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;Schools
;Schools
:A Certain High School The school Kamijou Touma attends in the series, this school is a fairly typical mid level Esper school that functions similarly to any normal Japanese high school. It uses fairly typical methods like bending spoons with one’s mind mixed with the occasional harsher techniques reserved for troublemakers. The grounds are fairly expansive and well tended to however and include a fields of grass with a set of windmills and a small pond making for rather picturesque picnic locations once lunch period starts.
;A Certain High School
:The school Kamijou Touma attends in the series, this school is a fairly typical mid level Esper school that functions similarly to any normal Japanese high school. It uses fairly typical methods like bending spoons with one’s mind mixed with the occasional harsher techniques reserved for troublemakers. The grounds are fairly expansive and well tended to however and include a fields of grass with a set of windmills and a small pond making for rather picturesque picnic locations once lunch period starts.


:Nagatenjouki Academy Thought to be the top school in Academy City where anyone with an innate talent can be invited to attend, Esper or not. It runs similarly to Tokidawai and is an active sports school.
;Nagatenjouki Academy
:Thought to be the top school in Academy City where anyone with an innate talent can be invited to attend, Esper or not. It runs similarly to Tokidawai and is an active sports school.


:Sakugawa Middle School A fairly typical school modeled on the schools outside of Academy City. The staff and students have a unique dress code and manner of teaching that lends well to the aesthetics.
;Sakugawa Middle School
:A fairly typical school modeled on the schools outside of Academy City. The staff and students have a unique dress code and manner of teaching that lends well to the aesthetics.


:Zassou Academy Geared towards a more technical focus the school is located in Academy City but is truly meant for those aiming to hone a skill quite unrelated to Esper powers. Its main focus is teaching students the skills to become computer programmers and game designers.
;Zassou Academy
:Geared towards a more technical focus the school is located in Academy City but is truly meant for those aiming to hone a skill quite unrelated to Esper powers. Its main focus is teaching students the skills to become computer programmers and game designers.


:Tokidawai Middle School A prestigious school and one of the top ranked schools in both the country and the Outside. Its grounds are part school part mock Victorian mansion with all students living on the campus itself. The rest of the grounds are made up of gardens and a small sports facility. It has a high bar of admittance and maintains a strict level of discipline and training amongst its students even during non-school hours.
;Tokidawai Middle School  
:A prestigious school and one of the top ranked schools in both the country and the Outside. Its grounds are part school part mock Victorian mansion with all students living on the campus itself. The rest of the grounds are made up of gardens and a small sports facility. It has a high bar of admittance and maintains a strict level of discipline and training amongst its students even during non-school hours.


:Ryouran Kasei Girl's School
;Ryouran Kasei Girl's School


:Sekishi Junior High School
;Sekishi Junior High School


:Kirigaoka Girl’s Academy This school is fairly typical in architecture, appearance, and other such aesthetics. Its student life is fairly similar to most other typical schools as well. However, its reputation as a top ranked school comes from a mindset of different is better rather than stronger is better unlike other similar schools. The Power Curriculum appears here in a form that caters to those with more unusual and outlandish abilities.
;Kirigaoka Girl’s Academy  
:This school is fairly typical in architecture, appearance, and other such aesthetics. Its student life is fairly similar to most other typical schools as well. However, its reputation as a top ranked school comes from a mindset of different is better rather than stronger is better unlike other similar schools. The Power Curriculum appears here in a form that caters to those with more unusual and outlandish abilities.


:Misawa Cram School A rather unusual school even just from looks alone, this towering double office building presides over the urban landscape in an imposing manner. The students that attend this school are there mostly for extra lessons or preparation for exams. They come from any number of schools in the area to study or “cram.” However, recently the school has been the nexus of a number of ill rumors about science cults and brain washing.
;Misawa Cram School  
:A rather unusual school even just from looks alone, this towering double office building presides over the urban landscape in an imposing manner. The students that attend this school are there mostly for extra lessons or preparation for exams. They come from any number of schools in the area to study or “cram.” However, recently the school has been the nexus of a number of ill rumors about science cults and brain washing.
   
   
:Oyafune Athlethic Academy A co-educational independent high school for physically capable Espers located in the twentieth district of Academy City.  Here students are taught a version of the Curriculum that focuses heavily on achieving results in tests of physical endurance and sports skills. It has a tremendous reputation for creating highly athletic Espers and is well known for those results.
;Oyafune Athlethic Academy  
:A co-educational independent high school for physically capable Espers located in the twentieth district of Academy City.  Here students are taught a version of the Curriculum that focuses heavily on achieving results in tests of physical endurance and sports skills. It has a tremendous reputation for creating highly athletic Espers and is well known for those results.
   
