Post on 14-Apr-2018
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Credits
/tg/IRC channel: #acertainroleplayinggame @ xen.thisisnotatrueending.com
http://1d4chan.org/wiki/A_Certain_Role-playing_Game
CastFromHPRailgunagAegelwardTe_Bard
dotanon
lolimasterVaguelyHorrible
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Table of Contents
Welcome to Academy City! 4Basic Mechanics 7
Making Your Character 10
Combat Mechanics 14
Weapons and Equipment 17
Powers Appendix 19GM Aids 26
A Certain Scientific Character Sheet 27
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1. Welcome to Academy City!
Stu that will go here:-basic intro to o Aru verse-about espers, about Power Curriculum Program, about magic
-major organizations in academy city -major locales in academy city -schools
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Te o Aru universe loves to invent terminology oreverything. Tis should help newcomers settle intothe game better or give veterans a reresher course.
Glossary
Academy City/Gakuen oshi - Special economic areaon the western edge o okyo. Its 2.3 million inhab-itants are almost entirely composed o students orsta at special schools that teach children how toharness latent psychic powers. Much o the develop-ment is solely dedicated or schools and expansiveapartment complexes that serve as dormitories orthe schools. Other sections are well known or hous-ing research laboratories government run or other-wise which makes or tight security in the city.
Anti-Skill - Academy City’s police and security orces. Unlike Judgment, members o Anti-Skill areordinary adults who work in the city. One is essen-tially a volunteer when one joins Anti-Skill
Columbus Egg – Sometimes included by particularly cruel or harsh teachers in Kaihatsu, this practicerequires one to psychically balance an egg withoutbreaking it. Harsh punishments are said to awaitthose unable to complete it.
Espers/Psychics – Tose born with an innate humanability to control extraordinary powers. Tey are theprime inhabitants o Academy City who have beencordoned o with the purpose o training to honetheir powers aided the state and their peers. Tesehumans have one minor downside to their gis,they are unable to perorm sorceries and magics orreasons unknown.
Judgement - Academy City’s student-based disciplin-
ary committee. Tey are composed o students o varying grade levels and power, and along with Anti-Skill, are tasked to maintain peace-and-order withinthe school system.
Power Curriculum Proram – Tis is the deningword or a wide set o mental and physical programsthat are meant to stimulate the human mind ingrasping innate psychic power. Kaihatsu includes awide variety o methods rom normal school work tohypnotism and drugs.
Kougyou Daigaku – Research university thatoperates the security satellites watching overAcademy City.
Level – Reers to the general mastery and powerover the Esper’s given domain. Tis analysis alsoincludes thought towards general useulness in
combat or other areas. Te range resides betweenzero and ve with each level higher rom zerohaving less and less membership due to the sheermastery or power it takes to join the ranks as oneclimbs higher.Ex. Level Five students only number sevenknown members in Academy City and all exhibitan extraordinary talent or their psychic power.
Magic Chapel – Sub-arm o the Puritan Churchwhich works on storing and keeping magical
knowledge.
Magic Name – A similar concept to a nom-de-guerre this name is used by magicians duringtheir ofcial or personal use o magic or onepurpose or another. Te method behind choos-ing such a name varies.
Magician – One who can manipulate seemingly hidden orces to perorm various eats by ol-
lowing certain rituals and methods o creatingit. Te users o magic are widespread and oendedicated to one God or another rom Aztecanpantheons to the Judeo-Christian God. Tosewho take on the mantle o magician are devoido psychic ability or reasons unknown.
Necessarius – Vatican organization involved withmagical experimentation and psychic powers.Unknown to the general public.
Power Curriculum Proram – Tis is the den-ing word or a wide set o mental and physicalprograms that are meant to stimulate the humanmind in grasping innate psychic power. Kaihatsuincludes a wide variety o methods rom normalschool work to hypnotism and drugs.
Puritan – A religious and magical order basedout o the United Kingdom.Ex. Creators and keepers o the Magical Index.
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Runes – A language developed by the Galmanribe o England in the Second Century o thecommon era specically to aid in magical ritualsand processes.
Skill-out – Skill-Out reers to the largest armedLevel 0’s group in Academy City, which have
numbers up to thousands. Teir goal is to ght orrights in a city where those without abilities arepicked on by those who aunt their higher esperabilities
Te Outside – Te area bordering the specialokyo Academy District. Tis term also reers col-loquially to any area outside o Japan.
okiwadai – Prestigious girl’s school serving the
middle school level. Some o the strongest upcom-ing Espers attend this school.
Vatican/Catholic Church – A religious and magi-cally oriented society based in the Holy See. Tisorganization is known to cooperate with thePuritan group on occasion and is implied by thesource material to work in a similar manner.
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2. Basic Mechanics
A Certain Scientic Roleplaying Game usesa d10 roll-under system.
