Last Hope PDF_V0.5
Last Hope PDF_V0.5
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Credits
Lead Designer: Jonathan Sévigny
Game Designer: Jonathan Sévigny
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Int
Last Hope is a tabletop roleplaying game within which you play
as teenage characters trying to fight evil corruption in an
alternate version of the world, while also living their daily lives
as students. This book contains all of the necessary rules to
play the game, and it is recommended to go through it at least
once before playing, although you can learn the rules as you
play!
Note that the term Magical Girls is used throughout the book,
but your character can be of any gender you wish them to be.
ou Need
What y
Caltrop Core is a system using the mighty triangle D4 as its
primary dice, so you will need to have a couple of D4s with you
(we recommend at least 3). If you want, you can also use a D10
for your Corruption, although you can use the character sheet
as well.
You will also need friends to play with! Usually, one will act as
the Storyteller, which will guide the party through the story and
help keep some sort of order between the different gameplay
sequences. We recommend at least 1 storyteller and 2 players,
with a maximum of 4 players for the best experience.
Glossa
D10: A 10-sided die.
ry
D4: A 4-sided die.
LEVEL: A level represents the overall power of a character,
creature, hazard or encounter. Each has a level ranging between
0 and 10.
ROUND: A round represents everyone’s turn in the Combat
Order, from the highest Speed to the lowest.
TURN: A turn represents all actions from one (1) participant in a
battle. A turn finishes when a unit can no longer perform any
actions.
UNIT: A unit represents any active participants, including allies
and monsters.
nte n ts
le o f Co
Tab
The world of Last Hope
The Gift
The Beyond
Gameplay Rules
School
Downtime
Combat
Creating Characters
Gaining Levels
Sample Monsters
of Last
e World
Th
Hope
The stories depicted in Last Hope occur in a
fictional world, different, but not too far
away from a modern day Tokyo. This is
where your character will be living their
everyday lives, go to school, speak with
friends or investigate the presence of
Shadows.
re
g e a b o ut Japan or a
d
av e e x t e n sive knowle re a s in Tokyo
or
If you h real lif e a
s e , f ee l free to use o n o t w ish (or feel
Japane king. If you
d
r c ity o f y o u r li
u s e th e fictional
anoth e s),
u s ing re al location
comfortable this work.
s e nt e d in
world pre
Nota
ble A
reas i
Horo n
bara
y
Hina Academ f your
u wil l s pe nd a lot o
ere yo ith your
This is wh ay , interacting w
g th e d ing
time durin e o p le y our age, go
d other p ctivities o
n the
friends an r o th e r a
sses o
through cla
nds.
school grou
Kagom
e Kara
A po
oke
pular p
bond t lace to
ogethe hang ou
r. You t with f
booth t c riends
o spend a n use th and
food or an even e k araoke
pick up ing of f
a drink un, ord
. er nice
Hitogata P
ark
Horobara
’s bigge
to rela st park,
x, take where y
walks o ou can
stranger r intera go
s. It als ct with
activitie o holds
s during some fe
the wee stivals a
winter b kend, sp nd
reak or ring bre
summer ak,
break.
Kisaragi
Station
The main
subway
importan station,
t areas leading t
and libra such as o most
ry. the schoo
l, park
rary d find
Gozu Lib tudy, research an
r place to s
la
A popu
alm.
some c
Fugu Ramens
A popular hanging pla
ce for the youth of
Horobara to spend tim
e with friends and ea
comforting food. t
ple
Sugisawa Tem It is a
an d g ath er thoughts.
rest either
A temple to pe op le often go to
, wh ere
calm place a moment.
or jus t be alone for
pray
Dream
land
A large
and po
Dreaml pular t
and heme p
h olds ark in H
activitie some orobara
s durin f es .
winter g the we tivals
break o ekend, and
r summ spring
er brea break,
k.
Inunaki Br
idge
One of the
only wa
from the main ys to r
land. It each Ho
over is robara
the rive a long brid
often r, reach ge going
go for ing the
walks a island. P
throw long the e ople
things in bridge,
the river or
.
Daikok
unyo M
A opu
all
p lar han
young a ging pl
dults. ace for
teenag
ers and
fé
Kokkuri-San Ca er
po pu lar with young
fé, reall y is a
A small ca tu dy o r hang out. It
er to s ten to
people, eith d info rmation, lis
to fin
great place iend.
rs or sp e ak to your fr
rumo
Yūrei-zu Museum
and historical place in
An important cultural
Horobara.
