Project A-ko the Role-Playing Game
Section I: Creation
To create a character or C in the Project A-ko RPG first decide on the strength of the C being
created. Then use the points provided to purchase values in attributes and skills. In addition,
Bonuses and Crosses can be selected which use or provide additional points.
POINTS for attributes or bonuses
Average: 4 points Minor NPC: 8 points Player C: 12 points
Star C: 16 points Major NPC: 21 points Gods: 40 + points
ATTRIBUTE COST for Agility, Body, Intellect, Looks
VALUE COST REACTION
+5 36 points "Super Human."
"I'm sure I've seen you
+4 25 points
+3 16 points "Wow!"
+2 9 points "Superb."
+1 4 points
"Like most people--
0 1 point
-1 0 points "Not too hot, eh?"
-2 gain 1 point "Pathetic!"
-3 gain 4 points "Talk about hopeless!"
"This one's beyond
-4 gain 9 points
" Why aren't you dead
-5 gain 16 points
POINTS for skills or bonuses
Joe Average 10 points
Minor NPC 20 points
Player C 30 points
Star C 40 points
Major NPC or Gods 50+ points
Level 1 1 point
Level 2 4 points
Level 3 9 points
Level 4 16 points
Level 5 25 points
Level 6 (!) 36 points
Crack Shot with Engage in Martial Figure Out Opponent's
Pistols Arts Plans
Punch and Kick Shoot Really Big Guns
Smash Objects Over
Slap Loudly Spray Bullets Wildly
Throw Stuff You Get Use [Vehicle's]
Your Hands On Weapons
Dodge Stuff Aimed at
Climb Walls and Fences Do Latest Dance
Drive Under Stressful
Dogfight in Jets Drive BTs (Big Tanks!)
Fly Planes Acrobatically Jump Hurdles and Gaps Perform Athletically
Play [Sport] Ride a Bike Ride a Motorcycle
Run Like Crazy While Run Really Long
Run Really Fast
Speeding with In-Line Use a
Act Pretentiously Be a Party Animal Chat with Strangers
Convince Mom You're
Come Up with Excuses Command Subordinates Not Doing Anything
Get Extensions on
Debate Logically Hang Out with Pals
Impress Others Intimidate Others Lie Convincingly
Mingle at a Party Pick Up Guys/Girls Pout, Sulk, and Cry
Shift Blame Snub Others Start a Riot
Borrow Large Items Borrow Small Items Borrow Your Sister's
(Cars, TVs, Radios) (Keys, Wallets, Photos) Clothes
Get Guy's/Girl's Phone
Crack Safes Forge Parents' Signature
Get Info on Someone Hide Inconspicuously Hot-Wire Cars
Scalp Tickets Sneak Around
Sneak Backstage at Use Binoculars Videotape
Concerts Voyeuristically Inconspicuously
Act Convincingly Be Entertaining Catch Crooks
Create an Effective Ad Deduce From Available
Draw Comics Find Tax Shelters Get Defendants Off
Hang the Jury Manage Another's Time
Motivate Losers Negotiate Deals Publish Gossip Rag
Run Scoop a Story/Get an
Research a Subject
Work in a
Take Photographs/Video Win on a Technicality
Write Articles Write Computer Programs
Create Rock Video Film Documentaries
Film in Cinema Verite Paint Nudes Paint with Angst
Paint with Fingers Sculpt with Metal Survive on Commission
Write Satire Write the Great Literary Novel
Build Mecha and
Build Furniture Build Nifty Gadgets
Design Buildings Fix Computers
Repair Appliances Repair Power Reactors
Do Homework Well (Get
BS on Essays Do Economic Analysis
Do Kindergarten Things Do Math Know History
Quote Dead Poets Recall Literary Works
Use and Figure Out
Recall Obscure Facts
HOBBY SKILLS (1/2 OF SKILL COST)
Caring For Pets Cheerleading Collect Cars
Collect Comics Collect Junk Collect Phone Numbers
Collect Stamps Gardening GM Games
Go Clubbing Know Graviton City Know Movie Trivia
Pick and Arrange
Read Latest Novel
Bonus (-5 points)
The same Cross or Bonus can be purchased multiple times with a cumulative effect. In order to
use a Bonus, a player simply declares their intention to do so. If the GM decides that the use is
appropriate, then it doesn't cost a plot point and the effect of the Bonus is achieved. If
inappropriate, the Bonus can still be used, but at cost of one plot point. These can only be
purchased when a C is created or with plot points (covered later).
Affiliation: provides employment, contacts, and resources for the C, who can turn to them for
help. However, the C can expect to return a favor or perform some duty. Player must select an
organization to be linked to.
Command: The C has an organization under their command. This doesn't mean that they can do
whatever they want, as responsibility and accountability go with the talent. Player must select an
organization and type of command.
Devices: C has access to some device which extends the "reach" of the C or gives them some
advantage over others without this Bonus. The talent can represent a number of helpful non-
combat devices or a singular very useful device.
Flashing Fists of Fury: A hand-to-hand or martial arts technique, which enables a C to attack
multiple targets at an incredible speed. If combined with a high body attribute, it can be almost
unstoppable and knock foes unconscious. Think of Mari.
