Hey, I know just about every other person on the web is coming out with their own Ranma RPG anymore, but I created mine from scratch and tried to make it as playable as possible. This system has bugs in it because I have a hard time adjusting the math to a perfect formula, but I got kinda wacky when I wrote the whole thing so at least it might be a fun read. Enjoy! --Anne
Contents:
preface
the ranma ½
universe: who, what, when, where
the points system: attributes, skills,
battle aura
list of martial
arts specializations and techniques
merits and flaws
rules on jusenkyo curses
list of drowned springs
character sheet
!!!!!!!!!!!!!!!!!!!!!!!!!!!THIS GAME USES TEN-SIDED DICE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Preface:
This is still only a tentative RPG; I've never
played it in a real gaming situation yet and it
is still subject to adjustment. However, I've tried to modify
some of my original ideas to make
them more likely to work. If you aren't very familiar with the
anime or manga series Ranma
1/2, get someone to sit you down for a talking-to because I'm not going
to explain it here. This
guide is for people who know what the show's about enough to have a
character in mind and
who can adapt to this shoddy game manual. And that's the other
thing: if you aren't very
familiar with the concept of role playing, step back before you get
hurt. This game is going to
rely on characters whose personalities are more important than their
stats. I don't care how
perfect you formulate your abilities; this is a game for people who
like flavor in their characters.
So enough with all that formal crap!
This is a Ranma role-playing game! It can't get too
serious. There's going to be all sorts of weird situations because
that is the nature of
Takahashi's well-paid imagination. (Incidentally, did you know
that she is supposedly the fifth
wealthiest person in Japan right now? Is it any wonder?)
All playing characters in the game will
be martial artists. I've provided a detailed list of different
martial arts specializations in addition
to the basic concept of anything-goes martial arts. It's just
a guideline, though; you can create a
character that specializes in a specific field or piece together some
brand new concept
incorporating the techniques and attacks listed with the specializations.
I'm using a points
system for determining skills. Yes, there will be some basic
stats and you will make rolls to
determine how well you do in a given situation. But there are
all kinds of different techniques
and levels of skill in the wide variety of characters in the series.
How to determine the rank of a
character? Everyone will get a certain amount of points at the
beginning of the game to spend
on skills, attacks, merits, what have you. And more points will
be awarded during the course of
the game. But I'll explain more of that later.
The Ranma
½ universe: who, what, where, when
Who: Aside from being martial artists,
there is some flexibility in character concepts.
Unless otherwise specified, all characters will be assumed to be high
school-age, around 16 or
17. Family members can be created outside of high school life
(yes, there is life after high
school), like parents, siblings, old freaks/ghouls, and other random
adults who may even have to
work for a living. Playing a really old person will give you
lots of flaw points because no one
will like you, but you can spend those on making yourself scarily powerful.
Also, characters
may or may not choose to have a cursed form. It might make things
a little more interesting if
there are a couple people who DON'T change, believe it or not.
Secrets are going to play a part
in this game, especially from other characters. So will the relationships
between the characters.
The game might occasionally degenerate into petty brawling between
playing characters rather
than setting everyone up in the game as friends who always have to
work together to beat out the
bad guys introduced by the GM, which is a common fate among the games
I have played. The
way I think I'm going to run this is to have each player present me
with a character and what
kind of relationships they would have based on their backgrounds, and
I will find a way to relate
them all to each other and gradually reveal these in the game.
What: The game will revolve around themes
of martial arts, the Jusenkyo curse, love,
food, and character psychology. Typical plot themes tackle these
ideas through introduction of
new characters, especially fiancees; challenges to one of the characters
or to the dojo; a new
attempt to cure the curse; an attempt to bring a couple together or
split them apart; a cooking
challenge; a rescue mission for kidnapped characters, and of course
the occasional battle against
evil. Remember, it's anything-goes.
Where: Most of the game will take place in
downtown Tokyo. Namely, in the district of
Nerima, where the Ranma world lives. Specific areas of action
include the family dojo, the high
school, the street, the roof, Dr. Tofu's office, the public baths,
restaurants run by teenagers, etc.
Outside of Tokyo, characters can be training in the mountains of Japan,
in China (especially
Jusenkyo, of course), or anywhere if the character is lost....Also,
don't forget the possibility of
creating a character who is not a natural citizen of Japan. It
makes the game more interesting,
and you can get easy flaw points for it, too.
When: Present-day. Actually, the series
was created in the 80s (specifically 1987), which goes to explain some
of the retrobate fashions of some of the characters. And wouldn't
the plot just fit in
perfectly with an 80's teen movie soundtrack? Another BIG factor
is: When will it rain? The
GM might occasionally make random weather rolls to judge sunny days
from cloudy days, or it
it's time for a sudden downpour. "The TV didn't say nuthin' about
rain..." Also: Take into
consideration flashbacks. Lotsa times when a new character is
introduced or the audience needs
to be reminded of something in the past, we may see characters at younger
ages, in different
clothes, looking differently, etc. Anyway, it's something to
think about.
The Points System:
During character
creation everyone gets a total of 150 points to spend on Attributes,
Skills, Battle Aura, Techniques, and Merits. Any flaws taken
will grant more points to be put
into any of the above. During the course of the game, points
will be given for experience,
extensive training, awesome character actions, and any other above
game quirks which amuse
the GM. Simple, I hope, but do-able.
Attributes: The first point in each is guaranteed.
For every point after that, multiply the
present number of points times 5. So, for a 2 in strength, it
costs only 5 points, but for a 5 it
would cost 50.
Strength - - - - - : How much you can lift, how hard you can punch,
kick, etc. Sheer muscle power.
Speed - - - - - : Obviously, how fast you are. In this game this
covers Dodge as well as speed in attacks.
Endurance - - - - -: How much abuse can you take before you finally
hit the floor? Also how long you can last exerting lots of physical
energy.
Intelligence - - - - -: Problem solving, book learnin', figuring out
how to beat somebody the easy
way.
Skills: For these you don't get a free point
in each one. The first point in each costs 2
points, then multiply each additional point by 2. Same idea as
before.
Blush Control - - - - -: How well you can keep from turning an embarrassing
beet red.
Bravery - - - - -: How well you stand up against all sorts of scary
things. Also effects reactions to
sudden startling occasions.
Chivalry - - - - -: To which degree you think to act upon injustices
and help those in need, or just
be nice to the opposite sex.
Etiquette - - - - -: To have the good grace to know how to behave around
others.
Expression - - - - -: How well you can communicate your feelings to
others, through speech or
poetry or song or whatever.
Grace- - - - -: This means not landing on your ass, and whatever
else grace usually implies.
Leadership - - - - -: You take action in the game's group dynamics
and people may follow you,
whether they like you or not.
