Accidental Magical Girl CYOA: Thanksgiving Edition

Welcome to the Accidental Magical Girl thread!

Various worlds and multiverses have become connected together via the mysterious Overcity, a sprawling landscape inhabited by monsters and magical beings. Girls and boys endowed with their new supernatural powers can work together solving conflicts that arise!

>This is NOT a greentext adventure style CYOA with one GM and thread posting to dictate the adventure, but rather a hub thread for multiple storycrafters to use. A majority of activity (including campaigns) instead happens in the IRC, which is open for newbies to join. Some players have split off and created a Discord server which can be used for the same purpose.

This thread houses three systems: First, QuasarBlack's CYOA PDFs which may be used as writing prompts. Second, AMGC which expands on the CYOA character creation and provides rules for combat. Finally, the SCS is an alternative to AMGC with a similar purpose. IRC uses mostly AMGC and Discord uses mostly SCS.

Post builds, roleplay, write stuff.

CYOA Stuff:
Writefag Archive: pastebin.com/rSvTGQzP
Magical Girl Images: mega.nz/#F!xINWxCqY!HsVA2LnU9RDMMmZieoqv9w
1.51 Changelog: pastebin.com/ub28mT8t

IRC Channels on Rizon:
OOC Chat: #MGCYOA
IC Campaigns: #MGChronicle #MGPnP #Overcity
IC Shenanigans: #TheWand&Circlet #MGCafe
IC School: #MGSchool
rizon.net/chat

Discord:
discord.gg/rePN4

Other urls found in this thread:

titanpad.com/RWlqAHmERq
titanpad.com/FUjuIO6cfH
docs.google.com/spreadsheets/d/1_ugcJa0fs2KkZ-oXy7kexzqAySUzsbUJ42GydS_kV_w/edit
drive.google.com/open?id=11e88asWSMIIxB-iX7c5QX1j6pRcXWXAg0DTrLuOGVWo
pastebin.com/ZvxkyAbH
pastebin.com/ArCvYAPt
pastebin.com/3rwLq8TT
pastebin.com/FJwNH5Fz
titanpad.com/xys8tpTFEl
titanpad.com/AMGCupdate1-14
pastebin.com/X0Ngy7zY
pastebin.com/cTL5Ptpa
pastebin.com/LFmGNMBq
pastebin.com/cbcBUc03
pastebin.com/kVJmwcj3
pastebin.com/wTMU8JjX
pastebin.com/pzKwa1kD
pastebin.com/WpKxFQd9
discord.gg/2wfPB
pastebin.com/pZRjAWdL
pastebin.com/jn5BCMTE
docs.google.com/spreadsheets/d/1Kp2gExLtB30_H71FHwg2TnVt9lYHk-45z52BMfAgg3g/edit?usp=sharing
twitter.com/SFWRedditVideos

The CYOA's Patron Module, which determines just who bestows your character's magical abilities. But be wary, for not all of these patrons are after your best interests...

Well, I fucked up. The CORE was supposed to go first, and AMGC later. I'm a giant idiot, though, so here's the CYOA.

Aaaand I fucked up again. This text was supposed to accompany the documentation for AMGC.

IRC Community Linkboard
>titanpad.com/RWlqAHmERq

Spec Trees (spells for all 19 normal Specializations)
>titanpad.com/FUjuIO6cfH

Character Archive
>docs.google.com/spreadsheets/d/1_ugcJa0fs2KkZ-oXy7kexzqAySUzsbUJ42GydS_kV_w/edit

Torque's Google Docs Character Sheet
>drive.google.com/open?id=11e88asWSMIIxB-iX7c5QX1j6pRcXWXAg0DTrLuOGVWo

Add-Ons to AMGC Core including the Corruption, Fusion, and Puchuu docs, now in one semi-convenient spot!
>pastebin.com/ZvxkyAbH

Mirrors: pastebin.com/ArCvYAPt
Changelog: pastebin.com/3rwLq8TT
Previous Versions: pastebin.com/FJwNH5Fz

Currently Active Documents
>titanpad.com/xys8tpTFEl
>titanpad.com/AMGCupdate1-14

AMGC Corruption PDF, for mechanics of a monstrous nature.

