Yes folks, after millenia in the making, my homemade Ranma RPG is
finished... Or as finished as I can be bothered making it. Before
you read it or try to play it, I want to make two points.
1) I wrote this on a whim, and as such, it is rather rough.
2) It has NEVER been tested so it may or may not work. (Not all of
my RPG group are anime fans...)
If it does not work, tell me and I'll try and fix it. It probably needs
some SERIOUS C&C!
Flame me for it and I will laugh uproariously then rip out your spleen.
That said... Enjoy... (if you can)
BTW:
Thanks go to:
Totoro Hunter Leto II, who's idea's I stole.
And Kun-chan, who's fault it is that I'm here in the first place.
So... Without further ado... Here is...
------------------------------------------------------------------------------
Ranma Nibun no Ichi - The Role Plying Game [By:Plunger]
All characters are copyright of Rumiko Takahashi and Shogakukan Inc.
Some (a lot of) ideas stolen from Kimagure Orange Road RPG by: Totoro Hunter
Leto II
______________________________________________________________________________
"I'm Ranma Saotome. Sorry about this..."
Thus begins the wild and wacky adventures of Ranma and his band of mad and
merry friends. From his fiancee, Akane, to Shampoo and Mousse, and to Ryouga
and Ukyou and all of the other weirdo's that inhabit this universe. Their
whacky adventures can now be yours... sort of...
(Viz wants to employ me! Can you tell why?)
Part #1
-------
[Introduction]
This games is designed to use a relatively simple system of rules to play an
adventure in the Ranma 1/2 universe. I have tried to keep character design
simple but have included a detailed combat system for realistic martial arts
fighting. (I'm a stickler for combat systems)
As to the reason... Well... no one else has bothered, so I thought I might as
well! Anyway I hope you have fun with it!
In order to play you will need a few things:
-Pencils
-Paper
-Dice
-A Xerox machine (you don't need to own one)
-A Game Master (this is important)
-Players (Not more than 4-5) (these are useful, too)
-and most important - A detailed knowledge of the Ranma 1/2 Manga & Anime
Part #2
-------
[Character Construction]
Character design is one of the most important parts of any GOOD RPG. It is
also important in mine. To make your character, you are going to need two
D10's and a few D6's.
1. Get a character sheet. (At the end of the file) But I'll put one here too.
Character Sheet:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ranma 1/2
The Role Playing Game
Character Sheet
Player Name:__________________ Sex:_____
Character Name:__________________ Age:_____
STATS: TRAITS:
Fighting:_____ ________________________________________
Wits:_____ ________________________________________
Charm:_____ ________________________________________
MARTIAL ARTS SKILL:
Type:________________ Magic:_________
Bonuses: Special Attacks:
Attack:_____ #1. __________________
Defence:_____ #2. __________________
Movement:_____
HP:_____ PP:_____
Agility:_____
CURSE:
Cursed: YES / NO Stat Effects: F:_____ W:_____ C:_____
Type:_________________ Cause of Curse:_________________________
________________________________________
________________________________________
SUBSKILLS:
School:_____ Cool:_____ Lie:_____ Swimming:_____ Sports:_____
APPEARANCE:
Hair:_______ Eyes:_______ Style:_______ Body:_______
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Note: When rolling your character, you may make a "Fuck that for a joke!"
call when you roll a 1 or a 2. This is not allowed in the game itself,
however.
2. Roll your stats. (Fighting, Wits, Charm) Use 1D10 for each. Then spend
10 more points as you want. No skill may go higher than 15. Got it?
Fighting represents your physical prowess and skill in martial arts. It
is a measure of your general physical ability.
Wits is your intelligence. This relates to your ability to figure
things out and solve problems.
Charm is your charisma. How good you are at interacting with people.
3. Roll on the Traits Table once.
%age Trait Bonus/Penalty
------------------------------------------------------------------------
01-10 Pervert -2 to Charm
11-20 Nearsighted -1 to Wits
20-27 Fat Character -2 to Charm, +1 to Fighting,
+2 to HP, +1 to PP
27-36 Freak Anime Moron Syndorome -1 to Charm
37-45 Rebellious Youth +1 to Fighting, -1 to Charm
46-54 Shady Past -1 to Charm
55-70 Ryouga Syndrome -1 to Wits, +1 to Cool,
-1 to School, +1 to Sports
71-77 Twin
78-84 Precosiousness -1 to Wits, -1 to Charm
85-90 Burikko -1 to Wits, -1 to Charm
91-93 Computer Geek +1 to Wits, -1 to Charm,
+1 to School
94-97 Super Rich +1 to Charm, +1 to Cool
98-00 Super Nice +1 to Wits, +1 to Charm
What this all means is:
Pervert: (Read) Happousai.
