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Desentsu Senshi

This document summarizes new races and character kits that could be used in anime roleplaying games, including: - Half-demon and half-celestial races that receive powers based on their demonic or celestial parent. - The Yuki ice lady race with ice-based powers and a kitsune race of human foxes with illusion abilities. - A kyube race born from two kitsunes that gain new powers with each additional tail they grow. - Character kits described for a hunter of supernatural creatures, a martial artist, and a weapon master. Each kit provides skills and enhancements fitting their theme.

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Dan Smith
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0% found this document useful (0 votes)
55 views30 pages

Desentsu Senshi

This document summarizes new races and character kits that could be used in anime roleplaying games, including: - Half-demon and half-celestial races that receive powers based on their demonic or celestial parent. - The Yuki ice lady race with ice-based powers and a kitsune race of human foxes with illusion abilities. - A kyube race born from two kitsunes that gain new powers with each additional tail they grow. - Character kits described for a hunter of supernatural creatures, a martial artist, and a weapon master. Each kit provides skills and enhancements fitting their theme.

Uploaded by

Dan Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Machine Translated by Google

Desentsu Senshi

Desentsu Senshi -
Warriors of the East

Author: Victor "Ramuel" Martins


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Desentsu Senshi

Introduction

The publisher Daemon released the book Anime RPG (at the time I wrote this netbook it had
just been released and for personal reasons I couldn't release it, so I thought it should be released
now that I started playing Daemon again), there you can find rules for animes in general ranging from
Dragon Ball to Pokemon and Hellsing. Even though it is very good, it could be , there are some rules
made to better suit some animes. In this Net-Book I will be presenting some new rules, weapons and
improvements. All rules described here are completely optional, so to be used by players, they must have
the master's approval.

Thanks: -To my
love Grazzy, my life, for everything you always do for me.
- Raccoon for letting me use his training rules (I hope he remembers that he let me...)

-Magnus Petraak web, from Thanatus, for the great anime chat.
-To Guru Guyrux for the ideas on fighting techniques.
-To Leishmaniasis for the long conversations.
-To Gandalfo for encouraging me to launch this netbook.
- To my great friend Lennonz for putting this text up - To Bruno for always
helping by dealing 2 damage to everyone.
-To Alessandro “I only play to kill paladins” for his help with the martial arts part,
without which many of the fatigue and technique rules would not exist.
-To Ulisses “I only play if I'm a paladin” for putting up with me explaining daemon to him
in math class.
-To the great Leishmaniasis for the thousands of messages on icq, always offline. May
the force be with you.
-To my gaming group: Leonardo “I’m always stealing” , Big “kill pillage destroy” ,

Luis “one day you will still play”.


-To the people on the internet who helped me with this file: Heinhangler for the late-
night conversations, to Pedro for the hours of conversations on the phone, to Ciro who
one day will let me be the OP and spy on a great friend.
-Some of the photos were taken from the website www.animewallpapers.com .
Now let's meet the strongest...
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Desentsu Senshi

Chapter 1: New Kits and Races


In most animes they bring us new races and new professions (or ways of getting
on with life, because hunting vampires isn't a profession there). In this chapter there are
some Races and kits normally found in animes, and also some references to the most well-
known animes.

Breeds

Most animes do not create their races, on the contrary, they try to base them on
the mythology of Japanese culture, such as human foxes or half-demons. Most of the races
below are based on this culture, and may or may not be allowed by the GM in your
campaign.

Half-Demon
They are beings born from the union of a human being with a demon (or oni, youkai), normally
this union is considered a sin and prohibited in all places where it takes place. Half-demons
are born normally and grow up with violent tendencies.

Cost: 2 points
Attributes: +2 Fr and -2
car Powers: Receives two demonic powers and one more per level.
Flaws: They must choose two weaknesses of the father's race.

Half-Celestial
Beings born from the union between a human being and a celestial being (angels,
enlightened...), are born much earlier than normal humans, around 6 months. Most of the time
they are treated well by those around them and tend to develop a tendency towards justice.

Cost: 3 points
Attributes: +2 char and -2
Will Powers: Receives two angelic powers and one more per level.
Flaws: They must have a code of honor.

Yuki
Ice ladies in Japanese culture are always beautiful and charismatic women with blue or white
hair and are incredibly white. They live in extremely cold places, normally surrounded by snow
and glaciers. Their Society does not have males, they are born from the union of a yuki with a
human, so there is a 50% chance of a new yuki being born. From time to time, a male yuki is
born, but they have immense demonic power and are always evil and cruel.
,

Cost: 2 points
Attributes: +4 Char, - 2 Fr and - 2Cons
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Desentsu Senshi

Powers: Receive Ice Focus 2 (this is the only way to possess and buy a secondary element and
be able to pay points for it without having to increase your primary focus).

Kitsunes

In Japanese culture, foxes are considered mystical creatures that can transform into humanoid
forms. These are kitsunes, human foxes with great power of illusion. Kitsunes are perfectly
human with the only difference being that they have a fox tail. Its powers of illusion are only
useful for itself, and can be used to make illusions of transformations of its body, it only has the
defect that no matter how strong its illusion is, it will never be able to hide its tail.

