For randomized Corruption roll one extra d20

Black Coin optional enhancement for QuasarBlack's Magical Girl CYOA
This document uses the same 12d20 rolls as the normal MGCYOA v1.21 by default.
For randomized
Corruption roll
one extra d20
On 19, you're a monster girl with a second specialization, on 20 you're a Dark magical Girl.
v0.7 by PhoenixHanabi, with suggestions by anon, Anonymous_, RainMoth, QuasarBlack,
Tangent, Karpinsky, Snowrain, and the rest of the MGCYOA IRC regulars.
Changes in this version: fluff rewrite to make the critter that gives you the coin more grey and
less black, to avoid making the Puchuu look good by comparison, along with the new
Motivations list.
Just as the Puchuu begins the process of empowering you, a second small being appears.
Where the first looks plush and cuddly, this one is a bit more streamlined, with upright ears
and aver all body lines that are still rounded but sweep back into small spikes that protect its
joints, and a mouth full of kitten-like razor teeth. The Puchuu squeaks a protest, but is ignored
as the newcomer tosses a ninth coin at you, a Black Coin. "If you tire of limits and weakness,
use this. The power of magic comes from a heart full of passion, breaking the chains that
would bind one will surely free the other."
About Specializations: (Roll #3)
Bronze: modify your roll up or down by one
Silver: switch between any specialty in the same group:
* Group A: 1 Fire, 4 Spirit, 7 Time, 10 Darkness, 13 wood, 16 Gravity, 19 Metal
* Group B: 2 ice, 5 Reinforcement, 8 Lightning, 11 Illusion, 14 Empathic, 17 Stone
* Group C: 3 Air, 6 Psychic, 9 Sound, 12 Light, 15 Water, 18 Beast
Gold: Choose any Specialization
The weaknesses in the list below are exposed by using a Black Coin to override various
safety features normally included in the magic in the name of more power to apply externally,
boosting stats, adjusting reality to provide perks, etc. If you don't spend it, you can ignore
them. Specializations 1-18 are otherwise the same as in the 1.21 PDF, while full descriptions
are provided for the Metal and Custom specializations new to this document. A girl who is
weak to a particular specialization will take extra damage from being hit by attacks using it,
and/or more susceptible to status effects based on it.
1: Fire - weak to Water and Stone
2: Ice - weak to empathic and spirit
3: Air - weak to metal and psychic
4: Spirit - weak to physical damage and air
5: Reinforcement - weak to fire and wood
6: Psychic - weak to spirit and physical damage
7: Time - weak to lightning and light
8: Lightning - weak to stone and water
9: Sound - weak to air and empathic
10: Darkness - weak to light and beast
11: Illusion - weak to beast and darkness
12: Light - weak to darkness and gravity
13: Wood - weak to sound and fire
14: Empathic - weak to physical damage and metal
15: Water - weak to gravity and ice
16: Gravity - weak to time and physical damage
17: Stone - weak to wood and time
18: Beast - weak to psychic and sound
19: Metal
+3 VIT or LCK
Weak to ice and lightning
This specialization allows girls to shape and manipulate metal. Bullets, blades and spears
may be flung, wires, chains, and sheets used to bind, lift, or grab, or massive objects raised
up as cover. Skilled users can form and operate simple machines, animate statues, or purify
ore and restore damaged or corroded material like new. Masters can launch blasts of ionized
plasma, knock someone out by controlling their blood flow, and manipulate alloys or the
crystalline structure of a part at the molecular level. Metal users are often skilled mechanics
and machine operators.
20: Custom Specialization
* choose one of the existing ones, or a narrowly focused but unique spec: candy, steam,
paper, bone, the zodiac, a holiday, etc.
* +2 to any one stat
* +1 to any other stat
* Black Coin Weaknesses: choose two other Specialties
Using the Black Coin:
The heart's passions can be buried deep, but never truly extinguished. The Black Coin can
buy a second specialization, but may also be used for anything you could spend a Gold Coin
or two Silver coins for, even if you just keep it for a while rather than using it during character
creation.
When you use the Black Coin power rushes through you unrestrained, threatening to twist
your very being. The Puchuu flees, cursing, as your transformation becomes unstable. If you
spend the Black Coin for a second Specialization, your body is warped into a monstrous
shape as it fills with more power than a merely human form can contain. Use the Corruption
die (Roll #12) to find your second Specialization on the same table above and add the
bonuses from both to your stats, but you also receive the weaknesses of both. If you roll the
same Specialization you already had, choose from any of the others.
Using the Coin is not an evil act in itself, though the effects on your personality may leave you
more prone to doing things that would be considered evil.
Motivations & Weaknesses:
With your Specializations determined, poke around the internet for a monster girl species that
seems like a good fit. Yes, you can use anything, as long as its recognizably part girl. Next,
fine tune the weaknesses to match your chosen monster girl.
Each girl should select one of the following Motivations. Each one is written to run from the
positive traits to more troubling extremes - Monster Girls and Dark Magical Girls pursue theirs
to the point of being a compulsion which replaces one elemental weakness of choice to reflect
what drives them to such far reaches of magical power, while normal girls feel much milder
influences and can avoid taking them to unhealthy lengths.
Dominator - You've got the jitters, it's not safe unless you have everything working just how
you need it to be around you. If you just take control of those people, then everything will be
under control and according to plan.