Two girls become one mind and body - fusion!

This document discusses the primary source of a Mahou's power -- the mysterious race known as the puchuu!

Be careful, though: they may not be as benevolent as they seem...

>AMGCore op
You done fucked up. Delete the thread and try again or the Discord group and shitposters will never shut the fuck up.

Introducing the MGCYOA Supplementary Combat System!

The SCS was made as an add-on to the CYOA to cover the combat side of roleplaying. It allows players to easily take characters made in the CYOA v1.5 and use them in Quests and long-running campaigns alike.

This PDF covers the basics of magical girls and sets the groundwork for future updates (which will include Patrons, DMGs, and Monster Girls).

>Addons to the SCS, currently only the Order & Chaos / Friend & Foe expansion:
pastebin.com/X0Ngy7zY

>Mirrors: pastebin.com/cTL5Ptpa
>Changelog: pastebin.com/LFmGNMBq
>Previous Versions: pastebin.com/cbcBUc03

The SCS Order & Chaos, Friend & Foe expansion, for adapting patrons to SCS play, a basic bestiary, and creating dark magical or monster girl characters.

You're a version behind and none of those pastebins are right.

Addons: pastebin.com/kVJmwcj3
Mirrors: pastebin.com/wTMU8JjX
Changelog: pastebin.com/pzKwa1kD
Previous: pastebin.com/WpKxFQd9

The SCS GM guide. Includes

>Statistics for Mundane weapons and their use in the SCS.
>Alternate and Additional Rules for use in campaigns and quests that help change gameplay to better interest/suit specific groups and/or campaign styles.
>A list of common questions regarding rulings and gameplay.
>Tips and suggestions for GMs looking to run a game.
>Rules for converting AMGC characters for SCS use, as an alternative to completely rerolling characters.
>Tips and suggestions for constructing cinematic scenes and narratives from mechanical interactions.

Confirmed for a future release:
>An SCS version of a community-created “stock” quest.
>How to use coins to anchor minor additive enhancements to yourself and your abilities.

Rolled 12, 14, 6, 18, 19, 13, 14, 3, 8, 7, 7, 3 = 124 (12d20)

probably the shitposter.. no working discord link
and the scs wasnt posted correctly in the order either
not to mention the cyoa. report the thread I'm thinking?

rolling so this post isn't completely useless

this whole thread is a mess

sage goes in all fields

The Discord links expire every half hour. There's nothing I can do about it.

I'm -not- the shitposter.

Understood. Can you link me to the correct document repository, then? I'll update the template that I have.

All of the links in The Discord links are good for 24 hours. Here's a fresh one: discord.gg/2wfPB

I tried to generate an invite and Discord told me it expires every 30 minutes. But I appreciate the invite, and I've updated my template.

Hello, guy workin' on some monster fluff and whatnot, figured I'd post my current material here. This is just an interest draft, and WILL change and be expanded upon, the two monsters included are there as examples how they'll generally be written up. I may not even use them in my final piece on monsters. The material in the first paragraph will likely be expanded upon, rather than ever removed.

Just like me to forget a link. Here ya be, Magical Girls! pastebin.com/pZRjAWdL

Oh, yeah, gotta' manually set them to be for longer.

So, fellow magical girls: how much of an element is flight in your girl's life? Does she have a way of getting off the ground, or are birds past her reach?

My girl's an Air mage, so she can summon a steady flow of magic against a magic shield she rests under her body to get her up up and away~

At risk of powergaming I like my girl to be doing anime aerial maneuvers. Diving from buildings, jumping from rooftops, she doesn't have real wings but that doesn't mean she stays landlocked. High AGI sure comes in handy.

I've got wings, harpy MonG and transfiguration into a bird, good for getting around the Overcity and its tall buildings.

How do STR and AGI figure into how high/easily a flightless girl can jump or run up walls? Seems like that would be especially relevant for combat with flying monsters or MGs/DMGs/MonGs.

Rolled 3, 10, 10, 2, 8, 1, 15, 4, 4, 12, 3, 7 = 79 (12d20)

might as well get something out of this thread before the Discord throws a shitfit over it

Flying means more distance from you and the enemy, which means you win!

