Playtest Version 0.4


Playtest version v0.4 is released!

This is a major system change mostly centered around combat.  It's also got a ton of new art, and a brand new cover!

Additionally, to aid in playtesting, I've written a web app that anyone can use to make characters and have a quick reference for enemy abilities. It's far from finished, but it's functional and should work on most phones.

You can also join our discord. Feel free to drop in and say hi, give feedback, and ask questions.

My next goal is to work on a document with additional, optional rules. Things like equipment, consumables, alternative uses for downtime, extra campaign features, and a monster manual of Youma you can use.

Changelog

  • General clarification/brevity pass on rules. Some reorganization of the sections in the book.
  • Added some flavour text to chapter headers. Mostly quotes from playtest characters.
  • New artwork from Larkine, Jun Oh, Dan Stewart, and Edel Altares. (See the credits section)
  • Combat: Everyone now starts with zero guard tokens. Combat was kind of weird, where the first round would be overwhelmingly complex and the monster would either die, or the fight would turn into a war of attrition.
  • Advancement, talents, archetypes, etc are overhauled.
    • Archetype experience triggers now award 3 experience and require more major story beats to trigger.
    • Experience is now tracked communally. Gaining (5*number of players) experience will cause every magical girl to level up. 
    • Archetypes now have Features and Abilities. Features are for noncombat, abilities are for combat.
    • Start with 1 feature, all your level 0 archetype abilities, and 2 talents.
    • You pick 1 feature on even numbered advancements, you pick 1 of abilities on odd numbered advancements.
    • There are no longer archetype-specific talents. There’s a general list (Like D&D feats.) You pick a new one every even-numbered advancement.
    • Most talents no longer give any combat benefit.
    • Still too complicated? Maybe. Probably not too bad.
  • Removed bonds system for a variety of reasons. Hopefully players will form and narrate bonds as a result of downtime.
  • Revised downtime. New options for downtime actions. “Keep up with life” rolls now happen at the end of downtime. Downtime is now its own chapter too.
  • New Opposition Abilities -> Potent, weak point, vulnerability, parting gift, carapace
  • Added “How to read this book” section
  • Removed the ability for enemies to “charge up” as it was kind of vestigial and rarely used.
  • Removed “Curse” talent. Not very thematically appropriate.
  • Lore: Youma now disappear when the sun is up. More excuses for downtime.
  • Magical Bursts are now a little more concretely defined. Everyone takes a bane, and they add 3 dice to enemy dice pools.
  • Enemy ability “Afflict” was buffed. No longer requires enemy power to use, and requires 2 guard tokens to prevent. It should now be actually threatening.
  • Renamed “Personal Consequence” -> “Bane”
  • Changed terminology around the staggered condition.

Files

Core Rulebook v0.4 7 MB
Jun 27, 2020
Character Sheet v0.4 89 kB
Jun 27, 2020

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