A Ranma ½ RPG
by anne m. mckinney
copyright 1998

 Hey, I know just about every other person on the web is coming out with their own Ranma RPG anymore, but I created mine from scratch and tried to make it as playable as possible.  This system has bugs in it because I have a hard time adjusting the math to a perfect formula, but I got kinda wacky when I wrote the whole thing so at least it might be a fun read.  Enjoy!  --Anne

Contents:

preface
the ranma ½ universe: who, what, when, where
the points system:  attributes, skills, battle aura
list of martial arts specializations and techniques
merits and flaws
rules on jusenkyo curses
list of drowned springs
character sheet
 

!!!!!!!!!!!!!!!!!!!!!!!!!!!THIS GAME USES TEN-SIDED DICE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
 

Preface:
     This is still only a tentative RPG; I've never played it in a real gaming situation yet and it
is still subject to adjustment.  However, I've tried to modify some of my original ideas to make
them more likely to work.  If you aren't very familiar with the anime or manga series Ranma
1/2, get someone to sit you down for a talking-to because I'm not going to explain it here.  This
guide is for people who know what the show's about enough to have a character in mind and
who can adapt to this shoddy game manual.  And that's the other thing: if you aren't very
familiar with the concept of role playing, step back before you get hurt.  This game is going to
rely on characters whose personalities are more important than their stats.  I don't care how
perfect you formulate your abilities; this is a game for people who like flavor in their characters.
     So enough with all that formal crap!  This is a Ranma role-playing game!  It can't get too
serious.  There's going to be all sorts of weird situations because that is the nature of
Takahashi's well-paid imagination.  (Incidentally, did you know that she is supposedly the fifth
wealthiest person in Japan right now?  Is it any wonder?)  All playing characters in the game will
be martial artists.  I've provided a detailed list of different martial arts specializations in addition
to the basic concept of anything-goes martial arts.  It's just a guideline, though; you can create a
character that specializes in a specific field or piece together some brand new concept
incorporating the techniques and attacks listed with the specializations.  I'm using a points
system for determining skills.  Yes, there will be some basic stats and you will make rolls to
determine how well you do in a given situation.  But there are all kinds of different techniques
and levels of skill in the wide variety of characters in the series.  How to determine the rank of a
character?  Everyone will get a certain amount of points at the beginning of the game to spend
on skills, attacks, merits, what have you.  And more points will be awarded during the course of
the game.  But I'll explain more of that later.

The Ranma ½ universe: who, what, where, when
     Who:  Aside from being martial artists, there is some flexibility in character concepts.
Unless otherwise specified, all characters will be assumed to be high school-age, around 16 or
17.  Family members can be created outside of high school life (yes, there is life after high
school), like parents, siblings, old freaks/ghouls, and other random adults who may even have to
work for a living.  Playing a really old person will give you lots of flaw points because no one
will like you, but you can spend those on making yourself scarily powerful.  Also, characters
may or may not choose to have a cursed form.  It might make things a little more interesting if
there are a couple people who DON'T change, believe it or not.  Secrets are going to play a part
in this game, especially from other characters.  So will the relationships between the characters.
The game might occasionally degenerate into petty brawling between playing characters rather
than setting everyone up in the game as friends who always have to work together to beat out the
bad guys introduced by the GM, which is a common fate among the games I have played.  The
way I think I'm going to run this is to have each player present me with a character and what
kind of relationships they would have based on their backgrounds, and I will find a way to relate
them all to each other and gradually reveal these in the game.
     What: The game will revolve around themes of martial arts, the Jusenkyo curse, love,
food, and character psychology.  Typical plot themes tackle these ideas through introduction of
new characters, especially fiancees; challenges to one of the characters or to the dojo; a new
attempt to cure the curse; an attempt to bring a couple together or split them apart; a cooking
challenge; a rescue mission for kidnapped characters, and of course the occasional battle against
evil.  Remember, it's anything-goes.
     Where: Most of the game will take place in downtown Tokyo.  Namely, in the district of
Nerima, where the Ranma world lives.  Specific areas of action include the family dojo, the high
school, the street, the roof, Dr. Tofu's office, the public baths, restaurants run by teenagers, etc.
Outside of Tokyo, characters can be training in the mountains of Japan, in China (especially
Jusenkyo, of course), or anywhere if the character is lost....Also, don't forget the possibility of
creating a character who is not a natural citizen of Japan.  It makes the game more interesting,
and you can get easy flaw points for it, too.
     When: Present-day.  Actually, the series was created in the 80s (specifically 1987), which goes to explain some of the retrobate fashions of some of the characters.  And wouldn't the plot just fit in
perfectly with an 80's teen movie soundtrack?  Another BIG factor is: When will it rain?  The
GM might occasionally make random weather rolls to judge sunny days from cloudy days, or it
it's time for a sudden downpour.  "The TV didn't say nuthin' about rain..."  Also: Take into
consideration flashbacks.  Lotsa times when a new character is introduced or the audience needs
to be reminded of something in the past, we may see characters at younger ages, in different
clothes, looking differently, etc.  Anyway, it's something to think about.
 
 
 
 
 
 
 

The Points System:
          During character creation everyone gets a total of 150 points to spend on Attributes,
Skills, Battle Aura, Techniques, and Merits.  Any flaws taken will grant more points to be put
into any of the above.  During the course of the game, points will be given for experience,
extensive training, awesome character actions, and any other above game quirks which amuse
the GM.  Simple, I hope, but do-able.
     Attributes: The first point in each is guaranteed.  For every point after that, multiply the
present number of points times 5.  So, for a 2 in strength, it costs only 5 points, but for a 5 it
would cost 50.
Strength - - - - - : How much you can lift, how hard you can punch, kick, etc.  Sheer muscle power.
Speed - - - - - : Obviously, how fast you are.  In this game this covers Dodge as well as speed in attacks.
Endurance - - - - -: How much abuse can you take before you finally hit the floor?  Also how long you can last exerting lots of physical energy.
Intelligence - - - - -: Problem solving, book learnin', figuring out how to beat somebody the easy            way.
     Skills: For these you don't get a free point in each one.  The first point in each costs 2
points, then multiply each additional point by 2.  Same idea as before.
Blush Control - - - - -: How well you can keep from turning an embarrassing beet red.
Bravery - - - - -: How well you stand up against all sorts of scary things.  Also effects reactions to
               sudden startling occasions.
Chivalry - - - - -: To which degree you think to act upon injustices and help those in need, or just               be nice to the opposite sex.
Etiquette - - - - -: To have the good grace to know how to behave around others.
Expression - - - - -: How well you can communicate your feelings to others, through speech or            poetry or song or whatever.
Grace- - - - -:  This means not landing on your ass, and whatever else grace usually implies.
Leadership - - - - -: You take action in the game's group dynamics and people may follow you,            whether they like you or not.
Likeability - - - - -: Somewhere in between Hitler and Ferris Bueller.
Perception - - - - -:  Oh, hey, someone’s throwing a knife at my head.  That’s good to know.
Rationality - - - - -: How well you can think things out without jumping to conclusions and              blowing someone's head off.
Temper - - - - -: How well you can keep from blowing someone's head off.