Nearsighed:(Read) Mousse.
Fat Character: A fat person.
Frak Anime Moron Syndrome: A weird face. Like a constant facefault.
Rebellious Youth: Doesn't like rules, argues with teachers, swears alot.
Shady Past: Past is shrouded in mystery. People don't trust this character.
Ryouga Syndrome: Character is always getting lost.
Twin: Character has a lookalike. (preferably another character)
Preciousness: This character doesn't know how to stay out of trouble.
Burikko: (Read) Azusa.
Computer Geek: Character is a total nerd, plays wargames and knows the
chronological history of the North African Campaign of WW2.
Super Rich: (Read) Kunou.
Super Nice: (Read) Kasumi.
4. Choose your sex, name, age and sexual orientation.
Note: Age should be about 16-19. About the age range of the cast.
Note 2: Think up a good Ranmatypical name. (Make it funny)
5. Write in your personality traits. What is your character like?
eg. Cheerful, moody, serious, wacky, stupid, happy, grumpy. (sneezy, dopey?)
6. Choose fighting style. This is important as each style has different
advantages and disadvantages. (I went a little lala here...)
Fighting Syles: Bonuses:
Style Attack Defence Movement Agility Magic
------------------------------------------------------------------------
Karate | +2 | +2 | +1 | +1 | No
Judo | +1 | +3 | +1 | +1 | No
Tae-kwon-Do | +3 | +1 | +1 | +1 | Yes
Taekyon | +4 | +1 | -- | -- | No
Aikido | +1 | +4 | +2 | -- | No
Kenpo | +5 | +1 | +1 | +4 | Yes
Wing Chun | +4 | +1 | +1 | +3 | No
Ninjitsu | +1 | +3 | +4 | +3 | Yes
Jujitsu | +2 | +2 | +3 | +3 | No
Ensiken | +4 | +2 | +1 | +2 | No
Suiken | +2 | +4 | +1 | +2 | No
Jeet-kun-Do | +4 | +1 | +1 | +2 | No
Toroken | +4 | +3 | +2 | +1 | No
Boxing | +2 | +1 | +1 | -- | No
Wrestling | +1 | +1 | +1 | +3 | No
Capoeria | +2 | +1 | +2 | +5 | No
Wushu | +2 | +2 | +1 | +4 | Yes
Choi-li-Fut | +3 | +2 | +1 | +2 | Yes
Muay Thai Kickboxing| +5 | +3 | +1 | -- | No
Savate | +3 | +2 | +2 | +1 | No
The Pancratium | +4 | +3 | -- | -- | No
Kendo | +4 | +2 | +1 | +1 | No
For those who don't know, I will discribe each one a little. (I'm not an
expert!) A lot of these are probably wrong anyhow!
Karate: Duh! This is your standard martial arts sytle. Lots of jolly punches
and kicks.
Judo: This is for making people fall over.
Tae-Kwon-Do: Kinda like karate, but better.
Aikido: Think Stephen Seagal. This makes people fall over, but in better ways
than judo.
Kenpo: Hurrah! This is what Ranma does. It's for belting people and looks
really cool. It's the best subform of Karate (IMHO).
Wing Chun: The one of the chinese arts that karate is based on. It was
invented by a Shaolin nun called Nmo. It is a classic soft style
and is very like Tai Chi.
Ninjitsu: The art of being sneaky. This art uses the idea that not being seen
is better than fighting.
Jujitsu: Like Ninjitsu, but more fighting oriented. A wrestling style similar
to Judo.
Ensiken: Crane style (I think) Kung-fu. Is very dynamic and agility based.
Suiken: Drunken Style fighting! This form involves the fighter getting drunk
and wobbling about, making him hard to hit. This is very funny to look
at! See Jackie Chan's Drunken Master (1 & 2).
Jeet-kun-do: The sytle developed by Bruce Lee after being influenced by Ed
Parker. It uses a lot of agile movements with sweeping kicks and,
and is simiar to Kempo.
Toroken: A deceptive style using sweeps and fast punches. It is a based around
the preying mantis form of kung-fu and uses a very low stance.
Boxing: The manly art of fisticuffs. What Mike Tyson got locked for, for doing
to a beauty queen. :)
Wrestling: The fighting used by those muscular guys on TV. Think Hulk Hogan.
