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Changelog 3 Introduction 6 A Magical World 9 The Power of Magic 9 Magical Girls 9 The Tsukaima 10 The Darkness 10 Player Characters 13 Being a Magical Girl 13 Character Creation 14 Character Clocks 15 Death and Dying 15 Experience and Advancement 16 Advancement Table 16 The First Transformation 17 Core Mechanics 17 Golden Rules 17 The Conversation 18 Scenes and Episodes 18 Rolling Dice 18 Tests 19 Clocks 21 Downtime 21 Combat 22 Combat Overview 23 Combat Terms 23 The Combat Round 24 Roll Phase 24 Action Phase 25 Opposition Phase 25 End Phase 25 Combat Values 25 Actions in Combat 26 Enemy Abilities 27 Player vs Player Combat 29 Consequences 30 Magical Burst 32 Archetypes 33 The Knight 34 2 Knight Features 34 Knight Abilities 35 The Lodestar 36 Lodestar Features 36 Lodestar Abilities 37 The Muse 38 Muse Features 38 Muse Abilities 40 The Oathbound 41 Oathbound Features 41 Oathbound Abilities 43 The Seeker 44 Seeker Features 44 Seeker Abilities 45 The Tempest 46 Tempest Features 46 Tempest Abilities 47 Tempest Surge Table 49 Talents 50 The Game Master 52 Building a World 52 The First Session 52 Gamemaster’s Agenda 53 Running Combat 53 Gamemaster Moves 55 Glossary 57 Appendix: Tables 59 Magical Bursts 59 Area Phenomena 59 Magical Scars 60 Death Complications 62 Magical Girl Details 63 Magical Girl Theme 63 Magical Weapon 63 Costume 64 Magical Mark 64 Strange Happenings 65 Magical Artifacts 67 3 Changelog v0.4 ● 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. v0.3 ● 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 4 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. 5 ○ 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. 6 Introduction HARDCAPTOR SAKUGA: FULL METAL PETTICOAT is a Tabletop Roleplaying Game about Magical Girls. Players take on the role of an adolescent girl who finds herself thrust headfirst into conflict with cosmic, unknowable evil. Player characters will battle against magical manifestations of the darkest parts of humanity, unravel the mysteries of the world, and struggle to keep on top of their schoolwork and personal lives. The goal of this system is to tell a story about hope triumphing over insurmountable despair, with characters that form wholesome bonds as they struggle through adolescence to find their place in a vast and terrifying world. And also to narrate cool action-packed magical girl fight scenes. You’ll have the best time playing if everyone at the table enjoys magical girls, anime, psychological horror, friendship, and coming-of-age stories. How to Read this Book The length of this rulebook might be daunting, but you don’t have to read all of it, even if you’re the game master. Here’s a breakdown of the chapters. A Magical World has some insight on setting concepts. Read this if you’re curious about the thematic foundations of the game as well as the plot devices it was designed with. Skip it if you don’t care or you’re inventing your own world. This game’s mechanics aren’t heavily tied to the lore I provided so you should be able to use it for whatever setting you have in mind. Player Characters, Core Mechanics, Combat, and Consequences are the fundamentals of the system. Everyone should read these sections since they explain how the game works. Archetypes and Talents contain character options. Nobody needs to read these sections in their entirety, but players will be referring to them when they build their characters and take advancements. The Game Master contains more hand-wavy explanations on how to run the game, including guiding principles, campaign structure, how to run combat, et cetera. Game masters should read this. Other players don’t have to. The rest of the book is references and random tables that you can use if you think it will enhance your game. If you have better or more relevant ideas, you should use those instead. Mechanical and Thematic Roots This game got a lot of inspiration from the Magical Burst system by Ewen Cluney. I’m a fan of the concept and themes behind Magical Burst and Magical Fury, but neither hits a mechanical sweet spot for me. My goal here is to make a narrative focused, rules-lite game with a lot of character customization about Magical Girls finding hope in a grim and seemingly hopeless world. 7 The hope is the important part. I think people sometimes forget that even when Magical Girl stories are tragic and grim, they are still fundamentally optimistic stories about hope and friendship. The world is cold and uncaring. The people in it are warm and compassionate. Compassion is the stronger force, if only we can find it within ourselves. What you need to play You will need one Game Master (GM) and 2-5 players who can meet regularly, character sheets, pencils and paper, some objects to use as tokens such as glass beads or poker chips, and a ton of six-sided dice.