     Battle Aura: There's mad, and then there's MAD.  Battle aura is that red or blue haze that
surrounds a character when they're really peeved off about something, and adds that extra
amount of energy in battle.  In this game it also functions like Willpower in a World of Darkness
game.  Each point in Battle Aura costs one point, and can be spent at any time to increase the
number of successions by one (for each point spent) in an action.  The more points used, the
stronger the battle aura and the more visible it is to others.  Characters must designate the color
of their battle aura (usually red or blue, but other colors might be interesting) before playing.  It
makes visualization more fun, and pretty too.  On a character sheet, it is possible to have 20
points in battle aura waiting to be used.  You get the idea.
 
 

     List of Martial Arts Specializations and Techniques:
Anything-Goes Martial Arts:
     Anything-goes martial arts is precisely what the name implies; essentially, you can make
it up as you go along.  Most anything-goes martial artists prefer to use only their bodies as
weapons, but that does not mean that weapons cannot be used.  There are lots of bizarre,
unlikely fields of martial arts created by Rumiko Takahashi in the Ranma ½ series.  Any specific
technique or style of fighting can be assimilated into an artist's repertoire like some kind Borg.
For example, Ryouga appeared in the series already knowing martial arts rhythmic gymnastics
well enough to teach it to Akane and Ranma.  What's up with that?!  Most likely, it helps with
flinging bandannas and belts and umbrellas around the place like boomerangs.  Ryouga mostly
fights without weapons, but the umbrella is a good sidekick in a battle.  Weapons like this cost
extra to anything-goes martial artists because they are not considered necessary in the basic
realm of attacks.  See merits for more information about this.
List of Techniques:
     Bakusai Tenketsu (The breaking point technique): The attacker finds and hits the
breaking point in any given inanimate object, causing it to shatter.  This gives 2D damage to
everyone in the immediate vicinity of the attacker, who should be numb to it all by now, but the
sheer thrill of breakin' stuff should make it all worthwhile.  It's15 points, not just for what it can
do but ‘cuz learning it means getting hit in the head with a boulder over and over and over....you
know what they say about head injuries....
     Bakusai Tenketsu Rapid Fire: If you already have Bakusai Tenketsu, this will only cost
10 more points.  Then you can use the Breaking point technique 5 times a round, or raise it up
even more by throwing in a willpower point for every extra time you want to hit per round.  It
comes in handy when fighting giant mechanical ant lions, among other things.  Don't try this
with anything else or you'll get hurt by the GM.
     The Boingy Attack: P-chan's signature technique, it's more fun than biting Ranma, if you
can believe that.  This is reccommended only for those cursed with small, flightless animal
forms.  The animal in question bounces off walls, the ceiling, etc. etc., until enough momentum
has been gained to hit someone with surprising force.  It only does 1D damage, but you can get
points if it puts the opponent into a compromising situation.  Pay 10 points.
     The Legendary Cat Fist: This can only be used if the attacker has taken the flaw of
neurotic phobia.  Like Ranma's reaction to cats, the user's extreme fear will push him/her over
the limits of sanity until he/she becomes that which is most feared.  The effect is that the
character goes into a bewildering high-speed frenzied attack which can work 2D damage and
stuns the opponent for 2 rounds.  Returning to normal consciousness afterwards is another
matter, and the unpredictability of the results of the cat fist make it a dangerous and unreliable
attack.  And that's why we love it!  Pay 15 points.
     The Chingensai super-secret ninja attack Extra-dimensional warp: "Now you see me;
now you don't!"  The character makes himself invisible.  This is actually accomplished by either
camouflage or digging underground tunnels before the match.  It's really only a cheap parlor
trick that impresses new students.  Although the opponent cannot attack, neither can the person
who is invisible.  It was invented to allow dirty old men to spy in girls' locker rooms.  Spend 15
points, because it could be used for all sorts of sneaky stuff.
     The Crouch of the Wild Tiger: Kneel down, place both palms flat on the earth, face your
opponent, and apologize profusely.  Named after the legendary tiger which fell off a cliff and
had to beg for its life.  No points necessary; humility is free.
     Drunk Fu: Practiced secretly in bars across Japan.  **This is only for people who don’t already have the Mr. Fujisawa technique!**  The attacker gives the appearance of being drunk, wobbling around to fool the opponent into assuming that he/she is too drunk to fight successfully.  Whether the character is really drunk or not is a matter of personal opinion; someone in this specialization may actually fight better drunk than sober.  For normal martial artists, being really drunk will mean that every roll for dodging or attacking will be against a higher success minimum than 6, 1 higher for every 3 beers, shots, etc. consumed in the course of the action sequence.  However, successful hits do 2D damage each.  Barf up 10 points, lush.
     Dual Jet Stream Raging Waters Attack: This requires 2 people.  They stand back to back,
link arms, and sway back and forth until they build up enough momentum to lift themselves into
a spinning double cannonball, flailing their legs out to spin and kick the opponent.  The whole
thing finishes with a flourish when both attackers link their legs at the ankles and deliver a
double flying kick, preferably to the head.  Expect 3D damage.  The 30 points it costs are to be
split between the 2 people.
     The Fork Ball Attack: Usually in a game of Ping Pong, this would be a big ball ponged at
the opponent that spins like a curveball.  Then the ball explodes and a barrage of silver forks
lash out at the opponent.  It does 2D and only costs 5 points, but since it involves fighting with
eating utensils you'll need to buy that skill under the food fighting dept.  It's a long ways down.
     Happo-Fire Burst: Little homemade bombs (and they're lit, too!) may not look like all
that, but they are explosives that can be thrown at an opponent, and they look pretty when they
go off.  Standard-size bursts (about the right size to fit in your hand) do 2D damage and cost 20
points.  Extra-big bombs are an additional 10 points, but they cause 3D damage and can only be
made once every 3 rounds or once a day.
     The Happo-Five Yen Satsu: Sure, you have to have a specially trained metabolism, but
with the aid of a round object you can drain an opponent's battle aura and make yourself more
powerful.  With this kind of thing, you don't really need to know anything else about martial
arts.  The down side (or maybe it's an up side) is that your body will fluctuate between pre-pubescence and voluptuousness, the voluptuousness coming after you drain your opponent and
only lasting 1 round for every point taken from the opponents' battle aura afterwards. If you
want it, it costs 40 points, cuz it's pretty potent.  And you'll have to come up with a past
background that explains how your body was trained to do this. (So that's why my pubes come
and go so quickly.....)
     Hiryuu Shouten Ha (Heaven blast of the Dragon): The character steps in a spiral while
defending against the opponent's attacks.  This plus the amount of strength and battle aura used
by the opponent(s) causes a whirlwind which picks up the target and slams him/her/them against
the ground.  This does 4D damage and the target is stunned for 3 rounds.  The Heaven Blast
cannot be used on flying or airborne opponents or in combination with other special attacks.  If
you want it, you'll have to shell out 40 points.
     Kanchu Tenchin Amaguriken (Sweet chestnut fist): Once every 3 rounds, this skill
increases the number of attacks to 6 per round, for an endurance of 2 rounds.  Basically, what's
happening is that the attacker uses either hands or feet to beat into the opponent with lightning-quick speed.  When Cologne uses it, it's to pluck roast chestnuts from a fire without getting her
hands burnt.  This trick cannot be used simultaneously with other attacks.  Ranma uses it.
Cologne knows it.  You can too, for the swell price of 20 points!
     Mallet of Doom Attack: The character pulls a mallet out of nowhere when inspired by
anger, whomping the opponent silly.  See the rules for Cartooney Magic under Hidden
Weaponry Attacks.  5 points.
     The Saotome School Final Attack: Run away until you can think of something better to
do.  ‘Nuff said.  It doesn't cost anything to be a coward.
     Shitsupuu Bakuretsu Ken (Charging spinning fist): This is an elaboration of the
Shoumakuuha Ken.  Once every 4 rounds, energy can be focused into a one-handed charging
attack against one opponent.  Does 3D damage, but add a +4 if the attacker is angry.  Subject to
normal restrictions, don't try to use it with other stuff.  This costs 10 points, if you already have:
     Shoumakuuha Ken (Spinning fist): Once every 4 rounds, the rate of one-handed attacks
can be increased to a disturbing level which lasts for 3 rounds.  Causes 3D damage  This is one
of Akane's specialties, which I think mostly applies to beating up Ranma (whap-whap-whap-whap-whap...).  Of course, it can't be combined with other attacks.  Cough up 30 points.
     Energy blasts!!!!!!  Each character can obtain no more than one of these tricks; choosing
the right one will take into play the character's personality.
     Mouka Takabisha (Horizontal force blast): This can be used as many as 3 times a day or
once every 5 rounds, if a success over 7 is made on a D10 roll.  The horizontal force blast is a
giant energy fireball eventually learned by Ranma in the series, channeling chi energy into a big
bang, fueled by pride.  This attack does 4D damage; add +2 if the attacker's ego is inflated right
before the blast is created, and -2 if his/her ego is deflated.  Obtaining this skill costs 50 points.
Cannot be used with other attacks.
 The Mr. Fujisawa Technique:  Ok, so this is not canon to the Ranma ½ series.  But you do have to admit it’s pretty cool, if you’ve ever seen El Hazard.  Characters with this technique fight best when removed from their vice (alcohol or cigarettes, for example), but the addiction must be thoroughly played out as a major weakness.  Discretion is up to the GM as to the specific effects during a game, but since these should be pretty severe in relation to the amount of withdrawal this is more of a powerful style than a weakness.  Costs 30 points.
     Roaring Tiger Bullet: 3 times a day, or once every 5 rounds, with a success against 7 on a
D10  roll, this energy blast only does 3D damage.  Frankly, I don't know a whole lot about this
one, but supposedly Akane eventually learns it to channel her anger into a fireball.  Damage
level is raised +2 if the character is angered in advance, another +2 if this is done by a
significant other.  -2 if the character is calmed down first.  Don't use this simultaneously with
other attacks, or else!  Costs 40 points.
     Shi Shi Houkoudan (Roaring lion shot): Once again, this can be used a maximum of
3 times a day, once every 5 rounds, if at least a 7 is achieved on a D10 roll.  This is an energy
blast created by fuelling the character's depression into a chi fireball, pretty much the opposite
emotion than in the Mouka Takabisha but producing the same effect.  In order to learn this,
Ryouga made Akane tell him that she hated him.  It made him cry.  A few minutes later he was
standing in a 10-meter wide crater from the impact of the explosion.  In the game, this will do
4D damage, +2 if the attacker is additionally depressed by an outside source, -2 if he/she is
cheered up.  Add an extra +2 on top of it all if the player can manage to have Beethoven's
"Moonlight Sonata" playing in the background when the blast is created, just for the hell of it.
Cannot be used simultaneously with other attacks, this costs 52 points.
 