Cost: 3 points
Attributes: +3 AGI and – 2 Cons.
Powers: They have Focus 3 (or +3 if they have enhanced magical powers) for effects that attempt
to create an illusion on themselves.
Flaws: Their illusions never hide their tails.

Kyubes
Kyubes are creatures that are born from the union between two kitsunes, and this only occurs in
1 in every 100 children. They are beings identical to kitsunes, with the only difference being that
they have silver or gold hair and eyes and do not have the power of illusion. But on the other
hand, they have a stronger type of power, they are born with a tail, but others grow with time and
the power of the kyube, with each tail a new power is granted to the kyube, with a maximum of 9
tails, when it is considered a complete kyube.
Cost: 4 points
Attributes: +1 AGI, -2 Cons
Powers: At levels 1,2,4,6,8,10,12,14,16 and 18 , they get a new tail and can
choose 2 points among the improvements:
Flight Focus + 1
, , jumping, superhuman running , superhuman speed and teleportation (
needs two tails).

KITS
Hunter of Supernatural Creatures Cost:
3 enhancement points and 250 skill points.

Pistol 30%, Melee weapon (choose one) 30/30, trap 10%. Supernatural creatures (choose a type)
20%, driving 30%, disguises 30%, listening 30%, forgery 30%, manipulation (interrogation 20%,
intimidation 20% trickery 30%) Bargaining 10%, Research/investigation 50%.
,

Enhancements: Hunter 2, Hero Points 1 , improved speed 1, good fame 1

They are people raised by their families as hunters since they were children, most of the time
they are families that have been hunting demons or vampires for centuries and have developed
techniques and weapons to fight against them. They have a great reputation in the places where
they usually work, helping the population to get rid of these creatures.
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Martial Artist
Cost: 4 enhancement points and 270 skill points.

Martial Skills (choose 3) 50%, Dodge 30%, Intimidation 20% choose one) 20/20. , White guns (
Philosophy 40%, Theology 30% Enhancements: Master
2, martial artist 3, hero points 1

Great modern warriors, they are the only ones who still protect the ancient philosophy and code of
conduct. They tend to live in a simple way, always focused on their own world of concentration and
daily meditation.

Weapon Master
Cost: 4 enhancement points and 200 skill points

Melee weapon (choose one) 30/30. Philosophy 30%. Dodge 30%, Intimidate 20% Object Rating 30% ,

, gunsmith
Blacksmith 30% Enhancements: 40% , 2, Hero Points
Melee Expert
2 Enhanced 2. , White guns

Great masters of their styles have spent their entire lives training in a specific type of
weapon, they know all the tricks and techniques of that weapon. Most of them even know how to do
them.
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Desentsu Senshi

Chapter 2: New Enhancements


"This servant does not wish to kill" - Kenshin Himura

Here some improvements for an anime-based campaign will be detailed.


, more remembering that the word about using them or not is from the master.

Positives
Martial Artist This
improvement serves to demonstrate that the character has undergone intense training
in the fighting arts. In terms of rules, this improvement allows you to purchase martial skills and
use combat techniques, also learning the philosophy of the art.

Level 2: Grasshopper – The character trained for a while in a not very recognized gym. Allows
you to buy 3 skills Level 3: Disciple – The
character trained with a somewhat recognized master for a while. Allows you to buy 4 martial skills
Level 4: Master – The character can now be
considered a very recognized master. Allows you to purchase 5 martial , even if not yet
skills Level 5: Sensei – The character is considered one of the
best masters in the known world. Allows you to purchase all skills. But it also gives you a
powerful enemy who is after your knowledge.

Optional rule - if the master prefers not to use combat techniques, he can use this improvement:

Deadly unarmed combat


You have trained so much in martial arts that you can make your strikes do so much damage
like a weapon.

2 points – You deal 1d6 damage plus strength bonus in unarmed combat. 4 points - You
deal 1d10 damage in unarmed combat.
Note: This enhancement can only be purchased in conjunction with the appropriate Martial Art
skill.

Improved Melee Weapon You


received from your family or organization, or perhaps you created, an improved melee weapon,
which may be infamous or has a more powerful cut than the others. Each point grants 2 points of
improvement in the weapon. (the points will be explained later)

Improved Firearm
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You received from your family or organization, or perhaps you created, an improved firearm, which
could be more lethal to a type of opponent or with better aim. Each point grants 2 points of improvement
in the weapon. (the points will be explained later).

Born Brawler (2 points)


You were born with the gift of fighting in your veins. That's why you gain a +3 bonus on damage rolls
in unarmed combat and +15% to attacks and defense.

Quick withdrawal (1 point)


You have trained a lot in the technique of drawing a weapon (be it firearm or bladed), even if before
your opponents see you. You can draw a weapon without spending a turn and gain +4 to your speed
this turn.

Night Vision (1 point)


You were born with the ability to see in the dark as if you were in the light, so you do not suffer
reductions in the dark.

Superhuman Running 1
point - You can run much faster than normal people, for racing purposes you have an AGI with 10
more points. 2 points- You train and therefore run even
faster than before 2 for running tests. 3 points – You are nothing more than , getting an AGI X
a blur to those who look at
you running. X 3 for racing. , your AGI

Circle of protection (1 point)


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Desentsu Senshi

You can create a circle of protection around you that is insurmountable for a type
of creature (which must be chosen when purchasing this enhancement
among demons, vampires, angels, among others). For a creature of this type to
cross the circle, it must pass a test by Will X 4D. And I need one turn and the
expenditure of 2 hp to create a circle of protection.

