Fantasy Rules (System)

RandomAnime’s mechanics are designed to allow players to create anime-style games and anime-styled characters. Oftentimes, however, Narrators and players might want to use their game to mimic a specific genre... like fantasy. To facilitate this style of play, we’ve put together a list of “official” modifications to the normal RandomAnime rules to allow for fantasy role-playing and combat.

Anime Level and Anime Realm
These settings still apply to fantasy games, though they are typically used only for their cinematic effects. The Anime Level no longer determines the number of Pool Points a character initially receives, but it would still help moderate the types of actions characters can realistically attempt in the game. The Anime Realm continues to determine a character’s initial attribute and skill points during creation.

Attributes
The attribute scores of all characters are limited to seven. Limiting character attributes to a maximum score of seven automatically keeps character abilities within normal human range.

Skills
All character skills are limited to a maximum score of seven. Because skill levels above seven are defined as being of inhuman level, characters should not be allowed to purchase skill levels greater than seven. This rule applies to both normal skills and combat skills.

In addition, during character creation, all skill scores begin at level one. Parent attributes no longer play a role in determining a skill's initial score. Because all initial skills begin at level one, however, it costs only one skill point during character creation to purchase a new skill. In the course of the game, it still costs eight Style Points to purchase a new skill. A skill purchased during the course of the game begins at level one.

Movement Rate
All characters have a Movement Rate of 3. A character's Movement Rate is no longer tied to his Reflexes score and is increased separately both during character creation and through the course of the game as a unique statistic.

Resistance Factor
Regardless of a character’s degree of stamina, a character’s Resistance Factor is equal to three or his Endurance score, whichever is LOWER. This score may not be increased without the use of gimmicks. Once the game begins, the character’s Resistance Factor is still tied to his Endurance score, though it still may not increase beyond three. Thus, if the character increases his Endurance score during the course of the game from, say, 2 to 3, his Resistance Factor also increases from 2 to 3. However, if a character increases his Endurance from 3 to 4, his Resistance Factor remains at its maximum score of 3.

Health Points
All characters begin with 25 Health Points. A character may increase his Health Point total to a maximum of 60. A character's maximum Health Point total is no longer tied to his Endurance attribute score.

Wounds
Characters also receive five Wound Points. A character's Wound Point total represents a the amount of life-threatening damage he can sustain without dying. Some attacks and hazards inflict Wounds of damage (WP) instead of, or in addition to, normal HP damage. For example, deadly poisons may inflict WP damage instead of HP damage. Unlike HP damage, Wounds take a great deal of time to heal. A character greatly endangers himself if he goes into combat while suffering from any number of Wounds.

The more Wounds a character suffers, the more likely pain and shock from the damage will hinder his actions. A character with three Wounds remaining suffers a –1 penalty to all actions. A character with two Wounds remaining suffers a –2 penalty to all actions. A character with only one Wound remaining suffers a –3 penalty to all actions. If a character's Wound Points are reduced to 0, the character dies (regardless of the number of Health Points he may have remaining).

In addition, if a character's current Health Points are reduced to 0, he falls unconscious and further damage dealt to him automatically inflicts Wound Points. Every two additional points of damage a character suffers after his Health Points are brought to zero inflicts 1 WP of damage. Resistance applies normally. Once the character's Wound Points are reduced to zero, he dies.

Some attacks and hazards inflict temporary Wounds. For example, the Pain Touch gimmick causes the inflicted character to suffer mystical, agonizing pain and inflicts temporary Wounds on the character. If a character's Wound Points are reduced to 0 and any of that damage comes from temporary Wounds, the character does not die, but falls unconscious until his Wound Points rise to at least 1. Of course, if the character also has 0 Health Points, he remains unconscious until both his Wound Points and Health Points rise to at least 1.

If a character with one or more temporary Wounds and no remaining Wound Points suffers damage, the damage is first applied to the temporary Wounds, turning them into real Wounds. If all of the character's Wounds are real Wounds, the character dies.

Pool Points (Magic Points)
In the fantasy game, Pool Points are now called Magic Points (MP). A character's initial MP total is no longer tied to the Anime Level. Instead, all characters begin with 10 Magic Points. A character may increase his Magic Point total to a maximum of 60.

