Difference between revisions of "Heaven's Garden"

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=Fighting Evil=
 
=Fighting Evil=
*Dice pool system
+
*Dice pool system. D10s, 6+ = sux.
 
*Characters have 5 hp, no wound penalties. 0hp is knockdown, negative hp is detransformation.
 
*Characters have 5 hp, no wound penalties. 0hp is knockdown, negative hp is detransformation.
 
*Roll init (1d10, no modifiers right now)
 
*Roll init (1d10, no modifiers right now)

Revision as of 18:25, 28 April 2011

Runs alternate Saturdays 22:00 BST

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8:48 until Doomsday.

The year, 2010. The location, the city of Daikoku, Japan. Four/Five high school girls are chosen by the Summer Garden to defend love, friendship, and life itself against the depredations of the Snow Queen. Thrust into a cosmic war as the only ones who can save the Earth, they are the Summer Knights. But the war, and the Knights, are both more complex than their binary overlords would like to admit.

Making a Human

To make a human you will need the following things:

  • Name: Anything that would actually be a name. You can be a foreigner if you want, but be prepared to shift on that since only one will be permitted in the party.
  • Description: Physical description, personality and any relevant non-secret background info.

Making a Magical Girl

To transform them into a magical girl you will need the following things:

  • Flower: All Summer Knights have one flower that is their totem. Rose is taken.
  • Name: Form is [adjective] [totem flower], for example Lucky Clover, or Morning Lilac.
  • Seed Jewel: A piece of jewellery or clothing with a flower motif. This is your transformation item.
  • Description: Physical description (if changed) and costume. Yes, you have to look wholesome, shiny and girly (though you don't have to like it).

Stats

You have six points to distribute, with a minimum of 1 in each stat.

  • Drive is used for hand-to-hand combat and most other physical tasks if they become relevant.
  • Heart powers overtly magical abilities. Its primary function is to determine your maximum Heart Pool.

Powers

Choose two powers to start. Not gonna fill this in until I have a proper list so people don't run ahead.

Fighting Evil

  • Dice pool system. D10s, 6+ = sux.
  • Characters have 5 hp, no wound penalties. 0hp is knockdown, negative hp is detransformation.
  • Roll init (1d10, no modifiers right now)
  • Highest value goes first, then others in order
  • You can opt to hold action and preempt a later action. This can continue across round turnover.
  • When you act:
    • Regenerate 1 Heart
    • Roll Drive for Drive attacks or Max Heart for Heart powers, plus whatever bonuses apply. Pay Heart cost if using a Heart power.
    • Defender rolls Drive if defending with Drive or Max Heart if defending with a Heart power. Pay Heart cost if using a Heart power.
    • Attack sux - Defence sux (min 0) = damage.
  • After all characters have acted reroll init.