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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 10
Making Your Character 13
Combat Mechanics 17
Weapons and Equipment 22
Powers Appendix 24GM Aids 34
A Certain Scientific Character Sheet 35
Potential Next Project? 36
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1. Welcome to Academy City!Te year is 20XX. It has been exactly twenty years rom the current date. Te city o okyo has become atechnological juggernaut leading the world into the uture with the power o scientic achievements andhuman ingenuity with just a little thanks to human evolution.
In this day and age there exists a breed o humans known as ESP (Extrasensory perception) users. Es-pers or Psychics or short, they are an accepted part o society in this brave new world. Tey are how-ever, a very tightly controlled and well trained part o society as every girl and boy with an ounce o psy-chic power is sent to school in the new preecture o Academy City. Here more than two million Espersand all the parts o society needed to support them, come to school under a special curriculum at oneo countless schools where their powers are honed or uture use. Government supported and acceptedthey exist in a contrast to the other anomaly o humanity, magicians who put their aith and abilities inGods and rituals. Tese ancient rites exist side by side with the new Esper talents aided by the wonderso science to create a vibrant world o breathtaking magic and awe inspiring technology.--------------------------
Welcome to the World o o Aru Majutsu no Index!I you ancy yoursel a well read and educated person on the setting as perhaps you enjoyed the animeor the manga, you may eel ree to skip this introduction. However, it doesnt hurt or a reresher as weput it in the context o a Role Playing Game.
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In o Aru Majutsu no Index the world has advanced to a state both easily recognized and easily misunder-stood rom what we know aer the rst decade o the second millennium. Te basics remain the same interms o technology, youll nd all the 21st century conveniences without any issue i you were to go throughan average apartment. Mannerisms and general attitudes o populations are also airly similar with a ewimportant exceptions. o make it short, people are still people and the ridge was happily not replaced by areeze dried ood cabinet. However, what has really changed between our world and the world o AcademyCity has been the unctioning o society in response to the phenomenon o Espers.
Espers and Academy City:Te raising and care o the millions o Espers in Japan alls to special government sections who train, teach,and care or them or the rst two decades o their lives. Te most stunning example o this exists in Acade-my City in western okyo. Here 2.3 million live and study to become better Espers while scientists and teach-ers perorm experiments using psychic power to urther their understanding o numerous elds rom windcurrent studies to cancer research to human cloning. Here is where the students in the Index RPG will livenearly the entirety o their rst eighteen years and where the Player Characters will live as well. It is all in alla unctioning city much like any other with the major caveat that it is dedicated to educating young Espersand teaching what is known as the Power Curriculum or Kaihatsu.
Te Power Curriculum:Tis broad term is used to describe the many physical and mental challenges growing Espers must undergoto awaken their latent talents. Much o it is similar to regular school work and some o it truly is typicalwork or any school age kid. However, through various other exercises and practices by the schools o Acad-emy City the students awaken their talents through small steps using their minds power to bend spoons ormanipulate small objects to nally going through tasks that test the limits o their nally awakened talents.eachers who are oen non-Esper themselves are in charge o administering this curriculum with aid romDoctors and scientists who exist in a plethora within the walls o Academy City. Every student who passesthrough the halls o a school in this district o okyo will participate in Kaihatsu in some shape or orm withvarying degrees o success.
Schools o Academy City:Te essential truth o schooling in Academy city is very simple with just the slightest o twists. Everyone islearning the Power Curriculum. But not everyone is learning the same curriculum.
Every school in Academy City caters to teaching the psychically endowed the methods and means to awakentheir powers. However, while the end o this schooling road is very clear the road that leads there is not al-ways so. At each institution the sta are given a certain amount o leeway as to how they teach their students.While all o them also include a basic education as a normal student might receive outside the preecture,rom there on the methodology tends to be dierent. Some teachers might be given to using techniques likehypnotism and strenuous mind exercises like Columbus Egg. While on the other hand there are many who
stick to a simple set o spoon bending exercises combined with school work geared towards their under-standing o Esper powers. Even environment is considered as some students are aorded to live in the lapo luxury while others live with the bare minimum. As an Esper child your road to psychic awakening andempowerment could take many orms.
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Organizations:Within and outside o the schools there are many organizations, mostly scientic and benevolent in nature,working within the connes o Academy City. Tese organizations set up above and below ground to workon the many projects that give the city its lieblood and its purpose undertaking such grand projects as creat-ing small clone armies or developing new convenience products or its citizens. However, as a ully unction-ing city at all levels it has its own private and public organizations not directly dedicated to the ocus o thecity. A great example o one such group is a common sight amongst the throngs o students is the pan-school
disciplinary committee known as Judgment. Tey are entirely student age enorcers o school rules or theEspers in Academy City and handle disciplinary actions in all sorts o situations while not being true police.Tere are a number o other school related organizations that exist alongside ocial government organi-zations and all these are known to the inhabitants. However, what happens inside supposedly abandonedresearch complexes or under the old transport rails is only whispered in secret with many speculating as towhat could possibly be lurking in the shadows o the underground or lurking on the Outside. Its an opensecret that no one seems to pursue but here is where much o the darker and more secretive organizationstake to doing their work.
See the City!
In Academy City there are a ew unmistakable landmarks and certain geographical eatures that everyone
native to the preecture can point out on a map [Reerence page here once map is included?]. A ew includethe Central Bridge (Note or Editor: No known name or this as Ive searched the manga. But it appears a lotin the background or in various scenes.) that spans the waterway dividing the city, the city gates where allnew arrivals enter rom okyo, and the central waterway (Note to Editor: No known name once more.).
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Education or the Esper Generation!