Likeability - - - - -: Somewhere in between Hitler and Ferris Bueller.
Perception - - - - -: Oh, hey, someone’s throwing a knife at
my head. That’s good to know.
Rationality - - - - -: How well you can think things out without jumping
to conclusions and
blowing someone's head off.
Temper - - - - -: How well you can keep from blowing someone's head
off.
Battle Aura: There's mad, and then there's
MAD. Battle aura is that red or blue haze that
surrounds a character when they're really peeved off about something,
and adds that extra
amount of energy in battle. In this game it also functions like
Willpower in a World of Darkness
game. Each point in Battle Aura costs one point, and can be spent
at any time to increase the
number of successions by one (for each point spent) in an action.
The more points used, the
stronger the battle aura and the more visible it is to others.
Characters must designate the color
of their battle aura (usually red or blue, but other colors might be
interesting) before playing. It
makes visualization more fun, and pretty too. On a character
sheet, it is possible to have 20
points in battle aura waiting to be used. You get the idea.
List
of Martial Arts Specializations and Techniques:
Anything-Goes Martial Arts:
Anything-goes martial arts is precisely what
the name implies; essentially, you can make
it up as you go along. Most anything-goes martial artists prefer
to use only their bodies as
weapons, but that does not mean that weapons cannot be used.
There are lots of bizarre,
unlikely fields of martial arts created by Rumiko Takahashi in the
Ranma ½ series. Any specific
technique or style of fighting can be assimilated into an artist's
repertoire like some kind Borg.
For example, Ryouga appeared in the series already knowing martial
arts rhythmic gymnastics
well enough to teach it to Akane and Ranma. What's up with that?!
Most likely, it helps with
flinging bandannas and belts and umbrellas around the place like boomerangs.
Ryouga mostly
fights without weapons, but the umbrella is a good sidekick in a battle.
Weapons like this cost
extra to anything-goes martial artists because they are not considered
necessary in the basic
realm of attacks. See merits for more information about this.
List of Techniques:
Bakusai Tenketsu (The breaking point technique):
The attacker finds and hits the
breaking point in any given inanimate object, causing it to shatter.
This gives 2D damage to
everyone in the immediate vicinity of the attacker, who should be numb
to it all by now, but the
sheer thrill of breakin' stuff should make it all worthwhile.
It's15 points, not just for what it can
do but ‘cuz learning it means getting hit in the head with a boulder
over and over and over....you
know what they say about head injuries....
Bakusai Tenketsu Rapid Fire: If you already
have Bakusai Tenketsu, this will only cost
10 more points. Then you can use the Breaking point technique
5 times a round, or raise it up
even more by throwing in a willpower point for every extra time you
want to hit per round. It
comes in handy when fighting giant mechanical ant lions, among other
things. Don't try this
with anything else or you'll get hurt by the GM.
The Boingy Attack: P-chan's signature technique,
it's more fun than biting Ranma, if you
can believe that. This is reccommended only for those cursed
with small, flightless animal
forms. The animal in question bounces off walls, the ceiling,
etc. etc., until enough momentum
has been gained to hit someone with surprising force. It only
does 1D damage, but you can get
points if it puts the opponent into a compromising situation.
Pay 10 points.
The Legendary Cat Fist: This can only be used
if the attacker has taken the flaw of
neurotic phobia. Like Ranma's reaction to cats, the user's extreme
fear will push him/her over
the limits of sanity until he/she becomes that which is most feared.
The effect is that the
character goes into a bewildering high-speed frenzied attack which
can work 2D damage and
stuns the opponent for 2 rounds. Returning to normal consciousness
afterwards is another
matter, and the unpredictability of the results of the cat fist make
it a dangerous and unreliable
attack. And that's why we love it! Pay 15 points.
The Chingensai super-secret ninja attack Extra-dimensional
warp: "Now you see me;
now you don't!" The character makes himself invisible.
This is actually accomplished by either
camouflage or digging underground tunnels before the match. It's
really only a cheap parlor
trick that impresses new students. Although the opponent cannot
attack, neither can the person
who is invisible. It was invented to allow dirty old men to spy
in girls' locker rooms. Spend 15
points, because it could be used for all sorts of sneaky stuff.
The Crouch of the Wild Tiger: Kneel down,
place both palms flat on the earth, face your
opponent, and apologize profusely. Named after the legendary
tiger which fell off a cliff and
had to beg for its life. No points necessary; humility is free.
Drunk Fu: Practiced secretly in bars across
Japan. **This is only for people who don’t already have the Mr. Fujisawa
technique!** The attacker gives the appearance of being drunk, wobbling
around to fool the opponent into assuming that he/she is too drunk to fight
successfully. Whether the character is really drunk or not is a matter
of personal opinion; someone in this specialization may actually fight
better drunk than sober. For normal martial artists, being really
drunk will mean that every roll for dodging or attacking will be against
a higher success minimum than 6, 1 higher for every 3 beers, shots, etc.
consumed in the course of the action sequence. However, successful
hits do 2D damage each. Barf up 10 points, lush.
Dual Jet Stream Raging Waters Attack: This
requires 2 people. They stand back to back,
link arms, and sway back and forth until they build up enough momentum
to lift themselves into
a spinning double cannonball, flailing their legs out to spin and kick
the opponent. The whole
thing finishes with a flourish when both attackers link their legs
at the ankles and deliver a
double flying kick, preferably to the head. Expect 3D damage.
The 30 points it costs are to be
split between the 2 people.
The Fork Ball Attack: Usually in a game of
Ping Pong, this would be a big ball ponged at
the opponent that spins like a curveball. Then the ball explodes
and a barrage of silver forks
lash out at the opponent. It does 2D and only costs 5 points,
but since it involves fighting with
eating utensils you'll need to buy that skill under the food fighting
dept. It's a long ways down.
Happo-Fire Burst: Little homemade bombs (and
they're lit, too!) may not look like all
that, but they are explosives that can be thrown at an opponent, and
they look pretty when they
go off. Standard-size bursts (about the right size to fit in
your hand) do 2D damage and cost 20
points. Extra-big bombs are an additional 10 points, but they
cause 3D damage and can only be
made once every 3 rounds or once a day.
The Happo-Five Yen Satsu: Sure, you have to
have a specially trained metabolism, but
with the aid of a round object you can drain an opponent's battle aura
and make yourself more
powerful. With this kind of thing, you don't really need to know
anything else about martial
arts. The down side (or maybe it's an up side) is that your body
will fluctuate between pre-pubescence and voluptuousness, the voluptuousness
coming after you drain your opponent and
only lasting 1 round for every point taken from the opponents' battle
aura afterwards. If you
want it, it costs 40 points, cuz it's pretty potent. And you'll
have to come up with a past
background that explains how your body was trained to do this. (So
that's why my pubes come
and go so quickly.....)
