Saga 1: Beginnings
RPGs are about stories made by you and your players together. That is the beauty of them but sometimes there are systems that don't quite work well with what you would like to do. This system aims to be free flowing with its rules to make a more creativity based campaign where you and your players can have an open arena with which to create your awesome tales.
This game is inspired by mostly Japanese media such as Anime and Tokusatsu, but can be taken into different settings if so desired. You will be needing at least one set of dice that carries a d4, d6, d8, d10, and d12. Preferably you have multiple sets of each dice to make rolling easier on you. What about a d20? It adds more chances of surprises and could be used for random events.
The point of the game is to allow players to have freedom over their actions throughout every point in a story. Stats, Abilities, and Personality are all made to be as open as possible to fully maximize any creativity your players will need to have all throughout gameplay.
This system holds 6 main stats. These stats represent the core of what all characters in Anime use in most situations inside and outside of combat. Players are meant to describe what they want to do and have the GM decide which stat they must roll, however certain examples made can be treated as constants.
Each of these stats can be upgraded to a maximum of 10, and cannot go any lower than 1. This Stat Number affects the size of the die you use when rolling for that skill (seen in a table below), as well as determine your secondary stats, Health and Energy.
Strength: Power of the body. Higher points in this usually means bigger bodies, with bulging muscles, though not always as there are some strong characters that use supernatural abilities to enhance their strength.
Examples of use: Climbing rocky cliffs and brick walls without tools, attacks with fists or heavy weapons, carrying heavier objects, and potentially intimidation.
Finesse: Flexibility, fine motions, speed, and general grace. This stat makes characters very agile, and light. The diversity of this stat ranges from a dancer, to a sneaky thief, and even some bulkier anime characters can move fast with this.
Examples of use: Climbing using tools, avoiding danger stylishly, gymnastic abilities, and striking with smaller and ranged weapons.
Spirit: A mysterious push deep in your body that keeps you going as long as it can. Taking a punch from a God killing entity is to you like a toddler getting a pebble thrown at them. It hurts, but it won't kill you.
Examples of use: Determining your Health Points, and staying alive even after taking a fatal wound.
Intelligence: With a simple finger pushing up your glasses not only have you made every fangirl scream, but you've also devised the perfect plan for ending the fight. Deduction, reason, and logic are all tools that you use to gain your end goal.
Examples of use: Seeing through the lies of the world, strategizing, doing complex maneuvers, and perceiving things that at first glance could go unnoticed.
Charm: Without pushing your glasses up you make the fangirls scream, and somehow win the fight. Maybe it's the way you talk or the way you look, but the one thing that's confirmed is that people love you for one reason or another.
Examples of use: Seduction, lying, distraction, and intimidation through words. All great (and simple) Charm skills.
Focus: Mysterious energy flows through your body at all times. Some call it ki, others chakra, it could even be the natural stamina your body has. No matter what it's called though, it is yours to harness.
Examples of use: Determining your EP (Energy Points), and an almost sixth sense level of instinct.
You are given 20 Stat Points or SP to divide anyway you like between your stats, all begin with 1 SP in them already.
Finally, at the end of this section you need Health and Energy. Every character has the same base amount of each (10 health and 4 energy respectively), take these amounts and take these amounts, add your Spirit value to your Health, and your Focus to your Energy. and you'll finally be good to go for your stats.
Background, Personality, & Arcs
Characters are made up of several layers. You cannot have nation ending battles between rivals without the personal attachments Rivals have, nor can you have the insane feats of ability without skills derived from your past adventures.
A character's Background is split into 3 Distinct points of growth. These points grant access to who your character is as well as specific skills they picked up along the way. For each Point of Growth follow the directions below for how they should work.
Point 1 is Origins, this goes into detail about the climate your character was born in. Perhaps they were a Noble's Child from a well off kingdom, or a much simpler farmer's child. Whatever it is, describe it and then make a skill based around what your character would have gained from this life. For example the Noble could be taught manners which gives them a bonus to any Charm roll involving being polite to others, maybe the Farmer has great endurance from being out in the sun on hot days giving them bonus to certain Spirit rolls.
Point 2 is Interest, which is a part of your character's life that has affected them still to this day. Perhaps a murderer killed the Noble's brother and warned them that they were next, or maybe one day while you were harvesting grain with your father a strange spear fell to your feet signalling the arrival of an army from another nation. Where Origins are meant to showcase Where and How you grew up, Interest is supposed to dictate a turning point in your life that changes some of how your character thinks as well as giving you another skill. The Noble could perhaps have a bonus to Focus rolls based around searching for a hidden presence, and the Farmer may realize that using their Finesse to avoid incoming harm could really help them survive.
Point 3 is Call to Action, the point that makes your character go on this journey in the first place. This can directly tie to your Interest point but could also not be affiliated at all. The Noble child after hearing that they're next to die doesn't do anything, keeping it in the back of their head. What starts their journey is when they learn that the King is looking for a next of kin yet has no children. The Farmer, after being raided by an army, immediately fights back, and begins a militia in their area while waiting for some kind of help. This last one does not grant a skill.