Hunter
You were born with a gift or raised in a traditional family that hunts supernatural
creatures. You know your weaknesses, powers and use this in combat against

them. 2 points: You know a Subgroup of fallen such as strigoi vampires or


,

angel creatures. And gains knowledge about this creature +20% on tests
,

for 60% combat against it and


+2 damage. 5 points: You know an entire type of creature and must be an ancient
and well-known hunter. Gain all the benefits described above, plus for an entire
creature type, such as demons, angels, vampires, humans...

Jumps
You trained or was born with the ability to make superhuman leaps.
,

1 point – You can jump 4 meters horizontally and 2 meters vertically. 2


points – You can jump 8 meters horizontally and 4 vertically. 3
points – You can jump 16 meters horizontally and 8 meters vertically and
so on.

Air Displacement Technique (2 points per skill)


You know the attack technique, where you can displace the air around your weapon
or fist to make it attack your opponent from a distance. You can hit a distance equal
to your strength plus your dexterity divided by 2.

Teleport (4 points)
You learned a technique or were born with the power to teleport. This grants an
additional 20% on dodge tests and can teleport a number of Kilometers equal to your WILL.

Dual Sword Fighting Style (2 points)


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You must choose a medium weapon (dagger, short sword, saber, among others), which
you have trained in the use of attack and defense. Every time you are fighting with two
identical weapons at the same time, one of which is for defense, you win +10% defense and +2 IP.
Note: Requires the ambidexterity improvement or the ability to fight with two weapons.

Enhanced Speed You


have trained to become faster than others in combat. Each 1 point in this improvement
grants 4 points in the character's speed.

Magical Protection
You have magical protection around you that defends you from physical attacks from
projectiles. The first number is for physical Ip and the second for
projectiles.
1 point- 2/4
2 points-4/6
3 points-6/8 4 points-8/10

Sensei

This improvement is the same as the master improvement but is suitable for artists
martial artists and their masters.

Level 1: Master - At this level the character has a master who is a little stronger but does
weak. not have his own style, or has an unknown style and the character is

Level 2:Sensei- The character's master is known and much stronger than him. He has a well-
known style and the character will always have someone to teach him fighting wisdom.
Level 3: Sensei Sama - The character's master and one of the greatest martial artists in
the world. He is probably the creator of a powerful and well-known style, but he will
always remain in inaccessible places.

Negatives
Pain Resistance (-1 point)
You were born with a type of genetic defect that means you don't feel pain. The
advantage of this is that you don't suffer pain due to being injured, but it also means that
you can't feel it if your hand is in the fire or if you've been hit by a weapon.

Displaced (-2 points)


You come from another era or planet, and as such you do not know the customs,
technology and sometimes not even the local language. The character cannot have local
skills and will always suffer -20% in charisma tests related to local people.

Focuses (-2 points)


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Desentsu Senshi

You can't use your magic correctly without some type of instrument, it could be a
magic crosier, or papers with ancient Chinese writing. It needs to be something difficult
to find and if you use spells without it you suffer a -3D penalty.
Note: Only allowed for characters with Magical Powers enhancement by at least 2.

Fury (-2 points)


The Character, instead of gaining +5% in attacks and +1pt in damage, now gains +3pts
in damage. Included in this bonus are attacks involving strength, attacks involving
magic, special attacks or any other technique used by the Character.
But, as described in the book, the Character will not be able to leave the battle until
someone, whether you or your enemy, dies.

Breed Flaw (-1 point)


Your father or mother were from a race that has its own disadvantages (demons,
vampires, among others), and you inherited some of these disadvantages. You must
choose a defect from your father's race, such as the smell of sulfur,
sucking the human soul if you want to choose something stronger like not being
,

able to walk in daylight or being affected by


stakes, the master may grant – 2 points. (see other Daemon books for glitch ideas)

Universal Bad Fame (-2 points)


You have a bad reputation identical to that explained in the Anime RPG book, but it
applies not only to your world, but also to the entire universe (for interplanetary
campaigns) or to all dimensions (for interdimensional campaigns)

For pocket monsters:

Vulnerability (-1 point)


Your monster has a vulnerability to a specific type of attack (water, acid, fire)
Whenever you are hit by this type of attack, your IP is not counted.
Note: It is only allowed for beings that have an IP greater than 2.

Monstrous (-1point)
Your monster is ugly or grotesque, perhaps it looks like a wild and dangerous animal,
any that is, a slime of his and his owner's tests that are related to charisma
,

kind, they receive a penalty of -15%.

Speed (1 point)
Your monster is faster than normal and gains a +6 initiative bonus for each point spent.
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Desentsu Senshi

Chapter 3: Ace Skills


“... in the concealment of combat, a chief who is capable must pretend to
be incapable; if you are ready, you must pretend to be unprepared; If you are close to
the enemy, you must appear to be far away...”
Sun Tzu

To make them fit into the rule more easily, martial skills were divided into 6
types: punch, kick, takedown, block, capture and acrobatics. In terms of rules, they
will be considered distinct skills that must be purchased by the player separately.
Therefore, general descriptions of each of them and the damage caused will be
given.

