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Page 1: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,
Page 2: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

STRIKE WITCHES CHARACTER GENERATOR Revised Edition

FOR USE WITH DIVE INTO THE SKY v0.5

10/25/2016

by

“Not Entirely Anon”

Questions and Comments welcome at “[email protected]

So /tg/ can finally be the little girl…

With an extra-big gun.

ARTISTIC CREDITS Cover Art: Humikane Shimada (as far as I can tell, probably somebody at Studio Gonzo, anyway.)

Interior Artist Credits:

Table of Contents: Orz57 (http://orz57.deviantart.com/)

Page 1, 5, 9, 12: Gofu (http://gofu-web.deviantart.com/)

Page 8, 15, 22, 24: SithLordAnimeFan (DeviantArt Account deactivated)

Page 11: Mayuiki Art (http://mayuiki-art.tumblr.com)

Page 17: Ako Roshi (no website found)

Page 18, 20: Unknown

Page 21: Ranalez (http://ranalez.deviantart.com/)

Page 23: Joenprestongc (http://johnprestongc.deviantart.com/)

Page 26: LoriAsakura18 (http://ioriasakura18.deviantart.com/)

All art is used without permission, and no challenge to copyright is

intended. Also, artists should probably think about checking their

emails once in a while in case people actually ask permission to use

their art.

Page 3: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Table of Contents 1 …………………. Introduction and Procedure

2 …………………. Determine Origin Country

3 …………………. Australis Origin

4 …………………. Baltland Origin

5 …………………. Britannia Origin

6 …………………. China Origin

7 …………………. Faraway Origin

8 …………………. Fuso Origin

9 …………………. Gallia Origin

10……………..…. Hispania Origin

11…………………. Karlsland Origin

12…………………. Liberion Origin

13…………………. Orussian Origin

14…………………. Romagna Origin

15…………………. Suomus Origin

16, 17……..……. Character Wrap-up; Equipment Loadout

18…………………. Pistols

19…………………. Assets

20………………… .Magic Strength

21…..……………. .Magic Powers Table

22-25……………. Magic Power Descriptions

26………………… Gameplay and House Rules

Page 4: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

INTRODUCTION

Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar

resource, we’re not going to bother with explanations of how to roll dice. Suffice to say that this Character Generator is

intended to supplement the Dive Into The Sky v0.5 Role-playing System. All the mechanics found here are based around

that system and are intended as purely optional supplements; you can use this system to create a character for DITSv0.5

and not use a single mechanical bonus or magical power listed here and your character will still fit perfectly into any

given DITS campaign.

With that said, let’s be honest. A big portion of the draw of Strike Witches (though probably not the biggest

given the chronic lack of pants) is the historical equipment each character uses to strike down the Neuroi. DITS assumes

that pretty much all equipment is the same insofar as mechanical performance and reasonably justifies that. But when

everything has the same stats, Miyafuji Yoshika’s upgrade from her A6M3a Striker Unit to the Shinden prototype Striker

isn’t nearly as cool. Thus the impetus behind creating this work. It is critical to note here that the aircraft are not (and

are not intended to be) in any way, shape, or form “balanced” with one another, as befitting aircraft designs covering

some 15+ years of development. As such, GMs may certainly elect to allow players to simply choose a starting country,

since some nations (Hispania, for example) are not as remotely well-equipped as, say, Liberon.

It should be possible to generate almost any character from either season of the Strike Witches anime using this

generator, and several of the characters from the manga (including their Striker unit, familiar, equipment, body type,

and basic magical abilities). Where this system most breaks down are the “advanced” magical abilities demonstrated by

experienced Witch protagonists, such as Mia Sakomoto’s Reppuzan technique: I feel that such abilities should be

acquired during gameplay and tailored directly to the character seeking them.

HOW TO USE THE GENERATOR

All characters are generated using the following steps:

1) Generate your character’s Attributes using the standard DITS percentile system. Roll 2d10+20 each for Weapon Skill;

Ballistic Skill; Strength; Toughness; Agility; Intelligence; Willpower; Perceptions; and Fellowship. Your Attribute bonus

for each of these is equal to the tens digit of that Attribute. Your maximum speed is equal to your Agility Bonus x4.

2) Roll on the Origin Country Chart to determine your character’s country of origin. Once you’ve determined that, go to

that country’s Origin Page.

3) On the Origin Page, roll once each for your Striker Unit and your Familiar Appearance. Then go to the Character Wrap-

up Page.

4) On the Character Wrap-up Page, roll once on the Equipment Loadout Chart (and determine which sidearm you carry,

if any), then roll once each to determine your character’s Forward and Aft Assets. Determine your character’s Magic

Strength, and then once on the Magic Powers Table to determine your actual Power. The effects of those powers are

found in the Magic Power Descriptions section.

5) Use Dive Into the Sky v0.5 to finish your character generation (apply skill ratings, etc).

Dive Into the Sky may be found at: https://1d4chan.org/wiki/Dive_into_the_Sky

Page 5: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

ORIGIN COUNTRY CHART Table of Contents

Design Note: The odds of generating a Witch from a given country very roughly match the

proportions of Witches from these countries as depicted in the anime. Fuso Witchs are the

most common, followed in roughly equal numbers by Witches from Britannia and Karlsland,

and so on. The specific odds for a Witch to hail from any given country are listed below:

Strike Witch Origin Country Distribution

Fuso Empire 18%

Commonwealth of Britannia 16%

Empire of Karlsland 16%

Republic of Gallia 8%

Duchy of Romagna 8%

Liberion 7%

Orussia 5%

Republic of Suomus 5%

Commonwealth of Australis 4%

Commonwealth of Faraway Land 3%

China Republic 3%

Kingdom of Hispania 3%

Kingdom of Baltland 3%

2d10 Roll Origin Country Which is totally NOT:

