Glitter Hearts
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HP

Armor

Power Pool

Hold

Everyday Identity

Magical Archetype

Mystical Connection

Experience

PHYSICAL

MENTAL

EMOTIONAL

PERSONA

MYSTICAL

Conditions:

Advantage Bonus Die

These are the moves all characters have regardless of Archetype, Identity, or Connection

Be Vigilant (Mental)

When you are faced with a potentially dangerous or threatening situation, you can attempt to be vigilant. If you can act meaningfully on any answered questions, get +1 forward to rolls based on those answers.

Effects:

On a 12+: You may ask any one question about the situation, regardless of whether or not it's on the list below.

On a 10+: Ask any three questions from the list below.

On a 7-9: Ask any one question from the list below.

On a 6 or below: You fail to notice something, putting you and/or your team in immediate danger.

Questions:

- What's my best way in?

- What's my best way out?

- Are there any dangers that I haven't noticed?

- What's most vulnerable to me?

- What seems to be the monster's weakness?

- What's my best way to protect the area and the victims here?

Behind the 8-Ball (Persona)

Things have gone badly, and your hero is at 0 HP or less.

Effects:

On a 12+: You hang on with 1 HP and gain a Power Point.

On a 10+: Choose three things from the list below that don't happen.

On a 7-9: Choose two things from the list below that don't happen.

On a 6 or below: The GM chooses which options happen.

Options:

- You fall unconscious.

- You transform back to your normal, everyday identity.

- You get captured.

- You gain the "enfeebled" condition.

Clash! (Physical)

When diplomacy has failed and you get into a fight.

Effects:

On a 12+: You and your target deal each other harm and you pick one of the following enhanced effects:

- Grant +1 forward to all allies in the battle

- You suffer no damage at all

- Your attack inflicts double the normal damage

- Your attack forces the enemy to flee

On a 10+: You and your target deal each other harm and you pick one of the following effects:

- Take +1 forward or grant +1 forward to another hero

- Inflict +1 damage

- Take 1 less damage

- Force them where you want them

- Force them to drop something they're holding

On a 7-9: You and your target deal each other damage from your respective attacks.

On a 6 or below: You fail to strike your target, but still take the damage from their attack.

Convince Someone (Emotional)

When you want someone to take your course of action through charm, coercion, or threat.

Effects on a Normal Person:

On a 12+: Not only do they do what you want right now, but they gain a cooperative bond with you for the duration of the session (or beyond up to GM discretion).

On a 10+: They'll act and react based on how you convinced them. If the ask is too great, they'll tell you what it would take for them to do it (or if there's no way they'd do it because it would put them in danger, for example).

On a 7-9: They'll do it, but only if you can assure them through action that you mean it or that you are going to protect them. If what you want is too great, they'll tell you what, if anything, it would take for them to do it.

Effects on a Magical Hero:

On a 10+: If they do what you ask, they mark experience and get +1 forward.

On a 7-9: They mark experience if they do what you ask.

On a 6 or below: Based on the nature of your relationship, the magical hero can choose how to react. For competitive relationships, they gain +1 forward if their chosen action is the opposite of or counter to what you asked. For cooperative relationships, they mark experience if they decide not to do what you asked.

Effects on a Monster or Adversary:

On a 12+: Not only do they do what you want right now, but they gain a competitive relationship with you for the duration of the session (or beyond up to GM discretion). They see you as a rival.

On a 10+: They'll act and react based on how you convinced them. They will not do anything that harms them or betrays their boss or nature.

On a 7-9: They'll do it, but only if you give or promise them something equal in return. They will not do anything that harms them or betrays their boss or nature.

Glimpse The Truth (Mental)

At any time, you can investigate to try and see what's really going on.

Effects:

On a 12+: you may ask the GM any one question, regardless of the list below.

On a 10+: Ask any three questions from the list below.

On a 7-9: Ask one question from the list below.

On a 6 or below: You uncover a truth or glimpse a darkness about yourself, the situation, or another character that changes how you feel about them, calls your relationship into doubt, or makes you question your own motives in this situation.

Questions:

- What happened here recently?

- What's about to happen?

- What's the most dangerous thing here?

- What's the most useful thing here?

- What needs to be protected?

- What here is not what it appears to be, or what are they trying to hide?

- Who is in control here?

- What new and useful information can I gather?

- What sort of creature is it?

Keep Your Wits About You (Persona)

In tumultuous personal situations, when you act despite an imminent disappointment, betrayal, mental stress, or a great setback, say how you will deal with it and push forward.

Effects:

On a 10+: You do what you set out to do.

On a 7-9: You hesitate, flinch, or question yourself. The GM will offer you a worse outcome, a hard choice, or an extra price you must pay.

Protect Someone (Persona)

When you stand in defense of a person, item, or location under attack.

Effects:

On a 10+: Choose any two benefits from the list below.

On a 7-9: Choose any one benefit from the list below.

Benefits:

- Redirect the attack to yourself.

- You halve the damage of the attack.

- Put the enemy in a bad position, giving an ally +1 forward against the attack.

- Deal damage back to the attacker equal to your Physical rating.

Rest and Relaxation

If you spend the day resting and relaxing, you can heal damage taken or conditions suffered. Roll differently depending on whether or not your allies are present.

Solo (Persona)

Group (Emotional)

Effects:

On a 10+: You heal all your HP, can remove any condition of your choice, and may re-establish a relationship with any present character.

On a 7-9: You may re-establish a relationship with any present character and can choose between healing all HP or removing a condition.

On a 6 or below: You are unable to rest or enjoy your day. If you are with another character, break your relationship with that character. If you are alone, gain the "isolated" trait.

Touch Their Heart (Emotional)

Everyone can be saved, and you have to at least try to reason with them, even a foe.

Effects:

On a 12+: They see the error of their ways and remove themselves from the situation (surrendering, fleeing, or switching sides). You form a relationship with them of your choice.

