NiHao.
This is my full C&C of the Ranma 1/2 RPG by Plunger. I have years of
RPGing experence (since the mid 80's), but I haven't roleplayed in a while
(darn Magic). And now, the C&C.
Part 1: Intro.
Nice. If your going to put it on the market (or put it up on the web like
the Hilander rules for WOD), you will need a "what is roleplaying" section
(for all the newbies). Beyond that, its OK.
Part 2: Charater Constrution.
Nice. But what, no skills? You also need more Trates (like farsided,
otaku, ect, ect...). And more fighting styles. Hear are my write ups for two
new styles.
An Chi.
Attack: +3. Defence: +2. Movement: --. Agility: +2. Magic: No.
Notes: An Chi is an old fighting style developed in China by the "forest
demons", the Chinies equivlent to the Japanies Ninja. The pratisaners almost
never attack bairhanded. It is said that thay can use any object, and turn it
into a weapion. This, thay can never be disarmed (take one weapion away, and
thay will use an action to draw another). This is Mousse's style. Note, all
the above bonuses (except for Agility) turn to +0 if the partisaner desides to
attack bairhanded.
Sumo.
Attack: +4. Defence: +4. Movement: --. Agility: --. Magic: Yes.
Notes: Sumo is a type of wrestling. Only Sumitors can roll under fighting to
avoid knockdown.
Extra Bouns Table:
An Chi | +2 to Lie, -1 to Cool.
Sumo | +2 to Sports, -1 to Swiming, and also thay are automatly Fat.
Also note thay in both the anime and the manga, the fighting style is
called Saotome (Tendo) School of Anything Goes Martial Arts, NOT Kempo. Also,
Nabik and Kasumi DO know how to fight, thay just do not fight (Kasumi DID wack
Kuno with a pan one time).
Part 3: Combat.
Nice. But what, no disarm manuver?
Also, you forgot a few Magic Attacks. Hear thay are.
Spliting Cat Hairs.
Damage: Null (but user can attack normaly). PP Cost: 8PP per round of use.
Notes: Spliting Cat Hairs surounds the victom with multiple images of the
user. The victom must make a clue roll to identfie which image is real.
Colonge used this attack on Ranma in the anime ("This Old Girl Is The Leader
Of The Amizon Tribe", in "Cat-Fu Fighting").
"Happi Big Head Attack"
Damage: Null (but user can attack normaly, even with another Magic Attack).
PP Cost: 8PP per round of use.
Notes: "Happi Big Head Attack" uses the users Ki to create an aura of fear
around him. The side effect it that it makes the user's head look biger than
it realy is. The victom must make a Wits + Cool roll to do anything but be
paralised like a dear caught in a headlights of a car.
"Happi 5Yen / 50Yen/ Basketball Hoop Satsen"
Damage: -1d6PP for 5Yen, -3d6PP for 50Yen (or -1d6PP for 3 victoms), -3d6 for
Bsaketball Hoop from an entier croud. This is added to the users PP total. It
is a GM call for other round circler objects, and how much the user can drain
from them.
PP Cost: Null.
Notes: This is Ms. Hiniko's attack of draining "battal aura" from an oponent.
5Yen can be 'blocked' by not taking an action. The others can not be blocked,
only doged.
Part 4: Non-Combat Actions.
Nice, but no skills. Also, what are the effects of Akane's cooking on an
typical anime char's body? Kodachi's cooking?
Part 5: Odd Effects, Part 6: Notes/Goles.
OK as is.
Part 7: Notes to GM.
Forgot some stuff.
1) Happi Runover Roll: A roll to check if someone is runover by a hord of
girls chacing after Happi.
2) The Kuno "Hit On Anything Female" Roll (see "Like Water For Ranma",
second eps. "Stormy Weather Comes To School, Growing Up With Ms. Hiniko".)
Part 8: Stats Of The Cast.
More info.
Part 9:Final Notes.
Fine as is.
Part 10: Experence.
Basicly, you need a way for charaters to advance. Hear is my ideal (note,
I like the Hero System).
1 EP: Just show up to a session.
+1EP: If the adventer is a relative susses.
+1EP: If you made the GM LOL, or added to the mayham of the series. (GM
Call).
-1EP: Pore Roleplaying.
-1EP: If you royaly messed up the GM's senerio, and the GM has to hit YOU
with a giant mallet. (GM Call).
Note: Nobody can get negative experence, but the GM can give you NULL
experence points (I.E: 0EP).
Cost to improvement.
Stat Incresment: Curent Stat * 2 in EP.
Stat Incresment Past 20: Curent Stat * 4 in EP.
Adding a new Special Attack: 30EP (+).
Being able to learn Magic Attacks (I.E: To turn a Magic:No into a
Magic:Yes): 50EP.
Adding a new Magic Attack: PP Cost * 10 in EP, or 40EP, withever is
higher.
Incresing Subskills: Curent Subskill * 2 (+).
Note (+): All stuff with a (+) means you must find a teacher to teach you how
to do it better/ do it. Also note that Adding a new Magic Attack should also
get a (+). I messed up. The cost for new magical attacks and to be able to use
magical attacks are high. It is ment to be that way. If a GM dosen't like it,
he can give out more EP's, or lower the cost to get them.
Thank you for hearing me out.
Stan.