0% found this document useful (0 votes)
45 views52 pages

SCS OC&FF v2.7

magical girl cyoa

Uploaded by

finfinfin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
45 views52 pages

SCS OC&FF v2.7

magical girl cyoa

Uploaded by

finfinfin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

Accidental Magical Girl CYOA Supplementary Combat System v2.

7
Order & Chaos; Friend & Foe PDF
For use with QuasarBlack’s MGCYOA v1.5.1 and the SCS v2.7

Created by Jeanne D’Code, with help from a number of IRC and Discord regulars, anons on /tg/, /a/, and /m/, and a
number of IRL testers.

This document is meant to be used in conjunction with the MGCYOA SCS v2.7 Core PDF. If you
do not have that document (or the other documents it is based on), the contents of this PDF will
likely make little sense. Make sure you have an applicable character in the SCS before continuing.

In this expansion to the SCS v2.7, you will find the following:

• Information on Patrons, as well as their associated mechanics and abilities.


• Information on Monster Girls, both Natural and Corrupted.
• Information on Corruption and Purification.
• Information on Dark Magical Girls
• A Bestiary of monsters to use in Campaigns and Sessions.

The secretive little puffball. The wizened old man that helps you gain more power. The demon
queen looking to push her own agenda willing to offer a little “push”. Patrons, like the girls they
empower and guide, walk as many different paths as there are stars in the sky. Not all of them
have humanity’s best interests in mind. Many don’t even take humanity’s interests to heart at all.
But they all have one thing in common: They are the source of your power, and it’s in your best
interest to keep in their good graces, at least for now.

Most Patrons have a Rapport stat, which represents how strong the bond is between the character
and their Patron. By default, your Rapport with your Patron starts at 25%.

Patron Missions
Your Patron will periodically give you more specific goals and tasks, referred to as Patron
Missions. Patron Missions are player-created missions intended to give more insight into your
Patron’s goals and motivations, while allowing other characters the chance to interact with that
Patron, directly or indirectly. Patron Missions do award coins and other items as normal, but they
should also award a significant adjustment to your Rapport.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 1
Patron Scan
Each Patron has their channels of information on stuff. The Puchuu know an unhealthy amount
about monsters, Lesser Forces have their specialties, Deities are generally aware of anything
related to them or their own pantheon, Horrors are generally lacking in info beyond their own
interests, and the Beacon and Ebon Mint both have a penchant for info on Corruption.

Patron Scan is an Inherent; Speed ability that grants access to a Target’s information as SP 2. When
you use Patron Scan, you can acquire info on their current health, conditions, tips on defeating
them, weak points, random trivia, and even what sorts of uses their materials have. However,
each Patron has a different mechanic behind their Scan, and some do not give away answers
easily. Others may even lie to you or just have bad information themselves.

Patron Surge
Patrons convey specific ways to help their empowered magical girls. Each Patron has a Surge that
gives you additional abilities. A Patron Surge is only usable if the Rapport you have with the
Patron meets that Patron’s requirements. You gain all of the Patron Surges of your Patron.

Most Patrons tend to avoid combat. After all, if they were going to get their hands dirty doing
normal work, then why would they empower Magical Girls? However, at times Magical Girls
may find themselves at odds with various Patrons: the Lesser Force might be in a squabble with
another Lesser Force, a Deity might have pissed off the wrong mortal, or the Beacon might have
gotten themselves in a position to slay a Horror. For this purpose, guidelines are included with
the Puchuu, Lesser Forces, Deity, and Horror sections, outlining their general creation and battle
capabilities. You are free to adjust these as needed, within reason.

The quintessential puffball typically only concerns itself with the defeat of monster girls and, less
often, the creation of new magical girls to fight. Under the Puchuu, most of your Patron Missions
should be geared towards defeating tougher or more problematic monsters, with the odd
recruitment mission.

➢ Patron Scan (Puchuu) – Speed; Inherent; Patron – No Cost – X = ( ( Rapport / 25% ) + 1 ).


SP 2. Roll Xd6, acquiring the info about the Target as appropriate. If the Target is not a
Monster, X is treated as being 2 lower.
o 1 - Obtain data on the Target’s current HP.
o 2 – Obtain data on the Target’s current Conditions.
o 3 – Obtain data on the Target’s typical Abilities.
o 4 – Obtain data on the Target’s Resistances.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 2
o 5 – Obtain data on the Target’s tactics.
o 6 – Obtain a scrap of random trivia on the Target.
➢ Active Bystander – Active; Patron Surge – No Cost – OpE. Can only be used if your
Rapport (Puchu) is at least 90%. Deploy your Patron as a unit if they are not otherwise
occupied. If the Puchuu is dealt any amount of damage, they will retreat at the start of the
next turn after being dealt that damage. If the Puchuu is inflicted damage, reduce your
Rapport by 40%.
➢ Assault Rush – Active; Assist; Patron Surge – No Cost – X = Total Stat Cost(s) of the Ability
used. Y = Total Sacrifice Cost (if any) of the ability used. As an additional cost of this
ability, you must pay X Copper Coins as well as Y/5 Bronze Coins OR Y/2 Copper Coins.
You can substitute a single Silver Coin for all of the other coin costs of this ability. Cannot
be used unless your Rapport (Puchuu) is at least 50%. Call an Assist to use any one ability
of your choice.

Rapport
Puchuu Rapport adjusts based on how the Magical Girl fares against monsters. They typically do
not tolerate a Monster Girl or Dark Magical Girl under their command, but some will stomach it
if the girl behaves, favoring the destruction of monsters.

✓ Defeating a Monster grants +2 Rapport per 5 BST that Monster had.


✓ Defeating a Monster Girl grants +1 Rapport per 5 TST that Monster Girl had.
✓ Defeating a Dark Magical Girl grants +1 Rapport per 10 TST that Dark Magical Girl had.
 Defeating a Magical Girl with a Puchuu Patron penalizes you 15 Rapport for each.
 Defeating a Magical Girl with a non-Puchuu Patron penalizes you 10 Rapport for each.
 Fleeing an encounter with a Monster penalizes you 1d6 Rapport.
 Getting KO’d in an encounter by a Monster penalizes you 1d10 Rapport.
 Being a Natural Monster Girl decreases your Initial Rapport by 10%.
 Being a Dark Magical Girl decreases your Initial Rapport by 15%.
 Being a Corrupted Monster Girl decreases your Initial Rapport by 20%.

Puchuu-Exclusive Benefits
➢ Emergency Reinforcements – Permanent; Assist; Patron – OpE. Call for backup as an
Assist. The backup comes in the form of a Magical Girl that will use a single random
Specialization Spell at the end of the current round. You do not have to pay Initiative to
use this ability. Instead, decrease your Rapport by half of the value of the Initiative you
would have paid for that Assist (rounded down).
➢ Job Satisfaction – Trigger; Patron – When you KO a Monster in combat, recover 8 HP. If
your HP is at maximum, gain 2 HP until your next Reprieve. If your Stability is less than
100% when this ability activates, recover 4% Stability. If your Rapport is higher than 30%,
this recovery is increased to 14 HP/6% Stability.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 3
➢ Well Connected – Permanent; Patron – During a Reprieve, you can reduce your Rapport
by 5% to obtain 1 randomly chosen Item OR 1 randomly chosen Mundane Weapon (your
choice of type). You must return the Item or Weapon in your next Downtime (assuming
it was not used/broken).
➢ Concerned – Trigger; Patron – OpE. The first time you use Patron Scan on a specific type
of monster, info will be included about any abilities that would directly counter you, such
as a grappler fighting a monster that plays really strong keep-away, or a Time-user
fighting a monster immune to Time magic.
➢ Chatty – Passive; Patron – When using Puchuu Patron Scan, treat X as being 1 higher. If
your Rapport is higher than 40%, treat X as 2 higher instead.

Puchuu Exclusive Drawbacks


➢ Expendable – Permanent; Patron – If your Rapport is less than 20%, you cannot use Patron
abilities.
➢ Cagey – Permanent; Patron – When using Patron Scan (Puchuu), have the GM roll 1d8.
The corresponding value of information is “missing” and will not be provided for the
remainder of the encounter. If you roll 7 or 8, no data is missing for this Scan. If your
Rapport is lower than 30%, roll 1d6 for this ability.
➢ Hostile – Permanent; Patron – When using Patron Scan (Puchuu), have the GM roll 1d4.
The corresponding value of information is incorrect and/or missing, and will be so for the
remainder of the encounter.
➢ Isolated – Permanent; Patron – When using Patron Scan (Puchuu), have the GM roll 1d6.
The corresponding value of information is given as guesswork or low-confidence
information, or is actually just missing entirely. The answer may change over the course
of the encounter.
➢ Distracted – Permanent; Patron – When using Patron Scan (Puchuu) outside of a Patron
Mission, roll 1d10. If the result is not 4 or lower, the Patron Scan fails.

Puchuu in Combat
Puchuu do not typically skirt the front lines, and thus do not typically require stat blocks.
However, when they do, they are clever fighters, luring opponents into traps filled with backup
and as many magical girls as they can muster.

A Puchuu’s stats all start at 2 each. They then gain the total stat bonuses from any Specializations
of girls that they currently have at their disposal (the same Specialization bonus can be conveyed
multiple times this way). Their HP is calculated with 3*VIT instead of 10*VIT. Their EVA is based
on 3*AGI+(LUK/2). They do not have a DEF stat. Puchuu receive 3 MS per turn by default. Once
per turn, as SP 1, they can call a magical girl they have at their disposal as an Assist, without
paying Initiative. This magical girl is a spectral version of the real thing, so even a girl actively
busy can be utilized without penalty. If a Puchuu is killed, it Reincarnates in 1 hour, at no
additional penalty.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 4
Most Lesser Forces are varied in their motivations and goals. Some just want to protect a hoard,
others just need somebody to fetch them coffee from across dimensions, and others still really
need somebody to keep an eye on them while they work out things with that grouchy neighbor
across the street (who is trying to kill them). With Lesser Force Patron Missions, it’s typically
about Quantity, not Quality. They hand out a lot of smaller, less important Missions.
Consequentially, failure doesn’t typically impact your Rapport as drastically as most other
Patrons.

❖ Patron Scan (Lesser Force) – Speed; Inherent; Patron – No Cost – SP 1. Gain a scrap of info
about a Target. You can request what scrap of info you get, or leave it up to whatever the
Patron can provide. In many cases, there is no applicable information due to the Patron’s
limited scope of knowledge.
❖ Trick – Reactive; Patron Surge – No Cost – Can only be used if your Rapport (Lesser Force)
is at least 60%. Re: When a unit uses a Spell that belongs to your starting Specialization,
negate that spell. After negating that spell, you can immediately cast it yourself, using the
same cost. When you use this ability, you cannot use it again until you have Downtime.
❖ Sanctum – Passive; Patron Surge – No Cost – Can only be used if your Rapport (Lesser
Force) is at least 40%. During Downtime, gain +1 CT or +1 RC, your choice when you use
this ability. If your Rapport is at least 75%, you also gain the other bonus you did not
choose.

Rapport
Lesser Force Rapport adjusts in tiny increments over a long period of time. Adjustments will
typically be on a case-by-case basis, as each Lesser Force has their own motivations. A draconic
Patron may seek additions to its hoard and begrudge you losses of money or valuable relics. A
wizard may ask you to find him a lover or some dusty tome, and bemoan the loss of some great
spellbook or wonderous beauty. Monsters and beings of Corruption typically aren’t even on their
radar beyond being nuisances, and they will employ such beings just as easily as kill them.

Lesser Force Exclusive Benefits


❖ Focused – Boost; Patron – When you would cast a Specialization Spell with a MAG cost of
3 or more, you can reduce the cost by 1 MAG. Semi-Generic Spells cost 10 Copper and 1
Bronze less for you.
❖ Subtle – Passive; Patron – When all of the Targets of your Specialization Spell have not
targeted you or been targeted by you in the current encounter, no units (except you) can
use Reactive abilities in response to that Spell or its effects.
❖ Hidden Death – Permanent; Patron – No direct effect in combat.
❖ Payment – Passive; Patron – Patron Missions will award 1d6 RC

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 5
❖ Mental Link – Passive; Patron – Patron Scan can always be used, even if it would not be
available due to an ability or effect.

Lesser Force Exclusive Drawbacks


❖ Limited – Permanent; Patron – Information from Patron Scan (Lesser Force) is incredibly
limited, and will frequently only give fragmentary information. Coin rewards for Patron
Missions will be one tier lower (Silver coins will be given instead of Gold, Bronze instead
of Silver, Copper instead of Bronze) but at the same counts.
❖ Alien Mind – Permanent; Patron – Information from Patron Scan (Lesser Force) may have
gibberish, riddles, or other hard-to-understand nonsense within its results. Patron
Missions may have nonsensical secondary failure conditions.
❖ Alien Tongue – Permanent; Patron – Information from Patron Scan (Lesser Force) will only
provide the bare minimum of info. Patron Missions may have nonsensical secondary
victory conditions.
❖ Rival Force – Permanent; Patron – Patron Missions will frequently involve the Rival in
some way, be it to avoid, eradicate, or otherwise inconvenience the Rival.
❖ Formless – Permanent; Patron – Patron Scan (Lesser Force) only provides a single word
of information unless you have Mental Link. Patron Missions will have very simply-
described objectives.

Lesser Forces in Combat


Lesser Forces vary depending on their nature. Some may have special traits unique to them,
others may be magical beings that are fairly mortal but have amassed an untold amount of power.
In general, a Lesser Force can’t hope to stand up to a Horror or Deity, and may even have trouble
with other Lesser Forces or well-backed Puchuu.

While their stats and additional abilities are frequently dependent on the scenario, Lesser Forces
always have full access to all of the spells of the Specialization they convey. They typically can
only grant access to one or two Specializations. Lesser Forces also typically have access to any
Patron abilities they can convey, such as Focused or Subtle.

The Divine Beings of the world are very up-front with their objective: You are to make them look
good. By doing that, you can spread their influence and maybe get them some of those
worshippers they had back in the day. Monsters and other creatures primarily exist as stepping
stones: whether you’re slaying them or saving them, it doesn’t matter as long as the god you work
for looks good and spreads their word. Patron Missions from Deities are grandiose affairs,
veritable Labours designed to push you and anyone you bring along to their absolute limit, and
the Deity you work for WILL expect you to do most of the heavy lifting.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 6
❖ Patron Scan (Deity) – Speed; Inherent; Patron – No Cost – Sacrifice 5. SP 2. Roll 1d100. If
the result is less than or equal to your Rapport, you gain any and all information on the
Target.
❖ Champion’s Armor – Passive; Patron Surge – No Cost – Gain an Outfit (Uniform). It has 6
Enhancement slots. It is considered Soulbound to you. When you obtain it, it comes with
all 6 slots filled in advance, using Enhancements that your Deity has chosen to suit their
portfolio. While your Rapport (Deity) is less than 20%, you can only use the first
Enhancement. For every 20% Rapport you have, another Enhancement (in order) unseals
itself for use (if your Rapport dips below the threshold, you lose that Enhancement and
must earn it again). Champion’s Armor can’t gain additional slots from Augments.