Base Attributes: Tere are our base stats in thisgame.Physical - physical strength and constitution.Mental - Not only sheer intelligence, it’s also thespeed o thought and everything that’s based in yourhead.Social - How much o a people person you are.Coordination - Agility, speed, and dexterity.
Skill Checks: Each skill check is done by rst taking
the base stat or the check, applying any apporpriate modiers rom skill or the difculty o the check. Tis is the target number or the check.Ten roll 2d10. A result that matches or is under thetarget number is a success.
On a roll o 19 or 20, the result is a critical ailure.On a roll o 2 or 3, the result is a critical success.
Example skill checks: John’s character has a 12 or his Physical stat. He wants to li something heavy
and rolls 2d10, with a result o 11. He passes thetest, but barely.
He then decides he wants to climb the side o abuilding. He has a skill o 4 in climbing and addsthat to his Physical stat or a total o 16. He rolls2d10 with a result o 17. Unortunately, this isn’t enough and he ails to climb the building.
Skills: Tere is no skill list or the game. Skillsare reeorm and can be whatever the players
come up with, within reason. When designing askill, players should restrict their skill to a singlebase stat. Te skill can only be applied insituations using that base stat.
i all else ails...at GM discretion is the answer!
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Guidelines or Freeorm Skills: GMs shouldencourage their players to pick interesting skills andshould allow liberal applications o their skill to amultitude o situations. Tink o skills less as oneparticular activity someone is good at and more likea penumbra o ablities they have categorized under
one name. GMs should, however, restrict playersrom taking skills that are too vague or too all-en-compassing. “Badassery” is not a skill. “Judo” is. See
GM Aids chapter or skill ideas.
GMs should also eel ree to apply negativemodiers or using skills in a way that is a stretch.
Examples: An academic-type character who takes askill in their particular specialization, say, neurosci-ence, could apply their neuroscience skill not only
to knowledge checks about neuroscience but also toidentiying equipment in a biology lab or conducting rantic research in a library when pressed or time. However, in a situation where they’re called upon to address someone’s reaction to a drug that hassome neurological eects but also a plethora o other eects, they might only be able to add one or two points o their skill to the check.
A character with a gun skill would cover not only theuse o rearms but also their maintenance, knowledgeo laws surrounding their use, etc.
Diculty Modiers or Skill Checks: Not all skillchecks are born equal. Oen times, just rolling thebase stat + skill unmodied isn’t a good enoughrepresentation o how difcult a task is. Making aphysical check to li a heavy box is not the same asmaking a check to manually ip a car.
Examples: When rolling a lockpicking check in total
darkness, the GM might rule that this is anexceptionally difcult task and make the player roll
at -5 to the target number.For a lock that is somewhat sophisticated but not toomuch so, the GM may apply a -3 modier.For a lock that the player character is very amiliar with or is worn down, the GM may give them a +3bonus.
Opposed Rolls: Tere will come a time whencharacters make rolls against each other. Onecharacter could be trying to blu another, andthe other is trying to discern whether or notthey’re blufng.
In these cases, both players roll to see i they succeed their check. I one player ails and theother succeeds, the other player wins theopposed check. I both players succeed, comparetheir rolls with the target number. Te playerwho succeeds with a greater dierence betweentheir roll and the target number wins theopposed check. Tis is the margin o success o aroll.
Example: In the above example, one character has
their lie skill at 3 and a social stat o 11, making atarget number o 14. Te other has detect lies at 2and a social stat o 10 or a target number o 12.Te rst player rolls a 9 and has a margin o suc-cess o 5. Te second rolls 5 and has a margin o success o 7 and thus wins the opposed check..
When to Roll: Not every action requires a skillcheck. Generally rolls don’t need to happen orsomething that someone can casually do in reallie and doesn’t directly oppose someone else’saction.
Tumbing through a book at the library to ndout more about a subject wouldn’t require acheck.
Frantically trying to nd an obscure act aboutsomething while the library is on re and abomb is ticking down somewhere would requirea check.
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Esper Powers: Esper abilities don’t use the d10 rollunder system to measure success.
Instead, the esper when using their power rolls anumber o d10 equal to their level and add up theresult.
Te higher the result, the more they can do withtheir power.
General Guidelines
1-5: Te esper can hardly make an eect happenwith their power. Maybe they move some widgetsacross their desk. Maybe they can light a cigaretteor give someone a mild burn. It’s not much.
6-10: You can make a small display o yourpower. Perhaps you can hurl an object across theroom or make a small golem.
11-15: Your power is o very common level. Youmight be able to call upon great physical strengthor keep someone trapped or a short while insidea barrier.
16-20: Tis is the upper limit o the commonESPer’s power. While not massive, it can be very eective i used efciently.
21-25: You’re beginning to call upon high levelso power. Your currents o air can cut rom nearand ar or power over torque might rip a rein-orced door o its hinges.
26-30: Tings are getting dangerous. rees mightturn into soldiers or you and your teleportationmight reach hundreds o eet.
