Ova
Ova
Ova
Clay Gardner
Ricochet Mechanics
Clay Gardner
Cover
Niko Geyer
Interior Artwork
Svetlana Chmakova, Kathy Choi, Clay Gardner, Jade Gardner,
Niko Geyer, Kelly Hamilton, Min Kwon, Honoel Ibardolaza,
Lina, Chihiro Milley, Diane Michie Neill, George Panella,
Allie Strom, Elly Susanto, Hans Tseng, Randall Whiteis
Playtesting
Becky Epner, Brett Gardner, Jade Gardner, David Huber,
Chris Ruthenbeck, Pierre-Alexandre Sicart, Wes Smith, Ralf Wagner
Special Thanks
Brett Gardner, Robert Pool, Mo
Our imagination
may be the most brilliant of all energy that humans
have ever possessed.
-OSAMU TEZUKA, FATHER OF JAPANESE ANIMATION
TABLE
OF
CONTENTS
I: INTRODUCTION
To the Otaku
To the Gamer
To the Rest
What is Anime?
What is an RPG?
What You Need
Sample of Play
7 VI: COMBAT
7
7
7
8
9
11
11
15
19
21
21
22
24
26
28
30
32
34
36
38
40
V: TAKING ACTION
Actions
Difficulty
Drama Dice
43
57
70
75
75
77
77
79
Initiative
Taking Action
Attack!
Defend!
Damage
Health & Endurance
Other Combat Actions
Other Ways to Get Hurt
Recovering from Damage
79
80
80
80
81
82
82
83
86
VII:CHARACTER GROWTH
87
Gaining Experience
Spending Experience
Character Advancement
Retiring Characters
87
87
88
88
VIII:GMS SECTION
91
OF
91
92
97
98
100
101
101
103
X: INDEX
Art Index
104
106
108
110
112
115
CONTENTS
CONTENTS
OF
OF
TABLE
TABLE
TABLE
119
INTRODUCT
INTRODUCTION
You hold in your hands the culmination of years of research, effort, and love. Within
these pages, OVA endeavors to provide everything you need to play your very own anime
inspired game. Its easy to learn, fun to play, and flexible enough for whatever your mind
comes up with. So whether youre a die-hard anime fan, an avid gamer, or maybe just getting into both, we hope you find a little something in this book thats just right for you. (And
hopefully your friends! We do want you to play, after all.)
Were you attracted by the anime artwork on the cover? Or did the pun in the
title catch your attention? For whatever reason this book called to you, rest assured you
did not pick it up in error. Within these
pages youll find a game that allows you to
fulfill some of your greatest dreams and fantasies: to become the characters you have
fallen in love with time and time again. The
rules are easy to pick up, so you can begin
creating and playing your perfect character
in minutes. OVA is also teeming with high
quality artwork from some of todays premier anime-style artists, so the game will
prove to be a joy to read as well as play.
TO THE GAMER
Like the otaku, you might have been
attracted by the cover. Or maybe the rules
highlights on the books back intrigued you
enough to take a further look. If so, OVA
wont fail to deliver. The Ricochet rules system is simple and concise. This is not to
cater to neophytes, but because it can, and
should be. Actions, skill conflicts, and combat all resolve quickly and without fuss, unified by a simple, unchanging mechanic. The
rules themselves are presented clearly with
numerous entertaining examples for all the
key concepts. And despite the heavy anime
influence, the Ricochet rules are versatile
enough to use with any campaign.
INTRODUCTION
TO THE OTAKU
TO THE REST
You may be confused by anime, by role-playing games, or even by both. Still, something
about this book caught your attention. A friend recommended it to you, or you just had an
impulse to take a look. In any case, you will find that there are many good times to be had
with this book. You might even enjoy it enough to expand, exploring the roots of the unique
fandoms that inspired OVA But for now, lets break you into what it all means.
WHAT
IS ANIME ?
HISTORY
It is largely agreed that anime began
when Osamu Tezuka, inspired by the work
of Walt Disney, created a comic book and
cartoon series called Tetsuwan Atom (Astro
Boy) in the early 1960s. Since that time,
while Western animation leaned towards
black and white stories geared to children,
anime grew more complex and diversified.
Eschewing the episodic structure of Western
cartoons, anime was able to tell larger, more
INTRODUCTION
8
THEMES
A lot of animes popularity can be attributed to its flashy disregard for expectations
and sheer diversity. Japanese animation has
the unparalleled capacity to combine dis-
WHAT IS AN RPG?
A role-playing game is much like the
make-believe games of our childhood.
Popularized in the 1970s by Gary Gygax and
Dave Arnesons Dungeons and Dragons, roleplaying games take the simple concept of
lets pretend and updates it for a more
mature audience. By adding rules and
impartial randomizers (like cards and dice),
role-playing games make it possible to
answer problematic questions without bias.
Did the cop really shoot the robber? Could
the robber really have robbed the bank to
begin with?
When you play a role-playing game,
you and your friends take part in creating a
fictional world together. Unlike other
games, there is no competition, no winners,
and no losers. The point is simply to have a
good time.
Everyone participates in one of two
groups. Most of you will become Players,
while one person becomes the Game
Master.
INTRODUCTION
PLAYERS
As a Player, you get to make your own
unique persona to play in the Game Masters
world. With the rules in this book as a
guide, you craft the characters past, personality, and talents. These statistics will aid
you in portraying your character in the
game. By describing actions, imitating
speech, and doing whatever else comes to
mind, the character can really come alive.
Depending on the chosen setting, you
could be a fierce warrior, a geeky gadgeteer,
a brooding ex-soldier, or even a high-school
student. The possibilities are boundless.
After creating your fictional characters,
you and your friends form a party to take
on the challenges that the Game Master sets
forth. But like any story, the characters are
apt to disagree on how to handle them.
What happens next is up to all of you!
INTRODUCTION
10
GAME MASTERS
The Game Masters role is a little more
complex than that of the Players.
Somewhere between storyteller and referee,
the Game Master (or GM) creates the
world the Player Characters (PCs) live in.
Besides describing the world itself, it is a
GMs job to portray all of the people the
Players may meet, so-called Non-Player
Characters (NPCs). He or she controls the
flow of the story, dictates encounters and
challenges, and creates the drama. The
Game Master also serves as arbiter of the
rules, determining the difficulty of tasks, the
result of conflicts, and the answer to any
rules quandaries.
More information on Game Mastering can
be found in the Game Masters Section
PLAYING
THE
GAME
SAMPLE OF PLAY
We join Alexis, Dahlia, Oreo, and the Game Master, Brett, in a session currently in progress.
Their characters are in hot pursuit of a mysterious man in black across the rooftops of Tokyo.
Brett (GM): As the chilly night wind blows ever stronger, pounding you with the otherwise
gentle snowdrift, the man in black escapes through the roof access.
Dahlia (as Karis): Come on! We have to go down after him before he gets away!
Alexis (as Raine): Right. Let us go!
GM: You all hasten down the roof access stairs. The frantic, haphazard footfalls of the man
echo up towards you, but before you reach the bottom, a door slams. The landing reveals a
long sterile hallway lined with identical doors.
INTRODUCTION
What follows is a sample of how a real gaming session might run. It is not a definitive
guide to be followed to the letter, but rather, an example that will give you an idea of how
role-playing games work. It may even give you a few ideas for what you want to do in your
own game.
11
INTRODUCTION
12
GM (to the Players): The boomerang sails across the room, efficiently disarming the man in
seconds. He clutches his hand as his hostage pushes past you and escapes into the hallway.
The man shakes his head. Okay, I give up! Just dont hurt me! Ill tell you anything you
want! I- Suddenly he stops speaking. As his eyes roll back in his head you realize a shining yellow light pierces his chest. The light
withdraws, and he falls limp to the floor. An
immense figure appears from the shadows.
Shrouded in a cape as black as night itself,
only a sword made of pure yellow light and
a single glowing red eye seem to give him
any form at all. A deep voice booms, How
predictably useless.
Karis: Shadowman!
Shou: Shadow-who?
Shadowman: I shouldve expected you, girl.
I see you have some friends...but its no matter. You should know I am far more dangerous than a simple man with a gun.
INTRODUCTION
GM (counting up the additional dice rolled): Okay, dont forget to mark off 5 Endurance for
each of those. 15 total.
13
CREATING
CREATING
CHARACTER
Charged by your favorite anime and a little imagination, youre probably more than
ready to start your own adventure. But before you can jump into the action of the OVA
Role-Playing Game, you need to write down a few things. So grab a pencil and a sheet of
paper, and lets get cracking.
CREATING
CHARACTER
STEP 0: DISCUSSION
15
CREATING
A
CHARACTER
16
Background: Who is your character? Where does he come from? What is the story behind her?
What does your character hope to obtain?
Appearance: What does your character dress like? What is her build, hairstyle, and eye color?
Personality: What does your character act like? How does he react to different situations? Does she
have any particular quirks or habits that make her distinctive?
Possessions: Does the character have any item that she holds particularly dear? Are there any
important weapons or gadgets that are part of his profession?
Powers: Does your character have any special talents? A distinct fighting style? Can he do some
thing most people cannot?
CREATING
CHARACTER
Schticks: Are there any habits that set your character apart from everyone else? Does her hair always
blow dramatically in the wind, or does he always adhere to strict military code?
17
FLUFFING
If you have trouble creating or describing your character, or if you just want to go a
step further, you may want to try filling out
the following list. Of course, not all of the
entries may apply to your character, and you
may want to add some of your own. Filling
out forms like this is known as fluffing.
All of the Sample Characters use this
method.
CREATING
CHARACTER
18
This rule is based on keeping your characters total of Abilities and Weaknesses as
close to zero as possible. Just add all Ability
bonuses and subtract all Weakness penalties
to see your Character Total. At most, your
character should not be above or below zero
by more than five points (or another number, at the Game Masters discretion).
Most of the sample characters in the OVA
Role-Playing Game favor the Ground Zero
rule.
POWER CEILING
With this rule, every character starts
with a default number of points to spend on
Abilities but may gain more equivalent to
the total level of Weaknesses they take.
However, the points spent on Abilities can
never exceed a Power Ceiling set by the GM.
For example, if the Game Master gave each
character 5 default points and a Power
Ceiling of 20, you could spend 5 points on
Abilities and increase this with up to 15
points of Weaknesses. Even if you take more
Weaknesses, you cannot have more than 20
points of Abilities.
CHARACTER
GROUND ZERO
COMBAT EFFECTIVENESS
rather than the extremes by applying prohibitive point costs to high levels in Abilities.
A Level 1 Abilities costs one, 2 costs two, 3
costs four, 4 costs eight, and 5 costs an
incredible fifteen points! Weaknesses apply
the same costs as listed above, only they are
subtracted from the total. The Game Master
can either set a ceiling to the number of
points that can be spent, like the Power
Ceiling rule, or combine Point Scale with the
Ground Zero rule.
CREATING
POINT SCALE
This third rule encourages Players to
keep their characters in the middle ground
19
SAMPLE CH
SAMPLE CHARACTERS
If youre still daunted by the character creation process, or you just want to see some of
the many possibilities available, the following chapter contains ten completely detailed
Sample Characters ready for use, study, and modification.
USING
THE
CHARACTERS
AS-IIS
The characters described in this chapter
are ready for use in your campaign. Players
can pick and choose their favorites in the
stead of generating their own, or the Game
Master can use them as ready-made NPCs.
Besides being varied enough to placate
almost any taste, many are predisposed to
coordinate with each other. Could Fukiko
see Auren as her Guardian Prince? What
will happen when friends-turned-rivals
Raine and Shou must work together? Can
Ais good spirit and uncanny psychic ability
soften the shallow Daisuke?
AS EXAMPLE
Because the characters are so diverse,
they work great as examples for OVAs many
Abilities and Weaknesses. Not only do they
clarify how the rules work, but also give
insight to possible applications of the rules.
If your understanding of a particular
rule isnt clear, try browsing the Sample
Characters.
AS A STARTING POINT
Complete as they may be, theres nothing stopping you from taking these characters and ripping only the parts that interest
you. Steal tidbits of background, lift an
Ability you like, or simply tweak a character
to better suit your needs.
If youre strapped for ideas, the Sample
Characters can be just the spark you need to
get on track. The only limit is your own
imagination!
SAMPLE CHARACTERS
For the sake of simplicity and ease of use, all of the Sample Characters assume a modern or
near-modern day setting. However, many of the characters can be easily applied to other more
exotic settings with limited tinkering. Most also adhere to the Ground Zero rules.
21
RAINE
RAINE
BACKGROUND:
The Warrior of the Mist, the Storm, the Sword Who Can Cut the Wind...Raine has been
known by all these names and more. His skill with his sword, like his beauty, is nearly
unmatched. But for all his positive attributes, Raine's mind is ill at ease...riddled with the
misdeeds of his past.
Raine was once a member of the infamous Clan Cave Fox, a group of skilled assassins
for hire. His legendary ability was well-suited for the task, and he was content to supply it.
That is, until his job hit too close to home. It was a simple job; kill a man who owed the Clan
lots of money. It was an easy job, too. In the dark, the man never saw it coming. To Raine's
ultimate regret, he never saw the man until it was too late. Clutching his wound, the man
clasped onto Raine's clothes. The eyes that looked into his were not that of yet another job
completed...but of his own father.
For the first time Raine truly questioned his life of killing. He realized life was more
than just a thing you could take, that every life meant something to someone. Disgusted with
himself, he wordlessly left the Clan, instead adopting the life of a wandering ronin. But no
one, no one, left the Clan and lived. Cave Fox dispatched another skilled assassin, Raine's old
comrade Shou, to hunt him down.
Now Raine wanders, doing good when he can in hopes of repenting for his life of sin.
He looks for the day when he can finally escape Clan Cave Fox...and the shadows of his past.
SAMPLE CHARACTERS
22
PERSONALITY:
Raine is a quiet person, usually only speaking when something significant must be said,
or in reply to someone else. Even though he is skilled and a solid thinker, Raine's mind tends
to wander. He often loses track of what a person is saying to him, a trait that may cause people to underestimate his intelligence. In his spare time, Raine can usually be found practicing his swordsmanship or quietly thinking, but he also has a passion for origami, the
Japanese art of folding paper. He sometimes uses the paper to focus his thoughts.
NIGHTMARES:
Raine is regularly haunted by nightmares, usually containing his past victims, his father,
and excessive amounts of blood. He rarely sleeps through the night, and his sudden wakenings may startle companions.