... at least, in the eyes of Zephyr Edge. When you have more distance from your enemy, you can also take more time to plan.

Her signature technique is also a divebomb with her sword, mind you.

It depends. If you're writing for a story, the sky is the limit, more or less. If you want str/agi to translate into hopping off a skyscraper and causing a crater when you land, go for it!.
Roleplay that isn't in a campaign setting lets you fluff things how you want for the most psrt too. Actually, you might find that people are more conservative with movement thn you'd think. You might get an eyebrow raise if you write your girl scaling a building by her jumping. In a campaign you might also get a wrist slap for fluffing movement like that if the gm is running something realistic or tacticool.
Depending on the system movement is either barebones or defined darn well.
AMGC only has three movement ranges and wings dont grant a special movememnt bonus, only defense dice bonuses. Seems like the movement system was never finished.
You can usually write how you attack or defend so if you want to write that you flew out of the way when you defend that's fine. Just don't expect an additional mechanical bonus or immunity from an opponent.

The Discordants have never shitposted, its' common knowledge someone is trying to make them look bad.

Seems like there should be something in the rules to deal with aerial combat or certain conditions involving a character and flight.

What about fall damage?

For example, consider if I have my character successfully grapple a non-flying character then she starts flying upwards a hundred meters or more as fast she can with the non-flying girl in tow and then drops the non-flyer as an attack or threatens to do so to get the fight to end.

Another condition where fall damage would be relevant would be if a flying character is suddenly rendered unable to fly midflight for some reason, such as an Air specialization MG getting her magic disrupted or a winged girl having her wings encumbered or entangled by something.

The trouble is, how do you prevent a character with Wings and a ranged weapon from just flying up and peppering a character with no wings and a melee weapon to death? The ground-based character can't strike at the airborne one, unless you forced them to Dash into the air every turn in some kind of super jump. Being in the air then becomes directly superior to movement on the ground and would make Wings a significantly stronger Perk.

Could perhaps give melee characters an attack that would knock flyers out of the air if it connects and is successful and leaves the flyer having to recover on the ground for one to three turns, perhaps based on the number of successes. I'd suggest a cooldown on such an attack so it simply can't be spammed repeatedly resulting in a game of wack a mole with the flyer rendering the flying perk moot. Alternatively, a flying grapple to drag the flyer out of the air would work. The second doesn't really require any addition or change to the rules.

From a logical stand point it does make sense that a melee magical girl would have to be jumping up in the air to hit a flyer. Shouldn't they already be doing this with flying monsters?

What does your mahou do for fun?

I encountered this problem when designing some flight spells for the spellbook. I made it so that Physical Grapples allow the user of the grapple to stay in the air with the target of the grapple for as long as the grapple is maintained, and iirc, you can attack them while grappled in this way.
If they break out of the grapple, though, you fall and take Fall Damage.

Okay, found the spell:
Rocket Feet
Keywords:Utility, Instant, Sustained
Requirments: 14 MAG
Cost: 2 to cast,1/turn to sustain
Desc:Propel yourself around with jets of fire! Allows you to fly; you may move to Far, but not Very Far, range from the surface and stay that way under your own power. Enemies that successfully Dash attack you without having some means of staying in the air under their own power may attempt a Physical Grapple as a free action; they stay in the air with you, even moving with you, as long as the Grapple is successfully maintained. You may move even if grappled this way. Falling results in 2d3 wounds, ignoring Soak, to the grappler.

Also dayum those digits

Okay, so there's no way to attack them as a free action or anything. This could get tricky for a 1v1 fight. Should we allow a 1 w/s attack while Grappling?

Hey, can we post builds in this thread? First time building a magical girl and I ended up with a lumbering behemoth. Feedback would be appreciated.

Go for it. Posting a snippet of story or character meta alongside builds is customary, but not mandated.

Cool. I present - Monster chan.

>Stats:
Str - 13
Ag - 8
Vit - 21
Mag - 0
Luck - 7

>Body
Underdeveloped. Tall and slim, like a model. Or I would have been, if it weren't for the... "accident" during my transformation.

