Here is an RPG that all you HardKOR fans would like!



                            Robosmut International

                                      and

                          Orange Roadies of San Diego

                                    Present

                 W h i m s i c a l   O r a n g e   R o a d : 
                             The Role-Playing Game

                                  Version 3.0
                             Updated:  March 1990


              Designed By Totoro Hunter Leto II (GEnie:  LETO-2)
               10849 Macouba Place -- San Diego, CA  92124  USA

                         Based on Kimagure Orange Road
                      (C) Izumi Matsumoto and Jump Comics


                           I n t r o d u c t i o n 

                      "One meeting turned into two loves,
                     moved three hearts and wraped them in
                     friendly color.  I am Kyosuke Kasuga,
                     15 years old -- I'm living my youth!"

    Kimagure Orange Road is popular comic and animated TV series from Japan
    written by a very talented Japanese artist named Izumi Matsumoto.  The
    story focuses on the Kasuga clan, an ancient family line with rare
    esper powers (referred to here as "Cho-no Ryoku" powers, which
    translates simply as "super natural powers"), living in Japan, and on a
    love triangle between the main character, Kyosuke Kasuga, a cute but
    irritating girl named Hikaru Hiyama and the beautiful and enigmatic
    Madoka Ayukawa.  I liked the universe, liked the way the powers were
    set up, and decided to make an RPG system and try it out on my friends.
    And now you can too!

    This is a roll-playing game.  It requires one person to be the Game
    Master (GM) and some 10 sided dice.  Also, you'll need some paper,
    pencils, junk food, xeroxes of the character sheets at the end of this
    file, and, oh yes, maybe people who care to play -- at least 2 players,
    but not more than 56.  Players generally assume the roles of "new"
    relatives, distant cousins of Kyosuke's branch of the family, etc., who
    were never in the series.  Players will have random esper powers and
    various stats to help define their character's abilities and goals.

    NOTE:  Throughout this file I've tried to notate examples of what I'm
    talking about from the episodes or the mangas.  Episode references will
    say something like [cf. episode 22], and manga references will give the
    volume and page number, as in [cf. vol. 5, pg. 100].

                   C r e a t i n g   a   c h a r a c t e r 

    If you are playing as existing Orange Road characters, get the stats
    and other information in Background, towards the end of this file.
    Because the stats listings aren't totally complete (not all possible
    stats are included) you'll have to make-up some of the numers based on
    the characters.  If you're playing regularly with "new" characters in
    the Orange Road universe, then follow these simple instructions.


                          Steps in Character Creation

     1.  Roll for/choose sex.
     2.  Choose a name and family relation background.  Okay it with the
    GM.
     3.  Choose your age.
     4.  Roll 1d10 for your three abilities FIGHTING, SMARTS and DAI-SUKI
    and adjust.
     5.  Roll for personality traits/background.
     6.  Roll your six "extra stuff skills."
     7.  Roll for hit points (HPs).
     8.  Roll for power points (PPs)
     9.  Fill in hair/style and other asthetic features at the bottom of
    the page based on your stats.
    10.  Finally, roll for your primary and secondary esper powers.


    "NO FUCKING WAY" RULE:  When rolling 1d10 for any number is limited to
    one die, rolls of 1 or 2 should be re-rolled, the player calling out
    "No Fucking Way" as he re-does the roll.  A variant is the "Fuck This
    Shit" Rule.  These rules apply only while rolling your character and
    only rolling for values with only one die in the roll


    S E X :  Roll 1d10 for your player's sex or, if you prefer, choose
    female (you cannot choose male for your character's sex -- you must
    roll it).  It is not a yes or no question.

                               1-5      male
                               6-10     female


    N A M E / B A C K G R O U N D :  First, choose a name for your
    character.  Typically, the name should be a standard Japanese one,
    either made up or kiped (=stolen) from some other Japanese show (i.e.,
    A-ko Aznable, Tetsuo Racer, Speed Hunter, etc.).  Then describe your
    relation to the Kasuga family -- a cousin living in a nearby town, a
    distant relative from another branch of the same family, etc.  The
    details of the Kasuga family tree from the manga are vague, but it is
    clear that there have to be a lot more people with esper abilities than
    we see in the series (unless they're inter-breeding awfully close), and
    that the line doesn't have to remain pure for esper powers to appear in
    new offspring.  Be imaginative.  Summarize your relationship in a few
    words -- who are you?  Note that Kasuga is not the name of the line as
    a whole -- Kasuga is Takashi's name, and we don't know Akemi's maiden
    name (thus, the actual name of the esper clan).  Therefore, assume
    there are enough branches of the family to accommodate whatever
    relation you wish to be and assign any name you choose.


    A G E :  Write in your desired age.  This trait is not rolled randomly.
    15-17 is the recommended age range (since this game is a Teenagers From
    Outer Space rip-off).


    A B I L I T I E S :  Your three abilities are FIGHTING (your
    hand-to-hand fighting skill, for combat, when needed), SMARTS
    (intelligence), and DAI-SUKI (pronounced DIE-ski, which rates your
    looks, charisma and all-around appeal).  Roll 1d10 for each ability and
    write them down lightly in pencil, applying the "No Fucking Way" rule
    to values of 1 or 2 (but only on 1d10 rolls for character generation).

    You may now adjust your three abilities with ten additional points,
    which you may place anywhere you like.  An adjusted score may exceed 10
    but no ability may go past 15.  15 is god in each respective category.
    Remember that.


    T R A I T S / B A C K G R O U N D :  Roll d% three times against the
    following table to receive personality traits, special abilities,
    background, etc.  Re-roll a given roll only if a) your sex may not be
    assigned that trait (see M/F sex notes in parentheses beside each
    entry) or b) the GM says you have to, based on the scenario he has
    planned for that day.  The GM may also assign traits to characters at
    his descretion.

    In this game, characters have various "goals" which they will try to
    accomplish, depending on what kind of adventure they're playing, but
    also depending on what they roll on this table; i.e., a player with the
    "pervert" trait may be on a quest to get laid, in addition to whatever
    else he is trying to accomplish.  These individual goals should be paid
    attention to by the GM, and employed in a campaign.  Good players will
    use these traits to improve the game.

    All characters should roll three times on the table below, re-rolling
    repeated traits or traits for which the player's sex is not allowed.


                        S P E C I A L   T R A I T S / 
               B A C K G R O U N D   S U M M A R Y   T A B L E 



               01-07  M/F   PERVERT
               08-10  M/F   NEARSIGHTED
               11-14   F    BUTCH                +1 FT
               15-20  M/F   BIKER          9 Drv +2 DS +2 KAKKO
               21-24  M/F   RADICAL RIGHT-WING RAMBO TYPE
               25-28  M/F   RADICAL LEFT-WING COMMIE TYPE
               29-32  M/F   ANTI-AMERICAN NATIONAL
               33-37  M/F   SUPER EGO/MIRROR SHADES +2 DS
               38-40  M/F   FAT CHARACTER        -1 DS
               41-44  M/F   FREAK ANIME MORON SYNDROME
               45-48  M/F   REBELLOUS YOUTH      +1 FT -1 DS
               49-53  M/F   SHADY PAST
               54-60  M/F   TWIN
               61-62  M/F   PRECOCIOUSNESS
               63-64  M/F   RECENTLY MOVED
               65-66   F    BURIKKO
               67-68  M/F   COMPUTER GEEK  +2 SM (-1 DS if male)
               69-70   F    WIDDOW/CHITOSE SYNDROME +2 DS
               70-74  M/F   KARATE KID           +2 FT
               75-79  M/F   TEENAGE NINJA        +2 FT +1 SM
               80-83  M/F   SUPER RICH
               84-87  M/F   SUPER NICE           +2 DS
               88-92  M/F   RANMA SYNDROME
               93-96  M/F   ICZER SYND./UN-JAPANESE HAIR/
                            C-KO SYND./OTHER SHOW CLONE
               97-98        Roll twice more on this table
               99-00        Roll three times more on this table.


    PERVERT (M/F)  Character is a "sukebeh," a pervert, (cf. Komatsu and
    Hatta, Kyosuke's friends from the series).  Character always carries a
    condom in his wallet, has at least one anatomically correct blow-up
    doll in his room of either a woman or a sheep, and roams the world in
    search of teenage girls' panties.  Panty raids and sex with teenage
    girls are the goals of such a person, and should be played accordingly.
    NOTE:  All male characters have a certain amount of "pervert" in them,
    so this trait is not the only road to sexual innuendo in your game.  If
    a female gets this trait, she has a wish to have sex with a certain
    character (and may or may not be a virgin) because of some upcoming
    event (operation, etc. -- cf. episode 21).

    NEARSIGHTED (M/F)  Like Akane or Manami from Orange Road or Chitose
    from Sesame Street, character is so nearsighted that, without aid
    (contacts or glasses) the character would be unable to recognize
    familar people at close range.  Roll 1d10:  on 1-5, character has
    glasses and no contacts; 6-10, character wears contacts.

