RANMA 1/2 RPG
The Storytelling Game of Pandas and Kenpo

Written by Kas (Cryohazard), 1997-1999, (c) Pending.
Ranma 1/2 and its characters (c) Rumiko Takahashi & co, 
Base engine (c) White Wolf studios. Any other similarities are unintentional.
Table Of Contents

Rules
The Ranma 1/2 RPG uses only 10-sided
dice. Please try to have at least 3 or 4 
before you play.

To accomplish tasks in Ranma 1/2, a roll is 
required. The storyteller takes one or
two relevant stats and assigns a 
difficulty. You add together your 
character's rating in those stats and roll 
that many 10-sided dice. (Examples: 
Dexterity:4 and Kick:3 = 7 dice rolled.) 
Each die rolled equal to or greater than 
the established difficulty is considered to 
be a success. For each one rolled, one 
success is subtracted from the total 
number of successes. If there are more 
ones rolled than successes rolled, then 
the attempt botches. A botch is some 
type of misfortune determined by the 
Storyteller.

A character may spend one Willpower 
point before a roll is made to gain an 
automatic one success. Any number of 
willpower may be spent this way.

Difficulty		       Degree of Success
3 - Easy		       1 - Marginal
4 - Routine		       2 - Moderate
5 - Straightforward	 3 - Complete
6 - Standard (Default)	 4 - Exceptional
7 - Challenging		 5 - Flawless
8 - Difficult		 6+ - Better than
9+ - Impossible		      expected

What the Stats Mean
With the exception of Health, Chi, 
Willpower and Rage (called the fuel stats) 
and Backgrounds, all stats have a rating 
between 0 and 8. The meaning of these 
numbers is as follows:

0 - Abysmal		5 - Exceptional
1 - Poor		6 - Phenomenal
2-3 - Average	7-8 - Superhuman
4 - Good		9+ - Godlike

Combat Rules
To begin combat, characters first roll 
initiative. This is done by rolling a 10-
sided die (hereafter referred to as 1d10; 
five would be 5d10, etc.) and adding +1 for 
each +1 maneuver speed point and Wits or 
Dexterity point above four. The highest 
number goes first, then in descending 
order. A character may, however, hold 
their action until later in the round if 
they so wish.

To hit an opponent, the character 
normally rolls Dexterity + the applicable 
technique, and at least one success is 
needed or the attack fails. The opponent 
can then attempt a dodge (this does not 
use up their action) by rolling Dexterity + 
Dodge. The dodger must roll a number of 
successes equal to or greater than that of 
the attacker, if made, the attack is 
avoided. Note that Energy, Focus and 
Taunt attacks use Perception + the 
applicable technique to hit as well as to 
dodge, however.
Damage is determined by rolling Strength 
+ the applicable stat (Intelligence + 
Focus/Energy if using a Focus or Energy 
attack) and adding or subtracting the 
damage modifier if the maneuver is a 
basic or special move. The successes are 
the total damage to be subtracted from 
health. The target(s) may then attempt to 
soak the damage. This is done by rolling 
Stamina (Stamina + Block if blocking); any 
successes are subtracted from the total 
damage to be received. If an attack hits 
multiple times, a soak attempt may be 
made for each hit.

If two characters have the same 
initiative score and are attacking each 
other, they attack simultaneously, and 
neither may take dodge actions.

After all characters have finished their 
attacks, the round is over. Reroll initiative 
and go again.

Advanced Combat Rules
Pulling Attacks: A character may "pull" an 
attack to cause less damage if so desired. 
The character reduces damage dealt by 
any amount he or she wants, to a minimum 
of one damage, after all damage, including 
soak, has been calculated.

The Double Attack: To execute the 
double attack, a character must have at 
least a green belt level, and only take 
defensive and/or evasive actions for two 
consecutive rounds. On the third round, 
the character may take any two 
simultaneous actions, which may be the 
same or different, and may both be 
special maneuvers.

A Final Note on Rolls
Note that not all rolls have to be made in 
one shot or have to obtain only one 
success. For example, breaking down an 
iron door could require 7 successes that 
can be accumulated over several rounds, 
and escaping an opponent's hold could 
require a contested strength roll - the 
one with the greater number of successes 
wins.

Character Creation
Step 1: Come up with a name and concept 
for your character.

Step 2: Assign attributes. Pick which 
category (Physical, Social or Mental) will 
be primary, secondary and tertiary. Each 
attribute has a base score of 0, and can 
be increased as high as 6 at this point. 
The primary category splits 11 points 
between the attributes, secondary 
assigns 9 points, and tertiary assigns 6.

Step 3: Assign abilities. These also start 
at 0. This is done the same way as 
attributes, but using a 9/7/4 split 
instead. At this point, no ability can 
exceed 4.

Step 4: Assign techniques. These cannot 
exceed 5 at this point, and all start at 0. 
Combatant characters distribute 20 
points, noncombatants distribute 5.

Step 5: Choose backgrounds. You have 5 
points, and no background can exceed 5.

Step 6: Choose Flaws and Merits. You can 
have up to ten points in merits, but must 
balance it with an equal number of points 
in flaws. You may have more flaws than 
merits if you so wish.

Step 7: If a combatant, develop a style of 
martial arts for your character.

Step 8: Record Health, Chi, Magic, 
Willpower and Rage. Rage, if applicable to 
style, always starts at 0. Combatants 
begin with 10 health, noncombatants with 
8. Chi, Magic and Willpower are dependant 
on martial arts style; noncombatants start 
with 8 willpower only.

Step 9: Pick maneuvers if a combatant, 
pick tokens if a noncombatant. 
Combatants get 8 points worth of basic 
maneuvers and one special maneuver. 
Noncombatants get 2 tokens.

Step 10: Spend freebie points. 
Combatants have 20, and noncombatants 
begin with 50. Unused points are lost 
after character creation, and may be 
spent as follows:

Bonus			Freebie Point Cost
Attribute +1				5
Ability +1				      2
Background +1				1
Technique +1				5
Chi, Magic or Willpower +1		1
Health +1		          		3
Access to Rage				10
Level Up (only once)			15
1 Basic Maneuver point *		4
Special Maneuver (at level 1) *     10
Buy a token (only once) **		15

* - Only for Combatant characters
** - Only for Noncombatant characters.

Step 11 (optional): Take a Jusenkyo curse. 
You may or may not be able to choose 
your curse, depending on the Storyteller.

Trading in Points (Optional Rule)
This rule allows characters to take their 
initial character creation points and 
exchange them for freebie points. The 
exchange rate is as follows (round down):

Point Traded               Freebie Point Bonus
1 Attribute Point		      	41/2
1 Technique Point		      	4
1 Ability Point				11/2   
1 Background Point			1
1 Health Point				3
1 Chi, Magic or Willpower Point 	1/2
1 Maneuver Point 			      3
Special Maneuver   			9
Token			       		8

Attributes

Physical
Strength: The muscle power of the 
character; determines damage and actions 
involving raw power.

Dexterity: The agility and maneuverability 
of the character - used for dodging 
attacks and feats requiring the character 
to move about.

Stamina: The ability for a character to 
exert themselves and to soak up damage. 
It is used to absorb damage or during 
actions involving physical exertion.


Social
Charisma: The ability to entice, win over 
the trust of, or fascinate others. It is 
used in actions where the character is 
persuading others to trust the character.

Manipulation: A character's aptitude to 
get someone else to do something. It is 
used when characters want to trick, fool, 
bluff or out-talk others.

Appearance: Both physical and personality 
traits with make the character seem more 
attractive or interesting to others. It is 
used in situations where words are not 
exchanged but the attractiveness of the 
character (read: sex appeal) of the 
character plays a key role.

Mental
Perception: The awareness the character 
has of their surroundings. Used when 
searching for something or when trying to 
understand or be aware of some fact or 
concept.

Intelligence: A character's memory and 
ability to learn and think. This is used in 
situations where judgement and reasoning 
come into play.

Wits: The ability to react quickly and 
correctly to new situations. It is also 
representative of a character's sharpness 
of mind and cleverness. It is used in 
situations where the character must 
react to new situations or is caught off 
guard.

Note: An average person's attributes are 
generally a 2 or a 3.

Abilities
Abilities are areas a character has a fair 
amount of knowledge in. Keep in mind that 
this is not necessarily everything a 
character knows, just those things they 
tend to have some degree of expertise in, 
however minor. They are divided into 
Talents, Skills and Knowledges.

Talents
Alertness: Noticing your environment 
around you, even if you are not actively 
concentrating on your surroundings.

Awareness: The ability to sense what lies 
beyond the normal veil of reality and see 
things which are not hidden but rather 
what society tells us is nonexistent or we 
teach ourselves to ignore, such as auras, 
illusions, spirits and shapeshifters.