2,3 Kingdom of Hispania Spain

4 China Republic China

5 Commonwealth of Australis Australia

6 Empire of Karlsland Germany

7 Commonwealth of Britannia England

8 Liberion USA

9 Duchy of Romagna Italy

10 Fuso Empire Japan

11 Commonwealth of Britannia England

12 Fuso Empire Japan

13 Republic of Gallia France

14 Empire of Karlsland Germany

15 Orussia Imperial Russia

16 Republic of Suomus Finland

17 Empire of Karlsland Germany

18 Commonwealth of Faraway Land Canada

19,20 Kingdom of Baltland Swe/Nor/Den

Page 6: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Australis Origin Table of Contents

1d10 Roll Australis Striker Table Bonus 1 Bonus 2

1 Curtis P-40B Warhawk +5 Guns (AtG)

2 Brewster F2A Buffalo -2 max speed +5 to hit when Aiming

3 Republic P-43 lander +2 to max speed

4 Bell P-39 Airacobra +1 to LMG damage

5 Hawker Typhoon +5 to Guns (AtG) CAM-20 to Loop

6 Supermarine Spitfire Mk VB +5 to CAM skill

7 CAC Boomerang CA-12 -2 to max speed +10 to CAM skill

8 Boulton Paul Defiant Mk1 Add +1 LMG if you only get 1 in your equipment loadout +5 to Guns (AtA) at night

9 CAC P-51D Mustang Mk20 +2 to max speed +10 to CAM skill

10 Lockheed P-38F Lightning +5 to Guns (all)

…………………………………………………………………

1d10 Roll Australis Familiar Table 1d10 Roll Table F

1 Sugar Glider 1 Retriever Dog

2 Australian Mist Cat 2 Shrike

3 Koala 3 Gyrfalcon

4 Koolie Dog 4 Fox

5 Abyssinian Cat 5 Pony

6 Australian Silky Terrier 6 Raven

7 Chinchilla Cat 7 Hawk

8 Dingo 8 Fox

9 Tasmanian Tiger 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 7: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Baltland Origin Table of Contents

1d10 Roll Baltland Striker Table Bonus 1 Bonus 2

1 Northrop A-17 +5 to Bombs (AtG) Carry 2 extra bombs

2 Reggiane Re.2000 J-20 +5 to CAM skill -5 to Toughness

3 Seversky P-35 J-9 -2 max speed -5 on Injury Chart

4 Fokker D.XXI -2 max speed +5 to CAM skill

5 Messerschmitt Bf109E-3 +5 to CAM skill +5 to Injury Chart

6 Focke-Wulf FW190 A-3 +5 to Guns (AtA) -0 to be hit when Evasive

7 Curtiss P-36 Hawk Model 75 +5 to Spray and Pray -1 to max speed

8 Hawker Hurricane Mk IIA +5 to Toughness

9 Supermarine Spitfire Mk VB +5 to CAM skill

10 Douglass A-33 Model 8A-5 +5 to Bombs (AtG) Carry 4 extra bombs

…………………………………………………………………

1d10 Roll Baltland Familiar Table 1d10 Roll Table F

1 Swedish Lapphund 1 Retriever Dog

2 Broholmer Dog 2 Shrike

3 Norwegian Forest Cat 3 Gyrfalcon

4 Arctic Fox 4 Fox

5 European Shorthair Cat 5 Pony

6 Swedish Vallhund 6 Raven

7 Danish Spitz Dog 7 Hawk

8 Norwegian Elkhound 8 Fox

9 Eurasian Lynx 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 8: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Britannia Origin Table of Contents

1d10 Roll Britannia Striker Table Bonus 1 Bonus 2

1 Curtiss P-36 Hawk +5 to Spray and Pray

2 Curtis P-40 Warhawk +5 Guns (AtG)

3 Grumman F4F Martlet -5 on Injury Chart

4 Hawker Hurricane Mk IIA +5 to Toughness

5 Hawker Hurricane Mk IV +5 to Toughness -5 on Injury Chart

6 Hawker Tempest +5 to Guns (AtG)

7 Hawker Typhoon +5 to Guns (AtG) CAM-20 to Loop

8 Supermarine Spitfire Mk VB +5 to CAM skill

9 Supermarine Spitfire Mk IX +5 to CAM skill -15 to be hit when Evasive

10 Supermarine Spitfire Mk 21 +5 to CAM skill -20 to be hit when Evasive

…………………………………………………………………

1d10 Roll Britannia Familiar Table 1d10 Roll Table F

1 Red Fox 1 Retriever Dog

2 Percheron Horse 2 Shrike

3 Scottish Fold Cat 3 Gyrfalcon

4 Red Squirrel 4 Fox

5 English Bulldog 5 Pony

6 English Setter 6 Raven

7 White Housecat 7 Hawk

8 Welsh Corgi 8 Fox

9 Mountain Hare 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 9: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

China Origin Table of Contents

1d10 Roll China Striker Table Bonus 1 Bonus 2

1 Curtiss P-36 Hawk H-75 +5 to Spray and Pray -1 to max speed

2 Curtis P-40 Warhawk +5 Guns (AtG)

3 Curtis P-40 Warhawk +5 Guns (AtG)

4 Polikarpov I-16 -2 max speed -20 to be hit when Evasive

5 Vultee P-66 Vanguard +5 to Spray and Pray -5 to Toughness

6 Republic P-43 Lancer +2 to max speed

7 Vultee V-11 Carry 2 extra bombs

8 Curtiss P-36 Hawk 75-H +5 to Spray and Pray -1 to max speed

9 P-51B Mustang +2 to max speed +5 to CAM skill

10 Chu X-P0 +1 to LMG damage

…………………………………………………………………

1d10 Roll China Familiar Table 1d10 Roll Table F

1 Marbled Cat 1 Retriever Dog

2 Manchurian Hare 2 Shrike

3 Asian Golden Cat 3 Gyrfalcon

4 Chinese Hare 4 Fox

5 Red Panda 5 Pony

6 Pallas's Cat 6 Raven

7 Tibetan Fox 7 Hawk

8 Chinese Mountain Cat 8 Fox

9 Corsac Fox 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 10: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Faraway Land Origin Table of Contents