Rapport
The Gods and Goddesses have empowered you for one reason: to spread their word through
great accomplishments. Meet their overzealous and often unfair expectations and you will be
handsomely rewarded in all manners possible. Fail, and you will be chided. Outright replacement
is rare (Deities don’t consider you as expendable as Puchuu do), but isn’t completely out of the
question.

✓ Each time you KO a unit with a CST at least 10 higher than yours, gain +3% Rapport.
✓ Each time you use a Patron ability in an encounter, gain +1% Rapport. You can only gain
this benefit a maximum of 3 times in a single encounter.
✓ Each time you succeed in a Patron Mission (even ones that are not from your Patron), gain
5% Rapport.
✓ Each time you deal the final blow against a unit with 200 or more maximum HP, gain 10%
Rapport.
✓ Each time you would be dealt damage but are inflicted no damage, gain 2% Rapport
 Each time you are KO’d in an encounter, lose 10% Rapport.
 At the end of an encounter where you used no Patron abilities, lose 4% Rapport.
 At the end of an encounter where you dealt no damage to enemies, restored no HP or stats
to allies, and applied no Conditions, lose 4% Rapport.
 Each time you fail a Patron Mission (even ones that are not from your Patron), lose 10%
Rapport.
 Each time you are inflicted damage by an opponent, lose 1% Rapport.

Deity Exclusive Benefits


❖ Divine Competence – Passive; Patron – Your Competence may provide a benefit of up to
2d10 in combat, determined by the GM. When you actively use your Competence, gain
1% Rapport.
❖ Paragon – Passive; Patron – The stats provided by this benefit are considered to be
additions to your Base stats.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 7
❖ Well Known – Permanent; Patron – Your Patron’s Initial Rapport starts at 50% instead of
25%.
❖ Clergy – Passive; Patron – During a Reprieve or Downtime, you may opt to not progress
any Crafting in order to gain 1d6 % Rapport with your Patron.
❖ Blessing – Passive; Patron – When you obtain this ability, choose one of the following
spells. You gain access to that spell as long as this ability is not nullified. During
Downtime, you can change the spell you have by reducing your Rapport by 5%.
o Benediction – Active; EX Spell; Patron – No Cost – X = Target’s missing HP. Target
gains X Initiative. You cannot Target yourself with this ability.
o Hymn – Speed; EX Spell; Patron – No Cost – SP X. Restore Xd6 HP to all allies.
o Warcry – Active; EX Spell; Patron – No Cost – OpE. Apply [Heroism] (3t) to the
Target. You cannot Target yourself with this ability.
o Smite – Active; EX Spell; Patron – No Cost – Decrease your Rapport by X%. KO any
foes with CST lower than X.

Deity Exclusive Drawbacks


❖ Rites – Permanent; Patron – During Downtime, you can choose to gain 1 less CT or spend
1 RC. If you do not do either, lose 10% Rapport.
❖ Arrogance – Permanent; Patron – Penalties to your Rapport are doubled.
❖ Hidebound – Permanent; Patron – During a Reprieve, you can choose to gain 1 less CT. If
you do not, lose 10% Rapport.
❖ Unknown – Permanent; Patron – Your Patron’s Initial Rapport starts at 5% instead of 25%.
❖ Trickster – Permanent; Patron – Patron Scan (Deity) will periodically give information
that is missing information or has misleading information. Should only be taken by the
well-informed or those seeking a fierce challenge.

Deities in Combat
A God is an exceptionally powerful being. Not to be trifled with lightly, Deities can effortlessly
push mortals into their graves, even ones that have a habit of popping right back out of those
graves. Deities frequently only intervene if their own pride is threatened directly, or if another
deity has crossed a line. Their power also exceeds that of most other individual entities, granting
a wide variety of Specializations based on their own portfolio.

A Deity’s stats start at 9 each, applying each of the stat bonuses from their Specializations. Their
HP is calculated as 25*VIT. Their EVA and DEF is calculated normally. Each turn, a Deity gets 2
Turn Actions and 3 Movement Steps. Deities also gain access to every Spell of every Specialization
they can grant, and typically have more spells to call upon beyond that. Deities have no less than
50% Resistance to any Damage Attributes of Specializations they can provide, and frequently
have 100% or greater for their core Specialization(s). Deities frequently have multiple Powers
and/or Monstrous Mutations they can call upon, as well. Deities do not have CP, and do not have

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 8
to pay the costs of any Corrupted Spells/Powers/Mutations they may have. Unlike Puchuu or
Horrors, Deities can also utilize equipment and augments as they wish.

Like Deities, the Beacon is very up-front with their goals: they want Corruption eradicated.
Completely. This will require you to frequently get your hands dirty fighting monsters,
destroying Horrors, and purifying as many of those evil little souls as you can get your hands on.
Patron Missions from the Beacon almost always revolve around these goals: requirements
frequently involve “Purify or Kill” objectives or extermination requests. Periodically, though, a
mission to recruit a new ally or talk a girl out of biting the Black Coin Bullet will crop up.

❖ Patron Scan (The Beacon) – Speed; Inherent; Patron – No Cost – SP 2. Will provide
information on status, tactics, or abilities of the Target, but only if the Target is a Monster,
Dark Magical Girl, Corrupted Monster Girl, or Horror-Patron Aligned Girl.
❖ Rally – Active; Patron Surge – No Cost – OpR. Can only be used if your Rapport (The
Beacon) is at least 50%. Target a unit that has already taken a turn this round. That Target
takes another turn immediately after your current turn. This ability cannot Target a unit
that has Corruption.
❖ Faith – Active; Patron Surge – No Cost – OpE. Can only be used if your Rapport (The
Beacon) is at least 90%. Until the start of your next turn, no unit can be dealt damage from
any other unit’s abilities or effects. This effect does not apply to units with Corruption.
Skip the turn that this effect concludes.

Rapport
The Beacon’s goal to eradicate Corruption and Horrors (which it considers a potential threat
alongside Corruption, if not part of it) is forefront to your objectives at all times. Secondary to
that, but still very important, is the protection of humanity. After all, the main reason The Beacon
seeks to destroy Corruption is to prevent it from harming humanity.

It should be noted that the Beacon does not consider Natural Monster Girls to be a direct threat
to humanity.

✓ Each time you KO a Horror-aligned Magical Girl, gain +3% Rapport.


✓ Each time you KO a Monster, gain +1% Rapport.
✓ Each time you KO a Dark Magical Girl, gain +5% Rapport.
✓ Each time you KO a Corrupted Monster Girl, gain +10% Rapport.
 Each time you willingly ally with a known Horror-aligned Magical Girl, lose 8% Rapport.
 Each time you willingly ally with a known Dark Magical Girl, lose 16% Rapport.
 Each time you willingly ally with a known Corrupted Monster Girl, lose 24% Rapport.
 If you are a Natural Monster Girl, your Initial Rapport is 15%.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 9
 If you are a Dark Magical Girl, your Initial Rapport is 10%, you lose 5% Rapport during
each Reprieve, and 10% Rapport during Downtime.
 If you are a Corrupted Monster Girl, your Initial Rapport is 1%, you lose 10% Rapport
during each Reprieve, and 20% Rapport during Downtime.

Beacon Exclusive Benefits


❖ Perfect Life – Passive; Patron – During Downtime, you gain +1 RC when you spend CT to
gain RC.
❖ Spark – Passive; Patron – When a foe targets you with an ability that provokes a Contest,
increase your side of that Contest by 10.

Beacon Exclusive Drawbacks


❖ Vow – Permanent; Patron – When you obtain this ability, choose a Vow from the following
list. Each time you break your Vow, you lose 10% Rapport.
o Courage – Not permitted to Flee combat. You can still use Flee to break
Engagements.
o Conviction – Not permitted to designate a new foe as a target until the previously-
targeted foe is defeated.
o Generosity – If an ally has less HP than you and they are missing HP, you must
devote your turn to attempting to heal them if it is possible.
o Chastity – Not permitted to be inflicted damage from abilities more than 7 times
in a single encounter.
o Piety – If a unit has CP, you must devote your time to attempting to purify them
in any way possible.
o Humility – You cannot deal the final blow against the last foe in an encounter
unless you are the only remaining unit on your side of the encounter.
o Restraint – Not permitted to inflict damage higher than your CST, unless your HP
is less than 70% of its maximum.
❖ Excommunication – Permanent; Patron – If you are directly responsible for the death of a
Beacon aligned non-Corrupted Magical Girl, you lose 50% Rapport. If your Rapport with
the Beacon is 0%, you lose your Patron and Patron abilities, and are marked as a traitor.

The twisted beings from The Beyond, Horrors make for some of the most frustrating and taxing
bosses of Magical Girls. Their objectives are often alien and incomprehensible, and poorly defined
to boot. Patron Missions will frequently be disconnected from each other, working towards a goal
you cannot even begin to comprehend. With your sanity slowly slipping due to their influence,
and the otherworldly powers granted by them, many label you just another denizen of the
Corruption, or something much worse.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 10
Horror-aligned units cannot use Patron Scan, simply because Horrors do not know or care about
creatures beyond ones directly involved in their goal.

Rapport & Stability


Horrors do not hold Rapport due to their binary nature: you are either helping them or you are
not helping them, and if you’re the latter you are likely dead or insane. Instead, Horrors affect a
stat known as Stability. Stability starts at 100% and is held by all units, even ones not affiliated
with the Horrors. Certain abilities cause your Stability to decrease. At the start of an encounter
where a unit’s Stability is less than 100%, that unit must roll 1d100. If the result of the die roll is
greater than the unit’s Stability, Apply [Horrified] (Encounter) to the girl if they are a Horror
Patron aligned girl. If they are not Horror-aligned, Apply [Inert] (5r) to that unit instead.

You recover 1d8 Stability during a Reprieve, and 1d12 Stability during Downtime. If a unit’s
Stability falls to 0%, the unit is Dead and must Reincarnate, or they fall into a coma and cannot
be utilized. When a unit Reincarnates, their Stability starts at 100% again.

❖ Pact Weapon – Passive; Patron Surge – No Cost – X = Number of Enhancements on the


weapon. Obtain a Weapon created by your Horror for your use. The weapon has 10
Enhancement Slots, one of which is filled for free (as if it were a Starting weapon). The
weapon can be upgraded as normal. A Pact Weapon cannot gain additional Enhancement
slots from Augments. Each time you end a turn with the weapon equipped, you lose X
Stability.

Horror Exclusive Benefits


❖ Minions – Passive; Patron – You gain the following spells. When you use this spell, you
may choose to lose 1d8 Stability instead of paying the Sacrifice cost.
o Invoke [Spawn] – Active; EX Spell; Patron – 3% Stability – Sacrifice 25. Summon
up to 3 Spawn for 5 Turns.1 These Spawn act immediately before or after your turn
(at your command), but do not act in the round they are summoned. If you have a
Bane, they share that Bane.
o Invoke [Gigas] – Active; EX Spell; Patron – 5% Stability – Sacrifice 40. Summon 1
Gigas for 5 Turns.2 The Gigas shares your Bane, if any.
❖ Marked – Passive; Patron – Damage dealt to you is decreased by a value equal to your
BST for the purposes of Evasion only. The actual damage being dealt is not adjusted. You
are easily identified as a Horror-aligned Girl. Each time you are inflicted damage, reduce

1
Spawn have 5 points in all stats, EVA +5, DEF 1, 30 HP, 10% Crit Rate, and Attack with STR at Optimal (0,1).
Immune to Conditions other than KO’d. A unit that is damaged by a Spawn’s ATK ability loses 1d4 Stability. 4
Spawn can combine to create a Gigas, which intrudes (but does not act) at the end of the round. When a Spawn’s
HP is reduced to 0, they can Attack the unit that reduced their HP to 0 (as Reactive), adding their VIT to their STR
for damage dice.
2
Gigas have 10 points in all stats, EVA-4, DEF 6, 80 HP, 5% Crit Rate, and Attack with STR at Optimal (1,2). Immune
to Conditions other than KO’d. A unit that is damaged buy a Gigas’ ATK ability loses 1d6 Stability. The unit that KO’s
a Gigas loses 1d8 Stability.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 11
your Stability by 4%. Each time a unit attempts to deal you damage but the damage
inflicted to you is 0, reduce that unit’s Stability by 2%.
❖ Creeping Doom – Passive; Patron – Reduce the loss to Stability due to Horror Patron
abilities by 3%. Increase the Stability loss of foes due to your Horror Patron abilities by
2%.
❖ Reasonable – Passive; Patron – While on a Patron Mission, your allies will not lose
Stability due to your abilities.
❖ Takes One To Know One – Trigger; Patron – When you inflict damage to a foe, you
immediately know if that unit is aligned with a Horror, which Horror, and also receive
full information on their Damage Affinities, as well as their Bane (if they have one). If that
unit is Horror Patron aligned, you then gain Temporary Linkage (Link Rating 1, untyped)
with that unit, until the end of the encounter.

Horror Exclusive Drawbacks


❖ Quick Tempered – Trigger; Patron – Each time you Reprieve in a Patron Mission, decrease
your Stability by 3% and the Stability of all allies by 2%. If you have Creeping Doom, you
only lose 1% Stability, but this loss is not mitigated.
❖ Insomnia – Permanent; Patron – Stability recovered during a Reprieve or Downtime is
reduced to 1d4.
❖ Bane – Trigger; Patron – When you obtain this ability, choose a Damage Attribute (except
True). Damage of this attribute gains Ignore DEF. When you are inflicted damage of the
chosen type, you immediately lose 5% Stability.
❖ Mind Bent – Permanent; Patron – You cannot recover more than half of your missing
Stability from any effect.
❖ Fearsome Reputation – Permanent; Patron – At the end of an encounter where you
activated a Horror Patron ability, decrease the Stability of all allies by 2%.

Horrors in Combat
Horrors are incredibly elusive because they rarely intrude on the planes of existence where they
can be properly stabbed. Properly motivated, though, they can be enticed to come out to play.