In the fantasy game, characters regenerate MP not just during downtime, but even in the midst of action scenes and combat. All characters regain 1 MP each round, at the very beginning of their turn.


Fantasy Classes

Classes, a staple of traditional fantasy RPGs, video games, and wargames, also exist in RandomAnime's fantasy rules. A class is something of a mix between a character's in-game occupation and the "traditional" fantasy role the player wants the character to play in the game. Some players choose to be powerful warriors, while others choose to play crafty wizards, sneaky thieves, or pious clerics. Each of these choices is represented by a unique class with unique gimmicks that represent a character’s expertise in a chosen field such as melee combat, thievery, wrestling, spellcasting, and so on. A detailed description of each class can be found by following the links below.

Warrior: A master of melee combat.
Rogue: A sneaky burglar and escape artist.
Mystic: A mystical healer.
Mage: A manipulator of magical energies.

Note: Other fantasy classes may be added in time. Stay tuned.

Fantasy Gimmicks
Each class gimmick package begins with a starting gimmick, a single gimmick that a character must purchase to gain access to the class. Typically, in order to be allowed to purchase this gimmick, the character must receive training from someone who already possesses at least one second-tier gimmick in that class. Once the character purchases the starting gimmick, he is considered to possess that class and may learn new gimmicks in that class simply by purchasing them with the Style Points he gains through adventuring. A character may possess more than one class by purchasing the starting gimmick from other classes.

Limits
Each class gimmick package contains a Limit, a powerful Sentai-level gimmick ranked above even the class’ tier three gimmicks. Typically, in order to be allowed to purchase a Limit, a character must undergo a dangerous quest of the Narrator’s design that pushes the character’s abilities to the limit. Only after successfully completing such an ordeal may the character then purchase the class’ Limit.

Tiered Gimmicks
Unlike RandomAnime gimmicks that may be purchased a la carte, class gimmicks directly represent a character’s progression through his chosen class and may be purchased only after the character has gained the proper level in a class-related skill and/or purchased prerequisite gimmicks. Each class gimmick lists its prerequisites after its gimmick description.

Class gimmicks are divided into three tiers; the higher the tier, the more powerful or versatile its gimmicks. Two or more class gimmicks make up each tier. Typically, gimmicks in a given tier cannot be purchased until the character purchases at least one gimmick in the tier directly below. A gimmick’s tier is listed immediately after the gimmick’s name. A class’ starting gimmick does not count as a tier gimmick; the same is true for the class’ Limit.

Using Gimmicks
It counts as a standard action to activate most gimmicks. Some gimmicks, however, can be activated instantly, even when it's not the character's turn. Listed after a gimmick's GP purchase cost and PP activation cost is the type of action it takes to activate that gimmick. Using some gimmicks requires a character to spend his entire turn, using others counts as a single action, while using some other gimmicks won't count as an action at all. Each action type is listed in the fantasy actions section below.


Timing

Units of time are categorized differently in the fantasy rules in order to streamline action scenes. The passage of time for game purposes is measured in the units listed below.

Turn
A turn represents your opportunity to act during a round. Each character receives one turn each round. During your turn, you can take one or more actions. The more actions you take during your turn, the more difficult they are to perform.

Round
A round represents about 5 seconds of game-time and encompasses the time it takes for every character involved in a scene to take one turn. For the purpose of measuring the duration of certain game effects, a round also represents the span of game-time from one point in a round to the same point in the next round. Thus, if you cast a spell with a two-round duration on your turn, the spell ends two rounds later at the end of your turn.

Scene
A scene is a period of game-time in which the action takes place in a single location. A scene is made up of a number of rounds. Each different setting in which you find yourself typically represents a separate scene. The Narrator might often jump from one scene to another during the most action-packed or dramatic moments in order to keep the game exciting and full of suspense.


Fantasy Actions

Actions in the fantasy rules have been renamed for clarity and speed. All actions a character can take are now organized in the following categories.

Permanent (P)
This action is permanently in operation. If one of your gimmicks has a permanent duration, you may turn this gimmick off and on as an act of will as a non-action.

Full (F)
Performing a full action takes up your entire turn. The only other things you may do on the turn in which you perform a full action is move up to your normal movement and perform instant actions.