1d10 Roll Faraway Striker Table Bonus 1 Bonus 2

1 Brewster SB2A Buccaneer -2 max speed

2 Curtiss P-36 Hawk +5 to Spray and Pray

3 Curtis P-40 Warhawk +5 Guns (AtG)

4 Fairey Swordfish -4 to max speed +20 to hit when Aiming

5 Grumman F4F Wildcat -5 on Injury Chart

6 Hawker Hurricane Mk X +5 to Toughness -5 on Injury Chart

7 Hawker Tempest Mk II +5 to Guns (AtG)

8 Hawker Typhoon +5 to Guns (AtG) -20 to Loop check

9 P-51B Mustang +2 to max speed +5 to CAM skill

10 Supermarine Spitfire Mk VB +5 to CAM skill

…………………………………………………………………

1d10 Roll Faraway Familiar Table 1d10 Roll Table F

1 Bobcat 1 Retriever Dog

2 Irish Setter 2 Shrike

3 Polar Bear 3 Gyrfalcon

4 Swift Fox 4 Fox

5 Moose 5 Pony

6 Snowshoe Hare 6 Raven

7 Canadian Lynx 7 Hawk

8 Newfoundland Dog 8 Fox

9 Gray Wolf 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 11: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Fuso Origin Table of Contents

1d10 Roll Fuso Striker Table Bonus 1 Bonus 2

1 Kawanishi Ki-27 Type 97 +5 to Agility -5 to Toughness

2 Mitsubishi A5M Type 96 +5 to Agility

3 Nakajima Ki-43 Army Type 1 +10 to Agility -10 to Toughness

4 Mitsubishi A6M Type 0 +10 to Agility -5 to Toughness

5 Nakajima Ki-44 Type 2 +5 to CAM skill

6 Kawanishi N1K +10 to Agility +1 to max speed

7 Mitsubishi J2M3a Mod 21 +5 Guns (AtA) -5 to CAM skill

8 Kawasaki Ki-61 +5 to CAM skill

9 Makajima Ki-84 +1 to LMG damage +5 to CAM skill

10 Kawasaki Ki-100 +2 to max speed +10 to CAM skill

…………………………………………………………………

1d10 Roll Fuso Familiar Table 1d10 Roll Table F

1 Red Crowned Crane 1 Retriever Dog

2 Tanuki 2 Shrike

3 Ezo Red Fox 3 Gyrfalcon

4 Hokkaido Dog 4 Fox

5 Shikoku Dog 5 Pony

6 Akita Dog 6 Raven

7 Japanese Bobtail Cat 7 Hawk

8 Shiba Inu Dog 8 Fox

9 Japanese Dormouse 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 12: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Gallia Origin Table of Contents

1d10 Roll Gallia Striker Table Bonus 1 Bonus 2

1 Curtiss P-36 Hawk H-75 +5 to Spray and Pray -1 to max speed

2 Caudron C.714 -2 max speed -5 on Injury Chart

3 Morane-Saulnier MS.406 +5 to CAM skill -5 to Guns (all)

4 Arsenal VG-33 +5 Guns (AtA)

5 Bloch MB.152 +5 to Toughness -10 to CAM skill

6 Dewoitine D.520 -2 max speed +5 to CAM skill

7 Koolhoven F.K.58 +5 to CAM skill -5 to Toughness

8 Hawker Hurricane Mk IIC +5 to Toughness

9 Republic P-47D Thunderbolt +10 to Rockets (AtG) +5 to Toughness

10 Yakolev-7B +5 to Toughness

…………………………………………………………………

1d10 Roll Gallia Familiar Table 1d10 Roll Table F

1 European Rabbit 1 Retriever Dog

2 Bouvier des Flandres 2 Shrike

3 Basset Hound 3 Gyrfalcon

4 Bichon Frise 4 Fox

5 Grey Wolf 5 Pony

6 Common Genet 6 Raven

7 Chartreux Cat 7 Hawk

8 Hazel Dormouse 8 Fox

9 Persian Cat 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 13: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Hispania Origin Table of Contents

1d10 Roll Hispania Striker Table Bonus 1 Bonus 2

1 Fiat G.50 Freccia +5 to CAM skill -5 to Guns (all)

2 Messerschmitt Bf109E-3 +5 to CAM skill +5 to Injury Chart

3 Polikarpov I-16 -2 max speed -20 to be hit when Evasive

4 Polikarpov I-16 -2 max speed -20 to be hit when Evasive

5 Breda Ba.65 Carry 2 extra bombs

6 Caproni Bergamaschi AP.1 -2 max speed

7 Caproni Bergamaschi Ca.310 +5 to Observation skill Carry 4 extra bombs

8 Dewoitine D.520 -2 max speed +5 to CAM skill

9 Focke-Wulf FW190 A-8 +5 to Guns (AtA) -5 to be hit when Evasive

10 Fokker D.XXI -2 max speed +5 to CAM skill

…………………………………………………………………

1d10 Roll Hispania Familiar Table 1d10 Roll Table F

1 Papillon Dog 1 Retriever Dog

2 Red Squirrel 2 Shrike

3 Iberian Lynx 3 Gyrfalcon

4 Andalusian Horse 4 Fox

5 Great Pyrenees dog 5 Pony

6 European Rabbit 6 Raven

7 Galgo Espanol 7 Hawk

8 Iberian Wolf 8 Fox

9 Wildcat 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 14: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Karlsland Origin Table of Contents