>Specialisation:
Oddball (punching)

>Weapon:
Melee, Master of Battle (giant gauntlets)

>Clothes:
Flowing, quick dash (a huge, baggy, ill fitting schoolgirl uniform. I look like a caricature of a magical girl. Although it does have bicycle shorts)

>Powers (spent a gold coin)
Regeneration
Invulnerability

>Perks
Flexibility
Martial Training
Extra Patron (Ares)
Defender
Blood Magic
Natural Aging

Patrons:
Puuchuu - magical overload, emergency reinforcements, hostile, expendable
Ares - Divine Competence (hand-to-hand combat), paragon, trickster, monster girl

>Monster girl
Body: thick skin, redirected magic, warrior

So there I was, driving back from work, minding my own business. Maybe I was a little tired, maybe I wasn't paying attention as much as I should have. But she still should have looked before crossing the street.

I tried to help her. I tried so hard. Then the weird squirrel thing showed up, and things got worse. Blinding light, blood pounding in my skull. My body twisting, changing. I was so scared.

AND THEN THIS ASSHOLE SHOWS UP.

"Hey, Puuchuu. Nice magical girl ya got there. Shame if something... happened to it"

And I kept twisting even more. I'm seven feet tall with a crown of thorns, black and red eyes and sharp fangs instead of teeth. That bastard was bored you see. He figured the best way to cure that was to pick a mortal champion to fight in his name - and then throw them in the deep end.

Which is what happened. No sooner had I transformed then Puuchuu gets angry and decides to get the magical energy it invested in me back - by convincing every other magical girl in a mile I was dangerous and needed to be put down.

I tried to talk to them. But Ares did something to my mind. Now, even when I have a basic conversation with someone, I have to stop myself from turning it into a debate or an argument. Into a conflict.

Now I live on the run, hiding in the run down areas of Overcity. It's never long before Puuchuu finds me again. Luckily, I'm more than tough enough to survive what it throws at me. But I've lost everything else.

So there she is. I rolled up most of that character, then moved my magic scores into other things and rejiggered my perks using my silver coins when I had the idea for the monster bruiser caught between Ares and Puuchuu. I think I might suck - I'm not good for much else besides punching and not dying, so I could be a fighter in a party full of clerics and druids. But I like the character. Thoughts? Feedback?

Hang on, had 3 bronze coins left over, gonna put my STR up to 16

Ground-pounder. They fight more like a fixed artillery installation than anything.

something something what if fox got peach's float

>flashdrive
>making spells

Shit happens.

You'd be surprised how many people aren't "clerics or druids". Just like in MMOs, it can be hard to find good support classes because we've only recently been getting out of a rut as a community where 1v1s and DPT are all that matter.

The Discord, for instance, has ONE (1) straight healer amongst about a dozen routinely-played characters. The rest either have secondary support options when they're less useful, mezzers, or are straight DPTs.

I really like this character concept so don't take this as a criticism but I think you might be confused? You're using parts of the blue pdfs with parts of the purple. The blue pdf, AMGCore has its own rules for monstergirls and hasn't adapted any of the mechanics for Patrons. You can still have them hanging around for fluff but you'll have to remove some things like redirected magic.
The pdfs were posted out of order so its an easy mistake to make imo.

I guess I'd say your concept works best for the CYOA and SCS, the plainer looking pdfs, as opposed to AMGC.

Being a healslut is boring, and you give gms a free pass to kill your character if they devote into support skills instead of self preservation. No point writing and investing into a character that others will try to pick off as an easy target.

but heroes never die

Wait, really? Shit, this is embarassing. OK, I remade Monsterchan in pure blue. I like the AMGC better than the purple pdfs because it ha more options.

>Stats:
STR-15
AG-5
VIT-18
MAG-0
LCK-7

>Specialization:
Oddball (punching)

>Weapon:
Melee, master of battle (Huge, black carapace gauntlets)

>Outfit:
Uniform, reinforced

>Powers:
Regeneration, Invulnerability

>Perks
Martial Training
Defender
Blood Magic
Natural Aging
Extra Patron
Flexibility

>Monster Girl
>Weakness:
Empathic

>Perks
Tooth and Claw
Bestial
Immortality
Size +
Berserker

So my hands now have giant three fingered gauntlets made out of magical black carapce fused to them. I'm like Edward Scissorhands, but for crushing.

