Core Rulebooks The RPG section is where you will find the Core Rulebooks that will create the very foundations of the game play and structure of the universe itself. The first in the series of core rulebooks is Sailor Moon: in Tokyo, which explains the basics of rules and combat in the 1980s Bubble Economy leading to the Heisei Era (1989). These rules involve playing with Characters, Transportation, and Jobs. Using the picture screen shots from previous animes and great visuals of the art books the strength of the system is set for the players to choose their destinies and wishes of which their story shall unfold. Heisei Database Books Many players involved in the Sailor Moon universe will aim to first look at super hero combat, the relationships, the scenarios, and the artifacts. The tools necessary to fully understand how to make a modern slice-of-life super heroine experience requires information at a very detailed level for every aspect of the worlds items, weapons, and technology. The Heisei Database Books are the guidebooks that will explain the intricacies within each of its separate entries on its pages. The community will have its illustration entries, home planning statistics, love philosophies, tech usage, and school association. This allows for statistics and capabilities being connected to a players identity in their own playstyle and interest of school and work competition. Faction Hand Books The Sailor Moon Universe, has information about some of the known factions in the storytelling that provides a sampling of each or even implies of existence of such in the history. For those who wish to look even further into the factions for a immersive experience that is diversified in playing style and design there are the Faction Hand Books. The Faction Handbooks are a series of describing the faction culture, faction history, faction politics, faction philosophy, and faction designs that make the factions "kit box". A Kit Box is a set of articles of game functions needed for a specific grouping in a game. When a player has access to such materials it creates a wonderful change to make material that is more unique to the faction itself and makes for great role-playing campaigns. Silver Millennium Books Sailor Moon has a timeline of astronomy and romance from the beginning of its creation. The progressing storylines make for an even more dynamic universe as things move on the main plot line of the primary story. Some of the best stories from game masters would be integrated and slightly changed from its base material and shoot a gust of life into the lore for an expanded universe for other players to read to really get into the game. Shojo Shounen Novels Nothing is better than reading discussions about Sailor Moon to much of the fandom, so naturally the ideas that spawn from the love of the show is no surprise a hit. There have been fanfics for years that have made people wonder about the expansion of the universe, the sub-stories of other characters, and further discussion of what life in the universe of Sailor Moon would be like for world design. This would lead to the feedback on such projects turning into written campaigns from a fanfic-novel that had attracted many newcomers to the series through more story. Those who continue to play in the community have a large host of players that have interesting stories to tell that can be full of battles that show the sorrows of war, maybe a immersive faction experience to show the political flaws of humankind, and a intense experience of the hardships of overcoming a weakness of confidence by coming to grips with their meaning to life. Any tips of Beginning Sailor Role Playing? Well, we keep our promise from those who ask questions of not being alone, so we are going to tackle the question that popped in our private message. The question is: "How did you get started in Role Play planning?" From my personal experience here is what I know... Writing is as hard or easy to do as you set as your goal. Make a simple goal and accomplish it for a larger goal. Then all the writing will be all easy to do, one by one, instead of tackling a large monument. Try not to be overwhelmed by numbers and listing numbers by each chapter unless you need to. Or write them out and try to keep them out of site... the sheer amount of numbers may make self imposed stress from writing and cause writers block. Organizing for success is apart of the normal creative process of creating a unique story. Maybe it is a manga? a role play campaign? or a fanfic? If you take things one process at a time, you'll have a story in no time. Writing Story Ideas, if it were a manga: -What is the Title? maybe play with Unique and Playful Names to make things more fun! -How to begin? maybe what might make things esier is by understanding your writing by understanding your point of view. Start Reflecting on your own life and write a small diary of events or most memorable things funny, bad, and good. Later on upgrade by writing about other peoples moments until you have a book full of ideas and real life events. And if you can check out the psychology, sociology, and percieved logic then you can be on your way with plenty of writers ammo. -List your top 3 favorite Manga that are in the same genre of what kind of manga you are writing to use as reference for Scene order, character developement, and enemy and obstacle number. - Break it down and see what the creator did for their own style. It will allow you to understand what they see by looking at the series with a new light. Disect your favorite manga of that genre by writing down their Character Relation chart based on character, events