Other Martial Arts Fields:
     You don't have to be an anything-goes martial artist.   You can specialize in a
specifically odd field, or create your own.  And of course, any of the attacks in any field can be
incorporated into a character's abilities.

     Kendo: Does anyone call you the Blue Thunder?  Does the sound of your name strike
fear in the hearts of your enemies?  So what if it doesn't?  Kendo may be right up your alley, if
you like fencing.  A bokken, or wooden sword, can be a good thing if you know how to use it.
Kendo Techniques:
     The "Why, just the air pressure alone..." Blue Thunder Attack: This consists of jabbing
with a bokken repeatedly in lightning-quick fashion, almost like the Kanchu Tenchin
Amaguriken, but with louder battle cries and not quite as fast.  The effect is to smite thine
enemies by bruising them with the force of the air pressure aimed at their skin.  If the bokken
actually hits a dull surface, like someone's head, then the opponent must pass an endurance roll,
or else it does 2D damage.  This technique can be bought for only 10 points, so you won't have
to make your manservant learn it for you.
     The Fingernail Dirt Superman Elixir Technique: First create an energy elixir made from
the dirt under a dirty old man's fingernails.  Eat it up, yum!  The effect is the speed and energy
of the Kanchu Tenchin Amaguriken in Kendo style, but with the strength and endurance of the
Bakusai Tenketsu.  This is downright scary and practically invincible, doing 3D damage if the
opponent is hit, but it only lasts for 3 rounds.  Then the character is seized with a severe tummy
ache from having consumed fingernail dirt.  30 points, if thou darest.
     The Watermelon Cyclone Slash: This involves spinning around in a 360 degree circle
and cleaving watermelons in twain.  This also works on trees, cement walls, furniture, and other
nonliving objects.  Truly the damnedest of techniques, is it not?  It's yours for 10 points, baby.
     The Phoenix Sword: First find a phoenix to sit on you head.  Then we'll go from there.
     The Overhead Strike of Death: The bokken is lifted above the head to strike down on the
opponent.  I haven't seen it actually work in the series because the one time Kuno tried to use it
on Ryouga in a match, he accidentally popped a balloon on his head and lost by default.  Let's
say that it does 2D damage and you can have it for 15 points.
     The Goddess-Grabbing Technique: A bokken is not required to perform this maneuvre.
The trick is to sneak up behind some poor unsuspecting person of the opposite sex and grab
her/him when she/he's not expecting it, preferably in an erogenous or semi-erogenous zone.
This is only 5 points, but watch out for the other person to fight back!
     Flying Roses of Pure Love: Flinging individual roses or whole bouquets like darts makes
women think that you are romantic. It's true!  Just ask Tuxedo Mask.  Swirling whirlwinds of
rose petals or even cherry blossoms also fit into this skill, even though it won't look like you're
causing it to happen on purpose.  This is mood magic.  5 points.