    BUTCH (F)  [cf. Akane]  Character is bisexual, shunning men and
    preferring women instead.  Character will probably be infatuated with
    some other female and will try to seduce her -- that might be a goal
    assigned by the GM.  Character is also loud, strong-willed and
    unfeminine.  Add +1 to fighting.

    BIKER (M/F)  Character has a buff bike and wears riding leathers to
    bed.  Character has a good style to go with his toy.  +2 to dai-suki,
    and +2 to Kakko (in the "extra stuff skills") when rolled.  Characters
    with this trait automatically have a DRIVING (in the "special stuff
    skills") of 9.

    RADICAL RIGHT-WING RAMBO TYPE (M/F)  Character loves guns and buck
    knives and will have one or the other one his or her person all the
    time.  Character loves Ollie North and Ronald Reagan and is in the NRA,
    and, of course, has "seen Rambo 600 times."  For combat purposes,
    firearms do not do damage against opponents and cannot be used for that
    purpose (they will conveniently jam at the worst possible moment).  In
    terms of Japan, the character's conservative attitude is expressed by
    his desire to see Japan re-arm.

    RADICAL LEFT-WING COMMIE TYPE (M/F)  Character is a "tax and spend
    liberal" in the spirit of Carter, Dukakis and LBJ.  Character abhors
    guns, thinks that Japan (a very conservative country by American
    standards) should nationalize industry and institute massive welfare
    programs.  And abortion!  Character advocates state-funded abortions on
    demand.  Character also wears tie-die T-shirts everywhere.

    ANTI-AMERICAN NATIONALIST (M/F)  Character is very nationalistic and
    detests any American influence, including Japanese influenced overly
    much by American culture, called "Katakana Boys/Girls."  Character
    thinks that Japan can say "no" to America and should at every
    opportunity.  Character's English cannot advance past 5 in the skills
    roll, below.

    SUPER-EGO (M/F)  Character smokes cigarettes, thinks rather highly of
    him or herself, and  "Omae wa mo shinde-ru" to inanimate objects.
    Character usually has a short nickname like "B-D" or "Coach" and wears
    cool mirror shades.  Add +2 to dai-suki.

    FAT CHARACTER (M/F)  In nearly every anime show where there is a
    medium-sized group of characters, one person is always characterized by
    being taller and more overweight than any of the others.  You are this
    character (cf. Ben Dixon or Lunk from Robotech, Kotaro-san from Touch,
    Mama from Laputa, or the Pillsbury Ninja Chick from Crying Freeman Pt.
    2).  Add +2 to HP score when you roll it, later, and take -1 off
    DAI-SUKI now.

    FREAK ANIME MORON SYNDROME (M/F)  In all anime shows, there is one
    character who looks totally different than anyone else (cf. Dr. Slump,
    Dr. Sane, Godzilla the cat from Dirty Pair, etc.).  This character
    serves in this role.  For some reason, no one else seems to notice how
    stupid the character's face looks, so there is no DAI-SUKI adjustment.

    REBELLOUS YOUTH (M/F)  (cf. Madoka in the first episode, smoking behind
    the school with Hikaru, or Johnny Winters from the English translation
    of Megazone 23 Pt. 2.)  Character smokes, insults teachers, cuts
    classes, and generally needs an attitude adjustment.  Doesn't get along
    well with other students.  Their goals are an easy life and freedom
    from parents, school, etc.  +1 on fighting, -1 on dai-suki.

    SHADY PAST (M/F)  Character has a secret shady past which may include
    a) a previous lover, b) hanging out with a certain type of "warui"
    (bad) crowd or c) a history of sleeping around.

    TWIN (M/F)  Character has a twin, either identical or non-identical.
    The twin can be either one of the other characters or an NPC character
    controlled by the GM (but making his/her twin a player is
    recommended).

    PRECOCIOUSNESS (M/F)  (cf. Kazuya or Akane.)  Character likes to get
    into trouble and frequently stirs up trouble with his or her powers.
    For example, telling secrets, lifting up girl's skirts to show panties
    with his powers, playing practical jokes, etc.  This character tends to
    use his or her powers at the worst times and often seems to have to
    greatest risk of anyone of giving away the family secret.

    RECENTLY MOVED (M/F)  Character has recently moved into the
    neighborhood and will know no more than 1-2 of the other characters he'll
    be close to.  The reason character had to move from the last place he or
    she lived will have something to do with the esper powers (i.e.,
    somebody found out so they had to move, etc.).

    BURIKKO (F)  In Japan, burikko (buRI-ko) are a breed of false,
    two-faced Japanese teenage girls who fake interest in things, who say
    "kawaiiiiii!" (cute) when they see a puppy, all on the same chord, etc.
    The word comes from "buru" which is "to be false" and "ko" the historic
    last syllable in girls' names.  Hikaru is Burrikko, to some extent, as
    is Kurumi and sometimes Manami.  They give headaches to the rest of
    us.

    COMPUTER GEEK (M/F)  Character is intelligent, and can work most any
    computer.  Proficient at hacking, carding and phreaking.  +2 on smarts.
    Also, -1 on dai-suki if male.

    CHITOSE SYNDROME (F)  Character is like the beautiful Chitose-san
    (chi-toe-se) from the Sesame Street mangas.  Character (female), got
    married a few months ago to a good Japanese man who, right after the
    wedding, had to go away on business then died in a plane crash.
    Therefore the character is a widow without having really had a marriage
    to lose.  Character gets +2 on DAI-SUKI because I feel like it.  Note
    that the character's age must be 19.

    KARATE KID (M/F)  Character is highly proficient at kendo, karate and
    other forms of martial arts at the black belt level.  Character with
    this trait may make a special "Crane" attack in addition to other forms
    of attacks.  If do right, can no defend.  +2 on fighting.

    TEENAGE NINJA (M/F)  Character is a secret ninja, working for an
    ancient Japanese family or something.  His or her individual long range
    goals should be set by the GM -- something interesting, please, like
    assassinating someone, recovering something valuable.  GM, you may want
    to keep this from the other players, to add to the fun.  Teenage Ninjas
    making a "ninja strike" attack may attack twice on the same target
    only.  +2 on fighting, +1 on smarts.

    SUPER-RICH (M/F)  Character has unlimited wealth -- maybe he or she is
    the child of Takeshita or something.  Character is snotty and selfish
    about the whole thing (cf. Lendo Rivalsan from Ninja High School or
    Mendo Shuutaro from UY).  Characters with this trait may, when they
    want to intimidate a character, make a "Katana Attack," in which they
    cause a sword to materialize out of thin air and attack their enemy,
    screaming insults in Japanese.  The attacked person will always catch
    the sword in his palms and will never have damage caused to him, and
    will look scared while doing this.  The player may never use the
    samurai sword in normal combat (but could use it to perform certain
    special tasts in non-combat situations).

    SUPER-NICE (M/F)  Character is a really nice person, with clean, proper
    motivations for everything and a healthy capacity for guilt when
    necessary (cf. Kyosuke from Orange Road, Kasumi from Ranma 1/2 or
    Minami from Touch).  If female, character is totally into classic
    kimonos and geta (geh-ta, which are those wooden shoes they wear).  +2
    to DAI-SUKI.

    RANMA SYNDROME (M/F)  While travelling in China, this character fell
    into one of the mysterious "Cho-chuan-shan" pools, where some specific
    person or animal has died a few thousand years ago, ala Ranma 1/2.
    Now, whenever this player gets soaked with cold water something
    interesting will happen (changing sex, turning into some animal like a
    pig or a cat, developing features like former President Nixon, etc.).
    Warm water will turn the character back to his or her "base" state.
    Rain, bath water, and water being discarded by being dumped out a
    window are ways for the character to change; the jury is still out on
    sweat and urine.

    ICZER SYNDROME/UN-JAPANESE HAIR/C-KO SYNDROME/OTHER SHOW CLONE SYNDROME
    (all M/F except C-KO, which is female only)  GM should select one of
    the above four and assign it to the character.  Characters with Iczer
    syndrome will look elfish, with vulcan ears and thin faces.  Characters
    with un-Japanese hair will have an orange afro, purple "Shin Kazama"
    hair, or some other odd non-Japanese color.  Females with C-ko syndrome
    will act like C-ko from "Project A-ko" (big mouth, crying rivers out of
    the eyes, age 2-3 years younger than most other characters in the
    group, immaturity).  Other Show Clone Syndrome means there is, in some
    other anime show, a character designed by the same character designer
    as you who copied your character's style exactly (cf. anything by
    Mitsuru Adachi, like Touch and Rough and Miyuki).