In Academy City there are thousands o schoolsall over the city. Each learning institution has itsown ways o teaching, its own interpretation o thePower Curriculum, and its own peculiar environ-ment. Every known Esper in greater okyo will pass
through the doors o an Academy City school atsome point but their talent, ability, and just a littleluck will dictate which o those doors it will be.
Schools o Academy CityA Certain High School Te school Kamijou oumaattends in the series, this school is a airly typi-cal mid level Esper school that unctions similarlyto any normal Japanese high school. It uses airlytypical methods like bending spoons with ones
mind mixed with the occasional harsher techniquesreserved or troublemakers. Te grounds are airlyexpansive and well tended to however and includea elds o grass with a set o windmills and a smallpond making or rather picturesque picnic locationsonce lunch period starts.Nagatenjouki Academy Tought to be the topschool in Academy City where anyone with an in-nate talent can be invited to attend, Esper or not. Itruns similarly to okidawai and is an active sportsschool.
Sakugawa Middle School A airly typical schoolmodeled on the schools outside o Academy City.Te sta and students have a unique dress code andmanner o teaching that lends well to the aesthetics.Zassou Academy Geared towards a more techni-cal ocus the school is located in Academy City butis truly meant or those aiming to hone a skill quiteunrelated to Esper powers. Its main ocus is teach-ing students the skills to become computer pro-grammers and game designers.okidawai Middle School A prestigious school andone o the top ranked schools in both the countryand the Outside. Its grounds are part school partmock Victorian mansion with all students living onthe campus itsel. Te rest o the grounds are madeup o gardens and a small sports acility. It has ahigh bar o admittance and maintains a strict levelo discipline and training amongst its students evenduring non-school hours.
Kirigaoka Girls Academy Tis school is airly typi-cal in architecture, appearance, and other such aes-thetics. Its student lie is airly similar to most othertypical schools as well. However, its reputation as atop ranked school comes rom a mindset o dierentis better rather than stronger is better unlike othersimilar schools. Te Power Curriculum appears herein a orm that caters to those with more unusual and
outlandish abilities.Misawa Cram School A rather unusual schooleven just rom looks alone, this towering doubleoce building presides over the urban landscape inan imposing manner. Te students that attend thisschool are there mostly or extra lessons or prepa-ration or exams. Tey come rom any number oschools in the area to study or cram. However,recently the school has been the nexus o a numbero ill rumors about science cults and brain washing.
Pan-School EventsTe Daihasei Sports Festival An inter-school sportscompetition between a number o the schools in thecity. Occurs during the summer.Summer Festival A number o schools open to thepublic or various estivities o their choosing. Tisis much akin to the school estivals many Japaneseschools in the present day organize.
Non-Canon Schools
Oyaune Athlethic Academy- A co-educationalindependent high school or physically capableEspers located in the twentieth district o AcademyCity. Here students are taught a version o the Cur-riculum that ocuses heavily on achieving results intests o physical endurance and sports skills. It hasa tremendous reputation or creating highly athleticEspers and is well known or those results.Platinumberg International School (PIS) - is situatedon the thirtieth district o Academy City. It oers an
English medium, international primary education.Te school is a non-prot making school managedby an Academy City Director.Te Art Academy o Academy City- is a private col-lege o art and design, located on the nith districto the city. It was originally ounded by Kaizumisugutoshi and it was legally separated rom themuseum and became an independent college o artand design since last year, Espers rom this schoolusually use their abilities to polish their art skills, sotheir result in psychic test are usually above average.
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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.
AIM An Involuntary Movement is exactly how itsounds. Its an involuntary movement Espers createby their very presence in the surroundings. Whileusually unseen and unheard some Espers and equip-ment can detect this AIM. Oen it is used to trackmovement o Espers or gauge their level.
Anti-Skill - Academy Citys police and securityorces. 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 particularlycruel 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 been
cordoned 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 Citys student-based disciplin-ary committee. Tey are composed o students ovarying grade levels and power, and along with Anti-Skill, are tasked to maintain peace-and-order withinthe school system.
Kougyou Daigaku Research university thatoperates the security satellites watching overAcademy City.
Level Reers to the general mastery and powerover the Espers 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.
Macronall Hamburger A popular ast oodchain in Academy City.
Magic Chapel Sub-arm o the Puritan Churchwhich works on storing and keeping magicalknowledge.
Magic Name A similar concept to a nom-de-guerre this name is used by magicians duringtheir ocial or personal use o magic or onepurpose or another. Te method behind choos-ing such a name varies.
Magician One who can manipulate seeminglyhidden 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 with
magical experimentation and psychic powers.Unknown to the general public.Ex. Creators and keepers o the Magical Index.
Power Curriculum Program 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.
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Puritan A religious and magical order based outo the United Kingdom.
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 0s group in Academy City, which havenumbers up to thousands. Teir goal is to ght orrights in a city where those without abilities arepicked on by those who faunt 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 girls school serving themiddle 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 MechanicsA Certain Scientic Roleplaying Game uses
a d10 roll-under system.
Base Attributes: Tere are our base stats in thisgame.Physical - physical strength and constitution.Mental - Not only sheer intelligence, its also thespeed o thought and everything thats 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 anyapporpriate modiers rom skill or the diculty othe 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: Johns character has a 12 orhis 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 isntenough 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. SeeGM 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 orconducting rantic research in a library when pressedor time. However, in a situation where theyre calledupon to address someones reaction to a drug that hassome neurological eects but also a plethora o othereects, they might only be able to add one or twopoints 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 isnt a good enoughrepresentation o how dicult a task is. Making aphysical check to li a heavy box is not the same asmaking a check to manually fip 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 amiliarwith 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 nottheyre blung.
In these cases, both players roll to see i theysucceed 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 osuccess o 7 and thus wins the opposed check..
When to Roll: Not every action requires a skillcheck. Generally rolls dont need to happen orsomething that someone can casually do in reallie and doesnt directly oppose someone elsesaction.