Warrior - The blood sings in your veins, pushing you to find that high you can only get from
lethal combat. Humans are weak, but the girls that defend them, maybe even the other
monsters might give you the challenge you need.
Builder - This place isn't safe for you, but you'll make it that way. You'll lay traps here and
there, put a wall here, and soon your lair will be protected. Have to keep it safe. Lethally.
Conqueror - You want things. A burning need within you - things of value, power, or status.
And you're going to get them any way you can. Intimidation? Force? Death? That works for
you.
Gourmand - Oh, you're so empty now. There's something you need to fill your belly, to slake
your thirst, and you must have it. Oh, you can stave that burning need off for a time, but it's
going to wear on you. Surely you could just take a nibble, a sip, without causing harm?
Altruist - You just want to help. In fact you're pretty sure you know just who to help. Or just
how. You're not malicious. At least, you're pretty sure you're not. But things keep going wrong
- people doing awful things with your help, or insisting you've ruined everything. It's okay
though, you'll never stop when people are in need.
Exemplar - You have to lead by example. Be a mentor, a guide, a light in the darkness. Show
them how it's REALLY done, whether they're happy with how they're doing things or
not...because they're doing it wrong and you know better. Right?
Guardian - You have to keep them safe. Be it a person, a place, or the whole world of people
just going about their lives, there is someone or a whole lot of someones whose safety and
happiness matter to you. And you'll do anything to make sure they never have to suffer.
Investigator - The truth is out there, somewhere. You have to find it. You have to dig deeper,
look for the buried secrets and dirty laundry, and the things They Don't Want You To Know.
You'll leave no stone unturned, but do you know what you're looking for and is it really worth
it?
Paladin - You believe in something. Not necessarily a person or goal- though you can- but an
idea. Something that can happen, that you can MAKE happen and that's worth fighting for.
Worth killing for. Worth dying for, because the ends DO justify the means.
Wanderer - You're not sure what you're after, just that you'll know it when you find it. You
might make friends, but you're not quick to put down roots. Sometimes, you might not be sure
if you'll ever find what you're after, but you have to keep looking. What else do you have?
Weakness Tuning:
A Monster Girl or Dark Magical Girl's remaining elemental weaknesses can also be
exchanged for flaws of similar weight. The monster girl types listed in the CYOA have their
Motivation and other flaws broken down for inspiration:
Lamia:
Motivation: Gourmand
awkwardly large
huge appetite
no cannibalism taboo
Drider:
Motivation: Builder
awkwardly large
agoraphobia
compulsion to secrecy
Vampire:
Motivation: Gourmand
substance addiction
1/2 power during day (worth two elements)
Fallen Angel:
Motivation: Altruist
compulsive troublemaker
1/2 power at night (worth two elements)
Dryad:
Motivation: Guardian
three specialization weaknesses
Siren:
Motivation: Conqueror
uncomfortable on land
lonely
must stay hydrated
Were:
Motivation: Warrior
Random rage (worth two)
vulnerable to silver even without magic
Djinn:
Motivation: Altruist
lack of empathy
lack of social perception
literal interpretation
Golem:
Motivation: Conqueror
lonely
lack of empathy
dulled sense (touch)
Other uses for the Black Coin:
If you choose to spend the Black Coin for something other than a second Specialization you
become a Dark Magical Girl, with the following effects:
+1 to any three different stats
Choose a Motivation and follow it to a fault in place of one of your Specialization weaknesses,
as above for Monster Girls
The Dark Magical Girl's other Specialization weakness is swapped for the following flaw by
default, but may also be adjusted as with Monster Girls:
Your Specialization becomes visually twisted: stone calls only black obsidian, fire calls black
flames, light casts a sickly green or purple glow, etc.
If you want to choose your specialization as a Dark Magical Girl like in the main CYOA, just
use your Black Coin as a gold or silver to adjust the rolled specialization as above.
If you use the Black Coin to buy the Allies perk, they may be Dark Magical Girls instead of or
along with you.
Using the Black Coin on Someone (or Something) Else:
Inflicting the Black Coin's corrupting power on another person is an inherently evil act, as you
are taking away their free will and brainwashing them to act in a way that's likely to cause
trouble both for them and for others. Magical Girls will become corrupted, while Monster Girls
or Dark Magical Girls will be turned into rampaging monsters, dimwitted at best or mindless at
worst.
Normal non-magical people, animals, or objects will fare little better, though they will be much
weaker with only a single coin's worth of power, essentially your standard monster-of-theweek. Using one to anchor a spell or power a magical device is guaranteed to have some
kind of similarly chaotic result, though the exact details will vary greatly depending on the
magic involved.
Not using the Black Coin:
If you resist the temptation of power, you should probably still keep the coin, to prevent it from
falling into the hands of someone less scrupulous - and a non-magical person would surely
come to a bad end if they fell under the influence of its seductive song, like the purr of a big
cat and the faint taste of dark chocolate and the electric feeling in the air just before a storm,
all at once. No, no, that certainly can't be permitted.
An alternative would be finding a way to destroy it, though that's likely to be difficult. Perhaps
Puchuu would know something about it, but do you really want to ask him for help after doing
this to you? Then again, he seemed very upset about the other Puchuu showing up, so
maybe it would make him just a little more friendly?
So many questions, so many paths you could take. And you're not even half way through
character generation!