Moon Raid
A heroic modern horror-fantasy shōnen RPG (also, free!)
Book II contains all the rules needed to create a character, whether it's a heroic Watcher or a somewhat humbler (but no less heroic) Moon Touched. Simply select one Path, buy some levels in some skills, acquire some Feats (from both a common pool and a pool restricted to your Path), detail your Achilles heel (a.k.a. 'defects'), note which of the other protagonists is the most important to you and you'll be more or lees ready to start fighting the Moon Raids!
In this book, our heroic characters will found rules to play one of the following Paths:
Aeromancer: agile controllers of the Air element!
Bushi: masters of hand-to-hand combat!
Chimera: dreadful (and sometimes
out-of-control) shapeshifters!
ESPer: psychics with senses beyond the human
limit…being spatially or temporally!
Geomancer: stolid controllers of the Earth
element!
Gunslinger: experts in ranged combat!
High
Tech: creators (and
users) of the most astonishing 'scientific' inventions!
Hydromancer: flexible masters of the Water
element!
Mentalist: psychics with powers of telepathy
and mental control!
Pyromancer: fiery masters of the Fire
element!
Shadow
Walker: stealthy manipulators of shadow
and darkness !
Telekinetic: psychics with mind control over
the matter!
Moon Touched: those who have been only lightly blessed (cursed?) by the Moon, and the main support any Watcher could expect…from a tactical but also from an emotional point of view!
Book III contains all the rules required to play the Moon Raid RPG game. Well, except those related to player characters creation, of course. That would have been overly repetitive. In this book, you will find...
- A basic action resolution system based on rolling a d10 and checking the result on an Universal Table, which will give a qualitative ('Yes', 'Yes, but...', 'No', 'No, and...') or quantitative (in the form of 0, 1 or 2 'victory points') outcome as required.
- An expansion of the basic resolution system to resolve opposed actions, team actions, competitions and prolonged actions. Ah, yes, and also school tests and evaluations.
- Two combat systems: one full-fledged system based on an abstract-zone divided battlefield, and a narrative system for those times when the protagonists can't lose (or can't win) or a quick resolution system is preferred.
- A character's advancement system based on giving the campaign a 12-episodes anime series structure, where the protagonists will receive some improvement every time the series reaches a certain milestone; that would be 'after each episode...except those that are more or less filler'.
- Rules for NPCs creation and direction advice. Because Gamemasters should receive at least a little help in their job!
- And many, many more! Well, O.K., that's exaggerating quite a bit. Let's leave it at 'some things more'.
Alchemist: Master in the transformation of the matter!
Anathema: Haunted keeping their monstrous nature at bay…barely!
Dragon Soul: Bearer of the soul fragment of a dragon!
Druid: Master of the nature magic!
Enchanter: Sly magical manipulator and trickster!
Exorcist: Relentless fighter against the forces of evil!
Homunculus: Ageless artificial, but so human like, creation!
Onmyōji: Mystical master of the Yin and Yang!
Seer: Enigmatic mystical soothsayer!
Summoner: Invoker of supernatural allies!
This Companion also includes a description of some new aspects of the Moon Raid RPG setting. Because, even if Watchers and Moon Haunted are used to deal with strange things under the Moon, sometimes those things may be even…stranger.
No hay comentarios:
Publicar un comentario