On a 10+: They doubt their current course of action. All team members gain +2 to actions against them. This bonus goes away if the target takes damage. You form a competitive relationship with them.

On a 7-9: They stumble or hesitate and are plagued by questions. The next action against this target gets +1.

On a 6 or below: They become more resolute in their actions. Al non-Clash! actions against the target get -1.

Thwart Peril (Physical)

Sometimes you find yourself trying to sneak past a mob of enemies, dodge an enemy's depression beam, or endure swimming in a swamp. In these situations, say how you will deal with it and overcome.

Effects:

On a 10+: You do what you set out to do.

On a 7-9: You slip, drop something, or call attention to yourself. The GM will offer you a worse outcome, a hard choice, or an extra price you must pay.

We Can Do This Together!

Teamwork is key, and lending your support to another hero can change everything. When you decide to support another character, that character gains 1 to their Power Pool. When you help another character, decide how you are helping them.

I've Got Your Back (Physical):

You choose to help your friends through physical means or by fighting by their sides.

Two Heads Are Better Than One (Mental):

Help notice things, put puzzle pieces together, or guide your friend with your knowledge.

You Can Do This (Emotional):

Give a stirring speech or lift your friends' spirits.

Supernatural Intervention (Mystical):

Cast a spell to provide unnatural guidance.

Effects:

Depending on your relationship with the target, you each gain different effects from rolls.

Competitive:

On a 12+: You and your target gain +1 to your next roll and you add 1 to your Power Pool.

On a 10-12: You and your target gain +1 to your next roll.

On a 7-9: Your actions make your target do better, and they get +1 to their next roll, but you take -1 to your next Persona roll for being shown up.

On a 6 or below: Your actions demoralize your target, and they lose 1 from their Power Pool and your relationship is broken.

Cooperative:

On a 12+: Your target gains +1 to their next roll and you each gain 1 to your Power Pool.

On a 10-12: Your target gains +1 to their next roll and you gain 1 to your Power Pool.

On a 7-9: You give your target +1 to their next roll, but you put yourself in danger.

On a 6 or below: Your actions put both of you in danger. You lose 1 from your Power Pool and your relationship is broken.

The Athlete

You excel at making your body do what you want and need it to do. When you call on your body, it answers easily and excels. You don't need anything else to succeed, much less some mystical nonsense.

+2 Physical, -1 Mystical, +1 in one other attribute, 0 in the other two.

This is Like That Time When I...:

Once per session, if you can relate your action to a sports anecdote from your past, upgrade your result by one level.

Everything is a Competition:

Whenever you are acting against someone with whom you have a competitive relationship, gain +1.

The Quarterback:

When you act first in an encounter, take a +1 on your first action.

The Bodybuilder

You've always been stronger, thicker, and beefier than everyone else. So what if your grades have suffered because of your pursuit of your body? You look amazing!

+2 Physical, -1 Mental, +1 in one other attribute, 0 in the other two.

Sturdy:

Your hardy nature means you are immune to the Enfeebled condition.

Intimidating Physique:

When you try to Convince Someone, if you make a physical threat to their safety, you can roll with Physical instead.

Overwhelming Strength:

When you Clash! with someone, you can choose two of the options, but cause significant collateral damage to the surrounding area.

The Boxer

You are in peak fitness, best in your weight class, and light on your feet. You work alone, fight alone, and don't need a team to be your best.

+2 Physical, -1 Emotional, +1 in one other attribute, 0 in the other two.

I Can Take a Hit:

You gain +1 to your total HP.

Close Quarters Fighting:

You are used to hand to hand combat and gain +1 to Clash! if you are fighting with punches and kicks.

Float Like a Butterfly:

You are quick and light on your feet. Gain a +1 to Thwart Peril checks.

The Coach

You not only can do the job, but you are excellent at teaching and supporting others. However, you do tend to worry too much about those you are taking care of and forget to take care of yourself.

+2 Physical, -1 Persona, +1 in one other attribute, 0 in the other two.

Lead By Example:

When making a Physical-based We Can Do This check, a result of 6 or below has the same outcome as a result of 7-9.

Team Player:

You gain a +1 to Clash! rolls going forward when fighting alongside one or more other heroes.

Experienced Judgement:

When you try to convince another hero on a course of action through Convince Someone, you gain +1 to the roll. However, on a 6 or below, you gain the Self-Doubt condition in addition to the other outcomes from that roll.

The Intellectual

Your life has been spent with books and in classes. You have honed your mind in the chess club, in debate, in logic class. You don't need to be in tip-top shape, because you can always think your way out.

+2 Mental, -1 Physical, +1 in one other attribute, 0 in the other two.

Logic Dictates That...:

Use Mental when attempting to Keep Your Wits About You.

I've Got a Plan:

At the start of a session, roll Mental. On a 10+, hold 2. On a 7-9, hold 1, Spend 1 hold to be where you need to be, prepared and ready, or spend 2 hold to have an ally be where they are most needed. On a miss, the GM holds 1 they can spend to put you at the wrong place at the wrong time.

I've Read About This:

When encountering something new, you can attempt to remember existing knowledge about it. Roll Mental and on a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7-9, the GM will only tell you something interesting; it's on you to make it useful. The GM might ask you how you know this thing, Tell them the truth.

The Unrivaled

You're brilliant and you know it. Everyone else does too, and you are sure to remind them when they forget it. If you don't show your brilliance, then how will anyone else know what to strive for?

+2 Mental, -1 Emotional, +1 in one other attribute, 0 in the other two.

Analytical:

When you try to Touch Their Hearts. you can attempt to logically pick apart their actions and point out the flaws. Roll Mental instead.

Pinpoint Their Weaknesses:

When you Clash! with someone, you can roll +Mental to find their weaknesses. On a 10+, you can cause +2 damage to that target. On a 7-9, you can cause +1 damage. On a 6 or below, you were very wrong and expose yourself to the target for extra damage.