(if you must!)
Capoeria: This South American style uses roundhouse kicks and dancelike
movements. Is was created by African slaves in the Colonial era.
Wushu: A hard style Kung-fu subform. Uses great agility with lots of TKD
kicks and frontal attacks.
Choi-li-fut: What the Shaolin monks did. Think Liu Kang, from Mortal Kombat,
and Jackie Chan. This is another classic hard style.
Muay Thai Kickboxing: A pure _fighting_ style. Uses powerful kicks, knee
lifts, elbow strikes and big punches. Has great
offensive power. Muay Thai is known as one of the most
powerful and feared martial arts.
Savate: French Kickboxing. It's like Thai kickboxing, but not as powerful.
The Pancratium: This art originated in the arenas of ancient Greece and is
known for it's brutality and power. It is best discribed as
a mix of modern boxing and wrestling.
Kendo: The art of samurai swordsmanship. This is what Kunou does. It is also
called Kenjutsu.
Okay... Once you have found a martial art that suits you, note down the
bonuses.
Extra Bonus Table:
Karate | +1 to Sports, Cool
Judo | +1 to Sports
Tae-kwon-do | +2 to Sports
Taekyon | +3 to Sports
Aikido | +1 to Cool
Kenpo | +3 to Sports, Cool
Wing Chun | +1 to Sports
Ninjitsu | +2 to Lie, -1 to Fighting
Jujitsu | +1 to Lie
Ensiken | +1 to Cool, Sports
Suiken | +2 to Cool, -1 to Charm
Jeet-kun-Do | +2 Sports
Toroken | +3 to Cool, Lie, Sports
Boxing | +2 to Sports, -1 to Charm -1 to Wits
Wrestling | +2 to Sports, -1 to Charm, -1 to Wits
Capoeria | +3 to Cool, +1 to Charm
Wushu | +1 to Swimming
Choi-li-Fut | +2 to School
Muay Thai Kickboxing| +2 to Swimming, Sports
Savate | +1 to Swimming
The Pancratium | +4 to Sports, +2 to Cool
Kendo | +3 to Sports
For your special attacks, you may choose some sort of special move that
does three times the damage the normal version would. If your art has
magical powers, consult the Magic Table for extra options.
Note: If your art does NOT have magic, you get only one special attack and
you may not use any magic attacks.
For your hit points (HP) roll 2D10 and add your fighting stat to it.
For your Power Points (PP) roll 1D10 and add your Wits Stat to it. You
may never have either of these go below zero. If either does, you pass out.
7. Roll for a Jusenkyou Curse.
01-35 You have a curse.
36-80 Don't have a curse.
81-00 Happousai's on the loose! Roll again!
8. Hmm... So now you're cursed. What sort? You choose. It can be anything from
Spring of Drowned Pig to Spring of Bisexual Crossdressing Accountant.
Whatever. You choose.
Note: If the curse form is an animal, it cannot talk, unless it is
something like a parrot.
9. Roll 1D6 for each subskill and then apply modifiers. Note them down.
The subskills are:
School: This is your education. You use this to keep up if you miss school.
Cool: Your cool(of course). How well you stand up under pressure or in a
crisis.
Lie: This is your ability to spin a tale of bullshit if you get in trouble.
It is related to how well you do sneaky things.
Swimming: How good you are in the water. Roll 1D10: 1-3 Can't swim
4-7 Can a _bit_
8-10 On the school team
Sports: This determines if you are a jock or a nerd. People will act
accordingly. 1-3 = Gosunkugi, 4-7 = Average Person, 8-9 = Jock
10 = Ranma
10. Write in your appearance/features. Choose whatever you like, but make sure
they go with your stats and other abilities.
If, at the end of all this, your character sucks, feel free to start again.
Part #3
-------
[Combat]
In this game, it is impossible to die. If you reach zero hit points you have
been beaten up. If this occurs, you get the following penatlies for the next
three hours: -3 to Fighting, -1 to Wits, -5 to Charm, -2 to Swimming and -5
to Sports.
Turns last for three (3) seconds and are completed when all characters have
carried out their actions.
Combat will occur in the following pattern:
1. Initiave. Both combatants roll 1D10 and add their Wits and Movement bonus
to it. The fighter with the highest total goes first. In the event of a
draw, a reroll is made.
2. Action #1. The player with the higher Initiative acts, he may choose to
move, attack, talk, or manipulate an object.
3. If he attacks, he rolls 2D10 and if the total is less than his fighting
Stat plus his Attack bonus, he has hit. The damage is listed on the Combat
Table. Add the Attack bonus for your martial art to your damage.