Tumbing through a book at the library to ndout more about a subject wouldnt 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 dont 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. Relative power o a specic use o anablity progresses bystages. Tese are applied incombat as well when rolling or status eects ornegating them as well as other applications.
Stage Guidelines
1-5: Stage 1. Te esper can hardly make an eecthappen with their power. Maybe they move some
widgets across their desk. Maybe they can lighta cigarette or give someone a mild burn. Its notmuch.
6-10: Stage 2. You can make a small display oyour power. Perhaps you can hurl an objectacross the room or make a small golem.
11-15: Stage 3. Your power is o very commonlevel. You might be able to call upon great physi-cal strength or keep someone trapped or a shortwhile inside a barrier.
16-20: Stage 4. Tis is the upper limit o the com-mon ESPers power. While not massive, it canbe very eective i used eciently. You might beable to shi your body enough to orm a brilliantdisguise, i not to fy.
21-25: Stage 5. Youre beginning to call upon highlevels o power. Your currents o air can cut rom
near and ar or power over torque might rip areinorced door o its hinges.
26-30: Stage 6. Tings are getting dangerous.rees might turn into soldiers or you and yourteleportation might reach hundreds o eet.
31-35: Stage 7. Its easy to stretch your powers intonew directions. You might duplicate increasinglycomplex objects or begin to breed new strains oexisting diseases.
36-40: Stage 8. Youve reached a level o power
ew hope to achieve. Your near invisibility mightextend to possessions on your person, or youmight shi the odds to win the lottery.
41-45: Stage 9. You can probably level small build-ings with ease. I youre reading someones mind,theres hardly anything that theyll be able to hiderom you.
46-50: Stage 10. Tis is the true meaning o aLevel Five. Easily short out the power o an entire
city - on accident. Youre wielding power thatrivals that o the gods.
Contested Powers
When using esper powers to apply a status eecton someone (ex: disorientation, mind control)or when two espers use powers in oppositionoutside o combat, each esper rolls d10s equal totheir level to determine power o their attemptand then rolls 2d10 against the appropriate stator their power (see ch. 6) + the stage o theirprevious roll. Tis is a contested roll as normal.Non-espers simply roll against the stat unmodi-ed.
Critical Failures: When trying to use their power,an esper can lose control and suer backlash. Alevel 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 their
3 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 CharacterCharacter Concept: Come up with an idea oryour character rst. Maybe youre the level 5ace or your school. Maybe youre 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 personalityis 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 its 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 4101+ - 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
POWERS Elemental (1-2) Forces (3-4) Mental (5-6) Biological (7-8) Anomaly (9-0)1 Air Gravity Memory Manip Plant Control Barrier Manip
2 Fire Friction elepathy Phys. Enhance-ment
eleport
3 Water Pressure Conusion Sensory Enhance Precognition
4 Earth Light Hallucination Regeneration Psychometry
5 Metal elekinesis Sensory Manip Shapeshiing Portals
6 Electricity Mass control Emotion Manip Animal Control echnokinetics
7 Synthetics emperature Dream Manip Animation Duplication
8 Magma/Lava orque Power Null PhotorefexMemory Probability
9 Ele/Mag waves ime Manip. Power Absorb Disease Projection
0 Wood Momentum Mental Enhance Chameleon Phase Walk
Each power is governed by one or two stats (see: ch. 6). Applying status eects and other contested rolls withpowers use these stats. I there are two stats, average the two and round up. Te stat used depends on thestat o the attacker/user, not o the deender. Ex: When rolling contested or re, use each espers mentalstat, even i the deender is a telepath and normally uses mental/social.
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School:Roll 1d10, reroll on 8-10.
1 - A Certain High School2 - Nagatenjouki Academy3 - Sakugawa Middle School4 - Zassou Academy
5 - okidawai Middle School6 - Kirigaoka Girls Academy7 - Misawa Cram School
I you want, add the non-canon schools romchapter 1 or rolls 8-10.
Student Background:
Roll 1d101 - Experimental Subject/Child Error2-3 - Delinquent (Skill-Out)4-7 - Regular Student8-9 - Honor Student
0 - Agency Connections (Judgement, Anti-Skill)
Character raits/Background Chart
Roll d100 and use the result on the table below.
d100 00 10 20 30 40 50 60 70 80 90
0 Phobia Ineriority Complex
Hero Wor-ship
Fireghter Connected Indepen-dent
Farmer Anemia First-borno a hugeamily
AnimalRefexes
1 Always onthe move
Local hero AnimalLover
MainCharacter
Emotion-ally scarred
Butler/Maid
Cook Can't standthe Sun
MotorcycleRider
Drug Addict
2 Judgement Unlucky Supersti-tious
Nervous Engaged tobe married
sundere Journalist Occult Fan Memorieso a pastlie
Food Conoisseur
3 Attackedby animal
Fist-ghter Over-achiever
Anarchist Foreigner Stalker Genius Coward Hippie Hetero-chromia(dieren
color eye4 Celebrity Computer
whizCharitable Pyroma-
niacIn a rela-tionship
Positive Religious Book Au-thor
Crybaby Night Ow
5 Orphan Unde-servedreputation
Olympian Fanbase Airhead Rebel Rock Star Multi-lingual(Knowsmore thanone len-guage)
Survivor MorningPerson
6 Hobbyist Overcon-dent
eam-worker
Part-timeJob
Attrac-tive/GoodLooking
ClassPresident
Vertigo Hermit Melan-cholic
BirdWatcher
7 Bookworm Gluttony O theGrid(Higherlevel thanone wouldthink)
Perection-ist
FamousParent
RoyalBlooded
SkilledwithWeapons
Pariah SharpSight
Gambler
8 Hooligan Gemstone Musician Family inthe city
New inown
19 year oldESPer
Sympa-thetic
Only Child FastLearner
PerectChildho
9 Shut-in Didn'twant this!
Wealthy Still livingat home
Childlike KaraokeAddict
Fisherman Last Child NaturalLeader
Short Sig
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Random School Generator:
Dont want to be part o a canon school but dont likethe non-canon ones weve provided? Roll up charac-teristics or your own school and name it whateveryou want.