I've Accounted for That:

You've thought of every outcome and every plan. You can spend 1 Power Point to upgrade your result when you try to Keep Your Wits About You or Thwart Peril.

The Skeptic

OK, so maybe sometimes the reason is magic, but more often than not there is a solid, scientific explanation for everything.

+2 Mental, -1 Mystical, +1 in one other attribute, 0 in the other two.

It's Elementary:

Your investigative mind easily puts clues together. You gain a +1 when investigating a scene with Glimpse the Truth.

I Know What You Did:

You keep tabs on everyone, foes and friends alike. You can roll +Mental to see if you have notes on any individuals you commonly interact with. On a 10+, the GM will tell you something interesting and useful about the person, such as their most likely location, likes, dislikes, or weaknesses. On a 7-9, the GM will only tell you something interesting; it's on you to make it useful. On a 6 or below, your notes are incomplete, and you are obsessed with finding out more about them.

That's Not How Reality Works:

You are very convinced you know how the world works. You gain a +1 to your Mental stat, but a -1 to your Mystical stat.

The Savant

Your mind is capable of amazing things, but your intelligence has made you feel like an outsider and oddity, especially when you make the leap of logic that others can't seem to grasp.

+2 Mental, -1 Persona, +1 in one other attribute, 0 in the other two.

Stroke of Genius:

When you make a Glimpse the Truth check, you gain a Power Point on a 10+.

I Know This About Me:

You gain a +1 to any rolls to Keep Your Wits About You if the personal crisis would call your intelligence into doubt.

It's All Connected:

You hold 3 on any Glimpse the Truth check on a 7 or higher.

The Clown

You can make anyone laugh, and people love you for it. Yeah, sometimes people don't get the joke, but you're quickly forgiven. Hey, so what if you have to be the butt of the joke sometimes. As long as people are happy, right?

+2 Emotional, -1 Persona, +1 in one other attribute, 0 in the other two.

A Foolish Heart:

Life's a lark and you breeze through most situations, including dangerous ones. When you charge into danger without a plan, you can hold 2. You can spend them at any time on:

-Taking 1 less damage

- Add +2 to Keep Your Wits About You

- Add +1 to Touch Their Heart

Loveable Goof:

You may gain the benefits of a cooperative relationship when you take the We Can Do This Together action regardless of the true nature of your relationship.

The Fool's Luck:

Sometimes, your proclivity for goofing around uncovers something useful. Let the GM know if you want to find something randomly useful and important. It may not be related to the immediate threat or situation.

The Counselor

People think you are weak, and it may be true that you don't work on your body as much, but you are centered, stable, and understand how people work.

+2 Emotional, -1 Physical, +1 in one other attribute, 0 in the other two.

Let's Talk About It:

You are good at helping people work out their problems. When rolling Rest and Relaxation, you can roll +Emotional. On a 10+, you can remove another person's condition and one of your own. On a 7-9, you can remove another person's condition. On a 6 or below, you say all the wrong things and hurt that person, gaining the Isolated condition.

A Peaceful Soul:

You see the good in yourself and everyone else. You gain a +2 to Touch Their Heart but -1 to Clash!

I Know Just What to Say:

Gain a +1 to We Can Do It rolls when you are rolling with Emotional.

The Team Player

You trust in your fellow teammate, and all of humanity in general. Why look beyond that for answers?

+2 Emotional, -1 Mystical, +1 in one other attribute, 0 in the other two.

We're All In This Together:

You gain a +1 to Thwart Peril rolls if you are working with one or more other heroes or allies.

Better Together:

You gain the most benefit from cooperative type relationships. You gain a +1 to all We Can Do It Together rolls, but you can't have a competitive relationship with anyone and you relationships will now break on a 7-9 result in addition to a 6 or below.

Take One For The Team:

When you Protect Someone who is one of your teammates, you can redirect the attack to yourself without spending a hold.

Most Likely to Succeed

Heard work, determination, and your own sweat: these are your greatest tools in life. You're grounded in reality; you know who you are and how the world works.

+2 Persona, -1 Mystical, +1 in one other attribute, 0 in the other two.

Natural Leader:

Something about you makes people trust you. When you try to Convince Someone through charm, you get +1 to the roll.

Driven:

Your failures only make you stronger. When you fail a Persona or Emotional roll, you add 1 to your Power Pool.

The Sky's the Limit!

You gain the option to spend 2 points from your Power Pool to upgrade the result of a dice roll to the next level instead of gaining advantage of the roll. This must be chosen before the dice are rolled.

The Aloof

You know who you are and you know what you like. Why bother with too much hard work when you know you aren't going to enjoy it anyway?

+2 Persona, -1 Physical, +1 in one other attribute, 0 in the other two.

Self-Confidence:

You know yourself well, and others can be swayed by your strong self-assuredness. When you Touch Their Heart, you can spend a point from your Power Pool to upgrade the result.

That Doesn't Sound Like Me:

Anyone trying to use Convince Someone has -1 to the roll. You also have +1 to Keep Your Wits About You rolls.

I Do Care:

Your actions speak louder than words. Get +1 to Protect Someone rolls to save another person.

The Loner

You prefer to be by yourself. Other people are fine, in small amounts, but tend to be exhausting if you have to be around them too long.

+2 Persona, -1 Emotional, +1 in one other attribute, 0 in the other two.

I Work Better Alone:

When you leave the group to do things on your own, you gain +1 forward until you are back with the group.

I'm Fine On My Own:

You are immune to the Isolated condition.

Not a Team Player:

You are used to working on your own, but still have a lot to offer. You take a -1 penalty to any We Can Do This Together roll. However, you always give +1 forward to whomever you are helping, even on a 6 or below.