SWORD TECHNIQUES:
With his sword Kaze Satsujinsha (Wind Killer), Raine is capable of a variety of special
sword techniques. Electrical Storm requires much preparation and leaves Raine vulnerable,
but once unleashed a storm of electrical energy ravages effectively through large groups of
opponents. Raging Thunder Strike is a quick, devastating sword blow charged with electrical power. Mist Touch is a strange technique where Raine focuses his mental self into an
attack directly to his opponent's mind. Targets will often see a quick flash of a misty, translucent warrior before being overcome with an intense drain of energy and subdual pain.
Airhead
-1
Code of Conduct -2
(Will not fight unarmed or surprised opponents)
Focus
-2 (Power Moves require Kaze Satsujinsha)
Guardian
-2 (Those in Need)
Ineptitude
-3 (Home Economics)
Pacifist
-1
Rival
-2 (Shou)
Secret
-1 (Past as an Assassin)
Sensitivity
-1 (Sexual Misidentification)
Special Weakness -1 (Nightmares)
Wanted
-3 (Clan Cave Fox)
Basic Statistics
Concept: Ambiguously Sexed Sword Master
Age:
22
Gender:
Male
Association: Ex-member of Clan Cave Fox
Height:
5'9"
Weight:
146 lbs.
Hair:
Brown
Eyes:
Brown
Occupation: Wandering Swordsman
Hobbies: Origami
Fav. Food: Miso Soup
Allies:
None
Enemies: Shou, Clan Cave Fox
SAMPLE CHARACTERS
Attributes
Agile
+1
Beautiful
+4
Combat Skill
+4
Defense
+2
Hobby
+2 (Origami)
Power Move
+2
Electrical Storm (Extra Damage, Area Affect x 2, Stun,
Charge , Requirement (Must Be Outside),
Affinity: Lightning; 20 Endurance)
Raging Thunder Slash (Extra Damage x 2, Affinity:
Lightning; 20 Endurance)
Mist Touch (Armor Piercing x 2,
Continued Damage, Will Attack,
Endurance Drain, Decreased Damage x 2,
Affinity: Spirit; 20 Endurance)
Quick
+2
Sixth Sense
+1
Tough
+1
Vitality
+2
Weapon
+3
(Katana Kaze Satsujinsha; Armor Piercing x 2)
23
KARIS
KARIS
BACKGROUND:
Though largely unproven on the planet Earth, life outside of the solar system does
exist...Far more than easily imagined. Galactic trade and diplomacy has existed between
alien races for millennia. Karis is from one of these races on the distant planet of Andaros. As
a child, she enjoyed an easy life as the daughter of Dromar d'Ori, a successful and celebrated
Bounty Hunter in the employ of the Galactic Peace Legion. Money was never short, and
Karis was well spoiled. That is, until Shadowman came.
A criminal of insane proportions, the mysterious Shadowman has defied all means of
identification and capture. Murderer, plunderer, mass destroyer, a sadistic fiend with power
unmatched by even the greatest assets of GPL. Though Dromar had successfully cornered
Shadowman, the resulting battle ended with the bounty hunter's death and Shadowman's
escape.
In the years since, Karis has transformed from an innocent little girl into a hardened
(and somewhat) respected bounty hunter. She is determined to follow in her fathers footsteps and end the reign of terror of Shadowman forever. Partnered with GPL's proprietary
ARrest ASsist UNIt (Or Arasuni), Karis has followed Shadowman to a distant undeveloped
world...
Earth.
SAMPLE CHARACTERS
PERSONALITY:
Karis is quick on her feet and sharp-witted. However, her strong-willed personality
often leads her to act without thinking. The new and strange world of Earth can also confuse
her, and she sticks out like a sore thumb in many otherwise typical situations. Karis can be
prone to anger when annoyed, confused, or taunted about her less than ample bust size, an
anger she sometimes exhibits with more than words.
BOOMERANG:
Karis's boomerang is a diverse weapon. Not only can it strike enemies at a distance, but
in an altered configuration it can release a Liquid Steel cable to entangle opponents.
Although it does not inflict any damage, this cable lives up to its name and is extremely difficult to neutralize. Those with sufficient strength or escape skills may be able to neutralize
it versus a DN of 12, and can also be dissolved with a special solution carried by GPL personnel. When using this altered function, Karis has a -2 penalty. This liquid steel cable can also
be engineered to use the boomerang as a grappling hook. Though not an intended function,
it works quite well. It is also possible for Karis to use her boomerang to strike multiple targets in a single throw. For each addition target, Karis receives a -1 penalty to her attack. The
boomerang is stored in, and automatically returns to, a device on her arm.
ARASUNI:
Arasuni is Karis's assistant supplied by the GPL. In addition to being able search any
databases for information, he has a tendency to grab Earthian analects, sayings, quotes, and
other words of wisdom and apply them to the task at hand. Despite his use of such human
phrases, Arasuni has little, if any, real emotional capabilities.
24
Attributes
Acrobatics
+2
Agile
+1
Barrier
+2
Combat Skill
+2
Cute
+1
Defense
+2
Perceptive
+1
Quick
+2
Servant
+2
Weapon
+3
(Boomerang; Ranged, Special Perk: Steel Cable, Special
Perk: Sweep Attack)
Bizarre Appearance -1
Focus
-1
Impulsive
-1
Obsession
-2
Obsession
-3
Sensitivity
-2
Short Temper
-1
Special Weakness -2
Basic Statistics
Concept: Hotheaded Intergalactic Bounty Hunter
Age:
18
Gender:
Female
Association: Galactic Peace Legion
Height:
5'1"
Weight:
103 lbs.
Hair:
Red
Eyes:
Green
Occupation: Bounty Hunter
Hobbies: Collecting Stuffed Animals
Fav. Food: Zegan Sea Snails (Tastes like Chicken!)
Allies:
Arasuni, GPL
Enemies: Shadowman
(Strange Ears)
(Flash Shield: Barrier)
(Being strong like her Father)
(Kill Shadowman)
(Chest)
(Stranger in a Strange Land)
Armor
Combat Skill
Life Support
Special Ability
Special Ability
Strong
Tough
+2
+2
+4
+2 (Computer Link)
+1 (Thermal Scan)
+4
+3
Bizarre Appearance -2
Emotionless
-2
Guardian
-2
Servitude
-3
Size
-1
Slow
-1
Unnatural Weakness-2
(Robot)
(Karis)
(Karis, GPL)
(Large)
(Electricity)
SAMPLE CHARACTERS
Arasuni
25
MIHO
MIHO
BACKGROUND:
Since man's earliest ventures in technology, people have strived to build a more powerful weapon of war. But they have all fallen prey to the limitations of humans themselves.
Until now. Malicron Corp., a powerful producer of the latest military tech, was determined
to create a better war machine, a machine that was completely self sufficient, a machine built
to be the deadliest weapon of all: A human android. Capable not only of unmatched skill and
power, the android would also be able to adapt to the world around it. The perfect mass-producible warrior.
Though openly ridiculed by the scientific community, Project MIHO (Military
Intelligent Humanoid Operative) was a success. However, Miho exhibited qualities not
intended by her creators, the ability to think for herself. Malicron intended their precious
Miho to be highly adaptable, but factors like a conscience, emotions, and personal thoughts
were not supposed to exist in her programming. One of the primary engineers of the MIHO
project, Dr. Heiji Tomori, realized these special, very human, qualities. Unwilling to allow
something so human be thrust into lifeless military servitude, he arranged for her escape.
Unfortunately, Malicron quickly mobilized their in-house military personnel to reprocure
their prize product. The fate of Dr. Tomori, and the exact circumstances of the events to follow, remain unknown. Malicron failed to apprehend Miho, but she was badly damaged.
Finally, she simply collapsed into a dumpster many miles away.
SAMPLE CHARACTERS
26
By luck (or maybe fate), a young inventor named Braun decided to rummage through
that trash. Though initially shocked and unsure what to do with his find, he hauled her battered remains to his downtown apartment. It took time, but Miho was restored to near prime
condition. Ever since, Miho has dedicated herself to three things: A) Protecting and helping
her young savior, B) Learning more about this strange world around her, and C) Discovering
her origins and the fate of the man who helped her escape. Well, that, avoiding Malicron
Corporation pursuers, and destroying half of Tokyo with her well, but disastrous, intentions.
PERSONALITY:
Despite her vast military knowledge, Miho is an innocent, very kind-hearted spirit. She
desires to learn as much as possible about her world, making reading (at inhuman speeds)
one of her favorite pastimes. She also loves to cook, though her success is erratic at best. She
also tries to help wherever she can, though her inherently destructive build is often more of
a hindrance than an aid. Above all, Miho is hopelessly naive and trustful, and even if it might
lead to her detriment, it is a part of her genuine good nature.
ROBOT CHARACTERISTICS:
Although Miho does not need to eat, breathe, or drink, she still requires something to
continue operations. She is designed to get her energy from the sun, either in one hour sunbaths where her systems shut down, or gathered gradually over the course of the day. If
deprived of sunlight for more than 48 hours, Miho's systems switch to an alternate, but much
less effective power supply, resulting in a substantial penalty to actions. Her excessive density often poses a problem as well, straining weak floors, inhibiting attempts to swim, and
making her very difficult to carry. Miho has a variety of lines, markings, ports, and other telltale signs of her robot origins.
Attributes
Basic Statistics
Agile
+3
Armor
+2
Combat Skill
+2
Defense
+2
Heightened Sense +3 (Sight)
Human Arsenal +3 (Military Weaponry)
Machine Guns (Rapid Strikes, Ranged)
Missile Launcher (Area of Effect, Extra Knockback,
Ranged, Inaccurate x 2)
Sniper Rifle (Accurate x 2, Armor Piercing x 2,
Ranged, Activation: Aiming)
Life Support
+4
Martial Arts
+1
Quick
+1
Special Ability
+2 (Computer Link)
Strong
+3
Super Speed
+2
Transformation
+2 (Self-Preservation Mode)
Combat Skill
+2
Defense
+2
Endurance Reserve +2
Power Move
+3
Miho Explosion (Area Effect x 3, Extra Knockback,
Extra Damage, Slow; 40 Endurance)
Bizarre Appearance -1
Dependency
-3
Guardian
-2
Ineptitude
-2
Naive
-1
Obsession
-2
Special Weakness -1
Special Weakness -2
Unnatural Weakness-3
Trigger
-3
Wanted
-3
(Robot Features)
(Sun)
(Braun)
(Cooking)
(Learning About the World)
(Excessive Density)
(Ignorant of Non-Military Life)
(Electricity)
(Transformation Activated if Critical)
(Malicron Corporation)
SELF-P
PRESERVATION PROGRAM:
If Miho is reduced to a combined total of 10
from either Health or Endurance, a special selfpreservation program activates. Miho's consciousness shuts down, instead focusing on
eliminating the source of her danger, as well as
anything that gets in the way, friend or foe.
When the threat has been nullified, Miho returns
to her normal self with no memory of any incidents during the self-preservation program.
SAMPLE CHARACTERS
27
BRAUN
BRAUN
BACKGROUND:
There's one in every school. The incredibly smart, socially inept, and most teased kid in
the student body. Now on his own, Braun has changed very little from his school days. Still
incredibly brilliant and driven by a fascination with technology, Braun opted out of a formal
higher education to better pursue his passion for inventing. He lives alone in a downtown
apartment, a maze of reference, parts, and inventions in various stages of completion.
Though income was sporadic, he made enough money to feed his mouth and his habits. But
Braun craved for something more...to create a truly astounding innovation, something that
would be heralded for generations to come.
But he never expected to find it in a dumpster.
Scrounging trash for parts, as he was prone to do, Braun was shocked to find a battered,
but definitely humanoid, shape. Thinking he had found an injured, or even dead, woman,
Braun was paralyzed with uncertainty. But upon closer inspection, the person's wounds
revealed mechanical origins. But was this really possible? With much time, effort, and muscle strain, Braun managed to return to his apartment with the strange girl. Using his mechanical know-how, he restored the robot to near perfect working order. Immediately, the odd
android felt an incredible debt of gratitude to him, swearing to remain by his side.
Ever since, he has had a dedicated and spirited companion, but Brauns reclusive nature
had not prepared him for life with a female, even one of a mechanical nature. He also knew
that Miho was running away from something, and he worried that something might want
Miho back. His life would never be the same; he was sure of it...but maybe that wasnt such
a bad thing after all.
SAMPLE CHARACTERS
28
PERSONALITY:
Braun is a mostly introverted individual, content to keep to himself. Despite his antisocial tendencies, he is genuinely good natured. Braun is naturally honest and a hopelessly
bad liar, so it is difficult for him to hide his feelings and intentions. His unpopular childhood
and his equally socially uneventful adulthood has left him ill-at-ease around women, as well
as easy to bully. He is often embarrassed around Miho, but tries to curb his anxieties as best
as he can. Despite his well-meaning attitude, Braun is a tad forgetful and can overlook things
he should (or at least promised to) be doing.
INVENTIONS:
Although Braun is constantly scrapping and rebuilding his mish-mash of inventions,
there are a few he keeps handy. He has a specially outfitted laptop computer with the processing power of a much larger unit, as well as built in hacking aids that provide a +3 bonus
for such endeavors. Unless you count his haphazard kitchen appliances (that have a habit of
not working as intended) and simple-tasked small robots, his only other kept invention is a
pair of large glasses that fit over his own. This curious device is capable of numerous extrasensory purposes, like heat vision, x-ray vision, and zoom. Detecting nerve impulses from
the side of his head, Braun mustn't take any action to activate these functions. He is usually
able to find these and other inventions on his person via his Hammerspace Ability.
Attributes
Hammerspace
Hobby
Invention
Pilot
Smart
Special Ability
Weapon
+2
+4 (Computers)
+3
+1
+3
+1 (Contact with Black Market)
+2 (Handgun; Ranged)
Absent Minded
Clumsy
Compulsion
Nosebleeder
Shy
Weak
Weak-willed
-1
-2
-2 (Honesty)
-1
-1
-1
-1
Basic Statistics
Concept: Hopelessly Honest Inventor
Age:
19
Gender:
Male
Association: None
Height:
5'8"
Weight:
126 lbs.
Hair:
Brown
Eyes:
Blue
Occupation: Eclectic Inventor
Hobbies: Video Games
Fav. Food: Any Salty/Crunchy Snack Food
Allies:
Miho
Enemies: Malicron Corporation
SAMPLE CHARACTERS
CONNECTIONS:
As honest as he is, Braun has dabbled in the
black market for rare parts not available to the
average consumer. Though he has very little
weight, with enough money, he can gain access
to many illegal items. As proof, he has a small
caliber handgun, an item not available to
Japanese citizens. Unfortunately, he has little to
no skill using it.
