The following is a list of the files used in this game and what they contain: abilitys.txt The list of Minor Abilities alchemy.txt Description of Alchemy and list of potions and ingredients attrib.txt Rules for determining attributes combat.txt Combat rules elements.txt Elemental system and description of elemental powers exp.txt Experience rules and charts force.txt Description of The Force and list of powers gambling.txt Description of Gambling and list of powers gang.txt Rules on gangs and gang creation gngsheet.txt Gang member character sheet items.txt List of equipment magic2.txt Description of Magic and Necromancy and list of spells (old) powers.txt Super power rules, lists, and descriptions psionics.txt Description of Psionics and list of powers read_1st.txt General game rules and description of file contents robots.txt Rules on robot creation robsheet.txt Robot additional character sheet sfpowers.txt Description and list of Street Fighter Powers sheet.txt Character Sheet ships.txt Rules on spaceship creation skills.txt Rules on skills and skill points structur.txt Campaign structures for specific animes universe.txt Description of the universe vehicles.txt Rules on vehicle creation wmastery.txt Description and list of Weapon Mastery powers xmagic.txt New magic rules (incomplete) Character Creation ------------------ In order to create a character, the first thing one must do is determine attributes. This process is described in detail in the Attributes section. After the attributes have been determined, the next step is to determine skill points and skills. See the Skills section. Next, determine the character's running speed [ (str+sta) / 2 ] and languages. Languages are described further on in this file. Next are Power Points and equipment. For Power Points, see the following section. For equipment, see the Items list. Normal starting money is $300. Power Points ------------ Each Character starts with 25 + 2d10 Power Points. Power Points are what make a character and can be spent in various ways. They can be used to enhance attributes, raise skills, increase starting money, buy mechs, build robots, or construct spaceships. Once used, Power Points may not be regained and any Power Points not used during character creation will be permanently lost. Depending on the type of campaign the GM wishes to lead, Power Points may or should be spent in different ways. The following is a list of possible campaign types and suggested power point distribution. These campaign outlines are merely suggested guidelines and can be freely changed and altered by the GM to suit his/her needs and/or wants for the campaign. They do not even have to be used at all. In fact, for most campaigns, these are not nesscesary. Just let the players choose what they want and for the most part they will choose something suitable for the setting. For campaingns based on specific anime shows/movies, see the section on Campaign Structures. SPACE CAMPAIGN: This type of campaign takes place in outer space, on other planets and space stations. Generally, characters should spend points on building spaceships or mechs. If they so desire, characters may spend their points on other things and ride in the same spaceship as another character. Costs listed in the "Spaceships" section. MECHA CAMPAIGN: In this campaign type, there is some form of war on a planet involving mostly mecha and power armor. Characters should be encouraged to spend points on building a mech or power armor. Costs listed in the "Mechs" section. SUPER POWERS CAMPAIGN: This is the type of campaign in which everyone has some form of super powers or strange abilities which they use for their own purpose, whether that is to stop crime or to fuel it. Characters should spend their points on super powers. Costs listed in the "Super Powers" section. MAGIC CAMPAIGN: Magic campaigns usually take place in ancient medieval times, but could take place in any setting. All characters have the ability to use magic to different degrees, and some have super powers to complement their magic. Using the normal system, the costs are as follows: MP = 4d10, 1 PP = +1 MP, 5 PP = +1 spell. GMs may decide whether or not to include time magic (See "Astrology"). ROBOT CAMPAIGN: Takes place in a world where sentient robots are common. Each character makes a robot and gives it weapons, armor, accessories, and/or transformations. Most of their opponents will also be similar robots. COMBAT CAMPAIGN: This is a campaign in which everyone has some form of magical or super combat skills. Using the normal system, the costs are as follows: 1 PP = 1 SF2 pt, 2 PP = 1 Minor Ability, 2 PP = 1 Weapon Mastery power with one weapon type (ie. select a weapon type, then look at the list of Weapon Mastery powers and select one). GANG CAMPAIGN: Instead of creating one character at character creation, each player creates a gang of characters. Gang rules are incomplete right now and will be implemented later. Languages --------- Each character starts with 1 language (usually Japanese unless the setting is elsewhere or the character is incomprehensible in which case they still start with 1 language, just one that is not understood by anyone). Characters may roll after character creation for other languages. In order to have an extra language, the character must roll under (2 x knowledge). Each character is given 2 tries, and for each successful roll, is given one free try. Also, each character has a decipher skill which is equal to logic+knowledge and a bonus of +5 is added to it for each extra language. The maximum number of extra languages a character may learn at character creation is 5.