Note: If your roll 20, you automatically miss, no matter what.
4. The defender, defends. To defend, he must roll 2D10 and the total must be
less than his fighting Skill plus his Defence bonus. If he succeeds, he
takes half damage (round up). Subtract his defence bonus from the initial
damage.
Note: You may have two attacks and no defence in a turn if you
wish.
Note2: If your roll 20, you automatically fail, no matter what.
5. Action #2. The other fighter now has his turn and the same process
continues until one fighter collapes, runs, or talks his way
out of it.
Note: If one opponent runs, the other gets a free attack.
Note: If a fighter falls over or is thrown. He must spend one action getting
up.
Note2: A fighter who defends a throw takes NO damage.
Note3: Since this is a martial arts game, weapons are generally frowned on and
others will think you are a bit weak if you use one.
Note4: A character with 1/3 or less of his or her original hit points will
be in stunned for one turn.
COMBAT TABLE:
Attack Damage Timing
--------------------------------------------------------------------------
Normal Punch Fighting/3 + Attack bonus 1
Backhand Fighting/3 2
Uppercut Fighting/2 + Attack bonus 4
Normal Kick Fighting/2 + Attack bonus 2
Roundhouse Kick Fighting + Attack bonus 6
Sweep (Trip) Fighting/3* 4
Balls Kick (Males only) Fighting/2 + 2 + Attack bonus* 3
Flying Kick Fighting + 1D10* 6
Pounce (while Opponent is down) Attack Bonus + 1D10 3
Throw 1D10 + Attack bonus* 4
Small Blunt Weapon 1D10/2 + Attack bonus 3
Large Blunt Weapon 1d10 + Attack bonus 4
Mallet Attack (For use on perverts by females) No Damage. 1
Special Attack Normal Damage x 3 (costs 3PP to use)* 7
Note: Pounces are only possible as a second attack after downing an
opponent.
Note2: * Denotes a move that knocks opponenet down.
Note3: Firearms are NOT allowed. EVER!
TIMING:
Next to each move is a number from 1-7. This is the order in which attacks
take place. In other words, a punch is faster than a roundhouse kick, but
it does less damage. These table applies regardless of initiative.
EXTRA COMBAT MODIFIERS:
Defender is in Stunned (1/3 HP or less) +3 to hit
Defender is blinded or helpless +5
Defender has cover -1
Defender is drunk (Suiken fighter immune) +2
Attacker is drunk " " " -2
Attacker is blinded -5
MAGIC TABLE:
Technique Damage PP Cost
---------------------------------------------------------------------------
Ki Blast 4D6 5PP
(Shishihoukoudan, Mouko Takabisha)
Flaming Dragon Punch 5D6 6PP
(Hiryuu-Shou-Ten-Ha)
Crackling Speed Fist D% hits, 1 point per hit. 10PP
(Kakushu-Tenshin-Armiguri-Ken)
Blasting Point Technique Not used on people 4PP
(Bakusai-Ten-Ketsu)
Note: These are examples of pure magic attacks. These are moves that have no
normal equivalent. They may be used as special attacks only. The damage is
NOT multiplied by three. However you may use a Ki assisted normal move for
your special attacks, or think of your own.
Note2: One Ki attack will negate another. That is, if someone fires a Ki blast
at you. You can counter by firing one of your own. They will cancel each other
out. This is the only defence against magical attacks. They may not be
defended normally.
HEALING INJURIES:
After combat, you will have to resolve injuries. Your hit points regenerate
at one per hour of rest, or all for a nights sleep. Your PP's regenerate at
the same rate.
Band-Aid Table:
1/3 HP Lost: Band-Aids, Scrapes and Bruises.
2/3 HP Lost: Bandages, Stiches.
All HP Lost: Plaster Casts, Cruches and A Hospital stay (1 Day). Incapacited
for a week.
Part #4
-------
[Non Combat Actions]
In a non combat situation, a character may carry out any normal human action.
In addition to this, you can do the following:
Running: You can run up to your fighting Stat times(*) your Movement bonus in
metres.
Athletic Feat: Sometimes you may want to do a super athletic feat. To do this,
tell the GM what you want to do and if he allows it, roll 1D10
and add your Agility bonus and Sports skill to it. The
difficulty will be at the GM's discression.
Clue Roll: This is for if you want to figure something out. To do this, roll
a D% dice and if you roll lower than 30 + (Wits * 2) you have
figured it out. Note: This is a base roll, other things may be
harder to figure out.
