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Last Hope PDF_V0.5

Last Hope is a tabletop roleplaying game where players assume the roles of teenage characters battling evil corruption in a fictional world while managing their daily lives. The game utilizes the Caltrop Core system and involves themes of magical powers, corruption, and the struggle against Shadows and Fallens. Players are encouraged to create a welcoming environment and are provided with gameplay rules, character creation guidelines, and a detailed setting in the city of Horobara.

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Father Eucrow
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© © All Rights Reserved
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100% found this document useful (1 vote)
154 views

Last Hope PDF_V0.5

Last Hope is a tabletop roleplaying game where players assume the roles of teenage characters battling evil corruption in a fictional world while managing their daily lives. The game utilizes the Caltrop Core system and involves themes of magical powers, corruption, and the struggle against Shadows and Fallens. Players are encouraged to create a welcoming environment and are provided with gameplay rules, character creation guidelines, and a detailed setting in the city of Horobara.

Uploaded by

Father Eucrow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A

A D
DAAR
RKK M
MAAGGI
ICCA
ALL GGI
IRRL
LSS GGA
AMME
E
B
BUUI
ILLTT O
ONN CCA
ALLT
TRRO
OPP CCO
ORRE
E
Credits
Lead Designer: Jonathan Sévigny
Game Designer: Jonathan Sévigny

Writer: Jonathan Sévigny


Proofreading: Maïthé Roussel

Art Director: Jonathan Sevigny


Design Consultants: Maïthé Roussel
Page Layout and Editing: Jonathan
Sevigny
Logo Design: Jennifer Ramírez
Publicity and Social Medias: Jonathan
Sévigny and Maïthé Roussel

Some interior art by Ede Laszlo and


Balazs Pirok.

This work is based on Caltrop Core,


published by Titanomachy RPG
RPG.. The
Caltrop Core SRD is licensed for use
under a Creative Commons Attribution
ShareAlike 4.0 International License
License..

Find their work on Twitter (https://


twitter.com/ titanomachyRPG) and Itch
(https:// titanomachyRPG.itch.io)
“There is a world, much like our own, where darkness
lives. Its influence seeps into our world, corrupting those
with a weak soul. That is why The Gift exists. Those with
The Gift must travel to The Beyond and free the world
from Shadows. But The Gift always comes with a price…

We never know the price, it is never said, we always


understand too late. Do not accept The Gift. It is tempting,
it seems beautiful, but when something appears too good
to be true, it usually is…”

ion
uct
rod
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!

While Last Hope can be used as an all-age tabletop roleplaying


game, it is better to adjust some of the darker sub themes of
the game. As some of these themes may be uncomfortable to
some, it is very important to acknowledge the Creating a
Welcoming Environment section at page x.

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

Creating a Welcoming Environment

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.

Most stories occur in the city of Horobara,


situated at the center of a large river, which
can only be accessed by taking the Inunaki
Bridge. It is a large and crowded metropolitan
area, filled with modern technology and large
buildings.

There are a lot of different areas you can


explore, as well as activities, events and
points of interest spread around the city,
most of which will be touched in this section.
This part of the book will also overview
information about The Beyond and The Gift.

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
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u s e th e fictional
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world pre
Nota
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reas i
Horo n
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y
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u wil l s pe nd a lot o
ere yo ith your
This is wh ay , interacting w
g th e d ing
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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,
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stranger r intera go
s. It als ct with
activitie o holds
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the wee stivals a
winter b kend, sp nd
reak or ring bre
summer ak,
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Kisaragi
Station
The main
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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


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.

Corruption and the Fallens


Fallens are one of the important enemies
encountered in Last Hope. When Magical Girls
use their power recklessly, corruption seeps
into their souls. When corrupted, they
become Fallens, monsters wandering The
Beyond, attacking and trying to consume
Magical Girls.

Fallens remain stuck in The Beyond, trapping


the soul of the Magical Girl it once was.
Defeating a Fallen allows the soul to break
free and return to the real world, but the
Magical Girl loses her gift forever.