   
:Platinumberg International School: A very harsh school where even minor infractions are punished. Due to this, the number of students attending the school is very small (only 230), but the ones who do are very proper and, most often than not, skilled ESPers. The school has 29 Level 4's, 111 Level 3's and 90 Level 2's.
;Platinumberg International School
:A very harsh school where even minor infractions are punished. Due to this, the number of students attending the school is very small (only 230), but the ones who do are very proper and, most often than not, skilled ESPers. The school has 29 Level 4's, 111 Level 3's and 90 Level 2's.
   
   
 
;Yamabuki Art Academy  
:Yamabuki Art Academy - Yamabuki Art Academy, with it's 894 students, is the single largest art college in Academy City. In order to attend the school, the student has to pass a so-called Creative Test where not only the students ESPer potential is measured, but also her creative talents. Once accepted, the school curriculum is very relaxed and students come and go as they please. The school features 26 Level 4's, 68 Level 3's, 156 Level 2's, 286 Level 1's and 358 Level 0's.
:Yamabuki Art Academy, with it's 894 students, is the single largest art college in Academy City. In order to attend the school, the student has to pass a so-called Creative Test where not only the students ESPer potential is measured, but also her creative talents. Once accepted, the school curriculum is very relaxed and students come and go as they please. The school features 26 Level 4's, 68 Level 3's, 156 Level 2's, 286 Level 1's and 358 Level 0's.


;School Events
;School Events

Revision as of 16:43, 24 August 2010

pdf cover

Started out as just an idea, then /tg/ picked it up. It's a game set in the To Aru universe complete with psychic powers and magic. (the word complete is used very loosely) It's not a dice-pool system, it's a d10 roll-under system. Skip down to the #Links section for sauce material for the setting.

Changelog

  • IRC channel: #acertainroleplayinggame @ xen.thisisnotatrueending.com (sup/tg/)
  • Current .pdf, WIP 11: http://www.mediafire.com/?a6w75tzccfvandq
  • New cover - still has "Scientific", sorry. It makes sense. When this is done we'll release "A Certain Magical Game Addendum" anyway with magic rules...
  • Clarified esper powers out of combat, added stages of power that are used for contested rolls using esper powers.
  • Added example status effects (mechanical modifications to attacks) and how to handle them with dice.
  • Each power now has a corresponding stat or two (used for contested esper rolls).
  • Some of the powers have had example modifications added.
  • Replaced transmutation with wood control since the former was impossible to properly stat.
  • Added more fluff, including schools. Added a random school generation chart in character gen if you don't want to play a canon school or one of our non-canon schools.
  • Cosmetic changes - powers chart and traits chart now use the tables from the wiki.
  • Copypasted mental combat stuff from posts on /tg/ because we still haven't figured out a more precise and usable way to handle them. More help here is appreciated!
  • Some campaign seeds were added in GM Aids to give examples of types of adventures PCs can have.

To Do List

The system is almost ready for playtesting. It's probably playable to an extent now, but work still needs to be done.

There is one major barrier to having a playable system and a few other issues that will help flesh out the pdf a lot.
Powers that need their own unique system for combat use: This the major issue. There are powers that don't fit the original system for powers in combat. All the mental abilities - they should do some form of "mental damage" or otherwise impair the foe. There is a preliminary (horrible) system for that in the pdf. Very few of these should be able to inflict physical damage. Anomaly abilities such as psychometry and precognition probably don't have much of a combat application. Either note that or come up with something they could do (precognition could add to dodge rolls?). Abilities such as shapeshifting, physical enhancement, etc need mechanics that add stats or abilities to the esper without doing damage to an enemy directly.
For each power, they need one example each of a small, medium and large effect for both mechanical adjustments to an attack and for deviations from the power. This one is probably a fuck-huge project but would do a lot to make this system more accessible and more fun to just pick up since a lot of cool ideas will be available to the players from the start. This process has been started below.
Schools and Organizations. This is tied in with fluff. Each major school needs to have a description made. Organizations like Skill-Out and Judgement that the PCs can be part of also need descriptions as well as anything that affects gameplay (some organizations make it easier to get weapons, etc). We could also use maps.
Sample characters and campaign ideas.
Maybe start work on A Certain Magical Game Addendum. Preliminary ideas are near the bottom of the page.

Base Stats

There are four base stats:

Physical - Covers everything physical strength and constitution.
Mental - Not only sheer intelligence, it's also the speed of thought and everything that's based in your head.
Social - How much of a people person you are.
Coordination - Agility, speed, and dexterity.

Generate stats by rolling 5 sets of 2d10 and assigning the best four to one stat each.

The player is then given 30 points to allocate to Level and skills.

One ESPer level costs 5 points
A skill costs as many points as it's bonus. (Running 4 costs 4 points)(There's no skill list, skills are completely freeform)

OR you can roll on the Level table, coming up!