     Martial Arts Hidden Weaponry: Also known as Black magic, this is the art of hiding junk
up your sleeves, and at any moment's notice pulling out an arsenal of metallic object that would
make the U.S. military blush.  It works best if loose-fitting clothes are worn, especially if they
have lots and lots of pockets.
Hidden Weapons Techniques:
     Cartooney Magic: It's not as easy as it looks to pull stuff from seemingly out of nowhere.
Anyone, and I do mean Anyone, who intends to do this in a game, including bouquets of flowers,
mallets, etc.-anything coming out of nowhere to be used spontaneously by the character, needs to
buy this technique.  Good thing it's only 5 points.
     The Fist of the White Swan: This involves attacking so quickly that the opponent thinks
the character is attacking with thin air.  In actuality, it's a porcelain training potty shaped like a
duck.  Remember, you need Cartooney Magic in order to get this!  The opponent must get at
least 3 successes on an endurance roll to keep from passing out after the 3 hits that can be done
in one round.  Spend 10 points.
     Knife Throwing: Throw knives, chains, etc. with deadly precision.  5 points.
     Raking Hawk Talons: An attack from the air with hooked nails protruding from the feet.
This technique is passed down to a single student every generation, unless you happen to be one
of those inside people like us who can do these things.  It does 2D damage to the face, provided
the opponent can't succeed a dodge roll.  Cough up 15 points, bird freak.
     The Hen Egg Bomb Attack: Bombs shaped like eggs are launched at the opponent.  Some
people may find it interesting.  2D damage, 15 points.

     Martial Arts Rhythmic Gymnastics (MARG): This sport requires lots of "tools" (aka an
arsenal of weapons) and more than a little bit of psychosis.  With the mastery of the ribbon,
anything not bolted down can be your weapon.  This is more likely to be a feminine sport
("Because guys don't wear leotards, that's why!") although Ryouga seems to know it well
enough for some reason.  I think I've already mentioned it.  But it's a curiosity, no?  Perhaps a
possible X Files episode?  Perhaps not.  Anyway, a master in MARG would not stoop so low as
to attack without the right tool, and she (or he) would have lots available. Try checking into the
Cartooney Magic in order to get away with pulling something out of your skintight leotard,
though.  Then you shall teach a lesson to all those wicked girls who would stand in your way!
Bwahahahahahahahah....heh heh heh.
     MARG Techniques:
     Mastery of the Ribbon: Yeah, it's just a long strip of satin cloth, but you can work it like
a whip and smack your foes around while laughing maniacally, or use it to pick up all kinds of
stuff to fling at an opponent.  It can become really quintessential to your technique.  Depending
on how the opponent succeeds in dodge and endurance rolls, a single attack can do up to 2D
damage.  It costs 15 points, but consider it an investment.
     The Attack of 1000 clubs: This uses 20 or so Indian clubs to flail madly at the opponent
quickly enough to make it look like only one club is being used.  It's the MARG version of the
Kanchu Tenchin Amaguriken, only different.  10 points, it does 1D damage.
     Soft Weapon Hard-on: By instilling chi energy into, say, a piece of cloth or a strap of
leather, the object will become stiff and razor-sharp.  Then it can be thrown like a boomerang or
used one-handed like a sword.  Makes ya think, don't it?  For the bargain price of 10 points, this
can come handy for the martial artist on the road.
     The Fair Cheat: Some people may consider it foul play, but you would do no such thing,
of course, and the tools you use are legal.....This helps you get away with it.  A cheat like that is
practically fair anyway, right?  5 points.

     Martial Arts Chemistry: Okay, so this technically doesn't exist in the series, but I think
it's important enough to merit its own category.  Sometimes a little conniving and underhanded
usage of rare Chinese herbs is necessary in order to get what you want.  And don't forget what
kind of wrath the Chem club can offer!
     Chemical Techniques:
     Knowledge of rare herbs: This is useful in slipping mickeys into people's drinks, cooking
foods that release hypnotic suggestion, planting paralysis gas into a bouquet of flowers, you
name it.  The trick may be finding these herbs...buying points in Herbal Access (under Merits)
can pretty much guarantee it.  If not, you may have to hunt them down, go to China, break into
Dr. Tofu's office, or something like that.  5 points.
     Knowledge of laboratory chemicals: Same idea as above, only instead of relying on herbs
you can make the chemicals yourself.  Just master the possibilities! (The author's attitude
towards the U.S. restrictions on controlled substances do not necessarily coincide with any
coincidental suggestions made in this RPG manual.  Cough, cough, ahem.)  5 points.
     Bomb and mine field technology: This is not necessary if you know the secret of the
Happo-fire Burst.  But for those of you know don't, you don't have to sell plutonium to a mad
scientist in order to get one, if you know what I mean.  Of course, some restrictions may apply;
you can't make anything big enough to mess up the delicate balance of power between the
nations, but your stuff can do about the same amount of damage as an energy blast.  However,
you can only produce one bomb of this magnitude per game or week, whichever comes first, and
it costs 25 points.  Oh, and be careful not to let it go off at the wrong time or allow your
opponent to kick it back at you after you run away for cover.  It could get messy.