Dodge: Possibly the single most useful 
talent in the game, dodge allows a 
character to avoid damage when a fight 
breaks out. Also useful for avoiding 
damage on the sidelines.

Expression: Helps a person communicate, 
regardless of medium used. Could be 
debate skills, poetry or vocabulary.

Games: Simple skills of how to play games 
(board, sports, cards, etc.) and their rules 
and such.

Insight: Allows a character to evaluate 
another's strengths, weaknesses, fighting 
techniques and quirks. The use of insight 
requires the character to watch another 
for at least 3 rounds.

Intimidation: Ranges from subtle 
suggestions to physical threats. People 
with high intimidation ratings seem to 
radiate authority.

Intuition: The talent to connect seemingly 
disparate pieces of information and make 
sense of it in a detective sense - not a 
psychic sense.

Search: You know how to locate things in a 
given area.

Sense Deception: You know how to tell if 
people are lying to you.

Hiding: Knowledge of the best places to 
get if you are trying to avoid battle or 
detection. It differs from stealth 
because you remain stationary.

Mystic Awareness: The ability to sense 
magic and magical presence, as well as the 
ability to tell if someone is using magic.

Juggling: The ability to throw and catch 
multiple objects simultaneously. It can be 
used to catch thrown projectiles.

Scout: This is the ability to split from a 
group and gather information about an 
area or people ahead. This can only be 
used if the character is in a group and the 
proposed area can be reasonably scouted. 
A botch means someone - or something - 
has found the character.

Ley Tracking: The innate skill of attuning 
the body's Chi to detect the natural flow 
of Chi I the earth. Characters with this 
talent can sense disturbances in the flow 
of Chi and pinpoint their locations.

Skills
Acrobatics: You are trained for feats of 
agility that take advantage of body shape 
and momentum.

Blind Fighting: The ability, through sound, 
pressure changes and even Chi, to sense 
an opponent even though you cannot see 
them.

Climbing: You can climb with or without 
equipment, and have little fear of heights; 
only fear of losing control.

Disguise: The ability to use costumes, 
makeup and your environment to obscure 
your identity.

Etiquette: The knowledge of how to act 
properly, abiding by formal regulations 
and how to act upon them.

Meditation: You can relax your mind and 
body to focus yourself, allowing you to 
concentrate in any situation.

Misdirection: You are good at avoiding the 
perception of others by distracting their 
attention from what you are doing.

Stealth: The ability to sneak about from 
place to place without being seen or 
heard.

Survival: Surviving outside of a 
structured environment, such as a desert 
or rainforest.

Swimming: You know how to tread water, 
hold your breath, and may even know 
professional exercises or SCUBA.

Bookie: The skill of successfully betting 
on things and also the ability to manage 
bets.

Cooking: The ability to prepare 
wholesome, edible food.

Repairs: Being able to fix or mend 
structures, vehicles, clothing or other 
objects. It does not, however, provide 
knowledge of how to build vehicles or 
structures.

Gardening: The skill to grow, maintain and 
harvest vegetation. This also includes 
knowledge of creating hybrids and bonsai 
trees, as well as normal plants.

Explosives: The ability to create to 
create various types of bombs, volatile 
liquids, explosive powders, etc. Also allows 
construction of time bombs and how to 
arm/disarm them. NOTE: This does not 
allow the character to create or use 
firearms.

Detect Traps: This is the ability to find 
and disarm all manner of traps. This also 
allows basic lockpicking and secret door 
searching skills.

Wall Walking: This skill allows the 
character, using speed, grip, balance, 
momentum or whatever, to walk along 
walls (and sometimes ceilings) as if they 
were floors.

Knowledges
Culture: This is a knowledge of the 
traditional ways (or Do) of Japanese 
society.

Finance: The ability to keep ledgers, do 
accounting, follow the stock market and 
know the nature of financial transactions.

History: The academic knowledge of past 
events and the understanding of them and 
their causes.

Geography: The knowledge of spaces on 
the Earth's surface, along with a limited 
knowledge of societies, political ownership 
and major characteristics of inhabitants.

Linguistics: For each point in this skill, the 
character knows a separate language and 
can speak language at least in pidgin form.

Medicine: This allows a character to give 
basic medical attention to others. At low 
levels, it reflects first aid, at high levels, 
a grasp of medicinal practices.

Mysteries: Knowledge of some of the 
world's secrets and strange mysteries. 
You know that the legends of magic, 
ghosts and monsters are truer than 
modern man believes.

Style Lore: Insight into other forms of 
martial arts. You have studied other 
styles; you don't know everything, but 
have a grasp of what each style can or 
cannot do.

Toxicology: The ability to create, 
administer, and to a degree, treat poisons. 
Note that not all poisons are designed to 
kill...

Traditional Medicine: Knowledge of the 
medical practices most westerners would 
consider "bunk" mythologies but which 
have very valid and entrenched places in 
eastern lore.

Obscure Facts: Little tidbits of 
information most people don't know (or 
care) about. Most of these trivia facts 
are useless, but some come in handy.

Elemental/Mystic Lore: The character's 
knowledge of the mechanisms of 
spellcraft and the nature of elemental 
powers. It does not allow a character to 
attempt or use magic.

Engineering: The ability to build new 
things. This includes architecture and 
mechanics. It also allows the character to 
identify how to fix a broken item or 
detect where a break or structural 
weakness is.

Law: The knowledge of legal practices and 
matters, including civil and international 
law. Commonly possessed by lawyers, 
police and politicians.

Investigation: You are trained to notice 
details others might miss, conduct 
research and function as a detective.

Techniques
There are 16 types of techniques 
available to a character, and even 
noncombatants have access to them. 
These represent a character's ability to 
fight and skill level in the martial arts. 
For the various styles of martial arts, 
however, some techniques are more 
important than others.

Punch: Any and all attacks using the hand, 
whether the hand is closed or open fisted, 
chopping, punching, or using a palm thrust. 
This may also include attacks with other 
parts of the arm.

Kick: Most attacks involving the feet or 
legs. The importance of this skill is mostly 
dependant on the style of martial arts.

Block: Blocks almost never deal any form 
of damage. Rather, they serve to prevent 
it. The greater the skill, the more 
effective a block will be.

Grab: Grab is used to execute throws and 
holds, but do have range limitations and 
can be ineffective against quick foes.

Athletics: This is how far a character can 
move, how high they can jump, far they 
can dash and how quickly they can 
retreat. This technique is an integral part 
of many maneuvers.

Focus: The development of the mind to 
channel Chi into supernatural effects. 
Those with developed focus can perform 
aurabolts, telepathy, teleportation, and 
more.

Throwing: The use of kinetic force to 
project a weapon through any space, 
whether that item be a knife, couch or 
playing card.

Parry: The deflecting or redirecting of an 
attack, usually done with a weapon. Can be 
used to deflect close-range or projectile 
attacks.

Entangle: The use of an object or objects 
to impede a target's free movement.

Slashing: The performing of broad 
motions with an object. Note that this 
applies to an object like a hammer or 
mace as well as a knife or sword.

Thrusting: Extending an object forward in 
order to project it at a specific point. 
This could apply to a lance strike or a 
finger poke.

Feint: The twisting of a weapon to 
reposition it, also known as "faking out". 
This is mainly a strategy technique, and 
can be used for weapon tricks or to 
untrap an entangled weapon.

Energy: The development of the mind to 
channel magical energy into effects, or 
spells. Those with high energy can wage 
massive spellfire with summoned 
monsters, bolts of fire and psionics.

Taunt: A verbal attack on an opponent. 
Useful for catching an opponent off guard 
or to make them slip up on attacks.

Crushing: The technique of breaking, 
compacting, compressing or bursting a 
target. Also used with explosives.

Bite: Most often only used by those with 
Jusenkyo curses, bite attacks are any 
attack made with the face, including 
headbutts.

Specialization
A specialization can be taken for any 
attribute, technique or ability of four or 
higher, and may only have one 
specialization for each ability. This does 
not require experience, but must fit the 
theme of the character. Thereafter, any 
roll which falls under the character's area 
of specialization is granted a special 
bonus. Any tens rolled for that action 
count as successes, but may also be 
rerolled to count as potential bonus 
successes. If a ten is rolled multiple 
times, you can keep rerolling it until a ten 
is not rolled, adding a success for each 
ten so rolled.

