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Golden Sky Stories Magical Girl Hack WIP

Feb 23rd, 2016
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  1. Basic Framework for GSS Magical Girl Hack:
  2.  
  3. Most rules of the original system are unchanged unless otherwise noted. The attributes Henge and Animal are likely to receive a name change.
  4.  
  5. FORMS:
  6. Every character has at least one Form they can transform into, though some campaigns may include multiple. This Form represents the activation of their magical powers and it costs wonder/feeling to transform into similar to that of a Henge Transformation. Some campaigns, such as one's taking on a similar vein to Mahoutsukai Precure or W.I.T.C.H. or something like that, may also consider the character's normal Form outside of combat to also use these Form rules, albeit with more utility or social focused capabilities.
  7.  
  8. A Form has five major categories to it: Theme, Traits, Domains, Arts, and Invocations.
  9.  
  10. THEME:
  11. Theme is the most simple and basic of the Form categories from a mechanical perspective. It is essentially an indicator or description of what the Form is and what it's based around. Currently, it has no true mechanical purpose but its narrative implications may change the way some rules work such as a normal person not being able to fly but this Form implying they can do so.
  12.  
  13. TRAITS:
  14. A Trait represents a specific unique ability or specialization such as being fast at casting a certain Invocation, having higher attack power with a certain attack Invocation, better defenses, or some other such bonus. Unlike the latter Form categories these are on permanently as long as you are in your Form, though it increases the cost to transform into the Form based on its bonuses. A Form comes with up to three of these and can have as little as zero(subject to change). Possibly may add a rule that lets you take a Weakness to your Form that allows you to take 1 more Trait and/or makes the transformation cost lower.
  15.  
  16. DOMAINS:
  17. Domains are what kind of things your character can influence with their abilities. Some character may have very internal abilities and thus have Domain: Self, others may have more of an influence over an area and may have Domain: Zone, and others may simply be trying to hurt or help others and have Domain: Enemy or Domain: Ally. Certain Domains may not work with certain Arts or Invocations. A Form comes with three of these(subject to change). Domain: Zone will likely be cut.
  18.  
  19. ARTS:
  20. Arts are the basic abilities the Form possesses. While Domains decide what is affected, Arts decide the specific thing they do to the affected Domain. It is possible some Arts may only work with certain types of Domains or Invocations. They can include things like status effects, healing, holding an enemy in place, etc. A Form comes with three of these(subject to change).
  21.  
  22. INVOCATIONS:
  23. Invocations are specific manifestations a spell takes the form of and they come with their own specific effects outside of Arts and Domains. Conjure creates some sort of magical construct that can be manipulated or even act autonomously from the user, Surge is the primary damage dealing Invocation, Enchant/Curse works by augmenting/weakening other people's spells, etc. A Form comes with three of these(subject to change).
  24.  
  25. RULES FOR COMBAT:
  26. An Invocation has its own inherent cost in Wonder and its own inherent Initiative Score and this is augmented by what Domains or Arts are applied to them. Domains affect Initiative(by subtracting its value from the Invocation's Initiative Score) and Arts affect Wonder cost(by adding its value to the Invocation's Wonder Cost). An Invocation's Initiative score cannot go lower than zero, this means adding Domains to an Invocation that result in a score in the negatives, it is either not possibly to cast or that the caster needs to spend Feelings to increase the Initiative Score to at least zero.
  27.  
  28. It is possible to to put more than one Domain and more than one Art onto a single Invocation such as using Surge with Domain: Enemy and Domain: Self along with Art: Drain(or simply Art: Heal only applied to Domain: Self) to absorb HP on an attack. It is also possible to use the same Domain more than once, such as using multiple Domain: Enemy tags for an area attack. Invocations though can only be cast once per round. However, you can take the same Invocation more than once and treat copies of the same Invocation as a separate Invocation for this rule, but they're also separate invocations for other rules(such as a trait that gives a bonus to its initiative score or damage). Depending on play-testing I may change Domain to work the same way, especially if there turns out to be not that many Domains to choose from.
  29.  