      Chinese Amazon Martial Arts: Some of this ground been covered already under
anything-goes martial arts.  But womans what come from amazon tribe kick ass!  Sorry, guys,
but this cannot be for you.  Amazons may fight with or without weapon; it like anything-goes, it
up to you.  If want to have trademark weapon, must claim it when make character.  Shampoo use
bonbori, big fighting balls on sticks.  Cologne have bouncy walking stick.  These fighters very
dangerous!  They not afraid to kill or marry those what interfere with tribal law.  Watch out for
Kiss of Death!
     Chinese Amazon Techniques:
     The Saifan Hangu Shiatsu Attack: The attacker leaps behind the opponent, then by
applying a combination of rare Chinese herbs and hitting special pressure points, she can
selectively erase memory in the opponent.  Knowledge of herbs is a must for this one, but it's
only 10 points.
     The Fist of the Ice Bear: Wind and chunks of ice can be channeled to form a large polar
bear-shaped block of ice.  It can fly, when the attacker rides it, and it's practically invincible in
the winter.  There must be some inspiration from the Russian legend of Baba Yaga, the old
crone who was sometimes good, sometimes bad, and had lots magical powers over people and
animals.  Gotta love the Russians.  This is a good technique for cold-hearted old hags.  It does
4D damage and can't be beat, except for the Cat Fist, or possibly an explosion or heat wave.
Hope you can afford 50 points.
     Remote Control Acupressure: the character sneaks up behind the opponent, presses her
index fingers on either side of the opponent's head in just the right spots, and programs him/her
to do whatever.  It's kinda like hypnotic suggestion, only it's more like a command.  Comes in
handy on occasions; trust me.  20 points.
     The Splitting Cat Hairs Technique: The individual divides herself into several identical
people, who swirl around the opponent while occasionally throwing in a hit now and then,
keeping the victim confused and unable to discern the real warrior.  It only does 2D damage, but
while it lasts the enemy can't fight back.  That is, unless they know how to use the force or
something.  So spending 25 points on it isn't all that bad.
     The Wall of Illusions: Even the emperor of the Sung dynasty was afraid of this one!  Chi
energy flows out towards the opponent to create a barrier of false attackers, with the occasional
real monkey thrown in to make it more realistic.  The effect is to delude the opponent from
being able to attack the real person.  This does no real damage unless other attacks are combined
with it.  Shell out 30 points, ‘cuz it's harder than it looks.
     The Dance of the Great Fire Dragon: Yes!  This is musical warfare!  It takes 2 people to
perform it, though.  The idea is to step inside a Chinese dragon and chase the opponents, playing
that annoying "yappa-paa" song from the first series and snorting flames at them.  The
opponents are caught up in a trance where listening to the music forces them to run and dance
against their will (just like in the opening credits of the first series!).  Thrilling to the edge, no?
It can last up to 3 rounds, and each flame snort causes 2D damage.  It costs 30 points, but you
can split it between the two of you.  That's teamwork for ya!

     Martial Arts Figure Skating: This can either be pair figure skating or single, though some
of these techniques can only be done with 2 people.  And, it doesn't have to be an ice sport;
roller blades are kosher and may prove to be much more practical in a game.  I like this sport
because points may be given by the GM to the characters for artistic merit, by way of costuming,
choreography, choice of music, or general creative flourish in addition to regular maneuvering.
     List of Techniques:
     The Assault of 100 Foes: this may be done with one or two people, but with two they can
split the point cost.  100 foes (hockey players work well for this) rush to attack the figure
skater(s).  By a combination of choreography and regular martial arts attacks, all 100 foes are
knocked out in a matter of seconds.  And it all looks graceful, too!  At least, it should, anyway.
It does 2D damage on large crowds, and the total cost is 20 points.
     The Dance of Death: Usually on ice.  This attack can only be used by one person.  The
attacker spins in one place over and over and over again; meanwhile, the opponent leaps into the
dance to attack and gets trapped in the spin until he/she passes out from nausea or from the force
of the lightning-quick blows delivered inside.  Then the opponent is thrown out by centrifugal
force and the dancer stops holding a graceful pose.  It does 2D damage and the opponent it
officially down for the count for a full round afterwards.  20 points.
     The Kiss Attack: The skater zooms in to kiss the opponent before he/she knows what's
going on.  5 points.
     The Goodbye Whirl: This requires 2 people.  The other 2 opponents must be knocked off
their feet first.  Then while the opponents are holding hands, the ankles of one of them are
grabbed by one of the attackers, who in turn is grabbed by the ankles by the other attacker.  The
second attacker then hoists all 3 people into the air above them and launches into a long spin,
which lasts until either one of the opponents lets go and flies into space or the first attacker lets
go out of dizziness.  It causes 3D damage if the opponents actually hit a wall or the ice or
something hard and unpleasant.  30 points.

     The Food-Related Martial Arts (aka Kung Food):  Sure, this may seem over-generalized and a bit unfair toUkyou, who deserves to be in a class by herself.  But there are a few other outside techniques
which fall under the category of food fighting, so what the hey.  Keep in mind that little flying
spatulas fall under the jurisdiction of thrown weapons in the hidden weaponry dept.
Knowledge of cooking might be a good idea for this field but it is not completely necessary.
Any time food is used in an attack or a major factor in the martial arts, like in Okonomiyaki
cooking and ramen delivery, a D10 must be rolled against 4 to ensure that the food is still quite
tasty and piping hot, completely unfettered by the effects of the fight.
     List of Techniques:
     Wielding a Giant Spatula: This requires the skills of both a broadsword and a baseball
bat.  And even though it may get bent out of shape, it always pops back to normal and you can
still cook with it.  It's stainless steel, so it must be a good thing.  It does 2D damage to an
opponent, and you can have it for the price of 5 points or a bottle of okonomiyaki sauce.
     Flour Bomb Attack: A bag of rice flour is thrown at the opponent, which explodes into a
great smoke screen, and leaves the coughing opponent open for attack.  The opponent is unable
to do anything for 1 round.  This is 10 points just ‘cuz of the advantage it gives.
     Gooey Gluey Batter: Rubber cement mixed into regular batter makes a wonderful trap for
any opponent dumb enough to leap into a bucket full of it.  Otherwise, it can be thrown or laid
out in secret.  Once the opponent is stuck, he/she is unable to use all limbs glued down and the
attacker is able to dish out just the right punishment.  Once again, this is more of an opportunity
than an attack.  10 points.
     Fishcake Blizzard: Ok, now we're getting into the territory of martial arts take-out ramen.
Fighting in this style usually implies that one hand is occupied holding the delivery box and
making sure that not one delicious drop is wasted, though if you just want to throw fish cakes for
fun then you don't have to worry about it.  With this attack, little pink and white disks of fish
sausage (or pepperoni could work for this too-more delivery goodness!) are pelted at the
opponent in obscene quantities.  The opponent is either stuck trying to fight off the food
blitzkrieg and loses the chance to attack, or takes 2D damage from all the little red marks they
leave.  10 points.
     Potsticker bombs: More of the same, potstickers that explode when you throw a couple
dozen at somebody, yada yada.  Food for thought.
     Fighting with Chopsticks: If you can use them for blocking attacks or poking your
opponents, that deserves merit.  Using eating utensils for more than just the consumption of food
is not so easy.  Shell out 5 points, and it's an investment!  Poking the opponent with chopsticks
only does 1D damage, but it's a style thing.  Kiren says it makes ya look good in front of the
chicks.
     The Ramen Wrap Noodle Noose: Using chopsticks, (see above) a long rope of ramen
noodles lassoes the opponent around the neck.  The more struggling, the tighter the noodles get.
It only does 2D damage once the opponent breaks free, but since it almost guarantees victory it
should be worth 20 points.
     Force Feeding: The attacker, loaded with a handful of food, leaps out at the opponent(s)
and forces it down their throats before they know what's hit ‘em.  This doesn't really do any
damage unless the food is tainted with something unwholesome, but it's kinda funny to watch.  5
points.
     Revenge Cooking: There's a difference between honestly being a bad cook and cooking
bad on purpose just to avenge hurt feelings.  This makes it extra bad, if you're normally a normal
cook.  5 points.