Suggested Specializations
Attributes
Strength - Upper body, sure grip, legs
Dexterity - Balance, light touch, grace
Stamina - Tough, unmovable, tireless
Charisma - Sensitivity, sophistication,                      
           Commanding
Manipulation - Glib, persuasive, imposing
Appearance - Cute, roguish, alluring
Perception - Insight, feral, vigilant
Intelligence - Creative, erudite, analytical
Wits - Paranoid, practical, maternal

Talents
Alertness - Paranoia, ambushes, point 
Guard
Awareness - Aura reading, spirits
Dodge - Sidestep, duck, dive away
Expression - Poetry, music, improv
Games - Specific sports, contact sports, 
	  board games
Insight - Fighters, senseis, announcers
Intimidation - veiled threats
Intuition - Sudden inspiration, gambling
Search - People, concealed doors/objects
Sense Deception - Interrogation
Hiding - Urban, natural settings, behind 
         others
Mystic Awareness - A specific spell/ 
                   schooling, long-term spells
Juggling - Balls, weapons, over 5 items
Scout - Wilderness, espionage, trailing
Ley Tracking - Chi disruptions, dowsing

Skills
Acrobatics - Tumbling, martial arts, 
enhanced jumping/falling
Blind Fighting - Dueling, indoors, multiple 
                 foes
Climbing - Cliffs, free climbing, rappelling 
Disguise - Specific person, social class
Etiquette - Dining, business, religion
Meditation - Relaxation, memory recall
Misdirection - Theft, confusion
Stealth - Hide in shadows, moving on 
          floors, opening doors
Survival - Specific environment, food, 
           shelter
Swimming - Diving, rescue, SCUBA
Bookie - Races, fights, sports
Cooking - A specific country or food group
Repairs - Sewing, automotive, structural
Gardening - Farming, flowers, bonsai
Explosives - Bombs, chemicals, disarming
Detect Traps - Triggers, lockpicking, find 
               concealed door
Wall Walking - Wall combat, ceilings

Knowledges
Culture - Zen, the tea ceremony, bushido
Finance - Accounting, hiding money
History - Specific periods or historical 
          themes, military history
Geography - Cultural, topographical
Linguistics - Technical writing, dead 
languages, any language group
Medicine - First aid, setting bones
Mysteries - Magic, lost civilizations, 
            Jusenkyo
Style Lore - A specific style or technique
Toxicology - Herbal, ingested
Traditional Medicine - Shiatsu, herbalism, 
                       acupuncture, moxibustion
Obscure facts - Specific time, area, etc.
Elemental/Mystic Lore - A specific 
element or spell schooling
Engineering - Architectural, mechanical, 
              electrical
Law - Criminal, civil, interpol, laws of war
Investigation - sleuthing, crime lab, 
                conspiracy theory

Techniques
Punch - Uppercut, jab, boxing
Kick - Aerial, roundhouse
Block - vs. punch, vs. kick
Grab - Holds, throws, maintaining
Athletics - Aerobics, running, track and 
            field
Focus - Meditative, healing, projectiles
Throwing - A specific weapon
Parry - Deflect, disarm, redirect
Entangle - Lasso, knots, a specific weapon
Slashing - A specific weapon
Thrusting - A specific weapon
Feint - Weapon tricks, untrap weapons
Energy - Specific magic type, psionics, 
         shields, healing
Taunt - Verbal, physical, psychological
Crushing - Objects, people, demolitions
Bite - Animal form, headbutt, devouring

Adds (Optional Rule)
Adds are an optional rule that makes it 
easier for a character to achieve success 
in an action. Adds can only be purchased 
after the character has been created and 
by spending experience. As well, adds can 
only be bought for attributes, techniques 
and abilities which have a rating of 5 or 
more. Adds are purchased at the same 
experience cost as the trait it is 
associated with, and normally can only 
equal one, however extraordinary 
circumstances may raise them higher, and 
NPC's (Non-player characters) could have 
higher. How they work is simple: when the 
relevant ability, attribute or technique is 
used, all dice rolls in that roll get +1 per 
add. (e.g. a roll of 6 is now considered a 
7.) Also note that even with adds, a roll of 
one still counts as a failure (or potential 
botch!), and that only "naturally" rolled 
tens are eligible for specialization 
bonuses.

Backgrounds
These are social qualities and advantages 
a character has. You will have to explain 
each background when the character is 
first created to justify it. Backgrounds 
may never exceed 5 points. 

Allies: Friends who support the character. 
They're not always there, but can often 
be called upon in times of need. Each point 
can represent one weaker ally, and several 
points taken together can represent a 
more powerful ally.

Companion: An inhuman ally. It could be an 
animal, ghost or something else entirely. 
At low levels, it is simply an observer or 
pet, at higher levels, a slave or familiar.

Buildings: One (maybe more) buildings the 
character owns. They could be shops, 
apartments, parking complexes, areas or 
anything. Background level represents the 
size and location of the building.

Contacts: These are people the character 
knows who will provide the character with 
information, usually for a price. Contacts 
can be anyone, and should be determined 
before the game begins. Nabiki is a 5-
point contact.

Fame: The general popularity of the 
character. While being a pop icon or 
superstar can have its advantages, 
beware...it can have disadvantages, too.

Resources: A character's income. The 
source should be determined when the 
character is created. (See chart)

Sensei: The character still remains in 
contact with their sensei and can still 
learn new techniques or gain sage wisdom 
from him or her. Sometimes, having a 
well-known sensei can affect the way 
others treat you.

Sidekick: A sidekick is kind of like a 
permanent ally, and much more loyal to 
the character, but is often much more 
dependant on the character, as well.

Animal Hybrid: For whatever reason, the 
character has some residual genes of an 
animal. Th greater the background, the 
more animal-like the character is. (e.g. 1 - 
fangs, eyes, 3 - cat girl w/ tail, 5 - look 
almost completely like the animal.)

Elemental: Control over an element. 
Traditionally, the elements are Fire, 
Earth, Wind and Water, but in Ranma 1/2, 
many, many more exist. (See the chart 
for examples.) A character is +1 to soak 
attacks of their element, but is also -1 to 
soak vs. that elements opposing element.

Family: The grater the background, the 
larger and more diverse or bizarre the 
character's family is and the more likely 
they are to pop up and help or interfere 
with the character.

Energy Gathering: For each point in this 
background, focus- and energy-based 
maneuvers get +1 to speed. This 
background costs double the normal 
points to get.

Artifact: The character possesses one or 
more ancient relics. These items generally 
give the character some ability or power 
they do not normally possess. Powerful 
artifacts cannot, as a rule, cannot be 
broken, but have some sort of side-
effect. This background allows a 
character to start with an artifact in 
their possession, others may be gained 
later without taking this background.

Ghost: The character who takes this 
background must take it at level 5. The 
character is considered to be a ghost. 
The character can float around, walk 
through walls, do other ghostly things. 
The character can, however, be stopped 
by wards and similar means. Health and 
Chi stats are combined into a single pool 
that represents both Health and Chi, 
which has a max rating of 30, and costs 4 
freebies or experience points to increase 
by one. This pool increases 2 points per 15 
minutes, and in knocked to 0 or below, the 
character fades out of existence 
temporarily. Ghosts do not get aggravated 
damage.

Resource Level	      Monthly Income/Home
1	                  50,000 ($500), small apartment
2	                  100,000, modest apartment
3	                  200,000, owns own house
4                 	500,000, owns small mansion
5                 	1,500,000, owns large mansion

Elemental Samples (" = weakness to)
Traditional:
Fire " Water " Earth " Air " Fire
Spirit:
Love " Force " Electricity " Shadow " 
    Love
Aligned:
Law " Chaos " Neutrality " Justice " Law
Mathematical:
Paradox " Logic " Infinity/Space " Time " 
    Paradox
Biblical:
Demonic " Angelic " Poison " Radiant " 
    Demonic

Flaws and Merits
A character does not have to take flaws 
and merits to complete their character, 
but it is strongly recommended to give 
depth and humour to a character. A 
character can take up to 10 points in 
merits, but, as mentioned before, must 
take an equal or greater number of points 
in flaws. Most flaws and merits do not 
have a specific in-game effect; they are 
meant to be role-playing aids for the 
players and Storyteller to use that help 
define the characters. Those that do 
have an in-game effect have the effect 
noted after their point value.

