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Just had a thought for a possible campaign style...
GURPS Anime Ideas
by Flynn Leek (email@example.com)
Basically, one can play just about any gaming world, but it'd probably
have a lot of the 'cinematic' and 'silly' optional stuff thrown in.
Martial arts would be almost a necessity for daily survival. Given the general feel of the
campaign, this could be played as anywhere from a dark and serious feel,
to something akin to a TOON game.
Think of it! Given the average anime show, you can come up with a whole
slew of advantages and disadvantages.
And if you're thinking of roleplaying a game involving that sort of anime... well... all I can say is good luck, and get help. I'm not listing the point values for... tentacles; that can be used as Extra Hands.
- Love Triangle (-5/-10 points disadvantage)
- Player is involved romantically in
some fashion with two other people. This results in either friendly
rivalry for affection (5 point version) or outright combat to remove the
person being fought over (10 points). The exact nature of the relationship
is left up to the player or GM. This can be taken multiple times for
really confusing situations...
- Secret Love (Variable points disadvantage)
- Character is in love with another
character, but, for various reasons, it is kept secret. There are three
catagories for who can know about the secret love: The intended target
(most common), The character (He loves her, he just doesn't want to admit
it, not even to himself), and everyone else in the campaign. For each category
that doesn't know, add three points. If they know, but are just keeping
quiet about it, they're only worth 1 point. If a rival is involved
somehow, add five points.
- Spectacular Maneuver (Phyical/Hard skill)
- This skill is bought for a specific weapon or
martial arts maneuver. Basically, it lets the character do something
incredibly nasty with that attack. Examples include shattering a sword
with your bare hands, or leaping 12 feet into the air and bringing your
fist down do smash a hole in the pavement. These are usually fairly
impressive displays of force. One declares that you are performing the
action, then rolls for success, then the attack's to-hit. This counts as
an all-out attack, and is completed at the end of your next action. If it
works, add 4 to your damage, or something equally impressive.
- Super Maneuver (Phyical/Hard skill)
- As above, but even more so. The character's body
crackles with power, the sword cuts thru the object, leaving it intact
until it falls in two peices a second later... In a silly, toonish game,
this will always knock an opponent silly, and will probably make a red
smear of bit characters in a more serious campaign. It operates the same
way as the above skill, except that one must have an impressive name for
the action, of not less than three words long: Firey Dragon Punch, or
- Incredibly Impressive Maneuver (Phyical/Hard skill)
- As above, but a truly massive
display of power and skill. The catch is it can only be used once each
game session, and then only against a powerful foe. At this level, feel
free to explode parts of the human body with a touch, project your life
force energy in a dragon-shaped blast of power, crumble buildings by
causing a localized earthquake, or something else equally fun. This skill
requires you to call out it's name, loudly, when it's being used, a name
which must be of no less than five words. The more impressive-sounding,
the better. This should knock out any foe in a silly campaign, or utterly
destroy something in a more serious one...
- Doesn't Know Martial Arts (-15 points disadvantage)
- Just that; includes hand weapon styles and the like.
- See Lecherousness.