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Glitter Hearts
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Glitter Hearts

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Glitter Hearts is an action-packed RPG in a fun filled world of everyday people who transform into powerful super heroes that fight off the forces of evil. Your character will try to find the balance between their everyday life needs and heeding the call to save the world. You and your friends will create your own hero, your own team, and even your own special mascot. With over 150 different moves to choose from, you can build your ideal magical hero that is uniquely you!

Glitter Hearts rules are easy to learn and building your own character is a simple process of making choices that fit your vision. When building a character, you will choose:

  • Your everyday identity – who you are when you aren’t your heroic alter ego.
  • Your magical archetype – what type of hero are you? A warrior, witch, idol, defender, or tactician.
  • Your mystical connection – which element or emotion do you draw your power from?

And then choose your actions from there until you’ve built your hero.

While based off many popular magical girls shows, Glitter Hearts can be set in any time, place, or world that you can imagine. All you need to play is 3-6 players, a pair of six-sided dice, and a few hours to play.

So hop in, transform yourself into the hero of your dreams, and explore the world of Glitter Hearts!

Visit the website leatherman.games for more resources.

 
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Reviews (4)
Discussions (9)
Customer avatar
Trollune ( December 04, 2020 12:47 pm UTC
PURCHASER
Hum, the print version is no longer available?
Customer avatar
Greg L December 04, 2020 2:15 pm UTC
PUBLISHER
The print version will be available again but not through Drive Through RPG. Another company has the printing rights and is working with their printer to get them available soon.
Customer avatar
Trollune ( December 15, 2020 10:16 pm UTC
PURCHASER
Excellent news :)
I hope retailers will have an easy access to it, then.
Customer avatar
Greg L December 15, 2020 10:32 pm UTC
PUBLISHER
That is the plan!
Customer avatar
Jon T July 22, 2020 7:57 pm UTC
Hello! Thank you for a fun game!

One thing that came up when we tried it was how to handle weapons. The section on weapons on page 78 seem to suggest that you design your weapon with your GM. But many of the moves give the character a weapon, which seems to suggest that unless you pick one of those, you wont have a weapon?

It also says that the base damage for Clash! or Hand weapons is your Physical rating. What happens if the PC has a 0 or -1 in Physical? Do they do no damage?
Customer avatar
Greg L July 22, 2020 9:10 pm UTC
PUBLISHER
Hi!

There are a few ways to get a weapon. 1 is to take the ones from the connections that give you a weapon. The other is to take the accessory as a weapon from the warrior move. You can also give your players a free weapon if that's what you want in your game. I tend to let them get those as advancements as they need it, since they can always spend 2 achievements to get the warrior move to make a weapon.

Base damage for Clash! is your physical rating. When I run my games, a player with 0 or -1 does 0 damage unless they roll high and pick that extra damage on the Clash! table. Because there are so many other things to do like supporting and protecting, I find that my players are fine with 0 damage as a base. However, it is perfectly fine to say everyone always does 1 point of damage.
Customer avatar
Matthew H July 15, 2020 11:57 pm UTC
PURCHASER
First off, I really love this. Like, a lot.

Secondly, there are a few things that are left undefined by the rules as written and I'd like to get some clarification.
- Armor: It's never explicitly stated anywhere what armor does, but I think it's implied that each point of armor reduces a point of damage from a hit. Is this correct?
- Conditions: How do enemy NPCs recover? I imagine for the non-temporary ones, the GM can heal them between scenes if so desired, but what about temporary? Since the GM doesn't roll, it pretty much seems like it's up to fiat to declare the enemy healed. Maybe on a failed roll from the players against that enemy?
Customer avatar
Greg L July 16, 2020 12:12 am UTC
PUBLISHER
Armor: That is correct, it reduces damage.
Conditions on enemies: that is up to the GM, but almost always should be the result of a failure. Generally, failure makes the world worse and the enemies harder.
Customer avatar
Jacob C June 26, 2020 3:45 pm UTC
PURCHASER
When a PC "Clashes" with a monster that does no damage but restrains or stuns, how do you handle a mixed success? Would the monster instantly apply that effect in lieu of damage, or would it set up a soft move like: "Your now open to being stunned, make *Thwart Peril* move"? I was very confused on how to handle this situation
Customer avatar
Greg L June 26, 2020 4:47 pm UTC
PUBLISHER
So a mixed success means that both things happen pretty much at the same time. So PC A punches the monster. How I handle it, PC A does 2 damage to the monster, and the monster's hit stuns or restrains PC A. So PC A is stunned or restrained for x amount of time. If the effect would last over multiple turns, the PC could thwart peril to remove that effect somehow.

