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House Rules:

Skill/Template based Anime D20 rules.

Skill/Template based Anime D20 rules.

Based on an idea by Z.

 

Step 1: Race. Players may choose any race they wish, though it is recommended all players start as human.

Step 2: Stats and Hit Points. Stats are rolled 5d6 take the highest 3. Do this twice for each stat. Re roll stats below 8. You also get one re-roll.

Hit Points: Option One. Based on race. Barbarians, Dwarves, High Men get 2d6 hit points per level with Max at first level.

Humans, elves, ½ elves and ½ Orks get 1d10 per level with max at first level

Halflings and Gnomes get 1d8 per level with Max at first level.

Fairies get 1d6 per level with max at first level.

Full orks get 3d6 per level with max at first level (yup they are that tough)

Option two: Stamina=CON stat+1d8 per level.  Hit Points=Con. Stamina goes up, hit points do not

Step 3: AC and DR: Again borrowing a page from G&G/D20 Modern. Characters have a natural AC (How hard they are to hit) and a DR (How much damage their armor absorbs). The AC formula is DEX Mod +Level+ (Skill bonus if any).

DR is gained by wearing armor. You subtract an armors DR value from the damage a weapon causes.

Step 4: Skills and Skill points. This option eliminates the class system replacing it with skill points and templates. It operates under the philosophy that the classes that we are familiar with can be replaced with templates. A groping of skills and abilities that reflect the training in a chosen profession but that can be mixed and matched added and discarded far easier then classes. Kind of like real life.

IE: A character thats chooses to be a thief would receive several additional skill points to reflect his training in this profession. He might gain them all at once (back story) or over a period of actual role playing time as he goes about his life of crime.

 All first level characters star with their INT mod in all the basic MENTAL skills and their DEX mod in all the basic PHYSICAL skills. The Basic skills are all the normal skills on the character sheet that do not have any sub headings (Like Craft). IN addition the GM may give them higher skill ranks based on their back story.

Each starting character has a number of SKILL CHECKS =to their INT X2. They may use these checks to raise existing skill ranks or purchase new skills (With the GM permission). The formula is as follows

From Rank 0-Rank 1: 2 checks

From Rank 1 to rank 2: 2 checks

From Rank 2 to rank 3: 3 checks

Rank 3 to rank 4: 4 checks

And so on.

Step 5: Weapon skills. All First level characters start with +0 to hit and +0 to damage with their weapon of choice. They may add either their STR mod or DEX mod to their base chance to hit with the weapon (and damage for STR based weapons). Every time a Natural 20 is rolled in combat with the weapon the player may add One (1) check next to the weapon. When he has ten (10) checks next to the weapon he may add either a +1 to hit or a +1 to damage (but not both)

Step 6: Feats and special abilities: Throw the existing feet rules out the window. All First level characters start with three feats/ Special abilities. These fetes are usually based on the characters back story and place of birth and more reflect the type of person the character is then weather he is good with his sword of not

Feats such as Weapon Focus no longer exist because of the new weapon system. But now characters have access to such feats/special abilities as MOB, Danger Sense, and Inchoation to the way. Etc.

Additional fetes/Special abilities are gained through role playing, situation and level.

Upon attaining a new level player roles a D20. On a roll of a 20. He has gained a new feat/special ability

Step 7: Anime magic system. The Anime magic system is more free flowing skill based then the existing D20 magic system. While it uses the players hand book as recourse, spells now are much freer flowing to better reflect the system.

The Schools of magic are

Earth, Air, Fire, Water, Spirit, Shadow.

All spells come from one or more of the following schools.

Druids, Sorcerers and Shamans draw their power directly from the weave of magic and focus it by their will and imagination alone. Sages and Book mages are simply sorcerers who have chosen to write down their study of the weave in the hopes of passing it on, there is great power in the written word and these spell casters have found ways to imprint their magic on paper. Bardic spell songs are very rare, they date back to the time of the cataclysms and the songs that were taught to a chosen few by the angels that came down to help during that awful time. A handful of men and woman still are able to sue those songs to this day and weave the magic of their music. Clerics and other Devine spell casters draw their power not from the weave of the worlds magic but from their faith in their god. These miracles defy explanation and often surpass any magic a sorcerer could call upon.

The Fate deck: Or, how I finally came up with an idea for all those left over magic cards.

The Fate deck is composed of Left Over magic cards. Cards from the fate deck are pulled by both players and the GM when ever a natural One (1) is rolled on a D20.

Green, White, Gold cards are always in the players favor

Black, red, blue cards are always in the GMs favor

Artifacts, Lands are neutral and affect both.

Each card is interpreted by the GM and used to fit the fate of the situation.

If at the End of the Game the GM has any unused fate cards. Each player at the game will receive Two (2) EXP checks for every unused Fate Card.

 

Checks.

Exp checks

One check is worth +50 EXP.