29
AI
AI
BACKGROUND:
Reflective men and women throughout history have sometimes wished to begin
anew...to be able to wash the canvas clean and start fresh. But rarely do they consider what
a blessing it is to remember things, to know who you are, flaws and all. Ai awoke cold and
alone in a dark alley without any recollection of herself. Not knowing where she was, who
she was, or even how she got into this place, Ai was completely lost. With little other option,
she roamed the streets of Tokyo, making a living by stealing what she could.
But that was just the beginning of her troubles.
Ai began to realize she felt things from people. Vague feelings and emotions seemed
to bombard her in the busy Tokyo streets. Sometimes there was more. She would look at a
man and know he was having marital troubles at home, see a boy and know he was skipping
school to catch a concert in town with friends. The more she focused, the more she got from
these strangers.
Even more frightening, she realized that sometimes her own thoughts became theirs,
that she could in fact alter their perception. Even more, she could alter the world about her
with her mind, move things from afar, perhaps even break things.
But even these strange powers were not the root of her anxiety. It turned out that she
was being doggedly pursued by strange horrifying men. Men in black suits. They weren't
normal. When they were around, all she could feel was void from them. So far she has eluded them, but what if it was only a matter of time before they got her? What did they want
from her?
SAMPLE CHARACTERS
30
+2
+3
+3
+3
+4
+3
Amnesia
Fear
Frail
Shy
Wanted
Weak
-2
-2 (Men in Black Suits)
-1
-3
-3 (Men in Black)
-1
Basic Statistics
Concept: Amnesiatic ESPer
Age:
17
Gender:
Female
Association: None
Height:
5'4"
Weight:
109 lbs.
Hair:
Dark Brown
Eyes:
Lavender
Occupation: Unknown
Hobbies: Reading
Fav. Food: Noodles
Allies:
None
Enemies: Men in Black
SAMPLE CHARACTERS
Attributes
Art of Invisibility
Barrier
Incorporeal Form
Psychic
Sixth Sense
Telekinesis
31
FUKIKO
FUKIKO
BACKGROUND:
All little children dream of being like their most cherished heroes. Fukiko was no different. Every day, (except when there was schoolwork or chores to be done) she would throw
herself into the fantastic imaginary worlds of her shoujo manga. Fighting Evil! Making
Friends! And maybe catching the attention of a handsome male comrade...But that's all they
were: imaginary two-dimensional illustrations trapped forever in the pages of her comicbooks.
But sometimes, dreams come true. One night while looking out her window, as she was
prone to do to see the stars, Fukiko was shocked to encounter a strange cat. Not just a cat,
but a white cat with feathery wings. Though, finding a creature like this on her window sill
was more than a little unusual, Fukiko's curiosity overcame her apprehension. She opened
her window. The feline's curious avian nature was only the beginning of a slew of strange
surprises. The cat spoke to her, revealing himself to be Azyrus. As if this wasn't enough,
Azyrus continued to explain that her mother, who died when she was too young to remember well, was a magical crime fighter. The stories were so remarkably similar to her comic
books that Fukiko could hardly believe her ears. Despite being overwhelmed, she listened
attentively to Azyrus as he continued his explanations. Her locket, a keepsake from her
mother, was also the key to her mother's power. Though Azyrus, as well as Fukiko's mother, had hoped this power would never be need again, that would not be the case. And so the
young hero Lovely Savior Myu Myu was born. But the story had just begun...
SAMPLE CHARACTERS
32
PERSONALITY:
Fukiko is a rather typical girl of her age. She is strong-willed and naive, expecting the
world to play by her definition of the rules. This blind faith is also her strength, giving her
the ability to see the good in bad and to persevere against all odds. Even so, her childish
nature can lead to a bit of whining from time to time.
LOVELY SAVIOR MYU MYU:
When Fukiko grabs her locket and shouts Lovely Savior Transformation, she is able
to become her super-hero crime fighting form. Her locket transforms into a collar with a bell,
and the rest of her attire also changes into her Myu Myu uniform. Of course, even villains
will wait through the lengthy and flashy transformation sequence to continue any battle.
Must be the catchy music and pretty lights. She can also use this power to simply change her
appearance. She cannot use this Shape Change Ability and the Transformation power simultaneously.
AZYRUS:
Azyrus acts as Fukikos guide and advisor. He can often be exasperated by Fukikos
childlike naivety, but his heart is in the right placeeven when his mouth isnt. Despite his
knowledge and good sense, he has few abilities of his own.
Attributes: Flight +3, Quick +1, Smart +2, Frail -2, Short Temper -1, and Size: (Small) -1.
Attributes
Animal Companion+2 (Azyrus)
Hobby
+2 (Shoujo Manga)
Quick
+2
Shape Change
+2
Transformation
+4 (Lovely Savior Myu Myu)
Barrier
+3
Combat Skill
+2
Heal
+2
Power Move
+2
Neko Neko Gatling (Extra Damage x 2,
Rapid Strikes, Inaccurate x 2; 20 Endurance)
Neko Neko Wave (Extra Damage; 15 Endurance)
Neko Neko Yarn Entangle (Entangle,
Decreased Damage x 2; 10 Endurance)
Basic Statistics
Concept: Magical Meow Meow Girl
Age:
12
Gender:
Female
Association: None
Height:
4'5"
Weight:
78 lbs.
Hair:
Blonde
Eyes:
Blue
Occupation: Elementary School Student
Hobbies: Shoujo Manga
Fav. Food: Chocolate Bars
Allies:
Azyrus
Enemies: Sinister Folk and their Minions
SAMPLE CHARACTERS
Focus
Ageism
Crybaby
Easily Distracted
Frail
Naive
33
AUREN
AUREN
BACKGROUND:
In an ancient time, when marvelous magics and malicious monsters ruled the earth, the
power of sorcerers reigned supreme. And among them were the elite, the greatly respected
Order of the Fallen Star. This small, reclusive order of wizards ruled the lands as a council,
and managed the affairs of the world from afar in their secluded secret chambers. Auren was
the youngest of the Order, but his skill as a sorcerer was among the greatest.
But something was wrong. Tierus, the Great Seer of the Order, felt a dark portent coming from another time. It was a deep felt omen of impending doom...a danger for the very
existence of Earth!
It was unclear what this vision meant, but Auren was not willing to take any chances.
He offered to use his magical powers to scout out the future himself. Time Magic was an esoteric school, one largely forbidden and never talked about. But the words of Tierus hung
heavy, and the Order could find little recourse. They could not simply sit idly by with knowledge of such danger. Permission was granted, breaking an unwritten rule that had lasted
centuries. Auren was travelling into unfamiliar territory, with little knowledge of the craft
and no knowledge of the place he was going. But he would do it. After heartfelt farewells,
Auren cast the appropriate incantations and was thrown into a magical vortex through time...
Into Twenty-First Century Japan.
SAMPLE CHARACTERS
34
Besides the completely new and bewildering world around him, Auren also had another small problem. His travel through time seemed to adversely affect his age. His body now
had now the appearance of a teenager. He also had another problem. No matter how hard
he tried, the incantations to return him to his proper epoch failed. Stuck in a strange land
with little direction, Auren had no choice but to pursue the unknown evil this time held...and
defeat it himself, if necessary.
...that and explore the mysterious world of zit medication.
PERSONALITY:
Auren is a very serious, almost drab sort of character. Known for his stubbornness and
strong will, he can be difficult to deal with in any conflict of opinions. He is both perplexed
and constantly frustrated by his lack of authority in the world as a teenager. Despite this, he
often acts as if in the position to order others around. His old fashioned background contributes to a obligation to protect women, much to his chagrin. Auren also has a curious distaste for animals, no matter how cute and cuddly.
ORION:
Auren's specially crafted blade is ornate and beautiful, but also deadly. It is able to cut
many materials that would break any normal weapon. In fact, Orion is unbreakable.
Ageism
-1
Arrogant
-1
Bizarre Appearance -1
Code of Conduct -1
Easily Distracted -2
Hatred
-1
Ineptitude
-3
Special Weakness -1
Special Weakness -2
Stubborn
-2
Strange Personal
Habit
-1
(Antiquated Language)
Basic Statistics
Concept: Time-Skipping Teen Sorcerer
Age:
43 (Appears 16)
Gender:
Male
Association: Order of the Fallen Star
Height:
5'6"
Weight:
135 lbs.
Hair:
Grey-Blue
Eyes:
Grey
Occupation: Sorcerer
Hobbies: Meditating
Fav. Food: Mutton
Allies:
None
Enemies: None
SAMPLE CHARACTERS
Attributes
Armor
+1 (Medieval Armor)
Combat Skill
+2
Defense
+2
Hobby
+4 (Magic Knowledge)
Magic, Arcane
+3
Stone Skin (Armor +2; 5 Endurance)
Mana Shield (Barrier +2; 10+ Endurance)
Wings of Dezantis (Flight +3; 10 Endurance)
Feeblemind (Intimidate +3; 10 Endurance)
Breath
(Life Support +2; 5 Endurance)
Atlas Arm (Strong +4; 20 Endurance)
Hasten
(Quick +3; 10 Endurance)
Power Move
+3
Fire Ball (Continued Damage, Ranged, Redirectable,
Decreased Damage, Affinity: Fire; 25 Endurance)
Ice Spire Array (Area Effect, Armor Piercing, Ranged,
Rapid Strikes, No Knockback; 35 Endurance)
Thunder Godspell (Accurate x 2, Ranged, Stun, Slow;
30 Endurance)
Smart
+2
Vitality
+2
Weapon
+3
(Sword Orion; Armor Piercing x 2, Special Perk:
Unbreakable)
35
DAISUKE
DAISUKE
BACKGROUND:
Possibly never has a man so shallow and spoiled as Daisuke ever existed. Already from
a well-to-do family, his rise into superstardom only increased his spoiled rich-boy attitude to
the world. More so than his fondness for things expensive, Daisuke is a hopeless pervert
whose mind is usually on girls and nothing but. And as one of the most popular male idol
singers, fangirls are far from being in shortage.
His ideal, girl chasing existence was soon to be turned around. At one of his concerts,
an elderly lady requested his autograph. Daisuke not only ignored the request, but told the
lady off with a variety of insults. He had sexier girls to attend to, after all! Displeased at
Daisuke's shallowness, the old woman started chanting a curse: May no woman touch you
until you discover the true meaning of love and compassion! Of course, Daisuke didn't pay
any attention to the mad ravings of the woman at the time. It wasn't until a crowd of fangirls
tackled him that he realized his mistake.
The curse was no mere babble of a mad woman. Any time a woman touched him in a
remotely amorous way, he would turn...
Into a black bunny rabbit.
Thusly, the easy, shallow, girl-filled life of Daisuke took a most unfortunate turn...leaving him with little choice but to seek out the old woman and get rid of this awful curse!
SAMPLE CHARACTERS
36
PERSONALITY:
Daisuke has three major problems: He's lecherous, he's rudely eccentric, and too popular to care about either. Besides being a helpless woman-chaser, Daisuke is known for his
oddball food demands and spoiled rich-boy attitude when he can't get them.
BLACK BUNNY!:
As previously mentioned, when touched by the opposite sex in a remotely amorous
way, Daisuke turns into a black bunny rabbit. This form reverts when he escapes sight from
the afflicting women. Unfortunately, his clothes are left behind.
MOTORCYCLES:
Among other luxuries, Daisuke has used his fame and wealth to fund an interest in
motorcycles. He shies away from the typical limousine rides in favor of his top-of-the-line
green and black Kawasaki Ninja sportbike. With its devilish speed and maneuverability, it
has recently become useful for quick get-aways from adoring female mobs.
Attributes
Accidental
Transformation
Boorish
Girl Magnet
Lecherous
Overconfident
Strange Personal
Habit
Weak-Willed
+2
+2
+1
+2
+2 (Motorcycles)
+3 (Guitar)
+3 (Music)
+4 (Singing)
+1 (Brawling)
+2 (Fame)
+2
Basic Statistics
Concept: Cursed, Lecherous Idol Singer
Age:
18
Gender:
Male
Association: Soh-nii Records
Height:
5'8"
Weight:
146 lbs.
Hair:
Black
Eyes:
Red
Occupation: Singer
Hobbies: Chasing Girls
Fav. Food: Strawberries and Cheddar Sauce
Allies:
He, Himself, and Him
Enemies: One Mean Ol Bag
-3 (Black Bunny)
-1
-3
-2
-1
-1 (Odd Food Combos)
-1
SAMPLE CHARACTERS
Agile
Beautiful
Combat Skill
Filthy Rich
Hobby
Hobby
Hobby
Hobby
Martial Arts
Special Ability
Vitality
37
NATSUKI
NATSUKI
BACKGROUND:
Natsuki was once a simple woman. Hardworking and determined, she entered the
often man-dominated business world of Japan. The success she found there was welcomed...Natsuki was on top of the world. That is, until one of her superiors made a pass at
her. It soon became clear that Natsuki was considered a trophy piece and not a valued
employee. The situation only got worse, resulting in years of abuse. But she'd be damned if
she would give up now.
Although her commitment to appeasing her superiors got her to the top, her mind suffered permanently as result. Her life became dedicated to being better than all men, no matter who they were. After gaining control of the corporation through various quick deals, the
entire male personnel was eradicated. Armed with a new all female staff, Natsukis sharp
business skills turned Malicron Corporation into one of the hottest properties in the Japanese
business scene. And she liked it that way.
In addition to being mentally and moneterarily superior, Natsuki has spent time honing
her body as well. She is a dangerous fighter in her own right, ready to defend her position
mentally and physically.
PERSONALITY:
Natsuki is a demanding woman with an air of intense intimidation about her. Both
charismatic and frightening in her speech, Natsuki seemed born to command. She has no
interest in dealing with men, and treats them with little civility, if any at all.
SAMPLE CHARACTERS
38
MALICRON CORPORATION:
Natsuki is the head of Malicron, a successful organization dedicated to new technology,
especially in the military sector. In addition to having possible access to a variety of military
vehicles, Natsuki also has the ability to summon trained flunkies to her side. These
flunkies have Weapon: Gun (Ranged, Inaccurate) +1. Recently, Malicron has also delved into
the experimental field of sentient android robotics...
