (probably a good thing on the whole), I developed a rather flexible Transformation Sequence power. It has to be flexible, because the ability to change your clothes while spinning in the air is not, in itself, altogether useful. This power is designed to allow you to develop a Magical Girl or Superhero along the lines of Sailor Moon, Devil Hunter Yohko, Moldiver, Metal Fighter Miku, or anything similar.
Transformation Sequence You have the ability to transform into a costumed alter-ego (Magical Girl, Superhero). In order to activate, the sequence will require some sort of code word or phrase and possibly a stance or movement (work it out with the gamemaster, but bold statements against evil and who the enemies are now facing are always a favorite). The sequence can be modest or voyeristic (either your clothes transform with you, or they rip apart and fly off, as you spin about, affording viewers a very brief moment of nudity before your costume forms around you out of nothing). Please note that the main portion of this power only grants you the ability to change your costume. To affect a physical change as well, see the options below. An unfortunate side effect is that the costume does not transform back to your regular clothing when you're done. If you do this often you will destroy a lot of your normal clothing and wind up with a lot of extra costumes lying around!
With this power, you can also select two and only two of the following options/variations:
Option One -- Guide You gain a guide/sidekick who can be quite helpful at times but usually isn't. Work out with the gamemaster exactly what form your guide takes (cute animal, disembodied spirit, your younger cousin, etc.).
Option Two -- Special Attacks You can define a 1-bonk attack and a two-bonk attack. Work out the nature of your attack with the gamemaster -- produce a hammer or other weapon, use your mighty fists of retribution, scream, shoot your love boomerang, whatever.
Option Three -- Physical Transformation Your transformation not only includes a costume change but an actual physical transformation. You become a muscle-bound superhero or an extremely cute magical girl when you transform. Please note, this can involve a sex change!
Option Four -- Multiple Costumes As with Cutey Honey (or her furry counterpart in the obscure american comic, Cutey Bunny), you may "program" up to six different costumes into your transformation sequence and then select the one that is appropriate for the situation. Unless you can sweet-talk the gamemaster, these costumes must be "programmed" ahead of time -- this does not let you generate costumes instantly and on the fly! Whether the costumes come with useful accessories like jet boots or nifty weapons is something you should discuss with the gamemaster; as a rule, anything you can purchase and carry on your person can be part of the costume, but you must purchase it first. Also, unlike the costume itself, these special items disappear when you revert back to normal, so you won't be collecting spare jet boots!
Option Five -- Magical Girl (Limited) As one of your options, you may choose to have the magical girl power in a limited form -- only one wish per day. The gamemaster may choose to limit this ability in other ways in the name of game balance or in the name of making a bigger mess of things. For example, he may rate the wish on an arbitrary scale and deduct bonk from your character, in order to represent the level of power required to bring that wish about. Too powerful of a wish, and you fall unconscious from the strain!
Burning Star Rocket
This is a power suggested by Rob Pool when he built his character for my PBeM campaign. This is, in essence, an arcane mystical martial arts manuever of the sort Ryoga often employs (his is the "shishihodokan" or the Roaring Lion Bullet, thanks Rob!). The practitioner of the Burning Star Rocket technique focuses his chi and sends a blast of fiery force at his target, causing 2 bonk to whatever he hits. Being a martial arts technique, this is a power for humans to learn.
Bad Luck Forcefield
Another of my PBeM players, Andrea Bonsignori, came up with this power. He called it "the Very Bad Luck Forcefield ('JELLA SPHERE' tecnique)". This is another martial arts technique that is intended to be something humans can learn. Andrea calls it the "martial art school of 'JELLA Kune Do' based on the lack of fixed positons and the power to concentrate the bad luck, the unfavourable destiny of the whole universe into a little area."
(Andrea compares this to Sakura of Ursei Yatsura concentrating all evil spirits into Ataru Morobishi. You have to admit, it sounds a lot like an Ursei Yatsura schtick!)
Practitioners of this mystical martial arts technique can use it up to three times a day to create a concentrated sphere of bad luck... which forms around them! All characters inside or who enter the field (including the martial artist creating the sphere) will have their luck dropped to 1 (or even 0 at the GM's discretion) for 1d6 turns. Horrible things are about to happen to you!!!
I like this power. It may not be of great help to the martial artist who performs it, but it's certain to bring doom on everyone else in the area too! It's guaranteed to cause mayhem & distruction, which is a good thing for a TFOS game!
Hear Theme Music
This was submitted by Exeter the Squid as part of my first contest.
This power allows the teener to hear a target's theme music whenever he/she/it enters the room or does something important (GM's discretion). This is sort of like a auditory version of aura reading, you can discover the temperament, intent and other usful facts about the target provided that you can interperate the GM's off-key humming of the theme music. This power can also be highly distracting when you have to strain to hear a villains ultimatum over his creshendoing theme music.

So write me already!
© 1998 Akane89@yahoo.com
Akane images and character copyright © 1998 Rumiko Takahashi. Other characters also copyrighted, naturally.

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