So Who Are They Anyway?
Before we can get to the nifty battles and corny romance, we need some characters. In all RPGs, Player Characters are what makes the world go 'round, and the Sailor Moon setting is particularly character driven. While there can be a greta opportunity for diversity in characters, it is always sensible to limit the character's choices somewhat, if only to a vague role or job.
In order to make a game work, it always helps to have the PCs in a specific group, much like the Sailor Scouts. For a game structured like this, it is neccesary to impose some limits on character creation. Otherwise, it's entirely possible to have a hippy pacifist in the Moon Palace royal guards (not a good idea). The most basic is to just have all characters fit into a certain job, and have the right attitudes for the job. In a less structured role, it becomes neccesssary to make sure the player characters can get along well, as they will have less backup when they get into trouble and less leadership to tell them what to do.
For example: Jane, being nominated the GM, decides on the kind of characters she wants. The players will be playing alternate versions of the Scouts, so they'll all be in high school. She decides to make them a little older than the characters in the series, say sixteen, to allow more maturity to creep in (shame!). Since she wants them to be fairly close to the scouts as a team and as friends (and to avoid extra work on outfit designs), she decides that she wants all the characters (even Matt's!) to be female, attending the same high school. This should let them get together at the start of the game fairly easily.
FUZION and especially Champions: New Millenium work on the idea of variable power levels and settings. This is especially important for character creation, determining the available points and limits for their characters. In most Sailor Moon settings, the levels are going to be turned down somewhat as only very few powers are displayed in the series. Here are my suggestions:
Switch | Status | Dial | Status | Dial | Status |
---|---|---|---|---|---|
Complications | On | Characteristics | 35 points | Option points | 30 points |
Wealth | Off | Perk cost | Cost x1 | Power points | 30 points |
Mecha rules | Off | Rule of X | 16 | Martial arts | Cost x1 |
Impairing Wounds | On | Knockback | 1 | Strength | -2 |
Speed | Opt. | Autofire ratio | 1 | Knockback | 1 meter |
In the case especially of campaigns in the same setting as the original series, lifepath is strongly reccomended. For young characters, such as the scouts, only a Background roll is neccessary, although optionally the player may make an additional roll on Life Events. Origin path should be abandoned, as the power origin is one of the most important aspects of the setting.
For example: Jen is unsure about the kind of character she wants. She decides to roll on lifepath, and work her character up from the background she comes up with.
Her character's family died in an accident, so she is withdrawn and doesn't want to be hurt. She decides that her character is basically an agressive person, which manifests in her powerfull attacks although she only has average physical abilities.
Sailor Moon is the property of Bandai, I think, but don't quote me on that.
"Fuzion" is the FUZION Labs Trademark
for its multi-genre game system.
Champions: The New Millenium is copyright 1997 by Hero Games. All rights reserved.