MALICRON GARDENS:
On top of the flagship building of the Malicron Corporate Empire, Natsuki keeps a
secret flower garden that covers the entire rooftop. A beautiful place indeed, it serves as her
sanctuary from the working world. Very few people know of the garden's existence, a situation unlikely to ever change.
Attributes
Acrobatics
Beautiful
Combat Skill
Defense
Filthy Rich
Flunkies
Hobby
Hobby
Intimidation
Martial Arts
Position of Power
Quick
+2
+2
+2
+2
+5
+2
+4 (Business Management)
+2 (Flowers)
+1
+2
+3 (President of Malicron)
+1
Arrogant
Bad Reputation
Fear
Compulsion
Hatred
Obsession
Overconfident
Short Temper
Soft Spot
Stubborn
Strange Personal
Habit
-2
-2 (Ruthless Manhater)
-2 (Being Held Against Will)
-2 (Exercising Power)
-2 (Men)
-2 (Being Better Than Men at Everything)
-2
-2
-2 (Flowers)
-1
Basic Statistics
Concept: Manipulative Manhating Millionaire
Age:
27
Gender:
Female
Association:Malicron Corporation
Height:
5'10"
Weight:
122 lbs.
Hair:
Blonde
Eyes:
Grey-Blue
Occupation: CEO
Hobbies: Working, Flowers
Fav. Food: Filet Au Poivre
Allies:
None
Enemies: Men
SAMPLE CHARACTERS
-1 (Obnoxious Laugh)
39
SHOU
SHOU
BACKGROUND:
Shou was orphaned at a young age by unknown circumstances. Soon after, he was
adopted by Clan Cave Fox, an assassin organization that proceeded to train him in the ways
of their kind. Despite, or maybe because of, his rigorous training, Shou never learned how
to grow up. His incredible skill made him able to get what he wanted, and the freelance
nature of the group left him to do as he pleased.
Deviously playful, Shou is well known for inventing games to play with his targets. The
fairness of the rules vary with his moods. Sometimes the odds would be in his favor, others
his opponent's favor, and sometimes roughly equal. It didn't really matter to him, as long as
it was fun. After all, he never lost.
Shou spent most of his later years as a companion to Raine, a serious, but still fun,
friend. Raine was a fighter worthy of being a truly challenging opponent, no equalizers
needed. They'd often talk together for hours, hidden away in the high places of the world.
But when Raine left Clan Cave Fox, Shou was not very happy about it. Neither, it seemed,
was Clan Cave Fox. They wanted him found. Shou was more than glad to oblige.
This may be the best game of them all.
SAMPLE CHARACTERS
40
PERSONALITY:
Shou is in ways a truly frightening individual. Despite his life as an assassin, he is passionate and lively. Without any true father figure or role model, he acts much as he acted as
child. His youthful nature makes a startling contrast to his occupation, and often makes him
even more imposing. Shou also loves to eat, and can be easily swayed with food.
Temporarily anyway.
DARK WORLD:
For a short time before his death several years ago, Shou was often found in the company of a strange elder member of Clan Cave Fox. From him he learned to contact the demon
world. Shou is capable of summoning spirits to aid him in battle, but he is more likely to use
them to instill fear or distract than to actually combat his opponents. Despite being a chronic risk taker, Shou is not stupid. He rarely attempts to summon truly powerful creatures. To
do so with his limited training would be asking for trouble. However, the ability to connect
to this world comes at a price...Shou's soul is permanently imbued with darkness, and is susceptible to damage of holy and good nature.
Attributes
Acrobatics
+3
Art of Invisibility +3
Combat Skill
+3
Defense
+2
Martial Arts
+2
Occult Knowledge +2
Perceptive
+2
Quick
+3
Weapon
+2 (Tonfas)
(Assassin)
(Raine)
(Clan Cave Fox)
(Food)
(Playfulness)
(Holy)
SAMPLE CHARACTERS
Bad Reputation -2
Boorish
-1
Easily Distracted -1
Hatred
-2
Impulsive
-2
Overconfident
-2
Rival
-2
Servitude
-1
Soft Spot
-2
Strange Personal
Habit
-2
Unnatural Weakness-2
Basic Statistics
Concept: Scarily Playful Ninja Hitman
Age:
22
Gender:
Male
Association:Clan Cave Fox
Height:
6'1"
Weight:
159 lbs.
Hair:
White
Eyes:
Indigo
Occupation: Assassin
Hobbies: Eating
Fav. Food: Bento Boxes
Allies:
Clan Cave Fox
Enemies: Numerous
41
It has been said that a person is defined by what he or she does. If this is true, it might
help to know what you can (and cant) do. What follows is a list of the many attributes, both
good and bad, that you can assign your character. Under Abilities, youll find skills, talents,
areas of physical prowess, and even supernatural powers. Under Weaknesses, youll find
disabilities, undesirable mental characteristics, and responsibilities, among other things that
can foul up your day.
But keep in mind that Weaknesses are not horrible things you never want to assign your
character. These Weaknesses may make things more difficult (They are called weaknesses for
a reason), but they will make your character much more interestingand real.
Even a Superman needs his Kryptonite.
ABILITIES
Acrobatics - You are well practiced in a variety of physical maneuvers. You can add
your Acrobatics bonus to gymnastic feats,
balancing, and attempts to tumble to avoid
falling damage. It may also be added to
Defense rolls in difficult or cluttered terrain.
Agile - You are naturally adept at moving
skillfully. You can add your Agile bonus to
attack rolls, gymnastics, dancing, sleight of
hand, or other activities that test your coordination and manual dexterity.
Animal Companion - You have a loyal animal friend. When creating the animal, you
may give it as many Abilities or Weaknesses
as you want, as long as its positive total does
not exceed your Animal Companion Level.
Such companions often have the ability to
Armor Level
Damage Reduction
10
20
A
WEAKNESSES
WEAKNESSES
AND
AND
ABILITIES
ABILITIES
ABILITIES
43
ABILITIES
AND
WEAKNESSES
44
Endurance Reserve cannot be used for damage taken in combat. If the characters normal Health and Endurance is reduced to
zero, he or she still falls unconscious, regardless of the amount of Endurance remaining
in Endurance Reserve.
Endurance
20
40
60
100
200
WEAKNESSES
Endurance Reserve
AND
ABILITIES
45
Trying to...
DN
10
12
15
ABILITIES
AND
WEAKNESSES
46
Flunkies Level
# of Flunkies
12
20
DN
10
12
15
Incorporeal Level
Endurance
30
20
10
WEAKNESSES
AND
Human Arsenal - You are a walking warehouse. Your enthusiasm for a certain kind of
item (usually kinds of weapons or vehicles)
is so great that you own nearly every specimen of it. With the Human Arsenal Ability,
you must pick another appropriate Ability
as its focus (such as Weapon: Gun or
Vehicle: Military Ground). You may now
alter its attributes at will (essentially, draw
another gun; get another vehicle from the
hangar). You may not retrieve an item of an
Ability Level greater than your Human
Arsenal Ability or the focused Ability, nor
can you retrieve an item that is substantially
different from the focus of your Human
Arsenal Ability. (You could not retrieve a
sword if your focus is gun-like
weaponsunless, of course, it is a bayonet)
ABILITIES
47
DN
10
12
15
ABILITIES
AND
WEAKNESSES
48
Invisibility Level
Endurance
30
20
10
Level
of Caster
Level of Ability
1
2
3
4
5
10
20
40
80
120
10
20
40
80
10
20
40
10
20
10
You must also make a Casting roll to successfully cast the spell. This is against a difficulty equal to 2 + double the Level of the
spell. Abilities like Arcane Magic, Hobby
(Magic Knowledge), and Smart will act as a
bonus for this roll. If failed, the spell does
not work, or does not work as intended.
Endurance is lost regardless (although only
for casting. Any Endurance required by the
mimicked Ability are not spent). Casting
spells also requires you to both speak and
perform elaborate gestures, so if you cannot
WEAKNESSES
AND
ABILITIES
49
ABILITIES
AND
WEAKNESSES
50
Power Level
Damage Total
10
15
AND
ABILITIES
WEAKNESSES
51
ABILITIES
AND
WEAKNESSES
52
Usefulness
Modifier
+1
Read Memories;
Force Continued Action/Emotion
-1
-2
DN
A Small Appliance
A Cumbersome Crate
Another Person
Refrigerator
A 4-Door Sedan
10
12
An Eighteen-Wheeler, Bus
15
WEAKNESSES
Trying to Lift...
AND
these Difficulty Numbers are based on actually lifting and carrying the object around. If
the intention is to just lift the object a few
inches off the ground for a short period of
time, the difficulty might be a little lower.
ABILITIES
53
ABILITIES
AND
WEAKNESSES
54
Trying to Teleport..
DN
Within Sight
Out of Sight
10
12
15
Time-F
Freeze Level
Endurance
30
20
10
10
20
40
80
160
WEAKNESSES
Health Bonus
AND
Toughness
ABILITIES
55
ABILITIES
AND
WEAKNESSES
56
Vitality Level
Endurance Bonus
10
20
40
80
160
Weapon - When words arent enough, sometimes it pays to carry a big stick. Or a big
sword, a big gun, or anything else that really, really smarts. For each Level in Weapon,
you may add 1 to your Damage Total when
attacking with this weapon. This only
applies to one weapon, and you must buy
the Ability again for multiple weapons. You
may also apply Perks and Flaws to your
weapon, as detailed in the Perks and Flaws
section. You may only spend as much
Endurance for Perks and Flaws as 5 times
your Level in your Weapon. You may not
use Perks to increase the damage of your
weapon. Regardless of what Perks or Flaws
you apply, you will never spend Endurance
to use this Ability
Willpower - You have a will of iron. You can
add your Willpower bonus to resisting mind
control, ESP, fear, or anything that tests your
conviction and mental stamina.
WEAKNESSES
WEAKNESSES
AND
age. At Level 1, you appear to be around 1216 years old or over 50. You are not completely ignored, but you are often forgotten
or unwanted. At Level 2, you look 7-11 years
of age or elderly. No one takes you seriously, and you find it hard to gain respect from
anyone. At Level 3, you appear to be under
7 years old or ancient. You are completely
unrespected, and the thought of having you
around is immediately thought of as
babysitting even if youre the old variety.
ABILITIES
57
ABILITIES
AND
WEAKNESSES
58
WEAKNESSES
AND
Bizarre Appearance - You have an appearance that is completely different from those
around you. At Level 1, you have a few
noticeable distinguishing features that,
though odd, do not cause alarm or hatred in
most people. You may be able to hide these
features as well. At Level 2, you have many
traits that single you out. You may not be
hideous, but your appearance could cause
alarm or distrust in those around you. You
could never blend in as a normal human
being. At Level 3, you are a monster.
Children get scared and run from you, and
others are greatly alarmed and try to avoid
your company.
ABILITIES
59
ABILITIES
AND
WEAKNESSES
60
Damage Magnet - Is it in any way dangerous and could cause bodily harm? If so, you
have found what you come in contact with
on a daily basis. Through some incredible
bad karma (or just bad luck), you have an
amazing tendency to be in the wrong place
at the wrong time and get hurt because of it.
If in a crowd of a million people, one person
was stuck by lightning, that person, my
friend, would be you. The Level in this
Weakness determines the seriousness. At
Level 1, you may be seen as accident-prone
or something similar, and though you get
hurt occasionally, its never too serious.
While at Level 2, you get hurt often enough
that it is exceptional, and you are often used
as a guinea pig, trap tester, human shield, or
other potentially dangerous occupation. At
Level 3, you are constantly getting injured,
participate unwillingly in the previous occu-
other useless state. If you can actually manage to perform any actions, you receive a -3
Penalty.
Focus - One or more of your Abilities require
a special item to use. The Ability may need
the item as a focusing point of sorts, or the
item itself may actually generate the power.
If the item is taken away from you or lost,
you can no longer use the Ability. At Level
1, you lose a single Ability without your
focus. At Level 2, you may lose multiple
Abilities, or lose one or two of your core
strengths. With Level 3, nearly all of your
Abilities are lost, or you lose powers and
skills that are vital to your existence.
AND
ABILITIES
Fussy - You are very particular about everything. You are neat and tidy, and are quite
perturbed when things are out of place or
something is amiss. As a result of your need
for order, you worry about anything you
can. At Level 1, you are very concerned for
your own tidiness of yourself and your
belongings, but can forgive the sloppiness of
those you know. Though you may worry
quite a bit, it does not dominate your actions.
At Level 2, you want everything around you
to be well-kept and organized. If unable to
convince others to do such, you will often
take it upon yourself to remedy the situation. You are also constantly worried about
something, and will take every precaution
against these worries. At Level 3, you are
obsessive. Everything has its place, and it
must be in it. If anything is out of order or
wrong, you are drawn to remedy it immediately, without any thought of repercussions
for your timing. Your obsession causes you
to worry about everything all the time. Your
life is dominated by trying to fix these problems while inventing more.
WEAKNESSES
61
ABILITIES
AND
WEAKNESSES
62
WEAKNESSES
AND
ABILITIES
63
ABILITIES
AND
WEAKNESSES
64
WEAKNESSES
AND
actions. Members of this group may be hostile towards you, and you cannot participate
with the group. At Level 1, you are discriminated against by a small group, such as a
minor club or clique of friends in high
School. At Level 2, you are an outsider to a
large group or organization, such as a major
faction, company, or organization. At Level
3, your presence is largely questioned by
almost everyone around you. A huge group
or organization, such as the entirety of a district or small city, thinks of you as an outcast.
ABILITIES
65
ABILITIES
AND
WEAKNESSES
66
bly attempt to cause serious harm to this person at every available opportunity too.
Servitude - You are in the service of a person
or organization. You are required to perform tasks for and take orders from this person or group. It might be because of your
occupation, your lifestyle, or may even be
self-imposed. At Level 1, your servitude is
mostly voluntary, and although you feel
obligated to perform your duties, you can
weasel out of them when need be. At Level
2, you are devoted to your service and do
your work generally as best as you can. You
may sacrifice your duties if something very
important to you comes up, but you may
have to face repercussions for falling out of
line or feel strong pangs of guilt. At Level
3, your servitude is your life, and little, if
anything, comes between you and your
duties. You comply with your tasks and
orders without question, and not doing so
could result in terrible consequences, or you
may never forgive yourself for your disobedience.