Hiryuu Shouten Ha (Heaven blast of the Dragon):
The character steps in a spiral while
defending against the opponent's attacks. This plus the amount
of strength and battle aura used
by the opponent(s) causes a whirlwind which picks up the target and
slams him/her/them against
the ground. This does 4D damage and the target is stunned for
3 rounds. The Heaven Blast
cannot be used on flying or airborne opponents or in combination with
other special attacks. If
you want it, you'll have to shell out 40 points.
Kanchu Tenchin Amaguriken (Sweet chestnut
fist): Once every 3 rounds, this skill
increases the number of attacks to 6 per round, for an endurance of
2 rounds. Basically, what's
happening is that the attacker uses either hands or feet to beat into
the opponent with lightning-quick speed. When Cologne uses it, it's
to pluck roast chestnuts from a fire without getting her
hands burnt. This trick cannot be used simultaneously with other
attacks. Ranma uses it.
Cologne knows it. You can too, for the swell price of 20 points!
Mallet of Doom Attack: The character pulls
a mallet out of nowhere when inspired by
anger, whomping the opponent silly. See the rules for Cartooney
Magic under Hidden
Weaponry Attacks. 5 points.
The Saotome School Final Attack: Run away
until you can think of something better to
do. ‘Nuff said. It doesn't cost anything to be a coward.
Shitsupuu Bakuretsu Ken (Charging spinning
fist): This is an elaboration of the
Shoumakuuha Ken. Once every 4 rounds, energy can be focused into
a one-handed charging
attack against one opponent. Does 3D damage, but add a +4 if
the attacker is angry. Subject to
normal restrictions, don't try to use it with other stuff. This
costs 10 points, if you already have:
Shoumakuuha Ken (Spinning fist): Once every
4 rounds, the rate of one-handed attacks
can be increased to a disturbing level which lasts for 3 rounds.
Causes 3D damage This is one
of Akane's specialties, which I think mostly applies to beating up
Ranma (whap-whap-whap-whap-whap...). Of course, it can't be combined
with other attacks. Cough up 30 points.
Energy blasts!!!!!! Each character can
obtain no more than one of these tricks; choosing
the right one will take into play the character's personality.
Mouka Takabisha (Horizontal force blast):
This can be used as many as 3 times a day or
once every 5 rounds, if a success over 7 is made on a D10 roll.
The horizontal force blast is a
giant energy fireball eventually learned by Ranma in the series, channeling
chi energy into a big
bang, fueled by pride. This attack does 4D damage; add +2 if
the attacker's ego is inflated right
before the blast is created, and -2 if his/her ego is deflated.
Obtaining this skill costs 50 points.
Cannot be used with other attacks.
The Mr. Fujisawa Technique: Ok, so this is not canon to
the Ranma ½ series. But you do have to admit it’s pretty cool,
if you’ve ever seen El Hazard. Characters with this technique fight
best when removed from their vice (alcohol or cigarettes, for example),
but the addiction must be thoroughly played out as a major weakness.
Discretion is up to the GM as to the specific effects during a game, but
since these should be pretty severe in relation to the amount of withdrawal
this is more of a powerful style than a weakness. Costs 30 points.
Roaring Tiger Bullet: 3 times a day, or once
every 5 rounds, with a success against 7 on a
D10 roll, this energy blast only does 3D damage. Frankly,
I don't know a whole lot about this
one, but supposedly Akane eventually learns it to channel her anger
into a fireball. Damage
level is raised +2 if the character is angered in advance, another
+2 if this is done by a
significant other. -2 if the character is calmed down first.
Don't use this simultaneously with
other attacks, or else! Costs 40 points.
Shi Shi Houkoudan (Roaring lion shot): Once
again, this can be used a maximum of
3 times a day, once every 5 rounds, if at least a 7 is achieved on
a D10 roll. This is an energy
blast created by fuelling the character's depression into a chi fireball,
pretty much the opposite
emotion than in the Mouka Takabisha but producing the same effect.
In order to learn this,
Ryouga made Akane tell him that she hated him. It made him cry.
A few minutes later he was
standing in a 10-meter wide crater from the impact of the explosion.
In the game, this will do
4D damage, +2 if the attacker is additionally depressed by an outside
source, -2 if he/she is
cheered up. Add an extra +2 on top of it all if the player can
manage to have Beethoven's
"Moonlight Sonata" playing in the background when the blast is created,
just for the hell of it.
Cannot be used simultaneously with other attacks, this costs 52 points.
Other Martial Arts Fields:
You don't have to be an anything-goes martial
artist. You can specialize in a
specifically odd field, or create your own. And of course, any
of the attacks in any field can be
incorporated into a character's abilities.
Kendo: Does anyone call you the Blue Thunder?
Does the sound of your name strike
fear in the hearts of your enemies? So what if it doesn't?
Kendo may be right up your alley, if
you like fencing. A bokken, or wooden sword, can be a good thing
if you know how to use it.
Kendo Techniques:
The "Why, just the air pressure alone..."
Blue Thunder Attack: This consists of jabbing
with a bokken repeatedly in lightning-quick fashion, almost like the
Kanchu Tenchin
Amaguriken, but with louder battle cries and not quite as fast.
The effect is to smite thine
enemies by bruising them with the force of the air pressure aimed at
their skin. If the bokken
actually hits a dull surface, like someone's head, then the opponent
must pass an endurance roll,
or else it does 2D damage. This technique can be bought for only
10 points, so you won't have
to make your manservant learn it for you.
The Fingernail Dirt Superman Elixir Technique:
First create an energy elixir made from
the dirt under a dirty old man's fingernails. Eat it up, yum!
The effect is the speed and energy
of the Kanchu Tenchin Amaguriken in Kendo style, but with the strength
and endurance of the
Bakusai Tenketsu. This is downright scary and practically invincible,
doing 3D damage if the
opponent is hit, but it only lasts for 3 rounds. Then the character
is seized with a severe tummy
ache from having consumed fingernail dirt. 30 points, if thou
darest.
The Watermelon Cyclone Slash: This involves
spinning around in a 360 degree circle
and cleaving watermelons in twain. This also works on trees,
cement walls, furniture, and other
nonliving objects. Truly the damnedest of techniques, is it not?
It's yours for 10 points, baby.
The Phoenix Sword: First find a phoenix to
sit on you head. Then we'll go from there.
The Overhead Strike of Death: The bokken is
lifted above the head to strike down on the
opponent. I haven't seen it actually work in the series because
the one time Kuno tried to use it
on Ryouga in a match, he accidentally popped a balloon on his head
and lost by default. Let's
say that it does 2D damage and you can have it for 15 points.