chart based on character, how many extra non main characters and who or how they relate. - Figure out different flavor of manga's of your type and create your own flavor. Example... Full Metal Alchemists Flavor is Circles... there are a number of unique circles and spells that follow each one. A flavor of this type would be to make squares that each have different cooking powers based on the recipe. Thats what we call twisted flavor. Its good to make a number of twisted flavor till you get one that is far from where the original flavor was stolen. -Draw out a map, make a description of each character in your story, and try to write just the first chapter and that’s it. Thats all i got for now! hopefully others on here would like to share their own methods? we can all help write more fun stuff together! whats your style or methods? Character Creation Sailor Moon RPG The Player should be creating a character that fits their wants and visions and discussed with the Game Master (aka. writer) of the story, since it would be difficult to make a story without the person working on it. Both should be involved in the character creation process. The game master may have their own scenario on: character creation limits on allotted levels, allowable starting equipment, and appropriate character backgrounds where a balanced game can be played. Understanding "Character Story" is important, since it will deal with many of the NPCs involved in the story. Socio-Financial Class When creating a character the group may discuss what sort of socio-financial class they want to be in. Each class will have its own types of problems and has to be discussed on where everyone would like to start. Are they going to be: 1 (Poverty-Class), below average people who have to work really hard in the story 2 (Lower-Class), if they want to be average people who have to work hard to grow as characters 3 (Middle-Class), are privileged with a decent living 4 (Upper-Middle Class), possibly wealthy but not quite there. Extra cash is ready for spending with this class. 5 (Upper-Class), plenty of excess money that can be used for luxury items Sailor Moon Personality-Type Creator Personality-Types List Simple, they are brought up with social expectation and follows societies guide, but does their own thing with slight difference, they are happy to go do things and seek out love for a life of two instead of one. They are looking for affirmation as consent and communicate with reassertion or confirmation of a fact or belief to lower the tension of a situation. They con commonly be straight forward when a need arises of confusion and tries to make topics relatable. People showing them love is expected of a friendship or romance.They tend to be trendy either it be masculine or feminine, curious, and loyal, but many misinterpret it. They are hopeless romantics, they are understanding person. Sexy, they are well versed in social communication and wants of others in their desires, they are happy to be dominant or submissive based on fun and playfulness, they are looking for opportunities to do not socially proper acts as fun antics. Often times uncompromising when a sense of seriousness is taking place with no sense of humor. People showing them love is a chance to inspect their dirty desires, opportunity at touch, or even romance.They tend to be loosely feminine and quick to trust, not elegant, and are self aware of their actions, but many misinterpret it. They do not engage touch, they are not dirty person. Delusional, they live in their own-world of beliefs to an extreme, they love disregarding stories and experiences not like their own, and look for those who disagree. People showing love motivates them to seek their vision more while disregarding reality, they search to grow from conspiracy theories as a mysterious expectation of secrecy. They spread the word of their viewpoint as a final destination for all and think about the views as an obsessive hobby. Tends to be addicted to extreme bias political entertainment and gets angry easily if the story is relatable to their situation, is a selfish person. Hesitant, they are not confident in their actions, they love reciprocation and peer validation, as they wish to not be alone and in a group and are scared when alone. People showing love is unusual and makes them anxious and the overthink possibilities rather then reactions, they grow to be more comfortable and confident with more validation and patience of others as they learn self-love. They may day-dream of every situation good, bad, and even forbidden. They do not mind no interaction as long as people are near them, sometimes seen as a loner, however they are very social. Compares often to friends lives. Selfish, they are confident in their actions, they love compliant peers and attentive people, as they wish to not be fought against in a group or compromised. People showing love is questioning in her point of needing to validate such a love of friendship or lover. Honest when necessary when it comes to deep relationships, however they are unlikely to change their stubborn view. They may secretly enjoy power and safety as self assurance rather than the decision itself, sometimes seems as untrustworthy, and misjudged as delusional. Expectations tend to be way higher than others. They are a demanding person. Intense-like, they are strict in their actions, they love successful and monetary activities, as they are goal oriented and are patient, yet hyper-critical of themselves and others. People showing love is embarrassing and is slow process, since goals are over relationships, with no need of validation. They read peoples behavior