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 Tenchi Muyo: Multiverse, which explains the basics of rules and combat in the organic science fiction of other galaxies as well as mixed mechanical and artificial intelligence in (1990s). These rules involve playing with Characters, Interplanetary 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. Jurai Database Books Many players involved in the Tenchi Muyo! universe will be making sure there is science fiction fantasy like 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 Jurai 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. Clan Faction Hand Books The Tenchi Muyo! 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. Welcome to the Multi-verse! The story of Tenchi Muyo! starts in the 1990s and has modern technology in Japan in a rural area out near Okayama Prefecture. A lazy boy named Tenchi Masaki is a student that attends school so that he can finish and exist in society as everyone else, however this would change as he met demons, robots, aliens, and human-like formed living beings. The Masaki clan ends up getting closer as the entire house is transported near the family shrine that takes care a mysterious and powerful tree. The head priest , was Tenchi's Grandfather, who wishes for Tenchi to grow up into a strong man who has a family that he can carry on his own shoulders by working very hard. This is delayed with the visitors who become residents, Tenchi is stuck with many women who wish to be his bride, thus making it difficult to ever have a normal life... Tenchi lives with his new residents of his home for months, and decides he must leave school, he takes on his training at the temple more seriously as a job without knowing many of the teachings are not from the shrine and are from the planet of Jurai. Unknowingly he has been training to become apart of the royal family without any sort of agreement to do so, eventually obtaining the master key. The key only obeys those who have a relationship to the Juraian Wood type that the key is made from and Tenchi recognizes that he must now become a royal and still try to achieve his goal at a normal life. The show of Tenchi Muyo has been around even when things have gone silent for years in the series, and that is because of the message that is said about considerations and ettiquette while finding personal values in a sci-fi universe. The series has OVA episodes, several television series, manga and doujin, as well as plentiful amounts of art books. Jokingly some say it even teaches sci-fi shinto buddhism while telling a comedic story of the Tenchi Muyo universe. Juraian Combat System
Tenchi Muyo RPG Development by National Otaku Alliance While using the battling system in Tenchi Muyo!, you will immediatelnotice that you have more an additional term for talking as well as well as varied choices that don't all effect the combat during the fight. The phase structure starts by how much reflexes or charisma you have and the level can be interchangeable for phase order. The higher number of either character is the beginning of the phase order. 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 Tenchi Muyo battle system, be sure to add your Clan bonuses, Heritage bonuses, and Class Bonuses to your attack, dodge ETC if they give you any bonuses by the Loyalties that your character has. 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. Aim- for each turn that you use aiming, you get a +1 to damage and a +1 on hitting your target. By aiming, it makes it so you have a better chance at damaging and hitting your targeted character. 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+ D10 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+D10 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+D10 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+ D10 roll). Bonus +1 to roll if opponent laughs at your distraction during the game. Dodging- When dodging, you are to use your dexterity+D10 and any other supporting bonuses of skills, talents or styles. Calling Targets Modifier When Attacking you may call a target and then "Target Hit Location" or you can not. If you choose to target the enemy without any specific area the "Default Hit Location" is enabled to random based on a dice roll of a D20. RANDOM hit Location
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