I might be trying this sometime soon in a Bleach/World of Darkness/Books of Magic inspired PbtA thingy.

I might be trying this sometime soon in a Bleach/World of Darkness/Books of Magic inspired PbtA thingy.

I might be trying this sometime soon in a Bleach/World of Darkness/Books of Magic inspired PbtA thingy. Teenage exorcists and psychopomps in a necropunk action drama.

Each player character has 2 “bonds”. These are statements of something they can’t, must, or won’t do. They also have six tick boxes to track “blood”. However, only 3 are available at the campaign start.

When you spend blood, fill in a box. You can spend blood to cheat death, get a 12+ result on a roll, or activate certain powers.

When you do, also mark XP and Gaze into the Ether. Each playbook has a different cost on a 6 or less.

At the end of each session, ask:

1. Have I found a new bond to replace an old one? This could be a complete change or a gradual evolution. If so, write a new bond in its place, mark XP, and regain a spent blood mark.

2. Have either of my bonds driven me to an extreme? If so, mark XP and gain access to one more blood box (6 max). [I have no idea yet, for what to do after the maximum is reached]

If you ever spend all 6 blood and at the end of the session can’t answer “Yes” to question 1 & regain blood, you become a hollow spirit, a poltergeist or grudge, forever transformed by your obsessions. Game over.

Something I’m tinkering with for my magical shoujo superheroines game — which is becoming a white whale game for me.

Something I’m tinkering with for my magical shoujo superheroines game — which is becoming a white whale game for me.

Something I’m tinkering with for my magical shoujo superheroines game — which is becoming a white whale game for me. Conditional move pairs.

So, when certain moves are rolled you gain strings, like in Monsterhearts. You can spend strings to  A. offer the person an XP to do something. B. when the person the string is attached to is relevant to the move, spend a string on them to trigger an alternate move.

For example, there are two moves for teenage hormones: Blush & Giggle (being turned on by somebody, this is everywhere in Cardcaptor Sakura & Sailor Moo) and Turn Someone On (for instigating  the shoujo lens flares, sudden blooming roses,  and making hearts go doki doki yourself).

Blush & Giggle

When you are struck by somebody’s attractiveness and make a social faux pas roll+ Sweet. On a 10+ they lose a condition or gain a string on you. On a 7-9, also choose 1.

– You do not gain the condition “flustered”.

– You are not put in a spot.

Turn Someone On

When you turn someone on say how, spend a string, and roll+ Sweet. On a 10+ they gain the condition “lovestruck”. On a 7-9 they choose 2…

– They gain the condition “flustered”.

– They give you a string.

– They promise you something that they think you want.

The fighty moves are Kick Butt and Kaboom!

Kick Butt

When you attack a monster Roll+ Fierce. On a 10+ trade harm for harm. On a 7-9 the MC will also give you a hard bargain or ugly choice.

Kaboom!

When you attack a monster and spend a string Roll+ Fierce. On a 10+ deal harm and choose 1. On a 7-9 trade harm for harm and choose 1.

– They are disarmed.

– The harm is especially brutal, add +1 harm.

– Their weakness is revealed to you.

So if a hypothetical GM were to run a hypothetical Worlds in Peril game based on The Flash and you were…

So if a hypothetical GM were to run a hypothetical Worlds in Peril game based on The Flash and you were…

So if a hypothetical GM were to run a hypothetical Worlds in Peril game based on The Flash and you were hypothetically playing…

… would you read a two page lore sheet (mostly going over themes and subject matter) and then an optional 50+ collection of comic book issues and then watch an episode of Justice League: Unlimited (“Flash & Substance”) as player prep/homework before the game?