Fantasy Rules
RandomAnime’s
mechanics are designed to allow players to create anime-style games and
anime-styled characters. Oftentimes, however, Narrators and players might
want to use their game to mimic a specific genre... like fantasy.
To facilitate this style of play, we’ve
put together a list of “official” modifications to the normal RandomAnime rules
to allow for fantasy role-playing and combat.
Anime Level and Anime Realm
These settings still apply to fantasy games, though they
are typically used only for their cinematic effects. The Anime Level no longer
determines the
number
of Pool Points a character initially receives, but it would still help moderate
the types of actions characters can realistically attempt in the game. The Anime
Realm continues to determine a character’s initial attribute and skill
points during creation.
Attributes
The attribute scores of all characters are limited to seven. Limiting character
attributes to a maximum score of seven automatically keeps character abilities
within normal human range.
Skills
All character skills are limited to a maximum score of seven. Because skill levels
above seven are defined as being of inhuman level, characters should not be allowed
to purchase skill levels greater than seven. This rule applies to both normal
skills and combat skills.
In addition, during character creation, all skill scores begin at level one.
Parent attributes no longer play a role in determining a skill's initial score.
Because
all
initial
skills
begin
at level one, however, it costs only one skill point during character creation
to
purchase a new skill. In the course of the game, it still costs eight Style Points
to purchase a new skill. A skill purchased during the course of the game begins
at level one.
Movement Rate
All characters have a Movement Rate of 3. A character's Movement Rate is no longer
tied
to
his Reflexes score and is increased separately both during character
creation and through the course of the game as
a
unique
statistic.
Resistance Factor
Regardless of a character’s degree of stamina, a character’s Resistance
Factor is equal to three or his Endurance score, whichever is LOWER. This score
may not be increased without the use of gimmicks. Once the game begins, the character’s
Resistance Factor is still tied to his Endurance score, though it still may not
increase beyond three. Thus, if the character increases his Endurance score during
the course of the game from, say, 2 to 3, his Resistance Factor also increases
from 2 to 3. However, if a character increases his Endurance from 3 to 4, his
Resistance Factor remains at its maximum score of 3.
Health Points
All characters begin with 25 Health Points. A character may increase his Health
Point total to a maximum of 60. A character's maximum Health Point
total is no longer tied to his Endurance attribute score.
Wounds
Characters also receive five Wound Points. A character's Wound Point
total represents a the amount of life-threatening damage he
can sustain
without
dying.
Some attacks and hazards inflict Wounds of damage (WP) instead
of, or in addition to, normal HP damage. For example, deadly poisons
may inflict WP damage instead of HP damage. Unlike HP damage, Wounds
take a great deal of time to heal. A character greatly endangers
himself if he goes into combat while suffering from any number
of Wounds.
The more Wounds
a character suffers, the more likely pain and shock from the damage
will hinder his actions. A character with
three Wounds remaining suffers a –1 penalty to all actions. A character
with two Wounds remaining suffers a –2 penalty to all actions.
A character with only one Wound remaining suffers a –3 penalty to all
actions. If
a character's Wound Points are reduced to 0, the character dies (regardless
of
the number of Health Points he may
have remaining).
In addition, if
a character's current Health Points are reduced to 0, he falls unconscious
and further damage dealt to him automatically inflicts Wound Points.
Every two
additional
points of damage a character suffers after his Health Points are
brought
to
zero inflicts
1 WP
of damage. Resistance applies normally. Once the character's Wound
Points are reduced to zero, he dies.
Some attacks and
hazards inflict temporary Wounds. For example, the Pain Touch
gimmick causes the inflicted character to suffer mystical, agonizing
pain and inflicts temporary Wounds on the character. If a character's
Wound Points are reduced to 0 and any of that damage comes from temporary
Wounds, the character does not die, but falls unconscious until his
Wound Points rise to at least 1. Of course, if the character also
has 0 Health Points, he remains unconscious until both his Wound
Points and Health Points rise to at least 1.
If a character
with one or more temporary Wounds and no remaining Wound Points
suffers damage, the damage is first applied to the temporary Wounds,
turning
them
into real Wounds. If all of the character's Wounds are real
Wounds, the character dies.
Pool Points (Magic
Points)
In the fantasy game,
Pool Points are now called Magic Points (MP). A character's initial
MP total is no longer tied to the Anime Level. Instead, all characters
begin with 10 Magic Points.
A character may increase his Magic Point
total
to
a maximum
of 60.
