REVISED ATTRIBUTES:

 

Magic       (4 points/level)

 

To better represent the nature of anime magic, this alternate system is presented. All uses of Squaresoft spells as example are done so without permission. No copyright infringement is intended.

 

      Magic usage remains unaltered from before. Now however, the various ways to use magic have been subdivided into various categories. When this attribute is purchased, your GM will inform you what categories you have available to place Magic Category Points in. The way to figure the number of points you have available is like this:

(Number of Categories x Character's Magic Level = Magic Category Points available)

      So, in example, our would be anime mage, Cloud Leonhart, spends 12 normal Attribute points to purchase the Magic Attribute at Level 3. The GM tells him that there are six magical categories available. So Cloud does the math (6 Categories x Magic Level 3 = 18 Magic Category Points). Now Cloud can go put points into the various categories however he pleases.

      When ever you use magic, it cost three energy points per level used. Therefore, if you Cloud Leonhart used Fire 3 (a level three spell), it would cost him nine energy points. And when a magic must be sustained, it cost one energy points for every round after the casting. For example, Cloud Leonhart has made a barrier against evil around himself and his friends to protect them from a group of marauding demons. This spell is a level 2 spell, that can be maintained. So thus, after he cast the spell initially for six energy points, he can chose to keep the spell going by putting a single energy point into it every subsequent turn.

 

Relevant Stat: Soul

 

General Magical Power Levels (This is not a category)

 

Level 1            Spells of minor power.

Level 2      Spells of increasing, but still low power.

Level 3      Spells of moderate power.

Level 4      Spells of moderately high power.

Level 5      Spells of high power.

Level 6      Spells of incredibly high power.

 

CATEGORIES:

 

Attack

      The Attack category is used when you directly wish to inflict harm on someone. The points invested in this attribute help to determine how much damage you do when you do attack with magic.

 

Level 1      Very weak, non-elemental magic attack (Damage = 1/2 of Soul).

Level 2      Weak non-elemental magic attack (Damage = Soul).

Level 3      Moderate non-elemental magic attack (Damage=2 x Soul).

Level 4      Moderately high non-elemental magic attack (Damage=3 x Soul).

Level 5      Heavy non-elemental magic attack (Damage=5 x Soul).

Level 6       Massive non-elemental magic attack (Damage=10 x Soul).

 

 

Defense

      The Defense category is used to protect oneself from harm, both physical and magical. The points invested in this attribute help to determine what kinds of protection you can create for yourself with magic. Unless stated otherwise, all Defense effects last for a number turns equal to the magician's Soul. All Defensive effects can be sustained.

 

Level 1      Simple area-denial spells (Protection From Evil, Good, Light, Darkness, etc.)

Level 2      Basic forms of protection (Protect, Shell, Destruct; Halve physical OR magical damage;)

Level 3      Advanced forms of protection (Wall, DeWall; Halve physical & magical damage)

Level 4      Powerful forms of protection (Reflect & Resist; [Reflect Soul's worth of spells; locks status])

Level 5      Very powerful forms of protection (Barrier; Absorbs Soul X 15 damage points)

Level 6      Massive forms of protection (Shield; Character invulnerable for A number of turns equal to Soul)

 

Movement (Time)

      The Movement category (also known as Time) is used to change people's movement status. This includes speeding up and slowing down. The points invested in this attribute help to determine the power of the effects you can create. All Time effects last for a number turns equal to the magician's Soul. All Time effects can be sustained.

 

Level 1      Basic Time spells (Haste 1, Slow 1; Action rate doubled or divided into halves.)

Level 2       Simple Time spells (Haste 2, Slow 2; Action rate tripled or divided into thirds.)

Level 3      Moderate Time spells (Haste 3, Stop; Action rate quadrupled. Target completely stopped)

Level 4      Powerful Time spells (Don't Move, Don't Act; freezes movement or action abilities)

Level 5      Very power Time spells (Exit, Escape, Teleport; Removes enemies, lets the party flee instantly, let's a character move instantly)

Level 6      Massively powerful Time spells (Galaxy Stop; Casts all negative time effects on all enemy targets and does Soul x 2 damage)

 

Restore (Heal)

      The Restore category (also known as Heal) is used to repair injuries and cure abnormal status effects. The points invested in this attribute help to determine the amount of restoration one can do. Restore can also be applied to inanimate objects. If a Restore effect can last multiple turns (such as Regen), it lasts a number of turns equal to the magician's Soul. Effects that last multiple turns can also be sustained.