1d10 Roll Karlsland Striker Table Bonus 1 Bonus 2

1 Focke-Wulf FW190 A-3 +5 to Guns (AtA) -0 to be hit when Evasive

2 Focke-Wulf FW190 A-8 +5 to Guns (AtA) -5 to be hit when Evasive

3 Focke-Wulf FW190 C +5 to Guns (AtA)

4 Messerschmitt Bf109B +5 to CAM skill +10 to Injury Chart

5 Messerschmitt Bf109E-3 +5 to CAM skill +5 to Injury Chart

6 Messerschmitt Bf109E-4 +5 to CAM skill

7 Messerschmitt Bf110G +5 to Guns (AtG) -5 to CAM skill

8 Blohm & Voss BV-155B +2 max speed +5 to hit when Aiming

9 Messerschmitt Me410 Carry 4 extra bombs -5 to CAM skill

10 Focke-Wulf Ta 152 H-1 +2 to max speed +15 to Loop check

…………………………………………………………………

1d10 Roll Karlsland Familiar Table 1d10 Roll Table F

1 Weimaraner Dog 1 Retriever Dog

2 European Rabbit 2 Shrike

3 German Pointer Dog 3 Gyrfalcon

4 Black Cat 4 Fox

5 Nebelung Cat 5 Pony

6 Dachshund Dog 6 Raven

7 German Shepherd Dog 7 Hawk

8 Gray Wolf 8 Fox

9 Feral Cat 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 15: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Liberion Origin Table of Contents

1d10 Roll Liberion Striker Table Bonus 1 Bonus 2

1 Grumman F4F-4 Wildcat -5 on Injury Chart

2 Grumman F6F-3 Hellcat -5 on Injury Chart +10 to CAM skill

3 Bell P-39 Airacobra +1 to LMG damage

4 Curtiss P-40B Warhawk +5 to Guns (AtG)

5 Lockheed P-38F Lightning +5 to Guns (All)

6 Lockheed P-38J Lightning +5 to Guns (All) +5 to Loop check

7 P-51B Mustang +2 to max speed +5 to CAM skill

8 P-51D Mustang +2 to max speed +10 to CAM skill

9 Republic P-47D Thunderbolt +10 to Rockets (AtG)

10 Vought F4U-1D Corsair +5 to Guns (AtG) +5 to CAM skill

…………………………………………………………………

1d10 Roll Liberion Familiar Table 1d10 Roll Table F

1 Grey Wolf 1 Retriever Dog

2 Eagle 2 Shrike

3 Shorthair Cat 3 Gyrfalcon

4 Maine Coon Cat 4 Fox

5 American Quarter Horse 5 Pony

6 Dalmatian Dog 6 Raven

7 Florida Panther 7 Hawk

8 Eastern Cottontail Rabbit 8 Fox

9 Kit Fox 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 16: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Orussian Origin Table of Contents

1d10 Roll Orussia Striker Table Bonus 1 Bonus 2

1 Bell P-39 Airacobra +1 to LMG damage

2 Hawker Hurricane Mk II +5 to Toughness

3 LaaGG-3 -2 max speed -5 on Injury Chart

4 Polikarpov I-16 -2 max speed -20 to be hit when Evasive

5 Yakolev Yak-3 +5 to Toughness

6 Yakolev-7B +5 to Toughness +5 to CAM skill

7 MiG-3 -5 to CAM skill +5 to Rockets (AtG)

8 Ilyushin Il-2 Sturmovik +10 to Toughness -10 on Injury Chart

9 Yakolev Yak-9U-107 +2 to max speed +5 to CAM skill

10 Yakolev Yak-9U-107 +2 to max speed +5 to CAM skill

…………………………………………………………………

1d10 Roll Orussian Familiar Table 1d10 Roll Table F

1 Borzoi Dog 1 Retriever Dog

2 Black Cat 2 Shrike

3 Polar Bear 3 Gyrfalcon

4 Tyrolean Hound 4 Fox

5 Nevskaya Maskaradnaya 5 Pony

6 Ural Rex Cat 6 Raven

7 Orussian Blue Cat 7 Hawk

8 Eurasian Wolf 8 Fox

9 German Shepherd Dog 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 17: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Romagna Origin Table of Contents

1d10 Roll Romagna Striker Table Bonus 1 Bonus 2

1 Fiat G.50 Freccia +5 to CAM skill -5 to Guns (all)

2 Macchi C.200 Saetta -2 max speed +5 to CAM skill

3 Reggiane Re.2002 Ariete +5 to CAM skill Carry 2 extra bombs

4 Ambrosini SAI-207 +2 to max speed -10 to Toughness

5 Caproni Vizzola F.5 +5 to CAM skill

6 Macchi C.202 Folgore +5 to Agility

7 Messerschmitt Bf109B +5 to CAM skill +10 to Injury Chart

8 Reggiane Re.2005 Sagittario +10 to CAM skill -5 to Toughness

9 Fiat G.55 Centauro +1 to max speed +10 to CAM skill

10 Macchi C.205 Veltro +2 to max speed +10 to CAM skill

…………………………………………………………………

1d10 Roll Romagna Familiar Table 1d10 Roll Table F

1 Bolognese Dog 1 Retriever Dog

2 Caracal 2 Shrike

3 Wild Cat 3 Gyrfalcon

4 Marmot 4 Fox

5 Italian Pointer Dog 5 Pony

6 Italian Greyhound 6 Raven

7 European Shorthair Cat 7 Hawk

8 Black Panther 8 Fox

9 European Rabbit 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 18: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Suomus Origin Table of Contents

Suomus Striker Table Bonus 1 Bonus 2

Brewster B-239 (Buffalo)

Fokker D.XXI -2 max speed +5 to CAM skill

Fiat G.50 Freccia +5 to CAM skill -5 to Guns (all)

Morane-Saulnier MS.406 (Bugbear) +5 to CAM skill

Caudron C.714 -2 max speed -5 on Injury Chart

Curtiss P-36 Hawk +5 to Spray and Pray

Hawker Hurricane Mk II +5 to Toughness

Messerschmitt Bf109G-2 +5 to CAM skill +5 to Injury Chart

Messerschmitt Bf109G-6 +5 to CAM skill

VL Myrsky II +5 to CAM skill -5 to Toughness

…………………………………………………………………

1d10 Roll Suomus Familiar Table 1d10 Roll Table F

1 Eurasian Wolf 1 Retriever Dog

2 Mink 2 Shrike

3 Karelian Bear-Dog 3 Gyrfalcon

4 Norwegian Forest Cat 4 Fox

5 Collie Dog 5 Pony

6 Eurasian Lynx 6 Raven

7 Black Fox 7 Hawk

8 Snow Weasel 8 Fox

9 Eurasian Eagle-Owl 9 Fruit Bat

10 Choose or Roll on Table F 10 Choose any Dog or Cat

Page 19: STRIKE WITCHES CHARACTER GENERATOR - img.fireden.net · Welcome to the STRIKE WITCHES Character Generator. Since you’re most likely finding this from /tg/ or a similar resource,

