Playtest Version 0.5
Version v0.5 is done! Finally. This is a MAJOR version change, and it will be the last version for a while, since lockdown sort of prevents me from getting new playtest data.
I'm also releasing Nightmare Fuel, which is a companion book I've been working on with some optional rules and scenarios and enemies to fight. Think of it as a monster manual and expanded GM's guide. It's a little sparse at the moment, but I'd like to get it out there all the same.
This release broadly simplifies and de-madoka-izes the system a bit more. The lore sections have been re-worked to hopefully better facilitate the tone I'm looking for. I've also reworked the core dice mechanics, made character archetypes a lot simpler and more consistent, re-implemented the bonds system, completely reworked character progression, changed the way hope works, and updated all the values in the random tables.
Enjoy!
Changelog:
- Core Dice Mechanic Reworked
- Now uses opposed pools of D6s where 5-6 is success. Players roll against the GM. 3 degrees of success.
- General Player Character Revisions
- Revised traits, removed attributes. New traits are Bravery, Communication, Diligence, and Mischief.
- Added a “Test your Bravery” mechanic ripped off from sanity rolls in CoC.
- Added a “Use Magic” mechanic
- Re-introduced a bonds system. This one is fast and loose. Made to encourage having many friends and spending time with them.
- Total Revision of Hope. It is no longer a character clock. Now, hopeful moments cause you to gain resolve points, which are a currency that can be earned and spent in various ways.
- Added Impulses to characters. These are roleplaying prompts and a primary way of gaining resolve.
- Characters can no longer use “push yourself” to gain dice on trait tests. But they can spend Resolve.
- Renamed Archetype Features to Archetype Talents again. Now, players just have Traits (numeric stats), Talents (roleplaying features), and Abilities (combat abilities).
- Removed experience and advancements. Characters now buy talents with resolve, improve their traits by making difficult tests, and gain combat abilities by experiencing fallout.
- Removed Magical Marks. They weren’t always cohesive or relevant. Moved them to Nightmare Fuel as an optional rule.
- Removed archetype impulses. They were finicky and required a lot of copying words onto your sheet and didn’t see a lot of use.
- Downtime
- Downtime is revised to better outline its role as a place for players to set their own scenes.
- Removed sources of stress. Too much tertiary number tracking on that mechanic.
- Renamed “Keep up with Life” -> “Cope with Life” for flavour and brevity
- Failed Cope checks can result in stress or threatened bonds.
- Combat
- Total Revision of all Archetype combat kits. Removed most rules for combat advancement. Players now start with their full kit, minus 3 abilities that are unlocked when you experience extreme fallout.
- Removed enemy abilities: Vulnerability, Immolating, Devour. Changed Weak Point, Bolstering, Binding. Too specific to be keywords.
- Added enemy ability: Lethal. This is probably a terrible idea. Let’s find out.
- “Armored” now allows players to spend 3 of a kind to remove the die.
- Removed stipulation on taking duplicate personal consequences.
- Now, if you fill Stress or Overcharge twice in a combat, it’s the same as filling your harm clock.
- No more guard limit. Instead, the number of Guard Tokens you can distribute is equal to [COMMUNICATION].
- Bravery now allows you to reroll dice in the enemy pool whenever you rally.
- Explained Np notation for numbers that scale with number of players.
- Eg. A monster with dice pool 3p has dice equal to 3 x number of players.
- Added rules for redeeming enemies (Power of Friendship wins, allow you to add former enemies as bonds.)
- This is an insanely hard Communication test, that gets easier as you keep trying.
- Renamed “Magical Burst” -> “Cascade” eg. You cascade. A cascade takes place. There’s a cascade.
- Done in anticipation of confusion with Ewen Cluney’s Magical Girl game.
- Renamed “Life Becomes Untenable” -> “Eclipse”
- Renamed “Witch” -> “Kijo.” Witches are cute and an origin point of the genre. Feels bad to have them be keyworded as antagonists.
- Removed “Should not be able to fly” and “No bigger than a horse” clauses on the shapeshift talent. Why not, right?
- Revised random tables and their values
- Revised lore and worldbuilding. Introduced more Hardcaptor setting details and narrative devices.
- Major lore revisions to better establish tone.
- Tsukaima now have more fleshed out (and open-ended) lore
- The Darkness has a bit of an explanation for what it represents in this setting.
- The Veil - Magical Identity protection for Magical Girls.
- Added a word on lethality in this system
- Revised GM’s section
Files
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 0.4Jun 28, 2020
- Playtest Version 0.3Jan 08, 2020
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