Horrors have a BST of 65, distributed as desired. They do not get any stat bonuses. They do not
have any Spells, other than the Invoke [Spawn] Spell (which summons 10 Spawn when used).
They do not have a Stability stat. Horrors ignore Scope, Optimal, and Focus of all abilities they
use and all abilities used on them. Horrors do not get Movement Steps on their turn, but they do
get 3 Turn Actions.

Killing a Horror, while no easy feat, is a permanent affair. Once it dies, it relinquishes control of
all units under its command, and any comatose units under its thrall will eventually recover.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 12
The ever-elusive Mint. Many claim to be their agents, but many others claim they don’t even exist,
that the Corruption simply gives this puppet organization its strings. Whatever the case, the Ebon
Mint serves as the main force that creates the Black Coins and empowers Corrupted beings.

The Ebon Mint does not have a Patron Scan or Rapport. Your Patron Scan and Rapport will come
from your other Patron. The Ebon Mint or its agents may provide Patron Missions, but these will
vary wildly in nature, from spying on other Patrons to assassination to “recruitment” of new
members of the Mint.

❖ Blackmail – Active; Patron Surge – No Cost – Has no Rapport requirement. Target a unit
that you used a Corrosion Attack on in the previous round that gained CP from that
Corrosion Attack. That unit chooses to decrease their stats by 4 each OR reduce their
current HP by half.

Ebon Mint Exclusive Benefits


❖ The Black Coin – Relic; Patron – You obtain a single Black Coin. The Black Coin can be
used once. By absorbing it into yourself, you become a Corrupted being and must opt to
become either a Monster Girl or a Dark Magical Girl (follow the CYOA’s instructions on
this first).
❖ Non Exclusivity – Permanent; Patron – Provides no additional benefit. Your Patron Scan
and Rapport come from the Patron type you select with this ability.

Ebon Mint Exclusive Drawbacks


❖ Debt – Permanent; Patron – Provides no combat benefit.
❖ Betrayal – Permanent; Patron – Provides no combat benefit.

Working alone. A double-edged existence where you balance between being beheld to nobody
and being able to work with anybody. You are your own master, but you also have no backup or
support.

❖ Observe – Speed; Inherent; Patron – SP 1. Analyze a Target and potentially perceive info
about them. That information is added to your Compendium.
❖ Recover Info – Speed; Inherent; Patron – SP 1. Retrieve info from your Compendium and
correlate it with the Target’s status.
❖ Rebellion – Passive; Patron Surge – No Cost - Damage you would deal to Patrons is
increased by 50%. If you inflict damage to a Patron, that Patron loses 25 HP.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 13
❖ Guesswork – Passive; Patron Surge – No Cost - OpR. When you deal damage of a Target’s
Weakness or Resistance, roll 1d100. If you roll less than 50, you can immediately add info
on that attribute to your Compendium.
❖ Efficiency – Passive; Patron Surge – No Cost – OpR. When you use an Assist, decrease the
Initiative cost of that Assist by 5.

Rapport
Solo girls hold a Rapport stat with each Patron they interact with on an individual basis. All
interactions with The Beacon and The Puchuu as one general Rapport for each. Each Lesser Force
and each Deity is tallied separately. Solo girls do not keep Rapport with Horrors (because Horrors
do not keep Rapport) or the Ebon Mint (unless they are also Corrupted).

Solo Benefit
❖ Free Agent – Passive; Patron – While participating in a Patron Mission, you can use the
Patron Scan of the Patron that assigned the Mission. While using a Patron Scan, you can
use Recover Info or Observe as Boost instead of SP 1.

Solo Drawback
❖ Alone – Permanent; Patron – Has no additional effects.

❖ Mystic Might – Passive; Patron – The stat bonus from this ability is considered a Boost
stat.
❖ Physical Prowess – Passive; Patron – The stat bonus from this ability is considered a Boost
stat.
❖ Retrieval – Reactive; Patron – Re: At the end of a round where you are KO’d while in a
Patron Mission, you may call your Patron to retrieve your body. You cannot return to the
current Patron Mission. You can use this ability while KO’d.
❖ Mana Font – Passive; Patron - At the start of an encounter during a Patron Mission,
recover 2 MAG or VIT in any combination.
❖ Gifted Item – Relic; Patron – In the place of the listed relics, you can obtain any Relic in
the SCS Core PDF, except for Soul Gem or Miracle Stone.
❖ Supplier – Passive; Patron – You can request non-magical Items, Weapons, and Outfits
from your Patron. The requested item(s) will be available at the start of your next Quest
or Patron Mission. If you place the request while in the middle of a Quest or Patron
Mission, they will arrive during your next Reprieve.
❖ Genki Girl – Passive; Patron – The value of all Channel effects is doubled. You still can’t
recover more than the stat(s) paid with the Channel effect.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 14
❖ Transportation – Boost; Patron – While in a Patron Mission, you can use the Move ability
to move 2 Stages with only 1 MS, or move a Stage that would normally require 2 MS with
only 1 MS.
❖ Magical Overload – Permanent; Patron – You become a Natural Monster Girl. Make
adjustments to your character based on the CYOA Patron Document’s guidelines.

❖ Mana Starved – Permanent; Patron – The penalty to your stats comes from your Boost
stats.
❖ Health Sapping – Permanent; Patron – The penalty to your stats comes from your Base
stats.
❖ Big Brother – Permanent; Patron – Has no effect on combat.
❖ Clueless – Permanent; Patron – When using Patron Scan, info will be missing or obviously
guesswork on the Patron’s part. Status information will usually be unaffected by this
ability.
❖ Empty Pockets – Permanent; Patron – Downgrade the coin rewards from your Patron’s
Missions by 1 step (Gold -> Silver; Silver -> Bronze; Bronze -> Copper).
❖ Loud – Trigger; Patron – When you use Patron Scan, the result will be shared with all units
in the encounter.
❖ Paranoid – Permanent; Patron – When you participate in a Patron Mission from your
Patron, you cannot bring allies that do not share your Patron or are not Solo girls.
❖ Vendetta – Permanent; Patron – Patron Mission requirements may randomly shift to
involve dealing with the rival.
❖ Monstrous Form – Permanent; Patron – Provides no additional benefit or drawback.

When you take the Monstrous Form/Magical Overload abilities or use the Black Coin to become
a Monster, your body takes a new shape that permanently changes how you function in combat.

Monster Girls have different forms than Magical Girls do. Instead of Civilian and Transformed
Forms, Monster Girls have a Sealed and an Unsealed Form. Just like how normal Magical Girls
revert to their Civilian Form when KO’d, Monster Girls return to their Unsealed Form when
KO’d. TST and BST work with the new forms: TST is associated with the Unsealed Form, while
BST is associated with the Sealed form. Effects that work on Civilian Form work on the Sealed
Form, while effects that work with Transformed Form work on Unsealed Form, and in most cases
the terms are interchangeable in effect text.

While Sealed, Monster Girls lower their stats to no more than 4 points each (plus adjustments to
Base Stats). If you have the Enhanced Transformation perk, you instead are considered

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 15
Suppressed (not Sealed), and you retain up to 6 points in each stats (plus your adjustments to
Base stats) Monster Girls also do not have the Transform or Revert abilities, gaining new abilities
as appropriate. Monster Girls are ALWAYS considered to be Magical beings, and as such always
incur the +50% Resistance to non-magical damage inflicted to them.

This section and future sections of the PDF refer to “Monstrous” abilities. Monstrous abilities only
function while you are Unsealed, unless otherwise stated.

❖ Unseal – Active; Inherent – Return to your Unsealed Form. Immediately end your turn.
Non-Monster Girls do not have this ability.
❖ Seal – Active; Inherent; Monstrous – Seal or Suppress yourself, adopting your
Sealed/Suppressed Form. While you are Sealed, you retain access to any Specialization
Spells of your original Specialization. Non-Monster Girls do not have this ability.

If you became a Monster Girl by obtaining the Magical Overload ability, you are a Natural
Monster Girl. Natural Monster Girls do not have Corruption, and thus do not have CP. Natural
Monster Girls also only have the Basic Mutations from the CYOA and DO NOT receive Corrupted
Mutations.

Basic Body Mutations


❖ Centaur Layout – Permanent; Monstrous – When you obtain this ability, choose one of
the following effects:
o Slider – Permanent; Monstrous – When you use the Move ability, you MUST use
it at SP 2 or higher. When you use the Move ability, you can move 1 Stage that
would require 2 MS using only 1 MS.
o Multistep – Speed/Permanent; Monstrous – SP 2. Move 1 step in relation to two
units. // While Unsealed, if there is more than one other unit in the encounter, you
cannot use the Move ability.
❖ Nonstandard Limbs – Permanent; Monstrous – X = number of Relics you have refitted.
Relics you acquire must be refitted to be usable in Unsealed Form. Refitting a Relic costs
( 5 * ( X+1 ) ) Copper coins. Glyphs (and items they are on) and Miracle Stone relics do not
need refitted to be used.
❖ Noncorporeal – Permanent; Monstrous – Increase your Bash, Slash, and Pierce Resistance
by 80%. Reduce your Resistance to damage inflicted by Spells by 70%.
❖ Amorphous Body – Permanent; Monstrous – Increase your Base EVA by 10.
❖ Wings – Permanent; Monstrous – Provides no additional benefit.
❖ Thick Skin – Permanent; Monstrous – The stats provided by this ability are considered
Boost stats.

Basic Mind Mutations


Mind Mutations will have different effects based on whether the unit is Corrupted or Natural.
All Mind Mutations are Permanent; Monstrous abilities. All Mind Mutations apply even if you
are Sealed. If you have Mind Mutations from different sources, they follow the nature of that

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 16
source: If you are a Natural Monster Girl but use a Black Coin to become a Dark Magical Girl, the
Mind Mutation you obtain from being a Dark Magical Girl is Corrupted, while your original
Mind Mutation is Natural.

❖ Dominator
o Natural – At the start of the encounter, if your CST is not the highest of all units,
decrease your Critical Hit Rate by 25%, and decrease your Initiative by 25.
o Corrupted – At the start of your turn, if your CST is the highest of all units in the
encounter, lose 1 CP in a stat of your choice.
❖ Altruist
o Natural – Until the end of your third turn in combat, add the following effect to all
abilities you use: You can Sacrifice 15 to ignore this effect. Roll 1d6 when using this
ability.
▪ 1~2 – Ability works as normal
▪ 3~4 – Ability’s Target(s) must include the unit with the lowest CST (other
than the user).
▪ 5~6 – Ability’s Target(s) must include the unit with the lowest HP (other
than the user).
o Corrupted – If you restore a unit’s HP (other than your own), and their HP was
lower than yours, you can reduce one stat’s CP by 1.
❖ Devourer
o Natural – At the start of your turn, if you have an expendable Item in your
inventory, you must use it as normal (targeting yourself), if possible.
o Corrupted – Each time you use an Item on yourself, lose 1 CP in a stat of your choice.
❖ Warrior
o Natural – At the end of a round, lose 5 HP if you did not KO a unit during that
round. Has no effect in the first round of combat.
o Corrupted – Each time you KO a unit, lose 1 CP in a stat of your choice.
❖ Hoarder
o Natural – You cannot use the Pass Item ability. You cannot use the Use Item ability
unless it is to use a Relic or your HP is less than 20% of its maximum.
o Corrupted – At the start of your turn, if you have 200 Copper coins’ worth of Items
in your inventory, lose 1 CP in a stat of your choice.
❖ Builder
o Natural – While your DEF is less than 5 and your EVA is less than +10, decrease
damage you deal by 50%.
o Corrupted – At the start of your turn, if your DEF is higher than 10 OR your EVA
is higher than +20, lose 1 CP in a stat of your choice.
❖ Chaos Engine

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 17
oNatural – At the start of your turn, roll 1d6 (No Fortune Boost). If the result is 5 or
6, during that turn, Apply [Randomly Selected Condition] (1t) to any Target(s) of
your abilities, each time they are Targeted.
o Corrupted – Each time you inflict damage to an ally, restore HP to a foe, or apply a
Condition to any unit, lose 1 CP in a stat of your choice. You cannot gain this effect
more than 3 times per turn.
❖ Crab Bucket
o Natural – When you use an ability on a Target(s) that deals damage, lose 3 HP for
each Target that had HP lower than yours, unless your HP is the highest in the
encounter.
o Corrupted – When an ability you use reduces a unit’s HP from being higher than
yours to being lower than yours, lose 1 CP in a stat of your choice.
❖ Destroyer
o Natural – When using an ability that deals damage, you must first Target the unit
with the highest absolute value of stat modifiers. This ability does not prevent you
from targeting yourself. This ability ignores Absolute Direction.
o Corrupted – When you deal damage to the unit with the highest absolute value of
stat modifiers, lose 1 CP in a stat of your choice.

Basic Soul Mutations


❖ Weakness – Permanent; Monstrous – When you obtain this ability, choose a Specialization
other than your own or Oddball. Damage inflicted to you by this Specialization increases
by 2d12. Your side of Contests against that Specialization’s spells is reduced by 15. This
ability has no effect on spells that do not originate from a Specialization, including spells
used by a Relic.
❖ Horrendous Luck – Trigger; Monstrous – When you attempt to use Fortune Boost, roll 1d4
(cannot Fortune Boost) and apply the appropriate effect based on the result of that roll:
o 1 – Negate that Fortune Boost.
o 2 – Instead of gaining dice from Fortune Boost, you lose them instead.
o 3~4 – Fortune Boost works as normal
❖ Broken Reincarnation – Permanent – When you complete a Reincarnation, all of your non-
Inherent abilities are nullified (except Broken Reincarnation). During a Reprieve or
Downtime, one randomly-selected ability is returned to you.
❖ Redirect Magic – Passive; Monstrous – The stat changes provided by this ability are
considered Boost stats.
❖ Second Specialization – Passive; Monstrous – You obtain the stat(s) associated with the
Specialization of your choice. You gain a SINGLE spell of your choice from that
Specialization’s starting kits. If you obtain this ability via Double Chaos, gain 3 CP each
time you use one of that Specialization’s spells.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 18
❖ Powerful Aura – Passive/Reactive; Monstrous – Foes cannot Target you with their abilities
unless you are at Near range or closer to them. If a foe attempting to target you with an
ability has Absolute Direction, they can only Target you if you are at Far range or closer.
// Re: At the start of your turn, all non-KO’d allies recover 1 LUK.

The power of Black Coins and the Corruption they hold is intoxicating, both for players and the
characters they control. Players desire the seemingly free stats that the Corruption offers, while
characters feel enticed by the promises of power it gives.

Corruption is a stat held by both Dark Magical Girls and Corrupted Monster Girls. Normal
Monsters also have it, but it functions differently for them. When you use the Black Coin, you
gain Corruption Points (CP) of 0 in each stat (meaning you have 5 stats of 0 CP each). Units
without Corruption do not have CP at all, and are unaffected by abilities that would adjust it, and
cannot use abilities with CP costs.