    " E X T R A   S T U F F   S K I L L S " :  Your six "skills" are
    ENGLISH, SPORTS, DRIVING, KAKKO, VIRGINITY and SWIMMING.  Abilities
    range from 1-10 or have "yes/no/sort of" values.  If any number ability
    goes above 10, make it 10; below 1, make it 1.  Most are
    self-explanitory.  KAKKO (pronounced kah-koe and meaning 'style') is an
    extension of DAI-SUKI, your general style or glamor, what kind of first
    impressions you make, how you come across when wanting to sound
    'tough.'  VIRGINITY is whether or not you've slept with someone of the
    opposite sex (or of the same sex, in some circumstances).

    ENGLISH:    Roll (1d10/2)+(SMARTS/2).  If the score is 5 or less write
                in "no"; 6-7, "sort of"; and 8 or higher, write in "yes."
    SPORTS:     Roll 1d10-2.  If FIGHTING is above 11, add one.  If
                DAI-SUKI is above 11, add one more.
    DRIVING:    Roll 1d10-1.  If your age is 18 or over, add one.  If 20 or
                over, add 2.  If the value is 1-5, write in "no"; if 6-7,
                "sort of"; above 7, write "yes."
    KAKKO:      Roll (1d10/2)+(DAI-SUKI/2).  Kyosuke has a Kakko of 3 or
                so.  Madoka is 14 when she wants to be.
    VIRGINITY:  Roll 1d10.  Add +1 for every year above 17 your character
                is.  If your character has one or more of the following,
                add +1 for each:  BUTCH, BIKER, SHADY PAST, SUPER EGO, or,
                if character is female, PERVERT.  Subtract 1 for each of
                the following:  FAT CHARACTER, RT. WING RAMBO, LFT. WING
                LIBERAL, BURIKKO or COMPUTER GEEK.  Subtract 3 if character
                has SUPER NICE trait.  If Kakko, above, is 7 or up and
                character is female, add +1; if male, add +2.   If the
                resulting number is 1-4 write in "yes" (yes, they're a
                virgin); if it's 5-7 write in "sort of" (had some
                experience of some sort but is "officially" still a
                virgin); higher than 7, write in "no."  Only non-virgin men
                (and all women) are totally immune to nosebleeds.  (Note
                that this is one ability you can obviously alter by game
                play.)
    SWIMMING:   Roll (SPORTS+1d10/2)/3 and drop decimal.  1-2=no, can't
                swim.  3=can swim barely.  4-5=yes, can swim and could
                perform lifesaving techniques.


    H I T   P O I N T S :  Though this game will not focus on combat unlike
    Mekton or Battletech, as it is a "fun" RPG, hit points are necessary
    because I feel like putting them in the game.  When your character, for
    whatever reason, reaches 0, he has not died but is rather "beaten up"
    -- death will only happen in extreme cases at the GM's discretion.

    Roll 1d10+4 for your hit points.  If your FIGHTING exceeds 8 add +1.
    If it exceeds 12 add +2.  If it is 15 add +3.


    P O W E R   P O I N T S :  Power Points (PPs) are energy points for
    your "Cho-no-ryok" powers.  Each time you use one of your powers to do
    some specific action, subtract the per-use cost for that amount.

    Roll 1d10/2+6 for your PPs.  The range is therefore 7-11.


    A S T H E T I C S :   At the bottom of the character sheet, fill in
    hair color and style, eye color and basic body build.  (In other words,
    what character's appearance are you ripping off, who do you want us to
    be reminded of when we picture your character?)  These indicators
    should reflect your other stats -- in other words, if you rolled
    "un-Japanese hair color" you cannot put in "black" for that category;
    if you have only 5 hit points, do not write in "robust" for your
    stature.


    E S P E R   P O W E R S :  Since no one would want to be a "normal"
    human (with no powers), all players who are playing with a character
    that they rolled up are related in some way to the Kasuga clan and thus
    have esper-powers.  All players have a "primary" power and three or
    more "secondary" powers.  NOTE:  Abilities cannot be gained later in
    the game by getting more "experience points" or killing Orcs, and you
    must take what you get.  If your character really sucks because of bad
    rolls feel free to start with a new one.

    The number following the d% range is the "per use" cost in PPs of that
    power.  It takes this amount of PPs to perform one "action" (such as
    picking up someone and suspending them in the air for a few minutes,
    teleporting once, etc.).  If the defined, specific action takes an
    especially long time (i.e., is more than one "action"), more PPs should
    be deducted at the GM's descretion.  Note that, a player utilizing
    telekinesis, for example, as a primary power, gets it at a lower cost
    than someone who has a different primary power.  To keep powers that
    are either on or off (such as telekinesis) "on" requires concentration,
    so other actions (like running or fighting) or extremely difficult (25%
    of letting the esper power go per attempt) and utilizing a second esper
    power while another is activated is impossible.

    Characters who have 1/3rd or so of their normal PP number will be very
    tired, and will fall asleep 25% of the time.  A character cannot go
    below 0 PPs under any circumstances.

    All players should roll once on the primary powers table and three
    times on the secondary powers table, ignoring repeats of the same power
    from primary to secondary to normal to lesser.

                    E s p e r - P o w e r s   T a b l e s 

                                Primary Powers

                         01-35 (1)   TELEKINESIS
                         36-59 (2)   TELEPORTATION
                         60-91 (2)   TELEPATHY
                         92-99       Choose one above.


                               Secondary Powers

                  01-17 (3)   TELEKINESIS
                  18-25 (2)   TELEPORTATION
                  26-28 (4)   TELEPATHY
                  29-32 (3)   SUPER SPEED
                  32-37 (1)   SUPER SENSES
                  38-43 (2)   X-RAY VISION
                  44-49 (0)   PROPHETIC DREAMS ("YOCHIMU")
                  50-53 (0)   BODY SWAP
                  54-56 (0)   LESSER BODY SWAP *
                  57-61 (3)   IDENTITY CHANGE (TRANSMOGRIFY)
                  62-67 (2)   PHANTASM PROJECTION
                  68-74 (5)   TIME TRAVEL
                  75-77 (3)   HYPNOTIZE/PUSH
                  78-79 (2)   LESSER HYPNOSIS *
                  80-84 (1)   COMMUNICATE WITH NATURE
                  85-88 (2)   INVISIBILITY
                  89-92 (1)   SIXTH-SENSE
                  93    (NA)  POTENTIAL-KINETIC ENERGY
                                ENERGY CONVERSION
               94-97       Roll twice more on this table.
               98-00       Roll three times more on this table.

                * Because this power sucks, roll once more.

    TELEKINESIS:  Also known as, how to keep your cat at home.  This is a
    common power, held by most of the espers from Orange Road.  Telekinesis
    gives users the following abilities:  1) a standard long-range "mental
    appendage" which can lift or otherwise manipulate up to 250 lbs. (but
    only things either in sight or familiar -- a 100 lb. bed from home 10
    miles away could be lifted and brought, but a lock could not bee opened
    because the mechanism is not in sight); 2) the ability to augment speed
    on a bicycle [cf. episode 16], while running [ep. 1], etc.; 3) a slow
    self-levitation under 200 feet off the ground (as well as spin-off
    powers, such as floating over water); 4) the ability to stop one person
    (yourself or someone else) from falling, and to lift a second person
    straight up (i.e., pulling someone out of the water [cf. episode 18]);
    5) a shield a few inches away from the esper's body which can stop
    punches and can deflect bullets (but not Lasers, as Tetsuo knows); and
    6) a kind of "effort/push blast" which uses a 6 PPs in one jolt but
    which summons an enormous amount of power to be channeled through the
    esper and does approx. 20 hp of damage to all people (and objects) in
    the path of the blast [cf. ep. 19, blowing away the rock ledge, ep. 47,
    before he saved 6-years ago Madoka from falling, and the Hawaiian
    Suspense and Akane OAVs] (this kind of power is tied to
    potential-kinetic energy conversion as seen in the movie Akira).  The
    main differences in the primary and secondary uses of this power is the
    "per use" number -- espers using telekinesis as a secondary power are
    less efficient than primary users.

    TELEPORTATION:  Characters using Teleportation as their primary power
    can teleport themselves and several others (add one "per use" point for
    each additional person) to any familiar place.  They can also teleport
    objects (like panties off of girls while they're standing there) and
    can "flip" two objects (two photographs, for example) of similar size.
    Secondary users can only teleport and flip objects but can, in absolute
    emergencies, spend 5 PPs to teleport only themselves to some familiar
    place [cf. the T.A.P. Gun episode and the Robot Kyo-chan episode, where
    Manami and Kurumi teleport themselves).  CHANGE:  Related to
    teleportation is the ability to change or alter colors, shapes and the
    general make-up of various objects (changing the colors of mushrooms
    from orange to blue, changing numbers on a menu or a hotel room door).
    It works the same as normal teleportation with regard to PP cost, and
    both primary and secondary users can utilize the power.

