They awaken to their powers under fire, and it will be up to you to decide where she goes with new her life from there. The game uses a very simple variant of the Apocalypse World engine, aimed at fast and flavorful play that you can jump into on short notice or play in a more deliberate, long-term style. Battles come down to a handful of rolls, and throughout the emphasis is decidedly on the consequences of the course of action you choose. The book also includes an appendix with 17 random tables to help you along with character creation and other things that pop up during play.
To play you will need some six-sided dice, character sheets , and something to write with. You will get access to the following files:. Log in with itch. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type.
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Original electronic format These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. For my mom to be there for me. To be beautiful. To be loved by everyone. To fix the injustices of the world. To live forever.
When everyone is done, they introduce their characters to one another. They will become a girl when their magical potential activities, and it will probably make their lives quite a bit more complicated. Leave the magical portion of your sheet alone for now. The Normal World The day was dragging on as usual, the only point of light being the usual Friday donuts, when there was a sudden crash that made the whole building shudder.
The GM develops the ordinary world around the girls. The cherry blossoms in bloom. The architecture of downtown. The view of the bay. The variety of delicious food. The dazzling lights of the city. An eyesore of an office tower downtown. A blanket of smog that hangs over the city. The constant gridlock in the streets. The many decrepit or unfinished buildings.
The desperate malaise of the people. There are no birds in this city anymore. There are persistent rumors of a ghost haunting a shopping mall. Graffiti of what look like some kind of magical runes has been showing up all over the city. The number 6 seems to be turning up all the time lately.
Start by asking the players what their characters are doing on a typical day. Let them play out a bit of it, and portray NPCs—teachers, classmates, shop employees, etc. Ask the players questions to provoke them into developing their characters and the people and places around them. Gravity is behaving strangely. The moon is too large, and a strange color. Doors are not connecting as they should.
Normal people and objects are frozen in place. There is an explosion of energy out of nowhere. A black sun hangs in the sky, ready to fall.
The girls get pulled into a realm full of massive, clanking clockwork. A magical girl comes and threatens to kill people. Flaming wreckage suddenly falls from the sky. Everyone who is touched by magic was born on January 1st.
A fleeting glimpse of a man wearing a porcelain mask. A memory of the end of the world. Magical phenomena coincide with places where tragedies occurred. A Threat Next comes the first threat, which should be a magical enemy of some kind, either a youma monster or a hostile magical girl. Decide what it really wants. Decide why it is hostile. The threat should in some way help the players get some insights into what is going on, whether by exposition or through them having flashbacks from previous lives.
Becoming Magical Girls When Megan looked at her reflection in the mirror, she saw a skinny white girl with blond hair in pigtails. When your magical nature asserts itself, it changes your body to fit who you were in a previous life.
Often the changes are negligible, but sometimes they are massive and traumatic, especially if you began this life in a male body. Sometimes the experience is just difficult to endure.
Check 1 box for gaining a point of Trauma, and subtract 1 from your first roll made as a magical girl. Take 1 point Magic. Gain 1 point of Hope, and add 1 to your first roll made as a magical girl. Your awakening changes you.
Some find it alters their bodies substantially, compounding the shock they experience. You then have your first magical girl transformation. It is only when transformed that magical girls have their special powers, allowing them to fight magical enemies. Color: Pick a main color for your magical girl costume. Theme: Select a theme for your magic. It could be an element, a type of object, a planet, etc.
Use words like Princess, Lyrical, Lovely, etc. Leap superhuman distances. Withstand incredibly powerful attacks, magical or otherwise. Manifest secondary effects based on the theme of her magic. And then you said you were going to kill innocent people. It is something potent enough to be a challenge for however many magical girls there are, but not so powerful as to be beyond them.
Normal people and animals and such caught up in a magical battle are in extreme danger though, no matter how well-armed or welltrained they might be by mundane standards. Each player picks a course of action for their magical girl. Players can resolve these in whatever order they like. It can usually be one of the three moves listed below, but you may have to make something up on the fly. A magical girl can attempt to do two of these things at once attacking while protecting someone else for example , but she takes a —1 penalty to each roll.
If they suffer serious harm you take 1 Trauma. Take 1 Trauma or 1 Magic. The End of the Battle This first battle will last through only one round of actions. The outcome depends on the number of Hits they score. For this battle, X is the number of magical girls played by the players.
If it seems appropriate you can say your character died. Each survivor takes 1 Trauma or 1 Magic, and there is collateral damage. They are able to get away for now, but each survivor takes 1 Trauma or 1 Magic and there is collateral damage.
X—1 Hits: The magical girls win at a significant cost. Each one takes 1 Trauma or 1 Magic, and there is collateral damage. The winning side describes how they achieve their victory. Take some time to play out the immediate consequences of the battle, then begin playing out other scenes.
One of the magical girls suffers an injury that will heal in time, but will be hard to explain. Excess magical energy bleeds off to cause something unnatural to happen.
There is major damage to buildings and such in the immediate area that will definitely be noticed. You can go in any order, so long as each player has a chance to take a turn before any other player goes again. The GM should be developing new threats and potentially doing new things with old ones , as well as developing the setting and the secrets it holds.
Some types of scenes will list a few possible moves to use for them; it should be fairly obvious which to use. A player will typically get to use one, maybe two during a scene, but the GM may call for other moves if it seems appropriate. Advance a Threat GM Further threats do not come out immediately, but rather make themselves known over time. When the GM advances a threat, it does something in the world that warns the magical girls that something is going on.
