Thursday, September 28, 2017

Magical Girl RPG

Rules for a (unfinished) Magical Girl RPG

  • Everyone is a person in this world.
  • You can choose to either start at a higher level or start as a normal person.
  • Starting at a higher level means that you have made your wish and those consequences are at a stage.
  • Starting as a normal person means you have to make a wish in order to get your magical powers.
  • Magic works using 2d6.
  • Name the spell, describe it and give your intended effect. Roll 2d6. On an 8+, choose 3. On a 6-7 choose 2.
    • There is very little blow-back
    • It has roughly the intended effect
    • Nothing unbelievably weird happens
    • There is no damage to your memory
  • There is no HP, health is measured in successes and failures. Tougher creatures require a higher degree of success.
  • Witches are the only enemy. They can arrive at any time and are limited only by the DM's imagination.
  • All Magical Girls become Witches when they die. Their health is equal to the amount of successes they rolled (or maybe the amount of Witches they killed). 
  • Everyone has 1 health, which means one success is enough to kill them.
  • Only Magical Girls (and Witches) can have more than 1 health.
  • When becoming a Magical Girl, the player gets a wish. There are no limits, only consequences.
  • Upon the granting of this wish, the Magical Girl rolls for a random super power/special weapon.
  • A Magical Girl's body is immortal as long as her Soul Gem is intact.
  • A Soul Gem cracks and shatters after its "health" is removed.
  • Removal of a Soul Gem from a Magical Girl renders the Magical Girl's body lifeless. 
  • Defeating Witches is the only way for a Magical Girl to grow stronger.
    • Each defeated Witch grants the Magical Girl 1 additional health.
  • Damage is dealt by Witches but also by over-extending.
    • When unbelievably weird things happen you can take damage, same with blow-back from a spell, or damage to your memory

  • This game is meant to be quick and brutal. Magical Girls will be cycled through with little effort. 

Friday, September 1, 2017

Treasure Hunting Module

Would it be ridiculous to make a module like this?

Follow the main road to the T and take a left
Small house on the right, gather salt from field, watch for scarecrows
Cut through field till small creek
Follow the for thirty paces and cross on the brown rocks
You're now in the Burrow-Woods
Moss on trees indicates fairies, stop
Find cave nearby, collect green flowers near slumbering red panther
(these ward fairies)
Go back to the exact spot you crossed the creek and recross it twice (you're now back in the Burrow-Woods)
Follow a deer path until pond, drink from pond
One person (ONLY ONE) swims to bottom to retrieve obsidian clam
REST OF PARTY!!! Watch for bat-owls in the trees, they attack after clam is touched
Remove pearl from clam (obsidian clams can only be opened with diamond-tipped tools)
Climb tallest tree and hold pearl in the sun all day
At night, light from pearl will make path, follow it
Do not follow the green path that comes just before dawn, massive treasure but guarded by assassins
Reach house at sunrise, give guardian an offering from a bloodied god and she will let you pass
Read the oldest book in the house to learn forgotten spell, fight the lawful spirit that tries to steal your identity
Follow path outside of house, take a right, then a left, then another right
Go around village up ahead (full of demons)
Watch for assassins
Hire the caravan at the crossroads, if you reach Embersmarch you've gone too far
They'll ask if you want to go to Bethammer, say yes but slip fifty gold to driver and say "but first let's go to grandma's house"
Trip takes several days, contemplate life, wonder on the emptiness that led you here
When wagon goes off road, do not sleep
At the base of mountain, sacrifice the scapegoat (you did bring one right?) and cast the forgotten spell
Trapped demon will possess goat
In exchange for a favor, goat will pull cart up the mountain.
Griffon-masked men live in the mountain, avoid at all costs (they can't fly but they fight on horseback with whips, you'll know you're too close when you see bodies handing from the cliffs from vine-nooses)
Treasure is located near cave around peak, cave is fake, scrape the paint from the mountain side to reveal vault door, put the obsidian clam's pearl in the third slot from the top right
Gather the lost treasure of Drake Vayoom, sky pirate