Soco (dex)

This skill serves to demonstrate how well the artist uses his hands and elbows to attack
the opponent. There are many artists who only train this skill, punching walls and
iron bars, some even wait for their fists to get hurt so that they then calcify, making
their punches much more damaging to the opponent. The hands of a trained martial
artist can be as dangerous or more so than knives and other bladed weapons.

Used: Most fighting styles use punches. Some have a huge range of techniques
that use punches, while others just use it as a way out when they can't use their legs.

Techniques: Punches such as jab, strong, uppercut among many other types that
can imitate animal movements like kung-fu.
Rules: You must test your skill and roll the damage if you got it right. Can be defended
normally.
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Desentsu Senshi

Damage: Two types of damage will be listed, real, for more realistic campaigns like
darkness, and cinematic, for medieval fantasy campaigns or fights.
Damage: 1D6 for every 8 levels
Speed: +3 to
initiative

Chute (dex)

This ability demonstrates how well a character can use their feet and knees in battle. It is an
extremely difficult and dangerous art, some manage to specialize in this art to the point where
their legs are strong enough to break things like wood and even concrete.
And an art considered slower than the punch, but much
more powerful, many people lost a fight with a single kick.
Used: Like a punch, this skill is used by almost all martial arts, but it is one of the only skills
that have martial arts based almost exclusively on them.

Techniques: Kick has many techniques, some rotation and other aerials, catching the
opponent off guard.
Rules: You must test your skill and roll the damage if you got it right. Can be defended
normally.

Damage: Two types of damage will be listed, real, for more realistic campaigns like
darkness, and cinematic, for medieval fantasy campaigns or fights.
Damage: 1D10 for every 9 levels
Speed: -3 to
initiative

left (yet)
This skill demonstrates how well a fighter has trained in the art of “taking down”. Aiming not
to cause damage to your opponents (even though it does most of the time) but to project
it as far as possible leaving it without movement for a short, more precious, period of time.
Used: Takedown blows are used by practically many arts but very few specialize in them,
such as jiu-jitsu and judo among a few others.
Techniques: Most takedown techniques are the same, that is, they are based on using the
opponent's strength against him, they only differ in the type of body movement and
position in which the opponent is held.
Rules: First the player tests his skill in falling (to avoid the target he makes an AGIXAGI test
on the opponent plus 5) if he manages to knock the opponent down he rolls the damage.
Instead of being deducted from his HP's, it will be the number of turns he was unable to
attack (feeling pain and getting up) and the number of meters he was thrown away.

Damage: Actual: 1D3 for every 8 levels


Speed:
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Desentsu Senshi

+ 3 to initiative

Immobilization (AGI or Fr)

This skill allows the character to immobilize the opponent using locks and limb twists.
Great masters in this area are able to fall and immobilize men much stronger than
them without applying any force.
Used: This skill is used by Martial Arts that plan not to hurt, but rather to be able to
stop the opponent without them getting hurt. Normally used in conjunction with Falls.

Techniques: There are hundreds of maneuvers that aim to immobilize the opponent. Things
like armbars and footlocks, and the famous rear-naked choke.
Rules: The player tests skill against the opponent's Fr. If he succeeds, he will
be immobilized and must continue testing each turn to escape, but due to continued
use of strength the opponent will lose -1 point in his strength for the test each turn.
(the strength adjustment will be -2 when the player is at 15th level).
Damage: 1D3 every 10 levels.
Speed: -4 to
initiative

Acrobatics (AGI)

This skill allows the martial artist to demonstrate his skills outside
of battles and even within them if they are creative in battle. Artists who use this
skill know how to jump higher than others, run faster, dodge arrows and fight by
jumping and using the environment in the fight.
Used: It is mainly used in lighter and defensive styles such as some types of Kung-fu
and some other Indian arts.
Techniques: This is the only skill that does not have a technique itself, the player
must use their imagination on how and when to use this skill, only what the master
does not allow is prohibited.
Rules: This skill serves more as battle effects than rules, but here are some ways to
use it: -Can be used like
the acrobatics skill normally.
-Run faster by testing this skill and you can run 2X faster.
-Increase your jumps, increasing the AGI level for jumps by one for every 10% in this
skill. (combined with the jump skill and the jump enhancement, they can create
unimaginable jumps)
-Make a skill check to reduce the damage of a fall by 3.
Speed:
Special

Blocking (AGI or Per)


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Desentsu Senshi

All martial arts that train direct punches and kicks also train a way to
defend these attacks. Masters of this technique not only defend punches and kicks but
also melee weapons such as swords and knives.
Used: All martial arts that use punching and kicking attacks also learn how to
defend.
Techniques: Blocking techniques include defending spinning kicks, headbutts,
among others. A good example of a blocking technique is Makawara, an Indian
technique that is based on hardening the knees and elbows so that when defending,
it also causes damage to the opponent.
Rules: If the opponent hits the attack, the defending player must make a block
test and the damage will be reduced by the IP of
the
block Defense: Real: 1D6+1 every 8 levels.
Speed:
+2 to initiative
Note: To be able to defend, the character must not have used his action in the turn, if
he has already used it, whether attacking or another action, the defense IP will be
divided by 2 after the dice roll.