I rolled for a weakness and got Beast, but I like the idea of being weak to Empathic more. I'm a giant rage monster, so going up against someone who can manipulate or draw power from emotions is probably bad for me.

I haven't kept any of the patron bonuses, but I'm gonna keep the whole "transformation subverted by Ares, Puuchuu hates my guts" angle. It's definitely interesting.

>his GM kills healers
>his GM doesn't use healers as an excuse to fuck up everyone else because they can be put back together

I've seen some shit

Reminds me of STR

There is a kind of sacrificial spirit in this that can be fun to role play.

Monsterfag again, wrote more shit, tell me your thoughts on this.

GODDAMN IT, I KEEP FORGETTING THE LINK. pastebin.com/jn5BCMTE

I like the idea of GMs using healers as an excuse to fuck up players even more and show how dangerous being a magical girl is, why let the Regenerators have all the fun of serious injuries to heal from? I'm all for incorporating the Good Thing You can Heal Trope more.

As a note about the only thing I can add to that is that just because you can doesn't neccesarily mean you have the pain tolerance to not be incapacitated or pass out from crippling or serious injuries. I mean if Regenerator gets there skin burned off or a limb shattered it seems like they shoud have to roll for a debuff for a round or two from the resulting pain even though she can heal, unless magical girls have a better pain tolerance than normal humans.

MOAR LOAR

I agree totally with this.

Part of the fluff I'm writing with my vampire girl is how she gets tortured on a daily basis by her master to build up her pain tolerance.

So is there anywhere you can actually play this?

Sorry for being a newfag, but which is more active, the Discord or the IRC?

The Discord is where all of the system makers and DMs hang around. It focuses on campaigns.
The IRC has a larger amount of slice of life roleplay.
Both are equally populated.

Ok, so if I want to play I should join the IRC.

Do I just ask to join a campaign, or should I make my character first?

Make your character first. You can ask around, as despite claims to the contrary both the Discord and the IRC run campaigns or individual quests on occasion. The Discord, also, is attempting to get more casual, spontaneous roleplay going.

>open Torque's chargen/charsheet
>"this file is in the owner's trash"

Wooow

>person leaves the community
>deletes the stuff he made for it

shouldn't really be surprised desu

He got treated like shit. It's not surprising he snapped.
The community has a way of driving off its contributors.

Treated other people like shit too senpai
Don't dish it out if you can't take it

Well tough shit, is there anywhere else automated I can make a character, or do I have to do it all by hand? I don't mind either way, I'd just hate to waste time if there was a way not to.

Go into the IRC and ask around. Someone probably has a mirror up or a filled sheet on hand.

here's a link to a copy of Torque's sheet: docs.google.com/spreadsheets/d/1Kp2gExLtB30_H71FHwg2TnVt9lYHk-45z52BMfAgg3g/edit?usp=sharing

Cna DMGs and MonGs with the Sixth Sense perk interact or talk with spirits other than ghosts and people astrally projecting in anyway? Obviously they would gain no benefits of Spirit specialization magic. Whats the difference between a human ghost/astral projector and a non-human spirit if they can't?

So which outfit category would this fit under (besides cosplay)?

What are non-ghost spirits? Not sure I understand the question. You can probably do what you're asking...?
The person who wrote the corruption perks had 0 concept of balance and forced random ideas in it without holding a vote so if you don't like that perk or its wording you can ask in the IRC to get it changed.

skimpy

My impression was that spirits that aren't ghosts exist and the Spirit Specialization effectivley turned a magical girl into a shaman of sorts that can physically manifest spirits by using there own magic while someone who has the Sixth Sense Perk is limited to only interacting with spirits, but can't normally cause them to manifest unless they have a non-specialization workaround such as Sorcery.

I mean, it isn't direclty stated that non-human spirits exist, for example nature or elemental spirits, but I assumed they do.

My question was that if you have the Sixth Sense Perk, can you interact with non-human spirits. And if not why not?

The reason I was asking the question was due to how the Spirit Specialization and Sixth Sense Perk were worded.