31-35: It’s easy to stretch your powers into new directions. You might duplicate increasingly complex objects or begin to breed new strains o existing diseases.
36-40: You’ve reached a level o power ew hopeto achieve. Your near invisibility might extend topossessions on your person, or you might shithe odds to win the lottery.
41-45: You can probably level small buildings
with ease. I you’re reading someone’s mind,there’s hardly anything that they’ll be able to hiderom you.
46-50: Tis is the true meaning o a Level Five.Easily short out the power o an entire city - onaccident. You’re wielding power that rivals that o the gods.
Critical Failures: When trying to use their power,an esper can lose control and suer backlash. A
level one cannot have a critical ailure. A level 2that rolls 2 or lower on both dice has a criticalailure. A level 3 that rolls 2 or lower on 2 o their3 dice has a critical ailure. A level 4 that rolls 3 orlower on 3 o their 4 dice has a critical ailure. Alevel 5 that rolls 3 or lower on 3 o their 5 dice hasa critical ailure. On a critical ailure, the esperails to generate the desired eect rom theirpower takes damage equal to the total dice rollthey made or that check.
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3. Making Your Character
Character Concept: Come up with an idea oryour character rst. Maybe you’re the level 5ace or your school. Maybe you’re the Judge-ment member who makes lie living hell or theresident level 5. In any case, be thinking o whatyour character is doing in Academy City, whatthey want to accomplish, what their personality is like. A more well-ormed character conceptwill make it more un to make and play yourcharacter.
o Roll or Not to Roll: Tis rulebook providesguidelines or rolling up characters with randombackgrounds, esper powers and the like. I youlike having more control over your character,eel ree to simply pick your esper ability orbackground i it’s okay with the GM and otherplayers.
Generating Base Stats:
Roll 2d10 ve times and choose the best ourresults to distribute as you choose among yourPhysical, Mental, Social and Coordination stats.
In addition, you have an HP stat that is yourPhysical stat multiplied by 5.
When you are reduced to 0 HP in combat, roll aPhysical check each round to stay conscious. On a
ailure, you all unconscious.
When you are reduced to -100% o your HP, rolla Physical check to avoid death. A ailure meansyour character is now dead.
GMs should eel ree to modiy this to make moreor less lethal campaigns.
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Skills and ESPer Level: Each character gets 35 character points to spend at the start o the game on skillsand their ESPer level.Each point in a skill costs 1 character point. Running 4 costs 4 points or example.Each ESPer level costs 5 character points. Tis means it costs 25 points to be a Level 5, leaving only 10points or skills. Tere are tradeos to being a powerul esper. When rolling or level, treat it as i theplayer had bought that level when calculating remaining character points.
GMs should make sure to curb the number o Level 5s in their campaign, or even i a player is allowed tobe a Level 5. Remember, Academy City in the series has only 7 Level 5s.
Rolling or Level: roll 1d100 and add your Mental stat1-15 - Level 016 - 30 - Level 131 - 50 - Level 251 - 80 - Level 381 - 100 - Level 4100+ - Level 5
Generating Abilities: Use the ollowing charts to rst determine what category o ablity your character hasand then the specic ability.
Ability Category : Roll 1d101-2 - Elemental3-4 - Forces5-6 - Mental7-8 - Biological9-0 - Anomaly
ELEMENAL
1d10 1 - Air
2 - Fire3 - Water4 - Earth5 - Metal6 - Electricity 7 - Synthetic
Materials8 - Magma/Lava
9 - ElectromagneticWaves0 - ransmutation
FORCES
1d101 - Gravity 2 - Friction3 - Pressure4 - Light5 - elekinesis6 - Mass control7 - Heat/Cold8 - orque9 - ime
Manipulation0 - Momentum
MENAL
1d10 1 - Memory Manipulation
2 - elepathy 3 - Conusion4 - Hallucination5 - Sensory
Antagonism and Ago-nism
6 - Emotion
Antagonism and Ago-nism7 - Dream
Manipulation8 - Power
Nullication9 - Power
Absorption0 - Mental
Enhancement
BIOLOGICAL
1d101 - Plant Control2 - Physical
Enhancement3 - Sensory
Enhancement4 - Regeneration5 - Shapeshiing6 - Animal Control7 - Animation8 - Photoreexive
Memory 9 - Disease0 - Chameleon
ANOMALY
1d101 - Barrier-eld
Manipulation2 - eleport3 - Precognition4 - Psychometry 5 - Portals6 - echnokineti-
cism7 - Duplication8 - Probability 9 - Projection0 - Phase Walk
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School/Organization Aliation:<School inormation will be added later>
Student Background:
Roll 1d101 - Experimental Subject/Child Error
2-3 - Delinquent (Skill-Out)4-7 - Regular Student8-9 - Honor Student0 - Agency Connections (Judgement, Anti-Skill)