Rules for Martial Skills:


"Whoever has reached, even to a certain extent, the freedom of reason, cannot feel on earth anything
other than a wanderer."
Nietzsche

The skills presented will be called martial skills, but in a


In general, common combat skills will be identical, but they will have some differences:

-A player can only spend a number of points on a martial skill in a number equal to
30% plus 10% per level.
Ex.: Jorge is making a character for his dark campaign, his name will be Jim and he
will be a snake-style Kung-Fu fighter, first he bought the martial arts skill at level 3. He
will be a punching specialist. As he is at 1st level and has an Agi of 17 points, he can
pay a maximum of 40 points in this skill, thus having a skill of 57%.

-At each level from the 1st onwards, the player with the Martial Arts improvement gains
5 points to spend on martial skills.

Note: And the master must veto this improvement if the campaign does not have epic
martial arts fights.
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Desentsu Senshi

Chapter 4: General Rules


Here are some loose rules that may apply to some animes. The master must see what
type of campaign he will run, and then fit the rules into his game.

Rules for using Fatigue Points "I will punish


you in the name of the Moon!" - Sailor Moon

All anime fighters push their body to the extreme during their fights. The level
of fatigue demonstrates your ability to use strikes and techniques without getting tired from it.
A character starts the game with a number of fatigue points equal to:

Will+Cons / 2 +(level)X2

Fatigue levels are used in: - 1 point


of fatigue for every 10 (or more determined by the master) turns of direct combat.

- Use of a technique (if the master uses this rule)


- If you do not use the techniques rule, you can spend 2 pts of fatigue to cause +2 damage
from a used
technique. - 1 point to increase speed by +3.

NOTE: With the exception of spending fatigue points to fight continuously, one player
,

you can only spend a number of fatigue points equal to 1 point every 2 levels.

Jumps
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In the world of Anime and Manga it is common to find people capable of making
incredible leaps. As little, or almost nothing, was commented on this in the book, below
are some ideas that can help with the use of “big leaps” for Anime Characters.
First of all, to better understand the rules, below is the jump table in relation to the
Character's Agility: Agility Vertical
Distance EASY/DIF/MAX 10 / Horizontal Distance
15 / 30cm 12 / FÁC/DÍF/MÁX 70cm /
10 17 / 35cm 90cm / 1,10m 80cm / 1m /
11 20 / 25 / 1,20m 90cm / 1,10m / 1,30m
12 40cm 22 / 1m / 1,20m / 1,40m 1,10m /
13 27 / 45cm 1,30m / 1,50m 1,20m /
14 30 / 35 / 1,40m / 1,60m 1,30m / 1,50m /
15 50cm 32 / 1,70m 1,40m / 1,60m / 1,80m
16 37 / 55cm 1,50m / 1,70m / 1,90m
17 40 / 45 /
18 60cm 42 / 47 / 65cm 50 / 55 / 70cm

The table above details the jumps in which no impulsion is performed, that is, the
Character is standing still and does not make any impulsion to jump, he just jumps.
Note that the table does not mention the weight of the Characters. This occurs
because AGI is normally related to the weight of the Characters. It will be rare to
find a high-weight Character with great Agility.
Also note that these rules are for those who do not have the Jump Skill. It will give greater
strength to the Character, providing a greater area of effect.

- Using the Table


The table is simple to use. The Master only needs to see what the Character's AGI is. Then
he will have to see how many meters the Character must travel. This way he will find out
what type of Test the Character will do, whether it is easy, normal or difficult.
Easy tests are not always mandatory, being the responsibility of the Master.
As an example, let's take someone with Agility 13. If they want to jump 1.30m forward,
they will need to do a difficult test, as 1.30m is above 1.20m, which according to the table
is a difficult test. This same Character is unable to jump more than 1.40m, as this is
the maximum he can do.
Jumping for distances between 1m and 1.20m gives you a normal test, and distances
less than 1m will be easy tests. But, as already said, easy tests will rarely be mandatory.

See how simple it is?

- Impulsion
The Character can propel their body forward, or upward, to give them a greater area of
effect. To do this, a Strength test is necessary. If passed, the Character will
achieve an increase of +10cm in the Horizontal direction or +5cm in the Vertical direction.

-Jump skill If
the player has the jump skill, jumps , he gains 1 AGI point in relation to the
for every 10% in the skill.
-Enhancement
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If the character has the jumps improvement with those , it must add the values described there ,

described here.

Speed "Give
me your pegasus strength!" - Seiya

To simulate the speed of great anime fighters. The master can use a different speed rule, for every 15 points
in the character's initiative, he will gain an extra action. And every 8 levels he gains a new D10 in his
initiative.
Ex.:
Yusuke is an 8th level fighter. He has AGI 15 and when rolling his 2D10 (a normal one for being , more
an 8th level Pj) he rolls 10 and 7 32, 22,12. , Therefore, he will attack with initiatives:
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Chapter 5: Weapons and Equipment


"I didn't discover the other world by wanting to!" - Yusuke

In animes where the main characters use weapons, these characters usually
use modified weapons that make them more lethal and even funnier.
Be they firearms that kill vampires with one shot, like Alucard's from the anime Hellsing
or like the Swordsman's sword from Final Fantasy Ulimited, which moves at his will to his
hand. Previously there were also some of the most used weapons in anime and manga ,
both melee weapons and firearms.