A check in a circle is worth +500 EXP

A notch is worth 500 EXP

A notch in a circle is worth 1000 EXP

 

Skill Checks

You will receive One (1) check next to a skill on a Natural Twenty (20) on a D20.

When you have Ten (10) checks next to a skill that skill will go up by ONE (1) rank. You then erase the checks and start over.

 

Stat checks.

If you roll a natural Twenty (20) on a Stat check you will receive One (1) check next to that Stat. If you ever get Ten (10) checks next to a Stat. That Stat goes up by One (1) Rank. You then erase the checks and start over

 

Weapon checks.

If you roll a natural Twenty (20) in combat, you will gain One (1) checks next to a weapon. When you gain Ten (10) checks you may add either a Plus One (+1) to HIT with that weapon OR a Plus One (+1) to damage (Either ONE or the other but not BOTH). You then erase the checks and start over.

 

Player Points

Player Points are a reward over and above checks that allowed players to gain advantages, gifts; dice re-rolls and even Special characters. Player points are rewarded to all players at every game as follows.

1 for showing up on time

1 for coming with your own dice, writing implements, note paper and books.

1 for cleaning up after yourself after the game

1 for maintaining good sportsmanship, hygiene and player relationships while at the game

1 for Role Playing

1 to 5 for best player of the night.

1 to 5 for bribing the GM with presents, toys, food,

10 for your Birthday/Christmas

1to 5 other Holiday bonus points

5 for giving the GM/players with out cars a ride

 

Player Points can be spent as follows.

5: Re Roll any one Die roll

10: Automatic 20 any your next die roll or cause a foe to roll an Automatic One on his next Die roll.

15: +1 to all die rolls for entire night or -1 to all the GMs die rolls for the entire night

20: Gain one free natural 20 roll to use at any time

30: Gain +1 to any one Stat or a natural +1 to AC or +1 to any one save or +5 ranks in any one skill.

40: Gain one Magic item or Gift of choice. Or, Gain +1d6 to any one stat. Or, Gain +10 to any one skill

50: Gain one Special Character (See below).

100: Kill any NPC or PC/ resurrect any NPC or PC, or gain one wish.

 

Generating a Special character

1: roll 1d4+4. That will be the characters level

2: Pull 10 cards from the Fate deck. These cards will help decide your characters race, class, special abilities, and magic items, back story and future fate. Red, white, green, blue, gold, artifact and land cards will all help in shaping the characters stats, skills, gifts. Etc while Black cards represent fate. Events in the past that shaped the character or destiny that awaits him/her in the future.

3: After the character is generated and its final level is determined, it will start play with enough EXP to have reached ½ that level. The rest of the levels are Shadow levels and the character must earn enough EXP to reach those levels before it can progress to any new levels.

 

 

COMBAT

Natural 20! Vs Critical threat range

Under the new rules it is possible to get a critical if you roll a modified 19-20 (and with some weapons and feats the range is even lower). Should you achieve this on a combat roll this is not a CRITICILE it is simply a well-placed blow and you will do X2 (or in some cases X3) damage.

Only a NATURAL 20 is a critical.

On a NATURAL 20 the player rolls Percentile (%) on the following table to see the severity of their attack.

00: Head Blow. Instant death

91-99: Head Blow X 5 damage

81-90: Heart: X4 damage

71-80: Lower chest: X3 damage

61-70: Right Arm: X3 damage

51-60: Left Arm: X3 damage

41-50: Hand/Finger blow: X2 damage

31-40: Groin: X4 damage

21-30: Right Leg: X3 damage

11-20: Left Leg: X3 damage

01-10: Foot/toe blow: X2 damage

 

Damage Multiplies

Ther has been some confusion regarding this. When you luck out and get X2 (or more) to your damage roll. You roll the DICE and multiply the number on the DICE, AND THEN you add any other modifiers.

 

COMBAT TIES

Die roll Ties always go to the PC. In either attacking or defending. Ties always are in favor of the PC

 

Open Damage Rule (The oomph rule)

On any damage roll with any weapon or spell if you roll MAX damage on a critical, you may roll again. Continue to repeat if you again roll max damage. After you have rolled all the dice then you add any damage modifiers.

 

Initiative and Multiple Attacks

There is a LOT of confusion over this but BY THE BOOK this is how it goes.

1: Roll 1d20 and add the number on the die to your Inactive score (Put a check next to that on a Nat 20). The total of the score and your inactive rank is your total inactive score for that round.

2: The GM will count down from the highest score to the lowest score and the Characters will respond in that order.

3: A character with multiple attacks will take his first action at his Inactive, his next action will be at his Inactive score 4 (And his attack roll be at 5) and so on.

 

Hero saving throws

A Player Character is allowed One hero saving thrown they reach 10 hit points or face death. They will get to roll 1d20 and add their charisma modifier to the roll. If the modified roll is 20 or higher then they have made their hero saving throw.

 


Staff

Michael Straus. Writer, designer. evil mastermind