So, today I start yet another system. This one's called Shonen.
See, I like BESM, I really do. But it's universal, and as such doesn't quite support anime cliches and genre pieces as well as it could. What's more, it's a rather mechanical system - simplified old-school, as it were - the bastard child of GURPS and Storyteller.
Shonen is largely meant to support "boy's manga", specifically fighting manga like Rounini Kenshin, Flame of Recca, Naruto, One Piece, etc. In these manga, plots are often structured on single duels. However, these duels are rarely mundane, instead often featuring exotic powers or skills that present a challenge to the main character's abilities. Fights can be straight-up, but sometimes there's a bit of puzzle in them as well, as each fighter implements complex strategies to counter the abilties of the other.
Also important is the backstory of the characters, however, and the particular goals of each character is typically relevant. Rather than struggle against an invader or react, shonen heroes are often proactive, seeking out new challenges as a matter of course. Often this based around a rather lofty goal, and though the character may seem completely incapable of reaching that goal at the beginning, they often grow dramatically through the course of the series.
Anyway blah blah blah and blah. You can watch them if you need a better feel for the genre.
So, there are three attack attributes.
Power: This is the attribute of strength, either external or internal. This allows one to overwhelm opponents with a torrent of force.
Speed: This is the attribute of agility and swiftness. This allows one to overwhelm opponents before they react or predict your attacks.
Tactics: This is the attribute of wits and strategy. This allows one to overwhelm opponents by turning the situation to your advantage.
These three attributes interact in a paper-rock-scissors fashion, where:
Power > Speed
Speed > Tactics
Tactics > Power
And there are three support attributes.
Confidence: This helps you gain an extra edge when you need it the most. Confidence is used to resist morale-based attacks.
Determination: This allows you to deal with injury and hardship. Determination is used to show how much punishment you can withstand before giving up.
Perception: This allows you you to discern your opponent's strength. Perception is used to resist deception-based attacks.
Attributes are rated roughly 1 to 5. Each attribute has a die type (DT) associated with it, like so:
- 1 = 1d4
- 2 = 1d6
- 3 = 1d8
- 4 = 1d10
- 5 = 1d12
Sometimes a reverse die type (RDT) is called for, as shown below.
- 1 = 1d12
- 2 = 1d10
- 3 = 1d8
- 4 = 1d6
- 5 = 1d4
Each offensive attribute has its own minor Edge, as noted below. Edges give each attribute a unique ability.
Overwhelm (Power): If you roll less than or equal to your Power rating, you can reroll if your Power rating is higher than theirs.
Preempt (Speed): If you beat your opponent on your attack and your Speed rating is higher than theirs, you take no secondary damage.
Outwit (Tactics): If your Tactics rating is higher than your opponent's, you can subtract your Tactics rating from their roll.
Support attributes basically provide more significant Edges, as listed below.
Inner Strength (Confidence): If your Confidence is higher than your opponent's, you can add half your Confidence (rounded down) once per fight to any one attribute other than Confidence.
Dauntless (Determination): If your Determination is higher than that of your opponent, you can ignore the result of damage taken once per fight.
Insight (Perception): Once per fight, if your Insight is higher than your opponent, you can tell what attribute an opponent is going to use before an exchange.
More to come, including Archetype edges and actual rules.