The Goddess-Grabbing Technique: A bokken is
not required to perform this maneuvre.
The trick is to sneak up behind some poor unsuspecting person of the
opposite sex and grab
her/him when she/he's not expecting it, preferably in an erogenous
or semi-erogenous zone.
This is only 5 points, but watch out for the other person to fight
back!
Flying Roses of Pure Love: Flinging individual
roses or whole bouquets like darts makes
women think that you are romantic. It's true! Just ask Tuxedo
Mask. Swirling whirlwinds of
rose petals or even cherry blossoms also fit into this skill, even
though it won't look like you're
causing it to happen on purpose. This is mood magic. 5
points.
Martial Arts Hidden Weaponry: Also known as
Black magic, this is the art of hiding junk
up your sleeves, and at any moment's notice pulling out an arsenal
of metallic object that would
make the U.S. military blush. It works best if loose-fitting
clothes are worn, especially if they
have lots and lots of pockets.
Hidden Weapons Techniques:
Cartooney Magic: It's not as easy as it looks
to pull stuff from seemingly out of nowhere.
Anyone, and I do mean Anyone, who intends to do this in a game, including
bouquets of flowers,
mallets, etc.-anything coming out of nowhere to be used spontaneously
by the character, needs to
buy this technique. Good thing it's only 5 points.
The Fist of the White Swan: This involves
attacking so quickly that the opponent thinks
the character is attacking with thin air. In actuality, it's
a porcelain training potty shaped like a
duck. Remember, you need Cartooney Magic in order to get this!
The opponent must get at
least 3 successes on an endurance roll to keep from passing out after
the 3 hits that can be done
in one round. Spend 10 points.
Knife Throwing: Throw knives, chains, etc.
with deadly precision. 5 points.
Raking Hawk Talons: An attack from the air
with hooked nails protruding from the feet.
This technique is passed down to a single student every generation,
unless you happen to be one
of those inside people like us who can do these things. It does
2D damage to the face, provided
the opponent can't succeed a dodge roll. Cough up 15 points,
bird freak.
The Hen Egg Bomb Attack: Bombs shaped like
eggs are launched at the opponent. Some
people may find it interesting. 2D damage, 15 points.
Martial Arts Rhythmic Gymnastics (MARG): This
sport requires lots of "tools" (aka an
arsenal of weapons) and more than a little bit of psychosis.
With the mastery of the ribbon,
anything not bolted down can be your weapon. This is more likely
to be a feminine sport
("Because guys don't wear leotards, that's why!") although Ryouga seems
to know it well
enough for some reason. I think I've already mentioned it.
But it's a curiosity, no? Perhaps a
possible X Files episode? Perhaps not. Anyway, a master
in MARG would not stoop so low as
to attack without the right tool, and she (or he) would have lots available.
Try checking into the
Cartooney Magic in order to get away with pulling something out of
your skintight leotard,
though. Then you shall teach a lesson to all those wicked girls
who would stand in your way!
Bwahahahahahahahah....heh heh heh.
MARG Techniques:
Mastery of the Ribbon: Yeah, it's just a long
strip of satin cloth, but you can work it like
a whip and smack your foes around while laughing maniacally, or use
it to pick up all kinds of
stuff to fling at an opponent. It can become really quintessential
to your technique. Depending
on how the opponent succeeds in dodge and endurance rolls, a single
attack can do up to 2D
damage. It costs 15 points, but consider it an investment.
The Attack of 1000 clubs: This uses 20 or
so Indian clubs to flail madly at the opponent
quickly enough to make it look like only one club is being used.
It's the MARG version of the
Kanchu Tenchin Amaguriken, only different. 10 points, it does
1D damage.
Soft Weapon Hard-on: By instilling chi energy
into, say, a piece of cloth or a strap of
leather, the object will become stiff and razor-sharp. Then it
can be thrown like a boomerang or
used one-handed like a sword. Makes ya think, don't it?
For the bargain price of 10 points, this
can come handy for the martial artist on the road.
The Fair Cheat: Some people may consider it
foul play, but you would do no such thing,
of course, and the tools you use are legal.....This helps you get away
with it. A cheat like that is
practically fair anyway, right? 5 points.
Martial Arts Chemistry: Okay, so this technically
doesn't exist in the series, but I think
it's important enough to merit its own category. Sometimes a
little conniving and underhanded
usage of rare Chinese herbs is necessary in order to get what you want.
And don't forget what
kind of wrath the Chem club can offer!
Chemical Techniques:
Knowledge of rare herbs: This is useful in
slipping mickeys into people's drinks, cooking
foods that release hypnotic suggestion, planting paralysis gas into
a bouquet of flowers, you
name it. The trick may be finding these herbs...buying points
in Herbal Access (under Merits)
can pretty much guarantee it. If not, you may have to hunt them
down, go to China, break into
Dr. Tofu's office, or something like that. 5 points.
Knowledge of laboratory chemicals: Same idea
as above, only instead of relying on herbs
you can make the chemicals yourself. Just master the possibilities!
(The author's attitude
towards the U.S. restrictions on controlled substances do not necessarily
coincide with any
coincidental suggestions made in this RPG manual. Cough, cough,
ahem.) 5 points.
Bomb and mine field technology: This is not
necessary if you know the secret of the
Happo-fire Burst. But for those of you know don't, you don't
have to sell plutonium to a mad
scientist in order to get one, if you know what I mean. Of course,
some restrictions may apply;
you can't make anything big enough to mess up the delicate balance
of power between the
nations, but your stuff can do about the same amount of damage as an
energy blast. However,
you can only produce one bomb of this magnitude per game or week, whichever
comes first, and
it costs 25 points. Oh, and be careful not to let it go off at
the wrong time or allow your
opponent to kick it back at you after you run away for cover.
It could get messy.
Chinese Amazon Martial Arts: Some of
this ground been covered already under
anything-goes martial arts. But womans what come from amazon
tribe kick ass! Sorry, guys,
but this cannot be for you. Amazons may fight with or without
weapon; it like anything-goes, it
up to you. If want to have trademark weapon, must claim it when
make character. Shampoo use
bonbori, big fighting balls on sticks. Cologne have bouncy walking
stick. These fighters very
dangerous! They not afraid to kill or marry those what interfere
with tribal law. Watch out for
Kiss of Death!
Chinese Amazon Techniques:
The Saifan Hangu Shiatsu Attack: The attacker
leaps behind the opponent, then by
applying a combination of rare Chinese herbs and hitting special pressure
points, she can
selectively erase memory in the opponent. Knowledge of herbs
is a must for this one, but it's
only 10 points.