New equipment and weapons


Kimono: Most fighters in anime use their own clothing. More generally, we could call them all
kimonos. Most of the time this kimono is white and open at the top, but there are many
cases that deviate from this rule, being in other colors like Kung-Fu and closed.

Rules: Most of the time the kimono does not provide anything in terms of rules. But in some
cases, this is not valid as: -Braided
Kimono: Kimono much stronger and more resistant than normal and provides +1 Ip for punch
and kicks.
-Ninja Kimono: Some arts such as ninjitsu use black kimonos, which allow +10% for stealth
tests.

Belts: Martial arts belts are nothing more than a way to demonstrate the level at which
someone is in an art.
Rules: If the master wants, the bands will have a level of 1-10 and every time a higher level
deals with a lower level, the difference in levels results in +5% in social tests.

Fighting gloves: Some anime warriors wear gloves for combat, these gloves not only serve
to protect the hand against the impact of blows but also improve the power of their punches.

-Sports gloves: These are gloves used in combat sports. They are made with a lighter
and more malleable material, serving to absorb the impact for both the attacker and the
attacked.
Rules: -2 final damage from a punch.
-Combat gloves: These are gloves used not to absorb impact, but to magnify it. Most of the
time they are made of reinforced leather, but in some more drastic cases they can be
made of metal plates.
Rules: +2 final damage from a punch.

Shuko: Shuko are claws used by fighters both for attack and to help with climbing.

Rules: +2 damage on punches and increases climb tests by +10%.


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BO: Stick used by many martial arts that train its use in a fight.
He is around 1.60 m tall and weighs between 2.5 and 4 kg.
Rules: Damage – 1D6+1 Speed - +1

ButtlerflySword: Chinese sword used mainly in Kung-Fu. It has a short but very wide blade.

Rules: Damage: +1d6 in punch technique Speed:-2

Nunchaku: Weapon that consists of two small pieces of wood linked by a chain. Widely used in
Japanese martial arts.
Rules: Damage - +1D6 damage from the punch technique.

Ninja-to: Sword used by ninjas, it is the size of a short sword and has a straight blade.
Rules: Damage- 1D8 speed: -1

Katana: Used by ancient samurai and considered the best sword made to date. With an average
length of 110cm, it has a curved blade.
Rules: Damage: 1D10/2D6 (1/2 hands) speed: -2/-3

Wakisashi: Smaller version of the , was formerly used together with it only as
ornament katana. But it cuts better than a normal short sword.
Rules: Damage 1D6+1 Speed: -1

Sai: Small and defensive weapon, a type of trident-shaped dagger.


Rules: +5% to blocking skills
Damage:1D4 IP: +2 Speed: -2/+2 (attack/defense)

Daikyu: Long bow used in training and meditation in Japan. It requires great skill and perfect
concentration as it has a lower grip area than normal.

Rules: damage: 1D8 Speed: +1/-10 (armed/reloading)

Tonfa: Great weapon for defense , and identical to a modern baton , made of wood.
Rules: Damage: 1D6 IP: +2 Defense by +10%
Speed: -1/+3 (A/D)

Improved Firearms Rules


They are special and extremely strong weapons that must be prohibited by the master if
he wants to.
Each player earns 2 points when purchasing the upgrade that must be used to build their
weapon.
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First he must choose a weapon he wants to use. , below are some


More other variants must be created by the master:

Revolver :
Paint: 6
Alcance: 40m
Interest: 1d6+2
ROF:1
Concealability: Medium bag

Pistol :
Paint: 12
Alcance: 50m
Interest: 1d6
ROF:3
Concealability: Medium Bag

Shotgun:
Paint: 7
Alcance:60 m
Dano: 2d6
ROF:1
Concealability: Above all

Submachine gun:
Paint: 30
Alcance: 200m
Interest: 1D6
ROF: 10
Concealability: Jacket

Machine gun:
Paint: 30
Alcance:200m
Interest: 1d6+1
ROF: 5
Concealability: Large cloak

Rifle (one upgrade point must be spent for this weapon to be used)
Paint: 30
Alcance:700m
Gives: 1d10
ROF:5
Concealability: Cannot be hidden

After choosing the type of weapon, you must spend the points in this way: (up to -2
points can only be chosen)
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1 point – Cadence increase: ROF +1 1 point_


Magazine increase: 5 more bullets in the magazine 2
Points – Improved damage: +1 damage 1 point
– Sacred weapon: +1 damage against a type of creature 1 point – Range
improved: 10m more distance
1 point-Laser Sight: +5% to Firearm skill (can only be purchased once per weapon). 2 points-Sacred:
The
weapon was created from silver or metal from an object considered sacred by their religion. People
who have Faith can spend 1 point of faith to make the damage caused impossible to regenerate
quickly (i.e. by powers as blood, or regeneration). -1 point – Trigger stuck: your weapon sometimes
doesn't work, each
shot has a 15% chance of missing. -1 point-Cursed: You can only fight if you are using it. -1 point-

Decrease in cadence: -1 in ROF -1 point-Lost magazine: -5 in ammunition -2 point-


Decrease in damage: - 1 point in damage -1 point –
Decrease in range: - 10 meters in distance

Improved Melee Rules

These are rare weapons that have been magically enhanced or perhaps better crafted

First you must choose between:


Small weapon:
Weight: 1-2 kg
Interest: 1D6
Speed:+2
Concealability:Pocket

medium weapon
Weight: 3-4 kg
Damage: 1d8
Speed:-3
Concealability: above all

Big gun
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Weight: 5 – onwards kg
Gives: 1d10
Speed 6
Concealability: Cannot be hidden

They must be spent in the following way. Never being able to exceed -2 points.