    TELEPATHY:  Telepathy is mind-reading and telepathic communication
    (a.k.a. shining).  Characters with this power as a primary power (like
    Kazuya, Kyosuke's young cousin) can read minds easily (although it
    requires a physical effort -- the power is not "on" all the time) and
    can tell intentions of people nearby.  They can also communicate via a
    psychic "voice" in someone else's head [cf. episode 44 and 46] and can
    lock onto someone's general location through their thoughs (if they are
    relatively nearby, within one mile).  Secondary users of this power
    will, through great effort, get some general idea of some someone is
    thinking and can, with great difficulty, focus on someone's mind and
    communicate with them.  Such interpretations are apt to be vague,
    however.  In one episode, Kyosuke tried to read Ayukawa, who was
    thinking of her sister's wedding.  He had a vague vision of her in a
    wedding gown and got the wrong idea completely [cf. ep. 11].

    SUPER SPEED:  This is one power of A-ko, a distant cousin of the
    "Kasuga clan" from a distant Japanese city.  Character uses 1 "per use"
    point for each minute of super-speed activity.  Running at 50 mph (with
    up to one person in tow behind you) and multiple melee attacks per
    round (up to three) can be achieved.  Character will run through and
    destroy a building 25% of the time per single action performed at
    super-speed, or for every one minute of super-speed movement.

    SUPER-SENSES:  Player can hear something clearly from up to 100 meters
    away if he can see the speakers or knows what direction they are in
    (i.e., character is hiding right around the corner so he can't see the
    speakers, but knows where they are), and can similarly see something up
    close from up to 100 meters [cf. manga, volume 7 pg. 89].  Note that
    this power must be used consciously -- it's not just on all the time.

    X-RAY VISION:  Enables characters to look through things -- into
    another room, into a safe, etc.  Unfortunately for male characters who
    get nosebleeds easily, anyone they look at with their X-ray vision will
    appear naked to them and they must make a nosebleed roll!  They cannot
    see through lead.

    PROPHETIC DREAMS:  Character sometimes has prophetic bad dreams (called
    "yochimu") about loved ones dying, turning on them, coming on to them,
    or other bad things happening, which nearly always come true later that
    day, but often not exactly as expected.  Once, Kyosuke dreamed of
    Ayukawa saying she hated him, but it turned out to be a
    misunderstanding -- she was saying she hated something else.  Another
    time Kyosuke mistakenly got the idea that Hikaru was going to die
    because of one of these dreams [cf. vol. 5, pg. 72].  Note:  Utilizing
    this power is a good way to structure a plot for an adventure, GMs.

    BODY SWAP:  Kazuya's famous power.  When heads are bumped, bodies are
    swapped.  Whatever esper powers each player has are retained when the
    swap is made [cf. vol. 6, pg. 12].  Thus, Kyosuke in Kazuya's body
    cannot use Kazuya's telepathy but can use his own teleportation.

    LESSER BODY SWAP:  This is Kyosuke's version, put here only to fix an
    apparent inconsistency in the show.  Once, Kyosuke crashed heads with a
    famous rock star, Mitsuru Hiyakawa, and flipped bodies.  Another time,
    Kazuya bumped a cat's head to the sleeping Kyosuke's, causing them to
    change.  Characters with this trait will swap bodies 50% of the time,
    as opposed to always with the other version.

    IDENTITY CHANGE:  This is the power of Akane, who is only in the manga
    and one OAV episode.  To one person at a time (we are ignoring the
    part, in the Akane OAV, where she affectecs both Hatta and Komatsu at
    the same time, which was sloppy on the part of the animators), you can
    appear as whomever you want, in whatever costume you decide, roughly
    relative to the body size of the character employing the power.  Others
    will see you as you really are.  If a character knows about your power,
    he must roll make a "clue roll", rolling lower than 30+(his SMARTS
    score*2) on d% or he will still be beguiled by the rouse.  Characters
    not knowing will automatically be caught (even if the player knows what
    is happening the character will not necessarily and must be played that
    way).  Note that, if the character trying to change their own form is
    scared or upset or sick, he or she will likely make mistakes with this
    power, blink into the wrong shape, etc. (50% chance).

    PHANTASM PROJECTION:  With this power, a player can create an "object"
    by bending light into familiar shapes and projecting them onto walls or
    into fog or mist.  Kurumi uses this power (in addition to other powers)
    to create a UFO in episode 16 and again in episode 18 to project scenes
    of leisure at the beach on her father's darkroom.  Human shapes that
    can fool others into thinking they're looking at that person cannot be
    created; only one-dimensional images.  The "per use" cost of 2 PPs is
    good for 2 minutes of projection.

    TIME TRAVEL:  Kyosuke's grandfather has this power.  You can go to any
    time you wish, taking with you as many as you like [see vol. 15-16], or
    you can send people without going yourself [as in episodes 47-48, the
    last two episodes of the series].  In any other time other than "base"
    time, esper powers will not work, save time travel (of the person who
    brought you to the "new" time only).  The only regular power that can
    be used is the "effort-push blast" extension of telekinesis, which
    causes a great out-pouring of energy and light which the player must
    ride, and this is only in extreme emergencies.  In the past, events
    can change the present, they just tend not to.  Note that you do not
    move when you use the power, you stay where you were standing, and will
    appear at the same point in whatever new time you go to.

    HYPNOTIZE/PUSH:  You can hypnotize one person per day to do your
    bidding [as in manga vol. 17, pg. 148, and elsewhere].  The effect
    eventually wears off when all the fun is over.  The push-ee will be put
    into a state of suggestion, becomming a virtual robot, in which he or
    she will do anything anyone tells him or her with a simple "Hai" (which
    means "yes").

    LESSER HYPNOSIS:  This power explains Kyosuke's self-hypnosis.
    Character can hypnotize himself into being something "more," either
    stronger or more manly or less of a wimp or even more of a pervert [see
    vol. 5, pg. 9 for a good example, or episode 25].  A character with an
    identity problem might try to make him or herself more assertive;
    stopping smoking or overeating are other possibilities.  It's done by
    staring at yourself in a mirror and repeating the word you want to
    become.  The process is undone either by the character un-doing it
    himself in a mirror or by being jarred, slapped or dumped in water.
    Characters can easily become assholes with this power.  GMs should use
    caution with this power, if for no other reason than I felt like typing
    this sentence here.

    COMMUNICATE WITH NATURE:  This was the power of Akemi Kasuga, the
    mother of Kyosuke, Manami and Kurumi, who died (in childbirth with the
    twins?).  The user can communicate with all things in nature.  Animals
    may be persuaded (never ordered) to do the bidding of the user roughly
    half the time (but never plants).  Character will have a great affinity
    for all things in nature and will be a member of greenpeace.

    INVISIBILITY:  User can be invisible at will.  He can still be smelled,
    heard and bumped into, thus he has every minute a 1 in 10 chance of
    being discovered accidentally, or a 5 in 10 chance of being discovered
    if being looked for by someone who knows about the invisibility.  In
    combat, characters attacking an invisible character take -3 on their to
    hit scores.  The "per use" cost of 2 PPs with this power is deducted
    per use and again after every 5 minutes of constant use.

    SIXTH-SENSE:  Whenever danger in whatever form is nearby, the character
    will sense it in vague ways, ala Spidey Sense.

    VOICE MANIPULATION:  The user of this power can throw his or her voice
    as if by ventroquilism and can further alter it to sound like anything
    he or she wants (including another person's voice).  This power is tied
    to Identity Change.

    POTENTIAL-KINETIC ENERGY CONVERSION:  This is the power of Akira
    Kasuga, the (eventual) son of Madoka and Kyosuke, and of Tetsuo, and
    the "special children" in the movie Akira.  A character with this power
    can draw on the vast store of potential energy in the cosmos and may
    channel it into the real world in just about any way he pleases (ala
    Delphi from Radix?).  Character can utilitize an incredibly powerful
    version of telekenesis (with which you could crush things or manipulate
    and animate piles of rubble, smash cities, bridges, etc.), has full
    flight, a shield that is impervious to almost everything, etc.
    Characters with this power should roll 3d10*10 for their "super
    hit-points" which will take the place of their standard hit points for
    game purposes.  There is a 10% chance per use of any power drawing on
    potential energy that control will be lose and something will go wrong.
    There is a 10% chance if some measure of control is lost that the
    character's energy will go berserk and will destroy whatever city they
    are in to a radius of 10 miles (thus a 1 in 100 chance per use of this
    power that the city will be history).

                                P l a y i n g 

                      Nature of the "Cho-no-ryok" Powers

    In our universe there is a certain well of power that some beings may
    draw on and wield for their own purposes.  It is the force that powers
    the galactic core, given shape on Earth and other worlds by special,
    "chosen" beings.  This "Cho-no Ryoku" power (it translates as simply
    "super natural power") was called magic in the middle ages, and the
    forces of the occult today.  (Users of this power are called
    "Cho-no-ryoku-sha" which I would just translate as Superman.)  This
    power is the energy of all things waiting to come into creation,
    created by all living thigns, the true form of "potential energy" -- it
    is the source of the power of Akira and Tetsuya from the movie Akira,
    of the Newtypes, of Mai the Psychic girl, and also of Trelana of
    Telezart.  It is The Force.  In Japan, in the present day, a family who
    for generations has been specially attuned to the "Cho-no-ryoku" powers
    lives, and that is the "Kasuga" clan (really their name is unknown, so
    we use the name of Takashi Kasuga, who is Kyosuke's father and only
    related to the family by marriage).