Other Organizations:
Your character can be part o Judgment, Anti-Skill, Big Spider or a variety o other organiza-tions in Academy City. I youre generating arandom character, you need to roll the AgencyConnections result to do so.
For point-buy characters, GMs should becareul about giving out organization mem-bership too easily. Tey should, however,consider giving level zeroes membership inan organization that could get them access toweapons and better combat options.
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 orsomething 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 what
kind o situation would lead to your characterdeveloping those skills.
Tey can also be used to buy base stat pointsat a cost o 3 character points per base statpoint.
In the case o a player who wants to increasetheir characters ESPer level, they must rstget the GMs 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-ters use o their ablity along with anythingelse the GM deemsappropriate.
School History: roll d10
1. poor construction2. murderous past3. amous alumni4. haunting rumors5. horrible experiment6. well-unded7. privately owned8. glowing reputation9. religious aliation10. student suicides
Facility raits: roll d10
1. labyrinthine2. modern look3. high tech labs4. gothic architecture5. beautiul gardens6. extensive sports elds
7. large gym acilities8. swimming pool9. combat training ground10. secret acilities
Academic raits: roll d10
1. ruthless teaching2. slackers paradise3. arts ocus4. technical ocus5. extracurricular ocus6. too much homework7. cheaters haven8. experimental teaching9. brilliant teachers10. cram school
Student Body: roll d10
1. many level 0s2. rich kids3. slum kids4. middle-class kids5. high average level6. low average level
7. predominant race8. one esper power/type9. mental problems10. level 5 esper attends
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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 thedeenders 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 is de-termined 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. Teyroll a 12 and succeed with a margin o 3. Te deenderrolls an 8 against coordination o 9 and succeeds by1, 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 opower points theyhave 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 oa round can be stored to be used in later rounds. Ithe total stored points exceed the maximum theycould 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 dont count towards damage.
Modiying Range and AOE: Te range o an attackcan 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 by10 square yards or each point, with no upper limit.
Modications: Attacks can be modied in one otwo 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, temporarilydropping 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 attackusing 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 dam-age negated. Describe how you do this with yourpower. Ex: bringing up a sheet o ice to block alaunched rock, cutting through some o the vineso an attacking plant using a blade o vibratingiron particles, etc. Additional points can be usedor the purpose o bolstering the power stage oa deensive move to negate attack damage butdo not reduce damage i only 1, 2 or 3 points areadded instead o a multiple o 4.
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Mechanical Changes In-Depth: Each time an attack hasa mechanical change applied to it and hits the intendedtarget, the attacker and deender must make a contestedroll to see i the eect takes hold.
For this, have each roll against the corresponding stator the power type o the attack + stages o power. Tis
is a normal contested roll.
For determining the attacks stages o power, use theguidelines rom ch. 2 but use only the points spent onthe attack (including all modiers) to determine that.
For determining the deenders stages, apply the guide-lines to the points used to negate damage rom theattack.
Power Stage Chart Replicated
Stage 1 1-5
Stage 2 6-10
Stage 3 11-15
Stage 4 16-20
Stage 5 21-25
Stage 6 26-30
Stage 7 31-35
Stage 8 36-40
Stage 9 41-45Stage 10 46-50
Status Eects
Its easy to think o mechanical modications to an at-tack as status eects. Here are some examples o statuseects that could be applied to attacks and the resulto the eects. In some cases, status eects grow morepowerul as the level o the esper increases. Some ex-
amples or that are below as well. Tese are only guide-lines to help. Feel ree to modiy them at will.
Constricted [large]: You are immobilized. Suocating,getting crushed, i you dont struggle to escape, it couldbe your nal hour. Roll against physical - 3 each turn toescape. In the hands o a particularly high level esper,this status may also cause 1d10 -3 damage each turnrom its crushing orce.
ripping [small]: An attack sweeps you o youreet. On your next turn, you may only make amovement or take an action, not both.
Stunned [medium]: Your head is spinning and yourbody is not responding, your mental status couldbe penalized. You are unable to act on your next
turn.
Dazed [variable]: Te world is blurred and justwont stay still, it is very hard to keep you balance,your coordination could be penalized..For the next x turns where x was the stage o theattack, take a -3 penalty to all rolls.
Poisoned [variable]: Some sort o deadly substancehas made its way into your body. Side eects vary.
Paralyzed [large]: Your body cramps up, you arestill aware but you simply cant move. reat asConstricted, substitute coordination or physical.
Crippled [variable]: A particularly nasty injury,typically along the lines o broken bones juttingout o the fesh. ake a variable penalty to all physi-cal and coordination rolls.
Slowed [variable]: Something hinders your move-
ment, whether by failing roots grappling your eet,or a cast o ice encasing your leg. ake a variablepenalty to dodge rolls and movement.
Mind Controled [large]: Youre but a pawn o an-other espers will.
Inuenced [medium]: Not in direct control o oth-ers, but youre still being used. You may not seeanything wrong, you may even think that this isreally what you want to do. But its not.
Lost a Sense [variable]: A blind light, a loud noise,or maybe even an esper, there are several thingsthat can leave you without one o your senses. akeappropriate penalties to move, dodge, etc.
Mesmerized [medium]: Something is aectingyou. Illusions, charms, they will try to gain yourcomplete attention. You are unable to act until anattack or other shock snaps you out o it.