The Overconfident

Real truth is what you believe, and you always believe in yourself. You love nothing more than a good argument where facts are optional.

+2 Persona, -1 Mental, +1 in one other attribute, 0 in the other two.

I Know What's Really Going On:

When you roll a 6 or less on a Glimpse the Truth check, you gain a Power Point and the outcome will reinforce your belief about the world, no matter how wrong that belief is.

I Know Who I Am:

You are immune to the Self-Doubt condition.

We Are Alike, You and I:

You can see yourself in everyone and are able to make strong connections with anyone. When you make a Touch Their Hearts roll, roll with Persona instead.

The Goth

You know things; things that other people ignore. You can even sometimes make things happen that don't fit into everyone's sense of how the world works. They shun you for it, but who needs them when you have the truth?

+2 Mystical, -1 Emotional, +1 in one other attribute, 0 in the other two.

What's Really Going On?:

You are used to looking for the things that others don't notice. When you Glimpse the Truth, you can do so with Mystical instead, though you may not like what you see.

I Live in Darkness Too:

When you attempt to Touch Their Heart, you can gain +2 to the roll if you relate their life to something that happened in yours.

I've Got a Bad Feeling About This:

You're more attuned to the dark parts of the world. When something bad is happening, you can roll +Mystical. On a 10+, you knew this was coming and arrived just in time to stop it. On a 7-9, you get there just after the event started, unable to prevent it, but with enough time to help. On a miss, you are very late, but at least you're out of danger.

The Dreamer

You know there is more to this world; that the things found in fairy tales are probably true. Who are you when compared to them?

+2 Mystical, -1 Persona, +1 in one other attribute, 0 in the other two.

It All Fits Together:

In your dreams, you've seen the sands of time and the threads of fate. You can state that you are experiencing deja-vu and roll +Mystical. On a 10+, you can hold 2. On a 7-9, hold 1. Ona failure, the GM holds 2 over on you. Choose from the following list to spend that hold:

- You can interfere with an enemy, giving one target a +1 to their next roll.

- You can cause an accident, inflicting 1 damage on a target.

- The target finds something you had left for them, knowingly or not.

- The target loses something important and you know where it is.

- You lose something important and the villain knows where it is and why it's important.

Your actions interfere with a friend, causing them to suffer -1 to their next roll.

Dreams of Prophecy:

At the start of an arc, roll +Mystical. On a 10+, you get a clear vision of something terrible that is going to happen in the near future. On a 7-9, you have a tough time piecing together the fragments of your dream. You can hold 1 and use that hold to add +1 to your roll, as you dreamt about it before. Ona 6 or below, you dream of yourself in grave danger. The GM holds 3 and can spend them to hamper you during the arc.

A Life Of Dreams:

Your experience with the worlds beyond helps you to fill in the blanks of this world better. You gain an extra hold whenever you attempt to Glimpse the Truth.

The True Believer

You are highly tuned into the weird side of the world and the places beyond. It's hard for you to keep track of reality sometimes, as you can see more than just the mundane world.

+2 Mystical, -1 Mental, +1 in one other attribute, 0 in the other two.

Threads Of Fate:

You can see all the mystical connections in the world. Gain a +1 to We Can Do It rolls when using Mystical.

How Did That Get There?:

Sometimes you lose things, only to have them reappear when you need them. At the start of the session, roll +Mystical and on a 10+, hold 2, or hold 1 on a 7-9. You can spend these hold to suddenly find an everyday or common item that you suddenly need. Describe how you lost it and how it may have gotten here. On a 6 or below, you have lost something vital and you have no idea where it is.

I Can Do Magic:

You can access your magical hero moves without transforming.

The Gifted

Things have always just fallen into place for you. All you've ever had to do is just imagine something into existing, without even the slightest hint of actual effort.

+2 Mystical, -1 Physical, +1 in one other attribute, 0 in the other two.

I Wish:

You have an odd sense of control over the real world and can alter reality in small ways. You can make an Alter Reality check with Mystical. On a 10+, hold 2, and hold 1 on a 7-9. On a 6 or below, reality refuses to budge, and you take 2 harm. You can spend the hold on the following:

- You summon a small common item that can fit in your hand from somewhere, but you're not sure where it came from.

- Open or shut a door or window that is unlocked.

- Unlock a simple, mechanical lock.

- Lift and/or move an object weighing no more than 5 pounds.

- Cause the general light in an area to brighten or dim for a minute.

- Increase or decrease the sound of your voice.

Magical Assistance:

Whenever you must Thwart Peril, you can try to use your natural magical ability instead. Roll +Mystical instead of Physical. On a 6 or below, the villains may gain insight to your current location.

Magic Has A Price:

Whenever you roll a 6 or below on a check using Mystical, you can choose to take 3 harm and re-roll that check. You must take the result of the second roll.

The Idol

The world is a stage and you're the center of it al. All eyes should be on you! Getting up close and personal would ruin your perfection, so you feel it's best that you support the others to get the job done while looking good.

Gentle Winds of Healing:

Your gentle spirit allows you to send out waves of pure healing. Roll Persona and on a 12+, heal 1d6+Persona to a number of targets equal to your Mystical rating (minimum 1). On a 10+, heal 1d6+Persona to one target. On a 7-9, heal +Persona to one target. On a 6 or below, you transfer +Emotional of their damage to yourself.

All Eyes On Me:

You demand attention from your target with your grand presence through charm, fear, or any number of other ways. Make a Convince Someone roll with +Persona. Enthralled targets have no restrictions on what they will do.

Shimmering Wings:

You can fly. Roll +Physical to carry someone with you. On a 10+ you can carry them with no problem. On a 7-9, you can carry them, but you leave yourself and your passenger open to danger.

Soothing Voice:

You can calm a person down just by speaking to them. This gives you a +1 to your Convince Someone rolls.