Does that help?
Customer avatar
Søren H June 13, 2020 8:19 pm UTC
PURCHASER
I have a couple question
Earth Connection: The weapon says: Rock Maul (hand, sharp).. So.. It is a sharp hammer??

Why is there some moves that have a 12+ effect and some that don't?
Customer avatar
Greg L June 13, 2020 9:04 pm UTC
PUBLISHER
Hello,

Sharp is a specific tag (pg 78) that gives the weapon +1 damage on Clash attacks. Many maul's have a sharp driving point but the actual look of the weapon is up to the character describing it. Sharp doesn't have to mean it has an edge, it just is the tag.

I felt some moves were made more interesting by having an extra effect at 12+, while others didn't. So I added the 12+ effect to moves that I saw making best use of that additional success level.
Customer avatar
Søren H June 14, 2020 7:35 am UTC
PURCHASER
I feel like that I should have firstly should have mentioned that I really enjoy the book. These are just thoughts and questions that have come up while reading.

Ah. Well it is a little narratively confusing that there are two mauls with different tags, and there is nothing in the description that hints to why.
But then that means that an Earth Maul is suppose to do more damage than a Friendship Maul, but the Earth Maul is not able to knock things around since it does not have that tag?

With moves, now that I look at them again, there is only two moves that don't have a 12+ effect: "Protect Someone" and "Rest and Relaxation", and I think it is mostly the "Protect Someone" I am saddest about not having a 12+ since, to me, it is such an important thing in this theme. But I think Iam just gonna use the 12+ effect from MotW or something similar.

I am also wondering why Persona is used to Protect Someone? Specifically, I am thinking that a...See more
Customer avatar
Søren H June 14, 2020 1:18 pm UTC
PURCHASER
Just noticed another thing that is puzzling me a little: Under "We can do This", it mentions "and you add 1 to your power pool" for competitive and for cooperative "and your target add 1 to your power pool", so they sound like they both work differently.

So, what if the target doesn't have any power to give?
Customer avatar
Greg L June 14, 2020 2:18 pm UTC
PUBLISHER
Thank you for finding and reading my book and enjoying it. :)

1) They are two different weapons from two different connections so they behave in different ways. Earth Maul does more damage, Happiness Hammer does less damage but knocks things away. The tags for the weapons are the difference.

2) I also wanted to make sure that the defender archetype had unique things it could do, and having a 12+ for Protect someone is only available if you take that move. Since anyone can take that move with enough advancement, I felt it was fine leaving it there.

3) Protect someone is Persona because you are putting yourself into harms way. The idea is can you stand there, knowing you are going to get hurt, and not flinch or leave? That felt more self assured to me, so I chose Persona. The defender has a move that lets them change that from a Persona roll to a a Physical roll, but I wanted people to have to make that choice.

4) We can do this allows things to happen in the following...See more
Customer avatar
Søren H June 14, 2020 6:58 pm UTC
PURCHASER
1) Hmm.. To cause less confusion, I think I am gonna have it be an Earth Axe.. But then again, I see nothing wrong in juggling the weapons around if a player enjoys a certain element and weapon.