  30. Casting Invocations is done on an initial setup phase(called the Invocation Phase), and the spell is slotted into its own spot in the initiative order along with all other ones cast by other characters participating in battle. One may spend Feelings to increase the Initiative score. Other things one can do on this setup phase is use a move action, a basic/additional power, and possibly others. From there the fight enters the Spell Phase and plays out by activating each spell prepared in order from highest to lowest in Initiatve and the players and GM make any opposed checks necessary until all Invocations have been cast. Then the setup phase begins anew.
  31.  
  32. INOVOCATION TYPES:
  33. Invocations are types of spells with their own particular usage or sub-mechanic and run off of a certain Attribute to use. Since damage isn't an Art a damage dealing Invocation is the only way to do damage with a spell. Surge is one of these but multiple ones will probably be created to run off of different attributes. These will likely also have certain other mechanical differences from each other such as a different initiative score and wonder cost, possibly damage types, and possibly range(though this may best be handled by Domains, handling it here may work better for game balance and handling certain logical issues like applying an extremely long range Domain to a punch Invocation).
  34.  
  35. Another type of Invocation is something like Alter. Unlike other Invocations, they would not have an Initiative score but would instead activate at the same time as another participant of the battle's Invocation. From there you can add or swap your Domains and Arts into that spell and in this case the Domain's value - which would usually be subtracted from Initiative - is instead added to your total Wonder cost. With this you can make a friend's spell stronger and help them increase Feelings for its check in a team attack or (provided you pass the opposed check) you can redirect an enemy's attack to you to tank it or send it back at them, as well as add your own Arts to it. You might for instance add Art: Heal to it if its attacking you or one of your friends to cancel out the damage. In order to balance the usefulness, there will probably be multiple version of this Invocation that work only on an enemy or ally Invocation and/or only on certain Invocation/damage types. Reflecting an attack over tanking it may also require a Reflect Art rather than something you can just do as well.
  36.  
  37. Conjure is designed to make the most use out of Arts/Domains. When applying Arts/Domains to an attack it is a one-time use scenario, i.e. if you use Art: Seal to seal up an Art or something with an attack Invocation the Seal only applies on the next setup phase for spellcasting and not any after. With a conjured creation you can possibly keep up a longer duration by making something that keeps autonomously applying that Art. With Conjure Invocation types, you have a variable Wonder cost and Initiative score determined by how good you want to make the Conjured creation. A conjured creation has two stats, an Attribute that it uses for its checks on enemies/allies, and either a duration or HP value(depending on its type or what rules I decide on). The more you raise the Attribute, the higher the Wonder cost it'll be to cast, and the better its duration/HP the more you subtract from the Initiative. There is no limit to an Attribute's score outside of how much Wonder you're willing to spend and this is because Conjured creations can't spend Feelings on an Attribute check. Finally there is the Domains and Arts applied to the Conjure Invocation. Arts add to the total Wonder Cost, but Domains added do not affect the Initiative of casting the Invocation, but instead are subtracted from either the Conjured creation's Attribute or some other number to create the Conjured creation's Initiative Score for taking its own turns. The Conjured creation than applies the Arts its been slotted with to the Domains its been slotted with autonomously each turn. There are different types of Conjure invocations such as attackers, defenders, simple inflictors of an Art and they have their own base wonder cost/initiative that is applied to the former.
  38.  
  39. Basic Invocations are also something that will be available, though I'm undecided if it'll be by default outside of the three Invocations you choose or not. It will not have any special rules or abilities and will simply apply Arts to Domains chosen. It will however have the lowest(or no) initial Wonder Cost and the highest initial Initiative Score.
  40.  
  41. Conjure and Alter are likely subject to change after playtesting, particularly Conjure as it may end up too weak, strong, or wonky.
  42.  
  43. Some other Invocations for utility use will also likely need to be made to account for the kind of campaign that allows magic outside of battle too.
  44.  
  45. LIKELY CHANGE TO ABOVE RULES:
  46. Due to the likelihood of not being able to come up with more Domains to make choosing only 3 interesting, and a similar worry for Invocations, Domains and Invocations may be removed mostly from the above as a choice. Your Form naturally comes with Domain: Self, Enemy, and Ally; as well as the Invocations: Basic, Surge, Conjure, and Alter. This will leave Traits and Arts(as well as Attribute allocation) to decide one's playstyle, using certain Traits to make specific Invocations better by making their cost cheaper, their casting faster, and etc. and using Arts to determine which Invocations/Domains they're likely to use, i.e. someone who takes Art: Heal won't have use for Domain: Enemy or Invocation: Surge with that. Arts may also be used to make certain Domains better, such as removing the rule where you can stack Domains and needing to take an Art that lets you multi-attack when using Domain: Enemy.