Flaws
Absent minded - 3 points
Allergies - 1 to 3 points
Amnesiac - 2 points
Bad vision - 2 points
Compulsion (of/to something) - 1 point
Easily confused - 2 points
Cursed (NOT Jusenkyo) - 1 to 5 points
Dark Secret - 1 point
Enemy (specify who) - 1 to 5 points
Hard of Hearing - 1 point
Hatred (of someone/something) - 3 points
Infamous (evil) relative - 1 point
Insane relative - 1 point
Intolerance (of someone/something) - 1 point
Low self image - 2 points
Bad luck - 3 points (The Storyteller may 
force the character to reroll up 
to 3 rolls per session.)
Mistaken identity - 1 point
Obsession (of someone/something) - 2 points
Overconfident - 1 point
Phobia (of/to something) - 1 to 3 points
Very short (e.g. Happosai) - 1 point
Shy - 1 point
Stupidity (e.g. Kuno, Akane, Ranma) - 1 to 
   5 points (The character may not 
   be able to retract things done 
   stupidly or poorly phrased in game.)
Relative's resentment - 1 point
Speech impediment - 1 point
Vengeance (of something/someone) - 2 points
Weak-willed - 2 points
Bad direction sense (e.g. Ryoga) - 1 to 
   5 points
Bad timing - 1 point
Meddlesome relative - 1 point
Venus curse - 2 to 4 points (The 
   character is constantly pursued by 
   those of the opposite gender, 
   much like Ranma or Akane.)
Ward - 3 points (The character has 
   someone they must protect and watch over)
Abductee (continuous) - 4 points
Crazy - 2 to 5 points
Cute syndrome (e.g. Azusa's form of 
   insanity) - 3 to 4 points
Horrible cook - 3 points (Subtracts 5 
   successes from any attempt to 
   cook without magical aid)
Heavy sleeper - 2 points
Mechanical curse - 3 points (The 
   character inevitably breaks any 
   piece of machinery they touch.)
Lover's insanity (e.g. Tofu near Kasumi) - 4 points
Power Item (combatant only) - 4 points 
   (The character may not use any 
   special maneuvers without it.)
Ravenous Hunger - 2 points
Suggestible - 3 points
Oblivious (e.g Kasumi) - 4 points
Tame - 3 points (The character cannot 
   fight unless in a life-or-death 
   situation.)
Nervous tick - 1 point
Overprotective (of someone/something) - 2 points
Paranoid - 2 points
Interference - 2 points (You feel 
   compelled to constantly interfere 
   with someone or a specific group)

Merits
Acute sense (e.g. hearing)  - 1 point
Ambidextrous - 1 point
Boon/Favour (someone owes you) - 1 to 3 points
Owns small business - 3 points
Business sense - 2 points
Calm heart - 3 points
Code of honour - 1 point
Common sense - 1 point
Concentration - 1 point
Danger sense - 2 to 3 points
Daredevil - 3 points
Double jointed - 1 point
Enhanced attribute (e.g. super strength) - 3 points 
   (The character may raise 
   that attribute at half the usual cost.)
Huge size (over 8 ft.) - 4 points
Iron will - 3 points
Light sleeper - 2 points
Good Luck - 3 points (The character may 
   reroll up to 3 rolls per session.)
Perfect balance - 3 points
Pitiable - 1 point
Prestigious relative - 1 point
Reputation - 2 points
Self-confident - 2 points
True love - 3 points
Photographic memory - 3 points
Loveable - 2 points
Fearless - 3 points
Perfect timing - 1 point
Aura of authority - 3 points
Cast-iron stomach - 4 points (The 
   character can subsist on anything: 
   rocks, trees, and Akane's cooking!)
Rival - 2 points (+1 damage against that 
   opponent.)
Empathy (towards a specific other 
   person/companion) - 3 points
Inspires fear/awe - 3 points
Second wind (not for Ghosts) - 4 points 
   (Once per session, can spend 2 
   Willpower to get up at full health, 
   minus aggravated damage.)
Unstoppable - 4 points (Heals damage in 
   half time, e.g. normal wounds heal 
   in 71/2  min. instead of 15.)
Desperation - 5 points (May continue 
   actions for one round after 
   dropping below 1 health.)
Strong sense of justice - 1 point
Ghost sense (like radar) - 3 points

Health and the Fuel Stats
Health is the physical and mental 
punishment a character can take before 
falling unconscious. All characters have a 
Health score and Health can be increased 
as high as 25. When Health reaches 0, 
the character falls unconscious. Any 
damage below 0 is recorded as aggravated 
damage. Generally, Health is replenished 
fully after about 15 minutes, except 
aggravated damage, which takes about a 
day per point to heal without medical 
attention.

Chi, Magic and Willpower are the fuel for 
the various martial arts maneuvers. Chi is 
the life force and spirit of the character, 
Magic is the supernatural energies the 
character can tap into, and Willpower is 
the character's strength of mind, mental 
conditioning and self-control. Each of 
these stats can go up to 10, and replenish 
fully after a full night's sleep.

Rage is a special attack form. Each point 
of damage done to the character 
increases Rage by one point, but Rage 
cannot exceed 20. Rage drops by 5 points 
an hour, and can only be used if Rage is 
incorporated into their style. Rage 
attacks deplete all accumulated Rage, but 
deal damage equal to that amount of Rage.

Experience Levels
A character can spend experience points 
to go up in levels. Level are important 
because they define how powerful a 
character's martial arts are, if a 
combatant, and the amount of special 
abilities they can possess, if a 
noncombatant. All players start at Level 
one, and may rise as high as level 5. To go 
from level 1 to level 2, and from level 2 to 
level 3, it costs the character 15 
experience points. To go from level 3 to 
level 4, and from level 4 to level 5, it 
costs the character 30 experience points.

Combatant Levels
Level	Title			       Effect
1	White Belt	             Can have up to 
                               three special maneuvers
2	Green Belt	             Can have up to  
                               four special maneuvers, and gets a +1 
                               bonus to either Focus or Energy
3	Brown Belt	             Can have up to five 
                               special maneuvers. The character can 
                               teach basic maneuvers to willing pupils.
4	Black Belt	             +1 Speed and 
                               Damage to all special maneuvers. The 
                               character can teach his special 
                               maneuvers to pupils of the same style 
                               as him or her.
5	Grand Master	       Can have up to six 
                               special maneuvers. The character can 
                               teach special maneuvers to pupil of any 
                               style of martial arts.

Noncombatant Levels
Level	Title			       Effect
1	Extra		             Starts with 2 Tokens
2	B.G. Char.	             Gains 1 extra Token
3	Main Cast	             Gains 1 extra Token. Gets 2 points divided     					 between any 2 abilities.
4	Prominent	             Gains 1 extra Token. The character gains +2                 					 health or +2 Willpower, up to the normal 
                               maximums.
5	Main Char.			 Gains 1 extra Token. This token can be taken from 
                               any point in any path, regardless of its 
                               requirements.

Styles of Martial Arts
All players except noncombatants must 
choose a style of martial arts. The 
character may choose an existing style or 
create a new one. Each style has a set 
number of starting Chi, Magic, and 
Willpower, and may or may not have 
access to Rage. Each style also has a 
theme, which determines the usual types 
of special maneuvers to be expected. 
Each style also has two points of 
emphasis. Maneuvers which belong to the 
same point of emphasis as a style can be 
purchased for one point less, to a 
minimum of one point. Lastly, each style 
has some special bonus.

Guidelines for Creating New Styles
Theme: This can be just about anything. 
Projectiles, summoning bunny rabbits, or 
hefting allies at opponents are all good 
examples.

Emphasis: Pick any two from the list. 
These should be consistent with the 
theme, and represent what types of 
maneuvers the style can purchase more 
cheaply.

Emphasis Points
STRENGTH	SPEED		STAMINA 
CHANNELING	MAGIC		FOCUS
AGILITY	GRAB		KICKS
ATHLETICS	PUNCHES	WEAPONS
ELEMENTAL	ILLUSION

Fuel: Ten points are available to 
distribute between Chi, Magic and 
Willpower. If the style is to have access 
to Rage, it cost 5 of those points.
Bonus: The style bonus should be 
something comparable to existing 
bonuses. Examples include:
+2 damage with a specific weapon
Can learn abilities of other styles with 
the aid of a Grand Master
+2 to one stat, or +1 to any 2 stats
Automatic 1 point in any weapon ability if 
trying to use one without that 
skill.
Automatically soak 1 damage per attack.

Sample Styles of Martial Arts
Note that some are from the show, 
others are made up or are real. Several 
are from the Random 1/2 campaign setting.

Saotome School of Anything-Goes Martial 
Arts: A style with the philosophy "be 
prepared - for ANYTHING!" It prides 
itself on versatility and has components 
of every style. Used by Ranma.
Emphasis: Speed, Focus
Fuel: 5 Chi, 5 Willpower
Bonus: Can learn special maneuvers of 
other styles without a Grand Master.

Tendo School of Anything-Goes Martial 
Arts: Similar to the Saotome school, the 
Tendo school focuses more on practical 
attacks rather than flashy special 
maneuvers. Used by Akane.
Emphasis: Strength, Athletics
Fuel: 4 Chi, 6 Willpower
Bonus: Can learn special maneuvers of 
other styles without a Grand Master.