Character Background/raits Chart:Roll 1d100. <Work in Progress> 1. Phobia
2. Always on the move.3. Judgement.4. Attacked by animal5. Celebrity.
6. Orphan.7. Hobbyist.8. Bookworm9. Hooligan10. Shut-in11. Ineriority Complex12. Local hero13. Unlucky 14. Fist-ghter15. Computer whiz.16. Undeserved reputation17. Overcondent18. Gluttony 19. Gemstone20. Didn’t want this!21: Hero Worship22: Animal Lover23: Superstitious24: Overachiever25: Charitable26: Olympian27: eamworker28: O the Grid (Higher level than one would
think)29: Musician30: Wealthy 31: Fireghter32: Main Character33: Nervous34: Anarchist35: Pyromaniac36: Fanbase37: Part-time Job38: Perectionist39: Family in the city
40: Still living at home41: Connected42: Emotionally scarred43: Engaged to be married44: Foreigner45: In a relationship46: Airhead47: Attractive/Good Looking
48: Famous Parent 49: New in own
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50: Childlike51: Independent52: Butler/Maid53: sundere54: Stalker55: Positive56: Rebel
57: Class President58: Royal Blooded59: 19 year old ESPer60: Karaoke Addict61: Farmer62: Cook 63: Journalist64: Genius65: Religious66: Rock Star67: Vertigo68: Skilled with Weapons
69: Sympathetic70: Fisherman71: Anemia72: Can’t stand the Sun73: Occult Fan74: Coward75: Book Author76: Multilingual (Knows more than one language)77: Hermit78: Pariah77: Only Child78: Last Child
79: First-born o a huge amily 80: Motorcycle Rider81: Memories o a past lie82: Hippie83: Crybaby 84: Survivor85: Melancholic86: Sharp Sight87: Fast Learner88: Natural Leader89: Animal Reexes90: Drug Addict91: Food Connoisseur
92: Heterochromia (dierent color eyes)93: Night Owl94: Morning Person95: Bird Watcher96: Gambler97: Perect Childhood98: Short Sight99: Mystery - GM’s Choice00: Clone
Character Progression:
As the campaign progresses, the GM shouldaward players with character points whenplotlines are completed or when their charac-ters do something particularly important tothe storyline or
something just really awesome i they choose.
In between sessions, these points can be usedto buy skills at the same cost as they are dur-ingcharacter generation. Be sure to roleplay whatkind o situation would lead to your characterdeveloping those skills.
Tey can also be used to buy base stat points
at a cost o 3 character points per base statpoint.
In the case o a player who wants to increasetheir character’s ESPer level, they must rstget the GM’s permission beore spending the 5character points. Leveling up is a signicantevent, so it should be handled with roleplay-ing o any test or exam assessing the charac-ter’s use o their ablity along with anythingelse the GM deems
appropriate.
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4. Combat MechanicsCombat urn Sequence: When combat isinitiated, every character rolls 1d10 and addstheir coordination stat to that roll. Te result istheir initiative score. Characters take their turnsin order o highest to lowest intiative score.
Manuveurs: Each combat round, a character canperorm a movement manuveur and an action.
Movement: Each character can move a numbero yards a turn equal to their Coordination statdivided by 2 and rounded down.
Action: Basically anything that requires a skillcheck is an action. Firing a weapon, using anesper ability, etc. In addition, it takes one actionto ready a holstered weapon.
Free Actions: Tese can be taken at any time dur-ing your turn without consuming your action orthe turn. alking is a ree action, within reason.Dropping a held item such as a weapon is also aree action.
Weapon Attack Mechanics: o attack with a weapon,roll the corresponding base stat (physical or coordi-nation) + weapon skill + any accuracy modiers theweapon may have. Tis is an opposed roll against thedeender’s coordination to dodge.
On a successul hit with a weapon, roll the damagedice o the weapon and add your combat modier tothat result.
Your combat modier when using a weapon isdetermined by your corresponding base stat or thatweapon. For every two points above 10 you have inthat base stat, increase your combat modier by one.For every two below, decrease by one.
Unarmed attacks use an unarmed ghting skill.
Example: A character with physical 12 and baton 3swings a police baton and rolls against 12+3+1. Tey roll a 12 and succeed with a margin o 3. Te deender rolls an 8 against coordination o 9 and succeeds by 1, which means he is hit. Te baton does 1d10 + 1damage or the combat modier. So on a roll o 5, thebaton does 6 damage.
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Esper Abilities in Combat: At the start o eachround, each esper rolls a number o d10 equal totheir level. A Level 1 rolls a single die, a Level 2 rolls2, etc. Te result is the number o power points they have available to spend that turn. Tese can bespent on damage or an attack, modications or anattack, or stored or later use.
Storing Points: Up to hal (rounded down) o theremaining power points an esper has at the end o a round can be stored to be used in later rounds. I the total stored points exceed the maximum they could roll or points in a single turn (10 or level 1,20 or level 2, etc), the esper loses all points abovetheir maximum and takes that much damage rombacklash.