The Gift
The Gift is how most Magical Girls call their
powers. When first dragged into The Beyond
to fight Shadows, or pushed to the brink, a
being known as Nozomi appears, offering
them a bargain: All will become better, but
they must fight for the world’s future. If they
accept, they gain powers, if they don’t, their
miserable life continues, and Nozomi will
never appear again, no matter how hard they
try.
Shadows
Similar to Fallens, Shadows are the main antagonist in Last Hope.
They are the cause of the corruption, and the reason why
Magical Girls are created. While they usually cannot travel to
the real world, their corrupting influence bleeds into it, often
changing the life and heart of people. They feed off negative
emotions and energies that exist in the world, and will often
latch on particularly vulnerable people to grow in power.
While Magical Girls have an innate way to reach into this dimension,
some ordinary people sometimes stumble on it, either through
misfortune or strange events.
The Darkness
The Darkness is a somber aura that follows Greater Shadows in their
quest to seep into the real world. Other shadows dwelling in the
same region as a Greater Shadow gain the following:
All of their STATS are increased by 1.
Their VITALITY is increased by 2.
nd.
a kn o w n urban lege
is
t h e E le v a tor Game th is game's ve
ry
bara , follow ing
In Horo th at when lf in another
s a y s d y o u rs e
The story r uc t ion s, you can fin re t ation, but
t o f in s t in te rp
specific se t to
re ally w orks is lef in g a place with
If it rt r ea ch
dimension. su c ceeded repo
alleg e d ly
those who
sky.
a blood-red
y Rules
epla
Gam
Before you create a character and play the game, it is important
to know the rules. As a storyteller, it is important that you read
this chapter, and understand the rules presented. It is also
important that you keep them close, as you may need to refer
to them during play.
D4 Result
1 You fall asleep during class. The next
time you must make a roll for a school-
related subject, roll 1 fewer dice (this
includes your next period).
2 You listen just enough to go through your
period, but doze off quite often.
3 You go through your period without
issues.
4 You go through your period without
issues. Regain 1 VITALITY.
Exams
Sometimes, you must complete exams to
pass on to the next year, or just to show
how much you've learned. When doing so, roll
the appropriate attribute, take the highest
result and compare it to the table below:
D4 Result
1 Absolute Failure. You don’t pass your
exam, and your character’s parents are
extremely disappointed. This prevents you
from going to The Beyond or partaking in any
After School Activities.
2 Partial Failure. You don’t pass your exam.
3 Partial Success. You pass your exam.
4 Absolute Success. You hands down pass
your exam. Regain 1 VITALITY.
Interactions
During the day, it is important to interact
with both your fellow party members and
other students. This will help you find
Shadows influence, strengthen the bond with
your friends, talk about your emotions or any
other activity! Use CHARM for all social
interactions and questions.
wntime
Do
When your school day is over, you can take
time for yourself or do activities. These can be
part-time jobs, leisure activities, rest or even
just increasing your bonds with friends.
---
---
Combat
Combat Order
When combat begins, all units observe their Speed stat. The unit
with the highest Speed acts first, and all other participants are
written in order, from highest to lowest. Keep in mind that
during an initiative round, everything occurs at once, and if the
encounter is not concluded, a new combat round starts.
Turn Ambush
During a combat round, each An ambush is a special
creature in the combat order round of combat, only
gains a turn. During a turn, you occurring at the start of an
can use any TWO ACTIONS. encounter. It occurs when
Some actions can be used creatures use concealment
outside of your turn, which still or the element of surprise
counts as one of your two to attack unsuspecting foes.
actions.
If characters ambush others,
You regain all of your actions at they are allowed ONE
the end of your turn. ACTION before the normal
combat order begins.
Basic Moves
These are abilities that all Magical Girls can use without
training or specialities.
Move
You can move up to 6 squares in any adjacent square. You
cannot move through a square occupied by an enemy unit.