Flunkies: The C has a small group of henchmen that do tasks for them. This talent provides no
more than five flunkies for each time it is selected.
Hands of Destruction: The C can strike blows against targets, which can completely destroy
small objects and crack or breach armor or structures. If used on a person (should always cost
plot points), it would automatically knock them unconscious.
Invulnerability: The C is invulnerable to physical damage. This does not mean that they won't
feel pain, but that they will never reach wounded status. The C can be rendered unconscious if
they endure extreme damage. They must make a simple body test, with a penalty equal to the
margin of success for the attack which hit the C. Other non-combat damage will inflict a penalty
as determined by the GM.
Mecha: The C has a mecha worth 5 points. Cs may select this talent more than once to increase
the pool of points with which to build their mecha or combine their mecha talent with other
talents to create a powerful mecha. Player and GM must work together to design the mecha and
develop a description of it's powers. A mecha almost always comes with a Cross because it
requires someplace to park! Taking this Cross provides an additional 5 points to use to build the
mecha. If the mecha can transform into a vehicle and the cost of building the vehicle is less than
the total cost of the mecha Bonus alone, then only five points are added to the mecha Bonus. If
the vehicle cost is equal or less than half the mecha cost, then the vehicle Bonus is free. If more,
then the mecha should be built as a vehicle with a mecha Bonus.
Mystique: Gives the C a particular allure and functions as the ability to charm and influence
others. The C doesn't need to do a skill test for this; it is an automatic success! The C must
specify what type of mystique they have; some examples include Glamour (beautiful), Rebel (a
romantic anti-establishment aura), and Star (renowned public figure).
Powersuit: Like Mecha, but the talent doesn't require extensive facilities to store it. This is in the
form of an exoskeleton, which provides abilities that the C doesn't have. In the event a vehicle or
mecha incorporates a powersuit, this talent must always be subordinate to the Vehicle or Mecha
Bonus, meaning the Powersuit Bonus cannot have a cost greater than the vehicle or mecha
Super Attractiveness: The C is irresistibly attractive and desired by everyone, especially the
opposite sex. Members of the same sex are inclined to listen and associate themselves with the C,
unless that person is a rival.
Super Body: The C is inordinately large and muscular and can perform great feats of endurance,
strength, and physical resistance. Doubles the Body Stat when using the skill Intimidation.
Super Influence: The C has either extensive contacts and connections or can get people
favorably disposed to them so they will listen and possibly do as they wish. The player must
choose which type of influence they exert or the manner they achieve influence over others. For
example: C-ko influences others by Bawling and Adoration, while Hikaru Daitokuji has
Connections, and Miss Ayumi uses Intimidation.
Super Invention: The C can invent new devices, mecha, and Powersuits at an amazing speed
and out of whatever is available. Unlike some other Bonuses, Super Invention allows Cs to keep
their creations only for a short time; these are the one-shot creations and are "scrapped" after the
adventure or just after being used. These devices can have a point cost of 5 plus 10 times the C's
Super Intelligence: The C can understand complex ideas and rapidly assimilate large amounts
Super Strength: The C looks normal, but has an inordinate amount of strength out of proportion
with their actual physical size or muscular development. The C can perform feats of strength that
are on the level of a super hero.
Super Speed: The C can move swiftly and outrace any vehicle--except, of course, one with the
Super Weapon: The C has some powerful weapon that enables the C to make armed attacks
and/or possess great defense. GM and player should come up with reasonable stats for the
weapon, such as its damage and range. For Powersuits and Mecha, this talent provides two
choices of one ranged weapon, one melee, and/or one defense.
Vehicle: Similar to the Mecha Bonus, but applies to a unique vehicle of some kind. If the vehicle
can transform into a mecha and the cost of building the mecha is less than the total cost of the
vehicle Bonus alone, then only five points are added to the Vehicle Bonus. If the mecha cost is
equal or less than half the vehicle cost, then the addition of the mecha Bonus is free. If more,
then the vehicle should be built as a mecha with a vehicle Bonus.
CROSSES (+5 points)
The use of Crosses earns plot points for the C if a cross is brought up at an appropriate moment
in the game, typically in response to events happening in the adventure. A C earns a plot point if
a cross is acted upon/role played and is relevant to events occurring in the adventure (GM
decision). Two plot points are earned if the result is particularly funny and causes a laugh among
the players and the GM.
Alcoholic: The C has a dependency on alcohol and must have a drink when under stress. If not,
they become more unstable and may begin to suffer some physical deterioration until the C dries
Bad: A catch-all talent for the C doing some skill so poorly as to be ridiculous. As a result, the C
obtains results as if attempting an unskilled test. Often this talent is not obviously noticeable, as
in C-ko's cooking, which is gourmet in presentation, but awful in taste. Some notable examples
are cooking, fashion, notice stuff, etc. This talent is always identified by the word "Bad." If a C
also has the skill for which this talent applies, then the C isn't obviously bad at it, but achieves
results or success in a completely unorthodox way.
Blather: The C can talk, and talk, and talk about anything, to any degree, discussing at length of
topics that no one is interested in. The C is so good at this "talent" that the listener often doesn't
have an opportunity to interrupt the talker.
Blunders: The C has the unfortunate tendency to reveal information better kept secret. The C
also tends to mess things up, cause plans to go awry, mistime an action, trip, drop, or misplace
things of importance, or inadvertently reveal secrets.