Ninomya School of Anything-Goes Martial 
Arts: Radically different than the other 
two styles, the Ninomya school is 
centered on harnessing Chi and Magic 
from others. Used by Miss Hinako.
Emphasis: Focus, Channeling
Fuel: 4 Chi, 5 Magic, 1 Willpower
Bonus: Can learn special maneuvers of 
other styles without a Grand Master.

Hibiki Style of Martial Arts: Ryoga's style 
of martial arts is a hodgepodge of other 
styles picked up in Ryoga's wanderings.
Emphasis: Strength, Focus
Fuel: 2 Chi, 3 Willpower, Rage
Bonus: Get (free of charge) the Enhanced 
Attribute merit for any one physical 
attribute.

Amazon Wrestling: A style used only by 
women. Amazons must win a fight at all 
costs, and their tactics and style reflect 
that attitude. Used by Shampoo, Cologne.
Emphasis: Strength, Agility
Fuel: 4 Chi, 4 Magic, 2 Willpower
Bonus: Automatically soak 1 damage

Rhythmic Gymnastics: A style taught in 
high school gym as an aerobics course, it 
can be taken to extremes. Its use of 
weapons is paramount to the style's 
function. Used by Kodachi.
Emphasis: Agility, Weapons
Fuel: 2 Chi, 8 Willpower
Bonus: Automatic 1 point in weapon ability 
when trying to use a weapon if unskilled in 
the required techniques.

Kendo: The art of sword fighting. 
Practitioners are taught to use blades 
with such skill that even a wooden training 
bokken can be used to cut through stone. 
Used by Kuno.
Emphasis: Athletics, Weapons
Fuel: 1 Chi, 4 Willpower, Rage
Bonus: +2 damage with any sword/bokken

Hidden Weapons: Hidden weapons 
masters can produce weapons from 
shadowspace and use them in combat, 
overwhelming the enemy with a variety of 
attacks. This is mousse's style.
Emphasis: Magic, Weapons
Fuel: 5 Chi, 5 Magic
Bonus: Can store infinite amounts of 
weapons in the shadows of garments.

Okonomiyaki Offensive Cooking: This 
style utilizes the mighty spatula as its 
primary weapon and uses cuisine for 
attacks.  Used by Ukyo.
Emphasis: Athletics, Stamina
Fuel: 5 Willpower, Rage
Bonus: +1 damage with a spatula, +1 
cooking skill, and +1 to speed if fighting on 
a cooking grill.

Capoeira: The "dancing martial art", the 
style does indeed look more like a dance 
than a martial art. Maneuvers range from 
a graceful evasive ballet to an offensive 
breakdance.
Emphasis: Agility, Speed
Fuel: 7 Willpower, 2 Chi, 1 Magic
Bonus: +1 speed on all maneuvers

Kung Fu: The ancient Chinese martial art. 
It has hundreds of variations, many of 
which are based on animals and human 
behaviour. Developed my Shaolin monks.
Emphasis: Focus, Illusion
Fuel: 3 Chi, 3 Magic, 4 Willpower
Bonus: +1 Perception, +1 Focus

Karate: In this game, Karate is 
representative of the various "beat-em-
up" styles of martial arts frond in action 
movies, such as Shotokan and Muay Thai.
Emphasis: Punches, Kicks
Fuel: 4 Willpower, 1 Chi, Rage
Bonus: +3 dice on any one special 
maneuver, can be changed if a new one is 
later gained.

Ruu Dynasty Kung Fu: A style which 
emphasizes the use and cultivation of Chi 
for special effects such as Chi beam 
cannons and energy discharges.
Emphasis: Focus, Illusion.
Fuel: 5 Chi, Rage
Bonus: Must take the Crazy flaw. Can 
teach and be taught by anyone with the 
crazy flaw, regardless of style or level.

Terrato Jiu Jutsu: A Korean martial art 
developed on the philosophies of Terrato, 
the earth dragon. Uses strong attacks and 
concussive force to drop opponents after 
only a few blows.
Emphasis: Strength, Focus
Fuel: 3 Chi, 3 Magic, 4 Willpower
Bonus: May take either Earth elemental 
background level3, Superhuman Stamina 
merit, or +1 soak die when taken.

Police Riot-Fu: A special composite martial 
art consisting of several techniques 
adapted to apprehend criminals.
Emphasis: Speed, Agility
Fuel: 5 Chi, 5 Willpower
Bonus: +1 to hit with handcuffs, +1 damage 
with a billy club.

Four Winds Style Karate: A variant of 
basic karate which uses magical sigils and 
techniques to draw upon the four basic 
elements of earth, wind, water and fire. 
These elements can be shaped to from 
impressive and damaging effects.
Emphasis: Channeling, Elemental
Fuel: 6 Magic, 3 Willpower, 1 Chi
Bonus: +1 damage to all special maneuvers.

Basic Maneuvers
These are simple moves which most 
combatant characters in the Ranma 1/2 
universe can utilize. Starting characters 
get 8 points to spend on these maneuvers.

List	    			          Cost
Jump **					1
Power Punch					2
Power Kick 					2
Improved Attack				3
Grapple					2
Double Jump * 				4
Illusory Attacks				4
Maka Wara					4
Custom Battle Aura			2
Force Shield				3
Throw						1
Sweep Kick					2
Project Aura				5
Hummingbird Strike * 			3
Pounce * 					2
San He					3
Missile Deflection			4
Energy Reflection				4
Malletspace **				3
Super Uppercut				2
High Jump *					3
Signature Weapon				2
Crossover Attack				3
Flying Tackle *				3
Produce Sign **				3
Elemental Effect **			3
Channel Battle Aura			5
Balance * 					4
Cat's Feet					3
Weapon Trick				2
Paired Weapons				4
Light Feet					4
Deflective Attack				4
Chi Shield					3
Triangle Jump *				3
Air Raid					2

* - Requires Jump
** - Noncombatants may buy at 2x cost.

Basic Maneuver Lists
Jump
Points: 1	Cost: none
Type: Agility, Athletics
Damage: N/A	Speed: +3
Use: Athletics
The character can jump 3 feet + 3 feet 
per point of athletics in any direction. If 
the speed bonus is forsaken, the 
character can combine this maneuver with 
any other technique or maneuver that 
does not specifically disallow it's 
execution in midair. (That attack also 
forsakes any speed bonuses, but keeps 
speed penalties.)

Power Punch
Points: 2	Cost: 1 of any fuel
Type: Strength, Punches
Damage: +2	Speed: -2
Use: Punch
The character concentrates power into a 
single punch, dealing more damage. The 
fuel used may be different each time.

Power Kick
Points: 2	Cost: 1 of any fuel
Type: Strength, Kicks
Damage: +2	Speed: -2
Use: Kick
Identical to the Power Punch, except a 
kick is used in place of a punch.

Improved Attack
Points: 3	Cost: N/A
Type: N/A
Damage: +2	Speed: +1
Use: N/A (Attack)
When this is taken, specify any one basic 
or special offensive maneuver. That 
attack permanently gains the above speed 
and damage bonuses.

Grapple
Points: 2 	Cost: none
Type: Strength, Athletics, Grab
Damage: +0	Speed: -2
Use: Grab
The character can grab an opponent in one 
swift action and immobilize them. They 
must win a contested strength roll with 
the grabber to escape. Damage is applied 
each round, if so desired.

Double Jump
Points: 4	Cost: 2 Chi or Magic
Type: Magic, Focus, Illusion
Damage: N/A	Speed: +2
Use: Focus or Energy (choose when taken)
The character jumps, then jumps again in 
midair. This attack requires jump, and is 
in all other ways identical to the regular 
jump.

Illusory Attack
Points: 4	Cost: 1 Chi or Magic
Type: Illusion, Magic
Damage: Special	Speed: Special
Use: Energy
The character creates an illusionary 
version of any attack they have. The 
attack deals regular damage, unless 
successfully disbelieved, (by 2 or more 
successes on an Awareness OR Wits 
check,) in which case it deals no damage.

Maka Wara
Points: 4	Cost: N/A
Type: Stamina
Damage: Special	Speed: N/A
Use: N/A
The art of "Iron Bones", if the character 
blocks any non-weapon, non-grappling 
attack, the attacker also receives one-
third of the total damage of the attack.

Custom Battle Aura
Points: 2	Cost: N/A
Type: Magic, Focus, Channeling, Illusion
Damage: N/A	Speed: N/A
Use: N/A
When a character fights, they emit a 
battle aura - a sort of Chi energy 
signature. Traditionally, it is blue for a 
hero and red for a villain, but with this 
ability, it can be made to look like 
anything. (e.g. yellow energy balls.) This 
skill has no real game effect, however.