Purifying Touch:

You can cure negative conditions with your touch. Roll +Persona and on a 10+, you remove the condition easily. On a 7-9, you remove the condition, but you gain the Mundane condition. On a 6 or below, it takes everything you have, but still fails. You are left greatly weakened by the attempt, gaining the Mundane and Enfeebled conditions.

The Witch

The safest place is far from the center of the action. Cleverness and a few well-placed ranged spells not only get the job done, but help keep damage to your person to a minimum.

Hex!:

Roll +Mystical. On a 12+, hold 3, on a 10+, hold 2, and on a 7-9, hold 1. On a 6 or below, the hex backfires and the GM can use 1 hold against you. The holds can be spent on:

- Your hex causes 1 damage to the target.

- The target can't flee the battle or area.

- The target is slowed somehow, granting a +1 to Clash! rolls against them.

- The target must answer one question truthfully.

- The target is forced to drop an item they're holding.

- Inflict a negative condition on a target.

Magic Beam:

You can make Clash! attacks with a magic beam. Roll +Mystical for these rolls instead of +Physical, and damage is equal to your Mystical rating.

Divination:

You can Glimpse the Truth on a remote location instead of being there. Roll +Mystical and on a 10+, hold 2 and on a 7-9, hold 1.

Discombobulating Shriek:

You unleash a powerful and disorienting sound (yell, song, command, etc.). Roll +Mystical. On a 10+, the target immediately attacks an ally. On a 7-9, the target attacks an ally, but are aware you caused this course of action.

Personal Minion:

You can summon forth a personal minion. You choose what the minion looks like. Your minion offers two new actions:

- Knowledge From Beyond:

When you consult with your minion, roll +Mystical. On a 10+, you gain a piece of beneficial knowledge about the situation (tell the GM what it is). On a 7-9, the GM will tell you a piece of knowledge about the situation that may or may not be beneficial.

- Assistant:

When you send your minion to perform a simple task, roll +Mystical. On a 10+, your minion completes the task successfully, and you can watch through its eyes and hear through its ears. On a 7-9, your familiar can complete the task, but the GM will offer you a hard choice, an extra cost, or the familiar attracting attention and danger.

The Warrior

Nothing beats a good fight; the thrill of putting evil in its place while you can see their eyes and smell their breath. The perfect dance of two foes in battle makes your heart sing.

I'm Your Opponent:

You force the target to fight you and only you. Roll +Persona, and on a 12+, the target will only fight you, you gain +1 against them, and you take 1 less damage from them. On a 10+, pick two from the above. On a 7-9, take one from the above. On a 6 or below, the target is eager to fight you, and you take 1 more damage from their attacks.

An Accessory That Is Also A Weapon:

Choose an item that is part of your costume and describe how it becomes a weapon. Choose three of the following tags (damage amounts don't stack):

- Hand: Efficient in arm's reach

- Sharp: +1 damage to physical melee Clash! moves

- Close: Effective within 60 feet

- Far: Effective 300 feet away

- Wounding: Deals 2 damage

- Forceful: Can push things around or backwards

- Restraining: A successful attack will grab the target

- Stun: A successful attack will stun the target

- Returning: Weapon can be thrown and will return to your hand

Forceful Punch And Kick:

Your Clash! actions add the Forceful tag, allowing you to push the target away from you.

I've Got The Upper Hand:

When you Clash! against the same target, you gain +1 damage after the initial attack.

Catch Your Breath:

You are adept at fighting and know your limits. As an action, you can roll +Physical to gather your energy and attempt to ignore your wounds. On a 10+, you can heal yourself of damage equal to your Physical rating. On a 7-9, you don't have as much time to gather yourself and only heal 1 damage. On a 6 or below, you realize you are much worse off than expected. You don't heal and gain the Enfeebled condition.

The Defender

People are fragile and need protection from the evils of the world. You're built to withstand just about anything and aren't afraid to face danger, look it in the eye, and say "Not today."

Endure:

When you take the Protect Someone action, you can roll +Physical instead. You also gain a new option to reduce all damage to 1.

Iron Skin:

You are naturally tough and take -1 damage from all types of attacks.

Otherworldly Defender:

When you take the Protect Someone action, you still get 1 hold on a 6 or below.

I'll Save You!:

You can spend 1 Power Point to immediately appear to defend someone you can see that you aren't next to.

Noble Defender:

When you take the Protect Someone action, on a 12+, both you and your target are completely unharmed. If you are protecting a person, that person gains a cooperative relationship with you.

The Tactician

You're an expert at seeing everything around you, processing the information quickly, and acting upon it.

Telepathy:

You can link up your team's minds, allowing you to quickly communicate. You can keep track of your team anywhere on Earth, but not beyond. Anyone in another dimension or out in space is too far away.

Perfect Awareness:

You can share your allies' points of view and synthesize them into a plan. Roll +Mental. On a 12+, you give 2 Power Points to an ally, allowing them to take advantage of the situation. On a 10+, you can move up to 2 Power Points from one or two heroes and give them to another target hero or yourself. On a 7-9, you can move 1 Power Point from one hero to another hero or yourself. Ona 6 or below, the shared experience causes chaos on the team and everyone loses 1 Power Point from their Power Pool.

Well Executed Machine:

When you take the We Can Do This Together action, you upgrade that hero's result to the next level instead of just by +1.

One Step Ahead:

You have thought about every outcome and always have a contingency. Roll +Mental. On a 12+, every ally gets an ongoing +1 in the current scene. On a 10+, one ally and you gain an ongoing +1 in the current scene. On a 7-9, one ally gets an ongoing +1 in the current situation. On a 6 or below, your "careful planning" puts your friends in danger. You gain the Self-Doubt and Isolated conditions.

Coordination:

Your advice and tactical skills benefit everyone. When you call for a team attack, you can chose to roll +Mental instead.