A Magical Girl that becomes a Fallen


effectively dies, and cannot be played
anymore. Others may try to free the soul of
their old friend, but they will not regain their powers, or be able
to travel into The Beyond. Fallen characters can be used as
villains or NPCs when continuing the story.

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.

Greater Shadows are the result of smaller ones gaining more


and more power. Those reaching this point are close to seeping
into the real world, and must be destroyed quickly. This usually
happens when Magical Girls don’t travel to The Beyond for an
extended period of time, or when a shadow attaches itself to a
particularly influential or corrupted person.

Magical Girls cannot be latched on by Shadows, but are able to


see their influence in the real world. A person that is not a
Magical Girl might become one after a shadow attached to them
is defeated, if their heart and soul are pure.
Beyond
The
The Beyond is a world, analog to this one, where monsters and
shadows dwell. Magical Girls are given powers to reach into The
Beyond and free the real world from these monsters’ influence. The
Beyond looks very much like this world, with most of the same
buildings, roads and places, but will always look darker, foggy and lit
by a red sky. Some call it a glitch in reality, others believe it is a
completely different dimension.

Time in the real world and The Beyond is interconnected, which


means that both advance at the same time. Spending too much time
there might affect you during your daytime activities, and characters
close to yours may notice weird behaviors or abnormal fatigue.

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.

As a player, it is also important that you know some of these


rules for you to be able to properly play your character,
although a storyteller with a lot of knowledge of the game can
also guide you through your first Last Hope game.

Last Hope is usually divided into 3 different types of play:


School, Downtime and Combat. All three have their own
particularities, which will all be detailed in the following chapter.
Time
Everything you do or accomplish in the real
world takes time. The usual time
consumption of an activity is written in its
description. A week day is normally divided
as follow:
Morning preparation for school (including
taking the Metro) takes 2h (allow more
time if desired)
A school day lasts for 6 hours (8:30 AM
to 15:30 PM)
The storyteller might divide You must sleep for at least 8 hours to
your day in a different way regain 2 VITALITY. Regain 1 VITALITY
than usual, proposing other when sleeping for at least 6 hours. Lose
activities for your 2 VITALITY when sleeping for less than
character. Examples of this 6 hours.
might be their parents 8 hours are available during the day to
wanting to eat with them, spread your time and do activities, but
late metro, after class they should usually not be out after
cleaning, curfew or any 11pm.
other ideas you might have.
Your task, as the The Beyond and Time
storyteller, is not to act As Magical Girls, you must reach The
against your players, but Beyond regularly to reduce the influence of
give them a fun and Shadows. Always remember that 1 hour in
immersive experience, The Beyond is equal to 1 hour in the real
giving them reasons to world.
divide their time in
activities that matter to For each day that the players don’t go to
them. The Beyond, take a note. After 10 days,
the Greater Shadow enters the real world.
School
As a student, you must go to school and live
your student life, while also dealing with the
dangers of The Beyond. In this section, you
will find all the rules you need to know to go
through your school day.

Classes and Periods


A normal school day lasts for 6 periods,
which you have to complete to finish your
day. Roll the appropriate attribute for each
period, take the highest result for each and
compare it to the table below:

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.

Failing too many times may result in


disciplinary actions and meeting with your
character’s parents.

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.

You can do each activity more than once per


day, in which case, you gain any bonus it gives
you the number of times you performed the
activity.

These are the usual activities you can do, the


time they take and what they give you:

After School Studies - 2 Hours: You take time to


study and do your homework. Lose 1 VITALITY.
Next time you must make a WIT roll for any
school-related topic, reroll all 1s and 2s.

After School Club - 2 Hours: You have joined a


club after school. Lose 1 VITALITY. Next time
you must make a CHARM roll, roll 1 additional
d4. If joining a club, you must partake in this
activity at least twice a week.

Friendly Diner at Fugu Ramens - 2 Hours: You


relax and have fun with your friends, eating a
comforting dinner. Heal 1 VITALITY and gain 1
DETERMINATION.Partaking in this activity costs
600 yen.
WALK IN THE PARK - 1 HOUR: You enjoy a
quiet walk in Hitogata Park. Cleanse 1
CORRUPTION.

