What cvhanges would you make to the base rules set to get an added anime feel?

blackshirt5

First Post
Just wondering, how would you change the rules for Jump checks and other things to help emulate the "feel" of some animes, like Trigun, Kenshin, etc.(no DBZ, please!)?
 

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blackshirt5 said:
Just wondering, how would you change the rules for Jump checks and other things to help emulate the "feel" of some animes, like Trigun, Kenshin, etc.(no DBZ, please!)?

Allow Psychic Warrior feats to everyone without requiring a Power point reserve.
 

Maybe, but I don't really want to remove that from the psychic warrior(although I do allow absolutely anyone to get Weapon Specialization, so...)

Any other suggestions?
 
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Re: Re: What cvhanges would you make to the base rules set to get an added anime feel?

Caliban said:


Allow Psychic Warrior feats to everyone without requiring a Power point reserve.

Seconded.

Possibly give people more feats too or run combat through use of different 'styles' and techniques'. I'd do that through mini-feats which are awarded faster than ordinary feats.
 


LOL. Not a clue really I was just freeform thinking, However in various books rules are presented for special moves in fights (Path of the Sword by I forget who :p has a section on acrobatic attacking which sort of adresses the issue). Sorry I can't be of much help, maybe every other level though...I don't know :p
 

Mandate that everyone has big eyes and is required to talk for ten minutes without taking a breath before they can attack.

Presto! It's anime!

:D
 

Jump check DCs (vary the DC in function of desired silliness)

Easy jump (jump over a car, or low wall): DC 5-10

Normal jump (jump onto a small house roof, jump over a truck): DC 10-15

Difficult jump (jump through a wooden roof, jump over a multiple story building, catch a moving train): DC 15-20

Fantastic jump (fall from a tall building without taking damage, jump so fast that you become blurry and have 50% concealment): DC 20-25

Astonishing jump (Fall from an airplane without taking damage, jump on top of a tall building, dissapear from one spot and appear in other with a buzz): DC 25-30

Utterly incredible jump (Fall from anywhere without taking damage, jump over flying arrows, catch a flying plane): DC 30-35
 
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I make a few changes for just this, actually. :D

1. Jump checks only come into play during exceptional jumps. And I set a DC, just like any other skill check. Jumping onto a moving wagon from another moving wagon, around twenty feet away, would have a DC of around 15-20. And I make Jump a Dexterity based skill.

2. I award a "Style Bonus", a la Exalted. If you describe something way cool, you're getting bonuses to you roll. These range from bonuses to damage/to hit, extra attacks, and even re-rolls.

Exalted, actually, is probably the best way to go for Anime-esque stuff, unless you hate the Storyteller system.
 


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