Short Temper - If you were dynamite, you
would have a frighteningly short fuse. It
doesnt take much at all to get you angry,
and you may lash out even when nothing
negative was really said or done to you. At
Level 1, you tend to be irritable and easily
annoyed. You may grumble and yell at others, but you rarely get downright angry
unless youre justifiably ticked off. At Level
2, you are prone to anger, and it doesnt take
much provocation to set you off on a yelling
tangent. You may even resort to violence, if
anyone is dumb enough to keep antagonizing you. At Level 3, you are angered by the
slightest discretion against you, even if they
were accidents. You may even view things
that arent negative to you at all as if they
were, and react accordingly with loud
tantrums and brutal attacks.
Shy - You are uncomfortable dealing with
other people. You are slow to make friends,
and generally make few of them. You are
WEAKNESSES
AND
ABILITIES
67
ABILITIES
AND
WEAKNESSES
68
Weak - You have the muscle tone of a cabbage leaf. You find it hard to lift heavy
objects, create significant pressure, or do
anything that involves feats of strength.
Weak also subtracts from the damage you
can do bare-handed, with melee weapons,
and Martial Arts. If this reduces your
Damage Total below 1, you will use a fraction. If your Damage Total is 0, you do one
point of damage for every two points you hit
by. At -1, one for every three, -2, one for
every four, and so on.
Weak-Willed - You find it hard to resist
temptation or withstand pain. You are easily influenced and commanded, as well as
unreliable under fire. Whenever the fortitude of your will is at stake, subtract your
Weak-Willed penalty.
WEAKNESSES
AND
ABILITIES
Stubborn - Youre not an unreasonable person. At least, not until anyone disagrees
with you in the slightest fashion. You hold
steadfast to your ideals and take offense to
anyone trying to convince you that these
ideals, or your course of action based on
them, is wrong. At Level 1, you are not
beyond the realm of reason. If someone can
provide a sufficient argument, you may be
willing to back down. With Level 2, you are
very stubborn, and will keep to your mindset unless provided with an incredibly blunt
and forceful reason to change your mind.
However, at Level 3, almost nothing will
change your mind. If you believe something, you will likely believe it to the day
you die, even if your stubbornness will cause
harm to yourself and others.
69
POWER PERKS
AND
FLAWS
There are several Abilities that can be individualized through Perks and Flaws. Simply
assign those that fit your mental image of the power. Remember to add or subtract the number in parenthesis to the Endurance cost. Many Perks and Flaws may be purchased multiple
times to increase their effect.
PERK (ENDURANCE)
Accurate (+5) - Your attack can hit opponents
with more ease than normal. This can be
represented by a homing function or just
higher accuracy when attacking. This Perk
can be taken multiple times; for each time it
is taken, add one die to your attack roll.
Area Effect (+10) - Your Ability can affect
multiple targets by spreading itself over a
wide area. This can be represented as a cone
blast, a circular explosion, or simply a multi-
ABILITIES
AND
WEAKNESSES
70
WEAKNESSES
AND
ABILITIES
71
Stun (+10) - Your attack can temporarily paralyze opponents through some means, such
as shock. If the character receives knockback
through this attack, he is stunned instead. In
addition to losing his or her next action, the
opponent cannot make any defense rolls
until he or she can act again. Stun is affected
by the Extra Knockback perk.
FLAW (ENDURANCE)
Activation (-10) - Your Ability requires an
action to activate it before each use. This
could be cocking, reloading, recharging, or
one of many other reasons. You must spend
one round to activate your Ability, but are
still entitled to defense rolls and other free
actions. Next round (or any round thereafter), you may use your ability as normal.
Once the ability is used, time must be spent
to activate it again.
ABILITIES
AND
WEAKNESSES
72
WEAKNESSES
AND
ABILITIES
73
TAKING AC
TAKING ACTION
Okay, now you have a living, breathing human (or some other kind of) being. Although
he might do tons of mundane things every day, sometimes the character is going to do something special, something that has genuine consequences if he fails, or something where the
outcome is uncertain. Such things are decided with the rolling of dice. The dice provide a
random element that no amount of role-playing expertise or complexity of rules can mimic.
MODIFIERS
But what if your character is particularly good at what she is trying to do, or if the
odds are stacked against his favor? These
things are represented by modifiers.
Modifiers are added or subtracted from the
number of dice you roll.
Add to your dice when
o You have an Ability that affects what
you are trying to do. Add the number
of dice equal to your Ability Level.
o You have something working in your
favor. Bonus is decided by the Game
Master.
TAKING ACTION
ACTIONS
75
TAKING ACTION
NEGATIVE DICE
Going by the rules above, you may soon
realize it is quite possible to have fewer than
one die. Dont panic; all is not lost for your
character. When dice are reduced to 0 or
lower, you roll Negative Dice. At 0, roll
two dice and take the lowest. For each number below 0, roll an additional die and again
take the lowest. Dice are never added.
76
DIFFICULTY
So now you know how to roll dice: how
many to roll and how to determine the
result. But how do you know if you succeed? There are two ways to determine to
the outcome.
DIFFICULTY NUMBER
Sometimes, you are not trying to best
another character but the world itself. It
could be a door, a difficult to remember fact,
or just a video game. Since these things logically make no effort against the character,
the Game Master assigns them a Difficulty
Number. This number is based on how hard
the task is to perform, and Players must meet
or exceed this number to successfully complete the task To aid the Game Master in this
decision, what follows is a list of difficulties
and the appropriate number for each.
DN
Easy
Moderate
Challenging
Difficult
Very Difficult
10
Extremely Difficult
12
Nigh Impossible
15
DRAMA DICE
Oh no! You just botched that roll, and
now you are in one heck of a mess.
Or are you? If you are really in a jam,
you may spend Endurance to help improve
your roll. For every 5 points of Endurance
you spend, you may roll one additional die.
Drama Dice can be gained even after you
have made your action roll. Characters with
the Lucky Ability also get free Drama Dice
to use. (See Abilities and Weaknesses).
MIRACLES
In especially dramatic situations, where
the line between success and failure can
change the characters' lives, it is possible to
have a Miracle.
By expending 30
Endurance, a character may guarantee the
success of a single action. The Game Master
may refuse this use of Endurance if the scenario is not appropriate.
TAKING ACTION
OPPOSED ROLLS
Difficulty
77
COMBAT!
INITIATIVE
At the beginning of the first combat
round, everyone involved rolls their
Initiative. Initiative is two dice, plus any
bonuses or penalties from Abilities (Quick)
and Weaknesses (Slow). Players and NPCs
act from highest to lowest Initiative. Should
two Initiatives tie, the next highest die determines who goes first. In case of further ties,
refer to the next highest die. If one side has
no more dice to compare, success defaults to
the character with the most dice. In the rare
scenario of complete ties, have the two sides
roll one die until a Player has a winning
number.
Finally we get to play, again, Warrior
of the Mist!
Raine looked up from his partially complete origami crane to see Shou perched
on a nearby awning. Oh, its you.
REFOOTING
At the beginning of every future round,
any character may reroll their initiative in an
attempt to improve it. However, they must
keep the new result, regardless if it was
higher or lower than before. This is known
as refooting.
To the dismay of many Japanese citizens, fights are all too common in anime campaigns.
Whether you are looking for a fight or not, you are likely to find one. Various gangs and corporations are always at each others throats, not to mention the many personal vendettas and
rivalries. When you add in volatile inventions, rips in time and space, and demons running
amuck, you have a perpetual battleground. Whenever a battle breaks out, time begins to
matter and gameplay is separated into Rounds. Every character may attack or make an
equivalent action once a round, but the order is decided by Initiative.
79
TAKING ACTION
Finally! Your initiative has come up,
and its time to make a move. At this point
you may wonder what exactly you can do.
You may make one action every round,
whether it is attacking, running away, helping a fallen comrade, or making emergency
repairs on your mecha. Defense rolls, as
described later, do not count as actions, and
are instead considered free actions.
ATTACK!
Youve got your wits about you, your
fists (or weapon) up, and your feet in an
imposing battle stance. Now what? After
picking a target, let loose with an attack roll.
Normally, this is 2 dice, but keep in mind
certain Abilities (like Agile and Combat
Skill) and certain Weaknesses (Clumsy) may
alter this number. The defender then rolls 2
dice as well, along with any modifiers. If the
attacker rolls higher, he hits. If the attacker
rolls less than or ties the defender, he misses.
RANGE
Exact distances are not important in the
OVA Role-Playing Game. It is assumed that
any character can close the gap enough to hit
any opponent within a combat round.
However, there will be cases where this simply does not work, Characters in flying vehicles, on tops of buildings, or in other far
away places are simply not in range. Unless
the character has a convenient way of getting
to them, such distant opponents can only be
hit with ranged attacks and Power Moves.
Tired of fooling around with Shou, Raine
clasps his sword near him. Whispering, the
words Raging Thunder across the blade,
then shouting Slash! he strikes forward
with his sword, sending forth a beam of
crackling energy. Raines overwhelming
skill with a sword gives him seven dice to
roll. He easily rolls two 6s, giving him a
total of twelve. But is it enough?
DEFEND!
As you saw above, Attacks are done
against an opposed Defense roll. But what is
defense? What applies to it?
DEFENDING
Most often, you will be evading or
blocking your opponents attacks. When
rolling defense rolls, Abilities like Quick and
Defense apply. Defending covers any action
that avoids or blocks an incoming attack. Be
COUNTERING
If the old saying The best defense is a
good offense reflects your combat style,
you may consider Countering instead of
Defending. Countering is a tricky business,
with both great possible risk and reward.
When you Counter, you actually make a new
attack of your own. The highest attack roll is
the only attack to have any effect, and it is
compared to a Defense roll of zero!
Countering allows you to make an extremely
effective attack, but it can also get you seriously injured. Appearance wise, this can be
represented by overpowering the other
attack, redirecting it, dodging it and striking,
or simply managing to attack before the
opponent can. In addition to the previous
risks, countering characters also lose their
next action.
DAMAGE
Once a successful hit is landed on an
opponent, damage is calculated. For every
point you exceed your opponents, you deal
your Damage Total. This total depends on
KNOCKBACK
If characters should take more than half
their maximum Health in damage, they are
knocked back. This can be represented as
being knocked down, sent flying through
the air, or even flung into the wall of a nearby building. Regardless of the exact scenario, knocked back characters are stunned
and lose their next action. If a character is
already losing his or her next turn through
another knockback, Ability, or condition
there is no effect.
Some attacks and Abilities have the Extra
Knockback perk, which only requires 1/4
of the characters Health to be drained.
Unless stated elsewhere or rendered impossible, all characters may defend against an
attack, whether they have already attacked,
moved, fallen down, or performed some
other action this round.
DEFAULT DAMAGE
81
RECOVERING
COLLATERAL DAMAGE
Put simply, most things on or near a battleground will be either severely damaged or
destroyed completely. Missed attacks will
often hit something, and characters knocked
back can also destroy the scenery. What follows is a list of every day structures and how
much damage it takes to destroy them.
(Compare the attack to a Defense of 0).
Characters knocked back use the damage
they received to determine collateral damage. Even if the characters do not exceed the
threshold to destroy their surroundings,
obvious physical damage will probably be
apparent.
Structure
Damage
10
20
30
40
Heavyweight Truck
60
80
HEALTH
The battle is not over once Health is
depleted. Although you receive a -1 modifier to all actions, you can keep fighting until
your Endurance is used up as well. Further
damage you take in the battle is subtracted
from Endurance instead of Health. Once
both are used up, you will fall to the ground
unconscious.
ENDURANCE
Some actions, especially certain attacks,
will drain your Endurance.
If your
Endurance reaches 0, you receive a -1 modifier to all actions. Further Endurance drains
are then subtracted from Health. As
described under Health, if both Health and
Endurance reach 0, you fall unconscious.
MULTIPLE ACTIONS
Normally, you are limited to making
one action in a combat round. You can, however, take a penalty to your rolls to make two
(or more!) actions. A Penalty equivalent to
the total number of actions being made is
applied to all actions. Although Defense
rolls do not count, since they are free actions,
they are subject to the same penalties. If you
have lost an action to a reason other than
knockback, and consequently Stun, you may
act twice to act once, incurring the previous penalties.
KAMIKAZE STRIKE
By forgoing all defense rolls until your
next turn, you may double your attack dice.
Although a very powerful maneuver indeed,
it is also very dangerous. Without a defense
roll, all attacks directed at the character will
be compared to 0.
MARK
Any successful strike in combat that
would ordinarily damage an opponent may
be turned into a Mark, a non-damaging
but potentially embarrassing attack. At the
attacker's discretion, a mark can represent a
taunting slap, a shot-off hat, or even a carved
SUBMISSION ATTACK
If any attack deals enough damage to
reduce both Health and Endurance to zero,
the striking character may instead opt to
make a Submission Attack. This move
puts the opponent in a very undesirable
position, such as a choke hold, a sharp blade
to the throat, or anything else that guarantees a measure of obedience. This technique
is useful to gain information out of an opponent, use him as a hostage, or just as a taunting game for less savory combatants.
However, it may be possible for characters
held by a Submission Attack to turn the
tables, pending on circumstances and ultimately the Game Master's discretion.
Cover
Bonus/Penalty
+1/-1
+2/-2
Characterss Size
+4/-3
PROTECT
83
GAG DAMAGE
Often in the anime genre, the characters
have the remarkable ability to survive the
most dreadful of injuries for the sake of
humor. In cases where characters are seriously maimed in very funny ways, they usually take gag damage instead of normal
damage. For all intents and purposes, gag
damage works normally, but the effects wear
off in a very short amount of time (often two
or three rounds, at the Game Masters discretion). Gag damage can also be used to represent any short-lived damage, humorous or
not. However, if a character receives enough
gag damage, or enough normal damage in
addition to gag damage, to reduce Health
and Endurance to zero, the character falls
unconscious.
Distance Fallen
DN
10 Feet
15 Feet
20 Feet
30 Feet
50 Feet
10
75 Feet
12
100 Feet +
15
Speed of Impact
DN
10 mph
25 mph
50 mph
75 mph
100 mph
10
250 mph
12
500+ mph
15
Collides With...
Bonus/Penalty
A Permanent Structure
+4
A Smaller/Weaker Object
-1
A Larger/Tougher Object
+1 to +3
Other Modifiers
-1 to +3
FALLING
85
CHARACTER
CHARACTER GROWTH
Over the course of time, your character and those around him will change. The adventures, confrontations, friendships, mistakes, and lessons the characterand the population at
largeencounter affect who they are, and how they act. Perhaps even more importantly, it
helps them grow and reach new potential.