  47.  
  48. Invocations will still likely involve some choice.
  49.  
  50. When taking the Surge Invocation, one will decide if it is a Weapon, Magic, or Martial attack(technically all attacks are magical/magically augmented in nature but the Magic damage type is using it in more of a pure form). Weapons use the Adult stat, Martial uses Animal, and Magic uses Henge. Finally each character will pick what their defense Attribute is. Adult defense is using shields/armor/tech to defend and is weak against Magic, strong against Martial, and neutral with Weapon. Animal defense is using one's own natural physical ability to defend and is strong against Magic, neutral with Martial, and weak against Weapon. Henge is using magical barriers and such for defenses and is neutral with Magic, weak against Martial, and strong against Weapon. This will result in a +2/+0/-2 spread or something similar for defense modifiers. Certain Traits to allow one to use more than one defense or attack types are allowed, as well as Traits that give hard bonuses to attack/defense checks.
  51.  
  52. Child is not an attacking/defending stat but rather used mostly for support Arts. May need to include some additional support for the Attribute however. I'm thinking of it possibly being the major determiner of HP, representing one's emotional tenacity to keep on fighting for their friends.
  53.  
  54. Similarly, Alter may require you to choose an Invocation type to work on, and possibly whether it works on Enemy or Ally Invocations(though choosing Arts will likely involve creating a certain preference for one over the other). Currently uncertain on how to handle Alter though, as as it is there's nothing making tanking easier to do than reflecting. I may remove the ability to add/swap Domains and instead focus on Arts added to Invocation: Alter itself that effect the spell, making a Defend and Reflect Art with the former being cheaper in Wonder Cost than the latter.
  55.  
  56. Other possible Rule changes: Any 3 Invocations can be used during the Invocation Phase and each of the 3 Arts can be used only once per round. When picking Arts you cannot have 3 of the same effect.
  57.  
  58. CONNECTIONS:
  59. Connection rules and related mechanics(Wonder/Feelings, Dreams, Threads, Memories, Impression Checks, etc.) as presented by the standard Golden Sky Stories system are largely unchanged, however due to the higher likelihood of spending Wonder/Feelings with the introduction of combat, a second permanent 2/2 connection will probably be added representing the group's connection to something like a team mascot/familiar/fairy, or something important to their magical powers like their transformation items or the Heart Tree in Heartcatch Precure. Rather than add this to your total Wonder/Feelings at the start of each scene, it would work solely while in battle in your transformed state, giving you its points at the start of each phase so combat doesn't just come to a halt before anyone is beaten due to lack of points. This is something to playtest, however. This connection likely wouldn't be capable of being leveled without GM permission/from plot important moments.
  60.  
  61. As a variant to the above, an action called Cheer can be performed by a character on another to let them generate Wonder(and maybe Feelings) equal to their Connection to each other, but this requires passing on using invocations for that turn. The Connection may remain however, either on its own as any other permanent connection or replacing Town.
  62.  
  63. DICE RULES VARIANT:
  64. Golden Sky Stories is a diceless system, and I would like to try that out for this system, however I recognize that being able to spend points on any action calling for a check in a fight(possibly including Initiative) can possibly slow games down or cause other issues that could be much more quickly resolved by resigning yourself to the fate of a dice roll. If diceless doesn't work out another option would be to likely remove the effect the aforementioned permanent connection has on recovering Feelings during battle, leaving you with a finite number to deal with. From there you'd add dice to attribute checks, likely something like Fudge dice or something similar to keep the numbers low. Alternatively make spending Feelings solely for boosting Initiative scores and use more swingy dice for attribute checks. This would preferably only be applied to combat and non-combat attribute checks would work more or less exactly like Golden Sky Stories proper.
  65.  
  66. With these rules some changes would need to be made to certain Invocations, such as a Conjured creation's Attribute possibly needing a set limit.
  67.  
  68. OTHER THINGS TO DO:
  69. Possible changes to Attributes(at least the names of Henge and Animal). Means of determining HP. the latter two of which may be necessary for expanding available Arts. Set up more structure for Arts and make more of them. Brainstorm more to do with Domains. Consider non-combat Invocations and perhaps more Invocations in general.