Being Sneaky: If you want to sneak somewhere or attempt to ambush someone, you
can roll 2D10 and if the roll is less than your Wits + Lie, you
have successfully sneaked. If a chracter successfully ambushes
an opponent, he automatically get a free attack. The same is
done when you want to lie convinicingly.
Coldcocking: If you want to knock someone out. You can attempt to sneak up
behind them (see above). If you succeed, you can then hit them in
the back of the head. You must make an attack roll and if you
hit, regardless of opponent's HP, you knock them out. You must
declare this action before the roll. Normal defence is not
possible.
Avoiding Knockouts: If an opponent attempts to knock you out, you may make a
clue roll to see if you notice them. If you do, you can
choose to roll with the blow. If you do, you take double
damage, but will not be knocked out. To do this, roll 2D10
and if the roll is less than your Fighting + Defence bonus
you have succeeded.
Seduction: For those horizontal moments, you may want to seduce someone
(Kun-chan!). To do this, you roll 2D10 and if it is lower than your
Charm + Cool, you have succeeded. If you succeed, the victim must
carry out one action of your choice, provided it is not totally out
of character. This action may take more than one turn.
Resisting Seduction: In order to avoid an unwanted liason, you can try to
resist being seduced. To do this, roll 2D10 and if it is
less than you Wits + Cool, you can resist their
seduction. The seducer will not know if you are seduced
or not (You can pretend).
Part #5
-------
[Odd Effects]
Catching Colds
If you go out in the rain, or fall in a pond, you have a 30%-Fighting% chance
of getting a cold. If you get a cold, all actions are done at -2 and you must
spend one day in bed to get rid of it.
Getting Drunk
If you get drunk, two things will happen:
1. All combat actions are carried out with a -2 penalty for two hours.
2. You will get a hangover. ALL actions are carried with a -1 penalty for five
hours after that.
Note: Any Suiken fighter is imune to these effects.
Part #6
-------
[Notes For Everyone]
In this game, it is to be assumed that the player characters have some
association with The Tendou Dojo and are students of Furkinkan High. As a
result, the players will regularly encounter the real cast of Ranma 1/2.
If the players want to, they can play Ranma and the gang, but this is much
harder to do well.
[Goals]
The main goal of the characters is to try to have a half normal life in the
weird and wacky town of Nerima, Japan. This will involve going to school,
avoiding or fighting various people and generally trying to get by.
Part #7
-------
[Notes for the GM]
Most of the important stuff has been explained. However I can't suggest any
adventures, so watch the anime and read the manga.
At certain times, you may want to cause things to happen in a particular way.
I suggest two things:
1. Rain. At any time you feel like it, you can cause it to rain on the
characters (as long as they are outside, or inside I suppose...). Roll D% and
if you roll under...say... 25%, it rains.
2. Do the same thing, but with different percentages for kettles and for muddy
puddles. This way you can trigger curses when it suits the plot.
In regard to athletic feats, be fair, but don't let them do things that Ranma
couldn't do. He's the best, after all!
My other suggestion is the Ryouga Roll (RR). This roll should be D% and be
less than 33%. If this roll is successful, Ryouga will show up and ask for
directions to the Tendou Dojo. To make it funny, he should appear fairly
frequently and always be more confused than the previous time.
Part #8
-------
[Stats of the Cast]
Just for the sake of it, I am going write up the stats of the various cast
members. (This is just my opinion)
Ranma Saotome: Male: F: 20! W: 7 C: 9 HP: 40! PP: 50!
Female: F: 18 W: 7 C: 15 HP: 30 PP: 50
Ranma is of course, the hero of the piece and as such, is inhumanly powerful.
He runs around and generally beats people up. He is not very bright, but is
virtually fearless (apart from cats). He does NOT hit girls EVER! (except in
female form, and only rarely) He will fight anyone who makes a pass at Akane.
Akane Tendou: F: 14 W: 13 C: 10 HP: 27 PP: 15
Akane is Ranma's fiancee and a bit of a fighter in her own right. She is more
intellegent than Ranma and they are always fighting (she does love him,
however). Her weapon of choice is a large wooden mallet. (carried in
hammerspace)
Genma Saotome: F: 14 W: 6 C: 7 HP: 30 PP: 30
Ranma's dad. Genma is a fool...and a panda. Treat him as such.
Nabiki Tendou: F: 3 W: 15 C: 9 HP: 10 PP: 0
Nabiki is Akane's sister and is as cunning as a shithouse rat. She likes to
blackmail people and has no friends. She does not fight.