A Background must include these three points, but it is advised to expand further from these. Questions like how did your character learn how to fight? What are other points of Interest that
A character's Personality is also split into a few different categories. Goals, Ideals, and Flaws or in simpler terms, What do you want, How do you want it, and What holds you back from it. These three categories are meant to ensure your character is fleshed out in the story but leaves room for growth as the game goes along.
A character can have as many of these as possible, but must at least have one of each. Also a Player may write more on their character's Personality without needing to add another Ideal, Flaw, or Goal.
Each of these categories is supposed to add a Setback or a Push to your character. An Ideal gives a Push, a Flaw gives a Setback, and a Goal is supposed to both. These Setbacks and Pushes give your character more flavor. If your Ideal is to "Others shouldn't suffer for my mistakes" then your Push could give you bonuses (according to your GM) for fixing something you may have messed up like starting a fight when you didn't mean to. Setbacks do the opposite, they give you minuses depending on what the Flaw or Goal does. If your Flaw happens to be "I charge ahead without thinking first" then normally your character goes in. Since a Goal has both a Setback and a Push they are a little harder to pin down. If your character wants to "Kill all the demons in the world." Then they'd have a Push that gives bonuses to Killing demons in combat, but if there are human minions surrounding the Demon you'd gain a minus if you aren't focusing on the Demon.
The point of stories is to show lessons being learned through the point of view of characters. After a while of playing the GM may decide to give each character a "Level Up" or in this case an Arc. An Arc does a few things, for one it gives characters 2 (or in some cases more) Stat Points to distribute between your character's stats, and adds 5 HP and 2 EP to your character's maximum. Along with this it gives a new Background Point to your character and can potentially change their Personality by adding, subtracting or editing one of the Personality traits.
This new Background Point is called Arc X (X meaning the number of Arcs your character has gone through) and a new one is added after every Arc. These Arc Points grant you a new skill you can potentially use in later Arcs.
Abilities, Techniques, & Weapons
To finalize your character we must now look into their combat capabilities. Once again these will be split into three types: Abilities, Techniques, and Weapons. Make sure to work with your GM while you make these so they can figure out how to work them mechanically. All Abilities, Techniques and some Weapons have an EP cost. Everytime they are used it costs an amount of energy according to how powerful the Ability/Technique/Weapon is. Work with your GM on this cost as well but generally the cost should follow Weaker things being 2 EP, Decently powered things being 3 to 4 EP, and the explosively powerful things being 6 EP. Again this all depends on your GM.
are something your character can do naturally, or a non-attacking technique they learned. Think of it as something your character does to themselves either by buffing them or allowing them to do their fighting. For instance in Dragon Ball Z the characters use Ki for their energy based attacks, in Demon Slayer/Kimetsu No Yaiba the Slayers all learn distinct Breathing Styles that allow them to use their Fighting Forms. Other examples of abilities from those same two shows are the Super Saiyan transformations and the different Sensory Buffs that the characters have (namely Tanjiro's Sense of Smell)
Are moves done to others. Healing someone with your energy is a technique, so are types of strikes you do when practicing kendo or fencing. As long as it affects someone else it is a Technique. Side note: Techniques can affect yourself, it just depends on how the Technique is supposed to work.
Should be obvious what they are. They are utensils that your character uses to fight with. Some techniques need specific weapons in order to be used, and sometimes the characters need weapons for deeper reasons. Weapons generally are simply what they are but, if your GM allows it, they can be magical relics from the past with mysterious powers, or something else. A Weapon can give you new Abilities or be the reason why you have Abilities. It all depends on what your GM allows.
Generally your character should have 1 to 2 Abilities, at least 3 starting Techniques, and as many weapons as you need, but this all depends on the character you're making, the setting your game is in and the GM's discretion.
This final section of the first Saga is a list of example characters that can give you a rough guide on how you can make your character. If you already know how you want your character to be, you can easily skip over this section.
(In fact I'm gonna skip it until I start to play a game)
Saga 2: Blood and War
We have covered the Meat of the system, your character that goes on these epic adventures, now it's time to cover the Mind, Combat.
When Combat begins there is no initiative Order, instead the person that started combat picks who goes next, after that person finishes their turn they pick the next person and so on and so forth with the caveat that you must pick a new character after every turn. If every player character is chosen before an enemy character is picked then the enemies are allowed two turns, one for ending the round and another to begin the round.
During a turn a character has two actions to utilize. Depending on what you want to do during your turn either one or both of these will be taken up, for example if you decide to simply punch an enemy in front of you that will cost one action, but if you want to jump up to the roof then kick yourself off to gain extra force in your punch that will take both actions for your turn, but could potentially grant you some bonuses.
Side Note: Abilities take 1 Action to use, and Techniques take 2.
Taking Damage. When taking damage, your