Difference between revisions of "Heaven's Garden"

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**Defender may choose to use a Heart power to defend, in which case they pay the cost and roll as appropriate.
 
**Defender may choose to use a Heart power to defend, in which case they pay the cost and roll as appropriate.
 
**If this fails, defender rolls Drive to defend.
 
**If this fails, defender rolls Drive to defend.
**Attack sux - Defence sux (min 0) = damage. Heart and Drive defence sux do not stack.
+
**Attack sux - Defence sux (min 0) = damage. Heart and Drive defence sux stack.
 
*After all characters have acted reroll init.
 
*After all characters have acted reroll init.

Revision as of 08:07, 30 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.

  • Heart Beam: Costs 2 Heart, bonus +3, ranged.
    • Super Beam: Increases bonus to +4. Represents homing, vectorable, whiplike, rapid-fire or other advanced forms of beam.
    • Buster Beam: Can charge beam over multiple turns (paying the Heart cost each turn). Each turn of charging adds 100% dice.
    • Danmaku: Roll half dice against all enemies. Can also represent simple explosions or the like.
  • Heart Shield: Costs 2 Heart. Defend with Max Heart +3 roll.
    • Friendship Shield: May use Heart Shield to defend another during their Heart Defence phase.
  • Heart Jump: Costs 2 Heart. Teleport to a location you are aware of or familiar with as your action.
    • Heart Step: Costs 2 Heart. Teleport to a location you can see as your move. +1 success on attack rolls if combined with an attack in the same turn.
  • Heart Healing: Costs 3 Heart. Heal Max Heart hp of another character.
    • Friendship Healing: Costs 4 Heart. Roll Max Heart, heal that many hp of all characters.
  • Sword of the Spirit: +1 die on Drive attacks.

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.
  • On your turn you can move and take an action.
    • Characters will either be at close, medium, long or extreme range from one another.
    • Moving can move one range increment.
    • In general Drive attacks work at close range, Heart attacks at up to long range.
  • 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 may choose to use a Heart power to defend, in which case they pay the cost and roll as appropriate.
    • If this fails, defender rolls Drive to defend.
    • Attack sux - Defence sux (min 0) = damage. Heart and Drive defence sux stack.
  • After all characters have acted reroll init.