When an ability increases your CP, you can usually choose what stat that CP goes into (some
abilities will tell you to put the CP in a specific stat). If a stat’s associated CP value matches or
exceeds the stat’s default value, that stat is considered Corroded. Corroded stats can’t have their
CP increased directly (if an ability says you have to put the CP into a specific stat, distribute it
evenly amongst all non-corroded stats).

If you are a Dark Magical Girl, having a stat Corroded applies a penalty to your combat function
until the stat is no longer Corroded. This effect is NOT a Condition and cannot be removed except
by reducing the CP of the stat.

Stat Corroded Effect


STR Decrease ATK damage dealt by 5d4
AGI Decrease your EVA by 20
VIT Lose 2d6 HP at the start of your turn
MAG Cannot use Spell abilities
LUK Cannot use Reactive abilities

If you are a Corrupted Monster Girl, having a stat Corroded PERMANENTLY reduces your
Maximum HP by 1. This loss of HP does not get removed if the stat stops being Corroded. Your
Maximum HP can’t become less than 1 due to this effect.

Whether you are a Dark Magical Girl or a Corrupted Monster Girl, if all of your stats become
Corroded, the character is rendered unplayable until they are no longer fully Corroded.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 19
During a Reprieve, you lose 5 CP in all stats. During Downtime, you lose 10 CP in each stat OR
half of your CP in each stat (rounded up), whichever is lower (on a stat-by-stat basis).

Purification
Purification is the process by which a Magical Girl attempts to remove Corruption from a unit.
Magical Girls can utilize the following ability. Natural Monster Girls do NOT get access to this
ability, despite not having Corruption.

❖ Purification Attack – Active; ATK; Inherent – No Cost – Attack the Target with your
current weapon. Damage inflicted is halved, but reduce the Target’s CP by a value equal
to your BST (distributed evenly amongst their CP values). If this ability deals a Critical
Hit, apply the Critical Damage Bonus to your BST for determining CP reduction. If the
any of the Target’s CP values were reduced to 0 by this effect, the Target cannot use
abilities or effects that increase their CP until the end of their next turn.

When a unit’s CP values are all reduced to 0, Apply [Stasis] (1t) to that unit. While in Stasis, the
unit can choose to be purified if they so wish. If they opt to not be purified, combat resumes as
normal. Against an unwilling unit, you can forcibly purify them by inflicting damage with a
Purification Attack that results in their HP being 0 and their CP values all being 0.

Regardless of the method used, a Corrupted unit that is purified takes one of the following
options:

❖ Become a Dark Magical Girl. Recreate the unit as a DMG. This option can only be taken
by Corrupted Monster Girls, and only if they were willingly purified.
❖ Become a Natural Monster Girl. Remove all Corrupted Mutations. This option can only
be taken by Corrupted Monster Girls, and only if they were willingly purified.
❖ Become a normal Magical Girl. The new Magical Girl will serve your Patron or become a
Solo magical girl. If they have a Patron via Non-Exclusivity, they may choose to remain
with them instead.
❖ Become a normal human. Lose all non-Generic spells. Lose your starting weapon and
outfit. Retain any coins, items, relics, or extra Weapons and Outfits acquired.

If the unit was forcibly purified, the unit that purified them chooses the result of the purification.

Forced Corruption
Corruption never truly vanishes. Purification can remove its ill effects and grant an opportunity
for salvation, but exposure to Corruption will cause those effects to resurge anew.

If you are a Dark Magical Girl or a Corrupted Monster Girl, you do not get the Purification Attack
ability, but you obtain the following ability instead.

❖ Corrosion Attack – Active; ATK; Inherent; - No Cost – Attack the Target with your current
weapon. Damage inflicted is halved, but increase the Target’s CP by a value equal to your

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 20
BST (distributed evenly amongst their CP values). If this ability deals a Critical Hit, apply
the Critical Damage Bonus to your BST for determining CP gain. If the any of the Target’s
CP values were Corroded by this effect, the Target can only use abilities or effects that
increase their CP until the end of their next turn.

If a reformed unit of any kind has 2 or more Corroded stats after a Corrosion Attack, they return
to the state they were in before their last Purification. Their CP values are reset to 1 each, and they
must be purified once more.

The more sordid counterpart to the magical girl, Dark Magical Girls are corrupted beings in
between the more dangerous Monster Girl and the purer Magical Girl. Dark Magical Girls are
created by using a Black Coin to just obtain a little power, as opposed to a lot more. When you
create a Dark Magical Girl, you choose to obtain a Weapon or a Power.

If you are a Natural Monster Girl that gains access to a Black Coin, or a Corrupted Monster girl
that gained access to a second Black Coin, you can choose to become a Dark Magical Girl in
addition to being a Monster Girl. In this case, your Dark Magical Girl abilities and equipment do
not function and cannot be used while Sealed or Suppressed.

Chaos Magic
Regardless of whether you choose a Weapon or a Power, you gain access to Chaos Spells. When
you have Downtime, after tallying your CP loss for Downtime, you can obtain up to 3 Chaos
Spells. During a Reprieve, you can trade out a Chaos Spell you know for another Chaos Spell (or
obtain a new Chaos Spell if you have an empty slot). If a Chaos Spell is nullified, it is removed
from your Ability list, although you are not stopped from simply re-obtaining it normally.

When you pay a CP cost for a spell, you gain CP in a stat of your choice (or the stat that is listed).

❖ Chaos Barrier – Reactive; Chaos EX Spell – 3 CP – Re: When you would be inflicted
damage, you can reduce that inflicted damage by 75% (after applying
weakness/resistance).
❖ Chaos Charge – Boost; Chaos EX Spell – 3X CP – When you would use a spell that deals
non-True damage, increase that damage dealt by Xd10.
❖ Chaos Dash – Speed; Chaos EX Spell – 4X CP – SP 2. Scope (X). Move to Close range to
the Target.
❖ Chaos Delta – Active; Chaos EX Spell – 3 CP (VIT) – X = Lowest current HP of you and
both Targets. Scope (0,1,2,3,4). Target 2 other units. The HP of yourself and those Targets
becomes equal to X.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 21
❖ Chaos Lash – Active; Chaos EX Spell – 2 CP – X = ( Your current total CP / 2 ). Deal X True
damage to a Target.
❖ Chaos Slayer – Active; Chaos EX Spell – 7 CP – You can only Target a Corrupted Monster
Girl with this ability. Deal 3d20 True damage to the Target.
❖ Chaos Surge – Active; Chaos EX Spell – 3X CP – Recover X points of a single stat of your
choice. The CP gained as this ability’s cost must go into the chosen stat.
❖ Chaos Warp – Reactive; Chaos EX Spell – 4 CP – OpR. Re: When a unit is targeted with an
ability, change that Target to yourself.
❖ Destabilize – Speed; Chaos EX Spell – 5 CP – SP 2. Terminate any currently active Fusions.
❖ Devour Soul – Active; Chaos EX Spell – No Cost – Sacrifice 4X. OpR. Decrease your CP by
X, distributed as desired.
❖ Disobedience – Active; Chaos EX Spell – 5 CP – Nullify all of the Target’s Patron abilities
until the end of the encounter.
❖ Fleeting Chaos – Active; Chaos EX Spell – 15X CP – OpR. Immediately take X additional
turns after this turn ends. During these turns, you cannot gain additional turns.
❖ Solo Chaos – Active; Chaos EX Spell – 4 CP – Until the end of the 3rd Round after you use
this spell, decrease the STR, AGI, VIT, MAG, and LUK of all other units with CP to half of
their maximum.

Chaos Weapon
When you select a Dark Magical Girl’s weapon, you obtain a weapon of the chosen type. That
weapon comes with the Soulbound and Black Enhancements, and can be enhanced only with
Chaos Weapon Enhancements. Chaos Weapons can fulfill spell requirements, but do not provide
Starting Spell Packages, even if obtained in character creation. A unit without CP can use a Chaos
Weapon, but it does not fulfill spell requirements if used this way and its enhancements cannot
be used. Chaos Weapons cannot be used by Fused Entities.

Chaos Enhancements
❖ Black – The damage with ATK abilities using this weapon defaults to d6 per stat point.
When you use an ATK ability with the weapon, gain 1 CP in each of your stats. When you
use a Spell ability with the weapon, gain 2 CP in a randomly chosen stat.
❖ Anger – While your HP is less than 100%, increase the damage of ATK abilities by 3d6, but
gain 2 CP when you use an ATK ability. You can apply this Enhancement multiple times.
❖ Devious – Choose 2 Weapon types. The weapon gains those types as alternate modes (as
if the weapon was a Dual Weapon). You can switch modes with the Equip ability (using
it as SP 1). Each time you switch weapon modes, gain 1 CP.
❖ Envy – X = ( Damage inflicted with ATK / 2 ). When you inflict damage with an ATK
ability using the weapon, recover X HP.
❖ Fear – When a unit inflicts damage to you greater than or equal to 50% of your current
HP, your next ATK ability against that unit automatically deals a Critical Hit. When you
deal a Critical Hit with the weapon, gain 3 CP.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 22
❖ Greed – When you inflict damage with an ATK ability that deals damage to a single Target,
reduce a random stat (STR, AGI, VIT, MAG, LUK) of the Target of that ability by 1, then
gain 1 point in that same stat, and if you do, gain 3 CP in that same stat.
❖ Hatred – X = Number of times you have used Hatred against the same target
consecutively. When you use an ATK ability, ATK Charge (Increase the damage to that
same unit by 2Xd6). Gain 1 CP each time you use an ATK ability with this weapon.
❖ Misery – When a Condition is applied to you by a foe: You can gain 4 CP, and if you do,
while you have that condition, ATK Charge (Apply [That Condition] (2t)).
❖ Pain – X = Amount paid with this effect’s Sacrifice cost. When you use an ATK ability,
you can Sacrifice 2d12: Increase the damage dealt by that ATK ability by X. When you use
this effect, gain 3 CP.
❖ Passion – When you use the Attack ability with this weapon, you can increase the damage
by 3d8, and if you do, the weapon’s damage becomes your Specialization’s preferred
damage attribute (Magic, if none). When you use this effect, gain 3 CP
❖ Rage – X = Your current total CP. The weapon’s Critical Hit Rate is increased by X. When
you deal a Critical Hit with this weapon, gain 4 CP (LUK).
❖ Regret – While your total CP is less than 10, roll this weapon’s damage for ATK abilities
as d8s instead. Each time you use an ATK ability while your CP is less than 10, gain 4 CP
in each stat.
❖ Spite – When you inflict damage to a unit with an ATK ability, reduce their Sync Rate by
13% until the end of the encounter. Sync Rate can be reduced to a negative value this way.
When this effect reduces a unit’s Sync Rate, gain 1 CP.

Chaos Powers
When you take a Dark Magical Girl’s Power, you gain a power listed in the CYOA v1.5.1 PDF,
other than a power you already have3. That power is obtained as a Chaos Power, and can be
upgraded as normal. When you use the effects of your power, you gain CP, based on the listed
effect:

❖ Barrage - Gain 5 CP each time you use this power’s Lv 1, 2, or 3 effect. Gain 2 CP each
time you use this power’s Lv 5 effect.
❖ Duplication – X = number of Duplicates created. Each time you use this power’s Lv 1
effect, gain X CP. Gain 2 CP each time you use this power’s Lv 5 effect.
❖ Focused Assault – Gain 1 CP each time you use this power’s Lv 1 or Lv 3 effect. Gain 2
CP each time you use this power’s Lv 2 effect.
❖ Hammerspace – Gain 1 CP each time you use this power’s Lv 1 effect. Gain 3 CP each
time you use this power’s Lv 3 or Lv 4 effect.

3
You can use Power of Chaos to obtain Killing Blow or Twinned Soul a second time. In the case of Killing Blow, you
must pick the other type than the one you already have. In the case of Twinned Soul, you gain another twin.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 23
❖ Killing Blow (Melee) – X = Amount paid for this power’s Lv 1 cost. Gain X CP when you
use this power’s Lv 1 effect. This power’s Lv 2 effect causes the unit to gain CP based on
the d12 roll instead. It does not purify or corrode. If the target unit was previously
purified, they become corrupted again.
❖ Killing Blow (Ranged) – X = Amount paid for this power’s Lv 1 cost. Gain X CP when
you use this power’s Lv 1 effect. Gain 2 CP when you use this Power’s Lv 4 effect. This
power’s Lv 2 effect causes the unit to gain CP based on the d12 roll instead. It does not
purify or corrode. If the target unit was previously purified, they become corrupted
again.
❖ Power of Friendship – X = Total Combined Link Ratings of all Linkage you have with
units in the encounter. At the end of an encounter, gain X CP. Gain 4 CP when you use
this power’s Lv 5 effect.
❖ Regeneration – Gain 1 CP (VIT) each time you recover HP with this power’s Lv 1 effect.
Gain 1 CP (MAG) each time you use this power’s Lv 4 effect. Gain 3 CP each time you
use this power’s Lv 5 effect.
❖ Tentacles – Gain 2 CP each time you use this power’s Lv 1, 2, or 3 effect(s). Gain 3 CP
each time you use this power’s Lv 4 or Lv 5 effect(s).
❖ Third Eye – Gain 1 CP each time you evade a Spell. Gain 2 CP each time you use this
power’s Lv 4 or Lv 5 effect(s).
❖ Twinned Soul – You and your twin(s) gain 1 CP in each of your stats when both twins are
deployed. Gain 2 CP each time you call your Twin as an Assist. Gain 1 CP each time you
use this power’s Lv 2 or Lv 4 effect. If you used Power of Chaos to acquire this power a
second time, the penalties apply only in the case of the Chaos twin’s use.

If you became a Monster Girl via the Black Coin, you are a Corrupted Monster Girl. If you were
a Dark Magical Girl before (and became a Corrupted Monster Girl via a second Black Coin), you
retain the benefits and drawbacks of being a Dark Magical Girl, and gain Monster Girl abilities as
well. If you were a Natural Monster Girl, you lose your abilities as a Natural Monster Girl and
become a Corrupted Monster Girl.

After choosing your Base mutations, you need to pick your Corrupted Mutations. When selecting
your Corrupted Mutations, you can choose the generation method from the following options:

➢ Select 3 Mutations, then randomly generate an additional 2 Mutations. This option gives
the most choice, but also offers an element of risk.
➢ Select 2 Mutations, then randomly generate an additional 1 Mutation. This option is for a
more conservatively-powered monster girl.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 24
➢ Select 2 Mutations, then randomly generate an additional 3 Mutations, then randomly
generate 2 additional mutations marked as “Detriment”. This option gives the most
mutations, but carries a guaranteed risk.
➢ Select one of the Packages listed at the end of the section. You gain all of those abilities
listed within the chosen package. You may not modify the package’s contents (some
options within the package may give you a choice). This option gives you the most well-
rounded and thematic kit without any risk.