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Critical Failures: When rolling dice each turn to deter-mine power points, an esper can lose control o theirpower and suer backlash rom it. A level one cannothave a critical ailure. A level 2 that rolls 2 or loweron both dice has a critical ailure. A level 3 that rolls2 or lower on 2 o their 3 dice has a critical ailure. Alevel 4 that rolls 3 or lower on 3 o their 4 dice has a
critical ailure. A level 5 that rolls 3 or lower on 3 otheir 5 dice has a critical ailure. On a critical ailure,the esper gains no points this round and instead losesall stored points and takes damage equal to the pointsthey would have gained plus the stored points theylost.
For normal attacks, the GM rules the result o a criti-cal ailure. Te attacker could hit themselves withtheir weapon. Tey could hit an ally. Etc.
Critical Successes: Use the normal critical success rulesor non-esper power attacks and or dodges. A criticalsuccess means an automatic dodge. For an attack, itmeans an automatic hit that deals the maximum dam-age that the attack can do (ex: pistol at 2d10 + 2 woulddo 22 damage)
For esper attacks, do the ollowing: Level one esperscannot have critical successes. Level two espers havea critical success when both dice come up 9 or above.
Level three espers when two o the three dice come up9 or above. Level our when three o the our come upeight or above. Level ve when three o the ve comeup eight or above. Multiply the espers total powerpool or that turn by 1.5, rounded up. Do not applythe maximum power points rule or this turn.Unconventional Powers: Some powers arent modelledwell by this system o attacks. For example, animalcontrol wouldnt have a way o directly doing damage.See the Powers Appendixor explanations o how some
o these powers can be used in combat.
Sample CombatBalthazar and Meriam, a level 3 plant control user andlevel 2 electricity control user respectively, are taggingalong with Ben, a member o Anti-Skill to investigatesome criminals. Ben has equipped himsel with a pis-tol and a riot shield while the other two are unarmed.
Te trio encounters two criminals, one o thema level 4 synthetic control user and the other acommon thug armed with a rife.
Each o the ve rolls a d10 or initiative, addingtheir Coordination stat.
Balthazar: 12 + (1d10 = 5) = 17Meriam: 8 + (1d10 = 3) = 11Ben: 13 + (1d10 = 6) = 19Syn Con: 10 + (1d10 = 5) = 15Tug: 11 + (1d10 = 2) = 13
Te turn order is: Ben, then Balthazar, then theSyn Con, then the thug, then Meriam.
Ben goes rst and, being the cautious type, de-cides to hide behind his riot shield as his action.
Balthazar goes and rolls 3d10 or his power, witha result o 16. Hes also a bit cautious now anddoesnt know what esper powers the criminalshave, choosing to store hal o his points - 8 - in-stead o using them or an attack. Nonetheless, hechooses to move closer, getting (12/2 = 6) yardscloser to the criminals.
Te Syn Con is panicked. He rolls 4d10 with a re-
sult o 20. Balthazar is about 20 yards away, so theSyn Con sinks 2 o his 20 points to increase therange o his attack and then sinks 2 points intoarea o eect or good measure. Tat leaves 16points which the Syn Con chooses to sink all intodamage. Luckily or Meriam and Ben, they arentstanding anywhere near Balthazar and arent tar-geted in the 20 square yard area o eect.
Te Syn Con rolls against 10 (coordination) + 4(level) + 2 (points into AOE) to hit versus Baltha-
zars roll against 12 (coordination). Both roll 2d10and both get a result o 11. Tis is a success orboth, but the Syn Con succeeds by a margin o 5whereas Balthazar only succeeds by a margin o 1and thus the attack hits or 16 damage.
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Balthazars Physical stat was 10, so he had a max HP o 50,which would be reduced down to 34. Balthazar decides toplay deensively though and spends his stored up 8 powerpoints to negate 2 points o damage (costing 4 powerpoints per 1 point o damage). He is instead at 36 HP.
Te thug goes next and stays in place, electing to shoot at
Ben. With a Rife skill o 3, the thug rolls against 11 (coor-dination) + 3 (skill) = 14. Te result o 2d10 is 11, whichis a success by 3. Ben is not so lucky and rolls 2d10 = 15against his Coordination o 13 and ails to dodge.
Te thug rolls well on 3d10 or the damage through therife with a result o 25. Te riot shield absorbs 20 o thedamage and breaks, causing Ben to take 5 HP o damage.
Meriams turn is up. She eels like she has an opportunityto attack because the Syn Con appeared to her to spend all
o his energy in the one attack against Balthazar. She rolls2d10 or her power and gets an amazing roll o 18. Fromher vantage point, the Syn Con is hal hidden behind awall, so she decides to move to get a better view. She canonly move (8/2 = 4) yards a turn and doesnt move enoughto get a better shot.
She decides that she can modiy her power somewhat tostill hit, electing to draw up a vibrating whip o iron par-ticles with her electromagnetism which can curve around
the wall and hit the Syn Con. She also decides that shemight as well try to trip him in the process. Te Syn Conis about 30 yards away, so she also sinks points into range.Tis all costs her 3 (range) + 3 (medium deviation eect)+ 2 (small mechanical eect and an extra point since its asecond eect) = 8 points, leaving 10 damage possible i shehits.
She rolls against 8 (coordination) + 2 (level) = 10. On2d10, she rolls a 5. Te Syn Con rolls against 10 (coordi-nation) and rolls a 6, a margin o success one less than Me-
riams. Te attack hits or 10 damage and the Syn Con hasno points le to negate any o it.
Now Meriam and the Syn Con make a contested roll to seei the trip eect applies. 18 points in an attack is stage 4,and electricity is mental. Meriam has a 10 mental stat andthe Syn Con has a 13. So they roll 2d10 against 14 and 13,getting 15 and 9 respectively. Te attack does damage butdoes not cause tripping.