In the fantasy
game, characters regenerate MP not just during downtime, but even
in the midst of action scenes and combat. All characters regain 1
MP each round, at the very beginning of their turn.
Fantasy Classes
Classes, a staple of traditional fantasy RPGs, video games, and wargames, also
exist in RandomAnime's fantasy rules. A class is something of a
mix between a character's in-game occupation and the "traditional" fantasy
role the player
wants the character
to play in the game. Some players choose to be powerful warriors, while
others choose to play crafty wizards, sneaky thieves, or pious clerics. Each
of these choices is represented by a unique class with unique gimmicks
that represent
a character’s expertise in a chosen field such as melee
combat, thievery, wrestling,
spellcasting, and so on. A detailed description of each class can be found
by following the links below.
Warrior:
A master of melee combat.
Rogue: A sneaky burglar and escape artist.
Mystic: A mystical healer.
Mage: A manipulator of magical energies.
Note: Other fantasy
classes may be added in time. Stay tuned.
Fantasy Gimmicks
Each class gimmick package begins with a starting gimmick, a single gimmick
that a character must purchase to gain access to the class. Typically,
in order to
be allowed to purchase this gimmick, the character must receive training from
someone who already possesses at least one second-tier gimmick in that class.
Once the character purchases the starting gimmick, he is considered to possess
that class and may learn new gimmicks in that class simply by purchasing them
with the Style Points he gains through adventuring. A character may possess
more than one class by purchasing the starting gimmick from other classes.
Limits
Each class gimmick package contains a Limit, a powerful Sentai-level gimmick
ranked above even the class’ tier three gimmicks. Typically, in order to
be allowed to purchase a Limit, a character must undergo a dangerous quest of
the Narrator’s design that pushes the character’s abilities to the
limit. Only after successfully completing such an ordeal may the character then
purchase the class’ Limit.
Tiered Gimmicks
Unlike RandomAnime gimmicks that may be purchased a la carte, class gimmicks
directly represent a character’s progression through his chosen class and
may be purchased only after the character has gained the proper level in a class-related
skill and/or purchased prerequisite gimmicks. Each class gimmick lists its prerequisites
after its gimmick description.
Class gimmicks are divided into three tiers; the higher the tier, the more powerful
or versatile its gimmicks. Two or more class gimmicks make up each tier. Typically,
gimmicks in a given tier cannot be purchased until the character purchases at
least one gimmick in the tier directly below. A gimmick’s tier is listed
immediately after the gimmick’s name. A class’ starting gimmick does
not count as a tier gimmick; the same is true for the class’ Limit.
Using
Gimmicks
It counts as a standard action to activate most gimmicks. Some gimmicks,
however, can be activated instantly, even when it's not the character's
turn. Listed
after
a gimmick's GP purchase cost and PP activation cost is the type of action
it takes to activate that gimmick. Using some gimmicks requires a character
to
spend his entire turn, using others counts as a single action, while using
some other gimmicks won't count as an action at all. Each action type is
listed in the fantasy actions section below.
Timing
Units of time are categorized differently in the fantasy rules in order
to streamline action scenes.
The passage of time for game purposes is measured in the units listed below.
Turn
A turn represents your opportunity to act during a round. Each character receives
one turn each round. During your turn, you can take one or more actions. The
more actions you take during your turn, the more difficult they are to perform.
Round
A round represents about 5 seconds of game-time and encompasses the time it takes
for every character involved in a scene to take one turn. For the purpose of
measuring the duration of certain game effects, a round also represents the span
of game-time from one point in a round to the same point in the next round. Thus,
if you cast a spell with a two-round duration on your turn, the spell ends two
rounds later at the end of your turn.
Scene
A scene is a period of game-time in which the action takes place in a single
location. A scene is made up of a number of rounds. Each different setting in
which you find yourself typically represents a separate scene. The Narrator might
often jump from one scene to another during the most action-packed or dramatic
moments in order to keep the game exciting and full of suspense.
Fantasy Actions
Actions in the fantasy rules have been renamed for clarity and
speed. All actions a character can take are now organized in the
following categories.
Permanent (P)
This
action is permanently in operation. If one of your gimmicks has a
permanent duration, you may turn this gimmick off and on as
an
act
of will
as a non-action.
Full (F)
Performing a full action takes up your
entire turn. The only other things you may do on the turn in which you perform
a full action is move up to your normal movement and perform instant
actions.