Fire

Burn:

Add the Burn tag to your Clash! attacks or weapons. Your attacks set things on fire and will add an ongoing +1 damage if you roll a 12+ on your Clash!

Intense:

Your fiery spirit manifests around you. You take 1 less damage from Clash! results, but your intense personality gives you a -1 to Convince Someone.

Flaming Sword:

You can manifest a fire sword (hand, sharp).

Hot Headed:

You lose your temper very easily and use that anger to drive you. You have a -1 to Persona rolls when you try to Keep Your Wits About You, but you have +2 to rolls involving people you have a competitive relationship with.

Water

Frost:

You also have access to ice-based effects and can cause people to move slowly. Add the restraining tag to your attacks.

Flow:

You are easy to get along with and come across as agreeable. You have a +1 when trying to Convince Someone, but your gentle nature also tends to make you a target.

Water Whip:

You can manifest a water whip (close, wounding).

Full Support:

You live to support others and their endeavors. Targets in a cooperative relationship with you get a +2 to their rolls instead of the +1 they normally get from We Can Do It Together.

Air

Buffeting:

Your mastery of the air allows you to add the forceful tag to any attack action.

Gliding:

Your control of the winds allows you to safely jump up to and fall from heights.

Air Arrows:

You can manifest a bow and arrow of air (far, wounding).

One With Air:

You can briefly turn yourself invisible, roughly for 30 seconds. If you use this to Thwart Peril, you get a +1 to the roll.

Earth

Solid:

Your affinity to rock makes you tougher and you take -1 damage.

Grounded:

People view you as level headed and very trustworthy. If you can protect someone by telling them what to do through Convince Someone, you can roll +Persona instead.

Rock Maul:

You can manifest a maul of solid rock (hand, sharp).

Tough As Rock:

You are hearty and can endure anything. You gain a +1 to Thwart Peril checks that involve enduring pain or difficult environmental conditions.

Lightning

Fast:

The power of lightning has enhanced your reflexes and speed. You are able get to any location you can see without having to make a Thwart Peril check.

Static Barrier:

You have an electrified aura around you. You always cause +1 damage when making a melee Clash! check and cause 1 damage back to anything that hits you.

Ball Lightning

You shoot a bolt of lightning from your body. (far, wounding).

Quick Thinking:

Gain an extra 1 hold on Be Vigilant checks, even on a 6 or below.

Metal

Sword:

Manifest a sword. (hand, sharp)

Shield:

Create shields of any size and shape. You gain a +1 to all Protect Someone rolls.

Unbending:

You are strong and rigid in your beliefs. You can choose to roll +Persona to Convince Someone and if you succeed, you gain +1 to that roll.

Tempered By Fire:

You are hardier than most. You gain 2 health to your total health pool.

Light

Bright:

You can naturally create light, removing any setbacks imposed by darkness.

Beacon:

Your inner light inspires people to do better. You gain +1 on all Touch their Heart checks.

Laser Shot:

You can fire a beam of light as a laser (far, wounding).

Radiant Soul:

Your inner peace is palpable to others around you. You can spend 1 point from your Power Pool to upgrade your result on Touch their Heart checks.

Dark

See In The Dark:

You can see naturally in the dark and at night with no restrictions.

Manifest Shadows:

You can create shadows at will. You gain +1 to a roll if you somehow use shadows as part of your solution.

Dark Dagger:

You can manifest a dagger of pure darkness (hand, sharp).

Darkness Within:

It is very hard for you to trust people. You sometimes feel unworthy of friendships, but value strongly those friendships you have. You get a +1 to all We Can Do This Together actions; but if your relationship breaks, you gain the Isolated condition.

Life

Healing Touch:

Your mastery of life allows you to heal simple damage. You can heal 2 damage without rolling.

Spontaneous Growth:

Your connection to the living world allows you to cause plants to suddenly grow. You gain +1 to rolls when using plants in this way.

Restraining Vines:

You can manifest vines to manipulate targets (forceful, restraining).

One World:

Your affinity to life helps you understand the connections between all living things. You only break your relationships if you roll a 4 or lower during the We Can Do This Together action.

Death

Vampiric Touch:

You can add life drain to your attacks. You heal back as many points as you inflict. Then roll +Persona. On a 10+, nothing happens. On a 7–9, you enjoy the taste of their life force and must continue attacking that target next turn. On a 6 or lower, you give into blood lust and will attack all people around you to sate your hunger.

Doom:

Your grim nature is terrifying to others. You gain a +1 to Convince Someone through intimidation but have a -1 to Convince Someone if you attempt to charm them.

Undead Minion:

You can summon forth an undead minion to fight with you. They have +1 Physical, 3 health.

Life Lines:

Your connection to death allows you to see someone’s life thread. You can Glimpse the Truth while touching someone, allowing you to witness events in their past.

Joy

Palpable Happiness:

Your connection to joy makes people love being around you. You can spend a Power Point to upgrade any Convince Someone check that relies on charming them and not threatening them.

Unending Positivity:

People can’t help but feel good about themselves when near you. Any other heroes that are near you get a +1 to all Keep Your Wits checks.

Happiness Hammer:

You can manifest a large maul of joy (hand, forceful).

Happy Place:

You can manifest a bubble around yourself, another person, or item that gives them armor equal to your Persona rating.

Sadness

Deep Understanding:

Your connection with the harder moments in life makes you more in touch with other people’s motivations. You always have a +1 when you try to Touch Their Hearts.

Heart Piercer:

You can manifest a spear (close, wounding).

Tears:

You have limited control over water. You can mold it and shape nearby sources of liquid that are no more than 5 gallons of fluid. You gain a +1 to checks when you creatively use water in the solution.

Pensiveness:

You’re able to think clearly and deeply about any subject, even in stressful times. Gain a +1 to Glimpse the Truth checks.