Now each character has gone once and the nextround starts.
Ben sees a clean shot and takes aim at the SynCon with his pistol, rolling against 13 (coordina-tion) + 5 (pistol skill) = 18. He rolls a 10, with amargin o 8. Te Syn Con rolls 7 against 10, with
a margin o 3 and is hit. Te pistol does 2d10 +2+ 1 (combat modier) = 13 damage this turn.
Te Syn Con had a low Physical stat o 8 andthus only 40 HP. Hes down to 17 HP already.
Ben goes next, rolling poorly on 3d10 or hispower and only accrueing 10 points. He sinks 2into range to hit the Syn Con and puts the restinto damage. He rolls against 12 + 3 = 15 witha result o 10. A margin o 5. Te Syn Con rolls
against 10 and comes up with 13, a ailure. A vinelashes out at him and deals 8 points o damage,leaving him at 9 HP.
Te Syn Con is having a very, very bad day today.On his turn he rolls or his power and his 4d10come up with results o 3, 2, 2, and 7. Since 3 outo 4 o his dice were 3 or below, this constitutesa critical ailure. He gains no points and takesdamage equal to the amount he would have
gained + the number o points he has stored.Since he has no points stored, this is 3+2+2+7 =14 damage, bringing him to -5. Since hes at orbelow zero, he makes a check to stay conscious,rolling against his Physical stat o 8. He rolls a 10,ailing it and alls unconscious.
Te thug is noticeably reaked out by this turn oevents and decides to book it instead o stickingaround and ghting it out.
Notice rom this example that combat does nothave to end in one side being completely demol-ished. Death is not the only result o combat.NPCs who think theyre outgunned should ratio-nally run away. Similarly, the PCs should knowthat they dont have to see every battle throughto the bitter end. I things arent going their way,it might be best or them to run.
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5. Weapons and EquipmentGuns, Germs and Steel: Sometimes esper powersarent the best tool or the job when it comes tocombat. An esper could be gied with an abilitysuch as psychometry that leaves very little room
or combat applications. Te Level 0 in theparty also needs a way to deend themselves.Tats 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. Doesnt mean you cant 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 particularlythick 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 theyconnect, 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: Rifes o all sorts, shotguns, etc.Stat: CoordinationAccuracy: +0Damage Dice: 3d10
Equipment/Misc
Riot Shield: Tese occupy someones 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 ranged weapon dam-age they would take. Te riot shield is treated asi it has 20 hit points. When its HP is reduced tozero, any damage over the minimum amount toreduce it to zero is dealt to the user. Other attackscan go 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 ithey are stunned and unable to act next turn.Stat: CoordinationAccuracy: -2Damage Dice: 1d10
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6. Powers AppendixCertain powers dont 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. Bung 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:
Shapeshifing:
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 Eect (3 points)
eleport (teleporting items into other people)Barrier-Field Manipulation (using barriers topush people)Portals (dropping stu on people, finging themusing portals)Light (shoot a concentrated laser)
Large Eect (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 someones power so violently theyace 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 ocombat 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 stillvery 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 ManipulationelepathyConusionHallucinationSensory Antagonism/AgonismEmotion Antagonism/AgonismDream Manipulation
Mental Combat still makes no sense.
Halp. Post ideas on the wiki or some-
thing.
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Here is another example o a way to handle
mental combat. Neither o the current examples
are very usable right now and need someone to
improve them to be mechanically sound.
Halp.
Mental Combat: Mental against Mental roll. Some infictstatuses. Tree ways o attacking.
Attack:
Tis one orces the opponent to do specic actions,such as halt an attack or run or attack someone else. Itis really innecient but has the great bonus o beinghard to resist. Also, really complicated things cannotbe brutally commanded, so you cant orce someone topick a lock or use esper powers with this, unless theyare passive. Tese arent the droids youre looking or.
Control:
Tis would represent charm eects, that make theuser seem like a really great person who should beobeyed. Tese are probably the most powerul, but takethe longest: they only work over a long period o timeand take some time to establish. Once established, itscapable o everything Attack can do, only better. Simi-lar to, say, the hypnotic ability many ctional vampires
have.
Suggestion:
Tis one is the middle ground between Attack andControl, basically. Its easy to resist, i you know itscoming or the suggestion is really moronically over thetop. But subtle suggestions, baby steps, are much harderto resist and more powerul, not to mention harder tonotice or detect.
Contd - just copypasting posts rom /tg/
Attack would basically be an attack roll againstMental. It allows you to command the personwith a three-word phrase, so long as that com-mand can be completed only using Skills, notPowers.
Charm would be a series o opposed Socialchecks, with the Charmer having a bonus ac-cording to power level.
Suggestion is an attack against the average oMental and Social. Te bonus is based on howobvious the control attempt is or how subtle it is.I you know how the person thinks, they mightnot even get a deensive bonus. I its ormattedlike an Attack, then you get no attempt and its anautoail.
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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.
Codependent Eects: Some o the mechanical modi-cations require use o a deviation to achieve (ex: prison
o ice requires ice manipulation or a water controller).Te esper must purchase both eects. (ex: ice ma-nipulation costs 3 + prison o ice costs 5 + 1 since its asecond eect or a total cost o 9).
Elemental Powers
Air Control [Mental/Coordination]
You control the fow o air, you can create mightywinds or snu out the greatest fame with the power o
your mind.
Small mechanical eect: Create space by blowing youropponent yards away.Medium mechanical eect: Disarm a threat by whip-ping an opponents weapon away with a concentratedgale.Large mechanical eect: Create a cyclone to whip help-less victims into the air.Small deviation eect: Push yoursel with a current oair to move at great speed.Medium deviation eect: Use your command over airto take to the skies within a cushion o air.Large deviation eect: Seize all the air rom within anarea, making breathing impossible, but remember tomaintain the eect or air will fow back.