Kasumi Tendou: F: 1 W: 17! C: 15 HP: 14 PP: 0
Kasumi, Akane's other sister, is more intelligent than Nabiki, but is not
cunning in the same way. She has the super nice trait and will NEVER engage
in any act of violence. She will USUALLY tell the truth.
Soun Tendou: F: 13 W: 8 C: 9 HP: 27 PP: 25
The father of the three sisters, he is a fool, like Genma.
Ryouga Hibiki: F: 17 W: 9 C: 11 HP: 55! PP: 40
Ryouga is lost... perpetually. He wanders about and asks for directions. If
you can find him, he will not know what is going on. He is however, a powerful
fighter and an honest and honorable person. He is also Akane's pet pig,
P-chan.
Shampoo: F: 15 W: 8 C: 15 HP: 30 PP: 20
Shampoo is nuts. She is obscessed with Ranma and will do ANYTHING to get him.
She is a skilled cook and figher (uses Bonbori: Chinese Maces (2D6 + 5)). She
rides a bike and is extremely mentally unstable.
Ukyou Kuonji: F: 14 W: 13 C: 15 HP: 25 PP: 17
Ukyou is Ranma's other fiancee. She is kind and caring and loves Ranma a
great deal. She is however, quite ruthless and is a skilled fighter. She uses
a giant spatula as a weapon (3D6) and is a skilled Okonomiyaki chef.
Mousse: F: 14 W: 7 C: 8 HP: 30 PP: 30
Mousse is from Shampoo's village and is in love with her. He will attack
anyone making a pass at Shampoo... if he notices. He is almost blind. He also
turns into a duck on occasion.
Tatewaki 'Upperclassman (Sempai)' Kunou: F: 10 W: 4 C: 5 HP: 35 PP: 20
Furinkan High's resident samurai and a Shakesperian fool. He thinks very
highly of himself. Unfortunatly, no one else agrees. He is skilled in Kendo
and uses a Bokuto (2D10 + 4) as his weapon. He is always carrying it and
always wears samurai robes. He is infatuated with Akane and Ranma-chan.
Kodachi 'The Black Rose' Kunou: F: 11: W: 12 C: 6 HP: 30 PP: 15
Tatewaki's sister. Kodachi makes Shampoo look like a poster child for mental
health. She is a martial arts gymnast and uses a ribbon as her main weapon
(2D6 + 3). She can use it to pick up objects up to a table or person in size.
She should be locked up in a psycho ward. Instead, she inhabits St. Hebereke's
School For The Criminally Insane. (er... For Girls, that is)
Happousai: F: 25! W: 6 C: 0 HP: 20 PP: 70!
Happi is Genma and Soun's teacher. He is an immensly powerful martial arts
master. He is also an immensely twisted pervert. He will drop whatever he is
doing and run for the nearest set of panties, if he sees any.
Cologne: F: 25! W: 20! C: -10! HP: 20 PP: 60!
Cologne is Shampoo's great-grandmother and is as powerful as Happi. She is
also an expert on herb lore and is very cunning. Additionally, she is vomit
inducingly repulsive to look at.
Part #9
-------
[Final Notes]
Okay. That's it. There's a fair amount of rules in here. (I made it for a
band of diehard RPers) If there are any rules you don't like, don't
understand or simply don't feel like using, drop them.
You should be able to have a little fun with this. Just don't take it too
seriously and become a ruleslawyer! (I hate them!) This is all for a joke.
Good Luck,
Plunger...
plunger@yoyo.cc.monash.edu.au
Character Sheet:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ranma 1/2
The Role Playing Game
Character Sheet
Player Name:__________________ Sex:_____
Character Name:__________________ Age:_____
STATS: TRAITS:
Fighting:_____ ________________________________________
Wits:_____ ________________________________________
Charm:_____ ________________________________________
MARTIAL ARTS SKILL:
Type:________________ Magic:_________
Bonuses: Special Attacks:
Attack:_____ #1. __________________
Defence:_____ #2. __________________
Movement:_____
HP:_____ PP:_____
Agility:_____
CURSE:
Curse:_____ Stat Effects: F:_____ W:_____ C:_____
Type:_________________ Cause of Curse:_________________________
________________________________________
________________________________________
SUBSKILLS:
School:_____ Cool:_____ Lie:_____ Swimming:_____ Sports:_____
APPEARANCE:
Hair:_______ Eyes:_______ Style:_______ Body:_______
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