SPENDING EXPERIENCE
So, what can you do with these
Experience Points? Why spend them! You
can use Experience Points to raise your current Abilities...or even to gain new ones!
To raise an Ability, you must spend as
many Experience Points as the Level you
wish to achieve. Keep in mind you have to
buy each Level individually! If your Ability
is currently at Level 2, you must purchase
Level 3 before buying 4. You can gain new
Abilities in the same manner.
Any limiting rules used during character creation no longer apply.
CHARACTER GROWTH
GAINING EXPERIENCE
87
CHARACTER ADVANCEMENT
As said before, characters will change
over time through their interactions with the
world. If a character should meet a skilled
teacher and train, she will either become
more skilled or gain a new Ability altogether. A once easily frightened character may
become brave through his adventures. Some
characters may just grow up, getting over
what once seemed important to them. Still
others will confront intense traumas that
may give new fears and doubts. When these
things happen, the characters Abilities and
Weaknesses will change and disappear.
There is no spending of Experience.
RETIRING CHARACTERS
As time passes, you may feel you need a
change of pace. Some characters, once they
have achieved all their major goals, seem to
lack purpose. Other characters may simply
become boring over continuous play. For
these, and other reasons, You may want to
retire your character.
This retirement can be handled in
several ways.
CHARACTER GROWTH
88
GAME MAST
GAME MASTERS SECTION
WHAT DOES
GM DO?
THE GM IS A STORYTELLER
Arguably the most essential of all of a
Game Masters roles is that of a storyteller.
Not only must a GM be able to create gripping stories that enthrall the Players with
wonder, but he or she must also be able to
visualize this story in words, to describe the
Player Characters surroundings, and make
quick decisions based on the often unpredictable actions of the Player Characters.
So you want to be a Game Master? The job youve chosen for yourself is far from a simple one. The responsibility for the entire game rests on your shoulders. Handling the rules
and settling the results of the Players actions require a great deal of quick thinking. And
creating the world itself! Meticulously plotting out the adventures and personifying a
plethora of characters will take more than a little creativity. If it seems like a lot of work,
youre right. But therein lies the beauty of Game Mastering. Through all your toils, you have
an entire universe under your fingertips. The only limit is your imagination!
91
THE GM IS A PLAYER
Despite his other responsibilities, the
Game Master is still a Player who must roleplay as the many NPCs he introduces into
the story.
Because the Game Master knows everything about the games world, (even all the
PCs secrets) the ability to role-play honestly
can be difficult. But the Game Master can
use this knowledge as an advantage, molding NPCs to complement the Players and the
the plot.
And like the word Player suggests,
the Game Master is here for the same reason
as everyone else: to have a good time.
THE GM IS A REFEREE
Like any game, the OVA Role-Playing
Game adheres to a set of rules. Similar to a
referee or judge, the Game Master is the final
say on how these rules are interpreted and
applied during the game.
Because the rules so often have to be
referenced, a good Game Master must
be familiar with the rules and all their uses.
An unprepared Game Master can bog down
the game as he or she thumbs through the
rulebook.
Many times, the Players will try to do
things not directly covered within the rules,
or they will find new uses for previously
mundane skills and abilities. It is up to the
Game Master to apply the rules not only sensibly and fairly, but also quickly. An indecisive Game Master can bring an otherwise
dynamic adventure to a halt.
GET IN CHARACTER
As you approach the front desk, you are
greeted by the attending clerk. She informs
you your wishes to see the President of the
Malicron Corporation are impossible and
advises you to leave.
Who was that? Why should we care? If
you dont make encounters like this compelling, the PCs wont care. This may be all
right for a one-time extra, but often you miss
out on the opportunity to add depth to the
setting, or even to other more important
NPCs. Try to give these extras personality,
quirks that not only make the NPC stick in
the Players mind but draw them into the
world youve crafted.
As you approach the front desk, the attending clerk glances at the male members of
your party with a distasteful glare. Your
presence is ignored until you tap the desk
to gain her attention, inquiring about seeing the President of the Malicron
Corporation.
She would have no business with the
crude likes of you. Think you can come in
and get what you want? Its just like you
men to be so pompous.
Any further interaction is quickly discouraged as two female guards see your way
out of the building.
ENCOURAGE ROLE-PLAYING
Even with thrilling combat and suspenseful skill tests, role-playing games are
still role-playing games, not roll-playing
games. Be careful not to get in the habit of
treating OVA like a board game, simply
moving from one number to the next.
Playing your own NPCs to their fullest
certainly helps, but if the Players have no
reason to role-play, even the most enthusiastic Game Master may be left with a rather
dull party.
The easiest solution is to provide opportunities to role-play. Plan encounters that
can only be resolved through conversation.
Dont just let the dice do the talking! When
the Players want their characters to bribe,
fast-talk, interrogate, convince, or otherwise
interact with an NPC, make them actually do
it. Sometimes, this can eliminate die-rolling
altogether. (See Dont Sweat the Small Stuff
below).
As advised in Character Advancement,
good role-playing should be rewarded with
an Experience Point or two.
BE DESCRIPTIVE
Like playing NPCs with gusto (as recommended under Get in Character) it is
important for you to be enthusiastic about
the storytelling aspect of Game Mastering.
Without anything but your words, the
Players have to create a mental image of
their surroundings. If your description is
bland, their view of your world will also be
bland, regardless of how it really is.
After that burst of light, you mysteriously
find yourselves in a strange place.
Everythings metal; it looks like the inside
of a space ship of some sort.
93
to navigate an extremely small place? A little creative thinking will give everyone their
time in the lime-light. More importantly,
everyone will have fun.
This kind of You cant do that gameplay gets tiresome fast. Part of the enjoyment of role-playing games is (the illusion
of) free-will. By openly denying this ability
to make choices, you violate a basic premise
of role-playing.
This doesnt mean you should completely fall prostrate to the whims of your
Players. There are other ways to control the
flow of an adventure without blunt railroading.
If Players unexpectedly take a train to
get to a destination sooner than you
expected, have a problem arise. The train
breaks down or is even attacked by monsters
or criminals. Should PCs solve your great
puzzle by looking up the solution instead of
thinking it out, have them be misinformed.
If the Players shirk their commitments to
more easily complete a task, have this come
back to haunt them with angry NPCs.
Not only do you compromise the
Players plan, you add an entirely different
element to the adventure. The excitement is
maintained, and the great scheme actually
makes the situation more difficult.
Sometimes your on the fly tweaking will
seem more right than what you had in mind.
Good handling makes it appear like part of
your plan, not a half-hearted attempt to
thwart the PCs.
As a general rule, do not manipulate the
characters, manipulate their environment.
The Players may feel they are the masters of
their own fate, but they can have little claim
on the world itself. If a choice is truly integral to your adventure, make the right
choices more attractive, or give the Players
numerous opportunities to take the right
path.
95
TYPES OF GAMES
Like so many other facets of roleplaying games, there is no one right way to
play and structure your adventures. Even
so, here are some of the more typical set-ups:
o
But fudging should not be done casually. Constructive cheating does not solely
benefit the Players or your own desired outcome for the adventure. If the game
becomes too easy, then the element of risk
that makes gaming so compelling is lost. If
you bend the rules to follow your ideal
gameplan, you come dangerously close to
railroading. Copious fudging will eventually become obvious to Players, who will be
sorely disappointed. Picture winning a
game, only to be told your opponent threw
the competition. Trivializing the Players triumphs is never a good thing.
The solution? Dont let the Players get
away scot-free. To balance the generous
good-fortune you are providing them, have
something else go wrong. Have parts of the
surroundings collapse, trapping a key fighter for the next few rounds. Be creative. You
make the entire encounter that much better.
97
MAKING AN ADVENTURE
Making an adventure is much like setting up a sort of play. Only by bringing the
stage, the actors, the script, and the cast
together can you create a well-conceived
adventure.
THE STAGE
First off, and potentially most importantly, you have to decide on what kind of
world (or worlds) your Players will become
a part of. A modern-day high school, a battle cruiser in the Galactic Empire, and Feudal
Japan all have very different implications
and expectations.
THE ACTORS
What is a stage with no actors on it?
Once you have created the world to your satisfaction, you should move on to assisting
the Players in creating their characters. After
all, this is their story you are telling.
Wouldnt it help to know their goals and
weaknesses?
THE SCRIPT
The script of your adventure is a basic
guideline of what you expect to happen,
what people will be met, and what problems
will arise and be resolved. Unlike a script,
though, your Players are not limited to simple lines on paper. They have the ability to
write their own lines. You will have to resort
to more creative means to encourage them to
go along with your adventure.
The key to any good story (especially an
adventure like yours) lies in conflict. By
upsetting the way things are, it is up to your
Players to take action and restore order. A
villain may be running amuck, a powerful
artifact stolen, or even a new pretty boy
enrolling in the PCs high school!
But why should they act? If they have
no reason to make a change, they probably
wont. You have to get them involved. Look
at your Players Characters and find what
they care about. By carefully considering
their motives, be it money, love, or their own
skins, you can make the Players act without
blatantly forcing them to do so.
Once you have decided the source of
conflict, you have to complicate its resolution. How exciting would it be if the Players
could simply knock on the villains door and
request to make sushi out of him? In every
adventure, there should be three or four
major complications. Some ideas could be:
99
THE CAST
As you plot out your adventures, you
may come to the conclusion that the best
way to move your plot is by letting NPCs do
the work for you. After all, there are few
more direct and tangible ways to interact
with PCs than the words and actions of other
denizens in their world.
But how does one go about populating
an adventure with these Non-Player
Characters?
CREATING NPCS
Creating an NPC is not all that different
from creating a normal character. If youve
followed the advice already given in this
chapter, you are well on your way to creating
believable and interesting NPCs.
However, unlike the heroes, who are
meant to be dynamic and heroic, not all
NPCs are created equal. Based on their
capabilities, importance, and staying power,
NPCs fall under one of three categories.
o
CREATING CONFLICT
An intrinsic part of any adventure, the
antagonists that test the skill and fortitude of
the characters are not to be constructed lightly. It is important to make them balanced
appropriately. But how is it done? When a
party of characters can vary so much, with so
many powers and strengths, it can be hard to
determine what is too hard and what is not
hard enough.
To help you on your way, the Threat
Value system can be used. By assigning this
Threat Value to characters, Game Masters
have an easier time creating appropriately
challenging villains.
Simply add the following: The highest
Damage Total the character can achieve, the
highest Defense Roll the character can make,
the highest Attack Roll, and any Bonuses or
Penalties to Health and Endurance. This
includes Power Moves, Abilities like
Teleport and Barrier, and even Weaknesses!
If there are multiple Players that are fighting
together, combine their TVs.
For Secondary NPCs, halve their threat
value. Quarter Extra type NPCs.
This total is not rocket science, really,
and should not be treated as a magic number. It's a very vague estimation of power at
best, and the Game Master may raise or
lower it if he feels certain Abilities or
Weaknesses warrant a change.
With this Threat Value handy, you can
now create an appropriate encounter.
PCs TV
Easy
.25
Moderate
.50
Challenging
.75
Deadlock
Unlikely Victory
1.5
Nigh Impossible
EXPERIENCE
There's one last responsibility for the
Game Master when the adventure is over:
determining experience gained through the
day's hijinks. What follows is an easy chart
to help you determine how to reward your
Players.
The Player...
Showed Up
Varies pending on length and
difficulty of adventure
Was Inventive
The Player came up with a great idea
(success is irrelevant)
Role-Played Well
The Player was involved
and entertaining
XP
0-2
1-2
Players should gain at least 1 or 2 experience points over the course of several gaming sessions. Conversely, giving more than 4
points in a single session would require one
incredible session and one incredible Player!
As mentioned in Character Growth,
characters can spontaneously gain Abilities
and Weaknesses through play. It is up to
you to decide exactly what they gain and
how much. You may want to discuss such
changes with the Player. As a general guideline, no character should ever gain more
than two levels through this method. Even if
the Magical Supreme Power of the Universe
had been bestowed upon them, they still
have to learn how to use it.
Conflict Difficulty
1-2
101
SAMPLE NO
PLAYER CHARACTERS
SAMPLE NON-P
HOW
TO
USE NPCS
SAMPLE NPCS
What is a hero without his foil? Where would the Players be without the guidance of
secondary characters? Who would they strive to protector to destroy? Without NPCs, a
role-playing game would be a rather boring sort of game!
Though youre probably quite capable of making these dastardly villains and whatnot
on your own...Just is case, this chapter provides all kinds of sample NPCs to sprinkle into your
campaign. Use them as-is, or modify them to fit your needs.
103
ACACIA
ACACIA
HEROIC | 13
SASPAR
HEROIC | 20
BACKGROUND:
Acacia is a member of the Order of Chaos, an organization dedicated to reviving the
ancient discipline of magic and witchcraft to bring forth a new epoch of chaos. Only through
this chaos can a true revolution begin. With her partner Saspar, Acacia carries out the commands of their leader, Carbon. Her specialty is witchcraft, wielding a diverse array of spells
and the ability to summon otherworldly creatures. Despite outward appearances, Acacia has
little care for the goals of Chaos. Her true allegiance lies with her partner Saspar. Her commitments to her tasks are only to appeal to him and his own dedication. So far, her efforts
have proved without merit, but still she longs for the day when they are more than just partners in work.
SAZZA, FRAZ, AND HIGH FRUCTO CEZAR:
In addition to her raw magical ability, Acacia can summon a variety of demons and spirits. Though the possibilities are quite vast, Acacia remains faithful to a small core-group of
demons. What they lack in power, they make up for in loyalty. No roll to summon required.
Sazza and Fraz, twin lesser demons of mischief, are never seen apart. Individually
weak, together they perform Twin Techniques that are surprisingly devastating. When not
pursuing one of Acacias tasks, they seek to cause as much fun (read havoc) as possible.
Attributes: Secondary; Power Move +3: Twin Strike (Ranged), Quick +3, Weak -2, Frail -1
High Fructo Cezar was once a powerful and important demon in the hierarchy of the
underworld. However, a moment of soft-heartedness resulted in the strip of his rank and the
sealing of much of his power. Though at times reflective and bitter, he seems content to lend
his still recognizable strength to Acacia.
Attributes: Secondary; Strength +4, Tough +2, Slow -2, Clumsy -1
If a demon is defeated in battle, they are simply sent back to the netherworld. They
may be summoned again after a length of time decided by the Game Master.