Character Wrap-up Table of Contents

1d10 Roll Equipment Loadout Australis Baltland Britannia

1 1 Light MG, Pistol Hotchkiss M1909 Weibel M/1932 Bren Gun

2 1 Light MG, 2 Pistols Lewis Gun .303 Ksp m/42 Vickers K

3 1 Light MG, Sword Bren Gun Weibel M/1932 Bren Gun

4 1 Light MG, Shotgun Bren Gun, M12 Kg M/40, Browning Auto 5

Vickers-Berthier, M12

5 Shotgun, free-fall bombs M12 Browning Auto 5 M12

6 1 Light MG, Pistol Bren Gun Ksp m/42 Bren Gun

7 MG or Sniper, 2 Pistols Choice Choice Choice

8 2 Light MGs x2 Lewis Gun x2 Kg m/40 x2 Vickers K

9 Sniper Rifle, Pistol Boyes AT Rifle Lahti L-39 Boyes AT Rifle

10 Rocket Launcher, Pistol See below See below See below

1d10 Roll Equipment Loadout China Faraway Fuso

1 1 Light MG, Pistol FM 24/29 Lewis Gun Type 96

2 1 Light MG, 2 Pistols Bren Gun M1941 Johnson Type 92

3 1 Light MG, Sword DP-28 Bren Gun Type 97

4 1 Light MG, Shotgun DP-28, Win M1897 Lewis Gun, Win 1887 Type 99 LMG (none)

5 Shotgun, free-fall bombs Win 1897 Win 1887 (add pistol instead)

6 1 Light MG, Pistol BAR M1918 Bren Gun Type 99 Cannon

7 MG or Sniper, 2 Pistols Choice Choice Choice

8 2 Light MGs x2 FM 24/29 x2 Vickers K x2 Type 99 LMG

9 Sniper Rifle, Pistol Type 97 ATR Boyes AT Rifle Type 97 ATR

10 Rocket Launcher, Pistol See below See below See below

1d10 Roll Equipment Loadout Gallia Hispania Karlsland

1 1 Light MG, Pistol FM 24/29 Ckm wz.30 MG-42

2 1 Light MG, 2 Pistols FM 24/29 ALFA 44 MG-15

3 1 Light MG, Sword FM 24/29 Hotchkiss M1914 MG-34

4 1 Light MG, Shotgun Bren Gun, M12 FM 24/29; Win M1897 MG-34; Drillings

5 Shotgun, free-fall bombs M12 Win M1897 Drillings

6 1 Light MG, Pistol FM 24/29 MG-34 MG-42

7 MG or Sniper, 2 Pistols Choice Choice Choice

8 2 Light MGs x2 Bren Gun x2 ALFA 44 x2 MG-15

9 Sniper Rifle, Pistol Kb wz.35 PzB 39 PzB 39

10 Rocket Launcher, Pistol See below See below See below

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1d10 Roll Equipment Loadout Liberion Orussia Romagna Suomus

1 1 Light MG, Pistol M1919 hand-held SG-43 FM 24/29 L-S M/26

2 1 Light MG, 2 Pistols BAR M1918 DP-28 Fiat-Revelli Mod 1935 DP-28

3 1 Light MG, Sword BAR M1918 DP-28 Breda Mod 30 L-S M/26

4 1 Light MG, Shotgun BAR M1918; M12 DP-28; IZH-43 Breda Mod 30; Lupara DP-28; Browning Auto 5

5 Shotgun, free-fall bombs M12 IZH-43 Lupara Browning Auto 5

6 1 Light MG, Pistol BAR M1918 SG-43 Breda Mod 37 DP-28

7 MG or Sniper, 2 Pistols Choice Choice Choice Choice

8 2 Light MGs x2 BAR M1918 x2 DP-28 x2 Breda Mod 30 x2 L-S M/26

9 Sniper Rifle, Pistol M2 .50 AMW PTRD-41 PzB 39 Lahti L-39

10 Rocket Launcher, Pistol See below See below See below See below

Choice: You may choose any listed LMG available to your country, or the sniper rifle available to your country

Rocket Launcher: You receive the fictional “Fliegerhammer” 9-tube launcher (used by Sanya, in image below!)

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Pistols Table of Contents

Pistols (1d10) 1-6 7-10

Australis Webley Mk IV Revolver Colt M1911A1

Baltland Hasqvarna m/40 Bergmann Bayard M 1910/21

Britannia Webley Mk VI Revolver Browning No.II Mk.1

China M1917 Revolver Tokarev TT-30

Faraway Webley Mk VI Revolver Browning No.II Mk.1

Fuso Type 94 Nambu Pistol Mauser C96

Gallia Modele 1935A Pistol Star Model 14

Hispania Astra 400 Star Model BM

Karlsland Walther P38 Luger P.08

Liberion Colt M1911A1 W&W Model 10

Orussia Tokarev TT-33 Nagant M1895 Revolver

Romagna Beretta Model 1934 Bodeo Mod. 1889 Revolver

Suomus Lahti L-35 Nagant M1895 Revolver

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Character Assets Table of Contents

