RPG Rules

The rules will mix a series of things. The fundamentals will be based on a number of systems.

Character Sheet:
Aspects: Represent the character's personality. These can change over time.

Skills: Represent the character's abilities outside directly fighting themselves. These change very little over time.

Attributes: Represent the character's direct fighting abilities. These grow rapidly in a sort of Lensman Arms Race. Based on Shonen Final Burst system. Whenever a character gets past a certain point, they gain a higher Rank of power and select new Attributes for their new rank.

Stunts: Based on FATE. Used for mental matters, Stunts change very little over time

Techniques: Based on Shonen Final Burst. These remain constantly changing from saga to saga. Based on Shonen Final Burst system. Whenever a character gets past a certain point, they gain a higher Rank of power and select Techniques for their new Rank.

Mental/Martial Specialisation: A character can specialise Mentally, giving them a ____ penalty to Attributes and a ___ penalty to Attribute and Technique growth and 6 levels instead of 5. They can also instead gain a Martial specialty, giving them a ____ bonus to Attributes and a ___ bonus to Attribute and Technique growth and 4 levels instead of 5.

Skill List:
A Skill Pyramid is used with 6 levels, to represent the sheer levels of awesome Disagea characters get. Most characters, however, only get 5. On a rating system, they are:

6: Seemingly invincible

5: Legendarily competent

4: Extraordinarily competent

3: The skills a truely competent administration would call Professional

2: "Professional" standards for the Empire, which has depreciated badly. Skilled amateur by real-world standards.

1: Average for an ordinary person

0: Bad even for an ordinary person. Can have Epic Fails in this area.

A skill pyramid of 4 levels would have 11 levels. A skill pyramid of 5 levels has 16. A skill pyramid of 6 levels has 22 levels. Hence there will be 22 mental skills.

1- Leadership (inspiring the troops, leading troops etc. Also works for non-soldiers.)

2- Administration (includes the organisational skills to ensure good supplies and the skills of good government)

3- Manipulation (obvious)

4- Empathy (understanding people sucessfully. Can roll to predict how another character will act. Will have to work out how this works for PC)

5- Geography (Also includes skills such as predicting the weather, knowledge of locations,

6- Strategic Theory (the theory of how to fight a war. May not necessarily give practical skill)

7- Info (how quickly your character learns of events when they happen, and how much detail you get. Similiar to the Contacts skill in this regard)

8- Counterintelligence (fights the Info skill. Also prevents leaks to the public)

9- Willpower (obvious. Includes ability to stay calm)

10- Mountain Warfare (how to execute strategies in Mountain warfare. Doesn't necessarily lead to good strategies)

11- Plains Warfare (how to execute strategies in Plains warfare. Doesn't necessarily lead to good strategies)

12- Naval Warafre (how to execute strategies in Naval warfare. Doesn't necessarily lead to good strategies)

13- Forest Warfare (how to execute strategies in Forest warfare. Doesn't necessarily lead to good strategies)

14- Siege Warfare (how to execute strategies in Siege Warfare. Doesn't necessarily lead to good strategies)

15- Stealth (has some use in battle. Also covers burgulary)

16- Formation Strategies

17- Cultural Knowledge (knowledge of other cultures)

18- Languages (how many languages a character knows)

19- Innovation (tech more advanced than the rest of the era)

20-

21-

22- Custom Skill (can be used for anything outside of combat not covered, such as Crafting. Put this as a zero and the character has no custom abilities in particular)