Reality Rules (System)

RandomAnime’s mechanics are designed to allow players to create anime-style games and anime-styled characters. Oftentimes, however, Narrators and players want to play more realistic games that don’t necessarily have an anime “feel” to them. To facilitate this style of play, we’ve put together a list of “official” modifications to the normal RandomAnime rules.

Anime Level and Anime Realm:
These settings still apply to “reality-style” games, though they are typically used only for their mechanical effects. The Anime Level would still determine the number of Pool Points a character initially receives and it still modifies a character’s turns per round and certain gimmicks. 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. 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:
A character’s Movement Rate begins at three or his Reflexes score, whichever is LOWER. This score may be increased normally during character creation or through the course of the game. Once the game begins, the character’s MR becomes a totally separate stat from his Reflexes score. Thus, if the character increases his Reflexes score during the course of the game from, say, 2 to 3, his Movement Rate does not also increase.

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. Characters may increase their Health Point total to a maximum of 50. Obviously, a character's maximum Health Point total is no longer tied to his Endurance attribute score.