Standard Asset Tables

1d10 Roll Forward Assets 1d10 Roll Aft Assets

1 Undeveloped 1 Boy butt; Thin hips

2 Sub-A-Cup 2 Petite butt; normal hips

3 Full A-cup 3 Petite butt; thin hips

4 Flat B-cup 4 Normal butt; think hips

5 Perky B-cup 5 Normal butt; normal hips

6 Full C-cup 6 Normal butt; thick hips

7 Full C-cup 7 Bubble butt, normal hips

8 Full D-cup 8 Bubble butt, thick hips

9 Comic-book D-cup 9 Hourglass matching forward

10 Roll again for size; result is "perfect" 10 Roll again for size; result is "perfect"

Cinematic Asset Tables

2d10 Roll Cinematic Forward Assets 2d10 Roll Cinematic Aft Assets

2,3 Choose any size 2,3 Choose any size

4 Sub-A-Cup 4 Petite butt; thin hips

5 Sub-A-Cup 5 Petite butt; thin hips

6 Full A-cup 6 Petite butt; normal hips

7 Flat B-cup 7 Petite butt; normal hips

8 Full D-cup 8 Normal butt; normal hips

9 Comic-book D-cup (ie, immune to sag) 9 Hourglass proportional to Forward

10 Full C-cup 10 Bubble butt, normal hips

11 Perky B-cup 11 Normal butt; normal hips

12 Perky B-cup 12 Bubble butt, thick hips

13 Full C-cup 13 Bubble butt, normal hips

14 Full D-cup 14 Normal butt; thick hips

15 Full D-cup 15 Normal butt; thick hips

16 Flat B-cup 16 Normal butt; normal hips

17 Full A-cup 17 Petite butt; normal hips

18 Comic-book D-cup (ie, immune to sag) 18 Hourglass proportional to Forward

19,20 Roll again for size; result is "perfect" 19,20 Roll again for size; result is "perfect"

Design Note: As I ought to have expected, and somehow did not, no part of these rules elicited more commentary.

Mostly variations on, “why don’t more characters have rockin’ voluptuous bodies?” (Or other colorful variations

on that theme.) Therefore, I’ve split these tables into Standard and Cinematic variants. The Standard Tables are

the default, and will generate a range of results closely resembling the spread of assets among characters in the

show. The Cinematic Tables will generate a range of results more appropriate to Hollywood-style casting and may

optionally be used for roleplaying groups oriented to adventures in greater-than-average promiscuous-ness.

WHAT IS PERFECTION? Perfection is subjective, but the “perfect” tag serves as a way to adjucate ties when two

Witches are comparing assets (a common trope for the genre). If your assets have the “perfect” tag, they are

universally going to be considered qualitatively superior to the assets of someone who lacks the “perfect” tag,

even if your assets otherwise match in size and shape. In short, they are THAT impressive, the other girls will

be jealous, and others (depending on their orientation) may be dumbstruck or fascinated in their presence.

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Magic Strength Table of Contents

Each Strike Witch begins play with a number of Magic Points equal to her Willpower Bonus+1d5. This number is

fixed and cannot change. Magic Powers may be activated by spending 1 Magic Point to activate the power. Additional

Magic Points maybe spent to increase the magnitude of the power as per the description for that power. Magic Points

may also be spent to add +20 to a Witch’s Agility and Toughness for a single Round, and may be spent in this manner at

any time during the Combat Round (a change to your Attributes will not affect a roll already made; if you’ve been hit,

increasing Agility cannot make the attack retroactively miss). Under normal circumstances, a Witch who has at least one

Magic Point available to her need not spend Magic Points to fly.

A Witch who is out of Magic Points may “buy” a new Magic Point by temporarily reducing her Willpower

Attribute by 10 at any point during a round. Once a Witch’s willpower is reduced to 10 or less, she is no longer capable

of buying Magic Points, becomes semi-conscious, and will automatically fall from the sky. These Magic Points may be

used for anything normal Magic Points are used for, but will dissipate into nothingness if not used immediately. Note

that these Magic Points may be spent to allow a Witch who is out of standard Magic Points to continue flying: 1 Magic

Point purchased with Willpower grants flight powers at normal speed and maneuverability for 15 minutes.

Magic Points are regained at the rate of 1 per day, or 2 per day if all activity is limited to quiet rest and relaxation

(sleep, hot group baths, light shopping, etc). Willpower is recovered at the rate of 10 points per day of quiet rest and

relaxation as defined above. A campaign using an episode/arc/season TV-style format may optionally have characters

automatically recover all Magic Points and Willpower at the beginning of each new episode.

A Witch’s Magic Shield is not a separate power, and is handled as part of the core DITS Attribute system.

Therefore it is not addressed by this document.

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Magic Powers Table Table of Contents

1d100 Roll Magic Powers Table 1d100 Roll Magic Powers Table

1-6 Ballistic Stabilization 55-60 Magic Antenna

7-12 Deflection Shooting 61-55 Magic Blast

13-17 Elemental Fire 66 Pick one & Roll one

18-24 Elemental Ice 67-72 Magic Eye

25-30 Elemental Lightning 73-78 Speed Force

31-36 Foresight 79-84 Sunlight Strike

37-42 Healing 85-90 Super Strength

43-48 Inspiration 91-95 Super Vision

49-54 Light Wave 96-100 Time Dilation

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Magic Power Descriptions Table of Contents

Ballistic Stabilization: For each Magic

Point you spend prior to a ranged attack where you

used the Aim action, you may increase your final result

by +10. Increase the maximum range of your main

weapon by +50%. For every two full degrees of success

you score while shooting with Ballistic Stabilization

active, you gain +1d10 additional damage to your main

weapon damage. Whether you use a Magic Point or

not, the bonus you receive from using the Aim action is

also increased by +10.

Deflection Shooting: Spend one Magic Point and nominate a target. You gain a +10 bonus to strike that

target. Additionally if you are Tailing that target, they gain no benefit from the Evasive Action maneuver. Finally, for one

round, you take no attack penalty while taking the Evasive Action maneuver. Spend 2 Magic Points when making a

Danmaku Maneuver, and receive a +30 bonus to the attack instead of +10 in addition to the one Magic Point bonuses.