Fire Control [Mental]
Mighty fames obey your every command, by risingto your ull potential as an ESPer you can create iner-nos with a snap o your ngers.
Small mechanical eect: Te fames you summon burnyour oes where they make contact.Medium mechanical eect: Your clever control over thepower o re allows or the shaping o your confagra-tion to scorch a large area without harming your allies.Large mechanical eect: Te all consuming blaze yousummons searing heat reaches the height necessary tomelt matter down. Your opponents cover means little.
Small deviation eect: Smoke is a result o re,and your power over re extends to control thatresult by manipulating smoke.Medium deviation eect: Te re you create neednot travel between you and your target. You mayattempt to orce combustion o your target.Large deviation eect: Youre like a god o re;
demonstrate your mastery by walking throughthe hottest fames unharmed.
Water Control [Mental/Coordination]
Water orms itsel according to the groundit fows on, the exception is you. You have thepower to control and orm water, with the righttraining tsunamis are within your reach.
Small mechanical eect: Shoot a high pressurestream o water that can push your oes into each
other or knock them down.Medium mechanical eect: Create a sheet o iceunder your oes that makes it dicult or them tomove and remain standing.Large mechanical eect: Encase your oes in aprison o ice or trap them in a sphere o water.Small deviation eect: Disperse water vapor asmist.Medium deviation eect: urn the water youremanipulating into ice and shape it at will.Large deviation eect: Suck the water rom anarea, dehydrate the target o your attack.
Earth Control [Mental/Physical]
Te earth itsel obeys you, it cracks open atyour word and orms itsel with a wave o yourhand.
Small mechanical eect: rip your oe by shiingthe earth beneath them.Medium mechanical eect: Call the ground to rise
beore you, creating instant cover.Large mechanical eect: Rip open the earth andcreate an abyssal ssure beneath your oeSmall deviation eect: Rocks, gravel, and pebblesfy rom the ground towards your target.Medium deviation eect: Form a suit o armor orsword rom the stone beneath you.Large deviation eect: Stomp the ground andgenerate earth quaking shock-waves.
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Metal Control [Mental/Physical]
Metals bend to your will, cars quiver like jelly on awashing machine and U-beams bow beore you. YouARE the Iron Man.
Small mechanical eect: Bend a gun in on itsel.Medium mechanical eect: Crumple the engine block
o a car.Large mechanical eect: Warp the structures o build-ings.Small deviation eect: Fix pieces o metal.Medium deviation eect: Fire pieces o metal like agun.Large deviation eect: Manipulate the iron in onesblood to cause iron poisoning.
Electricity Control [Mental]
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.
Small deviation eect: Magnetize an object.Medium deviation eect: Create a vibrating blade outo iron particles rom the ground or re a railgun at-tackLarge deviation eect: Manipulate or detonate elec-tronic devices using your powersSmall mechanical eect: Awaken someone with a light
zap.Medium mechanical eect: Stun a oe with an electricshock.Large mechanical eect: Paralyze your target with cur-rents coursing through their body.
Synthetic Material Control [Mental]
Man made materials like plastic, glass and ceramicsare like putty, ready to be ormed by your hands.
Small mechanical eect: Sharpen paper to knielike
levels.Medium mechanical eect: At your word, a brokenwindow springs back into placeLarge mechanical eect: Te very clothes your enemywears turn against them and constrict.Small deviation eect: Change the design on a teeshirt.
Medium deviation eect: Fling shards o glass athigh speed.Large deviation eect: Break items down to rawmaterials.
Magma Control [Mental/Physical]
Earth melts under you stare, asphalt bubbles
as you walk by and the guys in the skyscraperbetter hope the oundation isnt concrete.
Small mechanical eect: Convert the ground intoextremely hot lava.Medium mechanical eect: Cause your lava tospray towards a target, possibly burning.Large mechanical eect: Magma rom deepwithin the earth gushes upwards towards yourtarget.Small deviation eect: Solidiy lava.
Medium deviation eect: Create a protective ringo lava around yoursel.Large deviation eect: Saely sur lava.
Electromagnetic Wave Control [Mental]
Radiation, UV Rays, X Rays, Microwaves andGamma Rays are all under your control.
Small mechanical eect: Harass others with waveattacks intended to daze.
Medium mechanical eect: Poison your targetwith heavy radiationLarge mechanical eect: Cause blindness byburning eyes with concentrated waves.Small deviation eect: See through barriers withX Rays.Medium deviation eect: Overload wirelessdevices.Large deviation eect: Completely deceive scans.
Wood Control [Mental/Physical]
urn chairs into spears, turn tables intoshields, make the walls o a log cabin strike youroe with spikes. You can manipulate wood, butonly once its dead.
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Force Powers
Gravity [Mental]
You have control over gravity itsel. Pin your oeswith a crushing orce or leap rom rooop to rooopas i you were lighter than air.
Small deviation eect: Hit someone directly with orcerather than manipulating the gravity around them.Medium deviation eect: Align two objects to gravitatetowards each other.Large deviation eect: Bend light with gravity.Small mechanical eect: Increased gravity aroundyour enemy reduces their ability to move and tododge other attacks.Medium mechanical eect: Decreased gravity aroundyour enemy leaves them foating helplessly throughthe air, unable to control their trajectory.Large mechanical eect: Your enemy is pinned to theground by an immense gravitational orce.
Friction [Mental/Physical]Walk on ice with the greatest ease or watch your
opponents slip and all no matter how sturdy theirooting is. Friction is under your control.
Pressure [Mental]You can manipulate pressure. Lazily pop balloons
by increasing internal air pressure or crush your en-emys bones with your power.