Force Shield
Points: 3	Cost: 2 Chi or Willpower
Type: Speed, Agility, Focus
Damage: N/A	Speed: +4
Use: Block
If a character wins initiative, they can 
execute this maneuver to completely 
nullify any physical attack of any number 
of hits thrown at the character. (No 
damage dealt.) Chi-type or Willpower-type 
must be chosen when taken.

Throw
Points: 1	Cost: none
Type: Strength, Agility, Athletics, Grab
Damage: +2	Speed: -1
Use: Grab
This skill allows the character to throw 
humans and animals like a weapon or as a 
defensive action. A throw can send the 
opponent about 20 feet away.

Sweep Kick
Points: 2	Cost: 1 Willpower
Type: Kicks, Agility
Damage: +0	Speed: +0
Use: Kick
The character makes a low, broad kick, 
knocking all opponents in a 180 arc of the 
character. Knocked over opponents have a 
-2 speed penalty next round.

Project Aura:
Points: 5	Cost: 1 Chi
Type: Focus, Channeling
Damage: -1	Speed: +0
Use: Focus
By manipulating Chi, the character can 
extend the force projected by any punch 
or kick to strike an opponent up to 15 feet 
away.

Hummingbird Strike
Points: 3	Cost: 1 Chi or Magic
Type: Agility, Magic, Focus
Damage: N/A	Speed: N/A
Use: Focus
If the focus check is successful, the 
character can use a combination of quick 
reflexes and mental focus to seemingly 
hover in the air for a few seconds. While 
so in the air, any one maneuver, even 
those normally only useable on the ground, 
may be executed. Specify Chi-type or 
Magic-type then taken. Requires jump.

Pounce
Points: 2	Cost: 1 Willpower
Type: Athletics
Damage: +1	Speed: +1
Use: Athletics
The character leaps onto an opponent, 
knocking them down. Knocked down 
opponents are -2 to speed the next round, 
and may have to deal with getting the 
character off of them. It requires jump, 
but can be combined with double jump to 
rebound off opponents.

San He
Points: 3	Cost: 2 Chi
Type: Stamina, Focus
Damage: N/A	Speed: N/A
Use: Focus
The character may use this ability before 
any round starts and not waste an action. 
The character uses Chi to root 
themselves to the earth for that round. 
While they can still be damaged, 
character's using this cannot be moved 
from the spot they are standing on.

Missile Deflection
Points: 4	Cost: none
Type: Speed, Agility
Damage: N/A	Speed: N/A
Use: Block
By making a successful Dexterity check 
(difficulty 8), the character can 
harmlessly catch a physical projectile, 
such as a knife or arrow.

Energy Reflection
Points: 4	Cost: 2 Chi
Type: Focus, Channeling
Damage: N/A	Speed: N/A
Use: Focus
By making a successful Focus check 
(difficulty 8), the character can deflect 
an energy-based attack back towards its 
original user (who may then dodge). 

Malletspace
Points: 3	Cost: 1 Willpower
Type: Grab, Focus, Weapons
Damage: N/A	Speed: +1
Use: Grab
The character reaches into "malletspace" 
and draws forth a real mallet, identical to 
the one described under weapons.

Super Uppercut
Points: 2	Cost: 1 Willpower
Type: Punches, Strength
Damage: +3	Speed: -3
Use: Punch
The standard method in Ranma 1/2 for 
getting rid of enemies. Contact sends the 
opponent hundreds of feet into the air.

High Jump
Points: 3	Cost: 1 Chi
Type: Athletics, Focus, Agility
Damage: N/A	Speed: +2
Use: Athletics
This maneuver, which requires jump, 
allows the character to leap 20' + 10' per 
point of athletics. Attacks that can be 
combined with jump may also be combined 
with high jump, however, they double 
speed penalties, and get +4 damage.

Signature Weapon
Points: 2	Cost: N/A
Type: Weapons
Damage: N/A	Speed: N/A
Use: N/A
When this skill is taken, a normal (non- 
magical, non-artifact) weapon must be 
chosen. The character is thereafter 
assumed to have an infinite supply of that 
weapon, which are stored sort of "off 
camera", if you will. Examples include 
Kuno's bokken, Ukyo's spatula and Ryoga's 
bandannas.

Crossover Attack
Points: 3	Cost: Same as maneuver
Type: N/A
Damage: Special	Speed: N/A
Use: Same as maneuver
When this maneuver is taken, the 
character picks one basic or special 
maneuver they possess. If two or more 
characters have a crossover attack, they 
may combine them into one attack, which 
is executed at the slowest speed. Each 
attack in a crossover gets +1 to hit and +1 
to damage.

Flying Tackle
Points: 3	Cost: 1 Willpower
Type: Athletics, Stamina, Strength
Damage: +2	Speed: -2
Use: Athletics
The character rams into an opponent, 
knocking them down and back. Knocked 
down opponents are -2 to speed on the 
next round. The tackle also knocks them 
back about 10 feet. Requires jump.

Produce Sign
Points: 3	Cost: none
Type: Focus, Illusion
Damage: N/A	Speed: N/A
Use: Focus
When in animal form, a Jusenkyo-cursed 
character can spontaneously produce a 
handheld sign, complete with a written 
message on it.

Elemental Effect
Points: 3	Cost: 0 to 3 Chi
Type: Elemental
Damage: Special 	Speed: Special
Use: Appropriate Elemental background
The character chooses some minor effect 
or reasonable basic maneuver, and can 
reproduce the effect using their 
elemental control. Cost should be at least 
equal to a similarly-powered basic 
maneuver.
Channel Battle Aura
Points: 5	Cost: 1 Chi
Type: Focus, Channeling
Damage: Special	Speed: N/A
Use: Focus
The character can cause their battle aura 
to flare up during an attack, adding a +2 
damage modifier to any non-projectile, 
non-elemental attack. It can be combined 
with the project aura maneuver.

Balance
Points: 4	Cost: N/A
Type: Focus, Athletics, Agility
Damage: N/A	Speed: N/A
Use: Focus
The character has incredible balance. It 
has developed enough that the character 
can easily stand on fences, ledges, 
opponent's drawn weapons, etc., without 
much difficulty. Requires jump.

Cat's Feet
Points: 3	Cost: 1 Willpower
Type: Agility, Athletics
Damage: N/A	Speed: N/A
Use: Athletics
The character can use this technique to 
land on their feet harmlessly from a fall 
of any height.

Weapon Trick
Points: 2	Cost: none
Type: Weapons
Damage: N/A	Speed: N/A
Use: Applicable technique
The character must choose a weapon 
when this is taken. The character may 
then use any applicable weapon technique 
to use that weapon for purposes other 
then that for which it was intended, such 
as using a mallet for an entanglement 
attack.

Paired Weapons
Points: 4	Cost: none
Type: Weapons
Damage: Special	Speed: Special
Use: Applicable techniques
The character may attack with two 
weapons at once in a round, using the 
slowest weapon speed. Each attack gets a 
-2 modifier to damage.

Light Feet
Points: 4	Cost: N/A
Type: Speed
Damage: N/A	Speed: Special
Use: Athletics
The character gets a +1 speed bonus on all 
techniques, basic maneuvers and special 
maneuvers.

Deflective Attack:
Points: 4	Cost: 1 Willpower or Magic
Type: Speed, Agility, Focus
Damage: N/A	Speed: +3
Use: Parry
If the character wins initiative over the 
target, then the character can redirect 
any attack that the target is about to 
make to another target within range. 
Note that the target does not have to be 
another person. If the roll is made at +2 
difficulty, the attack can actually strike 
its user!

Chi Shield
Points: 3	Cost: 2 Chi
Type: Focus, Channeling
Damage: N/A	Speed: +3
Use: Block
Similar to the force shield, the Chi shield 
creates a Chi field around the character 
which will completely absorb one Chi- or 
Magic-based attack, such as a fireball. 
The absorbed Chi refreshes the 
character, restoring 2 Health.

Triangle Jump
Points: 3	Cost: N/A
Type: Agility, Athletics
Damage: N/A	Speed: +2
Use: Athletics
The character jumps towards some solid 
surface (e.g. a wall or person) and 
rebound, similar to the double jump. Like 
other jumps, it can be combined with most 
maneuvers. If surroundings permit, a 
character may triangle jump several times 
in a single action, making a separate 
Athletics check for each. Requires jump.

Air Raid
Points: 2	Cost: 1 of any fuel
Type: Athletics, Focus
Damage: +2	Speed: +0
Use: Athletics (Willpower), Focus (Chi), 
        Energy (Magic)
The character drops from the sky and 
directs an attack to form a massive blow 
directly below them. Jump is not required, 
as this attack could be used by a 
character stepping off of a cliff or 
building. The type of fuel must be chosen 
when the attack is first acquired.