Love

Unconditional Love:

You can roll +Emotional to remove a condition on yourself or another person. On a 10+, you clear that condition. On a 7–9, you transfer that condition from them to yourself. On a 6 or lower, you gain that condition without healing theirs.

Healing Hug:

You can always heal 2 damage without having to roll by simply touching the target.

Cupid's Arrows:

You can manifest a bow and arrow (far, wounding).

Feel The Love:

You always gain a Power Point for yourself when you use We Can Do It Together, as long as you are both in a cooperative relationship with each other.

Fear

Terrifying Visage:

Your natural state is terrifying to others. You gain a +1 to Convince Someone through intimidation but have a -1 to Convince Someone if you attempt to charm them.

Worst Case Scenario:

You understand everything that can go wrong. You can spend a Power Point to upgrade your result on all Be Vigilant checks.

Cold Grip Of Fear:

You can encase your hands in ice allowing you to freeze people in place when you touch them (hand, restraining).

Fight or Flight:

When you pick this option, choose one of the following:

- You get a +1 to all Clash! checks.

- You get a +1 to all Thwart Peril checks.

Anger

Rage Fueled Attacks:

You can spend a Power Point to upgrade any Clash! check.

Burning Spirit:

You can activate your anger to push past any pain. When making a Keep Your Wits check or Behind the 8 -Ball check, you can use +Physical instead.

Flaming Sword:

You can manifest a fire sword (hand, sharp).

Bellowing Roar:

You let out a terrifying scream. Normal people will automatically flee the area without having to make a check. Roll +Persona to affect underlings. On a 10+, all underlings will stop fighting and flee. On a 7–9, they are scared, and you gain +1 armor against these minions. On a 6 or less, everyone is afraid of you. All heroes have a -1 to all checks while you are in the area.

Hope

Light At the End Of the Tunnel:

You can spend a Power Point to upgrade any Rest and Relaxation checks and get a +1 when using Emotional in a We Can Do It Together check.

Radiant Soul:

Your inner peace is palpable to others around you. You can spend 1 point from your Power Pool to upgrade your result on Touch Their Heart checks.

Beacon of Hope:

You can manifest a bright beacon to fight alongside you. You can use it to blind your enemies in a Clash! check (close, stunning).

Everything Will Be Fine:

You can always see the bright side of things which allows you a unique view into bad situations. You can use +Mystical for any Be Vigilant checks.

Desire

Irresistible:

You can evoke feelings of attraction in others. When you get a 10+ on a Convince Someone check, always treat it as if you got a 12+.

Wish Fulfillment:

You have a deep connection to how people work and understand their wants. You can always ask “What do they desire?” when making a Glimpse the Truth check, even on a 6 or below.

Entangling Whip:

You can manifest a whip for Clash! attacks (close, restraining).

Deep Attachments:

Your connections to others is deep and meaningful. When you Protect another hero or NPC, you can use +Emotional for that check.

Disgust

That's So Gross:

You find almost everything disgusting and are experienced in avoiding it all. You can spend a Power Point to upgrade all Thwart Peril checks.

Slime Armor:

You can manifest a layer of slime around yourself, giving you +1 armor.

Acid Spit:

You can shoot blobs of acid from your mouth as a weapon for Clash! checks (far, wounding).

Swarm of Flies:

You can call forth a swarm of bugs to do your bidding. In combat, the swarm does 1 damage and has 3 health, and can move freely. It doesn’t need to be near you to be controlled. You can send your swarm to perform a simple task and roll +Mystical. On a 10+, your swarm completes the task successfully, and you can watch through its eyes and hear through its ears. On a 7–9, your familiar can complete the task, but the GM will offer you a hard choice, an extra cost, or the familiar attracts attention and danger.

Trust

Do You Trust Me?:

People immediately like and trust your hero. You have the benefit of rolling a 7-9 on a Convince Someone roll if you rolled a 6 or below.

I've Got Your Back:

Your faith in others and others' faith in you is unshakeable. You can use +Persona on any We Can Do It Together checks as your natural bond of support. However, if your relationship breaks, you gain the Self-Doubt condition as well.

Firm Foundation:

Your relationships are rock solid. You can spend a Power Point to upgrade your result on any Protect Someone checks.

Trust Fall:

You are able to glide and fall from any distance without taking damage.

Heroic Achievements

As you go through your journeys, you will gain experience. When you gain 6 experience, your tracker resets and you record your heroic achievement here. Heroic Achievements can be marked off at a later time to upgrade attributes, add tags to weapons, or gain new moves.

Advancement:

When you fail a roll by rolling a 6 or below, complete the questions at the end of a session, or certain other specific instances, mark 1 Experience. Once your tracker reaches 6 Experience, reset it back to 0 (or just subtract 6 from it if it is above 6). This rollover is marked by a Heroic Achievement, able to be spent to increase your character's attributes, gain new moves, or add tags to a weapon.

Attribute Increases:

-2 to -1

3 achievements

-1 to 0

2 achievements

0 to 1

1 achievement

1 to 2

2 achievements

2 to 3

3 achievements

New Moves/Tags:

Gaining a new move from your Magical Archetype, Mystical Connection, or Everyday Identity costs 1 Achievement. Gaining a move from a different Identity or Archetype costs 2 Achievements (House rule: spend 2 Achievements to gain a move from an alternate Connection at your GM's discretion). Adding any tag to a weapon you possess requires 1 Achievement.

Power Pool

Every Magical Hero has a power pool. At the start of each session, this is reset to 0. As you play the game, you will gain points in your power pool. Whenever you get below half health, you gain 1 point in your power pool. These points can be spent in these ways:

- You can spend 1 point from your power pool to gain an additional +1 on your roll.

- You can spend 2 points in your power pool to gain advantage on your next roll. Roll 3d6 instead of 2d6 and drop the lowest result.