 

Level 1      Basic Healing spells (Double Heal; Doubles the rate of natural healing)

Level 2      Simple Healing Spells (Cure 1, Antidote; Restores 1/4 targets HP, cures all poisons)

Level 3      Moderate Healing Spells (Cure 2, Life 1; Restores 1/2 targets HP, resurrects target with 1/4 HP)

Level 4      Strong Healing Spells (Cure 3; Life 2, Regen; Restores 3/4 targets HP, resurrects target w/1/2 HP; target regenerates 1/10 HP/turn)

Level 5      Powerful Healing Spells (Full-Cure, Full-Life, Esuna, Reraise 1; cures all negative status; auto revives target with 1/4 HP)

Level 6      Strongest Healing Magics (Full-Cure[All], Full-Life[All], Reraise 2; auto revives target with 1/2 HP)

 

Status

      The Status category is used to attack targets with indirect magic. Status affects alter the targets current physical standing, and can be very deadly if left untreated. The points invested in this attribute help to determine the ways the magician can change someone's status. Status magic lasts until it is dispelled or removed. Someone who has status magic can reverse the effects up to the level of status magic they have.

 

Level 1      Poison, Sleep; (1/10th damage per turn, Unconscious until revived.)

Level 2      Blind, Silence; (-4 ACV & DCV, Cannot use magic)

Level 3      Confuse, Berserk; (Does actions randomly[use dice], Can only attack; unarmed/melee damage is x1.5)

Level 4      Break, Chicken, Dispel, Zombie (Petrifies target in [Soul] turns, makes target a chicken, removes positive status, target is zombied)

Level 5      Pain, Meltdown (Causes Blind, Poison, Silence; Causes Body 0 [adjust all stats!!!])

Level 6      Slow Death (Will kill target in [Soul] turns)

 

SFX

      The SFX category is more or less a magic-magic sub-attribute. SFX can do nothing by itself. When combined with other magic types however, it can grant them incredible special effects. Making spells elemental, or take on certain weapon properties is what it does. The points invested in SFX denote up to what level of magic you can combine SFX with. If you have more levels of SFX than the magic you are combining it with, then you can add Weapon sub-attributes to the spell (for Weapon Sub attributes, check p. 39 of BRCS, or pg.145 of DTPRPG).

 

Level 1      Combines with Level 1 magics.       (Fire 1)

Level 2      Combines with Level 2 magics. Or, can add one attribute to a Level 1 spell. (Fire 2)

Level 3      Combines with Level 3 magics. Or, can add one attribute to a Level 2 spell. (Fire 3)

Level 4      Combines with Level 4 magics. Or, can add one attribute to a Level 3 spell. (Fire 4)

Level 5      Combines with Level 5 magics. Or, can add one attribute to a Level 4 spell. (Flare)

Level 6      Combines with Level 6 magics. Or, can add one attribute to a Level 5 spell. (Ultima)

 

Active Environment

      The Active Environment category is used to change the environment that is not near or part of the character in different ways. Changing the world around you, the world that is not directly connected to you, is the use and purpose of Active Environment type magic. The points invested in this attribute help to determine the power of the effects you can create. All Active Environment effects last for a number turns equal to the magician's Soul. All Active Environment effects can be sustained.

 

Level 1      Active Environment effects of very minor power or influence.

Level 2      Active Environment effects of minor power or influence.

Level 3      Active Environment effects of moderate power or influence.

Level 4      Active Environment effects of moderately high power or influence.

Level 5      Active Environment effects of high power or influence.

Level 6      Active Environment effects of incredible power or influence.

 

Passive Environment

      The Passive Environment is used to change the environment that is near or part of the character in different ways. Changing your own status, in different ways than the other magical categories allow, is the use and purpose of Passive Environment type magic. The points invested in this attribute help to determine the power of the effects you can create. All Passive Environment effects last for a number turns equal to the magician's Soul. All Passive Environment effects can be sustained.

 

Level 1      Passive Environment effects of very minor power or influence.

Level 2      Passive Environment effects of minor power or influence.

Level 3      Passive Environment effects of moderate power or influence.

Level 4      Passive Environment effects of moderately high power or influence.

Level 5      Passive Environment effects of high power or influence.