Special Maneuvers
Special Maneuvers, or "final attacks", are 
the powerful moves which define the 
levels of mastery a character has 
achieved in his or her style of martial 
arts. They are far more powerful than 
most basic maneuvers, and many are 
unique to the character using them. Each 
special maneuver has a base cost of either 
2 fuel points (of any combination, such as 
1 Magic and 1 Willpower, or 2 Magic) or 
using Rage. Special maneuvers have levels, 
much like a character, and may only have a 
maneuver of level equal to or lesser than 
their current experience level. All special 
maneuvers go to level 3, though cost to 
perform the maneuver stays the same. 
Special maneuvers are custom designed 
using a point system; points allotted for 
distribution are shown on the chart below.
Note that a character must have at least 
a score of 3 in the technique the special 
maneuver uses.

Level		Exp Cost	        Points
1		  18			    6
2		  24			    8
3		  35			    10
From 1 to 2	  6			    +2
From 2 to 3	  10			    +2
From 1 to 3	  20			    +4

Effects and Point Costs
Note: All are in the form Effect, 
(Limitation) :  Point cost. 
+1 Damage or Speed (maximum of +6 at 
   level 1, +7 at level 2, and + 8 at level 3.) : 1 point
-1 Damage or Speed (maximum of -5) : -1 point
+1 to hit : 2 points
-1 to hit (maximum of -4) : -2 points 
Hits twice (1/2 damage on each hit if a Rage attack) : 4 points
Hits 3 times (Cannot be taken for Rage maneuvers) : 8 points
Knocks down opponent (opponent is -2 speed next round) : 2 points
Can be used in the air : 2 points
Can only be used in the air : 0 points
Long range or Projectile : 3 points
Alters Mobility (e.g. teleport, flight) : 6 points
Extra point of Chi, Magic or Willpower required to use : -2 points
-1 point of Chi, Magic or Willpower required (minimum of 1 point,
   and not for Rage maneuvers) : 2 points
Special condition (such as blocking for 1 round first) : -2 points
Immobilizes opponent : 4 points
Heals 1 point of health : 1 point
Heals one aggravated damage: 21/2 points (round up)
Interrupt (can be used any time in a 
   round, regardless of initiative score) : 3 points
Fury Attack (for Rage maneuvers only, 
   and cannot be combined with multiple hits) : 8 points
Augmentative : 4 points
Other beneficial or negative effect : 
   Consult the Storyteller, but generally 2 - 6 points.

Notes About these Modifiers
In multiple hit attacks, the total bonus to 
damage must be divided between each hit, 
but may be divided any way the character 
wishes when the maneuver is created or 
modified.

Augmentative attacks are attacks which, 
in addition to their regular use, can also 
be combined to any maneuver done by 
either the character (if executing a 
double attack), or another. It may be 
combined with a technique, basic 
maneuver, or special maneuver.

Fury attacks are special Rage attacks. 
Instead of dealing damage equal to Rage, 
damage is instead rolled normally with a 
technique, like fuel-based special 
maneuvers. The benefit is, however, that 
the attack hits one time per 4 points of 
Rage! Hence, 0-4 Rage: 1 hit, 5-8 Rage: 2 
hits, 9-12 Rage: 3 hits, 13-16 Rage: 4 Hits, 
and 17+ Rage: 5 Hits.

Tokens
Noncombatants obviously do not get the 
high-powered, flashy maneuvers of 
martial artists, but instead get special 
advantages not available to fighters called 
Tokens. A noncombatant starts with two 
tokens of their choice, but must 
remember that Tokens have a set level of 
progression, similar to the levels of 
special maneuvers. A token cannot be 
taken unless the tokens preceding it are 
also possessed by the character.

As well, a noncombatant character may 
also buy a "bonus" token, but only one may 
be bought per character ever. It costs 15 
freebies or 27 experience points to gain 
this token.

Token Paths
> Basic Training " Basic Training 2 " 
          Advanced Training " Martial Arts " 
          Applied Attributes
> Practice " Made Perfect " 
          Perfection Applied
> Deep Pockets " Bag of Tricks " 
          Bag of Wonders
> Fate Bonus " Applied Attributes " 
          Advanced Training " Martial Arts
> Fate Bonus " Applied Attributes "
          Source " Rich History
> Background Enhancement " Source "
          Rich History
> Benefit of Doubt " Kawaii Invincibility
> Fate Bonus " Studious Life " 
    Rich History

Note: With the exception of Rich History, 
no token may be taken more than once.

Token Effects
Basic Training: The character may take 
any one basic maneuver with a point value 
of 3 or less. That maneuver must still be 
bought normally with freebies or 
experience points.

Basic Training 2: The character may take 
any one basic maneuver of any point cost. 
Otherwise identical to Basic Training.

Advanced Training: The character may 
take up to 2 basic maneuvers, one of point 
value 3 or less, one of any point value. 
Otherwise identical to Basic Training.

Martial Arts: The character can take one 
level one special maneuver. It must always 
stay at level one, and must be purchased 
normally with experience or freebies.

Practice: This boost any one ability, 
except dodge, to a value of 8. The 
character must already have a 4 or more 
in that ability.

Made Perfect:  The ability boosted by 
Practice is recorded as a value of 'X', 
which means the character will 
automatically succeed in any actions 
involving that ability, except in impossible 
situations.

Perfection Applied: The character may 
assign a value of 'X' to any one ability the 
have with at least a score of 4, except 
dodge.

Deep Pockets: The character can carry an 
unlimited amount of mundane items in 
their pockets, sort of like a hidden 
weapons master. Storytellers - monitor 
abuse of this.

Bag of Tricks: The character is assumed 
to have any type of mundane, non-weapon 
object on them at any given time, such as 
ladders or ice cream, etc. Again, this is 
similar to the hidden weapons ability.

Bag of Wonders: Similar to the Bag of 
Tricks, the noncombatant has a slim 
chance of being able to produce weapons 
and minor trinket artifacts (many of 
which do not work), as well as the usual 
Bag of Tricks fare.

Fate Bonus: Three times per session, the 
character may force any player, or the 
Storyteller, to reroll any roll that affects 
the character.

Applied Attributes: Pick one attribute 
category - Physical, Social or Mental. All 
three stats in that category get a +1 
bonus, up to a maximum score of 8.

Background Enhancement: One 
background is boosted to a 5. It must be 
a background the character is already 
well known for.

Source: The character gets 4 points to be 
distributed any way between abilities, 
Health, Chi and backgrounds, but no more 
than 2 points may be assigned to Chi.

Rich History: One of the character's 
backgrounds, which must be a 5, is 
considered to be above the normal reach 
of most people, such as being super-
famous or having Godlike elemental power.

Benefit of Doubt: When involved in a 
conflict, others will usually, if not always, 
give the character the benefit of the 
doubt and side with him or her. If this 
power is abused and that abuse is proven, 
the character could lose this token 
temporarily.

Kawaii Invincibility: The character cannot 
be attacked ever, even by accident, unless 
the character initiated the attack or 
their Benefit of Doubt has been 
suspended.

Studious Life: Pick one ability category - 
Talents, Skills or Knowledges. All abilities 
of that type that have a score greater 
that 0 when this ability is taken get a +1 
bonus, up to a maximum value of 8.

Weapons
Integral to many styles of martial arts, 
and just all-around useful for maiming 
somebody, Weapons have an important, if 
not somewhat underestimated, role in the 
world of Ranma 1/2. Weapons have 5 
attributes of note - their speed if used in 
an attack, the damage bonus they provide, 
the amount of dice they use to soak 
damage if directly attacked, its break 
value (which is similar to health; if it 
reaches 0, the weapon shatters, and it 
does not heal up with time - it requires 
repair work) and finally the technique it is 
commonly used with. Note that drawing a 
weapon requires one round, but dropping 
one is instantaneous.

Also important to note is the absence of 
guns and other firearms in the weapons 
lists. With the possible exception of giant 
cannons and other comical weapons, guns 
do not fit in the world of Ranma 1/2, and 
are not in the spirit of a martial arts 
game of this particular style.

Prices are not given, Storytellers and 
players should use common sense or just 
steal the weapons.