Distinctive Appearance: The C has some feature that causes others to react in a negative
fashion or that is immediately noticeable and relatively unique to the C.
Fatalism: The C is resigned to the fates, believing that the outcome of an event is pre-ordained
and there is nothing the C can do about it. Once the C reaches this state, very little will shake
them out of it; if they emerge from this state, they will often act in an irrational and unbalanced
Fan: The C is a devoted fan of some celebrity, important person, TV show, film, etc., and can't
stop talking about it, collecting memorabilia, going to conventions, attending retrospectives
about the subject, and acting as the subject's number one fan.
Gender Crossing: The C dresses and adorns his/herself as a member of the opposite sex. The C
adopts a personality associated with the gender being mimicked and, in the case of those Cs with
the appropriate build, can easily pass themselves off as being of the other gender.
Limitation: A catch-all for some trait, physical or mental, which limits the C in some way. For
instance, the C could have low self-esteem, be physically disabled, superstitious, or have really
strict parents. The GM and the player should come up with something playable and unique.
Low Self-Control: The C has an inability to exert complete control over some part of their
personality (anger, mood swings, multiple personality disorder, etc.), skill, or talent. The player
and GM should work together to decide what this talent covers.
Low Stamina: The C is easily knocked out and/or winded. In feat of endurance, the C tires
easily. Alternatively, the C can have a glass-jaw weakness and be easily knocked out.
Loyalty: The C is absolutely dedicated and devoted to following a person or cause. If the request
is not harmful or does not risk life and limb, the loyal C will perform the task asked.
Obsession: The C is fixated on a creed, goal, person, idea, material good, or service.
Paranoia: The C is distrustful of a particular group or has an irrational belief that something
means to do them harm. The player should pick what the C is paranoid about.
Phobia: The C has a fear of something and the player and GM should work together to come up
with something this talent covers.
Rivalry: This cross introduces an NPC who attempts to better the C at something, whether it be
professionally or romantically. The player should come up with a suitable story to explain the
motivation behind the rivalry and how it came to be.
Secretive: The C has a secret that is damaging to their reputation, embarrassing, or something
that could place their loved ones in danger. The C must actively work to keep the secret and
make the best effort not to allow it to be discovered. The player should come up with the secret,
subject to the GM's approval, and both should decide the consequences of such a secret being
Stooge: The C is a lackey for someone and will find themselves doing menial, demeaning tasks
for little reward or recognition. The player and GM should come up with a reason the C has this
talent and the arrangement they have with the C or NPC with the Flunkies Bonus.
Stamina (STA): Used to determine a C's ability to withstand physical injury. This attribute is
also used to determine the amount of endurance a C has, and indicates how long a C can
continuously and strenuously exert themselves. Stamina is calculated with the following
Stamina = [25 + (5 x Body)] x2, with a minimum Stamina of 20.
Unarmed Damage (UNARM DMG): represents the ability of the C to inflict damage in hand-
to-hand combat. Unarmed Damage is calculated with the following equation:
Unarmed Damage = 2 + Highest Melee Skill Level + Body, with a minimum of 1.
There are three damage thresholds which are used in combat to determine the C's current
physical state: Bruise, Wound, and Knock-Out.
Bruise: represents the level of damage where the C begins to feel battered and winded. A C at
this level can perform normally, but will visibly wince at the idea and/or the effort. Bruise
Threshold is calculated by Stamina Score /4.
Wound: This level of damage represents the need for bandages, gauze, and some good first aid.
A C can still function, but will be at a penalty in all physical actions (explained later). Wound
Threshold is the same as Stamina /2.
Knock-Out: At this stage, the C will be unconscious and be unable to relate to anything
comprehensible in the real world. Knock-Out Threshold is equal to stamina.
Only six-sided dice are needed in the game. When multiply dice are rolled, die results are not
added together. The highest roll is the obtained value unless multiple sixes are rolled. If
more then one six is rolled, the final result is counted as six plus one per extra six rolled
(e.g. if three sixes were rolled, the final result would be 6+1+1=8). Die results are often influence
by modifiers, which are bonuses or penalties added to the final result of the role. For example, a
+2 modifier added to the previous rolled example would yield a final result of 10. Attributes are
often used as modifiers.
HOW TO DO STUFF (Skilled, Unskilled, & Attribute)
Whenever a C is attempting an action that is based on a learned skill, a number of dice equal to
the skill level is rolled. This value can be modified by an attribute related to that skill. If the skill
is not possessed, then they roll two dice, but unlike the normal dice convention, the lowest of the
two dice is the final result. If the action is based directly on an attribute, two dice are rolled
according to the normal dice rolling conventions and the value of the attribute is added to the
THE TWO TESTS FOR SUCCESS
There are two kinds of dice tests: standard and opposed. Standard tests are rolled against a target
number T. Your result must be higher than T to pass and T is determined by the GM based on
the below chart, depending on how difficult the action attempted is and the conditions in which
the action occurs. The Margin of Success = 1 + die roll - T. It is used to see just how well your C
passed a test and succeeded in their action.