Attack Damage: Te basic attack with an esper ablity
is treated as a melee range attack that hits one tar-get. One power point buys one point o damage orthat attack. Points spent on modications or storedor later use don’t count towards damage.
Modiying Range and AOE: Te range o an attack can be increased by 10 yards or each power pointspent on the attack up until a maximum o 100yards, or 10 points.
Te area o eect o an attack can be expanded by 10 square yards or each point, with no upper limit.
Modications: Attacks can be modied in one o two ways:
1. Te attack has an added mechanical eect asiderom damage.
2. Te attack uses the esper ablity in a way that isunconventional or deviates rom the way the power
is normally used.
For both types o modications, there are Small,Medium and Large eects, costing 1, 3, and 5 powerpoints each. For each eect beyond the rst, add 1power point to the cost. Ex: three small eects cost1+2+2 = 5 points. two large eects cost 5+6 = 11points. Te GM decides what size an eect is, butthere are guidelines below.
Mechanical Changes Examples:
Small: plants coming up rom the ground andmaking grabs at your eet to try to trip youMedium: A stunning eect to a shock, temporarily dropping youLarge: Plants wrap around someone and squeeze
tightly, immobilizing them
Power Deviation Examples:
Small: manipulating gravity to directly hit some-one with orceMedium: Using electromagnetism to create ablade out o iron particles rom the groundLarge: Using gravity to bend light
GMs may want to rule that the ability o an esper
to generate a powerul eect that deviates romtheir power is limited by their level.
Accuracy and Dodging: Upon declaring an attack using esper powers, the attacker makes an accu-racy roll. For attacks doing physical damage, roll2d10 against your coordination. For this roll, addyour ESPer level and the number o points spenton increasing the AOE o the attack to your coor-dination (larger area attacks are harder to dodge).
Subtract 1 rom your coordination or each pointabove 3 spent on increasing the range o the at-tack. Te deender rolls coordination. Whoeversucceeds with a higher margin o success wins(hits with or dodges the attack). For mental at-tacks, use the mental stat in place o coordinationor both attacker and deender.
Deense: I you have stored up power points whensomeone successully attacks you, you can spendthose points to negate some o the damage at the
rate o 4 stored points per 1 point o damage ne-gated. Describe how you do this with your power.Ex: bringing up a sheet o ice to block a launchedrock, cutting through some o the vines o anattacking plant using a blade o vibrating ironparticles, etc.
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Critical Failures: When rolling dice each turn to de-termine power points, an esper can lose control o their power and suer backlash rom it. A level onecannot have a critical ailure. A level 2 that rolls 2or lower on both dice has a critical ailure. A level 3that rolls 2 or lower on 2 o their 3 dice has a criticalailure. A level 4 that rolls 3 or lower on 3 o their
4 dice has a critical ailure. A level 5 that rolls 3 orlower on 3 o their 5 dice has a critical ailure. On acritical ailure, the esper gains no points this roundand instead loses all stored points and takes damageequal to the points they would have gained plus thestored points they lost.
Unconventional Powers: Some powers aren’t mod-elled well by this system o attacks. For example,animal control wouldn’t have a way o directly do-ing damage. See the Powers Appendix or explana-
tions o how some o these powers can be used incombat.
Sample Combat: o be done later, when weaponsand equipment are nished
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5. Weapons and Equipment
Guns, Germs and Steel: Sometimes esper powersaren’t the best tool or the job when it comes tocombat. An esper could be gied with an ability such as psychometry that leaves very little room
or combat applications. Te Level 0 in theparty also needs a way to deend themselves.Tat’s where weapons come into play.
As the party will likely be playing studentsgiven the setting, most o these weapons willbe o the improvised variety or weapons thatare easy or teenagers to acquire. Firearmsand more lethal weapons will still be availablebut will probably require association with theproper organizations (legal or criminal) to beobtained.
Weapons and Stats: Each weapon correspondsto a certain base stat that governs its use. Mostbashing weapons such as batons, bats and clubsuse the Physical stat, as do large swords, axes,etc.
Some melee weapons, such as rapiers and dag-gers, rely more on nesse than brute strength andthus are based on the Coordination stat. Mostranged weapons like bows and rearms need a
steady hand to be used eectively and are alsobased on Coordination.
Weapon Mechanics: A character must have thecorresponding weapon skill to use bladed orranged weapons. Others (ex: clubs) can be usedunskilled by rolling only the corresponding stat.
Each weapon has two character traits. First isan accuracy modier. Tis number is added orsubtracted rom the target number when makinga skill check to use the weapon.
Te second is a damage roll. On a successul hitwith the weapon, roll the specied dice, add acombat modier, and deal that much damage tothe target.
For examples, see the Combat Mechanicschapter.
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Weapon ypes
Tese are more guidelines than they are hard andast rules.