Level 6      Passive Environment effects of incredible power or influence.
Cybernetic Body (2 Points/Level)

 

      If a character possess the Cybernetic Body attribute, he or she is a mixture of man and machine. The Cybernetic Body attribute gives the character a set amount of "Cyber Points", with which he or she can build the functions of the cyborg body. Throughout the attributes, you will always find two options: "Concealed" and "Visible". "Concealed denotes that no matter what, whether the character has a modest few cyborg features, or more features than a Lexus 5000GL Aerodyne, the features aren't obviously cybernetic. The character can pass for a normal or minorly enhanced human with little difficulty. "Visible" denotes that no matter what you do, you cannot conceal the fact that you are a heavily cybered individual. Note, this doesn't mean you are unattractive, just that you have visible cybernetics and such. The following table below shows how many "Cyber Points" you get per level of attribute.

 

Level 1      Modest enhancement. 10 "Cyber Points" for sub-attributes.

Level 2      Heavy enhancement. 20 "Cyber Points" for sub-attributes.

Level 3       Mega enhancement or modest borg. 30 "Cyber Points" for sub-attributes.

Level 4      Ultra enhancement or powerful borg. 40 "Cyber Points" for sub-attributes.

Level 5      Extremely powerful borg. 50 "Cyber Points" for sub-attributes.

Level 6       Human sized walking tank. 60 "Cyber Points" for sub attributes.

 

GM Option:Unless specified otherwise, all cybernetics are mechanical/electronic. If a character

with the Cybernetic Body attribute is injured, it's mechanical damage, and must be repaired in an area suited for such maintence. Otherwise, the character can purchase the Rengeneration sub-attribute, which denotes more "organic" forms of cyberware, such as nanotech.

 

Cybernetic Sub Attributes:

 

Accessories (works the same as that presented in BRCS pg. 26)

 

Apperance (2 Points/Level if Concealed; 1 Points/Level if Visible)

      This attribute indicates that the character has received artificial styling to their body to increase their apperance. Concealed indicates that the styling has been done with the overall effect of making the character look like a beautiful/handsome human. Visible means that the cyborg features have all been made to be integrated in an athestically pleasing mannersim.

 

Level 1      Moderately attractive.

Level 2       Quite attractive.

Level 3       Very attractive.

Level 4       Extremely attractive. Increase "Art of Distraction" attribute by  1 Level.

Level 5       Legendary looks. Increase "Art of Distraction" attribute by  2 Levels.

Level 6       Unparrelled looks. "Art of Distraction" attribute by  3 Levels.

 

Armor (works the same as that presented in BRCS pg. 18)

 

Cyber-Senses (2 Points/Level Concealed; 1 Point/Level if Visible)

      Cyber-Senses give the player access to ways of percieving the world a normal human could never imagine. Be it IR Vision, Selective Hearing, a Chemical Sniffer, Dermal Boosting, or ultra sensitive Taste Buds, the character can percieve the world in ways only technology allows. This is different from Heightened Senses in the sense that the information conveied is purely data, and not as practical as the Heightened Senses attribute.

 

Level 1      One sense is boosted with many functions.

Level 2      Two senses are boosted with many functions.

Level 3      Three senses are boosted with many functions.

Level 4      Four senses are boosted with many functions.

Level 5      Five senses are boosted with many functions.

Level 6      All senses are boosted, and the whole package is extremely well integrated.

 

Electronic Counter Measures (works the same as that presented in BRCS pg. 28)

 

Extra Endurance (2 Points/Level if Concealed; 1 Points/Level if Visible)

      This sub-attribute indicates that the cyborg has been desgined to operate on more than the standard "eight-hours of power-on activity" cycle that most cyberware is built with. Cybernetic limbs and such require more power than the human body can normally provide. If coupled with the Regeneration sub-attribute, this indicates that the cyborg need only sleep to "recharge".

 

Level 1       Can operate at full capacity for 24hrs.

Level 2       Can operate at full capacity for 48hrs.

Level 3       Can operate at full capacity for 72hrs.

Level 4       Can operate at full capacity for 120hrs. 

Level 5       Can operate at full capacity for 144hrs.

Level 6       Can operate at full capacity for 168hrs.

 

Fortified Body (4 Points/Level if Concealed; 2 Points/Level if Visible)

      This sub-attribute cybernetically enhances a character's body stat, through the additions of various parts and equipment. Unlike the normal Fortifed Body attribute, this doesn't mean the character has bulit up there body any through training or work, simply that add-ins have boosted the character past his or her normally achievable level.

