Crystal Tokyo
Crystal Tokyo is a role-playing system for use with stories set in the universe of Sailor Moon, although it can be easily adapted to serve as a light system for any team-based superhero setting.
Introduction
The year is 2999, and Neo-Queen Serenity's reign over the solar system is complete. With King Endymion at her side, Serenity spread peace and harmony across her entire domain. Now, two years after the defeat of the Eclipse Knights, Neo-Queen Serenity's daughter Bright Lady has at last married the King of Illusion. As their wedding gift, Serenity has decided to take a vacation and leave the kingdom's operation to Bright Lady. Nine months have passed since Serenity's departure with Endymion to 20th century Hawaii, and in her mother's stead Bright Lady has proven wise and virtuous.
Now, though, a new threat to Crystal Tokyo has appeared. Already, the Outer Senshi have reported a distant sense of menace, and Neo-Queen Serenity’s devoted ally Luna has vanished mysteriously. Warned of this impending menace, Bright Lady sends the children of Crystal Tokyo to safety in 20th century Tokyo. Far from home, this new generation of Sailor Senshi will face unknown enemies, meet mysterious new allies, and discover their destinies!
Character Creation
Crystal Tokyo characters are the Princesses of Silver Tokyo, the daughters of Neo-Queen Serenity and her Inner Senshi. As future Sailor Soldiers, the characters for this campaign should be female and 13 to 14 years old. Players are encouraged to choose their character’s mother, but should (except where obvious) resist the urge to choose a father without consulting the GM.
Crystal Tokyo characters are created using 60 XP to purchase scores in four attributes and a number of skills. Characteristics (skills and attributes) cost a number of XP equal to the square of the characteristic's value.
Attributes
Grace
Grace is physical agility and reflexes. It controls how nimble a character is, and plays an important role in combat, as well as some social situations.
Intuition
Intuition is a combination of intelligence and speed of thought. Characters with high Intuition are more aware of their surroundings, and better able to understand and react to them.
Spirit
Spirit represents a character's intangible presence. It encompasses charisma, willpower, and psyche, and plays an enormous role in social situations.
Vigor
Vigor is raw physical power, representing both strength and stamina. It affects a character's ability to dish out and take punishment in combat, as well as general health.
Skills
Senshi skills are special skills normally reserved for superhuman characters. Senshi skills may be chosen during character creation, even if characters will not initially be senshi.
Grace Skills
Acrobatics
Athletics, dodging, and other physical actions that do not directly involve harming others.
Fighting
Hand-to-hand combat in all of its forms.
Stealth
Sneaking around. Stealth is useful when following other senshi unobtrusively.
Intuition Skills
Education
Knowing the sort of things that are taught in school.
Find Weakness (Senshi skill)
Detecting opponents' hidden weaknesses. See Senshi Combat for more information. A character's Find Weakness level may not be higher than her Perception level.
Perception
Noticing hidden things and being aware of the world.
Sensitivity
Detecting supernatural influences.
Technology
Using computers, understanding mechanical objects, and being technically savvy.
Spirit Skills
Charm
Flirting, making friends, and other social interactions based on being friendly.
Combined Attack (Senshi skill)
Combining Energy Attacks with other senshi.
Elegance
Style, intimidation, and other social interactions based on being impressive.
Inspiration (Senshi skill)
Expressing the beauty and goodness of one’s spirit. Useful for senshi introductions and winning over misguided enemies.
Mysticism
Supernatural powers such as Hino Rei’s shinto training. A character's Mysticism level may not be higher than her Sensitivity level.
Timing (Senshi skill)
Arriving in the nick of time when one's team is threatened.
Vigor Skills
Toughness
Resisting pain and physical trauma.
Virtues and Flaws
Characters may also purchase virtues and flaws to represent specific talents or problems their characters possess. Some sample Virtues and Flaws are listed below; new Virtues and Flaws may be taken with the GM's permission.
Virtues
Magical Item (Variable XP): The character possesses some magical item that will assist them in a specific way.
Flaws
Phobia (-1 XP): Some common circumstance renders the character helpless with fright.
Figuring Combat Statistics
All characters have the following Combat Statistics.
Initiative Bonus: Intuition x 5
Attack: (Fighting + Grace)k(Fighting)
Defense: Grace x 5
Dodge Defense: (Grace + Acrobatics) x 5
Damage: Vigor + Fighting
Energy Defense: Spirit + Vigor
Damage Thresholds:
Knockback Threshold: Vigor + Toughness
Stun Threshold: (Vigor + Toughness) x 2
Wound Threshold: (Vigor + Toughness) x 4
KO Threshold: (Vigor + Toughness) x 8
Damage Thresholds are represented as (Knockback Threshold)/(Stun Threshold)/(Wound Threshold)/(KO Threshold).
Energy Attacks
Senshi generally have dramatic sequences of gestures and invocations that summon an attack formed of pure energy. In Crystal Tokyo, these powers are referred to as Energy Attacks. When designing a character, a player does not need to design an Energy Attack. Energy Attacks should be created during the game as a team, because cooperative design is essential to making them useful.