     Sneaky Martial Arts: Also known as espionage, it's a good thing for any ninja slave—er,
spy.  There's not a whole lot else I can think of to say about it.
     List of Skills:
     Sneaky Feet, Ninja Feet, Bunny Feet: Effectively sneaking around without making any
noise.  Movements are stealthier than with normal martial arts skills, so you can even sneak up
on most martial artists and scare the heebie-jeebies out of them.  It's only 5 points.  Why not?
     The Chameleon Factor: With this you can be a master of stupid disguises, namely,
inanimate objects.  You can fool anyone into thinking that you are a mailbox, tree, pop machine,
etc. until you eventually reveal yourself.  It makes it easier to take your opponent by surprise, but
the effect goes downhill once you start attacking in the disguised form.  (People tend to think
something's amiss when they get chased by trash cans.)  Points may be awarded for creative
costuming, but there is also the risk of fumbling if it's too bulky.  5 points.
     The Copycat Paparazzi Technique: First one must spy on other martial artists and take
pictures of them using their signature techniques.  Then, with the aid of a magic cloak, the
attacker turns into exact replicas of the opponents and challenges them using their signature
techniques.  The replica usually beats out the original and does 2D damage, not including shame
inducement and stupefaction.  However, watch out for revenge challenges!  It just goes to show
that a copy's a copy, but the real thing's authentic, or something like that. If you're into that sort
of thing, it's 15 points.
     Also: See the blurb about Chingensai's super-secret ninja attack under anything-goes
martial arts.

     Last, but not least...Creative Martial Arts!  This includes stuff that I made up outside of
Rumiko Takahashi's universe, and anything else that requires creativity and imagination in a
fight.  Points may be awarded for ingenuity, especially if it impresses the GM.  Mostly this
category is for the Rock-n-Roll Martial Artist and the Role-Playing Martial Artist, though other
concepts for a martial arts field are welcome.
     Rock-n-Roll techniques:
     The Ability to Play an Instrument and Dodge at the Same Time: Also includes singing.
Beyond normal musical skills (which are excellent given the artist is by nature a musical
genius), this enables the artist to perform with the same level of mastery in the middle of a fight,
without losing concentration or going off key.  It makes you look cool, but doesn't include
attacking.  Cough up 10 points, punk ass.
     Also Being Able to Fight Back While Performing: Using basic martial arts attacks in
addition to the above skill costs an extra 5 points.
     Non-Lightweight Metallic Objects: AKA heavy metal, this falls under the jurisdiction of
hidden weapons rules.  Basically, this includes anything from thrown knives concealed in the
clothing to switchblades in the instruments.
     The Instrument as a Weapon: There's a great scene in "Desperado" that shows Antonio
Banderes playing his guitar in the middle of a bar brawl.  Whenever someone attacked him, he
would stop playing for a second and whack the person upside the head with the back of his
guitar like Ukyou would use her spatula, or shove the butt end into someone's stomach or
something equally bad ass and extremely cool to watch.  I must say that that scene gave me more
than just a little inspiration of Riff, my model character for this field.  Switchblades in the
instrument must be handled with care and released at just the right time, in addition to being
able to beat people silly or slashing them with the weapon.  This would also work well for
drummers, sax players, trombonists, or just about any instrumentalist, with a little ingenuity.
The blunt weapon alone does 2D damage, and the switchblades can add up to 3D additional,
depending on how badly the opponent fails a dodge roll.  15 points.
     The Musical Grimace: In the middle of a riff, the character starts to grimace heavy-metal-style and rant and rave, which entrances everyone within earshot to start moshing involuntarily. It's a great way to attack huge numbers of people, but can get out of hand really
easily and causes 4D damage to the entire room, furniture especially, since furniture doesn't
have endurance points.  Spend 35 points.
     The Psychedelic Experience: By a combination of acid rock and hallucinogenic chi
energy similar to the Amazon Wall of Illusions, the performer can stop opponents from attacking
by placing them under a simulated LSD experience.  The opponents are unable to attack due to
the flying purple fishes, bouncing mushrooms, etc.  It doesn't really cause any damage but it's
kinda neat, don't you think?  20 points.
     The Ear-Splitting Sound Wave Target Shooting Technique: This was mostly created at a
lethal attack to use with non-Ranma RPG characters who have much stronger powers than
anyone in the Ranma ½ universe, so its usage in this game is either a bad idea or requires
alterations.  Essentially, the attacker has a special switch on his instrument that concentrates ear-splitting decibels of pure rock into a targeted area, so that only certain victims hear the high-pitched wail that will after 2 rounds cause a normal human's eardrum to explode.  The target
facility keeps innocents and friends who are within earshot from falling under this fate.  50
points.
     Role-Playing Martial Arts: This one is real sketchy since I've never created an official
character like this and the concept still hurts my brain.  But I like the idea and if anyone wants to
play this character we can find a way to make it a playable thing.  My idea is that the character
carries a backpack with a dice bag, character sheets and several role-playing manuals.  In combat
the character drops to the ground and starts rolling dice rather than attacking physically.  With
enough dice roll successes (decided by above-board dice rolls), the opponent receives invisible
blows that appear to be delivered from thin air.  Bad rolls may mean that the blows have no
effect, the character has to stop and look something up in THE BOOK, or must argue with a
nonexistent GM.  While this happens, the opponent would be able to beat you senseless.  It still
needs some work, but I bet it could be done!
     The Video Game Martial Arts: This is almost the exact same thing as the role-playing
variety, only the character carries a control panel wired up to a box strapped onto the back.  In
combat a see-through warrior appears to fight the opponent while the character sits down and
fiddles with the control panel.  Any video game character may be used for this facility, provided
its skills do not give it an unfair advantage over a regular Ranma ½ character, and the player
above board rolls dexterity on button-pressing and for the abilities of the video character against
the opponent.
     NEW: Martial Arts Twirling (MAT): Sure, Baton Twirling is a sport practiced mostly in
small towns and by little girls, and it even has its own entry in the Encyclopedia of Bad Taste,
but think of the possibilities it could have as a martial art!  It's a tool sport, and so it bears some
resemblance to MARG in terms of equipment, costuming, balance, background music and
artistic merit.  (A word of advice: depending on which animal curse this martial artist may get, it
may become impossible to use these tools.  Roll again until you get a compatible form.)
However, the focus is more on twirling.  And leading marching bands.
     List of MAT Techniques:
     Batons of Fury: Basically, this is mastery of the batons.  Twirling them, tossing them in
the air and also being able to catch them, etc. are just the basics.  This transcends into a martial
art with the ability to whap people while twirling, send batons spinning out to whap people,
weilding the baton as a miniature staff, etc, etc, etc.  Use your imagination.  The batons are the
all-purpose weapons of the Twirling artist.  10 points.
     Mastery of the Ribbon: See rules for this under MARG.
     Spinning Knives of Fury: Really long, scary-lookin' knives with hooks on the end so they
can be joined together, twirled, and flung at will.  ‘Nuff said.  10 points.
     Fire Batons from Hell: They're batons, but they're flaming on the ends.  Cool, huh?  But
you have to have a lighter and some kerosene around to use them.  5 points, but you must have
Batons of Fury first.
 