Level T Level T Level T Level T
Simple 1 Very Easy 2 Easy 3 Standard 4
Tough 5 Difficult 6 Challenging 7 Near Impossible 8
The other type of test is the opposed test in which one C has the opportunity to resist another's
actions. Both Cs make skill rolls and compare results. The highest result wins. In tie situations,
the contest remains undecided unless one C is only resisting the actions of another. In this case,
the resisting C barely passes.
On an unmodified roll of 1 (usually means that all the dice rolled 1's) a fumble occurs. A fumble
means that not only the action was a failure, but that the C failed in a particularly disastrous
manner. GMs mostly decide exactly what happens. Fumbles are still possible in opposed tests, in
which case the C who rolled the fumble suffers some additional adversity. In any case, the
margin of success in an opposed test is the higher roll minus the lower roll.
PLOT POINTS (PP) IN TESTS
A C can expend PP to improve the chances of success. For each PP spent, one extra die is rolled
when making the test. PP can also be used to affect unskilled tests as well, but when 1 PP is
spent, the C rolls only one die and when 2 PP are spent, the C rolls two dice.
Section II: COMBAT
Combat is divided into 5-second rounds. During a round a C may perform one action (like
shooting a gun) at no penalty. If your C chooses to perform multiple actions, ALL actions are
penalized by -1 per extra action.
All combatants must make an opposed test using their Agility. The one with the highest result
will act first and the next highest, second, and so forth. Tied results act simultaneously.
Any C who fumbles the test is confused for a moment by the panic and chaos of combat, and
cannot initiate any action that round. They may, however, continue any action that began in a
previous round and which requires more than a round to complete.
"YAAAH! TAKE THIS!"
To attack a target, the attacker must defeat the defender in an opposed skill test. The attacker
rolls their skill in the attack form being used. The defender either rolls a dodge skill (like "Dodge
Stuff Aimed at You"), or any hand-to-hand or martial arts skill if blocking an unarmed attack. If
an unarmed defender is attempting to block an armed melee attack, they suffer a -1 to their
If the attacker fumbles, the attack not only fails, but something the attacker is now at a
disadvantage--the gun jams, the attacker dropped their sword, the attacker tripped and fell, the
weapon broke, etc. If the defender fumbles but the attacker succeeds, the attack does double
damage (critical hit).
ATTACKING UNAWARE OPPONENTS
Attacking unwary targets requires the attacker to pass a simple skill test and the target does not
get a chance to defend. The attacker must also make a check with a secretive or covert skill or
else the attacker will become aware and get to defend.
A C may choose to apply a penalty to his/herself anytime they are attempting to inflict a hit upon
a target. The player simply declares that they are voluntarily taking a "minus" penalty.
DODGING OR THE ART OF NOT BEING HIT
Cs are always assumed to be attempting to avoid being hit in combat. In ranged or melee combat
this means that the C is dodging. A C can always make a defense roll, even if unskilled, against
any opponent they are aware of. Sometimes, an all-out attempt to dodge is desired. To do this,
you must declare the intention to dodge as the round begins, before the first person acts, even if
this is out of the initiative sequence. Your C also cannot perform any actions other then move (up
to a run) and dodge. A dodging C adds +2 to their defense rolls against all attacks that round. In
addition, a C dodging this way gets a full defense against ALL attacks, including surprise
attacks. Surprise attacks against dodging individuals are rolled like normal attacks.
"OUCH! THAT HURTS!!"
If an attacker hits an opponent, they do an amount of damage = Weapon Damage Multiplier x
Margin of Success. This damage value is compared with the damage thresholds of the victim. If
the damage surpasses any of the thresholds, then the more serious effect of the passed thresholds
occurs. If an injury does damage less than or equal to the targets bruise threshold, the target
suffers a minor injury that is somewhat painful, but has no game effects.
For melee weapons, the damage multiplier is slightly different for each individual, depending on
their Body and skill with the weapon. Cs add their Body and any skill with the weapon to the
damage multiple of the weapon. A C attacking with bare hands has a damage multiplier equal to
one plus the Unarmed Damage stat.
AYK stands for "Are You Kidding?" This implies that the damage is extremely high and most
things can simply be assumed to be destroyed or totaled. It actually translates to x31 with any
other multipliers after it added to this. Thus AYK x3 = x34. If a C is hit with AYK damage it
will receive an immediate KO unless the C has armor with AYK protection.
A C wearing a powersuit, armor vest, or simply wearing a steel-plated bustier will benefit from
the protection it offers in the form of an Armor Value (AV), which, for the purposes of damage,
adds to the C's damage thresholds, raising them to avoid damage. AV is added to all three of the
C's injury thresholds. The table below gives the AV for various types of armor; a C may have 1
of each type: Body, Head, and Shield. One other accessory may be equipped (four of which are
listed later). If the Armor has a yes for AYK, then the armor will prevent the automatic Knock
Out effects of AYK damage.
Body Armor AYK AV Head Armor AYK AV Shield AYK AV
Thick Jacket no 5 Biker Helmet no 3 Trashcan lid no 3
Kevlar Vest no 10 Kevlar Helmet no 6 Police Shield no 6
Riot Gear no 20 Shielded Helmet no 9 Dueling Shield no 9
Ultra Armor yes 25 Hyper Helmet no 12 Super Shield no 12
Crystal Armor yes 30 Crystal Helmet yes 15 Crystal Shield yes 15
EFFECTS OF DAMAGE
Severe injuries result in action penalties (AP). Each injury applies a penalty to ALL skill tests.