Nevertheless, here are the rules for designing 2d Energy Attacks. Don't go too crazy.
Attack Design
Energy Attacks are designed by choosing powers for the different levels of the Attack Chart. Each level has a point cost multiplier for effects placed within the level. Normal 2d Energy Attacks are built on 50 points.
All senshi attacks may only be used after transformation, require the freedom to gesture and speak, and have a specific command phrase. In addition, they are extremely noticeable, target only one foe, and Stun their user.
Results
Results are the real effects of Energy Attacks. Results are purchased individually for each level of the Attack, and each level must be filled with a result before filling the lower levels. Unfilled levels are Misses, indicating that the Attack is ineffective.
|
Result |
Point Cost |
Effect |
|
Knockback |
1 |
Target takes Knockback damage. |
|
Stun |
2 |
Target takes Stun damage. |
|
ED Drain |
2 per drain point |
Target's ED is reduced by named amount. |
|
Continuous Knockback |
3 |
Target takes Knockback damage; attacker may automatically inflict another Knockback next round with their action, and does not suffer the effects of making an Energy Attack until she cannot or does not declare an automatic Knockback. |
|
Wound |
6 |
Target takes Wound damage. |
|
Continuous Stun |
9 |
Target takes Stun damage; attacker may automatically inflict another Stun next round with their action, and does not suffer the effects of making an Energy Attack until she cannot or does not declare an automatic Stun. |
|
KO |
12 |
Target takes KO damage. |
Perks
Perks are specific bonuses or penalties that are part of an Attack, and represent its special abilities. Perks affect the entire Attack, and cost points just like results.
|
Perk |
Cost |
Effect |
|
Elemental |
2 |
The Attack is elemental in nature (wind, earth, water, fire). Elemental Attacks may automatically be used to Counter (see below) their opposed element, and may confer special bonuses against specific enemies. |
|
Healing |
3 |
The Attack is non-lethal in nature, and effective against possession and infestation by malevolent energy. Healing attacks do damage without causing physical injury, and may confer special bonuses against specific enemies. |
|
Grab |
3 |
The Attack can be used to grab objects or people. Any result of the Attack that is not a Miss or a Fumble represents a successful Grab. |
|
Introduction Combo |
5 |
During the first round of combat, the attack can be combined with an Introduction. |
|
Counter |
10 |
The Attack can be used to preemptively stop other Energy Attacks. A character with an Energy Attack with Counter may preemptively declare she is countering any other Energy Attack if she has an action remaining in the combat round. Roll the Attack; any result of the Attack that is not a Miss or a Fumble negates the effects of the enemy Energy Attack. |
|
Knockback Penalty |
10 |
The Attack does not actually Stun the user, but instead simply hits them with the effects of a Knockback. |
|
Attack All |
Double Result Costs |
The effects of the Attack target all enemies. When building the attack, all Results cost double. |
|
Two Round |
-10 |
Because of its lengthy attack sequence, the Attack takes a combat round to build, and can therefore be easily interrupted. |
Rules
Dice
Crystal Tokyo uses three kinds of die rolls. Standard rolls are the most common.
Standard (XkY)
Roll X 10-sided dice, and add up Y of those to get the result. Re-roll 10s and add 10 to the new result.
Bonus (+X)
Roll one 10-sided die, and add X to get the result. Re-roll 10s and add 10 to the new result.
Energy (Xd Energy)
Roll X 10-sided dice, and add them to get the result. Do not re-roll 10s.
Normal Rolls
In most cases, a player will roll XkY dice and try to meet or exceed a known Target Number. If she does, she succeeds. If she fails, so does her character.
Opposed Rolls
When two characters' actions are directly opposed, both roll XkY with a Target Number equal to the other's relevant Attribute x 5. Whomever achieves the better result (success or more Raises) wins.
Raises
When making a standard roll, the player will generally know their Target Number ahead of time. The player may declare that he is trying for one or more Raises before making the roll. Each Raise increases the Target Number by 5, and grants the character a better result if she makes her roll.
Combat
Initiative
At the beginning of a round of combat, all involved characters roll 1d10 and add their Initiative Bonus. During the combat round, characters act in order from the highest to the lowest Initiative total. Characters may always hold their action to interrupt another character with a lower Initiative total.
Attacking
To attack, a character rolls their Attack dice ((Fighting + Grace)k(Fighting)) and attempts to equal or beat their opponent's Defense total. Success indicates a hit.
Dodging
As long as a character has not acted or taken Stun or Knockback in a round, she may declare a Dodge when attacked. Her Defense becomes her Grace + Acrobatics x 5 for all subsequent attacks in the round.
Damage
When a character is hit, they take Damage Points equal to the attacker's Damage multiplied by one plus one for every Raise the attacker declared. The Damage Points are then compared to the character's Damage Thresholds, and the character experiences the effect of the highest Damage Threshold achieved. Damage Points do not accumulate -- they simply generate an attack result and go away.