 

     Merits and Flaws: + means the number of points you must spend to get a merit; - is the
number of points you receive for taking a flaw.

Merits: These are things you have to spend points to get, ‘cuz they're good things to have.
     +1 Great Cook: Yes, you can cook.  And it tastes NUMMY.
     +1 Non-love-related human resources.  One point for every person who can help you
with a problem, and is on your side without necessarily being in love with you.  For example,
this could be a good relative, a friend, or just about any non-playing character you want to create
to be a positive resource.  This does not guarantee that they will solve your problems; only that
you've got a friend.
     +2 Clothing Discretion: Clothes disappear when you change and reappear nearby when
you change back, so long as you get at least a 4 on a D10 roll.  Believe me, this is better than no
clothing protection at all.  But nothing is perfect.
     +2 Dr. Doolittle Syndrome: Understanding your animal friends without the use of Wiley
Coyote signs.  "Squeak squeak oink oink!"  "Hey!  Who are you calling a coward?!"
     +2 Grapevine: No, no, not the dance.  When you aren't around when things in the game
happen, you hear about it afterwards through "them".
     +2 Someone loves you: This is either a fiancé(e) or just about anybody who has this
horrible crush on you and will do his or her best to win you over, help you in a jam, or hit you
with a mallet when you so much as look at a member of the opposite sex.  The emotions do not
have to be communicated or even understood between characters; the above board indications
are there.  2 points for each person you want to go gaga over you.
     +2 Waterproofing (and rustproofing): Securing your everyday equipment for up to 100
feet underwater.
     +2 Weapons: Yeah, spend 2 points on every weapon you want to use on a regular basis
that is not essential to your martial arts field.  These may be your trademark weapons, or just
something that looks cool in a battle.
     +3 Improved language skills: This is rehab for those foreigners who no did speak right.
Or, for those who wish to add a foreign language to their repertoire of neat mental thingys.
     +3 Wiley Coyote Signs: Whenever you, in animal form, need to mouth off briefly.
     +5 Great Luck: Bad stuff just generally doesn't hit you.  But that's no fun.  Boo.
     +5 Herbal Access: You can find those rare and useful herbs to help you in your herb
magic.
     +5 Secrets: For each person you need to hide your deepest secret from, whether it be
about your watery curse or your true love interest or whatever.  This doesn't erase all
possibilities of the person discovering your closet skeletons, but it does guarantee -5 successes
for their perception and alertness rolls to keep them from figuring it out.
     +10 Angry Head of Doom: When the character is really pissed about something, like if
anything happens to one of Soun Tendo's daughters, the character's head can turn into this huge
demonic thingy with smoke coming out the nostrils.  Works great for intimidating people.
     +10 Prayer: When all else fails, pray.  This will grant you successful prayer to whomever
you place above anyone or anything in the world or in heaven.  (Ryouga has been known to pray
to Akane in battle as though she were a warrior goddess.)  This can only be used when the
situation is dire and secrets are at risk of being revealed.  The player must say the actual prayer
out loud, and will receive 5 automatic successes in whichever impossible feat the character
wishes to accomplish.
     +10 Your Own Personal Slave: Someone to do your dirty work for you.

Flaws: These are the things you pick up so you can afford some really cool technique, or
whatever.  Anyway, they give you points ‘cuz they have a down side.
     -1 Being from a country other than Japan.  Namely, China, although you don't have to be
Chinese.  But if you do, try to come up with some cool name that sounds a lot like a bath
product, like Xian Pu, Kon Lon, or Mu Ssu.  I personally like Lo Shun.  It's got sex appeal.  This
fault is really no big deal unless you also pick up poor language skills.
     -1 Loner: You have no home, no family, no friends outside the game. (Hunted,
despised....)
     -1 Rotten Cook: White wine, vegetable oil, it's all the same to you.
     -2 Big time blusher: You turn beet red at the drop of a hat.  You can't control it.
     -2 For every person who hates you and tries to get in the way whenever possible.
"Ranma Saotome, prepare to die!"
     -2 For every person you love dearly.
     -2 Overdeveloped sense of vengeance: Yes, you are known to hold a grudge.  And you
don't take many things in stride, either, ‘cuz there's someone out there who's fault it is for
something or other.  Give your enemies what they deserve, for doing whatever to you!
     -2 Wuss: Inability to tell your loved one how you feel.  When the subject comes up,
figure -3 successes into a bravery roll.
     -3 Fear of the Master: Look out.  Ba-GAWK!
     -3 Heart of Glass: Liable to shatter if your loved one tells you the news you don't want to
hear.  This will effect your overall personality by making you moody and prone to tears.
 -3 Inability to Swim:  Yeah, you just kinda thrash about like Godzilla in a kiddie pond.
     -3 Poor language skills: Never know how use pronouns or verbs.
     -3 People think you are a pervert, just out of bad circumstance.
     -5 You really are a pervert.  You enemy of women!  This fault cannot be combined with
the above.
******-3 Transforming into a human.************************************
******-5 Transforming into a non-human.************************************
     -5 Drastically poor eyesight.  You rival Mr. Magoo with your glasses off.
     -5 Neurotic, silly phobia: Turning mentally into a cat whenever your fear overcomes you
can be such a nuisance.....REER!
     -5 Poor sense of direction: "Giving you a map would be like giving a pig a pearl
necklace."
     -5 Standard bad luck: You are the plaything of Murphy's Law.  -Sigh-....
     -5 Kasumi Syndrome (KS): Known in the U.S. as Homer's Disease, this causes the
gradual dummbening ("Crap, that's not how you spell ‘dummening'.  Wait, ‘dummening's not
even a word!") of a person of somewhat normal intelligence.  With time the victim of KS will
become ditzier, saying unintelligent statements and revealing that the light inside the head is
growing dim.  Unfortunately, there is no known cure for Kasumi Syndrome.
     -10 Acute Kasumi Syndrome (AKS): "Oh my!  That IS cute!"  The brain is blonder than
blonde itself.
     -15 Severe Age: This is how the old freaks/ghouls rack up those extra points for all that
cool other stuff.  However, it also makes you macklejerky, you dried-up old monkey.