 

Level 1      Adds +1 to the Body Attribute

Level 2      Adds +2 to the Body Attribute

Level 3      Adds +3 to the Body Attribute

Level 4      Adds +4 to the Body Attribute

Level 5      Adds +5 to the Body Attribute

Level 6      Adds +6 to the Body Attribute

 

GM Option: A character cannot increase their Body Stat beond two times their unmodified Body stat with this attribute (ie, If the character has a unmodified Body Stat of 4, then he cannot go past a modified Body Stat of 8).

 

Jumping (2 Points/Level if Concealed; 1 Points/Level if Visible)

      This sub-attribute allows the cyborg to make larger unaided vertical and horizontal jumps.

 

Level 1      Can jump twice the regular distance. (appx. 2M Ver. & 4M Hor.)

Level 2      Can jump three times the regular distance. (appx. 3M Ver. & 6M Hor.)

Level 3      Can jump four times the regular distance. +1 to DCV. (appx.4M Ver. & 8M Hor.)

Level 4      Can jump five times the regular distance. +1 to DCV. (appx. 5M Ver. & 10M Hor.)

Level 5      Can jump six times the regular distance. +2 to DCV. (appx. 6M Ver. & 12M Hor.)

Level 6      Can jump seven times the regular distance. +2 to DCV. (appx. 7M Ver. & 14M Hor.)

 

Life Support (2 Points/Level if Concealed; 1 Points/Level if Visible)

      This sub-attribute protects the cybrog from hostile environments. There are only two levels availble.

 

Level 1      As per description in BRCS pg. 30

Level 2      As per description in BRCS pg. 30

 

Regeneration (2 Points/Level Concealed or Visible)

      This sub-attribute means the cyborgs systems are self repairing, and will "heal" damage taken to them at the normal human levels. There are only two levels availible.

 

Level 1      Recovers injury at normal human rates when resting.

Level 2      Recovers injury at normal human rates when active.

 

Speed (2 Points/Level if Concealed; 1 Points/Level if Visible)

      This sub-attribute is the cybernetic version of the normal Speed attribute. Through enhancement of the legs, hips, and spine, the character can move at incredible speed. Also, this type of speed draws from the character's endurance much less than normal.

 

Level 1      Twice as fast as a human adult. (appx. 25Mph.)

Level 2      Three times as fast as a human adult. +1 to Initative. (appx. 40Mph.)

Level 3      Four times as fast as a human adult. +2 to Initiative. (appx. 55Mph.)

Level 4      Five times as fast as a human adult. +3 to Intiative. +1 to Combat Value (appx. 70Mph.)

Level 5      Six times as fast as a human adult. +4 to Intiative. +1 to Combat Value (appx. 85Mph.)

Level 6      Five times as fast as a human adult. +5 to Intiative. +2 to Combat Value (appx. 105Mph.)

 

Super Strength (2 Points/Level if Concealed; 1 Points/Level if Visible)

      This sub-attribute makes the Cyborg able to lift incredible amounts through the necessary

additions of lifting ability (be they muscle grafts or magnetic hydralics or whatever) and  reinforcement of the joints and body structure to accomidate the weight without losing the limb being used to lift. Characters with Super Strength do not need a high body. Body represents agility and toughness at this point.

 

Level 1      Can lift 100kg. And does +3 extra damage in close combat.

Level 2      Can lift 150kg. And does +6 extra damage in close combat.

Level 3      Can lift 200kg. And does +9 extra damage in close combat.

Level 4      Can lift 250kg. And does +12 extra damage in close combat.

Level 5      Can lift 400kg. And does +15 extra damage in close combat.

Level 6      Can lift 500kg. And does +18 extra damage in close combat.

 

GM Option: Level 3 is the maximum level of Super Strength that can be concealed.

 

Toughness (4 Points/Level Conceled or Visible)

      This is a cyber version of Damn Healthy. Through bone lacing, adding additional structure to the body, and hardening the skin, the character is able to withstand more physical punishment. If concealed, this attribute gives 10 extra Health Points/Level. If visible, this attribute gives 20 extra Health Points/Level.

 

Level 1      +10 HP Concealed/+20 HP Visible 

Level 1      +20 HP Concealed/+40 HP Visible 

Level 1      +30 HP Concealed/+60 HP Visible 

Level 1      +40 HP Concealed/+80 HP Visible 

Level 1      +50 HP Concealed/+100 HP Visible

Level 1      +60 HP Concealed/+120 HP Visible  

 

Option: Unless specified otherwise, subtract damage from the character's Toughness HP first. This damage must be repaired by a qualified individual with the appropiate parts. If the character takes the Rengeneration sub-attribute, the character heals as normal.