The
Principal's
Office New Rules for "Big Eyes Small Mouth" ~Page 1~ |
Defense Roles Dice Rolls for Damage Shields & Force Fields Superdeformed Surprise Attack |
Combat Rules Spells per Round |
"Name that Technique" Table Ninja Traps and Ambush Table Death Scene Table
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Damage Value:
1-4 5-6 7-8 9-10 11-12 13-16 17-20 21-26 25-30 31-36 37-40 41-46 47-50 |
Die Role
1D4 1D6 1D8 1D10 1D12 2D8 1D20 D20+D6 D20+d10 D20+2D8 2D20 2D20+D6 2D20+D10 |
Type A: Improve Defense Combat Value.
– These shields are rare as the cumbersome nature of shields usually
offset any possible bonus to Defense.
Level 1: +1 to Defense Value
Level 2: +2 to Defense Value
Level 3: +3 to Defense Value
(Anything past this will quickly become ridiculous)
Type B: Reduce Damage.
– Much more common are the shields that act like TYPE B armor, reducing
the amount of damage taken by each attack. These shields usually have "Health
points". (see below) When used in conjunction with armor the bonuses are
cumulative.
Level 1: Reduce damage by 2
Level 2: Reduce damage by 4
Level 3: Reduce damage by 6
Level 4: Reduce damage by 8
Level 5: Reduce damage by 10
Shield "Health Points"
The GM can elect to give the shields a set number of "Health Points"
representing the damage the shield takes before becoming to damaged to
use. They always absorb the full amount of damage from the attack. These
levels do not have to equal those in the types of armor.
Level 1: H Points = 15
Level 2: H Points = 25
Level 3: H Points = 35
Level 4: H Points = 45
Level 5: H points = 55
Penalties for using shields.
– All shields reduce Initiative. Generally the larger or heavier the
shield, the higher the penalty.
– Carrying a shield will reduce the level of the "Acrobatics" and "Speed"
attributes, by a minimum of 1. Heavier shields will reduce them even further.
– Heavier shields will have a minimum Body Stat requirement.
Example: "Kite Shield".
This wood and iron shield is rounded or flat topped, tapering to a
wedge near the bottom. It is designed to protect the carrier from ankle
to neck and can be strapped to the body when on horseback, or strapped
to the arm of carried on foot.
Type 2, Level 4.
H Points = 35
Reduce Initiative by 4
Reduce the "Speed" Attribute by 1. Reduce the "Acrobatics" Attribute
by 2. A Minimum Body Stat of 6 to use effectively. Otherwise double all
penalties.
Indestructible Force Fields These fields are indestructible to all forms of conventional or magical weaponry. They can only be taken down by indirect methods or under specific conditions such as taking out the generator or using a specific magical weapon or completing a quest etc.
Limited Indestructible Force Fields Are a mix of the previous
two types. Invulnerable to most weapons, they are can be destroyed by specific
types of weapons (ie, only magcial) and are then treated as a Limited Force
Field with a set number of "Health Points" before collapsing.
Any anime fan has seen a otherwise mature character suddenly and literally turn into a raving toddler, usually this is because of some bad joke, unexpected attack or ludicrous event. Essentially, it is combination of being stunned and outraged at the same time.
If a trap or certain attack has an SD effect, it means that the victim
must make their opposed roll or suffer a SD result for 2D6(+Level of Attack)
rounds. In which they are shocked dumb and cannot do any further actions.
While SD, the character cannot be seriously harmed. Any damage done
results in painful looking bumps, bruises and bandaids, but disappears
at the end of the SD period.
Also, players can decide to have their characters transform into SD
at any time they wish, especially when enraged or insulted (though if this
gets out of hand the GM may want to put limits). Whenever SD characters
are involved in Combat, both characters roll 2D6, and the one with the
lowest result wins. This is a good way to resolve combat between players-characters
since neither takes any permanent damage.
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