Standard (S)
Standard actions are the most common action you will take and include everything from swinging a sword at an opponent to reloading a gun to opening a barn door. If you perform other standard actions on the same turn in which you perform a standard action, all such actions suffer the multiple action penalty.

Instant (I)
An instant action does not count as an action and in no way hinders the other actions you take during your turn. However, you may perform instant actions only during your turn.

Responsive (R)
A responsive action counts as part of your defensive maneuver against an incoming attack. You must choose to use this action before the attacker announces the Final Total of his attack roll and you may use no more than one responsive action against the attack. You may use this action as often as you like to defend yourself against multiple incoming attacks, but you may not use this action more than once against a given incoming attack.

Non-Action (N)
This activity does not count as an action and can be performed as often as you like at any time.


Fantasy Combat

Fantasy combat has undergone several rules changes. This section describes the ways in which combat in the fantasy game differs from combat in RandomAnime and introduces additional rules for using unique melee weapons: pole weapons and heavy weapons.

Ability Checks And Dice
The fantasy rules no longer use the Luck die or any rules pertaining the the Luck die's result. Instead, the fantasy rules use only the normal 2d6. On ability checks and attack rolls, the player rolls 2d6 and adds the result to his Action Total. The sum is called the Final Total. If the Final Total equals or exceeds the difficulty of the action (or the defender's Defense Total), the action is successful. On many checks, the more your Final Total exceeds the action's difficulty, the more successful your action is. On a successful ability check or attack roll, the difference between your Final Total and the difficulty is called the Result.

If you roll two 5s or two 6s, you have rolled a "critical" and may add another 1d6 result to your Final Total. If the result of this 1d6 is also a critical (a 5 if you rolled double 5s or a 6 if you rolled double 6s), you may roll the die again and continue adding the result.

Closed Rolls vs. Open Rolls
On some ability checks, your degree of success is limited by the reality level of the game, itself. That is, no matter how high your Final Total is on a balance check, you won't be able to run on water without the assistance of a gimmick. Ability checks in which your degree of success is limited to "realistic" levels are called "closed rolls." In a closed roll, your maximum Result is limited to 10, regardless of your actual Final Total on the ability check. Most ability checks and all combat actions are closed rolls.

A few ability checks called "open rolls" have no maximum Result. Thus, if you roll a particularly high Final Total when attempting an open roll, you may find that your action succeeds unbelievably—perhaps superhumanly—well. Many gimmicks (such as Great Leap) turn closed rolls into open rolls, allowing you to perform amazing feats as if they were everyday actions.

Additional Damage
On an attack roll, instead of using the Luck die to determine the amount of additional damage your attack inflicts, you now use the Result. Thus, if you attack an opponent who has a Defense Total of 12 and you roll a Final Total of 16 to strike, your attack inflicts its normal damage plus four additional points of damage (16 – 12 = 4). All attack rolls are closed rolls, so your additional damage is limited to 10 points.


Fantasy Weapons

The fantasy rules introduce new types of weapons for characters to use in combat. The following weapons are available to characters using the fantasy rules.

Pole Weapons
Pole weapons are size four melee weapons that range from six to 15 feet in length and are specially designed to fight mounted opponents and for use in defensive groups. The typical pole weapon involves a blade, wedge, hook, or hammer mounted on the end of a long wooden or metal pole. In some cases, though, an especially long staff or spear may count as a pole weapon.

In combat, pole weapons work just like normal melee weapons. A character rolls a Melee check to strike with a pole weapon and uses his Melee Defense Total when he uses a pole weapon to parry incoming attacks. However, unlike normal melee weapons, pole weapons can also be used to set against charges (normal melee weapons are too small or ill-designed to stop a charging foe or mounted rider). Refer to Collectémon (p. 58) for more information on setting against an incoming charge. A character must be wielding his pole weapon in both hands to set against a charge.

Heavy Weapons
Heavy weapons are size six versions of normal two-handed weapons. All heavy weapons inflict Strength +6 damage and require the wielder to possess a Strength score of at least six to wield them without penalty. Like pole weapons, heavy weapons can also be set against charges. However, heavy weapons are so large that they always require two hands to wield and performing a single attack with one counts as a full action. Thus, on the turns a character wields a heavy weapon, he cannot perform other standard or full actions and can move no more than his normal movement per turn.