PART-TIME JOB - 3 HOURS: You decided to


get a part-time job, either because you
wanted to or someone close to you needs
the money. Lose 3 VITALITY and gain 2
DETERMINATION. If you have a job, you must
partake in this activity at least twice a week,
on days determined by the storyteller.

SPORTS TEAM - 2 HOURS: You have joined a


sports team. Lose 2 VITALITY. Next time you
must make a HEROISM roll, reroll all 1s and
2s. If joining a team, you must partake in this
activity at least twice a week and some
activities might be mandatory (tournaments,
special games, etc).

KARAOKE NIGHT - 1 HOUR: You go relax with


your friends and have a fun signing session at
Kagome Karaoke. Regain 1 VITALITY and
cleanse 1 CORRUPTION. Partaking in this
activity costs 400 yen.

VISIT TO DREAMLANDS - 3 HOURS: You


spend time in Dreamlands with your friends.
Gain 2 DETERMINATION. Partaking in this
activity costs 1,500 yen.
Fillers!
The world of Last Hope is often dark and ominous, but it doesn’t
always have to be. When defeating Greater Shadows, you and
your friends deserve a moment of respite, as the world returns
to normal for a bit. These usually occur once or twice per school
year.

It is a good moment to strengthen the bonds with your friends


or do a lot of activities. Fillers can last for a single session or
for as many as you like. They are also good moments for
roleplay scenes and improvisation.

During those times, you gain the following bonuses:


Special activities don’t cost VITALITY
No school gameplay
No access to The Beyond
All CORRUPTION is cleansed

These are also a great moment to introduce the next threat


that lurks in the dark.
Day at
the Be
You
ach
have d
ecided
more) to spen
with y d a day
ball, bik o ur frien (or may
inis, pa ds or fam be
have fu r ties , it ily. Voll
n and l is time ey
et all o for yo
f your u to
worries
go.

Road Trip explore


nfines of Horobara to ol
co and find co
Leave the ur friends
Join yo
the world.
check out.
locations to

---
---
Combat

Combat works on a regular cycle of rounds, during which the


player characters, adversaries, allies and other participants act
in order, which is determined at the beginning of combat. This
section explains how combat is structured, from start to finish.

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.

If two or more units have the same SPEED, do the following:


Allies and enemies with the same SPEED roll a D4 to
determine who acts first.
Allied units with the same SPEED choose their order.

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.

This chapter assumes that you are creating a


new 1st level character, and that you are
completely new to the Last Hope. It provides a
step-by-step guide for creating a character, and
a detailed guide on how to fill your character
sheet. If you are creating a higher level
character, refer to the LEVEL-UP CHECKLIST
section at page X.

Character Concept
When first creating your character, it is
important to think about a concept and what
kind of character you want to play.

Is your character new to Hina Academy?


Has your character lived there since they
were young?
Statistics
As a Magical Girl, you gain different statistics
that both influence your daily life and your
travels in The Beyond.

You start with 1 point in each stats, and you


can distribute 4 points between each of
them, with a maximum of 3 in one.

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.

Vitality is transposed from one world to


another. For example, if you do too many
activities in the real world, your Vitality points
will be reduced by said amount when entering
The Beyond, and vice-versa. Usually, reaching 0
Vitality does the following:

If your Vitality reaches 0 in The Beyond, you


die
If your Vitality reaches 0 in the real world,
you become too tired, making it impossible
for you to go to school, or do any other
activities.

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.

Below are some examples to inspire your character’s story:

You directly face the influence of a Shadow that latched on a


loved one
You overcome extreme hardship, such as the death of a
loved one or an accident
You see extreme injustice or corruption, and wish to do
something

When your character awakens their power, choose one of the


archetypes presented in this section, usually fitting with their
personality (although not mandatory).
A
ANNG
G EE LL H
H EE A
A RR TT

PASSIVE
When joining social activities
with your friends, cleanse 1
CORRUPTION.

CURE
ROLL WIT+SPEED

Choose 1 unit within 4 squares of


you.