Unarmed: Sometimes you just have nothing to useor a weapon. Doesn’t mean you can’t turn your
body into a deadly weapon with proper martialarts training.
Stat: PhysicalAccuracy: +0Damage Dice: 1d10-1
Simple Clubs: Tese weapons could include abroken o chair leg, a police baton, a particularly thick tree branch, or a cane. No matter what the
player has chosen to name their skill, they canwield similar weapons that t this list.
Stat: PhysicalAccuracy: +1Damage Dice: 1d10
Big Stick : Baseball bats, long wooden stas, etc -these larger blunt weapons can really hurt i they connect, even breaking bones or causing seriousinternal injuries. wo hands to wield.
Stat: PhysicalAccuracy: +0Damage Dice: 1d10 + 4
Small Blades: Pocket-knives, daggers, and the likemay be small, but their sharp edges make themlethal weapons.
Stat: CoordinationAccuracy: +2Damage Dice: 2d10 -4
Big Blades: Axes, swords, all your classical medi-eval antasy weapons go here. wo hands to wield.
Stat: PhysicalAccuracy: -1Damage Dice 2d10.
Ranged Weapons
Ranged weapons require membership in Anti-Skill or an equivalent law enorcement agency ora criminal group to possess. Te GM should leanheavily towards limiting i not prohibiting theiruse by PCs. Tese are mainly NPC weapons.
For each 10 yards past 30 that a rearm is red,subtract 1 rom accuracy.
Bows: Longbows, crossbowsStat: CoordinationAccuracy: -3Damage Dice: 2d10
Small Firearms: Pistols, derringers, etc.
Stat: CoordinationAccuracy: -1Damage Dice: 2d10 + 2
Big Firearms: Ries o all sorts, shotguns, etc.Stat: CoordinationAccuracy: +0Damage Dice: 3d10
Equipment/Misc
Riot Shield: Tese occupy someone’s hand whenheld. As an action or their turn, someone canchoose to duck behind the shield rather thanmake an attack or take another action. I they doso, the riot shield absorbs all rearms damagethey would take. Te riot shield is treated as i ithas 20 hit points. When its HP is reduced to zero,any damage over the minimum amount to reduceit to zero is dealt to the user. Melee weapons canattack around riot shields and are not blocked.
Body Armor: When worn, all damage taken isreduced by 2.
azer: on a hit, the target rolls vs Physical to see i they are stunned and unable to act next turn.Stat: CoordinationAccuracy: -2Damage Dice: 1d10
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6. Powers Appendix
Certain powers don’t unction well using thestandard system o power points as damage.Here are some o them and how to use them.
Animal Control and Animation: When rollingor these powers, add up the result o the diceand double it. Tese points can be distrib-uted to orm the base stats o an animal youcontrol or a golem you create. For animation,you can instead use these to bolster the statso a golem you control instead o creating anew one. Each esper can control a number o
animals/golems equal to their level. Bufng agolem makes a single golem count as one moregolem.
Golems and animals can be given modi-cations to their attacks by spending powerpoints. A maximum o 21 points can be spenton a golem or animal in this way.
Golems and animals require a Mental stat o atleast 6 to act on their own. Otherwise, the espermust spend a turn mentally issuing orders andoreit an action on their turn in order or theanimal or golem to act.
Physical Enhancement: Divide your roll orpower points by two, rounded down. Distributethese between your Physical and Coordinationstat. Tis can only be stacked three times.
Tis does grant temporary HP, but this is lost
as soon as the battle is over and the esper stopsusing this power. Tis loss o HP cannot reducea character to less than 0 HP. I a character isalready below 0 HP, they lose no HP rom this.
Modication points can be used to augmentphysical attacks using weapons each turn, giv-ing them area o eect shockwaves or stunningcapabilities, among other eects.
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Sensory Enhancement:
Mental Enhancement:
Shapeshiing:
Photoreexive Memory :
Duplication:
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Unconventional Combat Usages
Certain powers may not necessarily have oen-sive combat as their most intuitive use but none-theless have very eective combat applications.However, since these are unconventional uses,
these powers always require a deviation eect todeal damage.:
Medium Efect (3 points)
eleport (teleporting items into other people)Barrier-Field Manipulation (using barriers topush people)Portals (dropping stu on people, inging themusing portals)Light (shoot a concentrated laser)
Large Efect (5 points)
Probability (make a car swerve into an enemy)Phase Walk (cause internal damage to a oethrough phasing)Power Nullication *requires level 4 or above(shut down someone’s power so violently they ace backlash rom it)
Non-Combat Powers
Yet some other powers have essentially no abil-ity to be used oensively in combat. For theseabilities, treat their use as i the esper were out o combat rather than using the power point sys-tem. Some o these powers may have other eectslisted in their descriptions or when they are usedin combat:
RegenerationChameleonPrecognitionPsychometry
Mental Powers in Combat
Mental have a much more subtle yet still very eective role to play in combat. Ratherthan directly deal damage to opponents,they have other debilitating eects.