Spirit:4. Spirit allows users to see and communicate with spirits. They are skilled
in manipulating the aetheric energy disembodied entities need to manifest
in this world. They can exorcise a spirit with ease, or summon enough
aetheric energy for a disembodied entity to interact with the world. These
girls are usually laid back and calm. A novice Spirit mage may employ
poltergeists wielding various weapons in battle. An advanced Spirit user is
often surrounded by animated suits of armors and dolls inhabited by
their loyal spirit servants, as well as fully materialized specters.
Out of costume, they retain the ability to see and communicate with spirits.

It implies non-human based spirits exist.

Sixth Sense: Even without being Spirit spec, you may see the souls of the
deceased, or those astral projecting. If you choose you may be able to touch them or allow
them to touch you with some concentration.

The way it's worded suggests that it's limited to human spirits but gives no explanation for why that is.

If I have the Sixth Sense Perk can I interact with spirits that aren't deceased or human because seems like there's not a real reason given and there wouldn't be any reason to do it much beyond RP.

And if she was wearing a tank top under her vest rather than a crop top, what would it be?

Also, the "skimpy" description in the pdf doesn't seem match that outfit, though by most standards it is a skimpy outfit

Did I just somehow miss this stuff when reading the OP pdf or are there no rules on:

-rest between fights
-character growth
-how many spells a character is allowed
-what spells there are
-other things that are referenced but never explained

Rest between fights give variable bonuses based on your GM.

AMGC has no character progression system to keep things fair for the people who joined today vs the people who joined 2 years ago

A character can use all spells that they meet the stat requirements for. A GM might give you a set limit but I've only seen this once

The spells are a massive list, a pdf is in the works but for now you access them from the Titanpad spell list linked in the OP and also linked in the IRC link board

What other things do you have questions for?

>spells

As far as I'm aware there's no limit on the number of spells you can know but some spells have minimum MAG stat requirement.

I think character growth is done via using coins earned through quests if I'm not mistaken.

W-what's wrong with spells? I like some crunch with my fluff.

What are these Monster Girls that are spoken of, but don't seem to be in the book?

Nevermind, it's in the Corruption module.

Rolled 4, 7, 6, 1, 18, 8, 14, 5, 5, 17, 2, 12 = 99 (12d20)

I had typed up a large post about the differences between the CYOA, AMGC, and the SCS, only to discover that somebody fucked up the OP and put the CYOA farther down the list, putting AMGC in the OP instead.

There's. no progression. You get everything you're ever going to get at the beginning. There are mechancial holes in the PDF. Some of them are filled in by the Corruption doc, but most of the AMGC supplements are hella out of date and/or imbalanced. One of the glaring holes that most people don't catch is that the AMGC main PDF doesn't say what success occurs at (7 on the d10).

So, everything's fucked and I can't run the game?

No, there aren't actually that many problems. The only major one is that it doesn't say when a success occurs, but we can clarify that now (d10 roll):
7-9 -> 1 success
10 -> 2 successes

Shit, I never would've caught that myself. Thanks a lot!

The game's playable, but you'll have to do some asking around to get extra info, because releases and updates for the PDFs can be slow.

We've been trying to get a fucking spell update since sometime in April. People have picked it up, done good work on it, and dropped it for a plethora of reasons, and even assuming that one gets completed, it still has to get approved by the community AND turned into a pretty PDF that matches the others.

AMGC's nature as a Community-Managed system gives itself a lot of creative power, but tends to result in poor management of that creative power.

AMGC is a hot pile of shit. It's very nearly unplayable and the only reason it hasn't been replaced is because the moderation team banned anyone who spoke out against its many flaws.
If you want a real system, use the SCS. The pdf isn't as pretty but the content beats AMGC in every capacity. It's a unique homebrew made by a REAL game designer, not a cobbled together mess held together by bullying others to use it.

maybe if dsd and the shitposters would fucking stop shitting on everyone we wouldn't have this problem lol

Joke's on you. You just replied to DSD. So now either you have to admit you just talked out of your ass with finger-pointing, or you're shitposting yourself in order to make AMGC/IRC players look bad.