1 point – Speed increase: +2 speed 2 points – Damage


increase: +3 damage 1 point – Enchanted
weapon: +2 damage against a creature type 1 point – Elemental weapon:
can choose a damage type that weapon may cause (fire, ice, electricity...). 4 points - Evolutionary:
Your weapon evolves
with you, it gains a certain half of the Xp's you gain and when it reaches a certain number it
magically evolves. 100-+2 points 150-+3 points 350-+3 points 1 point – Long: Your weapon can
reach opponents
further away,
whether it be a
long stick or a whip. Each point spent here grants an additional 1.5m of attack distance. 1 point-
Chains: Your weapon has a chain attached to it, this improves your tests to immobilize and
disarm
an opponent by 10%.

+1 point-Wait: At the end of the chain it has a metal sphere that can be used to deal 1D3+1
damage to an opponent. 1 point – Telekinetics: the
weapon comes to your hand with your request. - 1 point – Speed Decrease :2
in weapon speed -2 points – Damage Decrease : -3 in weapon damage
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Appendix.1: Techniques

These are the techniques that can be used by characters who have the
martial arts improvement. Techniques of this type can only use the user's body, that is, they
cannot use weapons of any type, only martial skills.
They can be of two types, real or cinematographic. Campaign techniques
real punches are spinning, flying punches, among others. The cinematics could be ice
punches, fire kicks and anything you have in mind.
Every character starts with 2 technique points (being able to create one level 2 or
two level 1 techniques). And you can learn more through training or if the master prefers, there
will be 1 technique point for every 10 points in a Martial skill, but the points can only be spent
on a technique related to a given skill.
Finally, a technique cannot have a level higher than the character's level divided
by 2. (The only exception is that at the beginning a character can have a 2nd level technique).

Creating Techniques

Here are the rules for how to create a technique during character creation
How to create a technique will later be explained later.
To facilitate the creation of techniques, it will be explained in 2 steps.
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1) The player needs to keep in mind, how did he learn this technique? Who created it?
executed. And in what position is it executed?
2) Now the creation itself begins:
Every technique has a small form to be filled out:
Name:
Level:
Type:
Ability:
Cost:
Settings:
Benefits:
Disadvantages:

Name - The name of the technique must be written, something crazy like the man-destroying
kick or something more “normal” like the spinning kick.
Level: The level of the technique must be entered, that is, the total cost of the technique after
adding advantages and disadvantages.
Type – The type of blow of the technique, which can be aerial, normal or low (see later).
Skill: The skill used by the technique (kick, punch, takedown, pin or block).
Cost: The cost in fatigue points spent when performing the technique. (see later)
Adjustment – Damage adjustments, increased skills, speed
Advantages: Advantages possessed by the
technique Disadvantages: Disadvantages possessed by the technique.

2a) Tip:

There are 3 types of techniques:

Aerial – This technique can only be performed at least a few centimeters off the
ground. Therefore, the character needs to jump to perform it, which will not take a turn, but will
reduce the speed by -2 and the impact will increase the damage of the technique by +1.
Normal – These are normal techniques developed on the ground without any
change.
Sweeping – Techniques of this type to be executed, the character must crouch
so they become faster +2 speed and damage decreases -1 .

2b) Cost:

To find out how much it costs to perform a technique, just ask the character
divide the technique level by 2 (rounding up).

2c) Adjustments:

Now that the player will spend the technique points here are some ideas listed
to be used, others may be created with the master's permission.
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Benefits:

Damage increase (1 point) Increases the damage of the technique by +1


point. .(prohibited for falling)
Speed Increase (1 point) Increases technique speed by +2.
It is a sweeping technique that is based on
hitting an area around the character,
Scan (3 points) every 3 points spent increases one more
enemy by which the damage can be divided.
(prohibited for falling and immobilization)

The technique was created by an ancient and


powerful master and is well respected.
Impressive Technique (4 points) Therefore, when executing it with a chance
of 1DX Will, the opponent will be paralyzed
with terror upon seeing the technique being executed.
Well trained (2 points) Increases hit chance by 10%.
Each point spent allows the character to
Defer damage (1 points) delay the damage rolled in the turn they
perform this technique by 1 minute, and must
be warned when performing it.
Your technique invokes the power of an
Elemental technique (1 point) element when used. You must choose a
type of element as :
,

Fire, ice, sound, air, light...