Elemental Fire: Spend one Magic Point and

fire a gout of flame at your target. Range is <100

meters, and the target must defend with a -10 penalty

or be struck for 1d10+4 damage. Additionally, the target

must make an Agility check or be set on fire for 3

rounds, taking 1d10 damage each round. Spend 3

Magic Points and the target, if hit, must make an Agility

check at -10 or also have any flammable or explosive

equipment detonate, dealing the maximum damage of

a single round (ie, if there’s 3 cluster bombs carried, a

single bomb detonates for 20 damage, the maximum

possible). This effect is in addition to the “1 Magic

Point” effects.

Elemental Ice: Spend one Magic Point and

launch a sheet of ice toward your target. Range is <100

meters, and the target must defend with a -10 penalty

or be struck for 1d10+2 damage. Additionally, the target

must make an Agility check or immediately subtract 3

from their Speed statistic for 15 minutes (this speed

effect can stack up to 3 times; a target reduced to 0

speed falls from the sky). Spend 3 Magic Points and the

target, if hit, must make an Agility check at -10 or

automatically lose 3 from their Speed statistic for 15

minutes and will automatically roll a “1” for Initiative in

the following round. This effect is in addition to the

damage effect, and counts as a stacking for purposes of

speed effects.

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Elemental Lightning: Spend one Magic Point and launch a bolt of lightning toward your target. Range is

<100 meters, and the target must defend with a -10 penalty or be struck for 1d10+2 damage. Additionally, if the target

must make an Agility check or lose the use of 1 weapon for 1d5 rounds. Spend 3 Magic Points make up to six attack rolls

(maximum of 2 per target) to targets within 100 feet and in your line of vision. Each Bolt deals 1d10+2 if it hits.

Foresight: Spend a Magic Point to automatically

set your Initiative die for the next round to a “9” and

gain a +10 bonus to Defense checks for the next round.

Additionally, without needing to spend Magic Points,

you will occasionally receive visions of foresight from

the GM in regards to threats to the Earth. Spend 3

Magic Points and you can look into the best possible

future for you or a friend, allowing you to do any of the

following:

1) Gain a +40 bonus on a non-combat skill check

2) Give a +40 bonus to an ally on a single noncombat

skill check (as long as you tell them about the vision)

3) Ask the GM a single question about an imminent

threat (such as, “is this Neuroi weak against fire”). The

GM may refuse to answer (“future unclear, try again

later”) but must refund 2 of your 3 spent Magic Points if

he does so.

Healing: Spend a Magic Point to heal a willing target of all their HP in damage. This takes one full round and

neither party may move or take Evasive Action. You may Heal yourself. Spend 3 Magic Points to attempt to help another

character recover from an Injury they have suffered in the previous hour; the Healer must make a Willpower check and

the target must make a Toughness check; if both succeed, the injury is negated.

Inspiration: Spend a Magic Point to give yourself or an ally with whom you can communicate a +20 bonus on

any non-combat skill check or a +10 bonus on any combat skill check. Spend 2 Magic Points to grant an ally within

unaugmented hearing distance 1 replacement Magic Point. Spend 4 Magic Points to grant an ally within non-augmented

hearing distance 3 replacement Magic Points.

Light Wave: Spend a Magic Point and release a wave of concentrated light energy which can strike up to three

targets in front of you and up to 50 meters away. The heat from the concentrated light deals 1d10 damage to each

target if struck, and the target must make Perception check at -10 or be dazzled (-30 to attack rolls) for 1 round. Spend 3

Magic Points to increase the damage per target to 1d10+4, and any target struck must make the Perception check at -10

or be completely unable to attack for 1 round. Targets which do not use optical organs or devices whatsoever (such as

an organism that see through echolocation or radar) is immune to the debuffing effect at either Magic Point expenditure

level.

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Magic Antenna: Spend a Magic Point to increase your senses far beyond human limits for 10 minutes. When

making an Observation or Perception-related test, you test at a +50 bonus, and can detect moving objects out to 100

kilometers, and as low as 3 meters above the ground. You must nominate the specific type of target you are trying to

detect (Strike Witch, Aircraft, Neuroi, etc). You are also hyper-aware of incoming attacks, and receive a +10 bonus to all

Defense checks while your Antenna is active. Spend 3 Magic Points, nominate a specific person or thing (a specific

Strike Witch, a Neuroi’s core, etc) and as long as that target is within 300 kilometers, you know where it is for the 10

minutes your antenna is active. You also receive the Defense Bonus during this time.

Magic Blast: Spend a Magic Point to focus your energies into a pinpoint attack which explodes upon contact

with a foe. This attack has a maximum range of 200 meters, and if the target is successfully struck, it takes 1d10 damage.

Additionally, all targets within a 5-meter diameter sphere around the target will automatically take 1d5 damage from

the blast. If striking a large target that takes approximately half or more of the sphere’s volume (ie, most Neuroi), the

target of the blast will take 2d10 damage instead. Spend 3 Magic Points to either add +6 to all damage rolls from this

attack (1d10+6, 1d5+6), or increase the blast to a 15-meter diameter sphere. A target which takes up half or more of this

increased volume will take 5d10 damage.

Magic Eye: Spend a Magic Point to look through your Magic Eye for 10 minutes, and see through any barrier,

obstruction, or stealth/invisibility defense. Up to four successive barriers (ie, a door, 2 walls, and a fence) may be

ignored, or up to 20 consecutive meters of any obstruction (such as packed earth, or the body of an 40-meter-wide

Neuroi). While the Magic Eye is active, you also gain +10 to all Attack rolls against a target you are Tailing. Spend 3

Magic Points to quadruple the “see through” effects of the normal Magic Eye bonus for 1 minute. You still gain the

bonus to attack rolls.

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Speed Force: Spend a Magic Point to add +4 to your maximum speed for 5 minutes. If you take the Evasive

Action maneuver to shake a Tail , your opponent must make their CAM roll at a -30 unless they’re as fast or faster than

you. If you engage a target you did not attack last round and are traveling faster than they are, they suffer a -10 to their

Defense roll. Spend 3 Magic Points to travel at supersonic speed. During supersonic movement you cannot Aim or take

Evasive Action. You can choose to simply automatically shake any Tail unless your opponent can also generate

supersonic movement (in which case they must go supersonic when making their CAM roll to match your flying). If you

are moving at supersonic speed and are attacking an enemy which cannot itself go supersonic, then they suffer a -20 to

their Defense roll.