Bruises: Each bruise applies a -1 AP. Bruised Cs cannot sprint. Every 5 Bruises a C accumulates
results in an automatic Wound.
Wounds: Each wound causes a -2 AP. Cs with one wound can slow walk. Cs with multiple
wounds are reduced to crawling and cannot stand unassisted. Every 5 wounds a C accumulates
results in an automatic KO.
Knock-Out: A C who takes an injury that equals or exceeds their KO threshold are
automatically unconscious. A C can regain consciousness after a number of rounds equal to the
number of times the C has been knocked unconscious by passing a Body Test with a penalty
equal to the number of times the C has been knocked unconscious since having a significant
amount of recovery time. Also each time a C is KO'd it will suffer a -4 AP.
Bruise damage is healed in a day (roughly, by the next scene) and all penalties resulting from
bruises are dropped. Wounds are healed in a couple of days (roughly, by the next episode). Then
the penalties resulting from them are erased. Knock-out damage is less forgiving, meaning they
are healed in about a week (roughly, the episode after the next), but the C will be forced to wear
some bandages for the rest of the adventure.
EXPERIENCE (XP) AND LEVELING UP
Damage given to a target gives a different amount of experience based on the Level of target.
Bruise: (1 x level) XP
Wound: (4 x level) XP
KO: (10 x level) XP
In order to gain a level a C must gain XP = to 20 times the level it is trying to reach. (Level 5 =
100XP, Level 100 = 2000XP, etc.) After gaining a level XP resets to 0. Gaining a level results in
5 more points for whatever the C wants (attributes, skills, etc). Thus if a C starts at a certain
level, follow the normal creation rules then give level x5 additional points.
During the course of the game, and immediately following the end of the session, the GM will
award PP for excellent role-playing and participation as well as points for role playing Crosses,
which are awarded during the session. GMs may even award PP as treasure. PP can be spent in a
number of ways (or saved):
Increasing Chances of Success: Each PP spent adds one extra die to the roll.
To Use Bonus: Using a Bonus that is not needed (GM's decision) will cost the C one PP.
Bonuses: The C can add another Bonus, but adding one after creation costs 10 PP.
SECTION III: TECHNIQUE RULES
Each C can execute Techniques or Techs. Each Tech requires the C to sacrifice Tech Points or
TP. The C’s current TP will decrease by the cost of the action but total TP will remain the same.
Every time a C gains a level it receives 5 more TP. A C may also gain added tech points by using
points gained from leveling up. 1 point gives 2 TP. Every 10 levels the C may add a new Tech.
Create Techs by using Tech Creation Points or TCP to buy Tech Options. A C has TCP equal to
the level the Tech is gotten at (10=10, 80=80, etc.). The TP cost is equal to the TCP for each
Option. A tech can be used at any time the C chooses. If something lasts for the battle then
outside of battle it lasts for about 5 min. As a counter, you can also do the opposite of the option
and gain TCP. 5 TP are regained after each battle and fully restored after resting.
1 Heal Bruise
5 Heal Wound
15 Heal KO and Revive C
5 Roll 1 extra die for attack
5 Roll 1 extra die for defense
5 Roll 1 extra die for a skill
5 Body +1 for battle
5 Intellect +1 for battle
5 Agility +1 for battle
5 Looks +1 for battle
10 Heal status condition
20 Prevent status conditions or hazards for battle
1 Stamina +1 for battle
20 Immune to bruises for of battle
60 Immune to Wounds for of battle
80 Will receive a KO but will not go unconscious from it for battle
10 Negate any 1 fumble
1 Do 5% more damage (not counting other uses of this ability)
1 AV + 1
5 Ignore range for battle
5 Make 1 Counter Attack for next attack
SSJ Mode TCP 60
Stamina +10 (10), Do 100% more damage (20), Agility and Body +2 (20), 1 extra die for attack
and defense (10)
SSJ3 Mode TCP 100
Stamina +20 (20), Do 200% more damage (40), Agility and Body +4 (40), Intellect and Looks -2
(-20), 2 extra dice for attack and defense (20)
SECTION IV: HAZARDS
POISONS AND TOXINS
Toxins are rated with two attributes: their potency and their effects. Potency is the target number
for the victim's standard body test. Effects are the symptoms that a C has if they fail to resist.
Tranquilizers induce drowsiness or unconsciousness.
Fail by 1-4 points: Suffer AP = amount failed by. Effect wears off 1 point/hour.
Fail by 5 points: Instant KO for min = potency x amount failed by. After revive same as fail by 4.
Hallucinogenic toxins cause a victim to suffer altered perceptions or emotional states.
Effects are similar to tranquilizers.
A C who falls must roll a number of dice = (# stories fallen) and the total is the damage taken.
If the falling person was purposefully dropped in a manner that would cause them to hit head
first, add 2 to the number of stories fallen. Add 1 more if the ground was hard, and subtract 1 if it
was soft. A C can soften the fall by making a skill roll with any appropriate Physical or Combat
skill. The number rolled is subtracted from the number of stories fallen for the purposes of
FIRE AND ELECTRICITY
These energies are rated by intensity which is also the damage multiplier that the source inflicts.