When generating/choosing Mutations, multiple mutations of the same name can be applied at
once. If there is a choice involved in the mutation, you must pick a different choice unless
otherwise stated. If there is no choice, the effects stack additively.

Some Mutations provide a stat adjustment. Unless otherwise stated, this bonus is considered to
be a part of your Boost stats.

Corrupted Mutations
1. Chaos Grip – Passive; Monsterous – No Cost - STR+1. When you obtain this ability, choose
one of the following abilities:
• Wrap – Active; Monstrous – 3 CP (STR) – X = Current STR. Scope (1,2). Contest
(User’s STR vs Target’s STR or AGI): Engage the Target. The engagement created
by this effect can also be removed when you are inflicted X damage from a single
ability.
• Pin – Active; Monstrous – 3 CP (AGI) – Scope (1,2). Contest (User’s AGI vs Target’s
AGI or STR): Engage the Target. The engagement created by this effect is removed
automatically when you have been inflicted a total of 25 or more damage since
using it.
• Hold – Active; Monstrous – 3 CP (MAG) – X = Target’s AGI. Scope (1,2). Contest
(User’s MAG vs Target’s STR or AGI): Engage the Target. When a Flee chance is
rolled to break the engagement created by this effect, increase the success rate of
that Flee chance by X.
2. Chaos Slider – Boost; Monstrous – 2 CP – When you use the Move ability to move closer
to a unit, you can move an additional Step with a single MS (or move into a Stage that
would normally require 2 MS with only 1).
3. Extrasensory Eyes – Toggle; Monstrous – 3 CP after a successful Evade while active – LUK+1.
Can be activated or deactivated as SP 1. While active, increase your EVA by 10.
4. Spider Sense – Trigger; Monstrous – 1 CP – When you roll for Initiative, increase your
Initiative by 30.
5. Chaos Step – Boost; Monstrous – 1 CP – VIT-1. OpT. When you use a Speed ability, gain
1 MS after that ability resolves. If, at the start of your turn, you are under an effect or
Condition that prevents you from using MS or Speed abilities, you can use this ability as
a Reactive.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 25
6. Celestial Bind – Permanent; Monstrous – Any Stat+1. Detriment. You can only obtain this
ability once. If you would obtain it multiple times due to a randomly generated mutation,
reroll that mutation. When you obtain this ability, choose one of the effects:
• Lunar Chaos – During the day, you are automatically Sealed. If you would be
forcibly unsealed (due to being KO’d), your unsealed form uses only your base
stats, and you are inflicted 5 True dmg at the start of each unit’s turn. You cannot
use the Unseal ability during the day.
• Solar Chaos - During the night, you are automatically Sealed. If you would be
forcibly unsealed (due to being KO’d), your unsealed form uses only your base
stats, and you are inflicted 5 True dmg at the start of each unit’s turn. You cannot
use the Unseal ability during the night.
7. Feral Claws – Passive; Monstrous – No Cost – AGI+1. You gain a pair of claws that can be
used for ATK abilities (they do not count as any weapon type). The claws use your AGI
for damage, and have Optimal (0,1). You do not need to equip them, and they cannot be
disarmed or enhanced. You can use the Attack ability with these claws as SP 2, but if you
do, gain 4 CP after that Attack resolves.
8. Wings of Chaos – Boost; Monstrous – 3 CP – OpT. When you use the Move, Dash, or
Disengage ability, you can gain 1 MS, and if you do, Apply [Flight] (Start of your next
turn).
9. Chaos Shot – Passive; Monstrous – No Cost – MAG+1. You gain a method of shooting
projectiles from your body that can be used for ATK abilities (they do not count as any
weapon type). The projectiles use your MAG for damage, and have Optimal (3,4). You do
not need to equip them, and they cannot be disarmed or enhanced. You can use the Attack
ability with these projectiles as SP 2, but if you do, gain 5 CP after that Attack resolves.
10. Elemental Extrusion – Passive/Trigger; Monstrous – 2 CP (Trigger)– Choose a damage
attribute (except True, Slash, Bash, Pierce, or Magic). If your Specialization(s) have a
preferred damage attribute, you must pick one of those. Increase damage you deal with
that attribute by 20%. Increase your Resistance against that attribute by 120%. // When a
contest from that damage attribute’s Specialization is provoked involving you, increase
your side of that Contest by 3d4. When you would be inflicted damage from the chosen
attribute, convert % resistance over 100% to HP recovery.
11. Atypical Size – Permanent/Triger; Monstrous – No Cost – You can obtain the same version
of this ability multiple times. The effects stack additively. If you have one version of this
ability, you cannot obtain the other version. When you obtain this ability, pick an effect:
• Titanic – X = ( 3 * Default VIT ). VIT+1. STR+1. Increase your Maximum HP by X.
Decrease your EVA by 5. // At the start of your turn, if your HP is less than or equal
to 40% of its maximum, gain 2 CP.
• Miniscule – X = ( 2 * Default VIT ). LUK+1. AGI+1. Decrease your Maximum HP
by X. Increase your EVA by 7. // Break 30: At the start of your turn, Gain 2 CP.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 26
12. Chaos Bite – Speed; ATK; Monstrous – 2 CP (STR) – SP 2. When you gain this ability,
choose one of the following effects:
• Rabid Fang – Optimal (0,1). Attack the Target without using your weapon. Use
your STR for damage calculation. If you inflict damage, Apply [Rage] (3t) to the
Target.
• Blood Fang – Optimal (0,1). Attack the Target without using your weapon. Use
your STR for damage calculation. If you inflict damage, recover HP equal to half
of the damage inflicted.
• Feral Fang - Optimal (0,1). Attack the Target without using your weapon. Use your
STR for damage calculation. If you inflict damage, Apply [Berserk] (2t).
• Neuro Fang - Optimal (0,1). Attack the Target without using your weapon. Use
your STR for damage calculation. If you inflict damage, Apply [Ache] (3t).
• Venom Fang - Optimal (0,1). Attack the Target without using your weapon. Use
your STR for damage calculation. If you inflict damage, Apply [Poison] (4t).
13. Horned Flesh – Passive; Monstrous – No Cost - STR+1. You gain a set of horns that can be
used for ATK abilities (they do not count as any weapon type). The horns use your STR
for damage, and have Optimal (1,2). You do not need to equip them, and they cannot be
disarmed or enhanced. You can use the Attack ability with these horns as SP 2, but if you
do, gain 3 CP after that Attack resolves.
14. Chaos Gel – Passive; Monstrous – No Cost – Increase your Resistance to Bash, Slash, and
Pierce damage by 25%. Decrease your Resistance by 30% against any Spell abilities.
15. Sensitivity – Trigger; Monstrous – Detriment. When you obtain this ability, roll 1d20.
Compare that result to the Specialization table in the CYOA (reroll results of Oddball, as
well as any results that would match an Elemental Extrusion you have). Increase damage
inflicted to you by that Specialization’s spells by 3d4. Reduce your side of Contests from
that Specialization’s spells by 3d4.
16. Crumbling Mind – Trigger; Monstrous – No Cost – Detriment. Each Stat+1. At the start of
your turn, gain 1 CP in the stat with the lowest CP value.
17. Heart of Chaos – Permanent – No Cost – Increase any stat(s) of your choice by a total of 3.
Double all CP costs and gains from effects. The amount of CP lost (including during
Downtime or Reprieves) is halved.
18. Aura of Chaos – Reactive; Monstrous – 3 CP (VIT) – When you obtain this ability, choose
one of the following effects:
• Feral Cry – X = ( Number of Foes * 5 ). Re: When an ability inflicts damage to you,
Contest (User’s VIT vs X): Apply [Berserk] (2t) to all foes.
• Befuddle – X = ( Number of Foes * 5 ). Re: When an ability inflicts damage to you,
Contest (User’s VIT vs X): Apply [Dizzy] (2t) to all foes.
• Entice - X = ( Number of Foes * 5 ). Re: When an ability inflicts damage to you,
Contest (User’s VIT vs X): Apply [Charm] (2t) to all foes.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 27
• Nauseate - X = ( Number of Foes * 5 ). Re: When an ability inflicts damage to you,
Contest (User’s VIT vs X): Apply [Gag] (2t) to all foes.
• Enrage - X = ( Number of Foes * 5 ). Re: When an ability inflicts damage to you,
Contest (User’s VIT vs X): Apply [Rage] (2t) to all foes.
• Shock - X = ( Number of Foes * 5 ). Re: When an ability inflicts damage to you,
Contest (User’s VIT vs X): Apply [Stun] (2t) to all foes.
19. Eyes of Chaos – Active; Monstrous – X MAG or X VIT; X CP – Channel 3. Max 7. The CP
for this ability’s cost must come from the same stat that the stat cost was paid for. When
you obtain this ability, choose one of the following effects:
• Stone Gaze – Contest ( Xd10 vs Target’s AGI or VIT): Apply [Freeze] (2t) to the
Target. The Freeze applied by this effect is not removed by Fire or Water damage.
• Enticing Gaze – Contest (Xd10 vs Target’s AGI or MAG): Apply [Charm] (2t) to
the Target.
• Blinding Gaze – Contest (Xd10 vs Target’s AGI or VIT): Apply [Blind 15] (2t) to
the Target.
20. Double Chaos – Variable – Variable – When you gain this ability, choose a Mutation (Basic
or Corrupted) that you already possess. You gain the effects of that mutation again. As
with randomly generating a corrupted mutation, if that Mutation has a choice involved,
you must choose a different option unless otherwise specified. An effect with the same
name can only have one Double Chaos applied to it.

Monster Packages
➢ Dracochild – Elemental Extrusion (Fire), Feral Claws, Wings of Chaos, Sensitivity (Ice OR
Water).
➢ Drider – Spider Sense, Extrasensory Eyes, Chaos Step, Chaos Grip (Pin).
➢ Dryad – Solar Chaos, Elemental Extrusion (Wood), Sensitivity (Fire), Aura of Chaos
(Shock).
➢ Dullahan – Lunar Chaos, Chaos Step, Chaos Step, Elemental Extrusion (Darkness).
➢ Fae – Miniscule, Miniscule, Aura of Chaos (Befuddle), Eyes of Chaos (Charm), Wings of
Chaos, Sensitivity (Fire OR Metal), Sensitivity (Fire OR Metal).
➢ Fallen Angel – Wings of Chaos, Wings of Chaos, Wings of Chaos, Chaos Shot, Solar Chaos,
Sensitivity (Darkness), Sensitivity (Darkness).
➢ Gorgon – Chaos Grip (Wrap), Chaos Slider, Eyes of Chaos (Stone Gaze), Sensitivity
(Reinforcement).
➢ Lamia – Chaos Grip (Wrap), Chaos Slider, Chaos Bite (Venom Fang).
➢ Oni – Titanic OR Feral Claws, Horned Flesh, Aura of Chaos (Feral Cry), Crumbling Mind.
➢ Succubus/Incubus – Aura of Chaos (Entice), Wings of Chaos, Feral Claws, Horned Flesh,
Sensitivity (Empathic), Heart of Chaos.
➢ Vampire – Lunar Chaos, Feral Claws, Aura of Chaos (Entice), Wings of Chaos OR Eyes of
Chaos (Enticing Gaze), Sensitivity (Light), Sensitivity (Fire), Chaos Bite (Blood Fang).

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 28
➢ Yukionna – Chaos Shot, Elemental Extrusion (Ice), Elemental Extrusion (Ice), Chaos Gel,
Sensitivity (Fire), Sensitivity (Fire), Sensitivity (Fire).

The following sections detail minor enemies that can be used for Quests and Missions, as well as
their common coin rewards. As future updates will include a larger bestiary for a wider range of
use, this should not be considered an exhaustive list of foes.

The information provided by monsters may not apply to every situation, and at times may be
outright false or contradictory. It is up to the specific GM to decide what is and isn’t true in a
given setting and session.

In addition to the abilities described here, you can also find additional Monster Abilities for
customizing encounters in the SCS Expansion Worlds & Wishes: An Advanced Guide to the SCS.

Unless otherwise noted, Monsters are always considered to have a CP total equal to triple their
BST, but do not have CP values in their stats, making them unable to have Corroded stats. This
gives them access to spells, powers, and abilities that require CP, but it also means that a
sufficiently powerful Purification Attack can instantly defeat them. At the end of a round, the
monster’s CP value resets to its default.

Unlike most other types of combatant, Monsters with a Resistance that is higher than 100% will
convert damage inflicted of that attribute to HP, based on the % over 100. For example, if a
Cosmos Sistre has 150% Force Resistance, and they would be inflicted 12 Force damage, they are
inflicted 0 damage and instead gain 6 HP.

Bestiary
Artleech
Stats
STR 1 HP 20
AGI 9 DEF 0
VIT 1 EVA +27
MAG 8 Crit 6% (+50% dmg)
LUK 3 BST 22 (44 CP)

Abilities:
• Melee Attack – Active; Inherent; ATK – Optimal (1). Deals Pierce damage, based on STR.
• Mystic Attack – Active; Inherent; ATK – Optimal (3). Deals Pierce damage, based on
MAG.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 29
• Sapping Strike – Trigger – When one of this unit’s ATK abilities deals damage to a Target,
reduce the charge(s) of a random relic on that Target by 1, and if a charge was lost because
of this effect, this unit recovers 10 HP.
• Touch Strike – Boost – When you would use an ATK ability, reduce the Target’s DEF by
90% for the purposes of damage calculation against that Attack only.
• HP Boost – Passive – Increases the HP of the monster by a value equal to the monster’s
BST.
• Miniscule III – Passive – Increases EVA by 21. Increases AGI and LUK by 3 each.
Decreases Max HP by (VIT*6). At the start of a turn in which this monster has less than
75% of its HP, it gains 2 CP. [These stat modifiers are already counted in the monster’s stat
block].
Information:
• Artleeches frequently move in single units, rather than groups. Groups are exceptionally
rare and typically only found in domesticated situations or areas with incredibly high
magical concentration.
• Artleeches are attracted by standing sources of magical energy, particularly artifacts,
which frequently generate and store their own power.
• Artleeches are commonly found in groups of 2-4, rarely being alone due to their shared
affection for artifacts.
• Artleeches breed by mitosis, splitting off into a new pair of artleeches once one gathers
enough magical energy.
• Artificers commonly keep artleeches as pets for the purposes of testing and evaluating
artifacts.
Suggested Rewards:
• 2-7 Copper for a single Leech.
• 1-5 Bronze for a large groups or emergency situations.
• Leech Gel – Material – Can be used to craft Legacy Weapons (Melee or Mystic) with the
Sapping Strike (3) or Touch Strike (5) abilities. Can be used to craft Legacy Armor
(Skimpy) with the HP Boost (4) ability.