Rolls or attacking with and deendingagainst Mental powers use the Mental statrather than Coordination.
Rather than using power points to buy dam-age, reer to the chart or using esper powersoutside o combat to determine how mucho an eect a particular mental ability has onthe target. Range, AOE and other modierscan be applied as usual.
In addition, or each stage (interval o ve- seen on the out-o-combat esper powerchart) bought with power points, the targettakes a -1 penalty to all rolls the ollowingturn.
Te ollowing powers all under this cat-egory:
Memory Manipulationelepathy ConusionHallucinationSensory Antagonism/AgonismEmotion Antagonism/AgonismDream Manipulation
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Power Descriptions: Here are basic descrip-tions o the powers in the game as well as suggestionsor modications when using the powers in combat.Please note that these are guidelines, rather than
restrictive denitions o the powers.
Elemental Powers Air Control
You control the ow o air, you can create mighty winds or snu out the greatest ame with the power oyour mind.
Fire Control
Mighty ames obey your every command, by risingto your ull potential as an ESPer you can create iner-nos with a snap o your ngers.
Water Control
Water orms itsel according to the ground it owson, the exception is you. You have the power to controland orm water, with the right training tsunamis arewithin your reach.
Earth Control
Te earth itsel obeys you, it cracks open at yourword and orms itsel with a wave o your hand.
Metal ControlMetals bend to your will, cars quiver like jelly on a
washing machine and U-beams bow beore you. YouARE the Iron Man.
Electricity Control
Te current within your body is at your command,you can shoot arcs o lightning rom your ngertipsand start appliances by looking strictly at them.
Synthetic Material ControlMan made materials like plastic, glass and ceramicsare like putty, ready to be ormed by your hands.
Magma Control
Earth melts under you stare, asphalt bubbles as youwalk by and the guys in the skyscraper better hope theoundation isn’t concrete.
Electromagnetic Wave Control
Radiation, UV Rays, X Rays, Microwaves andGamma Rays are all under your control.
ransmutation Control
Everything is matter, only in dierent states.You have the power to change this matter into
anything you like. See the cellphone in you hand?Look again, the cellphone is now a wallet, thewallet is now diamonds. Anything is possiblewhen you’re a Level 5.
Force Powers
Gravity You have control over gravity itsel. Pin your
oes with a crushing orce or leap rom rooop to
rooop as i you were lighter than air.
Friction Walk on ice with the greatest ease or watch
your opponents slip and all no matter how stur-dy their ooting is. Friction is under your control.
Pressure You can manipulate pressure. Lazily pop bal-
loons by increasing internal air pressure or crushyour enemy’s bones with your power.
Light Light bows to your command. You can switch a
room between pitch black darkness and a blind-ing brightness with but a thought.
elekinesis Spooky action at a distance. Your ability to ma-
nipulate the world doesn’t stop at your ngertips.Li and throw objects rom aar.
Mass Control Glass bends like rubber. Paper becomes a sti
cutting edge. Your thoughts can mold the rigid-ity and hardness o objects, twisting them to yourwill.
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emperature You are Laplace’s Demon’s worst nightmare.
ranser heat between objects in ways that seemimpossible. Never suer through the scorchingheat o a summer day again.
orque
Many things give when you just give them atwist. Break open a bank sae with a huge shearingorce, or just open a jar o pickles.
ime Manipulation You can never have too much time. Slow down
time and wow your oes as your pistol shootsaster than a machine gun. Hit your enemies be-ore they can even see you coming
Momentum
Te trajectories o moving objects obey yourwhim. Redirect bullets Neo-style. You are TeOne.
Mental Powers
Memory Manipulation
Revisionist history at it’s best. Memories areour past, they dene our personalities and experi-ences. So what happens when someone is able to
control them? It’s up to you to nd out!
elepathy
Skip those pesky human communication meth-ods and plunge directly into the brains o others,even uninvited! alk with them, see what they’rethinking, you can even manipulate them! All o this and more in the wonderul eld o telepathy.
Conusion
Blur the senses, change perception, warp thesanity o your oes. People won’t even know what’sgoing on, because, well, that is just the thing youdo.
Hallucination
Humans, we are sensitive olk. We know ourworld because o that sensitivity. ouch, taste,smell, sight, hear; the senses are yours to play with. Have un!
Sensory Agonism/Antagonism
Te nervous system is your domain. Painand pleasure are your toys. Care to test Pav-lov’s conditioning to the limit?
Emotion Agonism/Antagonism
Lovers and madmen have such seething
brains, such shaping antasies, that apprehend.More than cool reason ever comprehends... Itcomprehends some bringer o that joy; or, inthe night, imagining some ear, how easy is abush suppos’d a bear.
Dream Manipulation
Leave the connes o your body and en-ter the wondrous eld o dreams. Strollingthrough other people’s subconscious, you canirrupt into them when they are most vulner-
able. Just be careul, not every dream is a gooddream.