Ah, look, somebody trying to play the OTHER side of that argument. AMGC's definitely got flaws, but it's not "very nearly unplayable", and it isn't the main system of the IRC because "the moderation team banned anyone who spoke out against it". It's the "main" system because it got started first, got established first, and as a result is more deeply ingrained into the populace of the IRC. Compound that with the drama surrounding the creator of the SCS, and of course IRC players don't play it.

of course dsd would say people just mysteriously drop their work on amgc, why would he admit his role in making them leave

and then trying to explain that obviously amgc is bad, just look at these perfectly justified reasons
without his trip on
while oh shit another post right after just so happens to extol the virtues of scs?
not buying it.

fuck off, if there wasn't this constant drama i guarantee a lot more would get done. don't you have anything better to do?

Look, I don't give two shits about the drama around the systems. Can someone please give me a rundown of key differences between systems (why are there THREE of them, anyway)?

No problem!

The purple CYOA came first. It's a writing prompt cyoa, so it alone can't be used to run a game since there's no gameplay mechanics attached to anything.

The blue pdfs AMGC came next. It's an expansion of the CYOA with mechanics attached and a few addition pdfs, like corruption and fusion. This system is unbalanced but fairly easy to grasp and run pick up games with. A lot is left open to player or GM ruling and bring able to make custom spells makes it a fan favorite. The downside is that balance is hard to figure out and a lot of adventures can seem murderhobo like, because the simple system doesn't have a lot of mechanics. No stealth, no environmental damage, etc. You can make them as a gm but there's not resources you can pull from. There's also no character progression. It seems AMGC was made for roleplay first, pnp second. It's a system with pools of d10s and contests between players and gms.

The SCS was made in reaction to AMGC. Instead of adding its own stuff it focused on adapting what the CYOA had written. So there's full compatibility between it and the CYOA, so you treat the CYOA as chargen. It's more complex and gives you more options for combat as well as premade scenarios and enemies, however it is difficult to run as a gm and the idea behind most combat abilities having a counter can leave players feel disappointed that they don't make the optimal choice (speaking from personal experience). There's a complete list of spells for every specialization but only a few, crafting your own is really difficult to keep balanced and is not as intuitive to translate effects with. You can however progress a character. Arguably it's the most balanced and is the most completed. It uses various dice from d4s, d6s and so on.

MGX isn't completed yet and you can't find it in the thread but that's a d20 system that will be finished someday.

The CYOA is a writing prompt for general RP. It's not a "system". Stats exist for purposes of comparison and scale between two different characters. There are no mechanics.

AMGC is a fairly self-contained, community-managed, Exalted-based system that uses its own system (based on the CYOA) for character generation. It has more options for Powers, Perks, and Outfits than the CYOA, but changes a few things about how Specializations and Monsters work. It's the most frequently used system in the IRC. Because of its front-heavy nature with no development system, it is considered best-suited to quick pick-up games and short-term character usage.

The SCS is a mechanical combat system that ties itself to the CYOA, and uses characters generated from the CYOA to do stuff. It allows progression, but doesn't allow players to improve stats permanently, just improve equipment and spell pools, as well as attach a few passive bonuses. It's the most frequently used system in the Discord. Because of its nature as a detailed, progression-based system, the SCS is considered best-suited for long-runnning campaigns and long-term usage of the same character(s).

MGX isn't complete yet and it's not posted in the thread, but it's being worked on.

The reason there's 3 systems is because originally, the community disliked the system that WAS being used (Jayne's system, which was exalted-based). The SCS' main dev, as well as two of the community players, collaborated for a bit and decided to make two systems: one for the short-term use (the main devs for AMGC were, by their own admission, not developers, so they stuck with adding more options to the CYOA and reworking Jayne's system slightly), and one for long-term use (the SCS was built from the ground up based on community input varying stages of development). The idea was that AMGC would eventually be replaced by the SCS, but this idea fell through pretty quickly.

>No stealth
Well, there is the Hide action and the Feat 'Potshot'

Both AMGC and the SCS have options for Stealth.

How does your mahou deal with ghosts?

Not knowing they exist!

Sucks not being Spirit or Third Eye.

You forgot to add in AMGC you'll fail rolls constantly. The probability of dice success is so fucking low you'll never feel like you accomplished anything but from pure luck. It fucking sucks to be a player and have the dice take a dump on you and in AMGC it feels like this happens constantly.

Er...
I was just replying to the guy saying AMGC had no stealth options.