Runic Flux

The Anime Time Travel RPG

 

 


Introduction

 

            Welcome!

 

            So, perhaps you’re wondering what exactly this is all about. ^_^  Well, this little book is a role-playing module I’ve written to allow pen-and-paper role-playing for Runic Flux, an RPG that I currently GM online.  There are RPGs out there that could possibly be used for Anime, but I felt that none of them really presented the type of rules I was looking for.  Among them, I considered using the Star Wars: the Role-Playing Game and Big Eyes, Small Mouth: the Universal Japanese Anime RPG. You see, the 2nd and 3rd edition Star Wars rules, while somewhat anime-like, seemed just too complicated and cumbersome.  Big Eyes, Small Mouth, on the other hand, is a little too simplified and doesn’t take into account a lot of important things, especially in battle.  It does a lot of things right, but the difference between Strength and Speed isn’t well-defined, it limits the use of pure luck, and Technical skills are either meshed in with all the other stats or just not there.

 

            The rules for Runic Flux consider some ideas from these two games, but only in general; this game is intended to stand entirely on its own.  The dice-rolling system is unique, flexible, and simple, and the characters’ abilities are meant to make the game as anime-ish as possible. :)

 

 

Summary

 

            The rules of Runic Flux: The Anime Time Travel RPG may take some time to learn by reading, but they are very simple to play with.  The bulk of the rules basically give you a variety of things you can do in the game, then tells you how to roll dice to determine what happens.  Consequently, it would be best if you hear what the game is really about in summary, so the other sections won’t seem so overwhelming.

 

            Characters have six base stats, which measure from 1 to 9.  These represent their innate abilities in certain areas.  Base stats are the starting points for anything you may want to try to do.  If you ever want to use innate abilities alone to accomplish something, roll one six-sided die and add the result to your base stat.  The higher the result, the more successful it is.  Later on we’ll tell you how to find out how well something has to be done for it to succeed.

 

            Skills are more specific than base stats.  They range from Level 1 to Level 4 and tell you how many six-sided dice you can add to your regular one-die roll.  Using a skill is accomplished by rolling these dice and adding the result to a base stat — for instance, Yo-Yoing would rely on the base stat “Agility,” so you would roll your Yo-Yo skill plus one die and add the result to your Agility.  With skills, your character can improve his/her strength in a certain area beyond what they were ever able to do otherwise!

 

            Sometimes, your success relies partially on an object or item, such as when you are determining how hard you hit someone after a swordblow connects.  When this happens, the strength of that item (in Levels of 1-4) substitutes “skills,” so in this instance you’d add the item’s dice level to your regular roll instead.

 

 

 

Character Creation

 

 

            Just about the most decisive time in role-playing is when you create the character you’re going to play the role of.  At this point, you determine your character’s strengths and weaknesses, advantages and flaws, and most importantly, their personality!

 

            For this reason it’d be a good idea to spend some time and thought on what kind of character you’re going to play even before the group meets.  Fitting a character into a story may take some cooperation, but most everyone has their preferences when it comes to personality types.  You don’t need to know much about the rules to think up your character.  The stat-allotment system is pretty easy to remember if you’re looking at the flowchart cards included at the back of the book.  Just remember that the GM needs to approve your character before you play him or her!

 

 

Base Stats

 

            The first thing you need to do is determine what your character’s general strengths and weaknesses are.  These are called “Base Stats.”  There are six base stats — Agility, Strength, Perception, Knowledge, Technical, Vitality — which range from 1 (worst) to 9 (best).

(Note: it’s possible to raise a base stat up to 10, but starting characters aren’t allowed to begin that high!)

 

Here’s a description of each base stat:

 

 

Agility:

This stat is a measure of how fast your character can move and react.  Running, dodging, and a variety of styles of hand-to-hand combat require Agility.

 

Strength:

This measures how physically strong you are.  Actions that require your character to use a lot of force, such as arm wrestling, tossing a heavy object, and bowling someone over, require a lot of strength. And since this is an anime game, strength is not necessarily synonymous with size!  ^_~

 

Perception:

Perception marks the sharpness of the five senses and your character’s powers of observation.  Sensing just what’s going on around him/her will allow your character to do just the right thing at the right moment.  It also represents your character’s ability to fast-talk, fool others, and move with stealth.  Perceptive characters may not know everything, but they are very good at finding out what they need to know!

 

Knowledge:

This stat marks the sheer amount of information packed away in someone’s brain.  Legends, history, myths, cultures and customs, geography, street smarts, first aid, how to cast spells — all these fields fit under the heading of knowledge, which could also be called “book learning.”

 

Technical:

Knowing about the world and what’s in it won’t necessarily tell you about how it works!  Technical-minded characters may or may not have a lot of general knowledge stored away, but they have a natural talent for taking things apart (and in some cases, even putting them back together again).  Technical mainly deals with machines and other man-made structures, but it can also refer to other sciences that use the same mode of thinking.

 

Vitality:

Finally, we come to the most Anime of the base stats. ^_^  It represents your character’s vigor and luck.  It can be represented by a wide variety of personality types – characters with high vitality tend to be more emotional and/or lively, while characters who score low in this area are often on the deadpan side.  Vitality usually doesn’t stand alone, but it can affect many other actions during the course of the game.

 

 

            Now that you know what all the base stats do, it’s time to determine how strong your character will be in each field.  To do so, take 30 Stat Points and divide them up between the six stats.*  Each stat must start off between 1 an 9. You’ll probably want to give your character a good deal more points in one or two stats than the others, to make your character more interesting, unique, and useful.

 

*Note: your GM may instead opt to have everyone roll two dice and add 20 to the total roll to determine their Stat Points.  Or, he may decide to give a character as little as 24 or as many as 32 starting Stat Points, depending on the character’s background.

 

Here’s a summary of how strong each level is for a stat:

 

 

Stat value:

Description:

1

2

3

4

5

6

7

8

9

Virtually useless.

Inept.

Okay.

Average.

A little above average.

Quite good.

Excellent.

Wonderful.

Fantastic.

 

 

            If you’re not sure whether the stats you’ve ended up with express exactly what you want your character to represent, don’t worry.  As you role-play your character through adventures, you’ll get a chance to spend Character Points and raise their base stats.  This is the best way to gradually increase your character’s strength in all skills.  Don’t be fooled, however; base stats aren’t everything — if you never specialize, your character will be much less interesting, and in many cases less useful!  Stats are used primarily for dice rolling, and a good deal of the rules actually require no dice rolls at all.

 

 

 

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