HP: Number of hit points is your Physical stat multiplied by 5. At 0 hit points or below, roll against your physical each turn. On a failure you collapse and are unconscious. At -100% of your maximum hit points, make the same check but a failure means death.

Base Mechanic

Skill Rolls: A skill gives a bonus to your base stat (Running 4 gives a +4 bonus to Physical, Knowledge (Trees) 8 gives +8 to Mental if Trees come into play on a theoretical level.), which you then roll 2d10 and try to roll under the resulting number. 19 and 20 are critical failures, 2 and 3 are Spectacular Successes.
Powers: Powers are determined by rolling on the tables found below. Every combat round, an ESPer rolls a number of dice equal to their level to determine the amount of power points they can spend that turn. Power points are pretty abstract, but the more the more powerful the effect is. The ESPer can also choose to save half of those power points for the next round, thus "charging" their power.
Powers in Combat: Each turn in combat, an esper can choose to spend the points they rolled for the turn or save up to half of the unused points. If an esper is ever holding more than the maximum number of points they could roll in a single turn (so 10 for level 1s, 20 for level 2s, 30 for level 3s, etc), then they lose all points over the maximum and take that much damage. The number of points you have is the base damage you can do with an attack. This assumes a short range attack against one target. These points of damage can either be used for the attack or be spent to modify the attack to have a longer range, to cover a larger area of effect or to buy additional effects on the attack such as an electrical attack that stuns foes.
Mental Combat: Mental against Mental roll. Some inflict statuses. Three ways of attacking.
Attack:
This one forces the opponent to do specific actions, such as halt an attack or run or attack someone else. It is really innefficient but has the great bonus of being hard to resist. Also, really complicated things cannot be brutally commanded, so you can't force someone to pick a lock or use esper powers with this, unless they are passive. "These aren't the droids you're looking for."
Control:
This would represent 'charm' effects, that make the user seem like a really great person who should be obeyed. These are probably the most powerful, but take the longest: they only work over a long period of time and take some time to establish. Once established, it's capable of everything Attack can do, only better. Similar to, say, the hypnotic ability many fictional vampires have.
Suggestion:
This one is the middle ground between Attack and Control, basically. It's easy to resist, if you know it's coming or the suggestion is really moronically over the top. But subtle suggestions, baby steps, are much harder to resist and more powerful, not to mention harder to notice or detect.
Attack Effects: Rather than have a list of power effects, there will be guidelines for how much effects cost. GMs have the last word on how much a particular effect will cost. Small effects will cost 1 point. Medium effects will cost 3. Large effects cost 5. Each effect beyond the first costs an additional point. (ex: 3 small effects will cost 1+2+2 points = 5 points. 2 large effects would cost 5+6=11 points)
There are two cases for when effects need to be applied to attacks. The first is when the attack gives a mechanical benefit beyond simply doing damage.
Examples: Small: plants coming up from the ground and making grabs at your feet to try to trip you
Medium: A stunning effect to a shock, temporarily dropping you
Large: Plants wrap around someone and squeeze tightly, immobilizing them
The second is when the attack does something that deviates from what the power originally does. Small effects push the original power a little. Medium would be effects and addendums of the first power. Large would be huge changes and weird stuff.
Examples: Small: manipulating gravity to directly hit someone with force
Medium: Using electromagnetism to create a blade out of iron particles from the ground
Large: Using gravity to bend light

Obviously, powers like teleportation that don't have direct combat application wouldn't be able to do damage in these steps without use of added effects. They might also need different distance/range charts for balance.