  70.  
  71. POWERS:
  72. Due to the nature of Invocations as well as Domains and Arts, some Powers from Golden Sky Stories don't cooperate with this hack, however others that interact with important mechanics to both systems such as Connections, Impression Checks, Wonder/Feelings/Dreams economy, etc. are just as applicable to the hack as to the original system. Aside from the form, a character may also possess these powers in some way, either on their own or through Form traits. While not an exhaustive list, the following is a list of powers from the core Golden Sky Stories book and its supplement Colours of the Sky that are in consideration to be carried over to this hack(Powers specifically made for this hack are still in consideration):
  73.  
  74. FOX HENGE:
  75. Basic Powers: Alluring, Invisibility, Fake, Oracle, Fairy Rain
  76. Weaknesses/Additional Powers: Fried Tofu/Liar, Secret/Old Friend, Pride/Shrine, Strange/Float, Cold/Marriage Knot, Bluff/Present
  77.  
  78. Invisibility, Fake, and Oracle can be redundant with non-combat Form abilities. Fairy Rain may need refluffing. Liar may not be necessary and just could be handled with a normal Adult check and Fried Tofu isn't a good Weakness for non-foxgirls. Secret is good for hiding one's Magical Girl identity but Old Friend needs refluffing. Pride is a good weakness but Shrine needs to be refluffed as being from a well-off family or some such instead. Money amount may also need adjusting. Strange may be a decent Weakness but Float may be redundant outside of the +2 to search checks.
  79.  
  80. TANUKI HENGE:
  81. Basic Powers: Money, Bogey, Become Anything, Copy, Dream Vision.
  82. Weaknesses/Additional Powers: Gullible/Carelessness, Glutton/Stomach Worm, Carried Away/Tanuki Dance, Relaxed/Rest, Teasing/Mischief.
  83.  
  84. Tanuki contains many basic powers interesting for a more non-combat magic campaign but once again may be redundant with abilities granted by a non-combat Form and could be cut. Bogey doesn't do much without Surprise rules mattering which they probably will less. Glutton/Stomach Worm may possibly be reworked into something similar in effect. Tanuki Dance would likely become something like Goofball or something.
  85.  
  86. CAT HENGE:
  87. Basic Powers: Kitty, Fuzzy, Peak Into Hearts, Stealthy Feet, Cats Path
  88. Weaknesses/Additional Powers: Skittish/Cat Burglar, Lazy/Sleeping Soundly, Cat Tongue/Feigned Innocence, Can't Swim/Acrobatics, Selfish/From The Shadows, Shred/Menace
  89.  
  90. Kitty and Fuzzy obviously need refluffing. Peak into Hearts is something that may be refluffed as well or cut. Stealthy Feet may be cut. Feigned Innocence may be non-combat only. Cat Tongue, Shred, and possible Can't Swim are Weaknesses that will need some changing to fit a non-cat character. Menace may not be a necessary power with combat but may still have uses.
  91.  
  92. DOG HENGE:
  93. Basic Powers: Doggie, Sticking Close, Petting
  94. Weaknesses/Additional Powers: Collar/Home, Clumsy/Perseverance, Honest/Sorry, Shy/I Believe in You, Naive/I Love Everyone, Scary/Go Away!
  95.  
  96. Doggie has the same effect as Kitty and needs refluffing. Petting may also need refluffing to hugs or something unless the character gets/wants head pats a lot. Collar/Home needs just a little refluffing unless you're playing *that* kind of campaign. Perseverance may not be useful as Surprise rolls may not matter but its effect on Weaknesses may be nice. Honest/Sorry is possibly not necessary depending on how a campaign handles social stuff. Go Away! is the same as Menace from Cat, but Scary is a decent Weakness for characters. Substitution is a basic power I didn't include, because while it is good for a tank it's likely redundant with Invocations.
  97.  
  98. RABBIT HENGE:
  99. Basic Powers: Cute, Mochi-Pounding, Lop-Eared, Help Me, I Dunno, Moonlight
  100. Weaknessess/Additional Powers: Loneliness/Friendship, Crybaby/Please, Lovesick/I Love You!, Impatient/Dash, Meddling/Remember, Spoiled/Let's Play
  101.  