                                     Goals

    All esper characters have one unifying goal:  The secret of their
    family's powers must never be learned by the world at large.  When
    others learn of their power, bad things happen, and families have to
    move to different towns (this happened to Kyosuke's family several
    times), or worse (capture by the CIA for use as weapons against the
    Soviets?).  This is the overlying rule that all esper players must
    follow -- no use of powers around people who don't know the secret
    where such powers can't be covered up somehow (except in special
    circumstances, as in the "nuclear destruction of Japan" scenario at the
    end of this file).

    In addition, most characters have one or more general goals which they
    are always working towards (Kyosuke's love for Ayukawa, for example).
    Certain other goals will crop up during play, either for one character
    assigned by the GM (a love interest, getting something from someone,
    embarrassing someone, getting laid), possibly depending on what
    personality traits the character has rolled, or will be discovered
    during play as the main goal of the game.  Goals must be worked
    towards, but not always achieved immediately.

    Goals should be declared so that the players understand them, where
    applicable.  If one female character has had a girl develop a crush on
    her, and her "goal" is to let her off easily, she has not accomplished
    her goal if she hurts the girl's feelings severely.  She should be well
    aware of what she must do to fulfill her assigned goal.

                                    Combat

    ROUNDS:  Combat is divided into three-second "rounds" of time in which
    each character (player or NPC) on each side will get to do one
    "action," such as attacking, using a power, or running up to something.
    (For simplicity, movement and position are simplified here.)  Note that
    if you have levitated someone with your Telekinesis power, you must
    expend your action each round of combat keeping him where you want him
    (in other words, no attacking while using an ability continually,
    because you're using your action that round levitating the other person
    -- although you won't subtract the "per use" PP number again for the
    same action).

    INITIATIVE:  Initiative should be rolled at the start of every round to
    see which side (the good guys or the bad guys) will attack first.  Each
    side should roll 1d10, and the highest roll wins the roll.  Ties will
    be re-rolled.

    SURPRISE:  If one side has surprised the other, it automatically gains
    the initiative for the first round only.  Note that they have to be
    close enough to attack (within three meters or so) unless they are make
    a thrown or missile attack of some kind.  If they're not within "melee"
    range, then the character must take an action to go to them.

    DECLARING TARGET and ATTACK:  It is the responsibility of the player to
    declare which enemy he is attacking and what kind of attack he is
    making (bare hands, hundred-fisted strike, etc.), if the GM doesn't
    already know.  If this declaration is not made or previously understood
    by the GM before the to hit roll is made, the most logical and/or least
    beneficial to the player situation should be assumed by the GM.

    NOTE:  A short list should be maintained by the GM which shows what
    type of weapons each character will be using in combat (depending on
    what they have and what they used last), as well as the stats, powers,
    hit points, etc., of each character.

    ATTACKING:  A player making an attack should roll 2d10 (not 1d20) and
    consult the table on the next page.  Determine the 'to hit' score based
    on what kind of attack it is (bare hand, large blunt weapon, etc.).
    (Note that FIGHTING in the to hit column refers to the FIGHTING ability
    score of the character doing the attacking.)  NOTE:  When a number must
    be divided by another number and a fraction is left, the fraction is
    always dropped.  Every successful hit, however, does at least one hit
    point of damage (so 2/3 would become 1 by default).

    MODIFIERS:  Consult below for modifiers, which make it harder or easier
    to hit.  A character is "in shock" if he is totally off balance
    (non-espers subjected to body swap, identity change or create phantasm,
    for example, would be in shock).  Shock last 1-2 rounds.  If the
    character doing the attacking is stunned, take a -3 of the to hit
    number (i.e., if that character had a 10 to hit with his bare hands, he
    would now have to roll a 7 or less to hit).  If the character cannot
    move or is off the ground completely (levitated by an esper using
    telekenesis, for example), he takes -5, and so on, according to the
    table on the next page.

    Remember, if something modifies the "to hit" score by a positive number
    (+), it is making it easier to hit.  Negative modifiers (-) make it
    harder to hit (by reducing the number you have to roll less than or
    equal to).

                    A T T A C K   M A S T E R   T A B L E 

           Attack                 To hit           Damage

           Bare Hands              FIGHTING         FIGHTING/3
           Normal kick             FIGHTING-2       FIGHTING/2
           Balls kick              FIGHTING-2       FIGHTING/2+2
           Ninja Strike*           FIGHTING         1d10/3
           Crane Technique**       FIGHTING-2       10 hp
           100-Fisted Strike***    FIGHTING-4       already dead
           100t Sledgehammer $     FIGHTING*2       humiliation
           Katana Attack $         n/a              humiliation
           "Holding Attack" $$     base of 10       holding
           Small Blunt Weapon      FIGHTING+1       1d10/2
           Large Blunt Weapon      FIGHTING+2       1d10+1
           Small Dart/Guitar Pick^ FIGHTING-2       1d10/3
           Shuriken/Throw Stars^   FIGHTING-1       1d10/2
           Playing Card^           FIGHTING-2       1d10/3
           Knife                   FIGHTING         1d10/2+3
           Yo Yo                   FIGHTING+1       1d10+1
           Ball & Cup              FIGHTING-1       1d10+3
           Nanchucks               FIGHTING-2       1d10+5
           Small Blunt Missile^    FIGHTING-1       1d10/3
           Large Blunt Missile^    FIGHTING-3       1d10/2
           Small Firearm (.22)^ ~  FIGHTING+3       1d10+2
           Lg. Firearm/Shotgun^ ~  FIGHTING+3       1d10+8
           Auto. Weapons^       ~  FIGHTING+5       3d10+5
           Akira Laser^         ~  FIGHTING+2       5d10+8


          ^    Indicates "missile" (not melee) attacks.
          ~    Indicates weapon that can actually kill you.
          *    For characters with TEENAGE NINJA trait only (2 attx)
          **   For characters with KARATE KID trait only.
          ***  For character with FIGHTING of 15 only.
          $    For women attacking perverts in non-combat situation.
          $$   Made by two attackers against one victem.

                      To Hit Modifiers (for the attacker)

                   Defender is in shock            +3 to hit
                   Defender is levitated           +5
                   Defender has "super speed"      -3
                   Defender is blind or helpless   +5
                   Defender has cover (mssl. only) -3
                   Defender is drunk               +2
                   Attacker is using telekinesis
                       to right missile object     +2
                   Defender is invisible           -3
                   Attacker is invisible           +3
                   Attacker is drunk               +2

    When making your attack, you want to roll less than or equal to the
    number in the to hit column, adjusted for modifiers, as shown above.
    So if you normally need 10 to make a "bare hands" attack (the base of
    which is the attacker's FIGHTING score) on some other person and they
    are drunk (+2 to the "to hit" number needed), you need to roll a 12 or
    lower (10+2=12) to hit them with 2d10.

                                   ATTACKS:

        Bare hands refers to any punch, jab or other normal weaponless
    attack.
        A Ninja Strike attack, for characters with TEENAGE NINJA as a
    trait, allows two attacks to be made in one round on the same character
    or different characters.
        KARATE KID characters can do a flat 10 hp of damage with their
    special Crane Technique attack.
        The Hundred Fisted Strike is for anyone with FIGHTING of 15 and
    "kills" any opponent (knocks them out) instantly.
        The 100t Sledgehammer is a non-combat attack any woman can make
    against a pervert coming onto her, in which she produces out of thin
    air a large sledgehammer and crowns the offending pervert with it,
    resulting in embarrasment and humilation for the pervert but no real
    damage (it is similar to the Katana Attack made by anyone with the
    Super-Rich trait in non-combat situations).
        Playing Card attacks entail throwing a normal playing card and
    slicing your enemies.  If hit, it does the rolled amount of damage to
    any three enemies, then returns to the attacker.
        Guitar pick attacks (used by Ayukawa a lot) are thrown and stick in
    your hand.  The victim must take one round to pull the pick out of his
    hand.
        Making such attacks as a small blunt missile require that something
    is either on the person of the attacker to throw or can be found very
    close by.  A billy club is an example of a small blunt weapon, a
    baseball bat of a large blunt weapon, etc.  Note that this game is
    based in contemporary Japan, thus such objects as swords and guns are
    generally absent.  If you come across a weapon which needs new stats,
    create it yourself based on the data available.