2) Must have missed that one with the defender. But that seems like a weird.. Sidestep, of some sort.. It at least feels like it breaks away from the rest of the mechanic of the game. That it is the only archetype that has this effect on the basic moves.
I think it could have been very neat if every archetype had something like this, so that they would be able to achieve a level of success with the basic moves that others could only dream of.

3) That makes sense, so it is more your willingness to get hurt, not your ability to become hurt that is at play.

4) Ah. This is one of the problems with the book I have noticed, some of the phrases aren't exactly consistent with other sections in the book. With the example next to it, "and your target add 1 to your power pool"...See more
Customer avatar
Greg L June 14, 2020 8:16 pm UTC
PUBLISHER
You can change the game however you wish. It's all good. :)

I did my best with being consistent with multiple edits as well, so it was my hope to be as clear as I could. I apologize that you aren't having that experience. Thanks for your feedback.

I hope that you still have fun with my game and have a good time when playing it.
Customer avatar
Søren H June 14, 2020 8:28 pm UTC
PURCHASER
It isn't worse than it can be talked over with my players or house ruled, and I am sure I am gonna have fun with it despite the problems I see because it does really have a good foundation for doing what it set out to do. You did a good job.

The game have already given me and urge to create custom archetypes so there can be even a broader scope of magical transforming people :D

Customer avatar
Volsung . April 27, 2020 11:53 am UTC
PURCHASER
Hi! I love the game ^^
Could you add some reference sheet ? Like basic moves , GM Materials even archetypes, for easier bookkeeping ? :)
Thanks!
Customer avatar
Greg L April 27, 2020 1:44 pm UTC
PUBLISHER
Hello! Yes, I'm working on a basic moves sheet and those things.
Customer avatar
Volsung . April 28, 2020 12:50 pm UTC
PURCHASER
Can't wait :)
Customer avatar
Greg L April 28, 2020 5:31 pm UTC
PUBLISHER
You can find stuff here at https://www.leatherman.games/
Customer avatar
Volsung . April 29, 2020 3:05 pm UTC
PURCHASER
Thanks!
Customer avatar
Clayton L April 08, 2020 3:40 am UTC
PURCHASER
Do Vehicular Heroes pick Magical Archetypes? Or just Vehicular Archetypes?
Customer avatar
Greg L April 09, 2020 2:17 pm UTC
PUBLISHER
Just vehicular archetypes.
Customer avatar
Marcelino S March 25, 2020 10:13 pm UTC
PURCHASER
Is there any more examples of interior artwork?
Customer avatar
Greg L March 26, 2020 2:37 pm UTC
PUBLISHER
Yes. You can see a number of pieces here:

https://www.kickstarter.com/projects/2053455918/glitter-hearts?ref=user_menu

https://twitter.com/wheretheresawil/status/1199136021964820482?s=20
Customer avatar
Jeff M March 10, 2020 7:22 pm UTC
the cover looks awesome :)
I have a question, is it wrong to think Glitter Hearts is inspired mostly by Mahou Shoujo genre and a bit of She-Ra and Steven Universe ?
Customer avatar
Greg L March 11, 2020 2:32 pm UTC
PUBLISHER
It's not wrong to think that, because it's true. It pulls from a lot of sources like She-Ra, Sailor Moon, Power Rangers, Voltron, Kill la kill, Glitter Force, Captain Planet, just to name a few.
Customer avatar
March 16, 2020 8:06 am UTC
Would love to play this! I got an email and Youtube Channel if you'd wouldn't mine me recording an episode for it! Would love to meet you!-Alex.
Customer avatar
Greg L March 17, 2020 2:40 pm UTC
PUBLISHER
Look me up on Twitter - @whitewing
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Product Information
Gold seller
Author(s)
Rule System(s)
Pages
138
Publisher Stock #
GH001
File Size:
18.52 MB
Format
Original electronic
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File Last Updated:
July 26, 2020
This title was added to our catalog on March 10, 2020.
Publisher
Leatherman Games
Publisher Average Rating