They might witness something in person, or have a victim show up, or get news of something indirectly. A typical threat will reveal itself after advancing 3 times. However, when magical girls already know where to find a target, the player can choose to initiate a battle on their turn. Battles where magical girls join together to fight a threat use the same rules as the first battle. To make a threat more or less powerful, adjust the value of X up or down by 1 or 2.
To make a threat overwhelmingly powerful, apply a —1 penalty to all rolls against it. For a more involved battle, go through two rounds, and then divide the number of Hits scored in half round up before evaluating the outcome.
The side that gets more hits gets a result as per X being equal to the number of opposing magical girls. If a magical girl wants to target a normal person, use the Change the World move. Change the World When you try to do something that affects the real world, roll 2d6. Gain 1 Hope. This move is about trying to shoehorn fantastically powerful magic into affecting the real world, such as by trying to fight crime or police brutality , play Robin Hood, stop bullying, etc.
It can be something mundane the family falls on hard times, a bully is causing trouble at school , or something stemming from magical events having to find a place to live after the house is destroyed, drawing the attention of the police, etc. Investigate Player The magical girl sets out to find out more about something. Past Lives When you look to your past lives, roll 2d6. You gain an insight, if an unpleasant one, but also gain 1 Trauma.
You may add 1 to a future roll to do something magical. Kindness Player The magical girls shows kindness toward someone else. Comfort When you make a significant investment of time in making someone feel better, they can remove 1 Trauma or 1 Magic. They can also award you a point of Hope if they wish.
Desperation When you have a moment of true desperation, roll 2d6 and add your current Trauma. Whatever you manage to do will be a temporary fix at best. Take 1 Trauma, and take —1 to your next roll. It means that force within her becomes strong enough to manifest itself, for good or for ill.
If all four boxes for that type of shift are marked, something bigger happens. For Trauma or Magic, you have to pick one of the options under Extreme Shift, and for Hope you have to pick one of the options under Great Hope.
Hope Shift When you accumulate 3 Hope, something good happens. Magically or otherwise, your optimism affects the world around you. Erase any points of Magic and Trauma you currently have. A lucky break gets you closer to your goal.
You are able to heal someone else, removing points of Magic and Trauma, healing a serious injury, or removing a single effect caused by a Shift. You find a new friend. Magic Shift When you accumulate 3 Magic you have a distortion.
You have accumulated so much raw magical energy that the hateful mundane world punishes you for it. Your magical girl form permanently takes on an unnatural aspect; write it down. Your normal form temporarily takes on an unnatural aspect. Trauma Shift When you accumulate 3 Trauma you have a breakdown. The intensity and darkness of your experience becomes too much and it affects how you act.
You have an outburst that alienates you from others. You hurt yourself. You acquire another fear or a twisted wish; note it down. Erase all Trauma and Magic Shift boxes. Your normal form permanently takes on an unnatural aspect; write it down.
One of your past lives asserts itself enough to significantly alter your personality; note down the change. Only choose this if you no longer wish to play her. Erase all Hope Shift boxes. Undo any alterations to your character caused by other Shifts. Something about your magic causes the entire world become just a little bit of a happier place. Your magical girl stops being a magical girl, whether by ascending to become something else or simply retiring to be a normal girl. So make your choice, right now.
If you want to introduce a character who is already a magical girl, fill out the sheet completely. You suffered a betrayal. You learned a terrible secret. You can do this beforehand you like, or just jump into the first session to see what you come up with and flesh things out later.
This section offers numerous suggestions, drawing on different aspects of various magical girl stories. Some of these conflict with one another, and it will be up to you to figure out which ones will be true for your game. They are aliens that have mysterious motives, and they do not entirely understand human values. They are artificial beings from the civilization that created the first magical girls. Tsukaima are simple-minded magical animals. Tsukaima are virtually unkillable.
When threatened, a tsukaima can transform into a horrific monster. Normal people cannot perceive youma. Youma feed on people, draining their vitality or devouring them outright. Most youma create a Nightmare around themselves, a region of distorted space that serves both to conceal the youma and to trap victims. Youma exist in the gaps between moments of time. Youma are always in pain, and long to be freed. When in her normal form, a dark magical girl has no memory of her magical side.
Though they may not be conscious of it, dark magical girls serve the cause of oblivion. Dark magical girls can command youma. They are acting in secret for now, but they will seek to eradicate magical girls, because they believe it is the right thing to do. The generals Dark Kingdom, a twisted remnant of the civilization that first birthed the magical girls, cower in their shadowy realm and create youma to send to earth. An arm of the Inquisition has been hunting magical girls since time immemorial, identifying them and assassinating them while they are in their normal forms.
The Cult of the World Tree has agents scattered throughout the world, and seeks to cultivate magical girls to fight the looming threat. There is a secret academy that trains magical girls. Someone is trying to raise an army of magical girls, with the aim of sacrificing them to defeat a major threat.
It is possible to extract this and use it to wield her powers, but she cannot live long without it. All magical girls have the potential to become youma. Magical girls are actually malfunctioning youma. The human body cannot handle magic very well, and it will gradually cause disabilities to magical girls. The power of magic comes from the differential between the hope a magical girl holds and the despair she experiences.
That is why they are doomed to fail. The universe is slowly dying. Magic has the potential to prevent that, but not without a great cost to those who wield it.
The last magical girl will have the responsibility of creating a new universe so the cycle can continue. Like a lot. You can use its results as they come, or just use the tables as a source of inspiration.
They cover character creation, as well as various kinds of Shifts. Get two sixsided dice, and designate one as the tens digit and the other as the ones digit. Roll them and put the results together to get one of 36 possible items numbered 11 through A subtler kind of strength. Bearing the troubles of others.
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