  102. Mochi-Pounding would need refluffing. Lop-Eared may or may not be non-combat only. Help Me and I Dunno could possibly be cut depending. Moonlight may need refluffing or cutting. Crybaby/Please may also be unnecessary.
  103.  
  104. BIRD HENGE:
  105. Basic Powers: Little Bird, Rumors, Gift of Wings, Down Pillow
  106. Weaknesses/Additional Powers: Night Blindness/Found It, Bird Brain/Trust the Wind, Delicate/Tranquility, Distant/Twilight
  107.  
  108. Little Bird is the same as Kitty/Doggy and needs refluffing. Rumors may be unnecessary. Wings and Wind Song were cut because of likely redundancy but Gift of Wings was kept as it gives a power to even a normal person. Down Pillow needs refluffing. Night Blindness may or may not be the best Weakness, Delicate is an interesting Weakness but Tranquility possibly not as useful if Surprise rules are gone.
  109.  
  110. MOUSE HENGE:
  111. Basic Powers: Mouse Hole, You Do it, Liar, Sneaky, Big Family, Shenanigans
  112. Weaknesses/Additional Powers: Impatient/Skitter, Underground/Treasure, Tiny/House Mouse, Glutton/Dine and Dash Scared/Stare, Braggart/I Don't Get It
  113.  
  114. Mouse Hole, Liar, and Sneaky may be cut depending on how things are handled. Big Family may need refluffing. Shenanigans may be cut or altered in cost to account for being made redundant by Seal Arts or the effect of Interrupt Invocations. Underground would need to be refluffed to something else with a similar mechanical effect. House Mouse needs refluffing. Glutton/Dine and Dash may be cut.
  115.  
  116. WOLF HENGE:
  117. Basic Powers: Territory, Guardian
  118. Weaknesses/Additional Powers: Violent/Growl, Frightening/Go Away!, Klutz/Perseverance, Honest/Giant Wolf, Loneliness/Spirited Away, Gullible/Wolf Guide.
  119.  
  120. Territory may need to be handled somewhat differently. Substitution was cut for the same reason it was from Dog. Violent/Growl will likely be cut due to Surprise rules likely not mattering as much. Go Away! and Perseverance are the same as Dog. Giant Wolf needs refluffing. Spirited Away is useful for getting to your territory but Wolf Guide maybe not so much.
  121.  
  122. HORSE HENGE
  123. Basic Powers: Special Talent, Friendship, Work Together, Pony Express, The Way Home.
  124. Weaknesses/Additional Powers: Skittish/Dash
  125.  
  126. Special Talent will likely be cut for Form Traits. Friendship is the same as Rabbit's Cute. Work Together is also the same as Rabbit's Mochi-Pounding or Witch's Joyful Charm, though it seems you don't need to prepare it for ahead of time possibly. Pony Express and The Way Home may be cut.
  127.  
  128. FISH HENGE:
  129. Basic Powers: Gills, Mermaid's Kiss, Curiosity
  130. Weaknesses/Additional Powers: Coat of Scales/Innocent Beauty, Isolation/Underwater World.
  131.  
  132. Gills may be easily handled by Form Theme and thus cut. Mermaid's Kiss is much like Gift of Wings and can remain. Coat of Scales/Innocent Beauty is pretty much redundant since Innocent Beauty is essentially the exact same as Fox's Alluring and I'd just update the latter Power with the former's description if necessary. Underwater World needs some consideration on refluffing.
  133.  
  134. WITCH:
  135. Basic Powers: Joyful Charm, Talk to Animals, Broom, Change of Clothes, Moonlight Mischief, Twilight Magic.
  136. Weaknesses/Additional Powers: Strange/Crystal Ball, Secret/Changing Seasons, Doohickeys/Magic Item, Failure/True Magic, Mysterious Person/Mysterious Moves
  137.  
  138. Joyful Charm is basically just Mochi-pounding with appropriate fluff. Talk to Animals, Broom, and Change of Clothes may be handled with Form abilities. Moonlight Mischief may be cut. Changing Seasons could be handled with a Form ability but may be best left as a Power. Mysterious Moves is probably non-combat only.
  139.  
  140. This is something to be looked over more thoroughly however so if you have the books give me opinions.
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