and observe intently as they avoid speaking, looking, or interacting with particular people with a harsh and judging line as if they do not exist. They enjoy being busy and are confused as passionate when they do not enjoy many things they are busy doing. They are a super serious person. Careful-like, they understand their cultural background and are well aware of others, they feel public and private is based on social timing and planning, they take pride in being following what seems fair to a group mentallity with moral comparisons. People showing her love is seen as a higher level of respect, she follows requests as ettiquette and not submissiveness. They tend to be feminine and elegant in care of their actions rather that narcisitic reason, but many misinterpret it. Is focusing on the person by reading the air and setting in consideration to predict their needs. They are an observant person. Bookish, they live in their stories of novels, they love private feeling stories like alone with one person or from a book. People showing love opens them up and their vision more of reality, they grow to love books more with realities experience of love. They even may write dirty journals or ecchi novels and keep a private naughty collection. Tends to stay awake at night caught up in anything with a story, compares herself to main characters in novels, is hesitant person. Lazy-like, Playful person but wants things to be done efficiently if possible, she wants less effort on almost everything, and enjoys a lazy life with their loved ones. They can be humorous in round-about ways. Innocence, Lewdness, Crabby, rebel, reluctant, sour Trendy-like, Bad boy/girl vibe They are gatekeepers to social trends, self interests, and speak of "true" interest versus a fake interest to their bias of what is seen as truth. They are a logical-cold person. Sour-like, Bad boy/girl vibe, outcast, rebel They are a emotional and logical person. Spicy-like, Everything about her is passionate, strong actions, cute go getter attitude, they likes to kiss their lover and touch a lot with friends. Shy-like, nervous, bashful, timid Fun-like, low-self esteem and redirets attention to entertainment. emotionally unavailable and arrogant blame others for their decisions and do not hold themselves accountable. They are victim mentallity. Maternal & Paternal aaa Brotherly & Sisterly Intelligent, humble, humorous Lady-like, Masculine-like, Mysterious, Boyish-Girlish, Girlish-Guyish, Character Creation Externalization List The externalization list is based on what is valued as a person or inanimate object or idea. It is what is projected from the person internal values into a external projected value to others. It often comes out in communication. To use the value randomizer roll a [3D20] or choose three. Value Randomizer 1 : Self Direction 2: Stimulation 3: Lewdism 4: Achievement 5: Power 6: Security 7: Conformity 8: Tradition 9. Tribe 10. Comprehension 11. Spirituality 12. Companionship 13. Money 14. Honor 15. Vengeance 16. Honesty 17. Love 18. Entertainment 19. Ownership 20. Leadership HUMAN VALUES Self-Direction Independent thought and action—choosing, creating, exploring. Stimulation Excitement, novelty and challenge in life. Lewdism Pleasure or sensuous gratification for oneself. Achievement Personal success, demonstrating competence according to society Power Social status and prestige, control or dominance over people and resources. Security Safety, harmony, and stability of society, of relationships, and of self. Conformity Restraint of actions, inclinations, and impulses likely to upset or harm others and violate social expectations or norms. Tradition Respect, commitment, and acceptance of the customs and ideas that one's culture or religion provides. Tribe Preserving and enhancing the welfare of those with whom one is in frequent personal contact (the ‘in-group’). Family? Conrads? Team? Comprehension Understanding, appreciation, tolerance, and protection for the welfare of all people and for nature. Spirituality was considered as an additional eleventh value, however, it was found that it did not exist in all cultures. Companionship Pet, Public Figure, Personal Hero, Friend, Favored, Child, Lover SOCIAL VALUE LIST
Character Creation Statistics Character Creation: The very basic steps in character creation start with your game master deciding on a number of stat points that you can distribute in the 10 areas of your statistics. Throughout your journey you can slowly upgrade your statistics if you really want to spend the points in doing so… The cost for upgrading a stat is 5 times the number that your statistic is. For example if my level was 5 it would cost me 25 points to raise it to 6. GM Notes: For the number of statistics, you should give 40 if they are normal, 50 if there better then average, and 60 if there a main protagonist like Usagi Tsukino. Statistics:
Sailor Moon Combat System