Use Skill
You can push, pull, climb, jump or use any other combat action
that requires the use of one of your stats. Roll a number of D4s
equal to the appropriate stat, keep the highest and compare it
to the table below:
D4 Result
1 Absolute Failure. You don’t accomplish what you want and
things get a lot worse
2 Partial Failure. You don’t accomplish what you want.
3 Partial Success. You accomplish what you want, but things
get complicated
4 Absolute Success. You accomplish what you want - and
more
Strike
You use your weapon or magic to strike at an opponent. Roll a
number of D4s equal to your HEROISM(Weapon) or WIT(Magic),
deal damage equal to the number of 4s you rolled.
racters
ing Cha
Creat
Unless you are the Storyteller, the first step
you need to do when playing Last Hope is to
create a character. It is up to you to imagine
your character’s personality and past
experiences, which will guide your roleplay
during the game. You’ll then use the game
mechanics to determine your character’s
strengths and weaknesses, as well as their
special abilities and skills.
Character Concept
When first creating your character, it is
important to think about a concept and what
kind of character you want to play.
HEROISM
Heroism relates to your willingness to
accomplish difficult physical tasks or put
yourself in danger. Heroism is usually used
for attacks, physical tasks and some special
abilities.
SPEED
Speed relates to your reflexes and
awareness. Speed is usually used to
determine in which order you act during
combat sequences and for some special
abilities.
CHARM
Charm relates to your ability to interact with
those around you. Charm is usually used in
social situations and for some special
abilities.
WIT
Wit relates to your ability to learn and
investigate. Wit is usually used when looking
for clues, studying and for some special
abilities.
Vitals
These are vital stats that are used, both in The
Beyond and in the real world.
VITALITY
Vitality is your health, both in the real world
and The Beyond. Every new character starts
with 8 points of vitality. It also represents your
overall condition, such as tiredness or sickness.
SOUL
Soul is where your magical powers come from,
and using some abilities cost Soul points. Soul
points can only be used in The Beyond and not
in the real world. Every new character starts
with 4 Soul points, and points are restored at
the end of an encounter.
CORRUPTION
Corruption is a special statistic, a dark force
that interferes with one Magical Girl’s soul
and heart. Every time you use an ability that
uses Soul, gain 1 point of Corruption per Soul
Point spent. When reaching 10 points of
Corruption, you become a Fallen (see PAGE
11).
DETERMINATION
Determination is a special statistic that you
gain through doing activities with your friends
or activities you enjoy. Whenever you
complete such an activity, gain the amount
of determination written in the activity’s
description. You can hold up to 4 points of
determination, which you can do the
following with:
Heal 2 VITALITY
Cleanse 2 CORRUPTION
M
MAAG
G II C
CAA LL G
G II RR LL TT Y
Y PP EE
Every Magical Girl awakens in a different way, which is usually
tied to their heart and personality. When creating a new
character, they usually don’t have their Gift, and they must
awaken it some way or another. When your character is ready, a
Contract is made, and they gain their powers.
PASSIVE
When joining social activities
with your friends, cleanse 1
CORRUPTION.
CURE
ROLL WIT+SPEED
PASSIVE
When rolling WIT, you can,
once per action, reroll all 1’s
GLITTER SPLASH
ROLL WIT+CHARM
PASSIVE
Any VITALITY damage you
take is reduced by 1.
BLESSED SHIELD
ROLL HEROISM+SPEED
PASSIVE
When performing solo
activities, cleanse 1
CORRUPTION.
CALL FORTH
ROLL CHARM+WIT
PASSIVE
Any CORRUPTION you take
is reduced by 1.
MARTYR
ROLL WIT+HEROISM
SOUL BY 1.
U
UNN RR EE SS TT II N
NGG H
H EE A
A RR TT
PASSIVE
When rolling HEROISM, you
can, once per action, reroll
all 1’s.
RADIANT BLAST
ROLL WIT+HEROISM
You gain a level every time you and your friends defeat a
Greater Shadow and survive. This can take as long or as little as
the storyteller and table wish it to last, but it is recommended
for characters to gain a level every 2 to 4 sessions (considering
a session might last for approximately 3 hours) for players to
fully enjoy their characters.
Level-Up Checklist
When gaining a level, do the following:
Increase your Vitality by 1
Increase your Soul by 1
Increase one of your Stats by 1 for
each uneven levels (3, 5, 7, 9)
Gain a new Passive Perk for each
uneven levels (3, 5, 7, 9)
Gain a new Special Move for each
even levels (2, 4, 6, 8, 10)
n
le v el o f 10, you ca
s ug ge s t s a maximum t h ey reache
d
ga m e t h o u g h
While the ct e r s ' story even ional levels
,
o u r ch ar a g a in ad d it
pursue y ou can eve
n ide
e l. If y ou w is h, y
se n t ed ab ove to gu
that lev checklist p
re the
t h e L e ve l- U p
y te lle r to know how
and use ur p arty and st
or
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you. Check
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late-game content!
ith
s to deal w
table want
PP A
A SS SS II VV EE PP EE RR K
K SS
Every time you reach uneven levels (3, 5, 7, 9), choose 1 passive
perk from this section.