The Rules on Jusenkyo curses:

     Welcome to Jusenkyo, home of famous training ground of cursed springs.  The idea is,
just about everyone who goes there trains by fighting each other in midair while leaping from
pole to pole, on these poles sticking straight up in the air above all these little pools of water,
until they eventually fall in one of them and get stuck with some stupid curse.  Each spring has
its own verrrrry tragic story, of something or another what drowned there however many years
ago.  And so from now on, every time cursed people get splashed with cold water, they take on
the body of whatever drowned in that particular spring, and hot water changes them back.  Yada,
yada, yada, you should know all this by now.  But for the sake of this game some standards need
to be set on what causes a change and what doesn't, what kind of curses people will get and
what they can get out of it.
     Things affecting a transformation:
COLD
rain (and other precipitation)
exposure to natural bodies of water (excluding hot springs)
pools, cold baths, etc.
The old lady splashing water on the sidewalk
little boys with water guns
cold tap water
water balloons, if they break on you
splash of cold beverage
hose water
HOT
tea kettles
stewpots
hot baths and showers
natural hot springs
hot tap water
splash of hot beverage
pocket thermos flask (not just for alcoholics anymore)

     Things that will NOT effect a transformation:
COLD
ice
cold sweat
consuming cold beverages
HOT
sweat
steam
 humidity
consuming hot beverages
spitting on yourself, or any other bodily fluids (let's not go there)
slobbery kisses

So you see, it's a lot easier to change into the cursed form than it is to change back.  And this
curse is considered a flaw.  If you turn into another human form, the cursed form must be
noticeably physically different from what your character normally looks like, so if you get a
curse just like yourself try again until you're different.  Transforming into a human gives you 5
points for being flawed, which you can spend on whatever your little heart desires.  It might be a
good idea to give your character clothes that will fit in both forms, if possible, at least without
ripping.  ("Silly Hulk.  When will he learn?")
     Being cursed with a non-humanform gives you 10 points, because you'll have more
difficulties as a result of your curse.  Every time you change into your cursed form, you'll have
to roll a D10 against 6; if you succeed, your clothes will conveniently disappear and reappear on
you when you change back.  Otherwise, your clothes will be left lying around all over Japan and
you'll experience more public nudity.  Check into the Merits department, and there are certain
things you can get to make your life easier.  You might also consider spending points to make
your equipment waterproof, and to protect the secrecy of your curse form certain people, etc. etc.
     How to choose your curse: Well, you can't anymore.  I was going to leave that up to the
individual player, but then I realized that you don't get these kind of choices in reality, or at least
not in the Ranma ½ universe.  Do you think Ryouga wanted to turn into a pig?  Did Ranma get to
decide which spring he was going to fall into?  Genma seems to be the only one in the series so
far who likes his curse.  And so, your curse is going to be left up to fate, as it should be.  I've
come up with 100 different curses.  Roll 2 D10's, match the number up with the curse, and that's
that.  Unless, of course, you get something your character already is, or someone already has the
exact same curse in the game, or if I decide that that curse is really dumb after all and I let you
roll again.  It's not that easy to come up with 100 different cursed forms.  Here goes......
 
List of Drowned Springs:
-SPLASH-

01. Antelope
02. Baboon
03. Basselope
04. Bear
05. Beaver
06. Big blue ox
07. Bigfoot
08. Boy
09. Buddhist monk
10. Bull
11. Cabbit
12. Camel
13. Caribou
14. Cat
15. Chicken
16. Chihuahua
17. Chimpanzee
18. Clown
19. Communist official
20. Cow
21. Coyote
22. Crocodile
23. Dachsund
24. Deer
25. Dingo
26. Disembodied hand
27. Dodo
28. Dog
29. Donkey
30. Dragon
31. Duck
32. Eagle
33. Elephant
34. Ferret
35. Flamingo
36. Fox
37. Frog
38. Giant praying mantis
(human-sized)
39. Giraffe
40. Girl
41. Goat
42. Goose
43. Gorilla
44. Groundhog
45. Hawk
46. Hippie
47. Horse
48. Hyena
49. Identical twins
50. Jusenkyo spring guide
51. Kangaroo
52. Koala
53. Komodo dragon
54. Lemming
55. Lemur
56. Lion
57. Little boy (age 8)
58. Little girl (age 8)
59. Llama
60. Lounge lizard
61. Miniature pony
62. Monkey
63. Mouse
64. Mute
65. Neanderthal
66. Nissan Pathfinder
67. Old man (the short
kind; ancient)
68. Old woman
69. Ostrich
70. Owl
71. Panda
72. Panther
73. Parakeet
74. Peacock
75. Penguin
76. Phoenix
77. Pig
78. Platypus
79. Rabbit
80. Raccoon
81. Raven
82. Seagull
83. Sheep
84. Silent Bob
85. Smurf
86. Snake
87. Squirrel
88. Swan
89. Tiger
90. Toad
91. Unicorn
92. Volkswagen Beetle
(the old kind)
93. Whippet
94. Wolf
95. Wolverine
96. Wombat
97. Yellow-bellied
sapsucker
98. Yeti
99. Zebra
00. Roll Again!
 
 

            Ranma ½ RPG Character Sheet (front side)

Player:                            Martial Art:
Character:                              Transformation (if any):
Age:                               Overall Personality:

                           Attributes
Strength  - - - - -      Speed  - - - - -         Endurance  - - - - -          Intelligence  - - - - -
Battle Aura - - - - - (color:  __________)

                             Skills
Blush Control  - - - - -      Etiquette     - - - - -            Likeability  - - - - -
Bravery            - - - - -       Expression  - - - - -              Rationality  - - - - -
Chivalry   - - - - -              Grace - - - - -     Perception - - - - -
Leadership  - - - - -           Temper       - - - - -

                          Willpower
            - - - - - - - - - - - - - - - - - - - -
 
Weapons used on a regular basis: __________________________________________________

Current unspent points:                 Total collected points:
 

                          Techniques:
Name                                              Damage Done
 
 
 
 
 
 
 
 
 
 

                        (Back side)
 
                Character:______________________
 
Merits:                            Flaws:
 
 
 
 
 
 
 
 

Background History, personal nature, relations and attitudes toward the other characters:
 
 
 
 
 

This is what my character looks like:
 

 Well, that’s about it.  Like I said, there are a few bugs in my system which I’m too much of a mathless schlep to try and fix.  If you have any questions, advice, or if you’re curious about the results of my play testing, e-mail me at s539@truman.edu.   Thanks!