Desentsu Senshi
Desentsu Senshi
Desentsu Senshi
                          Desentsu Senshi -
                        Warriors of the East
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”                  ,
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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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             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%.
                                                                               ,
            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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                                                              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:
             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 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).
             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
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             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
             angel creatures. And gains knowledge about this creature      +20% on tests
                                                                            ,
            Jumps
             You trained   or was born with the ability to make superhuman leaps.
                           ,
             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.
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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.
            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.
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            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.
            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
                                         ,
             Speed (1 point)
             Your monster is faster than normal and gains a +6 initiative bonus for each point spent.
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            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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            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.
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+ 3 to initiative
             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
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                   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.
            -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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                     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
             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.
             - 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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                     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.
            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.
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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.
            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
            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.
             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)
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             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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These are rare weapons that have been magically enhanced or perhaps better crafted
             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-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:
                    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.
Machine Translated by Google
Desentsu Senshi
Benefits:
Physical attribute increase (2 points) The technique increases an attribute during its use.
Disadvantages:
Desentsu Senshi
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
Machine Translated by Google
Desentsu Senshi
             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.
            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
Machine Translated by Google
Desentsu Senshi
            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
                                              ,
Desentsu Senshi
                                         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
Desentsu Senshi
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