The Fist of the Ice Bear: Wind and chunks
of ice can be channeled to form a large polar
bear-shaped block of ice. It can fly, when the attacker rides
it, and it's practically invincible in
the winter. There must be some inspiration from the Russian legend
of Baba Yaga, the old
crone who was sometimes good, sometimes bad, and had lots magical powers
over people and
animals. Gotta love the Russians. This is a good technique
for cold-hearted old hags. It does
4D damage and can't be beat, except for the Cat Fist, or possibly an
explosion or heat wave.
Hope you can afford 50 points.
Remote Control Acupressure: the character
sneaks up behind the opponent, presses her
index fingers on either side of the opponent's head in just the right
spots, and programs him/her
to do whatever. It's kinda like hypnotic suggestion, only it's
more like a command. Comes in
handy on occasions; trust me. 20 points.
The Splitting Cat Hairs Technique: The individual
divides herself into several identical
people, who swirl around the opponent while occasionally throwing in
a hit now and then,
keeping the victim confused and unable to discern the real warrior.
It only does 2D damage, but
while it lasts the enemy can't fight back. That is, unless they
know how to use the force or
something. So spending 25 points on it isn't all that bad.
The Wall of Illusions: Even the emperor of
the Sung dynasty was afraid of this one! Chi
energy flows out towards the opponent to create a barrier of false
attackers, with the occasional
real monkey thrown in to make it more realistic. The effect is
to delude the opponent from
being able to attack the real person. This does no real damage
unless other attacks are combined
with it. Shell out 30 points, ‘cuz it's harder than it looks.
The Dance of the Great Fire Dragon: Yes!
This is musical warfare! It takes 2 people to
perform it, though. The idea is to step inside a Chinese dragon
and chase the opponents, playing
that annoying "yappa-paa" song from the first series and snorting flames
at them. The
opponents are caught up in a trance where listening to the music forces
them to run and dance
against their will (just like in the opening credits of the first series!).
Thrilling to the edge, no?
It can last up to 3 rounds, and each flame snort causes 2D damage.
It costs 30 points, but you
can split it between the two of you. That's teamwork for ya!
Martial Arts Figure Skating: This can either
be pair figure skating or single, though some
of these techniques can only be done with 2 people. And, it doesn't
have to be an ice sport;
roller blades are kosher and may prove to be much more practical in
a game. I like this sport
because points may be given by the GM to the characters for artistic
merit, by way of costuming,
choreography, choice of music, or general creative flourish in addition
to regular maneuvering.
List of Techniques:
The Assault of 100 Foes: this may be done
with one or two people, but with two they can
split the point cost. 100 foes (hockey players work well for
this) rush to attack the figure
skater(s). By a combination of choreography and regular martial
arts attacks, all 100 foes are
knocked out in a matter of seconds. And it all looks graceful,
too! At least, it should, anyway.
It does 2D damage on large crowds, and the total cost is 20 points.
The Dance of Death: Usually on ice.
This attack can only be used by one person. The
attacker spins in one place over and over and over again; meanwhile,
the opponent leaps into the
dance to attack and gets trapped in the spin until he/she passes out
from nausea or from the force
of the lightning-quick blows delivered inside. Then the opponent
is thrown out by centrifugal
force and the dancer stops holding a graceful pose. It does 2D
damage and the opponent it
officially down for the count for a full round afterwards. 20
points.
The Kiss Attack: The skater zooms in to kiss
the opponent before he/she knows what's
going on. 5 points.
The Goodbye Whirl: This requires 2 people.
The other 2 opponents must be knocked off
their feet first. Then while the opponents are holding hands,
the ankles of one of them are
grabbed by one of the attackers, who in turn is grabbed by the ankles
by the other attacker. The
second attacker then hoists all 3 people into the air above them and
launches into a long spin,
which lasts until either one of the opponents lets go and flies into
space or the first attacker lets
go out of dizziness. It causes 3D damage if the opponents actually
hit a wall or the ice or
something hard and unpleasant. 30 points.
The Food-Related Martial Arts (aka Kung Food):
Sure, this may seem over-generalized and a bit unfair toUkyou, who deserves
to be in a class by herself. But there are a few other outside techniques
which fall under the category of food fighting, so what the hey.
Keep in mind that little flying
spatulas fall under the jurisdiction of thrown weapons in the hidden
weaponry dept.
Knowledge of cooking might be a good idea for this field but it is
not completely necessary.
Any time food is used in an attack or a major factor in the martial
arts, like in Okonomiyaki
cooking and ramen delivery, a D10 must be rolled against 4 to ensure
that the food is still quite
tasty and piping hot, completely unfettered by the effects of the fight.
List of Techniques:
Wielding a Giant Spatula: This requires the
skills of both a broadsword and a baseball
bat. And even though it may get bent out of shape, it always
pops back to normal and you can
still cook with it. It's stainless steel, so it must be a good
thing. It does 2D damage to an
opponent, and you can have it for the price of 5 points or a bottle
of okonomiyaki sauce.
Flour Bomb Attack: A bag of rice flour is
thrown at the opponent, which explodes into a
great smoke screen, and leaves the coughing opponent open for attack.
The opponent is unable
to do anything for 1 round. This is 10 points just ‘cuz of the
advantage it gives.
Gooey Gluey Batter: Rubber cement mixed into
regular batter makes a wonderful trap for
any opponent dumb enough to leap into a bucket full of it. Otherwise,
it can be thrown or laid
out in secret. Once the opponent is stuck, he/she is unable to
use all limbs glued down and the
attacker is able to dish out just the right punishment. Once
again, this is more of an opportunity
than an attack. 10 points.
Fishcake Blizzard: Ok, now we're getting into
the territory of martial arts take-out ramen.
Fighting in this style usually implies that one hand is occupied holding
the delivery box and
making sure that not one delicious drop is wasted, though if you just
want to throw fish cakes for
fun then you don't have to worry about it. With this attack,
little pink and white disks of fish
sausage (or pepperoni could work for this too-more delivery goodness!)
are pelted at the
opponent in obscene quantities. The opponent is either stuck
trying to fight off the food
blitzkrieg and loses the chance to attack, or takes 2D damage from
all the little red marks they
leave. 10 points.
Potsticker bombs: More of the same, potstickers
that explode when you throw a couple
dozen at somebody, yada yada. Food for thought.
Fighting with Chopsticks: If you can use them
for blocking attacks or poking your
opponents, that deserves merit. Using eating utensils for more
than just the consumption of food
is not so easy. Shell out 5 points, and it's an investment!
Poking the opponent with chopsticks
only does 1D damage, but it's a style thing. Kiren says it makes
ya look good in front of the
chicks.
The Ramen Wrap Noodle Noose: Using chopsticks,
(see above) a long rope of ramen
noodles lassoes the opponent around the neck. The more struggling,
the tighter the noodles get.