    "YATSU":  The term "yatsu" should be defined here.  In Japanese, it
    roughly translates to "guy" but with heavy derogitory undertones
    (perhaps "jerk" is closer).  This word appears in the title URUSEI
    YATSURA (the "ra" on "yatsura" acting as a plural).  Yatsu are first
    and foremost a generic type of "bad guy" character in most comics by
    Izumi Matsumoto and several other mangas.  Yatsu are generic "tough
    guys" who love to abuse women and gang up on the weak.  In general,
    combat in this RPG will be against yatsu-type characters.

    YATSU TERMS:  Below are some examples of the kinds of things "tough
    guy" characters say in Japanese, and their translations.  You can use
    them in your adventure.

             Ii kagen ni shiro (yo)        Cut (it) out, cut out
             (Ii kagen ni shite kure)      the shit.
             Kuso!                         Shit
             Kono yaro!                    (lit. "this jerk")
                                           What a jerk!
             Koitsu (da)!                  (kono yatsu) (lit.
                                           "this yatsu") What a
                                           jerk!
             Omae wa mo shindru            You are already dead
             Shi-ne!                       Die!
             Ba-kya-ro, baka yaro!         Stupid fool!
             Yurusen, Yurusenai            I'll never forget this


    ESPER COMBAT:  Esper combat works just like regular combat, rolling for
    surprise, initiative, etc., but new "to hit" and damage values for the
    various things you can lift, throw, spit and do with all the various
    esper powers.  For general use with combat among espers, hit points
    should be "stretched" to keep characters from getting knocked out too
    early.  In other words, where a cinderblock thrown with telekinesis
    would certainly put a normal human out of commission (and possibly kill
    him or her), an esper should still be able to fight.  When two espers
    try to use the same power to gain different goals, the one with a
    higher basic PP score will win out [cf. Ojiichan trying to get away
    form Obaachan in episode 41].

    RUNNING AWAY:  If one group decides to run away, the group they're
    fighting gets one free attack on them.  The subsequent chase scene will
    be a close one, with both groups running roughly the same speed (as in
    all Orange Road chase scenes).  Thus, the characters must use some
    other factor to escape -- hiding or inventive use of esper abilities.

    SUPREME BULLSHIT ACTION:  Once per adventure, a character with a
    DAI-SUKI of 13-15 and a KAKKO (sub-skill) of 7-10 may do one "supreme
    bullshit action" that involves dexterity or athletic skills that no
    normal human could possibly do.  The action should a) be okayed with
    the GM, b) have to do with athletic ability or dexterity rather than
    esper powers, and c) should be original and unique (i.e., good plot
    material if this were a real episode).  A good example is the time
    Madoka cut a skateboard that was flying through the air at her friend's
    face in half from across the room by throwing a guitar pick at it [from
    ep. 37] (and therein lies the inspiration for this paragraph).  Other
    examples are, A-ko ascending to the enemy spaceship by walking on the
    missiles coming at her, and Madoka flipping her earring in the face of
    an attacker while she was being held [from the Akane OAV].

    CLUE ROLL:  At certain times the GM will want to roll if a given
    character has figured out a certain situation in the game.  This called
    a "clue roll."  There is a 30+(smarts*2)% chance of figuring out the
    "average" fact (knowing some detail, understanding something kept from
    that character, figuring out that someone that character is talking to
    is an esper using Identity Change (but only if they know that person
    has the power), etc.).  Clue rolls cannot be made twice by the same
    character without gaining some new piece of knowledge, and even if the
    player knows a certain fact, if the player does not know, the player
    must play his character that way.

    ROLLING FOR BANDAGES:  Whenever a player finishes a combat sequence in
    which he lost at least one hit point, and has less than half his
    original hit points, he must roll for bandages, crutches and broken
    bones.  There is a 40%+2*((max HP) - (current HP)) chance that the
    player will have some external and visible damage (roll this off a d%).
    If there is external damage, roll 1d10 against the following table.

             1-5          Assorted scrapes, shiners and band-aids
             6-7          Arm in a sling
             8-9          Character on crutches
             10           One broken arm, one broken leg

    Note that, in the spirit of anime, bandages, slings and crutches
    magically appear, just like the 100t sledgehammers in City Hunter and
    kettles of hot water in Ranma 1/2.  Minor injuries (1-5 on the table)
    will disappear within 15 minutes.

    JOINING POWERS:  Under certain circumstances, two or more espers may
    combine their powers, especially if the power they are trying to
    amplify is telekenesis.  Thus a Gamilon Planet Bomb might be
    successfully deflected by a group of cosmically powerful espers living
    somewhere near Yokohama, Japan.  Merging of power increases powers
    exponentially -- If one person could lift 200 lbs. with his
    telekinesis, then two could lift 400, three, 800, four, 1600, etc.

                            O t h e r   S t u f f 

    ROLLING FOR USHIKO-SAN & UMAO-SAN:  There is a grossly overused but
    still amusing inside joke in Orange Road concerning two lovers, a woman
    named Ushiko (OOshko) and a man named Umao (OOma-o) [see manga vol. 5,
    pg. 100 or any episode].  (Ushiko is the word for cow with "ko" on the
    end; Umao is Uma "horse" plus "o" on the end -- this is funny to
    Japanese, trust us.)  At any random point in the show the characters
    interrupt the two lovers reciting their famous line:  "Anata wa doshite
    -san nan da?"  ("Wherefore art thou, -san?").  In any 5
    minute period of actual game play, the GM should roll for Ushiko-san
    and Umao-san appearing to say their line and make some silly joke.  At
    some other times, the pair may be inserted into an adventure directly.

    NOSEBLEED ROLLS:  Male characters who are virgins will get a nosebleed
    75-3*(dai-suki)% of the time of the time when put into a sexually
    embarrassing situation.  Examples of the situations are having a girl
    come on to them, walking in on a nude woman, having Ayukawa's towel
    fall off her unexpectedly, etc.  Male characters who are "sort of"
    virgins (a VIRGINITY of 2) get nosebleeds 25-3*(dai-suki)% of the time.
    Studs and females never do [see vol. 5, pg. 168 or vol. 10, pg. 16 for
    an example of nosebleeds].

    "MUNE" ROLL":  Also called a "notice tits" roll.  If male, when "futari
    de" (alone with one other person) who is female with a DAI-SUKI of 12
    or higher, you should make a "mune" (pronounced mu-neh) roll by rolling
    1d10.  A score of 3 or lower (5 if you've got the PERVERT trait) means
    you've "noticed" the female's breasts (as well as other bodily parts,
    although breasts are the first things you notice).  If you're caught,
    you're distracted, and will probably get yelled at by the woman for
    thinking perverted thoughts.

    FALSE DAYDREAMS:  Sometimes in the series a character will
    fantasize/daydream about some strange event happening.  Examples from
    the series could be Hikaru walking in on Kyosuke while he's in
    Ayukawa's bath, or Kyosuke thinking about Ayukawa kissing him.  The
    scene is played out for a few game minutes, then the trick is
    revealed.

    REGAINING HIT POINTS:  Players regain 1/3 (fractions rounded down) of
    total hit points by resting 20 minutes and fixing wounds, applying
    bandages, etc.  Every two hours one more HP is acquired.  A night's
    sleep is required to totally heal all hit points.

    REGAINING POWER POINTS:  PPs are regained at the rate of 1 per half
    hour of resting, one hour of mild stress and 2 hours of excessive
    stress.  A full night's sleep regenerates all your PPs.

    THE "GM IS GOD" RULE:  In some games, the players could, because of
    their powers or numbers, have far too easy a time of a certain
    adventure.  If the players are too powerful, the GM may invent reasons,
    both rational and stupid, for the players to not be able to use all
    their powers, or at least in a certain way, to accomplish certain
    things.  The GM is God in this game -- players are playing in his mind,
    and may not argue with him on points of his script.

    DO IT WITH MUSIC:  We recommend you to have your CD player set up while
    playing, preferably with one of the BGM CDs in.  Crank up the right
    music at the right time and experiment.

    KIMAGURE ORANGE BUMPER:  On Sound Color 2 (?) you will find the
    middle-of-the-episode song which goes to the "Jingoro stretches"
    footage (track 8 I believe).  Put that in the middle of your game for
    added excitement (?).

    POTENTIAL ENERGY CONVERTERS:  Characters who have this power have
    basically the powers of Akira and Tetsuo and the three blue stooges
    from the movie Akira.  "Super hit points" take the place of normal hit
    points, 3d10*10.  For game purposes, the GM should make a challenge up
    to the task for players with this ability -- fighting the Japanese
    military (with their Mitsubishi-built fighters), fighting another
    person with like power, etc., lest the game deteriorate from
    boringness.  In actuality, of course, this power is really here only so
    you can laugh at it, and should probably not be played at all.  Not
    that anyone will ever play this game anyway.