Bloodlust Golem
Stats
STR 14 HP 176
AGI 6 DEF 3
VIT 11 EVA -4
MAG 2 Crit 12% (+50% dmg)
LUK 6 BST 39 (78 CP)

Abilities:

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 30
• Melee Attack – Active; Inherent; ATK – Optimal (2). Deals Slash damage, based on STR.
• Fist Attack – Active; Inherent; ATK – Optimal (1). Deals Bash damage, based on STR.
• Regenerate – Passive; Power – X = ( VIT / 2 ). At the start of a unit’s turn, Recover X HP,
then gain 3 CP.
• Feral Guard – Reactive – This ability can be used up to twice per round. Re: When this
unit is inflicted damage from an ATK ability at Close or Near range, can immediately use
an ATK ability on that foe, using 75% of the dice normally used.
• Titanic II – Passive – Increases STR and VIT by 2 each. Increases Max HP by a value equal
to (6*VIT). Decreases EVA by 10. Gains 2 CP at the start of its own turn if HP is less than
25% of its maximum. [These stat modifiers are already counted in the monster’s stat block].
• Resistances – Bloodlust Golems have a 15% Resistance to Bash, Slash, Pierce, and Force
damage. Bloodlust Golems have a -20% Resistance to Water, Ice, and Sound damage.
Information:
• These guys are very big and very scary.
• Bloodlust Golems are made of blood and guts. It’s hard to tell if these things belonged to
anybody before being part of the golem or not.
• Bloodlust Golems wander the sites of old battlefields, seeking new opponents to fight.
They are especially common on battlefields where there was large amounts of bloodshed.
• Bloodlust Golems will frequently pursue stragglers and combatants that flee relentlessly,
pursuing them even beyond their territory and into populated areas.
• Bloodlust Golems are fairly solitary due to their nature as highly aggressive combatants
Suggested Rewards:
• 2-4 Silver for a single Bloodlust Golem defeated.
• 1 Gold or 10-15 Silver for large groups or emergency situations.
• Taste of Battle – Material – Can be used to create Legacy Weapons (Melee or Fist) with the
ability Feral Guard (10).

Chain Smoke
Stats
STR 0 HP 100
AGI 0 DEF 0
VIT 10 EVA +0
MAG 5 Crit 0% (+50% dmg)
LUK 0 BST 15 (30 CP)

Abilities:
• Chip Presence – Passive – Deals 2d4 magic damage and 3d4 Dark damage to all other
combatants at the start of each of its turns.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 31
• Windbane – Passive – Increases Wind Resistance by 100%. Increases Resistance to Air
Specialization Spells by 100%.
• Spiritbane – Passive – Decreases Resistance to Spirit Specialization Spells by 100%.
• Misty Body – Passive – Base Slash, Bash, Pierce, and Force Resistance is 95%.
Information:
• Chain Smokes frequently split up into multiple parts when attacked. The split bodies are
weaker than the sum of their parts, though.
• Chain Smokes are highly toxic to breathe in. It’s ill advised, even if most magical girls
can’t get cancer.
• Chain Smokes are highly susceptible to wind due to their lack of personal momentum,
meaning Air magic is the best way to deal with them quickly.
• A Chain Smoke does not propel itself, but spreads out to fill an area gradually. Exercise
caution when fighting one.
• A Chain Smoke is formed out of the collective spirits of addicts that have passed away
due to their addictions. Because of this, they have an affinity for Spirit magic.
Suggested Rewards:
• 10-14 Copper for a single target.
• 2-5 Bronze for a large group or emergency situation.
• Clohs Buhno Cigar – Material – Can be used to create Legacy Armor (Elaborate or
Uniform) that has the Chip Presence (4) ability. Armor made with this must also include
the Windbane or Spiritbane ability (the chosen ability does not consume an Enhancement
slot).

Childspike
Stats
STR 1d20 HP ???
AGI 1d20 DEF ???
VIT 1d20 EVA ???
MAG 1d20 Crit ???
LUK 1d20 BST 5~100 (No CP)

Abilities:
• Short Attack – Active; Inherent; ATK – Optimal (1,2). Deals damage of the Childspike’s
preferred damage attribute using STR.
• Far Attack – Active; Inherent; ATK – Optimal (3,4). Deals damage of the Childspike’s
preferred damage attribute using AGI or MAG.
• Boon – Passive – When this creature is generated, select a Specialization (all Oddballs are
treated as the same Specialization for this purpose). Damage inflicted to it from spells of

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 32
that Specialization is reduced by 1d12, and its side of contests against that Specialization
are increased by 1d12.
• Bane – Passive – When this creature is generated, select a Specialization (all Oddballs are
treated as the same Specialization for this purpose). Damage inflicted to it from spells of
that Specialization is increased by 1d12, and contests against that Specialization are
decreased by 1d12.
Information:
• Childspikes are formed out of the imagination of young children. They are more
commonly referred to as “Imaginary Friends”.
• Childspikes are impossible to predict due to their wild nature and origins.
• No two Childspikes are alike. Each one is an amalgamation of one or more imaginative
children’s impulses running wild.
• Because of their origins being rooted in fairly simpled-minded (albeit imaginative)
children, Childspikes are relatively easy to predict and counter.
• Many Childspikes are mistaken for Chimeras due to their hodgepodge appearance.
However, it should be noted that Chimera typically do not have robot parts and can’t
usually shoot lasers from their eyeballs.
Suggested Rewards:
• Coin Rewards are variable based on the difficulty of the Childspike. Exercise good
judgement based on how hard a time the players had against it.
• Image Spark – Material – Can be used to create Legacy Armor (Any) with both the Boon
and Bane (1) abilities that the Childspike had. Each ability only consumes 1 Slot.

Chronos Sistre
Stats
STR 2 HP 80
AGI 13 DEF 2
VIT 8 EVA +12
MAG 6 Crit 22% (+75% dmg)
LUK 11 BST 40 (No CP)

Abilities:
• Melee Attack – Active; Inherent; ATK – Optimal (1). Deals Slash damage based on STR.
• Critical High – Reactive – Re: At the end of a turn in which this monster dealt damage
with a Critical Hit, they immediately gain an extra Turn. During a turn that was granted
by this ability, your Critical Rate is reduced by 100%.
• Mugen Loop – Reactive – Re: At the end of a turn in which the monster did not acquire an
extra turn through other abilities and effects, gain an extra turn immediately. This ability
has an activation rate of 1% for each LUK the user has.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 33
• Flashback – Reactive – Re: After taking damage from an ability or effect, recover 6 HP.
• Time Buffer – Reactive – X = AGI. Re: When an ability would deal damage to you that is
greater than 50% of your current HP, decrease that damage dealt by X.
• Resistances – Chronos Sistres have a -50% Resistance to Force damage.
Information:
• The Chronos Sistres are incredibly secretive with their time-based arts. Because of this,
they prefer to completely disable witnesses of their more secretive tasks.
• Chronos Sistres can allegedly travel through time, which gives them the illusion of being
a larger organization than they actually are.
• The Chronos Cult is based on an old tale of a divine dragon, Vervani, who guided
humanity on the best possible path for all. They believe that Vervani’s teachings give them
the right to intervene in mortal affairs when it could threaten the timeline.
• Chronos Sistres are not allowed to look into their own future. As a result, most of their
abilities are about backtracking and fixing things that have already happened.
• Chronos Sistres can’t actually travel through time themselves. There may be higher
leveled being in the organization that can, but such beings have never been documented
and no evidence of their meddling exists.
Suggested Rewards:
• 5-9 Silver Coins awarded for a single target.
• 15 Silver coins or even 1 Gold awarded for the defeat of large groups or an emergency
situation.
• Stitch In Time – (Material) – Can be used to create Legacy Weapons (Melee) with the
Critical High ability (18). Can be used to create Legacy Armor (Any) with the Mugen Loop
(18), Flashback (9), or Time Buffer (9) abiltiies.

Cosmos Sistre
Stats
STR 3 HP 30
AGI 3 DEF 1
VIT 3 EVA +3
MAG 35 Crit 6% (+50% dmg)
LUK 3 BST 47 (No CP)

Abilities:
• Mystic Attack – Active; ATK – Optimal (0,1,2,3,4,5,6). Deals Magic damage based on
MAG.
• Wellspring – Speed – X = ( Amount the Target failed the contest by / 4 ). SP 2. Contest
(MAG vs Target’s MAG or AGI): Apply [Flight] (X+1t) to the Target.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 34
• Cradle Strike – Active – Deals 20d4 Force damage to all foes. Damage is doubled against
foes with the Flight condition.
• One With Space - Passive – Unaffected by the Flight condition (it is still applied normally).
• Force Twin Drive – Boost – X = Number of times this ability or Force Drive has been used
in this encounter. When using the Attack ability, deal 1+Xd12 Force damage to a Target
(Ignore EVA). When you use this ability, increase the damage of Force Drive by 1d12 for
the rest of the encounter.
• Gravity Fortress – Passive – Cannot Evade or move more than one Stage per turn.
Automatically decrease the value of any incoming damage by a value equal to your CST.
• Forceboon – Passive – Increases Force Resistance by 50%.
• Looparound – Passive – While a foe has the Flight condition that was applied by you, they
cannot target any unit except you or themselves. This effect ignores Absolute Direction.
Information:
• Cosmos Sistres rarely fight directly, instead preferring to isolate targets from each other
and pick them off from a distance.
• Cosmos Sistres are actually fairly calm beings, and don’t typically act aggressively. They
prefer talking conflict out most of the time.
• The Cosmos Cult believes that they are gifted by the God Tetranu, who they think created
the universe. They consider their status as being closer to the ideal version of humanity
that Tetranu envisions.
• Cosmos Sistres seem to universally enjoy tea over coffee. Whether this is coincidence or
because tea is inherently superior to coffee in the eyes of Tetranu is anybody’s guess.
• Cosmos Sistres, as with the rest of their cult, are fairly secretive, keeping motivations close
to the chest and often requiring a lot of coaxing to get anything but the most basic of
information out of them.
Suggested Rewards:
• Cosmos Sistres award 1 Gold Coin if you defeat them. They are never fought in groups.
• Galaxy Eye – Material – Can be used to create Legacy Weapons (Any) with the Force Twin
Drive (1) ability. Can be used to create Legacy Armor (Elaborate or Flowing) with the
Gravity Fortress (2), Forceboon (1), or Looparound (1) abilities.

E-Car R00-GA
Stats
STR 2 HP 1
AGI 2 DEF 0
VIT 2 EVA +2
MAG 2 Crit 4% (+50% dmg)
LUK 2 BST 10 (No CP)

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 35
Abilities:
• Polarity Armor – Passive – When this monster would be inflicted damage, it instead loses
1 point in a stat. If the damage is of the current Polarity’s Specialization (or the associated
damage type, if any), instead recover 2 Stat Points of your choice. If the damage is from
the non-active Polarity’s Specialization, instead lose 2 total stat points.
• Polarity Shot – Active – 1 Point of any Stat – Scope (1,2,3). Deals 1d12 damage to the
Target.
• Polarity Shift – Speed – SP 2. Switches the current Polarity in use to the other Polarity on
the user’s ability list.
• Polarity A – Passive – When generating this monster, select a Specialization. That
attribute serves as this Polarity. Immune to non-damaging abilities from that
Specialization. Only 1 Polarity is active at a time.
• Polarity B – Passive – When generating this monster, select a Specialization. That attribute
serves as this Polarity. Immune to non-damaging abilities from that Specialization. Only
1 Polarity is active at a time.
• Living Relic – Passive – Effects that reduce/increase Charges on Relics apply to this
monster’s Stats.
Information:
• The name is actually an acronym: “Entra Calliope Revision 00, Grand Assault”.
• Created by an artificer that had watched too many mecha anime. Can be frequently found
in toy stores in the Overcity, but usually lacking the Polarities charged.
• Can’t be negated or nullified by any means! Truly too manly to get rid of. It still has an off
switch, though.
• Tends to attach to people as a defense system.
• The two attributes that serve as its Polarities are typically opposing attributes, such as
Gravity/Time, Lightining/Wood, and Fire/Water.
Suggested Rewards:
• Coins and Materials are not awarded for defeating an E-Car R00-GA, but your GM may
allow you to acquire and repair it if it isn’t terribly damaged. It serves as a Relic if acquired
this way. The Relic operates identically to the enemy.

Emotive Sprite
Stats
STR 2 HP 30
AGI 3 DEF 1
VIT 3 EVA +5
MAG 7 Crit 16% (+50% dmg)
LUK 8 BST 23 (46 CP)

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 36
Abilities:
• Blazing Rage – Active – Deal 7d6 Fire damage to all foes. If a unit is inflicted damage by
this ability, Apply [Rage] (1t) to that unit.
• Cold Hatred – Active – Deal 7d6 Cold damage to a randomly-selected Target. If the Target
is inflicted damage from this ability, their EVA is decreased by 10 for 1 turn.
• Venemous Envy – Active – Deal 7d6 Dark damage to all foes. Foes with more HP than this
monster are afflicted with the Poison condition for 3 turns.
• Flooding Sorrow – Active – Deal 7d6 Water damage to a Target. Units with one or more
negative stat modifiers are dealt an additional 7d6 Water damage.
• Blinding Joy – Active – Apply [Blind 15] (3t) to a Target. All units recover 10 HP.
• Fleeting Terror – Active – Contest (LUK vs Target’s LUK): Apply [Terror] (1t) to the
Target.
• Emotionally Unstable – Passive – Randomly chooses one of the previous 6 abilities to use
each turn, instead of having any sort of logic pattern. Moves erratically.
• Empath Booster – Passive – Each time this monster uses an Active action, all Empath
Specialization combatants gain 1 Mote (type chosen at random).
• Psiblocker – Passive – Immune to damage and effects of Psychic Specialization magic.
Information:
• Frequently cited as the “most emotionally draining monster” in the Overcity.
• Often found in solitary units. Groups should be avoided at all costs.
• Emotive Sprites will usually end up in areas with high emotion.
• Newbie Empaths frequently try to keep them as pets, but this rarely lasts.
• Sometimes used on the sets of Soap Operas to generate fake drama.
Suggested Rewards:
• A single Emotive Sprite rewards about 4-7 Copper or 1 Bronze.
• An infestation of Emotive Sprites reward roughly 3-5 Bronze or 1-2 Silver.
• Flux Floss – Material – Can be used to make a Legacy Relic with Empath Booster (5).