It only does 2D damage once the opponent breaks free, but since it
almost guarantees victory it
should be worth 20 points.
Force Feeding: The attacker, loaded with a
handful of food, leaps out at the opponent(s)
and forces it down their throats before they know what's hit ‘em.
This doesn't really do any
damage unless the food is tainted with something unwholesome, but it's
kinda funny to watch. 5
points.
Revenge Cooking: There's a difference between
honestly being a bad cook and cooking
bad on purpose just to avenge hurt feelings. This makes it extra
bad, if you're normally a normal
cook. 5 points.
Sneaky Martial Arts: Also known as espionage,
it's a good thing for any ninja slave—er,
spy. There's not a whole lot else I can think of to say about
it.
List of Skills:
Sneaky Feet, Ninja Feet, Bunny Feet: Effectively
sneaking around without making any
noise. Movements are stealthier than with normal martial arts
skills, so you can even sneak up
on most martial artists and scare the heebie-jeebies out of them.
It's only 5 points. Why not?
The Chameleon Factor: With this you can be
a master of stupid disguises, namely,
inanimate objects. You can fool anyone into thinking that you
are a mailbox, tree, pop machine,
etc. until you eventually reveal yourself. It makes it easier
to take your opponent by surprise, but
the effect goes downhill once you start attacking in the disguised
form. (People tend to think
something's amiss when they get chased by trash cans.) Points
may be awarded for creative
costuming, but there is also the risk of fumbling if it's too bulky.
5 points.
The Copycat Paparazzi Technique: First one
must spy on other martial artists and take
pictures of them using their signature techniques. Then, with
the aid of a magic cloak, the
attacker turns into exact replicas of the opponents and challenges
them using their signature
techniques. The replica usually beats out the original and does
2D damage, not including shame
inducement and stupefaction. However, watch out for revenge challenges!
It just goes to show
that a copy's a copy, but the real thing's authentic, or something
like that. If you're into that sort
of thing, it's 15 points.
Also: See the blurb about Chingensai's super-secret
ninja attack under anything-goes
martial arts.
Last, but not least...Creative Martial Arts!
This includes stuff that I made up outside of
Rumiko Takahashi's universe, and anything else that requires creativity
and imagination in a
fight. Points may be awarded for ingenuity, especially if it
impresses the GM. Mostly this
category is for the Rock-n-Roll Martial Artist and the Role-Playing
Martial Artist, though other
concepts for a martial arts field are welcome.
Rock-n-Roll techniques:
The Ability to Play an Instrument and Dodge
at the Same Time: Also includes singing.
Beyond normal musical skills (which are excellent given the artist
is by nature a musical
genius), this enables the artist to perform with the same level of
mastery in the middle of a fight,
without losing concentration or going off key. It makes you look
cool, but doesn't include
attacking. Cough up 10 points, punk ass.
Also Being Able to Fight Back While Performing:
Using basic martial arts attacks in
addition to the above skill costs an extra 5 points.
Non-Lightweight Metallic Objects: AKA heavy
metal, this falls under the jurisdiction of
hidden weapons rules. Basically, this includes anything from
thrown knives concealed in the
clothing to switchblades in the instruments.
The Instrument as a Weapon: There's a great
scene in "Desperado" that shows Antonio
Banderes playing his guitar in the middle of a bar brawl. Whenever
someone attacked him, he
would stop playing for a second and whack the person upside the head
with the back of his
guitar like Ukyou would use her spatula, or shove the butt end into
someone's stomach or
something equally bad ass and extremely cool to watch. I must
say that that scene gave me more
than just a little inspiration of Riff, my model character for this
field. Switchblades in the
instrument must be handled with care and released at just the right
time, in addition to being
able to beat people silly or slashing them with the weapon. This
would also work well for
drummers, sax players, trombonists, or just about any instrumentalist,
with a little ingenuity.
The blunt weapon alone does 2D damage, and the switchblades can add
up to 3D additional,
depending on how badly the opponent fails a dodge roll. 15 points.
The Musical Grimace: In the middle of a riff,
the character starts to grimace heavy-metal-style and rant and rave, which
entrances everyone within earshot to start moshing involuntarily. It's
a great way to attack huge numbers of people, but can get out of hand really
easily and causes 4D damage to the entire room, furniture especially,
since furniture doesn't
have endurance points. Spend 35 points.
The Psychedelic Experience: By a combination
of acid rock and hallucinogenic chi
energy similar to the Amazon Wall of Illusions, the performer can stop
opponents from attacking
by placing them under a simulated LSD experience. The opponents
are unable to attack due to
the flying purple fishes, bouncing mushrooms, etc. It doesn't
really cause any damage but it's
kinda neat, don't you think? 20 points.
The Ear-Splitting Sound Wave Target Shooting
Technique: This was mostly created at a
lethal attack to use with non-Ranma RPG characters who have much stronger
powers than
anyone in the Ranma ½ universe, so its usage in this game is
either a bad idea or requires
alterations. Essentially, the attacker has a special switch on
his instrument that concentrates ear-splitting decibels of pure rock into
a targeted area, so that only certain victims hear the high-pitched wail
that will after 2 rounds cause a normal human's eardrum to explode.
The target
facility keeps innocents and friends who are within earshot from falling
under this fate. 50
points.
Role-Playing Martial Arts: This one is real
sketchy since I've never created an official
character like this and the concept still hurts my brain. But
I like the idea and if anyone wants to
play this character we can find a way to make it a playable thing.
My idea is that the character
carries a backpack with a dice bag, character sheets and several role-playing
manuals. In combat
the character drops to the ground and starts rolling dice rather than
attacking physically. With
enough dice roll successes (decided by above-board dice rolls), the
opponent receives invisible
blows that appear to be delivered from thin air. Bad rolls may
mean that the blows have no
effect, the character has to stop and look something up in THE BOOK,
or must argue with a
nonexistent GM. While this happens, the opponent would be able
to beat you senseless. It still
needs some work, but I bet it could be done!
The Video Game Martial Arts: This is almost
the exact same thing as the role-playing
variety, only the character carries a control panel wired up to a box
strapped onto the back. In
combat a see-through warrior appears to fight the opponent while the
character sits down and
fiddles with the control panel. Any video game character may
be used for this facility, provided
its skills do not give it an unfair advantage over a regular Ranma
½ character, and the player
above board rolls dexterity on button-pressing and for the abilities
of the video character against
the opponent.
NEW: Martial Arts Twirling (MAT): Sure, Baton
Twirling is a sport practiced mostly in
small towns and by little girls, and it even has its own entry in the
Encyclopedia of Bad Taste,
but think of the possibilities it could have as a martial art!