The technique can reach distant
Air cut (1 point) opponents by cutting the air in front, with
every 1 point spent reaching up to 5 meters
away. .(prohibited for falling and immobilization)
Defensive (1 point) Each point increases the defense IP of a
technique by 2. (only for blocking expertise)
The technique benefits from skill during its use.
Skill Benefit (1 point) It increases a skill by 10% when used (only
allowed for acrobatics and blocking)

Physical attribute increase (2 points) The technique increases an attribute during its use.

Disadvantages:

Decrease damage (-1 point) Decrease the damage of the technique


by -1. . (prohibited for falling)
Slow technique (-1 point) Decrease the speed of the technique by -2
The technique has a defect in its use,
Weak Point (-3 points) if the opponent knows it, it can
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make an easy dex roll to escape the attack.

The technique was created by a master


with the intention of causing harm,
Ma Fama (-2 points) perhaps just to kill defenseless beings, so
anyone who sees it being performed
may want to kill the artist.
Difficult to use (-2 points) The technique is more difficult to use and
therefore reduces the skill test by -10%.
Concentration (-2 points) The technique can only be used after
extensive concentration by the artist, in
terms of rules he must spend 2
turns concentrating before using it.

Examples of techniques:

- Walk

PowerUppercut
Level 1: Type: Normal
Damage: Cost: 1 fatigue point
+2 Speed: -2
Advantages: Increased damage (1 point)
Disadvantages: Slow technique (-1 point)
Styles: Boxing, Karate, kung-fu and others that have punches in their maneuvers.
Description: The martial artist moves close to the opponent and throws a punch from
below, aiming for the opponent's belly.

SatsuHara
Level:4 Type: Normal
Damage: Cost: 2 fatigue points
+2 Speed:-4
Advantages: Increased damage (2 points), Elemental technique (fire; 1 point), Sweep (3
points)
Disadvantages: slow technique (-2 points)
Styles: Kung-Fu
Description: Created by an ancient Japanese master who visited China and learned the
tiger style. She concentrates Ki in her hands and spins a punch in the air that spreads
around her, burning two enemies together.

-Chutes

ReiKaze
Level 2 Type: Aerial
Damage:+2 Cost: 1 fatigue points
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Speed:-3
Advantages: Increased damage (2 points), Air cut (1 point)
Disadvantages: Slow technique (-1 point)
Styles: Karate
Description: Technique created by masters of the karate style of ,is based on running
kicking around oneself in the air and kicking making a wave of air that hits opponents
up to 5 meters away.

-Is left over

Doju
Level: 1 Type: Normal
Damage: +1 Cost: 1 fatigue point
Speed: +0
Advantages: none
Disadvantages: none
Styles: jiu-jitsu, judo and aikido.
Description: Technique used to knock the opponent as far as possible.

-Immobilization

Bonebreaker
Level:3 Type: normal
Damage: Cost: 2 fatigue points
+1 Speed: +4
Advantages: Increased speed (2 points), increased damage (1 point)
Disadvantages: none
Styles: jiu-jitsu
Description: Simple and quick technique, one catches the opponent and tries to break
his arm with an extremely fast armbar.

-Stunt

Double
Jump
Level: 2 Damage:- /- Type:
Normal Speed: -/- Cost: 1 fatigue points
Advantages: Skill benefit; jumps (4 points)
Disadvantage: Concentration (-2 points)
Styles: Wu-ju
Description: This technique was created to make exceptional jumps, so the artist
concentrates for a while and ends up being able to jump dozens of meters.

Race
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Level:1
Damage:- /- Type: Normal Speed:
-/- Cost:1 fatigue points Advantages: Skill
benefit; run (1 point)
Disadvantage:-/-
Styles: Almost everyone who fights in
arenas Description: Primary technique only improves running speed.

-Block
Maka-Hara
Level:5 Type: Normal
Damage: Cost: 3 fatigue points
+2 IP:
+2 Speed: +2
Advantages: Increased damage (3 points), Increased speed (1 point), Defensive (1 point).

Disadvantages: none
Styles: Muay Tai
Description: This technique is only used by great masters in fights it is based on training
,

so much their bones that their defense not only parries the opponent's blow but also
,

hurts them (causing 2 points of damage).


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Appendix.2:Training
These rules were created by raccoon and were aimed at DBZ but we can extend
them to many other animes, as most of the time fighting anime characters improve their
combat techniques by training them. So here is a version of these rules created by him.

Training

To learn new techniques, continuous training is necessary, both physical and


mental, which can last days and sometimes weeks. Many anime make their characters not
learn techniques or improve just through combat but through training. ,

with their masters.


For every 1 hour of intense training, the character gains 1 Training point
and if he has the master improvement, he can add the level to the points once a day. The
master can also give 5 training points if the character fights in a fight. fair against another
fighter with powers equivalent to yours or 10 points if you are more powerful. ,

A character can only train WITH/5 hours per day.


These points are spent in the following proportion:

100 points for a point in an attribute 25


for a point in Pv or Ph 25 for a
point of fatigue 50 for a
point to create a technique. 50 for 1 skill
point
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Final

Well that's all, I hope I helped with some ideas and I would like to thank Marcelo Del
Debbio and Luciana Bacci for the great work that was Anime RPG. For those who want
to send tips for new versions, insults, or just to say what you thought of this one
file send an email to victor.hms@globo.com

See you Space Cowboy

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