STRAIGHT A STUDENT
When successfully passing an exam
(3 or 4 result), cleanse 1
CORRUPTION and regain 1
VITALITY.
BUSY AS A BEE
You work hard to help your friends
and family. When having a part-
time job and doing at least 1 hour
of overtime during your shift, gain
1 DETERMINATION and cleanse 1
CORRUPTION.
SPRINGY STEPS
You can move for 1 additional
square.
SECOND CHANCE
When using a STRIKE you can, once
per action, reroll one die.
SS PP EE C
C II A
A LL M
MOO VV EE SS
Every time you reach even levels (2, 4, 6, 8, 10), choose 1
special move from the list below. You can only select moves
which require a level equal or lower than your own.
LEVEL 2
Heal VITALITY equal to the number Heal VITALITY equal to the number
of 4s you rolled. of 4s you rolled.
Choose 1 unit within 4 squares of You are able to fly for 1 encounter.
you.
NIGHTMARE ARROWS
ROLL WIT+HEROISM
SOULFUL GLOW
ROLL WIT+SPEED
VIBRANT BLITZ
ROLL WIT+CHARM 4
Create a line starting from you, up
to 10 squares away.
ETHER IMPACT
- 6
Choose a number of units equal to
your HEROISM within 6 squares of
you.
ENCORE
- 8
Reverse time until the beginning of
the day.
Sensitive Subjects
If you think that your session(s) might include sensitive subjects
or taboos, be sure that your players agree with discussing these
subjects. If you are unsure, or you are playing with strangers,
leave extremely sensitive issues aside, Ambush
or ask your players
before the event takes place if they are at ease with what is
going to happen.
FADE TO BLACK
The fade to black can be used to avoid uncomfortable
situations, without completely rejecting them. When using the
fade to black, the situation occurs, but it’s not explicitly
described.
X-CARD
Developed by John Stavropoulos (http://tinyurl.com/x-card-rpg),
Ambush
the X-Card is a powerful tool that players can use to instantly
reject any content they may find upsetting. When a player uses
the X-Card, you (or any other player) must immediately stop
speaking, rewind, and redo the scene while excluding all content
that was deemed upsetting by the person.
e so m e tim es darker in
hil
et t h a t L ast Hope, w n d p le a su rable for
Never forg should be f
un a
s till a g a m e . It
p la y er is not having
themes, is a
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in v o lv as a s t o
everyone re n ot having fun don't want
h at y o u a c as e ! Y o u
fun, or t might be th
e r
a ss e s s w h y t h a t
d u e t o a bad game o
time to ore
lik in g T T RPGS anym
ot
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ent!
onsters
mple M
Sa
In this section, you will find examples of Shadows and monsters
that your players can encounter.
VITALITY
Vitality represents the monster’s health, and how difficult it is
to defeat.
MIGHT
Might relate to the monster’s raw physical strength. Might is
usually used for attacks, physical tasks and some special
abilities.
SPEED
Speed relates to the monster’s reflexes and awareness. Speed
is usually used to determine in which order it acts during combat
sequences and for some special abilities.
WIT
Wit relates to the monster’s ability to use abilities and
investigate. Wit is usually used for magic and detection.
ules
s , follow the same r
oe
t o c re a te your own f in e a ch stats, and
t
If you want te rs : st art with 1 p
oin
a maximum
ch ar a c the m , w ith
as playable be tw een each of
poin ts
distribute 4 of 3 in one
.
g Desp a i r
i
Oodzow n Level 1
a Sh
VITALITY - 4
A small amalgam of negative
energy, oozing despairs are quite
common in The Beyond. While not
extremely dangerous, their sheer
number can quickly overwhelm an STRIKE
unprepared Magical Girl.
Roll MIGHT
SPEED - 2
WIT - 2
NAME
PRONOUNS
VITALS
VITALITY SOUL
CURRENT TOTAL CURRENT TOTAL
DETERMINATION CORRUPTION
STATISTICS
HEROISM WIT
SPEED CHARM
PASSIVE SPECIAL
PERKS MOVES