Power Nullication
Strip the gied abilities o the people aroundyou, take them out o their comort zone.What is a psychic without his powers? estthem, bring them down rom their high levels.
Power Absorption
You are hungry or other people’s powers,there’s just no ood ner than the abilities romothers. Use it against their own masters. Justbe careul, gluttony has never been good...
Mental Enhancement
You need a little push, a little extra on yourperormance? Tat’s cool, that’s cool. You’vegot what you need. Go beyond your own lim-its. Reach or the sky.
Biological Powers
Plant Control
Some people have a green thumb, and canseemingly make any plant grow. You can do armore than that. Trough sheer will, you cancommand plants into taking action, as well asconduce growth or withering.
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Physical Enhancement
You understand the link between mind andbody. Trough your mind’s psychic power, youcan ampliy the capabilities o your body to reachincredible heights.
Sensory Enhancement
You might not know anything, but with senseslike yours, it’s easy to nd anything out. oughtest? Just read the answers o that guy in the arcorner o the room, they might as well be writtenon the board, with eyes like yours.
Regeneration
Injuries atal to the average person mean littleto you, as you heal at supernatural speed. At ahigh enough level, you might even recover lost
limbs.
Shapeshiing
Quick adaptation and adjustment to your body allows you to change your orm to suit circum-stances, be it with claws or another person’s vis-age.
Animal Control
You’re king o the jungle, and you have thepower to make any animal obey your orders.
Animation
Te power o lie is in your hands, and you canshare it with inanimate objects to make tempo-rary golem servants.
Photoreexive Memory
“Don’t worry, I saw someone try this in a mov-ie, once!” I you’ve seen it done, you can repeat it,rom a parcour roll to a karate kick.
Disease
Colds, viruses, plagues, they’re pawns to you.While only an elite ew may generate a disease,you can manipulate them to inect your target,protect yourselves, or cure their victim.
Chameleon
Your body adapts to your surroundings to con-ceal yoursel. Why run or cover when you canbecome all but invisible?
Chameleon
Your body adapts to your surroundings toconceal yoursel. Why run or cover when you can
become all but invisible?
Anomaly Powers
Barrier-Field Manipulation
Te best oense is a good deense. Well, yourmind provides you with the greatest deense. Cre-ate impenetrable walls with your psychic abilitiesand ward o any harm.
eleport
No more traveling, no more hurrying up, nomore stuck in trafc. Move rom one place to an-
other in the blink o an eye. Just be careul not toteleport into something nasty.
Precognition
Use your psychic third eye to reach into theuture, acknowledge and dey ate. Why wait tillthings happen, when you can know it right now?
Psychometry
Everything is imprinted in reality, and yourability lets you see that. ake inormation rom
every object you see. I walls could talk... Well,they can. o you.
Portals
Want to teleport, but you want to actually seewhere you are going? Not instantaneous, but morepractical. Portals: or the good o all o us, exceptthe ones who are dead.
echnokineticism Not just or hikkikomoris, now your computer
can really be your best riend. Your control overmachines can turn cars and toasters into deadly weapons.
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Duplication Ever wish to yoursel that you had a lighter?
Well, i you know how works, you can alwayshave one. Your mind can create objects that it hasencountered beore and understands on a unda-mental level.
Probability You can twist Lady Luck’s arm - but she’ll get
you back. Win the lottery but then nd everythingelse in your lie starts going wrong to pay back theluck debt and restore balance.
Projection A simple thought can temporarily project an
object into existence. You’ll always have the righttool or the job.
Phase Walk You are like a ghost - you walk through walls
and other solid objects. Great or espionage andspying - or just peaking your head into the lockerroom.
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7. GM Aids
Players stumped during character creation?Have someRecommendations or Freeorm Skills:
Physical: Running, Climbing, Pain olerance,Karate, Baseball Bat (weapon), Hold Your Li-quor, Swimming, Axe (weapon), Forced Entry
Mental: Computers, Engineering, DiscerningEye, Current Aairs, Architecture, Coun-tereiting, Physics, Medicine, PhotographicMemory
Social: Charm, Detect Lies, Deceive, Intimida-tion, Fast-alk, Haggle, Public Speaking, Com-manding Presence, Seduction, Disguise
Coordination: Driving, Acrobatics, Stealth,Conceal Item, Bow (weapon), Firearms (weap-on), Lock-pick, Trowing
Sample characters, sample campaign ideas, etc gohere
because god knows you’ll need ‘em…
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A Certain Scientific Character Sheet
Player Name:
Character Name:
ESPer Level:
ESPer Ability:
School and Organizations:
Character background, traits, short bio:
Stats
Equipment and Weapons:
SkillsPHYSICAL MENTAL SOCIAL COORDINATION
current hp
max hp
x 5
Unspent Charac-
ter Points
÷ 2
round down
move
speed