Your powers manifested as a Heal VITALITY equal to the number


gentle figure, caring for your of 4s you rolled.
friends in difficult times.

Angel Hearts usually awaken from


particularly caring, shy or CHEER!
supportive people.
-

Choose 2 units within 4 squares of


you.
INCREASE YOUR
Give them 1 DETERMINATION.
WIT AND SOUL
BY 1.
BB EE A
AMM II N
NGG H
H EE A
A RR TT

PASSIVE
When rolling WIT, you can,
once per action, reroll all 1’s

GLITTER SPLASH
ROLL WIT+CHARM

You strike a unit within 4 squares of


you with a blast of magic.

Your powers manifested as a Deal VITALITY damage equal to the


powerful magic user, blasting out number of 4s you rolled
corruption and shadows.

Beaming Hearts usually awaken


from particularly studious, FEY STEPS
creative and curious people.
ROLL SPEED

You are able to transport yourself to


another area instantly.
INCREASE YOUR
Teleport yourself up to a number of
WIT AND CHARM squares equal to the amount of 4s
you rolled and deal VITALITY
BY 1. damage to all enemy units within 1
square for the same amount.
G
GOO LL D
D EE N
N H
H EE A
A RR TT

PASSIVE
Any VITALITY damage you
take is reduced by 1.

BLESSED SHIELD
ROLL HEROISM+SPEED

Choose 1 unit taking VITALITY


damage within 6 squares of you and
move to them.
Your powers manifested as a
heavily armored or shielded Reduce the damage they take by the
juggernaut, protecting your friends number of 4s you rolled. You take
at all cost. these damages instead.

Golden Hearts usually awaken JUDGEMENT


from particularly protective,
jealous or courageous people. ROLL SPEED

Choose 1 unit in a square adjacent to


you.
INCREASE YOUR
You hit them hard and stun them
VITALITY AND slightly. The target is pushed down
the combat order for the amount of
HEROISM BY 1. 4s you rolled.
You hit them
M
MOON
NAA RR C
CHH H
H EE A
A RR TT

PASSIVE
When performing solo
activities, cleanse 1
CORRUPTION.

CALL FORTH
ROLL CHARM+WIT

You summon a being of your choice


for the duration of an encounter.

Your summon has a number of


Your powers manifested in the
VITALITY equal to the number of 4s
ability to conjure otherworldly
you rolled+3. Use your CHARM for
beings that you can control.
your summon’s strike rolls.
Monarch Hearts usually awaken
from particularly lonely, SACRIFICE
charismatic or emotionally strong
people. -

Choose 1 unit in a square within 6


squares of your summon.
INCREASE YOUR
Your summon runs to them and
CHARM AND SOUL negates all VITALITY damage done
to them. Your summon takes this
BY 1. damage instead.
PP O
O RR C
C EE LL A
A II N
N H
H EE A
A RR TT

PASSIVE
Any CORRUPTION you take
is reduced by 1.

MARTYR
ROLL WIT+HEROISM

Choose 1 unit other than yourself


within 4 squares of you.

Your powers manifested as a Cleanse CORRUPTION equal to the


fragile figure, easily broken but number of 4s you rolled and grant 1
always there for others. SOUL. You take this CORRUPTION
instead.
Porcelain Hearts usually awaken
from depressed, gloomy or humble
people.
HAPPY THOUGHTS
ROLL HEROISM

You cleanse an amount of


INCREASE YOUR CORRUPTION equal to the number of
4s you rolled. You can only use this
HEROISM AND move on yourself.

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

Choose a 2 by 2 square area.

All units in the targeted area are


Your powers manifested as a quick dealt VITALITY damage equal to the
footed, heavily armed warrior, number of 4s you rolled.
striking down the corruption in
other’s hearts.

Unresting Hearts usually awaken PIERCING STRIKE


from particularly brash, fierce or
athletic people. Use a STRIKE

You are strong and precise.