- If the Magical Heroes have as many points among them as there are heroes +1 or more (for example, four players with 5 or more points among them), any hero can call for a team attack. They must name the attack and state what desperate situation triggered them to call everyone together. The group must spend points from their pools in any combination as long as they spend points equal to the number of heroes +1, and then roll +Emotional. If they spend points equal to the number of heroes +2, they can have advantage on that roll.

- On a 12+, the villain is completely defeated in one blow, as well as any grunts the villain has with them.

- On a 10+, only the villain is defeated.

- On a 7–9, it wasn’t enough, but you bring the villain to below half their health.

- On a 6 or less, the villain was waiting for that! Every hero takes 2 points of damage and gains 1 power point.

Character Relationships

Your relationships with the other players’ characters are an important part of Glitter Hearts. At the start of character creation, each player should determine the nature of their friendship with the other player characters. There are two basic choices: Cooperative or Competitive. Character relationships can be asymmetric, however, with one character seeing it as competitive and the other seeing it as cooperative.

Cooperative:

You work together and do your best to support each other. Your relationship is one of understanding and you are always there for each other.

Competitive:

You strive to best one another. If they can do it, you can do it better. Each of you drives the other to be better by trying to be the best yourself.

Broken Relationships:

If your relationship with someone breaks, you take -1 to Persona rolls when that person is around, and you take -2 to Emotional rolls with that character until the relationship can be repaired.

Transformation

Every group of Magical Beings switch between their normal and magical selves. While your stats stay the same, every transformation has a drawback and often a change in physical appearance.

Drawbacks (choose one as a group):

You must have your mystic item to transform.

The transformation process is very noticeable and will attract attention if you’re not careful.

The transformation process takes a few minutes—there are a lot of details to get right.

Your final form looks exactly like you, and there’s no keeping that a secret.

Unless your group decides that your final forms look exactly like you, you don’t have to look anything like your Everyday Identity. You don’t have to have the same gender, face, body, or any other physical detail unless you want to. Think about what your costume looks like:

- Are you color coded?

- Do you gain masks?

- Does your costume reflect your mystical connection?

- Is your costume aesthetically impractical, but somehow doesn’t interfere with your ability to do heroics in any way?

Stat Conditions

Not every monster does pure damage to the heroes, and in some situations it may make less fictional sense for damage to be done. Conditions help fill that gap. Monsters, villains, and certain situations can inflict negative conditions upon any hero, often when they fail. Negative conditions reduce a relevant stat by 1 until they are healed. Some are only temporary, however, and may be removed with a Thwart Peril or Keep Your Wits About You roll or if another hero helps you.

Enfeebled:

Your body has been greatly weakened, reducing your Physical stat by 1.

Muddled:

Your mind is scattered and you are unable to think clearly, reducing your Mental stat by 1.

Isolated:

You feel that no one likes you, reducing your Emotional stat by 1.

Self-Doubting:

You have lost faith in yourself, reducing your Persona stat by 1.

Mundane:

You've somehow lost a connection to the other world, and things seem a little less bright, reducing your Mystical stat by 1.

Stunned (Temporary):

You are unable to move or act for a short period of time.

Restrained (Temporary):

You are held in place and cannot move away by your own power.

Equipment Tags

Many heroes have a signature weapon and these weapons come in all shapes and sizes. They aren’t limited to our modern understanding of weapons, so allow your imagination to come up with something that makes the most sense for your character. Every weapon is made up of a series of descriptors called tags that define what the weapon can do.

Hand:

These weapons are only effective in arm’s reach. This covers the wide variety of hand-held weapons like swords, daggers, and the like. The base damage for all hand weapons is your Physical rating.

Sharp:

+1 damage to physical melee Clash! moves. This is best used to enhance melee type weapons that have a range of close or hand.

Close:

These weapons are effective within 60 feet. Weapons designed for throwing, small ranged weapons, or things with limited reach, like a whip.

Far:

This is for weapons that are most effective from a distance, up to 300 feet away.

Wounding:

For ranged weapons, you will probably use this tag. It gives the weapon a base of 2 damage.

Increased Damage:

You can enhance the damage of your weapon. You can buy this multiple times, each instance giving you a +1 to the current damage rating.

Forceful:

The impact of this weapon can push things around or backward.

Restraining:

A successful attack will grab the target.

Stun:

A successful attack stuns the target.

Returning:

The weapon can be thrown and will return to your hand.

Piercing:

The weapon ignores 1 point of armor (can be taken multiple times).

Magical Creature

Magical heroes often don’t know that they are meant to be heroes until they meet the mystical creature that informs them of their true power. This creature is often their friend, sidekick, and mentor all in one, or any combination of those ideals. It is often from another world or manifested from the long-hidden magic of this world. The mystical creature often has knowledge about the powers of the heroes and is usually on the side of the heroes. However, while they often want to help, their help may not actually be helpful. Mystical creatures come in all shapes and sizes, and your group should decide what your companion looks like. Are they a talking cat, a teddy bear with wings, a complicated AI on their smart phones, a spirit long forgotten, or a giant head on a computer screen? The mystical creature should match the theme and tone of the game, so work with the GM when deciding. Think about the creature’s looks and its name. The GM controls the creature as an NPC, so their personality might not be what you envisioned, but that’s part of the fun! The mystical creature isn’t just there to talk to, but can also help with the troubling situations the heroes find themselves in.

Once per session, the team can consult their mystical creature about the current situation. This is a pure chance roll, and stats aren’t added to this check. Roll 2d6. On a 12+, they know exactly what is happening and everyone gains 1 point in the Power Pool. On a 10+, their advice is solid, and everyone gains Hold 1. This can be spent at any time to add +1 to the roll. On a 7–9, they aren’t sure what is happening, but have your backs. You gain +1 on your next roll based on their encouragement. On a 6 or lower, they fear that everyone is in danger. The GM gains Hold 4 that can be used to make your lives more difficult throughout the session.