Phase I Abilities
Jump Rope = “Shock Wave”
Each player rolls a d4 dice to see how much damage the blast causes them. If a 4 is rolled, that player hit a wall and has to roll a d4 again for hitting it. The blast knocks each player out of range of attack and has to use their next movement phase to get back into range. If a player is in quicksand, caused by the spell “Running Away Stories”, that player also has to roll a d4 dice for damage. If that player rolls a 4, that player is blown out of the quicksand and hits a wall. That player will also need to roll for damage for hitting the wall.
(2) Hop Scotch = “Fall Rocks from Ceiling from Room”
All players roll 1d6. The player with the lowest roll (if a tie then all players with the tying roll suffers from the attack) roll a d20 – total Maneuvering Score for damage.
(3) Chalk / Drawing =”What They Draw Comes Alive”
The Girls sit down and start drawing. Roll a d4.
1 = Summon A Sandworm (Modifier 5, 20 hp, Damage 1d20)
2= Summon Two red whelps (Modifier 4, 50 hp, Damage 2d10)
3 = Summon Three baby dolls (Modifier 3, 80 hp, Damage 3d6)
4= A mirror appears in one of the girl's hands: the light in the room reflects off the mirror causing unholy hp damage (up) to four players. Those players rolls a 4d4 dice for damage. The girls get healed for the total amount of damage caused (up) to the four players.
(4) Tears of Pain=”Falling Acid Rain”
One of the girls starts to cry: the room starts to rain acid on to all party members. Roll a d10 + your characters force modifier – Maneuvering for damage for each character.
NOTE: If you have more Strength and less Maneuvering you are slower to react to the acid raid.
IMPORTANT: There is no counter to this spell if used when the girls get a Critical role.
If a player rolls a Critical attack on one or both girls, Tears of Pain goes into effect immediately. If both girls get hit with a critical at the same time, this effect is doubled in damage.
Battle order: Jajin goes after Player 1, Cheeks goes after Player 2. During the sister's attack phase, roll 1d4 to determine which spell is cast AND roll 1d4 to determine which ability is active.