INCREASE YOUR When activating this move, roll


HEROISM twice when using a STRIKE.
HEROISM AND
SPEED BY 1.
G
GAA II N
N II N
NGG LL EE VV EE LL SS
In Last Hope, the maximum level you can reach is 10, which is
usually when your story ends and the world is saved (or
destroyed).

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
h yo
you. Check
w it
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

RADIANT BLAST BEAUTY'S BLESSING


ROLL WIT ROLL CHARM

Choose 1 unit within 4 squares of Choose 1 unit within 4 squares of


you. you.

Heal VITALITY equal to the number Heal VITALITY equal to the number
of 4s you rolled. of 4s you rolled.

JOY SPHERE WINGS OF ICARUS


ROLL WIT -

Choose 1 unit within 4 squares of You are able to fly for 1 encounter.
you.

Deal damage equal to the number of


4s you rolled.
LEVEL 4

NIGHTMARE ARROWS
ROLL WIT+HEROISM

Choose a 4 by 4 squares area.

All units in the targeted area are


dealt VITALITY damage equal to the
number of 4s you rolled.

SOULFUL GLOW
ROLL WIT+SPEED

Choose 2 units within 4 squares of


you.

Units heal VITALITY equal to the


number of 4s you rolled.
LEVEL 6

VIBRANT BLITZ
ROLL WIT+CHARM 4
Create a line starting from you, up
to 10 squares away.

All units in the targeted area are


dealt VITALITY damage equal to the
number of 4s you rolled.
LEVEL 8

ETHER IMPACT
- 6
Choose a number of units equal to
your HEROISM within 6 squares of
you.

Use a STRIKE action against each of


them.

ENCORE
- 8
Reverse time until the beginning of
the day.

Everyone but you forgets everything


that happened, and all stats loss or
gain are reversed.
c om ing
g a Wel
Creatin
n m en t
Enviro
As the storyteller, although your task is to create an intriguing
and interesting story, it is also your duty to make sure that
everyone around the table feels welcomed and at ease. Before
starting an adventure, it is important to discuss with your
players and know their limits, making sure everyone is
respected.

Last Hope can be played with younger players, but it is


important to remember that there are darker sub-theme
explored in the world (death, violence, body horror, etc).

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.

Communication is key when dealing with upsetting content.


Respect players' opinions and avoid forcing them to engage in
actions they are uncomfortable with. Rate content based on
comfort level, as everyone has different opinions. Discussing
content types before starting an adventure can help ensure
everyone feels comfortable with it. Below are some examples
of subjects that should probably be discussed before being
integrated in your session(s):
Gore, bloodshed, extreme violence and body horror
Sexual content, politics, religion and racism
Phobia-triggering content such as spiders, snakes, diseases,
etc

It is better to find the limits of objectionable content before


starting an adventure, instead of finding them out after
upsetting one of your players. Be sure to also warn other
players that you will not tolerate judgment, belittling of others’
issues or deliberate breaking of the established rules.

X-Card and Fade to Black


Players all have different stories and different ways to cope
with difficult issues. There are two ways to give your players
power and consent on what they want and don’t want to see:
the FADE TO BLACK and the X-CARD.

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
e d. If y o u notice that r y te ller, take
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
to end up n a bad mom
ent!
onsters
mple M
Sa
In this section, you will find examples of Shadows and monsters
that your players can encounter.

Creatures that aren’t Fallens have fewer statistics than playable


characters, and each small difference is touched in this section.
In this section, you will find examples of Shadows and monsters
that your players can encounter.

Creatures that aren’t Fallens have fewer statistics than playable


characters, and each small difference is touched in this section.

Shadow Monster Statistics


Each Shadows has their own statistics that influences how they
will be encountered and how difficult they are.

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

Slam one creature.


STATS
Deal VITALITY damage equal to the
MIGHT - 3 number of 4s you rolled.

SPEED - 2
WIT - 2
NAME

PRONOUNS

MAGICAL GIRL TYPE

VITALS
VITALITY SOUL
CURRENT TOTAL CURRENT TOTAL

DETERMINATION CORRUPTION

STATISTICS

HEROISM WIT

SPEED CHARM
PASSIVE SPECIAL
PERKS MOVES

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