Preliminary Range/AOE info: Each point of damage that is instead put into AOE or range increases the effect of the attack by 10 square yards of area or 10 yards of distance, with a maximum of 100 yards (10 points) for range and no maximum limit for area of effect of the attack.
Accuracy and Dodging: Upon declaring an attack using esper powers, the attacker makes an accuracy roll. For attacks doing physical damage, roll 2d10 against your coordination For this roll, add your ESPer level and the number of points spent on increasing the AOE of the attack to your coordination. Subtract 1 from your coordination for each point above 3 spent on increasing the range of the attack. The defender rolls coordination. Whoever succeeds with a higher margin of success wins (hits with or dodges the attack). For mental attacks, use the mental stat in place of coordination for both attacker and defender.
Defensive Abilities: If you have stored up esper powers when someone successfully attacks you, you can spend those points to negate some of the damage at the rate of 4 stored points per 1 point of damage negated. Describe how you do this with your power. Ex: bringing up a sheet of ice to block a launched rock, cutting through some of the vines of an attacking plant using a blade of vibrating iron particles, etc.
Critical Failures: When rolling dice each turn to determine power points, an esper can lose control of their power and suffer backlash from it. A level one cannot have a critical failure. A level 2 that rolls 2 or lower on both dice has a critical failure. A level 3 that rolls 2 or lower on 2 of their 3 dice has a critical failure. A level 4 that rolls 3 or lower on 3 of their 4 dice has a critical failure. A level 5 that rolls 3 or lower on 3 of their 5 dice has a critical failure. On a critical failure, the esper gains no points this round and instead loses all stored points and takes damage equal to the points they would have gained plus the stored points they lost.
Weapons:
Guns, Germs and Steel: Sometimes esper powers aren’t the best tool for the job when it comes to combat. An esper could be gifted with an ability such as psychometry that leaves very little room for combat applications. The Level 0 in the party also needs a way to defend themselves. That’s where weapons come into play.
As the party will likely be playing students given the setting, most of these weapons will be of the improvised variety or weapons that are easy for teenagers to acquire. Firearms and more lethal weapons will still be available but will probably require association with the proper organizations (legal or criminal) to be obtained.
Weapons and Stats: Each weapon corresponds to a certain base stat that governs its use. Most bashing weapons such as batons, bats and clubs use the Physical stat, as do large swords, axes, etc.
Some melee weapons, such as rapiers and daggers, rely more on finesse than brute strength and thus are based on the Coordination stat. Most ranged weapons like bows and firearms need a steady hand to be used effectively and are also based on Coordination.
Weapon Mechanics: Each weapon has two character traits. First is an accuracy modifier. This number is added or subtracted from the target number when making a skill check to use the weapon.
The second is a damage roll. On a successful hit with the weapon, roll the specified dice, add a combat modifier, and deal that much damage to the target.
Weapon Types
These are more guidelines than they are hard and fast rules.
Simple Clubs: These weapons could include a broken off chair leg, a police baton, a particularly thick tree branch, or a cane. No matter what the player has chosen to name their skill, they can wield similar weapons that fit this list.
Stat: Physical
Accuracy: +1
Damage Dice: 1d10
Big Stick: Baseball bats, long wooden staffs, etc - these larger blunt weapons can really hurt if they connect, even breaking bones or causing serious internal injuries.
Stat: Physical
Accuracy: +0
Damage Dice: 1d10 + 4

Blades require specific skill before use:

Small Blades: Pocket-knives, whips, daggers, and the like may be small, but their sharp edges make them lethal weapons.
Stat: Coordination
Accuracy: +2
Damage Dice: 2d10 -4
Big Blades: Axes, swords, all your classical medieval fantasy weapons go here.
Stat: Physical
Accuracy: -1
Damage Dice 2d10.

More to be added, probably

Powers

The current tables:

POWERS Elemental (1-2) Forces (3-4) Mental (5-6) Biological (7-8) Anomaly (9-0)
1 Air Gravity Memory Manip Plant Control Barrier Manip
2 Fire Friction Telepathy Phys. Enhancement Teleport
3 Water Pressure Confusion Sensory Enhance Precognition
4 Earth Light Hallucination Regeneration Psychometry
5 Metal Telekinesis Sensory Manip Shapeshifting Portals
6 Electricity Mass control Emotion Manip Animal Control Technokinetics
7 Synthetics Temperature Dream Manip Animation Duplication
8 Magma/Lava Torque Power Null Photoreflex Memory Probability
9 Ele/Mag waves Time Manip. Power Absorb Disease Projection
0 Wood Momentum Mental Enhance Chameleon Phase Walk


Power Descriptions

Please note that these are guidelines, rather than restrictive definitions of the powers.