A C in direct contact with the source for 1 combat round will take damage equal to the intensity
times two dice. If exposure time is less than that, the intensity rating is halved, unless the energy
is from a weapon. A fumble on the damage roll means roll 1 die.
INTENSITIES AND POSSIBLE SOURCES
1: Candle, lighter, or match 1: Current from a 9 volt battery
2: Gas light, oil lamp, kindling 3: Car battery
3: Torch, gas range 5: 110 volt current
5: Campfire, Bunsen burner, flare 7: 220 volt current
7: Bonfire, napalm 10: Local power lines
10: Inferno, chemical fires 20: Power lines
20: Fuel-air grenade 25: Minor lightning strikes
100: Near a nuclear strike 50: Large lightning discharge
1000: Ground zero nuclear strike 100: Hydroelectric dam output
SECTION V: VEHICLE RULES
Each vehicle has a speed, some Bonuses and/or Crosses, and some equipment along with price.
The armament is listed along with the vehicle and in the weapon list. The tables below give some
comparison for speed and range.
SPEED TABLE RANGE TABLE
Sluggish (0 to 80 kph) In-Your-Face (0m)
Fast (81-300 kph) Close (0-100m)
Really Fast (301-1000 kph) Far (101-600m)
Even Faster (1001 kph-
Really Far (601-2000m)
Ludicrously Fast (Lightspeed+) Waaay Too Far (2000m+)
No armor rating is included for the vehicle simply because not all standard weapons harm them.
No hand weapons can harm them. Only the weapons with the damage code "AYK" can do any
damage, automatically wrecking the vehicle they hit unless it's crewed by the players or their
direct. If a vehicle-class weapon is fired on a C, it just causes a huge explosion, lots of property
damage, and sends the C flying in the air.
SECTION VI: WEAPONS LIST
DAMAGE RANGE SHOTS COST
Revolver x 10 Close 6 250
Pistol x 15 Close 8 400
Rifle x 25 Close 20 800
Assault Rifle x 25 Close 30 1200
SMG x 15 Close 30 700
Shotgun x 30 Close 5 400
Energy Pistol x 15 Far 20 8000
Energy Rifle x 30 Really Far 40 15,000
x 30 Really Far Varies 2000
AYK Really Far Varies 5000
AYK Really Far 1 1000
LAW AYK Far 1 1200
Missile Waaay Too
AYK x2 1-4 20,000
Big Missile AYK x3 1 40,000
Mega Missile AYK x4 1 80,000
105mm Waaay Too
AYK x5 - 160,000
120mm Waaay Too
AYK x6 - 200,000
Energy B Waaay Too
AYK x10 - 1,000,000
Plasma Waaay Too
AYK x8 - 500,000
Pulse Waaay Too
AYK x7 - 300,000
Short Bow x 10 Close 1 60
Long Bow x 15 Close 1 100
x 15 Close 1 150
Crossbow x 15 Close 1 200
Sling x5 Close 1 2
Rock/Brick x3 Close 1 -
as the Close 1 -
Baton/Club x5 In-Your-Face - 40
Police Baton x 5 In-Your-Face - 50
Pocket Knife x 2 In-Your-Face - 10
Knife x4 In-Your-Face - 30
Katana x 15 In-Your-Face - 150
x 15 In-Your-Face - 140
Staff x5 In-Your-Face - -
Stun Gun unconscious if In-Your-Face 20 50
fail Body -2
SECTION VII: Other Accessories
The Tri-Scanner is an optical scanning device used by espionage and scientific personnel as a
surveillance and observation tool. It uses three optical lenses and image enhancement circuitry to
give a clear, crisp optical image with three-dimensional imaging on command. Incorporated into
the Tri-Scanner are thermal imaging technology, allowing the user to see images in degrees of
heat radiation, light enhancement, and low-light conditions. An image filter and resolution circuit
enables viewers to read text from kilometers away.
The Communications/Sensor Unit resembles a large cellular phone with a video/sensor display.
This unit is a complete communications suite, able to receive and transmit radio, TV, microwave,
and interstellar frequencies. In addition, the unit functions as a sensor device capable of
registering and differentiating types of energy, matter, and life forms. The sensor's range is about
two kilometers (Close).
PERSONAL DATA ANALYZER
The Personal Data Analyzer is a pocket computer with stochastic (probability analysis)
capabilities: data can be inputted and, on the basis of the data, an evaluation can be made with
recommended courses of action, including probabilities of success. The PDA can be used to store
information and access other computers or electronics (with appropriate interface plugs). It has
speech recognition circuitry and interacts with it's user with a video/text display
B-KO'S BRACELET KINETIC FIELD INDUCER
This invention enables B-ko to have the Bonus Super Strength and be able to exert it over
distance. Thus, B-ko can use fields of force to generate wind blasts, create cracks in the ground,
and strike targets with tremendous force. B-ko controls the effects of the fields by simple
motions of the hand.