Living Rope
Stats
STR 0 HP 10
AGI 5 DEF 5
VIT 1 EVA +0
MAG 1 Crit 0% (+50% on Crit)
LUK 0 BST 7 (14 CP)

Abilities:
• Surprise Bind – Reactive – Re: When a combatant uses the Dash or Disengage ability OR
when a unit moves into Near or Close range with a unit at Close range to this monster,

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 37
Apply [Bind] (Monster is KO’d OR Target changes). This ability can only affect one
combatant at a time, changing each time the conditions are fulfilled.
• Rope Body – Base Resistances of all non Fire, Slash, and Wood damage is 100%. Base Fire
and Slash Resistance is 0%. Base Fire Resistance is -100%.
Information:
• Almost no threat on its own.
• Considered a solid trick made by artificers to keep their items safe.
• Commonly used by thieves to get around.
• As it turns out, most Living Ropes have actual personality, although it’s faint.
• Originally designed by a playwright who wanted to free up stage hands to be actors.
Suggested Rewards:
• Coins are not awarded for defeating a Living Rope.
• Twine That Binds – Material – Can use 10 of this material to create your own loyal Living
Rope. A loyal Living Rope will only use Surprise Bind as you command it to, and will
never use it on you.

Living Shadow
Stats
STR 4 HP 40
AGI 7 DEF 1
VIT 4 EVA +8
MAG 8 Crit 20% (+83% dmg On Crit)
LUK 10 BST 33 (66 CP)

Abilities:
• Phase Attack – Active; Inherent; ATK – Optimal (0,1). Deals Slash damage, based on STR.
Focus (0): Deals additional Slash damage, based on MAG.
• Tag Step – Speed – Scope (1,2). SP 2. Engages the Target. Focus (1): This ability can be used
as SP 1 instead.
• Sync Anchor – Passive – If this unit is Engaged with another unit, that unit becomes the
Host. Cannot become Engaged with any other Living Shadow. Unaffected by any
Condition that is not also currently affecting the current Host. Host cannot Fuse. When a
Condition is applied to the current Host, it is also applied to this monster. When the
condition is removed from the Host, it is also removed from this monster. Conditions can’t
be removed from this monster except by this ability’s effect.
• Phase Sweep – Active; ATK – 1 LUK – Scope (1,2). Deals Dark damage based on MAG.
• Phase Evade – Passive – X = Host’s EVA. Increase your EVA by X.
• Shadow Form – (Passive) – Increases Bash, Slash, and Pierce Resistance by 50%.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 38
• Deathblow – Trigger – When using an Attack ability on a target, increase your Critical
Rate by the Target’s CST. No other Enhancements, Abilities, or Effects can be applied to
your Attacks while this effect is active, except ones that include the word “Death” in their
name.
• Deathstroke – Passive – Increase your base Critical Damage Bonus by a value equal to
your CST. No other Enhancements, Abilities, or Effects can be applied to your Attacks
while this effect is active, except ones that include the word “Death” in their name.
Information:
• Very little is known about Living Shadows because their very nature makes them difficult
to study.
• Living Shadows, as the name suggests, are shadows that are alive.
• Typical signs of possession include: having two shadows, having a shadow that doesn’t
behave properly in light, being dead due to being stabbed by your own shadow.
• While Living Shadows leave behind Essence that can be extracted, it is uncommon for
most people to take Essence as a sign of a Shadow slaying because they are
indistinguishable from each other.
• Some theories say that most Living Shadows are actually fairly docile and coexist with
most beings without their knowledge, but were made into “killers” by common
perception due to some bad eggs.
Suggested Rewards:
• Defeating Living Shadows typically won’t yield any coins without a bounty being active.
• Shadows’ Essence – Material – Can use this material to create a Melee or Fist Weapon with
the Deathblow (4), Deathstroke (4), or both abilities (16).

Madou Sentinel
Stats
STR 7 HP 300
AGI 2 DEF 10
VIT 30 EVA +1
MAG 3 Crit 0% (+50% dmg On Crit)
LUK 0 BST 42 (No CP)

Abilities:
• Melee Attack – Active; Inherent; ATK – Optimal (2). Deal Slash damage based on STR.
• Fist Attack – Active; Inherent; ATK – Optimal (0,1). Deal Bash damage based on STR.
• Shock Blast – Trigger – At the start of your turn, deal 2 magic damage to all Supernatural
combatants for each time you were struck with magic damage since your last turn.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 39
• Magic Blinders – Permanent – Can only target Supernatural combatants4.
• Excelion Armor – Active – 3 VIT – Increase your DEF by a value equal to 10% of your
current HP until the end of your next turn.
• Spellbane Armor – Speed – 3 MAG – OpR. SP 2. Increase your Water, Fire, Ice, Wind,
Lightning, Sound, Force, Dark, Light, Wood, and Stone Resistance by 30% until the end
of your next turn.
Information:
• Madou Sentinels are commonly found in temples and citadels within the Overcity.
• Sentinels only respond to the command of their creator.
• Most Sentinels were created hundreds of years ago.
• Sentinels were originally designed to work as a “foot soldier” of magical girls and other
protectors.
• The method of creating Sentinels has been allegedly long lost. Models available today for
creation are typically imitations and reverse-engineered replicas.
Suggested Rewards:
• Defeating a Madou Sentinel by itself does not typically reward any coins. However, if you
can circumvent them, they are usually guarding something worthwhile.
• Guard Fragment – Material – Can use this material to create a Flowing or Uniform Outfit
with the Shock Blast (6), Excelion Armor (8), or Spellbane Armor (6) abilities, but that
Outfit will also have the Magic Blinders ability (this additional ability does not consume
an Enhancement Slot).

Midas Gorgon
Stats
STR 6 HP 50
AGI 8 DEF 1
VIT 5 EVA +5
MAG 5 Crit 6% (+50% Dmg on Crit)
LUK 3 BST 27 (54 CP)

Abilities:
• Fist Attack – Active; Inherent; ATK – Optimal (1,2). Deal Bash damage based on AGI.
• Tail Sweep – Active; ATK – Optimal (1,2). Deal Bash damage to all foes at the same range,
based on STR. Cannot Move in the same turn that this ability is used.

4
Any Magical Girl, Monster Girl, Monster, or Patron is considered a Supernatural being. Creatures in Civilian Form
are not considered Supernatural, but Monster Girls in Sealed Form are.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 40
• Aurum Gaze – Speed – 1 LUK – X = LUK. SP 2. Contest (User’s MAG+AGI vs Target’s
current HP): Apply [Freeze] (1+Xt) to Target. The Freeze condition applied by this effect
does not increase the unit’s DEF, and decreases the unit’s Fire resistance by 100% instead.
• Aurum Shell – Reactive – MAG 2 – Re: When this monster is inflicted damage from an
ATK ability with a weapon, replace one of that weapon’s Enhancements (chosen at
random) with this effect:
o Goldblight – Decrease the damage of this weapon by 2d8. You can remove one
instance of this Enhancement as CS 1. If all of a weapon’s Enhancements are
“Goldblight”, decrease your STR, AGI, and VIT by 2 for each “Goldblight” on this
weapon, even if it is not equipped.
• Pyrite Grip – Reactive – VIT 2 – Re: When this monster’s ATK ability deals damage or is
deflected by a character wearing an Outfit, replace one of that Outfit’s Enhancements
(chosen at random) with this effect:
o Goldbreak – Decrease your EVA by 10 and your DEF by 5. You can remove one
instance of this Enhancement as CS 1. If all of an Outfit’s Enahancements are
“Goldbreak”, decrease your AGI, VIT, and LUK by 2 for each “Goldbreak” on this
outfit, even if it is not equipped.
• Flamebane – Permanent – Decrease your Fire resistance by 200%.
• Metalbane – Permanent – Decrease your Metal resistance by 50%.
Information:
• Midas Gorgons are one of the few reptilian monsters that have no venom to speak of.
• These monsters are actually completely unrelated to the Greek myths they’re named after.
They just happen to have similar abilities.
• Creatures petrified by a Midas Gorgon turn to Gold, not Stone.
• Sadly, Midas Gorgons don’t hoard Gold Coins. Their scales are actually just pyrite.
• These creatures allegedly were created by a Roman sorcerer. Why? Nobody knows.
Suggested Rewards:
• A Midas Gorgon in her home is worth what you can carry in nonmagical gold. The head
of a Midas Gorgon is typically worth about 2 Silver at most, and frequently more in the
field of 8 Bronze.
• Groups of Midas Gorgons are rare, but worth anywhere from 14 Bronze to 9 Silver.
• Pyrite Scale – Material – Can be used to create a Skimpy Outfit with Aurum Gaze (10),
any Outfit with Aurum Shell (25), or a Fist or Melee weapon with Pyrite Grip (30). Any
Weapon or Outfit created with this material must also have the Flamebane and Metalbane
abilities (these two abilities do not consume any Enhancement Slots).

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 41
Nexus Crawler
Stats
STR 3 HP 20
AGI 5 DEF 0
VIT 2 EVA +3
MAG 2 Crit 4% (+50% dmg on Crit
LUK 2 BST 14 (28 CP)

Abilities:
• Rush Attack – Active; ATK – Optimal (0,1,2,3). Deals Magic damage to the Target equal
to the monster’s STR (Striker)/AGI (Blaster)/MAG (Jammer) times the number of other
Nexus Crawlers in the current encounter.
• Phase Shift – Speed – SP 1. Changes the unit’s Phase to Striker, Blaster, Jammer, or Healer.
• Striker Phase – Passive – Increases the damage dealt by any Nexus Crawlers by 2, after
multipliers.
• Jammer Phase – Passive – Increases all Nexus Crawlers’ side of contests by 4.
• Healer Phase – Passive – Restores 3 HP to all Nexus Crawlers at the end of the turn.
Information:
• Not all that hyped up.
• The single most common monster in the Overcity.
• Potentially deadly in groups, but generally non-threatening to even mundane fighters.
• Commonly congregate around any Nexus, or where the Chaos is particularly high.
• Seriously, not that hyped up.
Suggested Rewards:
• Regardless of the Quantity, Nexus Crawlers are rarely worth more than 1 Copper each, if
that.
• Belief in Nexus – Material – Can use 50 to make any single Weapon or Outfit. Outfits will
have no special effects (other than being Magical) and have their full Enhancement slots.
Weapons can be normal magical weapons OR be a Dual Weapon of the creator’s choice of
combinations. A Dual Weapon created with this requires 250 of this Material instead.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 42
Noise Frog
Stats
STR 1 HP 20
AGI 7 DEF 0
VIT 2 EVA +6
MAG 10 Crit 12% (+50 dmg on Crit)
LUK 6 BST 26 (52 CP)

Abilities:
• Croak Attack – Active; Inherent; ATK – Optimal (0,1,2,3,4,5,6). Deals Sound damage
based on MAG.
• Echo Blast –Boost – 3 LUK – When you would deal damage with an ATK ability, deal half
of that damage to all units other than you and the original Attack’s Target. EVA against
this damage is halved.
• Noise Echo – Passive – OpR, you are unaffected by the first Spell that would be used on
you by a foe that you inflicted with Sound damage since your last turn. This effect can be
used an additional time per round for each “Noise Echo” ability on another unit in the
current encounter.
Information:
• Uncommon but well-known pests in communities.
• They traditionally reside on an alternate plane of reality, but enter the foray of humanity’s
realm of existence to settle disputes and perform incredibly loud mating rituals.
• Some of the sounds Noise Frogs make are on auditory levels only perceivable by the soul
itself.
• Nobody in their right mind wants one of these as a pet.
• It’s said that the Ebon Mint created these for some nefarious plot.
Suggested Rewards:
• A single Noise Frog is worth 2-7 Copper or a single Bronze.
• A large group of Noise Frogs is usually the result of an infestation. Because of the dangers
of such groups, defeating such groups can be worth as little as 4 Bronze or 1 Silver.
• Vibrant Cleft – Material – Can be used to make an Outfit with the Noise Echo (8) ability.
Can also be used to make a Weapon with the Echo Blast (16) ability.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 43
OC-50
Stats
STR 12 HP 120
AGI 12 DEF 4
VIT 12 EVA +6
MAG 0 Crit 0% (+50% dmg on Crit)
LUK 0 BST 24 (No CP)

Abilities:
• JUSTICE Attack – Active; Inherent; ATK – X = CST. Does not have Optimal. Deals Xd4
JUSTICE dmg to the Target.5
• Mount – Passive – Gains the abilities and half of the stats of its rider.
• BOOST POWER – Passive – On the 3rd, 5th, 6th, 8th, and 10th rounds of combat, increase the
stats of this monster by 5 each, and the monster’s maximum Rider limit becomes equal to
the current round count.
• FINAL WAVE – Trigger – If this monster’s CST becomes > 49, any Attack that successfully
inflicts damage becomes an Instant KO, reducing the target to 0 HP (or immediately
KO’ing them if they have negative HP).
Information:
• Second to None! OC Red!
• Unrivaled Mind! OC Blue!
• Precious Lover! OC Yellow!
• Eternal Laugh! OC Green!
• Righteous Heart! OC Pink!
• Surprise Extra! OC Black!
Suggested Rewards:
• There are no coin rewards for defeating an OC-50, because evil never wins!
• OC-50s do not drop Materials. There is simply no room when your heart is filled with
JUSTICE.

Ottoman Guard
Stats
STR 2 HP 60
AGI 1 DEF 2
VIT 6 EVA +0
MAG 3 Crit 0% (+50% dmg on Crit
LUK 0 BST 12 (No CP)

5
JUSTICE damage does not reduce the unit’s HP.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 44
Abilities:
• Repair – Active – Restores a 3d8 HP to a target Ottoman Guard. Cannot be used if this
monster’s HP is less than 25% of its maximum.
• Relaxation Attack – Active – Deals 6d4 Strike damage to a Target. If the Target is inflicted
more than 10 damage from this attack, the Target is Engaged with this unit. While
engaged, Apply [Inert] (Engagement is broken).
• Inhibition Strike – Reactive – X = Damage dealt with ATK ability. OpR. Re: When you
deal damage with an ATK ability, decrease the value of the opponent’s side of their next
Contest by X.
Information:
• Ottoman Guards are completely unrelated to the Ottoman Empire.
• The Ottoman Guard are an elite force of furniture spies designed to protect His Highness,
The Furniture Emperor, Lei Xhi of the Voi Dynasty.
• Where is their Emperor? It’s impossible to say.
• As animated furniture, the Ottoman Guard are incapable of speech.
• Ottoman Guards are kept by Wizards for their convenience and their ability to keep
secrets.
Suggested Rewards:
• Ottoman Guards do not drop Coins or Materials.