    ALTERNATE UNIVERSES:  Sometimes a character (or characters) may
    arbitrarily slip into a parallel world in which something is different.
    Examples from the manga are a biker universe [see vol. 10 pg. 7 or
    episode 48] or a world one in which just one character is missing (to
    show how the other characters would be without the influence of the
    first character on their lives, [as in vol. 8, pg. 53]).  I suggest a
    parallel world in which Japan won WWII, or sending the characters into
    other anime shows, Dirty Pair, Akira, Robotech, the San Diego Comicon,
    etc.

    TIMESLIPS:  Certain places in the Orange Road universe are called
    Timeslips.  One stairway near Kyosuke's high school is such a place
    [from vol. 5, pg. 137 or episode 38].  When someone falls or throws
    himself down the stairs, he will (depending on who the person is and if
    the timeslip has moved on to some other place or not) go back to the
    morning of the same day.  Think of them as similar to the Moongates in
    Ultima IV.  Other Timeslips might be around for characters to find
    which will take them to other places and times.  Once, Kyosuke
    timeslipped himself back two hours, making it so there were two of
    himself, one good and one self-hypnotized into an asshole.  Another
    time, he fell into a whirlpool and was in a universe where Hikaru-chan
    didn't exist.  Frequently, too, motion has something to do with
    "slipping" your time or place; roller coasters and motorcycles have
    been vehicles for movement between worlds in both the manga and the TV
    series.

    ARTIFACTS:  Certain objects can be "charged" with esper energy
    oftentimes, either permanently or temporarily.  One example from the
    manga series is a pocket-watch which stopped time for one minute for
    all but the press-er [vol. 13, pg. 76 or episode 41].  Another was a
    camera which, when subjected to Kurumi and Manami's powers of
    telekinesis at the same time, started taking instant pictures of what a
    given person was thinking at the time (for Komatsu it took pictures of
    a naked woman; for Hikaru, it showed her marrying Kyosuke, etc.).  The
    latter ran out of "psychic energy" just as Kyosuke turned it on Ayukawa
    to find out what her true feelings were [see vol. 9, pg. 153).  Other
    artifacts could be the camera from Dr. Slump that took pictures of what
    the person would look like in the future, or a version of the "copy
    gun" from Urusei Yatsura which copies the person shot with it (and the
    second person will have a black comma (,) over his head, to show the
    difference).  Possibly Ojiichan's parrot [from vol. 13 pg. 31] which
    calls out embarrassing things frequently could go in this category --
    it has to go somewhere.

    CATCHING COLD:  Whenever someone falls into cold water (i.e., into a
    fountain or pool or lake) with his clothes on, he has a 95% chance of
    catching a cold.  A person out in the rain without an umbrella will
    catch one 50% of the time.  Note that any person with Ranma Syndrome
    will never catch a cold in any of the above situations, however.

    BEING SICK:  Speaking of illness, when an esper power is sick (the flu,
    a cold, etc., as in vol. 5, pg.), their powers will not respond
    normally.  Strange things can happen when powers are used despite a
    sickness on the part of the character, such as random teleporting and
    problems with telekinesis (or the time Kyosuke accidentally teleports
    himself out of the bathtub and into an Ushiko/Umao lovescene).

    BEING DRUNK:  Likewise, when an esper gets drunk, strange things
    happen.  Powers go off by themselves at random (sometimes embarassing)
    times.

    ENGLISH:  All Japanese high-school students study at least six years of
    English, but somehow most of them never get the hang of the language.
    Characters without sufficient English ability cannot communicate with
    non-Japanese speakers (for example, while vacationing in Hawaii or what
    not).  Note:  When "speaking" English, the player should effect his
    best Japanese accent, consumate to his character's speaking ability.

    PASSING NOTES:  At several times during play, the GM and players should
    utilize secret notes with the GM to hide what they're doing from other
    players.  Example:  A character with Identity Change wants to change
    into someone else, but they don't want to tell everyone present about
    it when they inform the GM.  Notes should be used here.

                               General Timeline
                               (Manga universe)

    1981        Kyosuke's trip to "six years ago."  He buys Ayukawa the red
                straw hat which she gives him in the first episode.
    1984        Start of the series.  Kyosuke moves into "this
                neighborhood."
    1986        Ayukawa appears on the talent show [vol. 17, pg. 17].
                Other stuff happens (of course).
    1987        Kyosuke goes back six years [vol. 15-16].  Later, end of
                the manga series (April).  Madoka goes to America.  Kyosuke
                graduates and passes the jyu-ken, then enters college.
                Madoka comes back and the triangle is resolved.

    Series universe:  The series starts a year later, so the year of
    Kyosuke's coming to "six years before" is 1982, the end, 1988, etc.
    There are some confusing gaps, however, like Kyosuke mentioning in
    episode #43 (of 48) that he's just getting out of junior high school
    (which would place him at age 15 or so, even though it has to be 1988,
    because in the Christmas episode (#38) Jiichan wrote "Merry Xmas 1987)
    in the sky).  We figure the movie must be closer to the series
    universe, taking place in 1988 or so.

                   C h a r a c t e r   B a c k g r o u n d 

    Here are stats on the people of Orange Road, who they are, what their
    goals are, etc.

    Ages below are for the year 1986 (manga series), as an example, and for
    comparison, when Kyosuke and Ayukawa are sophomores in high school.
    Wild guesses have been made in most places.

    Kyosuke Kasuga:  F9/S9/D11/HP 10/PP 12/Age 17.  Primary power is
    teleportation; secondary powers include telekinesis, telepathy,
    super-hearing/seeing, lesser hypnosis, x-ray vision, prophetic dreams,
    and lesser body swap.  He's a nice guy, and a veritable Kwisatz
    Haderach of powers, being the main character and all.  He loves Madoka
    Ayukawa, and wants to be with her, yet Hikaru is between them, forming
    a solid triangle between the three of them.  Nothing must hurt her, and
    she must never find out how he and Madoka feel for each other - this is
    his goal.  The symbol of the love between him and Madoka is the "akai
    muri-wara boshi", the red straw hat, which she gave him at the start of
    the story.

    Hikaru Hiyama:  F4/S5/D8/HP 5/Age 16.  No powers.  She loves Kyosuke
    blindly.  She is (at least on the surface) oblivious to anything
    between Madoka and Kyosuke emotionally (although she says she knew all
    along about Madoka and Kyosuke in the Orange Road Movie).  She showers
    Kyosuke with gifts, food, throws herself at his feet.  Her goal is go
    keep him happy and advance their relationship.

    Madoka Ayukawa:  F12/S12/D15/HP 10/Age 17.  No powers.  Madoka works at
    ABCB (a-ba-ka-bu), which is actually something that Jap high schoolers
    aren't supposed to do -- work, that is.  She loves Kyosuke, but has
    been Hikaru's friend for life, and would never hurt her.  Her goal is
    to keep things stable between the three and to not do anything to upset
    the delicate balance between her, Kyosuke and Hikaru.  She has a
    special "Ayukawa Slap" attack which can be made against a male who has
    pissed her off in a non-combat situation.  The attack hits 90% of the
    time and does half the hit victim's HP temporarily.  There is a 25%
    chance of tooth loss resulting in a permanent loss of DAI-SUKI.

    Kurumi Kasuga:  F4/S5/D5/HP 5/PP 6/Age 16.  Primary power is
    telekinesis; secondaries are phantasm creation and hypnotize/push.
    This is the fat sister with no glasses, twins with Kurumi.  She is
    always eating, butting in to other people's business, and likes
    pro-wrestling.  DON'T LET THIS WOMAN COOK!

    Manami Kasuga:  F5/S10/D9/HP 5/PP 6/Age 16.  Primary power is
    telekinesis; secondary is teleportation.  Kurumi wears glasses and is
    so nearsighted that once, with neither glasses or contacts on, she
    couldn't even recognize her own brother and went on a date with him.
    She seems pretty stiff, but she definetly has a feminine side.  She is
    motherly and cooks the family's food, keeps the family stable.  Both
    sisters know about Kyosuke's feelings for Ayukawa, but Manami is the
    one who really cares what happens to her brother.  In the manga's
    ending, Manami is the one who finally tells Hikaru about Kyosuke and
    Madoka and the hat.

    Akane:  F10/S10/D12/PP 7/Age 17.  Primary power is teleportation;
    secondary is identity change.  Akane is Kyosuke's cousin, apparently
    from a brother or sister of Akemi, although it's very vague (we do see
    a woman's feet once).  We don't know this branch of the family's last
    name.  Akane is "not too interested in boys" -- she's a lesbian -- and
    is madly in love with Madoka (she has a poster of Madoka on her wall,
    see vol. 17 pg. 98 of the mangas).  She gets jealous of Kyosuke for
    being between them, and tries to get he and Hikaru together so she can
    be with "Madoka-chan."  She wears contacts usually and can't tell
    Kyosuke and Madoka apart without them.