Elemental Powers

Air Control [Mental/Coordination]
You control the flow of air, you can create mighty winds or snuff out the greatest flame with the power of your mind.
Small mechanical effect: Create space by blowing your opponent yards away.
Medium mechanical effect: Disarm a threat by whipping an opponent's weapon away with a concentrated gale.
Large mechanical effect: Create a cyclone to whip helpless victims into the air.
Small deviation effect: Push yourself with a current of air to move at great speed.
Medium deviation effect: Use your command over air to take to the skies within a cushion of air.
Large deviation effect: Seize all the air from within an area, making breathing impossible, but remember to maintain the effect or air will flow back.
Fire Control [Mental]
Mighty flames obey your every command, by rising to your full potential as an ESPer you can create infernos with a snap of your fingers.
Small mechanical effect: The flames you summon burn your foes where they make contact.
Medium mechanical effect: Your clever control over the power of fire allows for the shaping of your conflagration to scorch a large area without harming your allies.
Large mechanical effect: The all consuming blaze you summon's searing heat reaches the height necessary to melt matter down. Your opponent's cover means little.
Small deviation effect: Smoke is a result of fire, and your power over fire extends to control that result by manipulating smoke.
Medium deviation effect: The fire you create need not travel between you and your target. You may attempt to force combustion of your target.
Large deviation effect: You're like a god of fire; demonstrate your mastery by walking through the hottest flames unharmed.
Water Control [Mental/Coordination]
Water forms itself according to the ground it flows on, the exception is you. You have the power to control and form water, with the right training tsunamis are within your reach.
Small mechanical effect: Shoot a high pressure stream of water that can push your foes into each other or knock them down.
Medium mechanical effect: Create a sheet of ice under your foes that makes it difficult for them to move and remain standing.
Large mechanical effect: Encase your foes in a prison of ice or trap them in a sphere of water.
Small deviation effect: Disperse water vapor as mist.
Medium deviation effect: Turn the water you're manipulating into ice and shape it at will.
Large deviation effect: Suck the water from an area, dehydrate the target of your attack.
Earth Control [Mental/Physical]
The earth itself obeys you, it cracks open at your word and forms itself with a wave of your hand.
Small mechanical effect: Trip your foe by shifting the earth beneath them.
Medium mechanical effect: Call the ground to rise before you, creating instant cover.
Large mechanical effect: Rip open the earth and create an abyssal fissure beneath your foe
Small deviation effect: Rocks, gravel, and pebbles fly from the ground towards your target.
Medium deviation effect: Form a suit of armor or sword from the stone beneath you.
Large deviation effect: Stomp the ground and generate earth quaking shock-waves.
Metal Control [Mental/Physical]
Metals bend to your will, cars quiver like jelly on a washing machine and U-beams bow before you. You ARE the Iron Man.
Small mechanical effect: Bend a gun in on itself.
Medium mechanical effect: Crumple the engine block of a car.
Large mechanical effect: Warp the structures of buildings.
Small deviation effect: Fix pieces of metal.
Medium deviation effect: Fire pieces of metal like a gun.
Large deviation effect: Manipulate the iron in one's blood to cause iron poisoning.
Electricity Control [Mental]
The current within your body is at your command, you can shoot arcs of lightning from your fingertips and start appliances by looking strictly at them.
Small deviation effect: Magnetize an object.
Medium deviation effect: Create a vibrating blade out of iron particles from the ground or fire a railgun attack
Large deviation effect: Manipulate or detonate electronic devices using your powers
Small mechanical effect: Awaken someone with a light zap.
Medium mechanical effect: Stun a foe with an electric shock.
Large mechanical effect: Paralyze your target with currents coursing through their body.
Synthetic Material Control [Mental]
Man made materials like plastic, glass and ceramics are like putty, ready to be formed by your hands.
Small mechanical effect: Sharpen paper to knifelike levels.
Medium mechanical effect: At your word, a broken window springs back into place
Large mechanical effect: The very clothes your enemy wears turn against them and constrict.
Small deviation effect: Change the design on a tee shirt.
Medium deviation effect: Fling shards of glass at high speed.
Large deviation effect: Break items down to raw materials.
Magma Control [Mental/Physical]
Earth melts under your stare, asphalt bubbles as you walk by and the guys in the skyscraper better hope the foundation isn't concrete.
mall mechanical effect: Convert the ground into extremely hot lava.
Medium mechanical effect: Cause your lava to spray towards a target, possibly burning.
Large mechanical effect: Magma from deep within the earth gushes upwards towards your target.
Small deviation effect: Solidify lava.
Medium deviation effect: Create a protective ring of lava around yourself.
Large deviation effect: Safely surf lava.
Electromagnetic Wave Control [Mental]
There is plenty of stuff all around us that we can't even perceive, but still affect us. You have power over them. Radiation, UV Rays, X Rays, Microwaves and Gamma Rays are all under your control.
Small mechanical effect: Harass others with wave attacks intended to daze.
Medium mechanical effect: Poison your target with heavy radiation
Large mechanical effect: Cause blindness by burning eyes with concentrated waves.
Small deviation effect: See through barriers with X Rays.
Medium deviation effect: Overload wireless devices.
Large deviation effect: Completely deceive scans.
Wood Control [Mental/Physical]
Turn chairs into spears, turn tables into shields, make the walls of a log cabin strike your foe with spikes. You can manipulate wood, but only once it’s dead.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:

Forces Powers

Gravity [Mental]
You have control over gravity itself. Pin your foes with a crushing force or leap from rooftop to rooftop as if you were lighter than air.
Small deviation effect: Hit someone directly with force rather than manipulating the gravity around them.
Medium deviation effect: Align two objects to gravitate towards each other.
Large deviation effect: Bend light with gravity.
Small mechanical effect: Increased gravity around your enemy reduces their ability to move and to dodge other attacks.
Medium mechanical effect: Decreased gravity around your enemy leaves them floating helplessly through the air, unable to control their trajectory.
Large mechanical effect: Your enemy is pinned to the ground by an immense gravitational force.
Friction [Mental/Physical]
Walk on ice with the greatest ease or watch your opponents slip and fall no matter how sturdy their footing is. Friction is under your control.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Pressure [Mental]
You can manipulate pressure. Lazily pop balloons by increasing internal air pressure or crush your enemy’s bones with your power.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Light [Mental]
Light bows to your command. You can switch a room between pitch black darkness and a blinding brightness with but a thought.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Telekinesis [Mental/Coordination]
Spooky action at a distance. Your ability to manipulate the world doesn’t stop at your fingertips. Lift and throw objects from afar.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Mass Control [Mental/Physical]
Glass bends like rubber. Paper becomes a stiff cutting edge. Your thoughts can mold the rigidity and hardness of objects, twisting them to your will.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Temperature [Mental]
You are Laplace’s Demon’s worst nightmare. Transfer heat between objects in ways that seem impossible. Never suffer through the scorching heat of a summer day again.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Torque [Mental/Coordination]
Many things give when you just give them a twist. Break open a bank safe with a huge shearing force, or just open a jar of pickles.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Time Manipulation [Mental]
You can never have too much time. Slow down time and wow your foes as your pistol shoots faster than a machine gun. Hit your enemies before they can even see you

coming

Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:
Momentum [Mental]
The trajectories of moving objects obey your whim. Redirect bullets Neo-style. You are The One.
Small mechanical effect:
Medium mechanical effect:
Large mechanical effect:
Small deviation effect:
Medium deviation effect:
Large deviation effect:

Mental Powers

Memory Manipulation [Mental/Social]
Revisionist history at it's best. Memories are our past, they define our personalities and experiences. So what happens when someone is able to control them? It's up to you to find out!
Telepathy [Mental/Social]
Skip those pesky human communication methods and plunge directly into the brains of others, even uninvited! Talk with them, see what they're thinking, you can even manipulate them! All of this and more in the wonderful field of telepathy.
Confusion [Mental/Social]
Blur the senses, change perception, warp the sanity of your foes. People won't even know what's going on, because, well, that is just the thing you do.
Hallucination [Mental/Social]
We humans are sensitive folk. We know our world because of that sensitivity. Touch, taste, smell, sight, hear; the senses are yours to play with. Have fun!
Sensory Agonism/Antagonism [Mental/Social]
The nervous system is your domain. Pain and pleasure are your toys. Care to test Pavlov's conditioning to the limit?
Emotion Agonism/Antagonism [Mental/Social]
Lovers and madmen have such seething brains, such shaping fantasies, that apprehend. More than cool reason ever comprehends... It comprehends some bringer of that joy; or, in the night, imagining some fear, how easy is a bush supposed a bear.
Dream Manipulation (and Astral Projection) [Mental/Social]
Leave the confines of your body and enter the wondrous field of dreams. Strolling through other people's subconscious, you can irrupt into them when they are most vulnerable. Just be careful, not every dream is a good dream.
Power Nullification [Mental/Physical]
Strip the gifted abilities of the people around you, take them out of their comfort zone. What is a psychic without his powers? Test them, bring them down from their high levels.
Power Absorption [Mental/Physical]
You are hungry for other people's powers, there's just no food finer than the abilities from others. Use it against their own masters. Just be careful, gluttony has never been good...
Mental Enhancement [Mental]
You need a little push, a little extra on your performance? That's cool, that's cool. You've got what you need. Go beyond your own limits. Reach for the sky.

Biological Powers

Plant Control [Mental]
Some people have a green thumb, and can seemingly make any plant grow. You can do far more than that. Through sheer will, you can command plants into taking action, as well as conduce growth or withering.
Physical Enhancement [Mental/Physical]
You understand the link between mind and body. Through your mind's psychic power, you can amplify the capabilities of your body to reach incredible heights.
Sensory Enhancement [Mental]
You might not know anything, but with senses like yours, it's easy to find anything out. Tough test? Just read the answers off that guy in the far corner of the room, they might as well be written on the board, with eyes like yours.
Regeneration [Mental/Physical]
Injuries fatal to the average person mean little to you, as you heal at supernatural speed. At a high enough level, you might even recover lost limbs.
Shapeshifting [Mental/Physical]
Quick adaptation and adjustment to your body allows you to change your form to suit circumstances, be it with claws or another person's visage.
Animal Control [Mental/Social]
You're king of the jungle, and you have the power to make any animal obey your orders.
Animation [Mental/Coordination]
The power of life is in your hands, and you can share it with inanimate objects to make temporary golem servants.
Photoreflexive Memory [Mental]
"Don't worry, I saw someone try this in a movie, once!" If you've seen it done, you can repeat it, from a parcour roll to a karate kick.
Disease [Mental]
Colds, viruses, plagues, they're pawns to you. While only an elite few may generate a disease, you can manipulate them to infect your target, protect yourselves, or cure their victim.
Chameleon [Mental/]
Your body adapts to your surroundings to conceal yourself. Why run for cover when you can become all but invisible?