Light [Mental]Light bows to your command. You can switch a
room between pitch black darkness and a blindingbrightness with but a thought.
elekinesis [Mental/Coordination]Spooky action at a distance. Your ability to manipu-
late the world doesnt stop at your ngertips. Li and
throw objects rom aar.
Mass Control [Mental/Physical]Glass bends like rubber. Paper becomes a sti cut-
ting edge. Your thoughts can mold the rigidity andhardness o objects, twisting them to your will.
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emperature [Mental]You are Laplaces Demons worst nightmare.
ranser heat between objects in ways that seemimpossible. Never suer through the scorchingheat o a summer day again.
orque [Mental/Coordination]
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 [Mental]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 [Mental]
Te trajectories o moving objects obey yourwhim. Redirect bullets Neo-style. You are TeOne.
Mental Powers
Memory Manipulation [Mental/Social]
Revisionist history at its best. Memories areour past, they dene our personalities and experi-ences. So what happens when someone is able to
control them? Its up to you to nd out!
elepathy [Mental/Social]
Skip those pesky human communication meth-ods and plunge directly into the brains o others,even uninvited! alk with them, see what theyrethinking, you can even manipulate them! All othis and more in the wonderul eld o telepathy.
Conusion [Mental/Social]
Blur the senses, change perception, warp thesanity o your oes. People wont even know whatsgoing on, because, well, that is just the thing youdo.
Hallucination [Mental/Social]
Humans, we are sensitive olk. We know ourworld because o that sensitivity. ouch, taste,smell, sight, hear; the senses are yours to playwith. Have un!
Sensory Agonism/Antagonism [Mental/Social]
Te nervous system is your domain. Painand pleasure are your toys. Care to test Pav-lovs conditioning to the limit?
Emotion Agonism/Antagonism [Mental/Social]
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 supposd a bear.
Dream Manipulation [Mental/Social]
Leave the connes o your body and en-ter the wondrous eld o dreams. Strollingthrough other peoples subconscious, you canirrupt into them when they are most vulner-
able. Just be careul, not every dream is a gooddream.
Power Nullication [Mental/Physical]
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 [Mental/Physical]
You are hungry or other peoples powers,theres just no ood ner than the abilities romothers. Use it against their own masters. Justbe careul, gluttony has never been good...
Mental Enhancement [Mental]
You need a little push, a little extra on yourperormance? Tats cool, thats cool. Youvegot what you need. Go beyond your own lim-its. Reach or the sky.
Biological Powers
Plant Control [Mental]
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 [Mental/Physical]
You understand the link between mind andbody. Trough your minds psychic power, youcan ampliy the capabilities o your body to reachincredible heights.
Sensory Enhancement [Mental]
You might not know anything, but with senseslike yours, its 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 [Mental/Physical]
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.
Shapeshifing [Mental/Physical]
Quick adaptation and adjustment to your bodyallows you to change your orm to suit circum-stances, be it with claws or another persons vis-age.
Animal Control [Mental/Social]
Youre king o the jungle, and you have thepower to make any animal obey your orders.
Animation [Mental/Coordination]
Te power o lie is in your hands, and you canshare it with inanimate objects to make tempo-rary golem servants.
Photoreexive Memory [Mental]
Dont worry, I saw someone try this in a mov-ie, once! I youve seen it done, you can repeat it,rom a parcour roll to a karate kick.
Disease [Mental]
Colds, viruses, plagues, theyre 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 [Mental]
Your body adapts to your surroundings to con-ceal yoursel. Why run or cover when you canbecome all but invisible?
Anomaly Powers
Barrier-Field Manipulation [Mental]
Te best oense is a good deense. Well, yourmind provides you with the greatest deense. Cre-ate impenetrable walls with your psychic abilities
and ward o any harm.
eleport [Mental/Coordination]
No more traveling, no more hurrying up, nomore stuck in trac. Move rom one place to an-other in the blink o an eye. Just be careul not toteleport into something nasty.
Precognition [Mental]
Use your psychic third eye to reach into theuture, acknowledge and dey ate. Why wait till
things happen, when you can know it right now?
Psychometry [Mental]
Everything is imprinted in reality, and yourability lets you see that. ake inormation romevery object you see. I walls could talk... Well,they can. o you.
Portals [Mental]
Want to teleport, but you want to actually seewhere you are going? Not instantaneous, but more
practical. Portals: or the good o all o us, exceptthe ones who are dead.
echnokineticism [Mental/Coordination]Not just or hikkikomoris, now your computer
can really be your best riend. Your control overmachines can turn cars and toasters into deadlyweapons.
Duplication [Mental]
Ever wish to yoursel that you had a lighter?Well, i you know how one works, you can alwayshave one. Your mind can create objects that it hasencountered beore and understands on a unda-mental level.
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Probability [Mental]You can twist Lady Lucks arm - but shell 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 [Mental/Physical]
A simple thought can temporarily project anobject into existence. Youll always have the righttool or the job.
Phase Walk [Mental/Coordination]
You are like a ghost - you walk through wallsand other solid objects. Great or espionage andspying - or just peaking your head into the lockerroom.
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7. GM AidsPlayers 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
Campaign Seeds: Youre GMing. Session is in anhour and you dont have anything or the playersto do? ry one o these:
A power enhancing experiment on a level 5 goeshorribly wrong, sending them into a coma andcreating a projection o themselves as purepsychic energy that is now ravaging the city.
An organization caring or child errors is morethan it seems. When the child errors, now trainedespers, are brainwashed into breaking into ahighly classied scientic acility, the PCs must
cope with the moral quandry o killing them ortrying to stop them with some other means.
Russian mages attack Academy City. Ridingbears. Tat shoot lasers rom their eyes andthrow sharks.
because god knows youll 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
2round down
move
speed
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Potential Next Project?