[hider=Additional rulings] [h2]Luck[/h2] Luck is a stat that predictably has no clear, obvious way of being applied to any other situation, especially because suffers from the fact that there’s no actual rolling done. For future cases, Luck will be the stat that gives a small bonus to every other stat when performing an action or reaction, serving as a way to improve one’s success or soften one’s failures. Your accuracy, which the CYOA defines as something based off AGI, is partially improved by your LCK, enabling you to turn a graze into a hit or something like that. Your durability, which the CYOA defines as something based off VIT, is partially improved by your LCK, with an attack just missing your vitals or whatever else. STR and MAG are also benefited by LCK. As a mathematical representation, imagine it like this… STR/AGI/VIT/MAG + ¼ LCK = final stat [h2]Stat Costs[/h2] The price of raising your stats will be changed to make it easier to get stats up to 20, but more difficult afterwards. Though the shop does not reflect that change yet, it’ll happen soon enough. 1-20: 1 Gold OR 4 Silver OR 16 Bronze 21-30: 2 Gold OR 8 Silver OR 32 Bronze 31-40: 4 Gold OR 16 Silver OR 64 Bronze These numbers are based off the total of individual stats, taking into consideration the bevy of bonus stats one would get from perks, specializations, benefits, powers, and weapons. [h2]Perk Bonuses[/h2] Every Perk, except for Monstrous Metamorphosis, now grants a +1 to a stat. Please go through the list below and input changes where necessary. This is largely to bridge some of the gap between monster girls and other girls, who already benefit from having access to three whole other tables of perks, as well as some hella potent mutations. [hider=Combat Perks]+1 MAG, Mystic Artifact +1 VIT or MAG, Enhanced Transformation +1 VIT, Disguise Artifact +1 LCK, Hammerspace Handbag +1 VIT or MAG, Healing Artifact +1 AGI or MAG, Wings +1 MAG, Purification Artifact +1 LCK, Awareness +1 STR or MAG, Power Artifact [/hider][hider=Support Perks]+1 LCK, Interdimensional Tourist +1 STR, AGI, or VIT, Training +1 LCK, Interdimensional Home +1 AGI, Incognito +1 VIT, Environmental Sealing +1 AGI or LCK, Get Out of Jail +1 AGI or MAG, Big Damn Hero +1 LCK, Absolute Direction +1 LCK, Big Backpack +1 STR, AGI or VIT, Natural Aging +1 MAG, Overcity Shift +1 LCK, Money +1 Any, Familiar +1 VIT or MAG, Soul Jar +1 MAG, Eternal Style +1 LCK, Fake Parents [/hider][hider=Red Perks]+1 Any, Big Friend +1 LCK, Patron Interference +1 VIT or MAG, Fix-It Band Aids +1 MAG, Memory Link +1 STR or MAG, Leitmotif +1 AGI or VIT, Transfiguration +1 LCK, Watcher +1 MAG, Mirror Move +1 LCK, Snapshots [/hider] [h2]Payment[/h2] Payment in magical coins will work this way for all events, including the Rave/Cindy shebang. At the end of the event, all participants will receive equal rewards, determined by the GM. Afterwards, the GMs will determine whether or not they’ve progressed their Patron’s three overarching goals. If they have, they will receive additional coinage reflecting that. An example of overarching goals is this: [b]Ebon Mint[/b] Beat Up Rival Organizations: Low Reward Fulfill Mission Objectives: Medium Reward Recruit New Magical: High Reward Each of these goals must be pursued separately. If, for example, the mission objective is to recruit a new magical girl, you’ll receive only the ‘mission objective’ reward if you do not then recruit another girl outside the parameters of the mission. Otherwise, however, it is definitely possible to obtain all the goals of your Patron and receive a significant payout at the end of events. GMs will be setting the overarching goals of Beacon and Ebon Mint. Leaders of player organizations can set the overarching goals of their own organization, under the caveat that they cannot pay themselves. Magical girls beholden to a singular patron, whether it be Horror, Deity, Lesser Force, or Puchuu, can set their Patron’s overarching goals. The more specific or difficult to achieve a goal is, the higher the payout. The Payment Benefit doubles your rewards from progressing Patron goals. The Empty Pockets Drawback halves your rewards from progressing Patron goals. If you happen to be beholden to multiple Patrons or Organizations, you only receive the Payment/Empty Pockets modifiers for one set of goals, which should be clarified in your sheet, and must choose which set of goals you’ll want to receive rewards from at the start of an event. Solo girls do not get bonus rewards unless they are working for someone else's Patron/Organization at the start of an event. [h2]Headers[/h2] Everyone has a lotta shit on their sheets that GMs can’t memorize. For future posts, please include a header that contains the character’s stats, powers, perks, specializations, mutations, benefits, and drawbacks. We just need the name, not the paragraph or so of detail. Hopefully, this will reduce the amount of times a shapeshifter slips past the detection of 3 Third Eye girls, and similarly reduce incidents where someone is killed when they’re literally unable to die. [hr] Patrons are allowed to interact with and even assist their chosen magical girl/s, with the following conditions: 1. Direct interference from Patrons in a combat situation or completing objectives on behalf of their chosen magical girl/s reduces coin payout if their interference is not covered in the magical girl's benefits and drawbacks. 2. This reduction is dependent on how great and/or frequent the interference was, and may affect future coin payouts as well. 3. Repeated violations of Patron interference will end up with reduced magical ability of the chosen girl/s and ultimately loss of magic. [/hider]