SECTION VIII: Sample Vehicles
VEHICLE TYPE CREW SPEED COST
Open-Air Craft 1/3 Fast 2500
Compact 1/3 Fast 6000
Limousine 1/3-6 Fast 40,000
Minivan 1/5 Fast 16,000
1/3-5 Fast 18,000
Sedan (2 or 4 door) 1/3 Fast 8,000 to 26,000
Sports Car 1/1 Fast 45,000 to 200,000
Station Wagon 1/4 Fast 12,000
Van 1/2 Fast 11,000
3/4 Ton Truck 1/2 Fast 14,000
2 1/2 Ton Truck 1/2 Fast 20,000
10 Ton Truck 1/2 Fast 48,000
Truck Tractor 1/2 Fast 120,000
Moped 1 Sluggish 800
Motorcycle 1 Fast 3000
Sports Cycle 1 Fast 7000
Mountain 1 Sluggish 200
Touring 1 Sluggish 150
Racing 1 Sluggish 400+
Canoe 1/8 Sluggish 300
Jet Ski 1/2 Sluggish 1400
Motor Boat 1/4-8 Sluggish 7000 to 18,000
Rowboat 1/3 Sluggish 200
Sailboat 1/2-6 Sluggish 2000 to 20,000
Speed Boat 1/6 Sluggish 24,000
Yacht Varies Sluggish 40,000+
Helicopter 1/1-3 Fast 20,000 to 36,000
1/3 Really Fast 150,000
Twin-Engine Planes 1/9 Really Fast 250,000
2/Varies Really Fast 500,000
Executive Jet 2/Varies Really Fast 2,000,000
Passenger Jet 3/Varies Really Fast 40,000,000
MBT-101 CLAW 4 Fast 22,000,000
3/12 Fast 16,000,000
GM Truck 1/40 Fast 80,000
GM Heavy Military 1/5 Fast 50,000
Aeroarms Gunship 1/1 Really Fast 18,000,000
1/30 Really Fast 4,000,000
1/12 Really Fast 2,000,000
Aeroarms Osprey 1/1 Even Faster 42,000,000
1/1 Even Faster 85,000,000
ALPHA CYGNAN VEHICLES
1/2 Even Faster N/A
Scout Transporter 2/Varies Even Faster N/A
Observation Dome 1/32 Even Faster N/A
Egota Cruiser 10,000+ Ludicrously Fast Forget It!
SECTION IX: Sample Cs
Colonel Lawrence Yashida
Agility: 2 Intelligence: 1 Stamina: 30
Body: 1 Looks: 2 Unarmed Dmg: +3
Command Subordinates: 2 Know Graviton City: 2
Crack Shot With Pistols: 3 Notice Stuff: 2
Drive Under Stressful
Predict Another's Actions: 3
Figure Out Opponent's Plans: 3 Shoot Big Guns: 2
Influence Others: 2 Use Communications Gear: 2
Obsession (Duty and Honor), Paranoia (Aliens).
Mayor Glen Elden
Agility: 0 Intelligence: 1 Stamina: 30
Body: 1 Looks: 0 Unarmed Dmg: +3
Act "Political": 3 Make Favorable Impressions: 2
Command Subordinates: 3 Notice Stuff: 3
Do Economic Analysis: 2 Play to a Crowd: 4
Drive Under Stressful
Predict Economic Trends: 2
Gain Popularity: 3 Run the City: 3
Influence Others: 4 Run PWDF: 2
Know Graviton City: 4 Use Communications Gear: 3
Command (Mayor of Graviton City).
Agility: 0 Intelligence: 3 Stamina: 35
Body: 2 Looks: 3 Unarmed Dmg: +4
Act Convincingly: 2 Make Deals: 3
Command Subordinates: 2 Notice Stuff: 1
Do Economic Analysis: 2 Predict Economic Trends: 2
Influence Others: 4 Run Investment Corporation: 4
Get Others to Do Dirty Work: 2 Use Communications Gear: 3
Know Graviton City: 2 Use Office Technology: 2
Fabulous Wealth, Flunkies (Camouflaged Congenial Killer Commandos), Mystique (Unknown
Origins), Super Influence (Connections), Limitation (Remains Behind the Scenes), Secretive.
Camouflaged Congenial Killer Commandos
Agility: 3 Intelligence: 2 Stamina: 45
Body: 4 Looks: 2 Unarmed Dmg: +6
Dodge Stuff Aimed at You: 1 Shoot Big Guns: 3
Follow Others Inconspicuously: Shoot Really Big Guns: 2
Hide in the Weirdest Places: 5 Sneak Around: 5
Shoot Guns: 3 Use Swords and Knives: 2
Can Hide Anywhere, Distinctive Appearance (Dressed For Combat and Appears With
Accompanying Background Music), Limitation (The Colonel Must Verbally Summon Them to
Action), Loyalty (The Colonel), Obsession (Protect the Colonel), Stooge.