Anomalous Powers

Barrier-Field Manipulation [Mental]
The best offense is a good defense. Well, your mind provides you with the greatest defense. Create impenetrable walls with your psychic abilities and ward off any harm.
Teleport [Mental/Coordination]
No more traveling, no more hurrying up, no more stuck in traffic. Move from one place to another in the blink of an eye. Just be careful not to teleport into something nasty.
Precognition [Mental]
Use your psychic third eye to reach into the future, acknowledge and defy fate. Why wait till things happen, when you can know it right now?
Psychometry [Mental]
Everything is imprinted in reality, and your ability lets you see that. Take information from every object you see. If walls could talk... Well, they can. To you.
Portals [Mental]
Want to teleport, but you want to actually see where you are going? Not instantaneous, but more practical. Portals: for the good of all of us, except the ones who are dead.
Technokineticism [Mental/Coordination]
Not just for hikkikomoris, now your computer can really be your best friend. Your control over machines can turn cars and toasters into deadly weapons.
Duplication [Mental]
Ever wish to yourself that you had a lighter? Well, if you know how works, you can always have one. Your mind can create objects that it has encountered before and understands on a fundamental level.
Probability [Mental]
You can twist Lady Luck's arm - but she'll get you back. Win the lottery but then find everything else in your life starts going wrong to pay back the luck debt and restore balance.
Projection [Mental/Physical]
A simple thought can temporarily project an object into existence. You'll always have the right tool for the job.
Phase Walk [Mental/Coordination]
You are like a ghost - you walk through walls and other solid objects. Great for espionage and spying - or just peaking your head into the locker room.

Statuses

Stunned
Your head is spinning and your body is not responding, your mental status could be penalized.
Dazed
The world is blurred and just won't stay still, it is very hard to keep you balance, your coordination could be penalized..
Poisoned
Some sort of deadly substance has made it's way into your body. Side effects vary.
Paralyzed
Your body cramps up, you are still aware but you simply can't move.
Crippled
A particularly nasty injury, typically along the lines of broken bones jutting out of the flesh.
Slowed
Something hinders your movement, whether by flailing roots grappling your feet, or a cast of ice encasing your leg.
Mind Controled
You're but a pawn of another esper's will.
Influenced
Not in direct control of others, but you're still being used. You may not see anything wrong, you may even think that this is really what you want to do. But it's not.
Lost a Sense
A blind light, a loud noise, or maybe even an esper, there are several things that can leave you without one of your senses.
Constricted
You are immobilized. Suffocating, getting crushed, if you don't struggle to escape, it could be your final hour.
Mesmerized
Something is affecting you. Illusions, charms, they will try to gain your complete attention.