SAMPLE NPCS
SSASPAR
104
BACKGROUND:
On the surface, Saspar seems to be an emotionless man dedicated only to his work. But
at heart, he's just a man indifferent to his own existence. He does the only thing he knows
how to do: Follow Orders. Like Acacia, his power lies in magical ability, but with very different applications. He wields a strange magical gun, capable of firing bursts of spells, and
carries a strange pocket watch with the power to stop time. In secret, he longs for the day to
finally fail in his task and have his excuse for a life to end. Although it is unknown if Saspar
is truly blind, he always wears a sash over his eyes.
MAGIC GUN:
Saspars Magic Gun is a powerful, but slow weapon. Arming it requires Saspar to load
the proper bullet and speak the required incantations. After the gun is successfully activated (requires one rounds action), it may be fired at any time. However, the kind of shot fired
cannot be changed until the gun is either shot, or unloaded (also one rounds action).
CHARACTER HOOKS:
Because of their obviously sinister ends, Acacia and Saspar can be a foe for anyone who
wants to protect the common good. Characters like Fukiko and Auren are especially wellsuited candidates, because this Order of Chaos fits the ambiguous dark evil that must be
fought facet of their backgrounds. Acacia and Saspar also work as magical rivals in a pinch.
Acacia
Agile
+1
Barrier, Offensive +2
Beautiful
+2
Charisma
+1
Flight
+3
Hobby
+2 (Magic Knowledge)
Incorporeal Form +2
Magic, Witchcraft +3
Impede
(Slow -2; 5 Endurance)
Break
(Frail -2; 5 Endurance)
Wither
(Weak -3; 10 Endurance)
Occult Knowledge +3
Power Move
+2
Lock Heavens Door (Endurance Drain, Special Perk:
Prevents Healing & Recovering till Battle Ends,
Affinity: Dark; 20 Endurance)
Devils Breath (Blinding, No Knockback, Affinity: Dark;
15 Endurance)
Vitality
+1
Saspar
Art of Invisibility +3
Combat Skill
+2
Heightened Sense +3 (Hearing)
Hobby
+2 (Violin)
Power Move
+4
Brim Shot (Ranged, Redirectable, Activation,
Affinity: Fire; 10 Endurance)
Ise Shot (Armor Piercing x 2, Ranged, Activation
Affinity: Ice; 15 Endurance)
Lode Shot (Extra Knockback, Ranged, Activation
Affinity: Earth; 15 Endurance)
Quick
+4
Sixth Sense
+2
Time Freeze
+2
Emotionless
Focus
Focus
Hatred
Servitude
Special Weakness
-2
-2
-1
-2
-3
-2
SAMPLE NPCS
Arrogant
-1
Focus
-2 (Flight and Incorporeal Require Hat)
Impulsive
-1
Love Interest
-2 (Unrequited, Saspar)
Overconfident
-2
Servitude
-3 (Order of Chaos)
Short Temper
-1
Unnatural Weakness-2 (Light/Holy)
Stubborn
-1
Unnatural Weakness-3 (Light/Holy)
105
SHADOWMA
SHADOWMAN
HEROIC | 29
BACKGROUND:
His origins may be unknown, but his ambitions are clear. Shadowman seems to thrive
on destruction. His wave of fear spreads galaxies, and despite numerous attempts by the
Galactic Peace Legion, an organization dedicated to keeping the safety of the known universe, he remains at large. But perhaps the havoc of Shadowman is not as random as it
appears. He began his life as Har Grimoire. He was a scientist at the top of his field, famous
and celebrated. Though his wife had long since passed on, he retained a special kind of bond
with his daughter, Elle. That all changed when a drastic lab accident took his daughter's life
and nearly his own. Har Grimoire disappeared from the world, presumed dead by many. In
truth, he was rebuilding himself. Years before, research was being made to reconstruct a
human being from a single sample of DNA. The project, Ova, was abruptly halted and
banned by the government. But Grimoire knew better. He knew it still existed somewhere.
With his custom designed armor, built not only to sustain his ravaged body, but to improve
it beyond human capability, he set forth to find it, allowing nothing to get in his way.
Nothing.
CHARACTER HOOKS:
Although Karis is already involved, Shadowman can easily prove an adversary for anyone interested in protecting the common good. It should be noted that Shadowman is
absurdly powerful and would be too difficult for most characters to confront alone. An interesting footnote is that Karis and Elle bare a startling resemblance...
GRANT ZUR
GRANT ZURKRIEG
SAMPLE NPCS
106
HEROIC | 18
BACKGROUND:
A cold man, Grant Zurkrieg has been obsessed with power since his impoverished
childhood in Europe. Even then, he was plotting his rise in the financial world. With his brilliant grasp of economics, he became a self-made millionaire by his mid-twenties. But money
was not enough. He toned his body into a hulking, fighting machine. But that was not
enough either. He had to have more power, and to be able to measure his own. With his Men
in Black, he searches the world for the most powerful people...to make them join him...or to
destroy them.
CANE:
Zurkrieg's cane is not a particularly damaging weapon, but it is uniquely manufactured
to drastically increase its length. Among other applications, its increased accuracy combined
with his strength makes it deadly.
MEN IN BLACK:
The Men in Black are, in fact, cyborgs. Created from the bodies of the terminally ill, the
brain dead, and even from corpses, they are an unholy combination of man and machine.
Though slow, they are determined and strong, capable of fulfilling Zurkrieg's orders to the
letter.
Attributes: Extra, Strong +2, Tough +2, Dumb -3, Emotionless -3, Servitude -3, Slow -2
CHARACTER HOOKS:
It is fairly easy to incorporate Grant Zurkrieg into any campaign with characters of noteworthy skill or power. Ai is obviously well suited; it is even possible that she is the result of
Zurkrieg funding!
Shadowman
Armor
Barrier, Offensive
Combat Skill
Defense
Flight
Invention
Life Support
Pilot
Smart
Strong
Telekinesis
Tough
Vitality
Weapon
+2
+3
+3
+2
+3
+4
+3
+2
+3
+3
+4
+4
+2
+3 (Lightsword; Armor Piercing x 3)
Bad Reputation -3
Bizarre Appearance -2
Dependency
-3
Focus
-3
Obsession
-3
Secret
-2
Wanted
-3
(Ruthless Criminal)
(Mask and Clothing)
(Suit)
(Most Abilities Powered by Suit)
(Finding Ova)
(Identity as Har Grimoire)
(Galactic Peace Legion)
Willpower
Arrogant
Bad Reputation
Code of Conduct
Fear
Hatred
Obsession
Secret
Strange Personal
Habit
Stubborn
+3
+2
+5
+4 (Men in Black)
+3
+5 (Finances)
+2
+3
+2
+2 (Cane; Accurate, Special Perk:
Length Change, Decreased Damage)
+2
-2
-1
-1
-3
-3
-3
-3
SAMPLE NPCS
Grant Zurkrieg
Combat Skill
Defense
Filthy Rich
Flunkies
Intimidation
Hobby
Smart
Strong
Tough
Weapon
(Unfeeling Capitalist)
(Must Have Fair Duels to Test Power)
(Drowning, from Childhood Accident)
(Weakness of any Kind)
(Power)
(Illegal Research)
107
NAZO
NAZO
HEROIC | 20
BACKGROUND:
Kitsune are infamous Japanese fox spirits known for their skillful chicanery. They often
prey on hapless mortals for their games of deceit and foolishness.
Nazo is one such kitsune. Constantly eschewing an unwritten law that one should
never reveal ones presence as a kitsune, Nazo spends most of her time estranged from her
family and elder spirits. Much of the reason Nazo is constantly in trouble is her unusual
interest in mankind. While most kitsune are content to trick and confuse, Nazo genuinely
wants to learn more about them. Some whisper that she is even envious of them. Whatever
the cause, simple peer pressure is not enough to curb Nazos lust for experiments. Using her
kinds ability to change shape, she concocts elaborate plans to test the fortitude and ideals of
the targets she chooses. Only when her curiosity is satiated will she leave them alone.
KITSUNE MAGIC:
Nazo is a three-tailed kitsune, making her a far cry from the terrifyingly powerful ninetailed elders. Even so, she is quite capable with kitsune magic. Among other less understood
skills, kitsune have the power to read and control thoughts or dreams, the ability to change
shape of themselves or their surroundings, and even place mild curses. Despite the ability to
take any shape at will, Nazo is most at home in the form of a three-tailed fox, a young girl
with fox tails, and a woman with similar tell-tale characteristics.
CHARACTER HOOKS:
Nazo could easily take interest in any of the PCs for any reason. Because of her extensive spiritual power, an entire adventure could be based around one of her carefully scripted plans. The old bag in Daisukes background could easily be one of Nazos tricks.
SAMPLE NPCS
108
ANCEL
ANCEL
HEROIC | 15
BACKGROUND:
At first blush, Ancel appears much like any other 12 year old boy. But more than a
momentary acquaintance reveals a hidden and mysterious depth. His collected demeanor,
intuition, and apparently self-supporting lifestyle as a piano-player all seem alien when compared to his youthful frame. But this is far from the most bizarre facet of his lifestyle. In reality, he only moonlights as a pianist; his true calling is that of a hitman. Armed with all matters of small-arms and gadgets, Ancel does the job, and he does it well. Those who hire him
never see him face-to-face, and those that are his target dont live to tell. His appearance
makes the perfect disguise. As for his past...no one may ever know.
CHARACTER HOOKS:
Obviously, anyone who has rubbed the wrong person the wrong way could end up
encountering Ancel. On the flipside, he may simply become a pleasant face at a local caf or
bar.
Nazo
Charisma
Flight
Hammer Space
Incorporeal Form
Invisibility
Life Support
Magic, Arcane
Fox Fire
+3
+3
+3
+4
+3
+5
+3
(Power Move +3; Continued, Ranged,
Empty Hands; 30 Endurance)
Magic, Witchcraft +3
Psychic
+3
Shape Change
+5
Special Ability
+5 (Illusions)
Teleport
+3
Telekinesis
+3
Unnatural Resistance+2 (Physical Attacks)
Vitality
+3
Code of Conduct
Compulsion
Impulsive
Obsession
Overconfident
Pariah
Soft Spot
Special Weakness
-2
-2
-1
-2
-1
-2
-1
-3
Agile
Art of Invisibility
Combat Skill
Defense
Filthy Rich
Hammerspace
Hobby
Hobby
Hobby
Hobby
Martial Arts
Perceptive
Quick
Smart
Weapon
+3
+3
+3
+2
+2
+3
+2 (Disguise)
+2 (Forensics)
+4 (Piano)
+3 (Surveillance)
+1
+2
+1
+1
+3 (Silenced Pistol; Ranged)
Ageism
Emotionless
Ineptitude
Secret
Frail
Soft Spot
Strange Personal
Habit
Wanted
Weak
-1
-1
-2 (Speaking Face to Face)
-3 (Hired Gun)
-2
-2 (Beautiful Music)
(Human Nature)
Ancel
-1 (Fastidious Neatness)
-3 (Law)
-1
SAMPLE NPCS
(Other Kitsune)
(Green Tea)
(Priests/Holy Men see through Illusions)
109
DOCTOR TO
DOCTOR TOMORI
SECONDARY | 0
BACKGROUND:
A brilliant man and revolutionary scientist concerning all matters of artificial intelligence, Dr. Tomori was drafted to work for the previously female-only Malicron Corporation.
With his expertise, he was able to make the Malicron pipe-dream, Project MIHO, a reality.
Unfortunately, Tomori died in a fatal accident soon afterwards. Or so everyone thought.
Using his skill with artificial brains, he managed to upload a complete version of his own
mind into the Malicron Corporation network. Although his presence is unknown, he often
influences the work of the business behind the scenes and scouts the worldwide information
network in hopes of finding a trace of his beloved Miho.
CHARACTER HOOKS:
Although Tomori will most often appear in campaigns centering around Malicron (and
thus, PCs like Natsuki, Braun, and Miho), he could theoretically show up in any computer
system.
CAPTAIN JI
CAPTAIN JIRO
SAMPLE NPCS
110
SECONDARY | 5
BACKGROUND:
As captain of the local Police Force, Jiro is in charge of making sure all the peace-keeping goes as it should. This may lend to his constantly stressed demeanor. Jiro is jumpy, short
tempered, and constantly juggling at least three or four wholly separate tasks. Its not
uncommon to find him simultaneously answering the phone, giving orders, organizing files,
and filling out forms...with his feet. Despite constant encouragement from his colleagues to
take a holiday, Jiro has yet to miss a day of work. (Some even speculate he has vacation time
built up from the late 1970s.) Whether because of his ready-to-boil-over mental condition or
something much more psychotic, Captain Jiro has a bad habit of pointing his gun at any and
everything that he deems an unwelcome intrusion.
THE POLICE:
A common sight in almost every society, these keepers of the peace do their best to accomplish their job. Unfortunately, circumstances may put the Player Characters under their
scrutiny. (See Soldier for statistics)
CHARACTER HOOKS:
Despite (or maybe because of) Jiros borderline psychopathic work ethic, you can usually count on him to do a good job. However, this doesnt mean circumstances cant conspire
to put even the most good-hearted PCs under the watchful eye of the Police.
Dr. Tomori
Hobby
Hobby
Smart
Special Ability
+5 (Artificial Intelligence)
+4 (Robotics)
+4
+3 (Instant Computer Research)
+1
+2
+1
+3 (Police)
+2
+1
+3 (Police Captain)
+1
+1
+2 (Revolver, Armor Piercing, Ranged,
Special Weakness: Six Shots)
Boorish
Compulsion
Dependency
Jittery
Obsession
Servitude
Short Temper
Stubborn
-1
-2
-1
-2
-3
-2
-3
-1
SAMPLE NPCS
Captain Jiro
Armor
Combat Skill
Defense
Flunkies
Intimidation
Perceptive
Position of Power
Strong
Tough
Weapon
(Work)
(Police Force)
111
GRUNTS, BY
GRUNTS, BYSTANDERS, AND OTHERS
Besides some of the more fleshed out NPCs mentioned above, you may find a handful
of extras useful. Simple and generic as they are, its easy to grab a basic collection of statistics for quick encounters.
THUG:
Unscrupulous denizens of dark alleyways, thugs are the quintessential quick encounter.
Whether hired by someone else, as part of a gang, or simply out to snatch a wallet or two,
thugs make it difficult to watch your back too closely in the city.