It's a tool sport, and so it bears some
resemblance to MARG in terms of equipment, costuming, balance, background
music and
artistic merit. (A word of advice: depending on which animal
curse this martial artist may get, it
may become impossible to use these tools. Roll again until you
get a compatible form.)
However, the focus is more on twirling. And leading marching
bands.
List of MAT Techniques:
Batons of Fury: Basically, this is mastery
of the batons. Twirling them, tossing them in
the air and also being able to catch them, etc. are just the basics.
This transcends into a martial
art with the ability to whap people while twirling, send batons spinning
out to whap people,
weilding the baton as a miniature staff, etc, etc, etc. Use your
imagination. The batons are the
all-purpose weapons of the Twirling artist. 10 points.
Mastery of the Ribbon: See rules for this
under MARG.
Spinning Knives of Fury: Really long, scary-lookin'
knives with hooks on the end so they
can be joined together, twirled, and flung at will. ‘Nuff said.
10 points.
Fire Batons from Hell: They're batons, but
they're flaming on the ends. Cool, huh? But
you have to have a lighter and some kerosene around to use them.
5 points, but you must have
Batons of Fury first.
Merits and Flaws:
+ means the number of points you must spend to get a merit; - is the
number of points you receive for taking a flaw.
Merits: These are things you have to spend points to get, ‘cuz they're
good things to have.
+1 Great Cook: Yes, you can cook. And
it tastes NUMMY.
+1 Non-love-related human resources.
One point for every person who can help you
with a problem, and is on your side without necessarily being in love
with you. For example,
this could be a good relative, a friend, or just about any non-playing
character you want to create
to be a positive resource. This does not guarantee that they
will solve your problems; only that
you've got a friend.
+2 Clothing Discretion: Clothes disappear
when you change and reappear nearby when
you change back, so long as you get at least a 4 on a D10 roll.
Believe me, this is better than no
clothing protection at all. But nothing is perfect.
+2 Dr. Doolittle Syndrome: Understanding your
animal friends without the use of Wiley
Coyote signs. "Squeak squeak oink oink!" "Hey! Who
are you calling a coward?!"
+2 Grapevine: No, no, not the dance.
When you aren't around when things in the game
happen, you hear about it afterwards through "them".
+2 Someone loves you: This is either a fiancé(e)
or just about anybody who has this
horrible crush on you and will do his or her best to win you over,
help you in a jam, or hit you
with a mallet when you so much as look at a member of the opposite
sex. The emotions do not
have to be communicated or even understood between characters; the
above board indications
are there. 2 points for each person you want to go gaga over
you.
+2 Waterproofing (and rustproofing): Securing
your everyday equipment for up to 100
feet underwater.
+2 Weapons: Yeah, spend 2 points on every
weapon you want to use on a regular basis
that is not essential to your martial arts field. These may be
your trademark weapons, or just
something that looks cool in a battle.
+3 Improved language skills: This is rehab
for those foreigners who no did speak right.
Or, for those who wish to add a foreign language to their repertoire
of neat mental thingys.
+3 Wiley Coyote Signs: Whenever you, in animal
form, need to mouth off briefly.
+5 Great Luck: Bad stuff just generally doesn't
hit you. But that's no fun. Boo.
+5 Herbal Access: You can find those rare
and useful herbs to help you in your herb
magic.
+5 Secrets: For each person you need to hide
your deepest secret from, whether it be
about your watery curse or your true love interest or whatever.
This doesn't erase all
possibilities of the person discovering your closet skeletons, but
it does guarantee -5 successes
for their perception and alertness rolls to keep them from figuring
it out.
+10 Angry Head of Doom: When the character
is really pissed about something, like if
anything happens to one of Soun Tendo's daughters, the character's
head can turn into this huge
demonic thingy with smoke coming out the nostrils. Works great
for intimidating people.
+10 Prayer: When all else fails, pray.
This will grant you successful prayer to whomever
you place above anyone or anything in the world or in heaven.
(Ryouga has been known to pray
to Akane in battle as though she were a warrior goddess.) This
can only be used when the
situation is dire and secrets are at risk of being revealed.
The player must say the actual prayer
out loud, and will receive 5 automatic successes in whichever impossible
feat the character
wishes to accomplish.
+10 Your Own Personal Slave: Someone to do
your dirty work for you.
Flaws: These are the things you pick up so you can afford some really
cool technique, or
whatever. Anyway, they give you points ‘cuz they have a down
side.
-1 Being from a country other than Japan.
Namely, China, although you don't have to be
Chinese. But if you do, try to come up with some cool name that
sounds a lot like a bath
product, like Xian Pu, Kon Lon, or Mu Ssu. I personally like
Lo Shun. It's got sex appeal. This
fault is really no big deal unless you also pick up poor language skills.
-1 Loner: You have no home, no family, no
friends outside the game. (Hunted,
despised....)
-1 Rotten Cook: White wine, vegetable oil,
it's all the same to you.
-2 Big time blusher: You turn beet red at
the drop of a hat. You can't control it.
-2 For every person who hates you and tries
to get in the way whenever possible.
"Ranma Saotome, prepare to die!"
-2 For every person you love dearly.
-2 Overdeveloped sense of vengeance: Yes,
you are known to hold a grudge. And you
don't take many things in stride, either, ‘cuz there's someone out
there who's fault it is for
something or other. Give your enemies what they deserve, for
doing whatever to you!
-2 Wuss: Inability to tell your loved one
how you feel. When the subject comes up,
figure -3 successes into a bravery roll.
-3 Fear of the Master: Look out. Ba-GAWK!
-3 Heart of Glass: Liable to shatter if your
loved one tells you the news you don't want to
hear. This will effect your overall personality by making you
moody and prone to tears.
-3 Inability to Swim: Yeah, you just kinda thrash about
like Godzilla in a kiddie pond.
-3 Poor language skills: Never know how use
pronouns or verbs.
-3 People think you are a pervert, just out
of bad circumstance.
-5 You really are a pervert. You enemy
of women! This fault cannot be combined with
the above.
******-3 Transforming into a human.************************************
******-5 Transforming into a non-human.************************************
-5 Drastically poor eyesight. You rival
Mr. Magoo with your glasses off.
-5 Neurotic, silly phobia: Turning mentally
into a cat whenever your fear overcomes you
can be such a nuisance.....REER!
-5 Poor sense of direction: "Giving you a
map would be like giving a pig a pearl
necklace."
-5 Standard bad luck: You are the plaything
of Murphy's Law. -Sigh-....
-5 Kasumi Syndrome (KS): Known in the U.S.
as Homer's Disease, this causes the
gradual dummbening ("Crap, that's not how you spell ‘dummening'.