Weapons Lists
Statistics are as follows:

Quarterstaff
Speed: +0
Damage: +2
Soak: 5
Break: 4
Use: Slashing, Thrusting

Nunchaku
Speed: +1
Damage: +2
Soak: 4
Break: 3
Use: Feint

Broadsword
Speed: -1
Damage: +4
Soak: 6			
Break: 10
Use: Slashing

Rapier
Speed: +2	
Damage: +1
Soak: 5
Break: 5
Use: Thrusting

Katana
Speed: +1
Damage: +3
Soak: 6	
Break: 12
Use: Slashing, Thrusting

Spear
Speed: +0		
Damage: +3
Soak: 5		
Break: 4
Use: Thrusting


Club
Speed: +1	
Damage: +1
Soak: 5	
Break: 5
Use: Slashing

Hoop
Speed: +0
Damage: +1
Soak: 3
Break: 2
Use: Entangle, Throwing

Ribbon
Speed: +1	
Damage: +1
Soak: 7 (0 vs. cutting)	
Break: 2
Use: Entangle

Knife
Speed: +2
Damage: +1
Soak: 5
Break: 4
Use: Slashing, Thrusting

Mallet
Speed: -2
Damage: +4
Soak: 5	
Break: 5
Use: Slashing, Crushing

Chain
Speed: -2
Damage: +2
Soak: 35 (3 per link)
Break: 3
Use: Entangle

Bokken
Speed: +2
Damage: +1
Soak: 3
Break: 4
Use: Slashing, Thrusting

Lantern (Bombari)
Speed: -1
Damage: +3
Soak: 6	
Break: 10
Use: Slashing

Giant Spatula/Carpet Beater
Speed: +0
Damage: +3
Soak: 5
Break: 7
Use: Slashing, Thrusting


Butterfly (Broad) Knife
Speed: +0
Damage: +2
Soak: 5		
Break: 5
Use: Slashing, Thrusting

Kris (Pistol-grip Blade)
Speed: +2
Damage: +2
Soak: 6
Break: 8
Use: Slashing

Kusari (Weapon on a chain)
Speed: +0
Damage: +2
Soak: 35 (4 per link)
Break: 3
Use: Slashing, Entangle

Kusari Gama (as above, with a sickle)
Speed: +0	
Damage: +3
Soak: 35 (4 per link)	
Break: 4
Use: Slashing, Thrusting, Entangle, Feint

Naginata or Scythe
Speed: +0
Damage: +4
Soak: 6	
Break: 6
Use: Slashing, Thrusting

Sai
Speed: +3
Damage: +0
Soak: 4
Break: 4
Use: Thrusting

Whip
Speed: -1
Damage: +2
Soak: 2	
Break: 3
Use: Entangle

Steel Whip
Speed: -1	
Damage: +3
Soak: 5	
Break: 10
Use: Entangle

Tonfa (Police Baton)
Speed: +1
Damage: +1
Soak: 10	
Break: 4
Use: Punch, Feint


Longbow
Speed: -1
Damage: +3
Soak: 6
Break: 2
Range: 150 feet
Use: Athletics

Shortbow
Speed: +1
Damage: +1
Soak: 6
Break: 1
Range: 80 feet
Use: Athletics

Schoolbags
Speed: -1
Damage: +2
Soak: 2	
Break: 4
Use: Slashing

Mace
Speed: -2
Damage: +3
Soak: 4
Break: 7
Use: Slashing

Cestus (Tiger Claws)
Speed: +0
Damage: +2
Soak: 5
Break: 2
Use: Punch, Slashing

Umbrella
Speed: +0
Damage: +3
Soak: 4
Break: 6
Use: Slashing, Thrusting

Boomerang
Speed: +0
Damage: +0
Soak: 4	
Break: 3
Range: 50 feet
Use: Throwing

Shuriken/Throwing Spatula
Speed: +2	
Damage: 1
Soak: 3			
Break: 3
Range: 50 feet
Use: Throwing

Notes on some Weapons
Spiked weapons and metal-bladed weapons 
are fairly rare in the Ranma 1/2 world, and 
when present, always seem to miss. So, 
any weapon fitting the above criteria has 
a -1 penalty to hit. 

If so desired, weapons can be either made 
of wood or forged to exceptional quality. 
Exceptional weapons get +1 to either 
speed and damage, and have double the 
usual break score. Wooden weapons, 
however, have a - to damage and soak (to 
a minimum of 1 soak), and half (round 
down) of the weapons break score. Note 
that only metal weapons can be made into 
wooden substitutes. (Seems obvious, but 
you'd be surprised.

Whips, including the Kusari and Kusari 
Gama, have a range of 15 feet, and can be 
used to disarm or grab the opponent.

Sais and Tonfas add +1 to a character's 
block and parry dice if used to do these 
actions.

For shurikens and throwing spatuli, up to 
four can be thrown as a single action, and 
deals a total amount of damage equal to 
the number thrown, which may not gain 
additional bonuses.

Jusenkyo Curses
The principle behind Jusenkyo seems to 
be that when an entity drowns in a pool, it 
passes its most defining characteristic on 
to the pool. The pool then gives that 
characteristic to any living creature 
dumped into that spring. So far, all the 
transforming conditions have been that 
cold water induces the change, and hot 
water restores the person, however, 
there could be exceptions.

The Jusenkyo contains over 100 springs, 
so to determine a curse randomly, roll 2 
ten-sided dice, declaring one as the 'tens' 
digit, and one as the 'ones' digit, with a 
roll of 10/10 being 100., and a 10 on the 
'tens' die being a 0. Consult the number 
rolled to determine the character's curse. 
Note that the storyteller may assign 
Attribute modifications and other 
bonuses, penalties and abilities the 
character may possess or lose in their 
cursed form.

Jusenkyo Table
Roll	Curse (Spring 
of drowned...)
01	Girl
02	Man
03	Virtuous Man
04	Twins
05	Penguin
06	Child
07	Elder
08	Lemur
09	Monkey
10	Panda
11	Black bear
12	Koala
13	Raccoon
14	Chinese Dragon
15	European Dragon
16	Tyrannosaurus
17	Brachiosaur
18	Field mouse
19	Alligator
20	Shark
21	Koi (Trout)
22	Lobster
23	Giant Octopus
24	Lion
25	Hedgehog
26	Asura (Hindu goddess)
27	Bat
28	Wharf Rat
29	Ferret
30	Squirrel
31	Chipmunk
32	Porcupine
33	Piglet (Preferably Black)
34	Wolverine
35	Fox
36	Puppy
37	Wolf
38	Cat
39	Tiger
40	Bull/Yeti/Crane/Eel
41	Moose
42	Yeti
43	Owl
44	Raven
45	Cabbit
46	Eagle
47	Wild Duck
48	Turtle
49	Eel
50	Platypus
51	Elephant
52	Rhino
53	Horse
54	Cow
55	Deer
56	Kangaroo
57	Griffon
58	Phoenix
59	Angel
60	Garden snake
61	Python
62	Giraffe
63	Goat
64	Chinchilla
65	Urchin
66	Giant Sloth
67	Pelican
68	Armadillo
69	Bunny
70	Ghost
71	Devil
72	Catoblepas
73	Totoro
74	Catbus
75	Ape
76	Crane
77	Kingfisher
78	Hippopotamus
79	Chameleon
80	Crocodile
81	Zebra
82	Jackal
83	Peacock
84	Parrot
85	Mammoth
86	Catgirl
87	Empty Spring - Invent what drowned there!
88	Roll again - Giant version of Curse
89	Roll again - Tiny version of Curse
90	Jackpot - Choose one from list
91	Jackpot - Choose one from list with any one modifier
92	Jackpot - Choose one from the list with any amount of modifiers
93	Roll twice - Pick one as curse
94	Roll 3x - Pick one as curse
95	Roll twice - alternating curses
96	Roll twice - combination curse
97	Roll 4x - combination curse
98	Bizarre (Storyteller-chosen) transformation condition, roll 
      again
99	Spring of Drown Akane
100	Chaos! Roll every time curse condition activated!!!

Experience:
Players gain experience at the end of 
each session based on how well they 
played, and what they accomplished, 
based on the Storyteller's discretion.

The amount of experience varies, but can 
be spent as follows:

Increase		  	  Point Cost
New Ability				3
New Maneuver		Maneuver cost x4
Attribute +1		Current rating x4
Ability +1			Current rating x2
Health +1				3
Any Fuel +1			Current Rating x1
New Background			4
New Special Maneuver    See that section
New Attribute 			8
Freebie Token			27
New Technique			3
Technique +1		Current rating x3
New Attribute			7
Rage access				15
First point of any Fuel		6
Background +1		Current rating x3
Level up (1-3)			15
Level up (4-5)			30

Note: Increasing stats above 5 is very 
hard to do. The rates these for 
superhuman attributes are as follows:

Attribute +1		Current rating x6
Ability +1			Current rating x4
Technique +1		Current rating x5

Afterword
Wow. 2 Years of straight Ranma 1/2 gaming. 
Egad. This is the culmination of over ten 
years of playing RPGs and over two in 
game design and playtesting. There's been 
quite a history for this little game - but 
each game will indeed have its own unique 
story to add to that history, of that I am 
sure. Well, I hope this will serve you as 
well in your travels as it has served me. 
Good luck, best wishes, and watch out for 
Happosai!!		
-	Kas