Attributes: Combat Skill +1, Strong +1, Dumb -1
SOLDIER:
Employed by the government or other organizations, soldiers have both above average
equipment and loyalty to their superiors...and their superiors interests. Donning armor and
whatever weapon is appropriate for the task, soldiers can easily prove substantial foes alone
or in squads.
Attributes: Armor +1, Combat Skill +1, Weapon +2 (Gun; Ranged), Servitude -2
NINJA:
Without regard to time, setting, or practicality, there seems to be an inexhaustible supply of these nimble fighters ready to go toe-to-toe with the Player Characters. Although a
select few are incredible warriors that instill fear into peoples hearts, your average ninja is a
quick, dextrous, but easily disposable encounter.
Attributes: Acrobatics +1, Art of Invisibility +1, Combat Skill +1, Quick +1,
Weapon +1 (Katana), Code of Conduct -3 (Will die before revealing information)
SAMPLE NPCS
STUDENT:
Young and carefree, students are most typically found in schools or friendly hotspots.
They can be easily drawn into adventures because their classmates are often the PCs! What
students lack in skill, they make up for in their youthful vitality.
Attributes: 2 Hobbies (of Choice) +1, Quick +1, Ageism -1
BUSINESS PERSON:
A typical head of household in Japan, these busy hard workers can be found at desks
and offices throughout the day. Rarely having time for anything else, they are nonetheless
skilled at their profession, be it money, medicine, or management.
Attributes: Filthy Rich +1, Hobby (Job) +2, Languorous -1
PILOT:
Even when technology has advanced so far that massive machines of war dominate the
battlefield, it is up to brave men and women to actually control them. Whether on ground,
in the sea, or in the air, pilots are capable users of their machine and any armaments that go
on them.
Attributes: Combat Skill +1, Pilot +2, Servitude -2
112
113
SAMPLE NPCS
INDEX
Abilities
16, 43
absent minded
57
Acacia
104
accidental transformation
57
accuracy, extra
71
acrobatics
43
activation
72
actions
75
actions, other combat
82
actions, modifiers
75
actions, multiple
82
advancement, character
88
adventure
11
adventures, making
98
affinity
73
ageism
57
ageism and reputation
57
agile
43
Ai
30
airhead
58
all-out attack
(see kamikaze strike)
all-out defense
(see don't hurt me)
amnesia
58
Ancel
108
angry female strike
46, 84
animal companion
43
anime
8
anime, history
8
anime, themes
9
Arasuni
24
area effect
70
armor
armor piercing
arsenal, human
arrogant
art of invisibility
attack, open to
attack, submission
attack, will
attack gesture, no
attacking
Auren
Azyrus
Bad reputation
banish
barrier
barrier, offensive
beautiful
bizarre appearance
blinding
boorish
Braun
business person
Campaigns
cancel
character, creating
character, fluffing
character, limiting
character advancement
character growth
characters, sample
43
70
47
58
44
72
83
72
71
80
34
32
58
INDEX
INDEX
115
charge
charisma
climax
clumsy
code of conduct
collateral damage
colliding
combat
combat actions, other
combat effectiveness
combat skill
compulsion
conflicts, creating
conflicts, difficulty
constructive cheating
continued damage
countering
cover
coward
cute!
crashing
crybaby
Daisuke
INDEX
116
damage
damage, collateral
damage, continued
damage, decreased
damage, default
damage, extra
damage, gag
damage magnet
damage total
decreased damage
default damage
default dice
defending
defense
dependency
dice, default
dice, negative
dice, ones
dice, rolling
difficulty
difficulty chart
difficulty number
don't hurt me
DN
drama dice
drama dice miracles
drowning
DT
dumb
72
44
99
59
59
82
85
79
82
19
45
59
100
101
96
70
81
83
59
45
85
60
36
81
82
70
72
81
71
84
60
81
72
81
75, 80
80
45
60
75, 80
76
76
75, 94
77
77
77
83
77
77
77
86
(see damage total)
60
Easily distracted
emotionless
empty hands
endurance
endurance, recovering
endurance drain
endurance reserve
entangle
experience
experience points
extra damage
extra knockback
extras
Falling
fear
female strike, angry
filthy rich
flaw, special
flaws
flight
fluffing
flunkies
focus
frail
Fraz
fudging
Fukiko
fussy
Gag damage
60
60
72
17, 82
82
70
45
71
87, 101
87
71
71
100, 103
85
61
46, 84
45
72
70. 72
45
18
46
61
61
104
96
32
61
84
game master
10
game mastering
91
game mastering, do's and don'ts of
92
games, types of
97
girl/guy magnet
61
GM
(See Game Master)
Grant Zurkrieg
106
ground zero
19
growth, character
87
guardian
62
gullible
(see naive)
68
46
(see martial arts)
62
46
17, 82
86
46
100, 103
Impulsive
incorporeal form
ineptitude
inaccurate
intimidation
initiative
initiative, refooting
injury, recovering
intimidation and modifiers
invention
invention, focused
invisibility
Jiro, Captain
jittery
104
47
47
47
83
62
47
63
72
47
79
79
86
47
47
48
48
110
63
Kamikaze strike
82
Karis
knockback
knockback, extra
knockback, no
24
81
71
72
Languorous
large
lecherous
life support
limiting the character
love interest
love interest, multiple
low penetration
lucky
Magic, arcane
magic, witchcraft
magic, witchcraft, resisting
mark
martial arts
mecha
Miho
mind reading
miracles
modifiers
multiple actions
multiple targets
Naive
Natsuki
63
(see size)
63
49
19
63
64
72
49
49
50
50
82
50
55
26
(see psychic)
77
75
82
71
64
38
Nazo
108
negative dice
76
ninja
112
no attack gesture
71
no knockback
72
non-player characters
10
non-player characters, creating
100
non-player characters, extras
100, 103
non-player characters, heroic
100, 103
non-player characters, role-playing
93
non-player characters, sample
103
non-player characters, secondary
100, 103
non-player characters, using
93, 96, 100, 103
nosebleeder
64
NPC
(see non-player characters)
Obsession
occult knowledge
old
one-shots
ones, rolling
open to attack
opposed rolls
other combat actions
other ways to get hurt
outcast
overconfident
Pacifist
pariah
passion
PC
perceptive
perk, special
perks
phobia
pilot
pilot, NPC
player
player characters
plot
plot twists
point scale
police
poor
position of power
power ceiling
power flaws
power perks
power move
protect
psychic
Quick
64
50
(see ageism)
97
76
72
77
82
83
(see pariah)
65
65
65
50
(see Player Character)
50
71
70
(see Fear)
50
112
10
10
99
99
19
110
65
51
19
70, 72
70
51
83
52
INDEX
52
117
Raine
ramming
range and attacking
ranged
rapid strikes
recovering endurance
recovering from injury
redirectable
refooting
requirement
resisting magic, witchcraft
retiring characters
rich, filthy
rival
RPG, what is an
role-playing
rolling dice
rolling ones
rolls, opposed
rounds
room for two
run for cover
Sample of play
INDEX
118
22
85
80
71
71
82
96
71
79
72
50
88
45
65
9
93
75
76
77
79
65
83
11
21
104
104
99
100, 103
66
46
66
52
66
11
98
106
52
66
40
66
53
67
(see hobby)
67
73
(see size)
53
67
112
53
71
68
special flaw
split personality
story
story-arcs
strange personal habit
strong
stealth
stubborn
student
stun
stupid
submission attack
suffocation
summon
super speed
suppressed power
72
68
99
98
68
53
(see art of invisibility)
69
112
72
(see dumb)
83
86
(see occult knowledge)
53
69
Teleport
telekinesis
threat value
thug
time freeze
Tomori, Doctor
tough
transformation
transformation, accidental
trigger
twists
TV
54
54
100, 103
112
54
110
55
55
57
69
99
(see threat value)
Unnatural resistance
55
unnatural weakness
unperceptive
69
69
Vehicle
vitality
voices, hearing
Wanted
weaknesses
weak
weak-willed
wealth
weapon
weapons, improvised
will attack
willpower
world building
Young
Zegan sea snails
Zurkrieg, Grant
55
56
(see room for two)
69
16.43
69
69
(see filthy rich)
56
53
72
56
98
(see ageism)
24
106
ART INDEX
ART INDEX
CHOI, KATHY
ACACIA
NO WEBSITE
DAISUKE
ANCEL
FUKIKO
102, 109b
ARASUNI
GAMERS
61, 62-63
AUREN
7, 21, 35, 42, 48-49, 64, 91
AZYRUS
18, 33, 91, 122
BRAUN
19, 20, 29, 84, 91
CHMAKOVA, SVETLANA
WWW .SVETLANIA .COM
GARDNER, CLAY
ART INDEX
AI
84, 92
GARDNER, JADE
GEYER, NIKO
6, 13, 18, 25, 31, 41, 58, 98, 102, 107, 109b,
115
119
HAMILTON, KELLY
WWW .JUNGLESTUDIO .COM
IBARDOLAZA, HONOEL
WWW .HOMANGA .COM
107b
JIRO, CAPTAIN
92, 111b
KWON, MIN
83
SASPAR
97, 102, 105b
SHADOWMAN
10, 13, 90, 107a
SHOU
6, 10, 41, 79, 83, 87, 119
STROM, ALLIE
KARIS
2, 10, 13, 21, 25, 62-63, 67, 74, 80, 101, 115
LINA
SUSANTO, ELLY
ZEIVA .SITESLED .COM
TSENG, HANS
73
MIHO
4, 15, 20, 27, 51, 58, 68, 76, 91, 101, 115
MILLEY, CHIHIRO
ART INDEX
42, 78
TOMORI, DR.
111a
WHITEIS, RANDALL
WWW .BROKENCOW .COM
52
NATSUKI
39, 43, 51, 78, 88
NAZO
6, 91, 109a, 122
NPCS, EXTRAS
113
87
PANELLA, GEORGE
WWW .GEORGEPANELLA .COM
51, 113
120
RAINE
6, 10, 23, 56, 70, 79, 87, 119
ZURKRIEG, GRANT
98, 107b
CHARACTER
GAME MASTER
PLAYER
DATE CREATED
LEVEL
WEAKNESSES
LEVEL
Characteristics
ABILITIES
ATTACK ROLL
DT
DESCRIPTION
DEFENSE ROLL
NOTES
Defense
Attack
DESCRIPTION
Character Notes
BACKGROUND
APPEARANCE
PERSONALITY
OTHER
HEALTH
ENDURANCE
AFTERWORD
122
AFTERWORD
One particularly boring afternoon during a childhood class, I scribbled into my threering Garfield binder notes for an RPG. It was little more than a bare-bones solo dungeon
crawl but a perfectly good little time-waster. The only goal was to get through the dungeon
with as much treasure as possible. Ive been writing RPGs in one form or another ever since.
This entire notion could be best attributed to my brothers influence. Besides introducing me to role-playing games, Brett was infamous for changing RPGs like his shirt. Whether
we were using the latest edition of Wastelands and Wyverns or a homebrew system of his
own machinations, my characters were counted as very lucky if they lasted more than a
single gaming session. But even if Cyrus the warrior never saw level 5, I was introduced to
more ways to play a role-playing game than you could find at the local comic shop.
Sometime in the latter half of the 90s, I fell into an online RPG called Battlemaster High.
BMH was a freeform (that means no rules) anime campaign centered around a very odd high
school. At the time my knowledge of anime was so non-existent that I thought sweat drop
referred to some sort of exercise. But BMH, with its clubs vying for control of the school and
random anime craziness, drew me in.
My time as an anime neophyte didnt last long. The DVD format was just coming into
its own, and my brother invested in a DVD player and the start of a sizable anime collection.
Outside of a handful of kids shows and one episode of Nuku Nuku, this was my first direct
encounter with anime. I quickly became addicted to the hijinks of Tenchi Muyo!, the sprawling epic fantasy of Lodoss War, and other anime greats. I began to understand what anime
was about.
Thats when BMHs creator, Robert Pool, decided to take the game to the next level.
Gold Rush Games wanted to publish Battlemaster High as a full-fledged RPG. However,
the many authors, iffy contracts, and general indecision caused the deal to break down.
So I had a crazy idea. I decided to create and publish the BMH RPG myself. I got to
work on a new system. Borrowing a dice mechanic I had created for another defunct game,
the rudiments of Ricochet were born.
Then in 2000, a role-playing game milestone appeared as Dungeons and Dragons Third
Edition. Despite skepticism from both my brother and me, the d20 system quickly grew
on us. In truth, it was a brilliantly revised game. But one new rule in particular struck a
chord with me The d20 system did something I had never seen an RPG do: substantially
revise the initiative mechanic. At first I was appalled, but then I realized how much simpler,
and better, it was.
It got me to thinking. What other things in RPGs have never changed, but should? I
looked at my game with its four main statistics, Strength, Mind, Speed, and Will. What made
these four statistics more important than others? Why should they apply to every game?
Why must I rate statistics that, in essence, have nothing to do with my character? It was a
daring move, but I promptly dropped hard-coded stats from the game.
Eventually, the built-in BMH setting was also dropped from the game, due both to computer problems and some second thoughts from the original creator. What was left evolved
into the book you hold in your hands. Is it perfect? Maybe not. But one thing I can say is it
is unique. Its an RPG aimed at a new breed of gamer. People young and old, veterans and
newbies alike. Playing a game side by side. And having fun.
AFTERWORD
AFTERWORD
123
Thank you for purchasing the OVA Role-Playing Game! Tell us what you think, and you
will be eligible for future special offers*, like free merchandise and discounts!
Where did you learn about OVA?
__ from a friend
__ from an ad ________________________
__ from a website ____________________
__ from a convention _________________
__ other _____________________________
______________________________________________________________________________
For the following, please mark the box that most closely represents your opinion.
Strongly Disagree Strongly Agree
OVA was easy to understand
[1][2][3][4][5]
OVA was fun to play
[1][2][3][4][5]
It was simple and fun to make a character
[1][2][3][4][5]
The combat rules are exciting and useful
[1][2][3][4][5]
I enjoyed the Sample Characters
[1][2][3][4][5]
The art was good
[1][2][3][4][5]
I will use Ricochet for other games
[1][2][3][4][5]
______________________________________________________________________________
If you were to change something about OVA, what would it be?
_________________________________________________________________________
_________________________________________________________________________
Based on OVA, would you buy another Wise Turtle Publishing product?
________
______________________________________________________________________________
Please fill out the following information about yourself:
Name:
Sex:
Age:
______________________
______________________
______________________
Occupation:
_____________________
Email Address:
_____________________
Website (optional): _____________________