Wait, ‘dummening's not
even a word!") of a person of somewhat normal intelligence. With
time the victim of KS will
become ditzier, saying unintelligent statements and revealing that
the light inside the head is
growing dim. Unfortunately, there is no known cure for Kasumi
Syndrome.
-10 Acute Kasumi Syndrome (AKS): "Oh my!
That IS cute!" The brain is blonder than
blonde itself.
-15 Severe Age: This is how the old freaks/ghouls
rack up those extra points for all that
cool other stuff. However, it also makes you macklejerky, you
dried-up old monkey.
Welcome to Jusenkyo, home of famous training
ground of cursed springs. The idea is,
just about everyone who goes there trains by fighting each other in
midair while leaping from
pole to pole, on these poles sticking straight up in the air above
all these little pools of water,
until they eventually fall in one of them and get stuck with some stupid
curse. Each spring has
its own verrrrry tragic story, of something or another what drowned
there however many years
ago. And so from now on, every time cursed people get splashed
with cold water, they take on
the body of whatever drowned in that particular spring, and hot water
changes them back. Yada,
yada, yada, you should know all this by now. But for the sake
of this game some standards need
to be set on what causes a change and what doesn't, what kind of curses
people will get and
what they can get out of it.
Things affecting a transformation:
COLD
rain (and other precipitation)
exposure to natural bodies of water (excluding hot springs)
pools, cold baths, etc.
The old lady splashing water on the sidewalk
little boys with water guns
cold tap water
water balloons, if they break on you
splash of cold beverage
hose water
HOT
tea kettles
stewpots
hot baths and showers
natural hot springs
hot tap water
splash of hot beverage
pocket thermos flask (not just for alcoholics anymore)
Things that will NOT effect a transformation:
COLD
ice
cold sweat
consuming cold beverages
HOT
sweat
steam
humidity
consuming hot beverages
spitting on yourself, or any other bodily fluids (let's not go there)
slobbery kisses
So you see, it's a lot easier to change into the cursed form than it
is to change back. And this
curse is considered a flaw. If you turn into another human form,
the cursed form must be
noticeably physically different from what your character normally looks
like, so if you get a
curse just like yourself try again until you're different. Transforming
into a human gives you 5
points for being flawed, which you can spend on whatever your little
heart desires. It might be a
good idea to give your character clothes that will fit in both forms,
if possible, at least without
ripping. ("Silly Hulk. When will he learn?")
Being cursed with a non-humanform gives you
10 points, because you'll have more
difficulties as a result of your curse. Every time you change
into your cursed form, you'll have
to roll a D10 against 6; if you succeed, your clothes will conveniently
disappear and reappear on
you when you change back. Otherwise, your clothes will be left
lying around all over Japan and
you'll experience more public nudity. Check into the Merits department,
and there are certain
things you can get to make your life easier. You might also consider
spending points to make
your equipment waterproof, and to protect the secrecy of your curse
form certain people, etc. etc.
How to choose your curse: Well, you can't
anymore. I was going to leave that up to the
individual player, but then I realized that you don't get these kind
of choices in reality, or at least
not in the Ranma ½ universe. Do you think Ryouga wanted
to turn into a pig? Did Ranma get to
decide which spring he was going to fall into? Genma seems to
be the only one in the series so
far who likes his curse. And so, your curse is going to be left
up to fate, as it should be. I've
come up with 100 different curses. Roll 2 D10's, match the number
up with the curse, and that's
that. Unless, of course, you get something your character already
is, or someone already has the
exact same curse in the game, or if I decide that that curse is really
dumb after all and I let you
roll again. It's not that easy to come up with 100 different
cursed forms. Here goes......
List of Drowned Springs:
-SPLASH-
01. Antelope
02. Baboon
03. Basselope
04. Bear
05. Beaver
06. Big blue ox
07. Bigfoot
08. Boy
09. Buddhist monk
10. Bull
11. Cabbit
12. Camel
13. Caribou
14. Cat
15. Chicken
16. Chihuahua
17. Chimpanzee
18. Clown
19. Communist official
20. Cow
21. Coyote
22. Crocodile
23. Dachsund
24. Deer
25. Dingo
26. Disembodied hand
27. Dodo
28. Dog
29. Donkey
30. Dragon
31. Duck
32. Eagle
33. Elephant
34. Ferret
35. Flamingo
36. Fox
37. Frog
38. Giant praying mantis
(human-sized)
39. Giraffe
40. Girl
41. Goat
42. Goose
43. Gorilla
44. Groundhog
45. Hawk
46. Hippie
47. Horse
48. Hyena
49. Identical twins
50. Jusenkyo spring guide
51. Kangaroo
52. Koala
53. Komodo dragon
54. Lemming
55. Lemur
56. Lion
57. Little boy (age 8)
58. Little girl (age 8)
59. Llama
60. Lounge lizard
61. Miniature pony
62. Monkey
63. Mouse
64. Mute
65. Neanderthal
66. Nissan Pathfinder
67. Old man (the short
kind; ancient)
68. Old woman
69. Ostrich
70. Owl
71. Panda
72. Panther
73. Parakeet
74. Peacock
75. Penguin
76. Phoenix
77. Pig
78. Platypus
79. Rabbit
80. Raccoon
81. Raven
82. Seagull
83. Sheep
84. Silent Bob
85. Smurf
86. Snake
87. Squirrel
88. Swan
89. Tiger
90. Toad
91. Unicorn
92. Volkswagen Beetle
(the old kind)
93. Whippet
94. Wolf
95. Wolverine
96. Wombat
97. Yellow-bellied
sapsucker
98. Yeti
99. Zebra
00. Roll Again!
Ranma ½ RPG Character Sheet (front side)
Player:
Martial Art:
Character:
Transformation (if any):
Age:
Overall Personality:
Attributes
Strength - - - - - Speed
- - - - - Endurance
- - - - - Intelligence
- - - - -
Battle Aura - - - - - (color: __________)
Skills
Blush Control - - - - - Etiquette
- - - - -
Likeability - - - - -
Bravery
- - - - - Expression - - - -
-
Rationality - - - - -
Chivalry - - - - -
Grace - - - - - Perception - - - - -
Leadership - - - - -
Temper - - - - -
Willpower
- - - - - - - - - - - - - - - - - - - -
Weapons used on a regular basis: __________________________________________________
Current unspent points:
Total collected points:
Techniques:
Name
Damage Done
(Back side)
Character:______________________
Merits:
Flaws:
Background History, personal nature, relations and attitudes toward
the other characters:
This is what my character looks like:
Well, that’s about it. Like I said, there are a few bugs
in my system which I’m too much of a mathless schlep to try and fix.
If you have any questions, advice, or if you’re curious about the results
of my play testing, e-mail me at s539@truman.edu. Thanks!