Other

Schools
A Certain High School
The school Kamijou Touma attends in the series, this school is a fairly typical mid level Esper school that functions similarly to any normal Japanese high school. It uses fairly typical methods like bending spoons with one’s mind mixed with the occasional harsher techniques reserved for troublemakers. The grounds are fairly expansive and well tended to however and include a fields of grass with a set of windmills and a small pond making for rather picturesque picnic locations once lunch period starts.
Nagatenjouki Academy
Thought to be the top school in Academy City where anyone with an innate talent can be invited to attend, Esper or not. It runs similarly to Tokidawai and is an active sports school.
Sakugawa Middle School
A fairly typical school modeled on the schools outside of Academy City. The staff and students have a unique dress code and manner of teaching that lends well to the aesthetics.
Zassou Academy
Geared towards a more technical focus the school is located in Academy City but is truly meant for those aiming to hone a skill quite unrelated to Esper powers. Its main focus is teaching students the skills to become computer programmers and game designers.
Tokidawai Middle School
A prestigious school and one of the top ranked schools in both the country and the Outside. Its grounds are part school part mock Victorian mansion with all students living on the campus itself. The rest of the grounds are made up of gardens and a small sports facility. It has a high bar of admittance and maintains a strict level of discipline and training amongst its students even during non-school hours.
Ryouran Kasei Girl's School
Sekishi Junior High School
Kirigaoka Girl’s Academy
This school is fairly typical in architecture, appearance, and other such aesthetics. Its student life is fairly similar to most other typical schools as well. However, its reputation as a top ranked school comes from a mindset of different is better rather than stronger is better unlike other similar schools. The Power Curriculum appears here in a form that caters to those with more unusual and outlandish abilities.
Misawa Cram School
A rather unusual school even just from looks alone, this towering double office building presides over the urban landscape in an imposing manner. The students that attend this school are there mostly for extra lessons or preparation for exams. They come from any number of schools in the area to study or “cram.” However, recently the school has been the nexus of a number of ill rumors about science cults and brain washing.
Oyafune Athlethic Academy
A co-educational independent high school for physically capable Espers located in the twentieth district of Academy City. Here students are taught a version of the Curriculum that focuses heavily on achieving results in tests of physical endurance and sports skills. It has a tremendous reputation for creating highly athletic Espers and is well known for those results.
Platinumberg International School
A very harsh school where even minor infractions are punished. Due to this, the number of students attending the school is very small (only 230), but the ones who do are very proper and, most often than not, skilled ESPers. The school has 29 Level 4's, 111 Level 3's and 90 Level 2's.
Yamabuki Art Academy
Yamabuki Art Academy, with it's 894 students, is the single largest art college in Academy City. In order to attend the school, the student has to pass a so-called Creative Test where not only the students ESPer potential is measured, but also her creative talents. Once accepted, the school curriculum is very relaxed and students come and go as they please. The school features 26 Level 4's, 68 Level 3's, 156 Level 2's, 286 Level 1's and 358 Level 0's.
School Events
Daihasei Sports Festival
Summer Festival
Other Organizations
Judgement
Big Spider
Student Background Table (1d10)
1 Experimental Subject/Child Error
2-3 Delinquent (Skill-Out)
4-7 Regular Student
8-9 Honor Student
0 Agency Connections (Judgement, Anti-Skill)


Level table (d100 + Mental stat)
01-15 Level 0
16-30 Level 1
31-50 Level 2
51-80 Level 3
81-100 Level 4
100+ Level 5


d100 00 10 20 30 40 50 60 70 80 90
0 Phobia Inferiority Complex Hero Worship Firefighter Connected Independent Farmer Anemia First-born of a huge family Animal Reflexes
1 Always on the move Local hero Animal Lover Main Character Emotionally scarred Butler/Maid Cook Can't stand the Sun Motorcycle Rider Drug Addict
2 Judgement Unlucky Superstitious Nervous Engaged to be married Tsundere Journalist Occult Fan Memories of a past life Food Connoisseur
3 Attacked by animal Fist-fighter Overachiever Anarchist Foreigner Stalker Genius Coward Hippie Heterochromia (different color eyes)
4 Celebrity Computer whiz Charitable Pyromaniac In a relationship Positive Religious Book Author Crybaby Night Owl
5 Orphan Undeserved reputation Olympian Fanbase Airhead Rebel Rock Star Multilingual (Knows more than one lenguage) Survivor Morning Person
6 Hobbyist Overconfident Teamworker Part-time Job Attractive/Good Looking Class President Vertigo Hermit Melancholic Bird Watcher
7 Bookworm Gluttony Off the Grid (Higher level than one would think) Perfectionist Famous Parent Royal Blooded Skilled with Weapons Pariah Sharp Sight Gambler
8 Hooligan Gemstone Musician Family in the city New in Town 19 year old ESPer Sympathetic Only Child Fast Learner Perfect Childhood
9 Shut-in Didn't want this! Wealthy Still living at home Childlike Karaoke Addict Fisherman Last Child Natural Leader Short Sight

Plans for A Certain Magical Game Addendum

Since the mechanics for A Certain Scientific Roleplaying Game are nearing a level where they can be play-tested, we could probably spare a bit of effort into thinking of how to handle Magic in this game.

Preliminary ideas:

Mages spend character points at character generation to buy proficiency in magic in a similar fashion to espers
Mages can also spend character points to buy a magical artifact that their character has - this should be something the GM doesn't take away from them during the course of a campaign without very, very, very, very good reason
Magic should be less freeform than psychic abilities - more with specific spell lists than something that can be used creatively
Mages require the use of rituals, chants, runes, talismans, etc in order to use magic - maybe the process even takes multiple combat rounds of concentration for more powerful effects
The most powerful magic spells should exceed the power of any lone esper - however, it may take thousands of mages cooperating over a period of time to cast such a spell.
On that note, mages should be able to link their powers together to cast more powerful spells than either could alone or than the two together would seem to be able to - the "whole is greater than the sum of the parts" kinda thing

Threads on /tg/

First Thread
http://suptg.thisisnotatrueending.com/archive/11754164/
Second Thread
http://suptg.thisisnotatrueending.com/archive/11765694/
Third Thread
http://suptg.thisisnotatrueending.com/archive/11779215/ (Complete with "baaaaaaaw! animu shit")

Links