Sunlight Strike: Spend a Magic Point to gather and discharge light energy into a powerful beam. This attack

deals 1d10+2 damage, has a range of up to 150 meters, and completely ignores any armor the target may have. Spend 3

Magic Points to split your beam to strike up to 3 opponents, up to 150 meters away, for 1d10 damage each (ignoring

armor). Spend 3 or more Magic Points to assist in an Overboost Charge Maneuver. During this attack, your melee

damage die is automatically set to 1d10, and you deal bonus damage equal to your current speed plus the number of

Magic Points you spent to use this option.

Super Strength: Spend 1 or more Magic Points and increase your Strength by +20 per Magic Point

spent (this also increases your Strength Bonus). This effect lasts for 5 minutes, refreshing each time you spend another

Magic Point on this power, and will affect all Strength-related tests (including melee weapon damage). While this is

active, you may choose to throw an underwing-mount bomb weapon at a target: the range is 10 meters+5 meters per

point of Strength bonus. You must still make a successful attack roll to strike your target, or the bomb will scatter as

normal. Additionally, while this is active and as long as you have a total Strength Bonus of +5, you don’t suffer any

penalty to Agility rolls from wearing heavy armor, and you receive a +10 bonus to attack rolls using Grenade or Rocket

Launchers since they’re easier to stabilize.

Super Vision: Spend a Magic Point to improve your eyesight to superhuman levels for 10 minutes, and see

through any barrier or obstruction. Up to two successive barriers (ie, a door, and a wall) may be ignored, or up to 10

consecutive meters of any obstruction (such as packed earth, or the body of a 20-meter-wide Neuroi). Additionally, you

increase the range of any gun-type weapon you are carrying by 50 meters. Spend 2 Magic Points to interrupt an enemy

attack (such as a missile or a beam; you cannot stop an explosion). As long as you are facing the enemy attack, are in

range of the target, and have ammunition for your weapon loaded, you may perform a Perception Test at a +10 bonus

to interrupt the attack. If you pass, you shoot down the attack and the target needs take no Defense test. If you fail, the

target may still take a Defense test as normal.

Time Dilation: Spend a Magic Point to take an additional action during your turn at no “additional action”

penalty. This is taxing and may be used a number of times per day equal to your Toughness Bonus. As a residual effect,

during the rest of the turn when you use this ability and during the next turn, you gain +10 to your Defense rolls from

attacks you are aware of as you perceive time slowing down slightly. Spend 3 Magic Points to increase the Time Dilation

field to affect allies; each ally within 15 feet (a 30-foot sphere) may make a Willpower test to take one additional action

at no “additional action” penalty as soon as you use this ability. This is highly taxing and may be performed once per day

safely; each additional attempt requires a Toughness test at a -10 penalty; failure results in automatic unconsciousness

for 1 hour (may be Healed back to consciousness, but may not move for 1 hour) and if airborne, you are treated as being

Shot Down (DITSv.5, pg 16).

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Gameplay and House Rules Table of Contents

Miniatures Play: Using some sort of miniatures or tokes is highly recommended. While DITS is mostly a narrative game,

it’s easy to lose track of who is Tailing who. If you want to play on a grid, I recommend you set the grid size to be 10-

meter squares, which keeps weapon ranges under control for most table sizes. Simply let Speed be the number of

squares you can move per turn. Strike Witches are immensely maneuverable, and can turn basically at will. The tough

interface here is with the Tailing Mechanic – I have found the best solution is to simply allow a Tailing character to move

right after the target she’s Tailing, up to her maximum move value, and ending behind the target. Remember, just being

behind somebody doesn’t mean you’re Tailing them; you have to actually establish a Tail first.

Altitude requires simply adding a small d10 beside each miniature to indicate which of 10 altitude levels (approx.

500 meters per level) you’re at. You can move up or down a number of altitudes equal to your Agility bonus each turn.

Gunfire between altitudes can only be done if you’re 1 altitude level apart and requires a successful Combat Air

Maneuvering check. This check is not necessary if you’ve established a Tail and your Speed allows you to stay within 1

altitude level of your target.

Player Edge: At the GM’s option, allow players to choose the results of up to 2 dice during the character creation

session. The may not be used on the same roll. For example, a player really wants to play a character from Liberion, but

rolls a 10 and a 4 on the Origin Country Table. Player Edge would allow the player to adjust either single die to the result

desired; in this case, adjusting the 10 to a 4, for a total result of 4+4=8, and being from Liberion. Warning: this has high

odds of producing 2-power Witches (who are supposed to be extra-rare). Use with caution or consider additional house

rules.

Neuroi Cores: A core conceit of the show is that Neuroi (the alien invaders) can only be destroyed by shattering the

gem-like core hidden somewhere inside their bodies. Several magic powers (Magic Eye, Super Vision, and Magic

Antenna all have the potential to find a core) which seem otherwise lackluster are in fact critical to this procedure. As a

sample set of rules to outline attacking the core, assume that if a Neuroi is reduced to 0 HP, its core is visible and can be

struck on an Aimed shot with a -30 to-hit penalty. Finding a core without Magic Eye or Super Vision powers (or by

blowing holes in the Neuroi) requires an Observation Skill check at a -50 penalty. If the core is located, Witches can take

normal Aimed shots at the vicinity of the core; once the Aimed shots have dealt an amount of damage equal to half the

Neuroi’s total HP, then the core is exposed. Since the core was located beforehand, the Aim penalty to strike the core is

reduced to -20. As long as the attack which strikes the core itself deals 10+ damage, the core will shatter, killing the

Neuroi. Once the core is exposed, if the Neroui is not destroyed, the Neuroi’s next action will always be to regenerate a

cover over the core for 10% (rounded up) of its total HP value.

~FIN~