Kicking some major butt with some friends is great with using the battling system in Sailor Moon, you will have have the poses and the attacks as well as other special moves as well. The emotions of the characters will be of importance as you can choose to have social combat on top of magical combat and hand-to-hand combat. There is alot going on in the combat system which can effect the combat during the fight and if the opponent stays in the battle or leaves. The phase structure starts by who has the highest reflexes in combat. Action Phase Commands When taking your turn there is a "Action Phase" in which you will choose to do a certain command. The basic commands will include your: social-combat, damage-combat, special-combat, and support-combat. You can also decide to use meter on your Character to do enhanced-combat and super moves. Turns Per Attack Phase Mattering on how much reflexes you have divided by 3 rounded down, is how many turns you have per phase. For example, if a character has 6 reflexes, they get 2 turns per phase. While making your choice in the Sailor Moon battle system, be sure to add your Kingdom bonuses, Artifact bonuses, and Class Bonuses to your attack, dodge ETC if they give you any bonuses by the Relationships that your character has. Social-Combat, Reasons for social combat can be a variety of things, but the most common is to use social combat abilities from the Social Abilities List. These usually effect the rules of battle and can effect statuses like: Willpower, Reflexes, and Personality. Or they can bring on "Social Status Effects" that can give an advantage in battle. Damage-Combat, There are Magical Combat & Hand-to-Hand Combat, so characters can have a list of options based on their skills, weapons, and attacks. This means each time the player has their Attack phase turn they can choose to enter either Social Combat to effect motivation or Damage Combat to attack the opponent. Special-combat, by attacking, you use your current hand-to-hand or weapon and attempt to hurt a target. The character will use a Character specific attack (specific weapon skill+magic) that is in their "special moves list". Support-combat. if you support, you do not take next turn as usual. You may not attack, but have the option on using support-special move. The player who is supporting, must use their (Dexterity+magic). This can be Dumb Distraction, Strike a Pose, and Parry. Endurance Gauge is the mechanism you’ll use to "raise endurance". You begin the game with zero "endurance", and you can keep track of it with things like dice or tokens, maximum endurance is 10. Endurance Gauge Transformation Sequence Whenever your endurance reaches ten, advance yourself to the next "Form" your endurance is then set back to zero if you choose to transform. Now you may use the new Power of your "Form" this turn. Special moves may have effects that will let you gain endurance throughout the game, but your opponent may play things that lower your Endurance as well. If endurance of a "Form" goes below 0 transform into a previous form. There are numerous ways in which you can build endurance in Sailor Moon, and each of them builds a different amount of endurance when you perform the action. Parrying builds endurance (+1 Endurance), Dumb Distractioning your opponent builds (+1 Endurance), Striking a Pose builds endurance (+1 Endurance). Enhanced-Special moves (-1 level): These are special combat moves that are more powerful or have a stronger effect than normal. You can perform an enhanced special move by spending endurance. The character will use (specific weapon skill+reflexes+additional D12 roll) to target the unit. Enhanced special moves have a better chance of hitting the opponent. Mythological moves (-1 to -10 levels): All Characters are able to perform mythological moves when their endurance is at five. This move will deal either a larger amount of damage or have its own sort of effect. The character will use a Character specific move (reflexes+ specific weapon skill+magic). Motivational Management Turn Modifier each character has a Motivational Scale to help the player track the amount of turns they have in their attack phase. This can rise or lower based on the motivation build up and a player can check the motivational scale for the motivational level. If a character has less than 1 motivation on the their Motivational Scale they are under the status affect for one turn of "Overwhelmed" and must skip one Turn of their attack phase. The specifications of someones levels of Motivational Scale depend on their "Willpower stat", so for example if a players willpower statistic is at 3 their scale is from (1 to 3). Escape- by using the option of a escape, you must have just dodged an opponents weapon. If you use escape your enemy can not use a charisma related action next turn. A successful escape is distinguished between a higher D6 roll from both players. Strike a Pose- for each turn that you use posing, you get a +1 to damage and a +1 on hitting your target. By posing, it makes it so you have a better chance at damaging and hitting your targeted character. If an opponent attacks you while posing it "triggers" Dumb Distraction immediately. Parry- if you parry, you do not take next turn as usual. You may not attack, but have the option on using a special attack, talking, or aim. The player who is parrying, must use their (Reflexes+ D12 roll) Attack- by attacking, you use your current weapon and attempt to hurt a target. The character which is using an attack must use there (Reflexes+D12 roll) you also add any skill that adds any bonuses to your particular attack with a certain weapon or style. Special Attack- when you are using a special attack, be sure to record the used endurance that you have used, so that you know how much you have left. The character which is using a special attack must use there (Reflexes+D12 roll) you also add any skill that adds any bonuses to your particular attack with a certain weapon or style. Dumb Distraction - if you give a dumb distraction, you do not take next turn as usual. You may not attack, but have the option on using a joking, talking, or aim. The player who is using a dumb distraction, must use their (Charisma+ D12 roll). Dodging- When dodging, you are to use your dexterity+D12 and any other supporting bonuses of skills, talents or styles.
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