Overcity Fuzz
Stats
STR 4 HP
AGI 4 DEF
VIT 4 EVA
MAG 8 Crit
LUK 8 BST

Abilities:
• JUSTICE Attack – (Active) – Deals 4d4 JUSTICE damage to a Target.
• Intangible – (Passive) – Any damage this unit would be inflicted from Slash, Bash, or
Pierce becomes 0.
• Lifebane – (Passive) – Decrease Resistance to all damage attributes (except JUSTICE and
True) by 300%.
Information:
• Surprisingly effective, despite the fact that their attacks deal no real damage.
• Consider themselves the “upholders of Law and Order and JUSTICE” within the
Overcity.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 45
• They consider magical girls in the same vein as “Junior Detectives”, and will always try
to reward good deeds and JUST acts with small things like headpats and candy and tin
badges.
• Despite being apparently “completely and totally up to date on everything that happens
within the Overcity”, they are blissfully unaware of the Beacon or the Ebon Mint as actual
entities beyond fairy tales.
• They have no clue the power of the Puchuu or Divinity, regarding them simply as “odd
fellows”.
Suggested Rewards:
• Overcity Fuzz do not provide coin rewards or drop materials. You monster.

Overcity Wall
Stats
STR 5 HP 120
AGI 0 DEF 6
VIT 12 EVA -3
MAG 3 Crit 8% (+50% dmg on Crit)
LUK 4 BST 24 (48 CP)

Abilities:
• Blast Attack – Active; Inherent; ATK – Optimal (2,3). Deals Stone damage based on VIT
and Bash damage based on STR.
• Guarded Attack – Active; ATK – Optimal (1). Deals Bash damage based on MAG, then
increases this unit’s DEF by 2 until the start of their next turn.
• Conceal – Passive – This monster cannot be targeted by any non-Stone spells, unless the
user has been targeted by this monster previously in the current encounter.
• Stalwart – Reactive – OpR. Re: When this monster’s DEF increases, decrease its EVA by
5 to increase its DEF by 3 until the end of the encounter.
• Wingbane – Passive – Cannot target any unit with the Flight condition.
• Sturdy Blow – Passive – After using an ATK ability, can immediately use the Defend
ability as SP 2.
Information:
• Commonly mistaken for regular walls, many newcomers to the Overcity find themselves
victims of this monster.
• Overcity Walls detect motion via tremors in the earth. Because of this, they are
surprisingly weak to flying foes and mirrors.
• These Walls have a small tell in that any crack that appears on them is always in a cross
shape.
• Overcity Walls have no vulnerable or weak points.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 46
• The composition of the wall can be many different things, such as slate, cobblestone, or
even regular bricks. Wooden walls are rare, but not unheard of.
Suggested Rewards:
• An Overcity Wall’s defeat is worth approximately 5 Bronze or 25 Copper.
• An infestation or emergency bounty of Overcity Walls should be valued at 75 Copper or
6-8 Bronze.
• Sturdy Fragment – Material – Can be used to make a Uniform Outfit with the Stalwart (6)
ability. Can also be used to make a Weapon with the Sturdy Blow (9) ability.

Phoenixian Flytrap
Stats
STR 2 HP 80
AGI 0 DEF 2
VIT 8 EVA +0
MAG 9 Crit 20% (+50% dmg on Crit)
LUK 0 BST 19 (38 CP)

Abilities:
• Ember Attack – Active; ATK – Optimal (1,2,3). Deals Fire damage based on MAG.
• Vital Sparks – Reactive – Re: When this monster is inflicted damage, it recovers 3d8 HP.
Each time in a round that this ability is activated, decrease the healing by 1d8 (to a
minimum of 0).
• Burnproofing – Passive – Grants 200% Fire resistance. Immune to the Burn condition.
• Frostblight – Permanent – Reduces Ice Resistance by 50%. Automatically fails any contests
that would apply the Freeze or Frostbite condition.
• Vital Ember – Passive – While this monster’s HP is less than 25% of its maximum, increase
all Fire damage it would inflict by 3d6.
• Phalanx Ember- Passive – OpR. When this monster is inflicted damage, can distribute that
damage evenly among any allied Phoenixian Flytraps in the current Encounter.
Information:
• Flytraps are found in forests and groves in the Overcity, including the ones in the middle
of dense sections of urban sprawl.
• These plants typically disguise themselves as a Phonexian Cluster, to the dismay of many
apprentice apothecary and herbalist.
• When it gets weak, it will typically start sputtering flames.
• You can identify a Flytrap from a Cluster by the wooden eye it has, which the Cluster does
not.
• Ultimately, Flytraps are a courrpted mutation of their Cluster cousins.
Suggested Rewards:

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 47
• Coins are not awarded for defeating a Phonexian Flytrap.
• Kindled Eye – Material – Can be used to make a Phonexian Cluster (1). Can also be used
to make an Outfit with the Vital Sparks (12) ability. Can also be used to make a Weapon
with the Vital Ember (6) ability. Weapons and Outfits created with this material also have
the Frostblight ability (this ability does not consume an Enhancement slot).

Quicksilver Adder
Stats
STR 1 HP 12
AGI 20 DEF 4
VIT 12 EVA +17
MAG 3 Crit 42% (+250% dmg on Crit)
LUK 15 BST 51 (102 CP)

Abilities:
• Stealth Attack – Active; Inherent; ATK – Optimal (1). Deals Metal damage based on AGI.
Target’s EVA is reduced by 15 against this Attack.
• Heavy Metal Fang – Reactive – 1 VIT – Re: When this monster inflicts damage to a unit
with an ATK ability, gain 5 CP, and if you do, Apply [Poison] (5t) to that unit.
• Sickle Bite – Reactive – Re: When this monster deals a critical hit with an ATK ability, you
can sacrifice your Critical Damage Bonus to Apply [Poison] (2t) to that Attack’s target
once for each 25% Critical Damage Bonus sacrificed.
• Mercury Spray – Speed – 1 MAG – SP 1. Contest (User’s VIT vs Target’s VIT or LUK):
Apply the Poison condition to the Target.
• Venom Drain – Passive – Each time this monster applies the Poison condition, increase
their DEF by 2.
• Venom Sap – Reactive – X = the number of applications of the Poison condition currently
on the unit. OpR. Re: When a unit is inflicted damage from their active Poison
condition(s), choose a stat. Recover X points of that stat.
• Life & Death – Passive – Reduces the maximum HP of this monster by 90%. Increases the
Critical Damage Bonus of the monster by 200%. Increase the Critical Rate of the monster
by a value equal to their VIT.
• Metalloid – Permanent – Cannot restore HP, except by Reprieve. Decrease Resistance
against Beast and Metal Specialization Spells by 100%. Decrease Metal Resistance by 50%.
Information:
• A favorite pet of assassins, and considered a valuable tool in stealthy murders.
• These creatures are VERY aggressive, and will typically attack the closest thing they can
sink their fangs into.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 48
• Adders are quick to flee despite their aggressive nature, and will usually turn tail after
taking any damage whatsoever.
• Adders are typically known to hold strong grudges. A previously undefeated foe is more
likely to be attacked again, so long as both the adder and its prey live and can reach each
other.
• Quicksilver Adders are most well-known for their silvery sheen and seemingly liquid
body.
Suggested Rewards:
• A single Adder Is a serious threat, and is worth 2 Silver by itself.
• An infestation of Adders is considered a potentially area-destroying event, and can be
worth as little as 8 Silver. A large enough infestation or dangerous enough situation may
even be worth a single Gold.
• Silver Skin – Material – Can be used to make a single Antidote, an expendable item which
will cure all instances of the Poison condition once. Can also be used to make a Weapon
with the Heavy Metal Fang (5), Sickle Bite (8), Venom Sap (10), or Life & Death (20)
abilities. Any Weapon created with this material also has the Metalloid ability (this ability
does not consume an Enhancement slot).

Stormwalker
Stats
STR 3 HP 30
AGI 8 DEF 1
VIT 3 EVA +5
MAG 8 Crit 6% (+50% dmg on Crit)
LUK 3 BST 25 (50 CP)

Abilities:
• Storm Attack – Active; Inherent; ATK – Optimal (1,2,3,4,5,6). Deals Wind damage based
on AGI. If the damage inflicted by this ability is greater than the Target’s AGI, Apply
[Dizzy] (2t) to the Target.
• Bolt Attack – Active; Inherent; ATK – Optimal (1,2,3,4,5,6). Deals Lightning damage
based on MAG. If the Target is inflicted damage greater than or equal to their AGI, Apply
[Stun] (1t).
• Crackling Zone – Reactive – Re: At the start of this monster’s turn, they gain 1 CP, then
deal 3d4 Lightning dmg to all combatants at Close or Near range.
• Storm Access – Boost – No Cost – X = CST. Can only be used while this unit’s HP is 10% or
less. When you would use an ATK ability, increase the damage dealt by that ATK ability
by X.
• Buffeting Winds – Passive – Decrease the MS of combatants with any Wings ability by 2.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 49
• Stormblood – Passive – Grants Wind Resistance of 80%. Grants Lightning Resistance of
50%. Grants Water Resistance of 20%.
Information:
• Stormwalkers are actually sentient beings, and will typically hold conversations with
people.
• Most commonly found in stormy areas, or the sites of great storms, hurricanes, or tornado
touchdowns.
• Prone to fits of uncontrollable and unpredictable violence.
• Can’t actually be killed; dissipate and reform with the next storm.
• Don’t seem to travel much.
Suggested Rewards:
• Stormwalkers award paltry coins due to their immortal nature, only granting about 8-20
Copper.
• Squall Heart – Material – Can be used to make an Outfit with Buffeting Winds (5) or
Crackling Zone (6). Can be used to make a Weapon with Storm Access (10).

Zoukku Raid Birds


Stats
STR 3/4 HP 25
AGI 6 / 10 DEF 0/1
VIT 2/3 EVA +5 / +7
MAG 4/4 Crit 8% (+50% dmg on Crit)
LUK 4/4 BST 19 (No CP)

Abilities:
• Wrench Attack - Active; Inherent; ATK – Optimal (1). Deals Bash or Metal damage based
on STR. If unit is Mounted, this ability’s damage is Bash/Metal damage based on AGI
instead.
• Wrench Throw – Active; Inherent; ATK – Optimal (1). Reduced Penalty (2,3). Deals Bash
or Metal damage based on STR. Cannot deal Critical Hits. If this ability inflicts no damage,
the weapon is disarmed. If unit is Mounted, this ability’s damage is Bash/Metal damage
based on AGI instead.
• Grapple Attack – Active; ATK – Does not deal damage. Scales with AGI. Contest (Attack
Value VS Target’s Evasion Roll): Engage the Target. If the user is Mounted, this can be
used as a Reactive immediately after a Move.
• Gear Mount – Speed – SP 2. OpE. Apply Gain 2 MS and use the second block of stats.
Additionally, gain a second block of 35 HP. Treated as Mounted. When this block of HP
is reduced to 0, you are not KO’d, but the rest of this ability’s effects are removed.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 50
• Release – Speed – Scope (0). SP 1. Deal Strike dmg a Target based on AGI, dealing an
additional 4 damage for each Stage you moved in this turn. After using this ability, break
the Engagement.
• Pass Toss – Speed – SP 2. Scope (0). Deal 3d6 Sound damage to a Target, and then break
the Engagement. A Zoukku Raid Bird at Mid-Range or closer can immediately use
Grapple Attack as a reactive, provided they are able to do so.
• Loved By the Wind – Passive – Grants 40% Wind Resistance.
Information:
• Very very noisy due to their insistence on customizing their airboards and equipment to
be optimized for rattling and clanging.
• A bunch of half-harpie hybrids that are more interested in having a good time than going
to school.
• These birds engage in odd mating rituals that involve rough and slightly violent fights
picked with prospective male mates. Despite this, their mates are treated exceptionally
well once courted.
• Tend to have a hard time forgetting both debts and grudges. Will frequently forget
anybody that hasn’t helped or slighted them.
• Appreciate a good mechanic, even if most of them can sling their own wrenches.
Suggested Rewards:
Despite their status as a persistent nuisance, Zoukku Raid Birds are considered little more than
common thugs, and don’t typically award coins or materials of their own. However, at times,
you may find random materials, items, or coins in the pockets of defeated Birds.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 51
Errata & Patch Notes for v2.7
❖ All Semi-Auto abilities reclassified as Split abilities.
❖ Clarified how DMG+CMonG/NatMonG combinations function.
❖ Clarified that Mind Mutations are also considered Monstrous abilities.
❖ CP Value of most monsters reduced by 30%.
❖ Removed all references to damage Taken.
❖ Removed all references to Stranded, Secluded, and Starved.
❖ Updated Bestiary to properly reflect Resistances instead of using archaic language.
❖ Updated Bookmarks section to be clearer and have better access to high-demand sections.
❖ Updated formatting to be a bit more consistent.
❖ Active Bystander - Changed wording slightly to avoid confusion with the Engaged
mechanic.
❖ Bloodlust Golem - Regenerate now clarifies when it activates.
❖ Celestial Bind - Ability type changed to Permanent. (Previously Passive)
❖ Champion's Armor - Can no longer gain Enhancement slots from Augments.
❖ Chaos Bite - Increased Optimal to (0,1). (Previously Optimal (1))
❖ Devourer (Natural) - Updated text for clarity.
❖ Greed - Now only functions on ATK abilities that only deal damage to a single Target.
❖ Health Sapping - Penalty now comes from your Boost stats. (Previously came from Base
stats)
❖ Mana Starved - Penalty now comes from your Boost stats. (Previously came from Base
stats)
❖ Miniscule - Fixed an error where the timing for the Trigger effect was not indicated.
❖ Pact Weapon - Can no longer gain Enhancement slots from Augments.
❖ Patron Scan (Puchuu) - Changed the value of 5 to not be redundant with value of 4.
❖ Payment - Now pays the player in RC.
❖ Perfect Life - Now has an effect.
❖ Powerful Aura - Fixed an error where the ability was not notated as a Monstrous ability.
❖ Rites - Now permits the player to use RC to perform the rites instead.
❖ Sanctum - Effect changed to account for removal of Stranded/Starved.
❖ Storm Access - No longer has a stat cost.
❖ Supplier - Now provides weapons and outfits.

[v2.7] MGCYOA SCS Expansion – Order & Chaos; Friend & Foe - 52

You might also like