Miss Ayumi Sensei
Agility: 1 Intelligence: 2 Stamina: 25
Body: 0 Looks: 2 Unarmed Dmg: +2
Do Math: 3 Know Philosophy: 3
Drive Moped Under Stressful
Make Self Attractive: 2
Dress Fashionably: 2 Recall Literary Work: 3
Keep Fit: 2 Research Subjects: 2
Know Graviton City: 3 Teach Unruly Students: 3
Affiliation (Public Workers Reserve Defense Force), Super Influence (Intimidation), Vehicle
(Transformable Moped/Hovercycle), Bad Notice, Bad Teaching, Obsession (Class Decorum),
D -- Agent DC138621S113
Agility: 1 Intelligence: 0 Stamina: 45
Body: 4 Looks: -3 Unarmed Dmg: +6
Crack Shot With Pistol: 3 Get Into Trouble: 2
Dodge Stuff Aimed at You: 2 Keep Fit: 2
Engage in Hand to Hand
Know Graviton City: 2
Fly Cygnian Craft: 3 Notice Stuff: 1
Follow Others Inconspicuously: Use Dueling Sword and Shield:
Get Info on Someone: 3 Shoot Big Guns: 2
Affiliation (Lepton Kingdom of Alpha Cygni), Gender Crossing, Bad Fashion, Blunders,
Obsession (Loyalty to Captain Napolipolita).
Agility: 1 Intelligence: 2 Stamina: 35
Body: 2 Looks: 0 Unarmed Dmg: +4
Command Subordinates: 3 Fly Cygnian Craft: 2
Do Economic Analysis: 2 Influence Others: 1
Dodge Stuff Aimed at You: 1 Predict Economic Trends: 1
Dress Fashionably: 1 Predict Another's Actions: 2
Drink Booze: 4 Run Spaceshipland Resort: 3
Fix Electronic Stuff: 2 Spray Bullets Wildly: 3
Figure Out Opponent's Plans: 2
Affiliation (Lepton Kingdom of Alpha Cygni), Command (Spaceship), Alcoholic, Fatalism,
Obsession (Returning Home).
Eiko (A-ko) Magami
Agility: 3 Intelligence: 1 Stamina: 30
Body: 1 Looks: 3 Unarmed Dmg: +3
Act Like a Teenage Lovesick
Notice Stuff: 2
Dodge Stuff Aimed At You: 2 Perform Athletic Stunts: 2
Engage in Martial Arts: 3 Predict Another's Action: 2
Keep Fit: 2 Run Really Long Distances: 1
Throw Stuff You Get Your
Know Graviton City: 1
Hands On: 3
Know Latest Fashions: 1
Super Strength, Super Speed, Invulnerability, Low Self-Control
Biko (B-ko) Daitokuji
Agility: 2 Intelligence: 5 Stamina: 25
Body: 0 Looks: 2 Unarmed Dmg: +2
Act Pretentious: 2 Intimidate Others: 1
Act Stylish: 2 Know Graviton City: 2
Build Mecha and Powersuits: 5 Know Latest Fashions: 3
Command Subordinates: 1 Make Favorable Impressions: 2
Operate Mecha and Powersuits:
Do Homework Well: 2
Do Math: 1 Recall Literary Works: 1
Dodge Stuff Aimed At You: 2 Shoot Guns: 1
Shoot Mecha and Powersuit
Dress Fashionably: 2
Engage in Martial Arts: 3 Snub Others: 3
Influence Others: 2 Use Cosmetics: 3
Flunkies (4), Powersuit (Akagiyama 23), Super Invention (Mecha and Powersuits), Obsession
(Win C-ko's Affection), Obsession (Humiliate A-ko).
Shiko (C-ko) Kotobuki
Agility: 0 Intelligence: -1 Stamina: 10
Body: -3 Looks: 2 Unarmed Dmg: -1
Act Wide-eyed and Amazed: 2 Know Graviton City: 1
Cook Gourmet Meals: 3 Notice Stuff: 2
Do Kindergarten Things: 2 Pout, Sulk, and Cry: 4
Dodge Stuff Aimed at You: 1 Slap Loudly: 2
Inspire Optimism in Others: 2
Super Influence (Bawling & Adoration), Bad Cooking, Obsession (Loyalty to A-ko).
Agility: 0 Intelligence: 0 Stamina: 25
Body: 0 Looks: 0 Unarmed Dmg: +3
Punch and Kick: 1 Shoot Guns: 1
Throw Stuff You Can Get Your
Smash Objects Over Head: 1
Hands On: 1
Shoot Mecha and Powersuit Operate Mecha and Powersuits:
Weapons: 1 1
Shoot Really Big Guns: 1 Know Graviton City: 1
BS on Essays: 1 Start a Riot: 1
PERSONAL GEAR OF NOTE
School Uniforms, Book Bags, Lunch, Pencils, Note Books, Text Books, Rocks, Clubs, Guns, and
Various Other Weapons for a good student riot.
HALL MONITOR DREDD
Agility: -1 Intelligence: -1 Stamina: 35
Body: 3 Looks: -1 Unarmed Dmg: +7
Engage in Hand to Hand
Shoot Guns: 2
Ride a Motorcycle: 3 Predict Another's Actions: 2
Intimidate Others: 3 Make a Loud Entrance: 2
Vehicle ("Lawmaster" Motorcycle), Super Weapon (Lawgiver Mk 1 1/2), Affiliation (Graviton
High Hall Monitors), Distinctive Appearance (Armor; Looks Like Judge Dredd), Loyalty
(Graviton High Rules), Obsession (The Law).
PERSONAL GEAR OF NOTE
Lawmaster Motorcycle, Kevlar Vest and Helmet (Armor Rating: 5), Lawgiver Gun (Damage: x
20 to AYK, depending on settings; think of the Lawgiver from Judge Dredd), Book of Graviton