Subject: [FFML] Ranma 1/2 RPG
From: Martin Bennett
Date: 6/4/1996, 7:50 PM
To: fanfic@fanfic.com



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:   
   
   
   
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                                 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:_______  
   
   -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=