Example: Naru-chan (Damage Thresholds 3/6/12/24) is attacked by a scorpion yoma (Damage 8). If the yoma hits her with no Raises, it Stuns her (Damage 8 is greater than her Stun Threshold of 6). If the yoma hits with one Raise, it Wounds her (Damage 16 is greater than her Wound Threshold of 12). With two Raises, it KOs her (Damage 24 is equal to her KO Threshold of 24).
Damage Effects
Knockback:
The character is knocked back, and may be momentarily disoriented. She loses any action in the current round, any benefit of Dodging, and may suffer cosmetic damage.Stun: The character is senseless with the force of the attack. She loses any action in the current round, any benefit of Dodging, and may not act or Dodge in the next round.
Wound: The mighty blow physically injures the character. She suffers all of the effects of being Stunned, and loses one die from all standard rolls until her Wound is healed. A character who suffers a number of Wounds equal to her Vigor + Toughness is KO'd.
KO: The force of the attack knocks the character out. They are unconscious for the rest of the combat, and may not act at all.
Energy Combat
Senshi and many supernatural creatures have Energy Attacks. Characters making these attacks roll their Energy Attack roll, subtract their target's Energy Defense, and look at their Attack Chart to determine the effect of the attack.
Combining Energy Attacks
Characters with the Combined Attack skill can combine their Energy Attacks. Each character involved must have a Combined Attack skill equal or greater than the number of other characters in the attack, and all characters must have an action left when the character with the lowest Initiative takes her turn. When combining attacks, all characters involved roll their Energy Attack dice, and apply the results of the highest roll on all of their Attack Charts.
If characters combine Energy Attacks of different die strengths, characters with weaker attacks may only count a number of dice equal to their Energy Attack strength when using a stronger character's total.
Example: Sailor Mars (Fire Soul: 2d Energy) and Sailor Neptune (Deep Submerge: 3d Energy) combine their attacks on a yoma. Mars rolls a 4 and an 9, for a total of 13. Neptune rolls an 8, a 2, and a 10. Mars uses Neptune's 10 and 8 for an 18, while Neptune uses her 20.
Weird Example: Sailor Mars (Fire Soul: 2d Energy) and Sailor Neptune (Deep Submerge: 3d Energy) combine their attacks on another yoma. Mars rolls a 5 and an 8, for a total of 13. Neptune rolls a 2, a 2, and a 10. Because Mars can only count two of Neptune's dice, she sticks with her roll of 13 while Neptune uses her 14.
Senshi in Combat
Sailor Senshi have some extra advantages and restrictions in combat.
Transformation
Before senshi may use Energy Attacks, they must transform into their senshi form. Transforming takes one action. Despite the fact that appearance does not change much between senshi and normal forms, the mundane identity of transformed senshi generally cannot be recognized. However, when a senshi transforms in front of other people, the watcher will connect their mundane and senshi identities.
The Inspiration Pool
Senshi
teams have an Inspiration Pool. This pool represents a bonus to Energy Attacks that can be tapped during the combat. In each combat, the Inspiration Pool begins at zero.Introduction
On arriving at a combat, senshi may introduce themselves to increase the team's Inspiration Pool. As long as the character has not attacked or been attacked, she may make a (Spirit+Inspiration)k(Inspiration) roll with a Target Number of 5 x (the current Inspiration Pool + 1). A successful roll increases the Inspiration Pool by one, plus one for each Raise. A failure caps the Inspiration Pool at the current level for all characters present.
Using the Inspiration Pool
Any character may pull any number of points from the Inspiration Pool to provide a bonus to another character's next Energy Attack. This takes an action.
Heroic Timing
Senshi
do not run to arrive at a combat in progress. They simply arrive, generally in the nick of time. When a combat is in process, members of a senshi team who are not currently present may attempt to arrive at the start of the next combat round by making a (Spirit+Timing)k(Timing) roll. The Target Number depends upon the state of the members of the team in the combat:|
Team Member Status: |
Target Number |
|
Unharmed |
Impossible |
|
Knockback |
30 |
|
Stun |
25 |
|
Wound |
20 |
|
KO'd |
10 |
Only the worst condition counts; the effects of using Energy Attacks do not count. Multiple team members in the worst state decrease the Target Number by 5. Characters may declare Raises to bring other characters along with them, or to arrive at the beginning of the current combat round rather than at the beginning of the next combat round.
On arriving in a combat, senshi may make their introductions and increase the Inspiration Pool.
Find Weakness
The Find Weakness skill functions like a miniature Inspiration Pool. Using Find Weakness takes an action. On the first action, the senshi makes a (Intuition+Find Weakness)k(Find Weakness) roll against the target’s lowest Attribute x 5. If this roll is successful, the senshi may make further Find Weakness rolls with subsequent actions. For each success, and each Raise, the character accumulates one Free Raise in combat, one +1 bonus to an Energy Attack roll, or one tidbit of description of the target’s weaknesses. The senshi may "give" these bonuses to other team members without using an action.