Playtest Version 0.3
I've released playtest version v0.3!
This version removes math and Apocalypse World move formatting, adds Forged in the Dark style stats, brings a bunch of balance changes, centers the combat around the concept of guard tokens, adds a small mechanized downtime system, and a whole slew of other things. Here, have a changelog:
v3.0
- General RPG Mechanics
- Changed from HEART/FURY/MAGIC/REAL to an entirely new Traits/Attributes system that feeds into combat differently.
- Removed moves in favour of a general action resolution mechanic called Trait Tests.
- Renamed Trauma to Stress so it makes more sense as a general consequence (And seems less awful for your character to take.)
- Rewrote initial lore blurb to be less Madoka-y
- Removed Oblivion Seeds from the core rules.
- Removed “Greatest Wish” as a roleplaying detail.
- Made magic possible (but limited) when not transformed.
- Trimmed down some fallout effects
- Added more art.
- Bonds now have 3-segment clocks that can be filled with character development. Each time they are filled, mark experience.
- Reworked advancement and added an advancement table.
- Fleshed out the Episodes and Scenes sections with some examples.
- Magical Girls no longer heal harm at a rate of 1 per day.
- Added Downtime Actions. Downtime can be a source of stress but it’s also how you fill hope and clear harm and work on projects and such.
- Combat
- Removed Pressure and Protection as keywords. Replaced with Guard Tokens.
- Inspired and Demoralized now affect 1’s and 2’s instead of just 1’s.
- The “Immolating” opposition ability can no longer cause an unavoidable total party kill on turn 1 of combat.
- Changed language around opposition. Discrete opposition is called an “enemy”
- Consolidated all status effect enemy abilities into parameterized abilities. (Afflict and Retaliating)
- Balance Changes To Archetypes
- Removed alternate effects of a magical burst for archetypes.
- All archetypes now have a feature that interacts with guard tokens.
- Reworked and reformatted experience triggers.
- Renamed Archetype Abilities -> Archetype Features
- Made some things less ‘wordy’. Things that you’ll have to copy onto your sheet are now phrased in a more concise way.
- Knight
- Knights are now slightly more focused on granting everyone else guard tokens.
- Lodestar
- Granting status effects is now much harder and creates a decision between self-preservation and long-term benefit.
- Lodestar’s core mechanic now gives them bonuses when they don’t attack.
- Seeker
- Seeker’s straight ability now deletes enemy abilities for a turn.
- Seeker’s guard token ability allows even more hand-fixing.
- Muse
- Can now deterministically alter enemy dice pool values with guard tokens.
- Tempest
- Tempest can now spend guard tokens to gain additional uses of her Volatility die.
- Slight buffs to Volatility die results.
- Added more late game features that allow for interesting use of the volatility die.
- Oathbound:
- Renamed Abilities to be slightly less edgy
- Changed Oathbound Smite to a more bounded (but still highly damaging) attack
- Oathbound can now spend guard tokens to re-roll enemy dice and potentially remove them.
- Tempered Soul now allows you to always change into a magical girl even when an effect says you can not.
Files
HSFMP-corebook-v03.pdf 4.3 MB
Jan 08, 2020
HSFMP-charsheet-v03.pdf 90 kB
Jan 08, 2020
Get Hardcaptor Sakuga: Full Metal Petticoat
Hardcaptor Sakuga: Full Metal Petticoat
A Magical Girl Roleplaying Game
Status | In development |
Category | Physical game |
Author | Ironykins |
Genre | Role Playing |
Tags | Anime, Dice, magical-girl, magical-girls, Narrative, sailor-moon, Tabletop, Tabletop role-playing game |
More posts
- Playtest Version 0.5Mar 03, 2021
- Playtest Version 0.4Jun 28, 2020
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