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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
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