Standard (S)
Standard actions are the most common action you will take and
include everything from swinging a sword at an opponent to reloading a gun
to opening a barn door. If you perform other standard actions on the same
turn in which you perform a standard
action, all such actions suffer the multiple action penalty.
Instant (I)
An instant action does not count as an action and in no way hinders
the other actions you take during your turn. However, you may perform instant
actions only during your turn.
Responsive (R)
A responsive action counts as part of your defensive maneuver
against an incoming attack. You must choose to use this action before the
attacker announces the Final Total of his attack roll and you may use no more
than one responsive action against the attack. You may use this action as
often as you like to defend yourself against multiple incoming attacks, but
you may not use this action more than once against a given incoming attack.
Non-Action (N)
This activity does not count as an action and can be performed
as often as you like at any time.
Fantasy Combat
Fantasy combat has undergone several rules changes. This section
describes the ways in which combat in the fantasy game differs
from combat in RandomAnime and introduces additional
rules for using unique melee weapons: pole weapons
and heavy
weapons.
Ability Checks And Dice
The fantasy rules no longer use the Luck die or any rules pertaining the the
Luck die's result. Instead, the fantasy rules use only the normal 2d6. On
ability checks and attack rolls, the player rolls 2d6 and adds the result
to his
Action
Total. The sum is called the Final Total. If the Final Total equals or exceeds
the difficulty of the action (or the defender's Defense Total), the action
is successful. On many checks, the more your Final Total exceeds the action's
difficulty, the more successful your action is. On a successful ability check
or attack roll, the difference between your Final Total and the difficulty
is called the Result.
If you roll two 5s or
two 6s, you have rolled a "critical" and may add another 1d6
result to your Final Total. If the result of this 1d6 is also a critical
(a 5 if
you rolled
double 5s or a 6 if you rolled double 6s), you may roll the die again and
continue adding the result.
Closed Rolls vs. Open Rolls
On some ability checks, your degree of success is limited by the reality level
of the game, itself. That is, no matter how high your Final Total
is on a balance check, you won't
be
able to
run on water without the assistance of a gimmick. Ability checks in which
your degree of success is limited to "realistic" levels are called "closed
rolls." In a closed roll, your maximum Result is limited to 10, regardless
of your actual Final Total on the ability check. Most ability
checks and all combat actions are closed rolls.
A few ability checks
called "open rolls" have no maximum Result. Thus, if you roll a particularly
high Final Total when attempting an open roll, you may find that your action
succeeds unbelievably—perhaps superhumanly—well. Many gimmicks (such as
Great Leap) turn closed rolls into open rolls, allowing you to
perform
amazing
feats as if they were everyday actions.
Additional Damage
On an attack roll, instad of using the Luck die to determine the amount
of additional damage your attack inflicts, you now use the Result.
Thus, if you attack an opponent who has a Defense Total of 12 and you
roll a Final Total of 16 to strike, your attack inflicts its normal
damage plus four additional points of damage (16 – 12 = 4). All
attack rolls are closed rolls, so your additional damage is limited
to 10
points.
Fantasy Weapons
The fantasy rules introduce new types of weapons for characters to use in
combat. The following weapons are available to characters using the fantasy
rules.
Pole Weapons
Pole weapons are size four melee weapons that range from six to 15
feet in length and are specially designed to fight mounted opponents
and for use in defensive groups. The typical pole weapon involves
a blade, wedge, hook, or hammer mounted on the end of a long wooden
or metal pole. In some cases, though, an especially long staff
or spear may count as a pole weapon.
In combat, pole weapons work just like normal melee weapons. A
character rolls a Melee check to strike with a pole weapon and
uses his Melee
Defense Total when he uses a pole weapon to parry incoming attacks.
However, unlike normal melee weapons, pole weapons can also be
used to set against charges (normal melee weapons are too small
or ill-designed
to stop a charging foe or mounted rider). Refer to Collectémon (p.
58) for more information on setting against an incoming charge.
A character must be wielding his pole weapon in both hands to set
against a charge.
Heavy Weapons
Heavy weapons are size six versions of normal two-handed weapons.
All heavy weapons inflict Strength +6 damage and require the wielder
to possess a Strength score of at least six to wield them without
penalty. Like pole weapons, heavy weapons can also be set against
charges. However, heavy weapons are so large that they always require
two hands to wield and performing a single attack with one counts
as a full action. Thus, on the turns a character wields a heavy
weapon, he cannot perform other standard or full actions
and can
move
no more
than his normal movement per turn.