Ranma 1/2 Copyright 1996 by Bob Schroeck The basic Jusenkyo curse is an Uncontrolled Change, worth -10 points. The trigger condition for change to the wereform is cold water; the trigger for the change back is hot water. These temperatures are absolute, not relative to the perceived "comfortable" range of the victim. "Hot" is 80 degrees fahrenheit or warmer; "cold" is anything below this. In almost all cases, the changes are to animal forms, which almost always have the disadvantages Mute and No Fine Manipulators. The change is *not* absorbtive; if the new form is not reasonably close in size and proportions to the original, clothing and equipment will fall off or be ripped off, depending on the difference in size. Those who suffer from the Jusenkyo curse are able to understand each other, despite their forms. Examples of this ability can be found in the very first episode (where Ranma is able to have a conversation with Genma, despite Genma being in panda form) and the episode where Ranma and Ryoga begin their search for the Japanese "spring of drowned man" (where Ranma is able to understand Ryoga while he's in piglet form). "Jusenkyoites" have the Secret Communication advantage, working with each other only. The character's mind is unaffected by the change. All mental advantages and disadvantages are unaffected. Physical advantages are usually superceded by the form's usual advantages (exception: Combat Reflexes remains). Physical disadvantages are usually carried over into some analogous form (a human with a lame leg becomes an animal with a lame rear leg). Social advantages and disadvantages remain, but only among those who know the animal is actually a transformed human; among those who don't know, the character is subject to a "valuable property" Social Stigma or even a -4 Reputation: Unpredictable wild animal. GMs should work with PCs to decide what carries over on a case by case basis. All skills are retained, although those which require some aspect of human physiology (hands, speech, etc.) cannot be used. Gesture can be used to express ideas, with no penalty. Some skills which _should_ require hands can be used, but at a penalty; for example, Mousse's Knife Throwing skill. ------------------------------------------------ Martial Arts Rhythmic Gymnastics 10 / 43 points Primary Skills: Acrobatics [2], Dancing, Jumping, Judo, Throwing, Axe/Mace (clubs), Whip (ribbon) Secondary Skills: Body Language, Tournament Law (MARG), Parry Missile Weapons Maneuvers: Disarming, Hit Location, Feint (Axe/Mace) Cinematic Skills: Throwing Art, Ribbon Grab (see below) Cinematic Maneuvers: Binding (with ribbon/special), Dual Weapon Attack (Club), Enhanced Dodge, Enhanced Parry (all weapons), Roll With Blow, Superjump Uses Chambara rules, requires Trained By A Master. Special rules variants follow: ------- Binding (with Ribbon): As the regular binding maneuver, except that the length of the ribbon allows the character to entangle the target from a distance. Based on Whip skill. ------- Ribbon Grab (P/H) Prerequisites: Whip/Ribbon, Binding (with ribbon) This skill allows a character to use a whip-like ribbon in a manner similar to a lasso, to wrap and grab a target. Furthermore, the target can be yanked into the air and hurled as a weapon. Use a regular Whip or Binding roll to hit the target. Roll against Ribbon Grab to get a firm but not tangled grip on the target. If the target is yanked into the air, use the character's Ribbon Grab skill level in the place of ST to determine the weight that can be so moved (extra effort is allowed). -------------------------------------------- Bandanna: 2d cutting attack, ROF 4 Unique, Unremovable Special effect: He can pull infinite numbers of bandannas off his head and throw them rapidly, 4 per turn. Umbrella: Composition unknown. Weighs 500 lbs. Can be used with Broadsword skill to do crushing Swing/Thrust. Can be thrown with Throwing skill to do Thrust +1/die cutting, and will boomerang back to him. Belt: Stiffens into a sword with a snap of the wrist. Treat as a broadsword, uses Broadsword skill. ------------------------------------- Absolute Misdirection -10 points The Absolute Misdirection disadvantage has the following effects: An IQ-6 roll is required to follow directions correctly or go somewhere intentionally. The more complex the directional task, the greater a penalty is applied -- from -1 for chasing someone across a courtyard or trying to get out of a house, to -5 for following directions to a relatively close location, to -10 or more for trying to reach a place the character's never been. On a failure, the character will be lost -- wandering randomly 1d days for every 3 points by which the roll was failed. On a critical failure, measure the time wandered in *weeks*. Absolute Misdirection is only -10 points because it also includes an unconscious ability to teleport across bodies of water; the character can cross, say, from Japan to China without actually ever encountering the Sea of Japan, and never noticing the 'port. This power can never be used intentionally; in fact, the character may never be aware of the power, except for wondering how he got where he is.