    Kazuya:  F5/S10/D12/PP 10/Age 8.  Primary power is telepathy;
    secondaries are body swap telekinesis.  Kazuya is the precocious little
    brother of Akane.  He loves to swap bodies with Kyosuke by bumping
    heads with him, then mess up Kyosuke's relationships with Ayukawa and
    Hikaru.  Kazuya has a similar love triangle in his life, oddly enough
    with two young girls that correspond with Hikaru and Madoka, and he
    can't choose between them.  His full telepathy keeps him well informed
    of what people are thinking around him, so it can be hard to get the
    jump on him.

    Master:  F7/S11/D9/HP 8/Age 35.  No powers.  Master has a beard and
    owns ABCB, and is Madoka's employer.  He is soft-spoken and knows about
    Madoka and Kyosuke's secret feelings for each other and the problem of
    Hikaru.  For some reason he gains a lot of weight right before the
    Orange Road Movie.

    Takashi Kasuga:  F7/S7/D7/HP 10/Age 35.  No powers.  This is Kyosuke,
    Manami and Kurumi's father.  He's a photographer, and a soft spoken
    guy.  He met Akemi near Ojiichan's house on Winter Mountain while
    hiking in the summer [see vol. 9 pg. 79 in the mangas] and they fell in
    love.

    Akemi Kasuga:  F6/S13/D14/HP 5/PP 16/Age IEY.  Main power is
    telekinesis; secondary is communicate with nature.  She was the mother
    of Kyosuke and his sisters, and she died when Manami and Kurumi were
    born (?).  She has a great affinity for nature and looked surprisingly
    like Madoka.

    Yusaku Hino:  F13/S7/D9/HP 13/Age 16.  He is stuck on Hikaru-chan.  As
    a child, he was beat up all the time in front of or by Hikaru-chan.
    Because she told him once, "If you get strong, I'll be your
    girlfriend," when they were children, he has dedicated himself to the
    study of martial arts.  He doesn't like Kyosuke.  He has the KARATE KID
    trait.

    Komatsu-san (red hair) and Hatta-san (black hair, glasses):
    F7/S8/D7/HP 7/Age 17 each:  Two perverts who crave female flesh, they
    are always peeking into the girls' locker room and making panty-raids.
    Supposedly, these characters were based on the characters of two of
    Izumi Matsumoto's assistants (cf. somehwere in vol. 2).

    Ojiichan (grandfather):  F8/S12/D10/HP 8/PP 12/Age 60.  Primary power
    is telekinesis; secondaries include telekinesis.  He's a surly guy, a
    bit of a pervert for his age, who is close friends with Kyosuke.
    Kyosuke is always trying to keep Ojiichan from giving away the family
    secret -- their powers -- to his friends.  Ojiichan has two homes, one
    on Winter Mountain (where Madoka and Kyosuke meet the ghost one the
    manga story and the OAV) and another (only in the manga universe) near
    a harbor containing two solemn islands which are a key (somehow) to the
    family's powers.  Next to Winter Moutain is an ancient mountain which
    has year-round snow.  This dangerous mountain's snow is "10,000 year
    snow," which never melts.  Ojiichan uses this snow in his drink rather
    than ice cubes.

    Obaachan (grandmother):  F3/S10/D8/HP 3/PP 15/Age 58.  Primary power is
    telekinesis; no secondary powers known.  She doesn't do much, but I
    thought she should be listed here.

    Yukari:  F7/S10/D14/HP 8/Age 26 Normal human.  Yukari is the image of a
    grown-up but sad Madoka, perhaps the ghost of Madoka's future if she
    pursued her singing career.  She appears only in episodes 22, 43, and
    48, and in vol. 4 and 17.  She's the lead singer of the band Madoka
    plays guitar in and looks much like Madoka.

    Shu-chan Fusai:  F12/S11/D13/HP 13/Age 28  Normal human.  Shu-chan is
    Madoka's cousin, introduced in episode 22 and seen again in episode 43
    and proably the Hayakawa Mitsuru OAV.  He's Yukari's man, although she
    beats him up sometimes.  Because we know his last name, we know either
    Ayukawa's mother's maiden name (if it was Madoka's mother's brother who
    is the father of Shu-chan), or else the last name of the man who
    married Madoka's mother's sister.  Why do I tell you these things?  I
    don't know.

    O-ryu:  F13/S10/D8/HP 12/Age 17:  O-ryu (read OH-ryu) is only in the TV
    series, in episode 37 and 48 and perhaps in 16.  If Yukari is Ayukawa's
    negative "future" (perhaps if she had followed her singing career),
    O-ryu could be said to be her past.  She's a tough bitch with orange
    short-cropped hair (and not just orange, but Kimagure orange), an close
    acquaintance of the "old" Madoka, the one who used to run around with
    biker gangs and smoke and throw guitar picks at people.  She fights
    with a Ball & Cup.

    Sayuri Hirose:  F10/S12/D12/HP 10/Age 17:  Sayuri is a vengeful bitch,
    found only in the mangas.  She's jealous of Ayukawa because Kyosuke
    (who she doesn't care at all for) likes her more than Sayuri.  She's
    into laying plans for Kyosuke's downfall.

    Jingle:  F6/S2/D2/HP 2/Age 3.  Jingle is the cat.  He's always trying
    to get away from the Kasuga family, and Kurumi always brings him back.

                                Orange Road RPG
                         p E p i s o d e   G u i d e 

    The following are "episodes" for your RPG to present ideas for other
    adventures and actual basies for adventures if you want.  They're
    somewhat non-specific in their description of events; most of that is
    up to the GM.  If you get any wild ideas for applicable adventures in
    the Orange Road RPG universe, please let me know somehow -- I'd like to
    hear about them.
                                                                    Leto II

                                  Episode #1

            "Noriko-chan, where are you?!  The CIA place is scary."

    The characters go off to see a movie (Bubblegum Criss Pt. 13?) with two
    normal humans, a small precocious girl named Rikako-chan who is 10 and
    likes to tag along with the "big kids," and Komatsu's older brother,
    about 18 years old, who is on the surface fairly normal but actually
    more of a pervert than Komatsu himself (cf. the episode where he tried
    to fondle Kurumi) named Tetsuya Komatsu.  Tetsuya is targeting one of
    the female charcters in their group for sex.  Outside, they meet up
    with Kazuo Hanakuso (F12/S9/D11/HP 10/PP 10/Age 16, primary power is
    telekinesis; others are hypnotize, increased senses and prophetic
    dreams), a nondescript (male) cousin of the characters, who is short of
    breath.  He tells the group that Noriko-chan (F7/S8/D13/HP 7/PP 4/Age
    14, primary power telekinesis; others sixth sense, telepathy and
    phantasm projection), his younger sister, was taken by three caucasion
    men in dark suits on her way home from school.  The group must 1) ditch
    Rikako-chan and Tetsuya (which will be very difficult because they both
    don't want to be ditched and will try to stay, and will constantly show
    up throughout this episode), 2) find clues as to where Noriko went, and
    3) break onto Komatsu air force base (an actual American base in Japan,
    as I understand it, no relation to Komatsu-san) and get her back,
    destroying records about her in the process.  Kazuo will help them look
    for his sister.  If they look, they can find, on the street where she
    was taken, a pair of dark sun glasses and Noriko's favorite pencil
    case, Dirty Pair.  If they need a hint, they can find out that Komatsu
    AFB, nearby, is the source of most "gaijin" (foreigners) in the area,
    and that might well be checked out.  When the characters get close to
    the base, they will hear faint cries for help from her powers of
    telepathy (and its ability to "communicate" with other people by
    sending thoughts, known as "shining"), inside the base.  She will let
    them know that the CIA or some other American science group has
    kidnapped her because they know about the powers.  This is bad for the
    group.  They must break onto the massive base, still evading Tetsuya
    and Rikako, find Noriko and save her, and destroy information on her
    powers.  If everything goes okay, all information will be erased and
    the secret of the esper powers will be safe.  Their main adversary,
    whom they will meet alone after they destroy the evidence of the groups
    powers, is a man named General Muska, but his real name is Muska
    Rip-van-Laputa.  He must be dealt with before the group can escape the
    base, either made to forget about the esper abilities of the group,
    killed, blackmailed, hypnotised or otherwise made to see the point of
    view of the espers.  He will be armed with a gun.

                                  Episode #2

               "No, Shiro-kun!  Mitsubishi Bank is our friend."

    In this episode, the players will combat a renegade cousin with esper
    powers.  His name is Shiro (F12/S10/D9/HP), and he will be an identical
    twin of one of the players in the game (pick one).  Shiro has broken
    off with the family and run away, and has been using his powers
    (primary telepathy; secondaries telekinesis, X-ray vision, invisibility
    and body swap) to comit petty crimes around town.  His latest was to
    rob two million yen from Mitsubishi Bank and spend it on Japanese
    Animation CDs and manga.  No one else knows about Shiro except the
    espers in the family, and they must try to bring him back into the fold
    of the family before he gives away the "family secret."  To make
    matters worse, Shiro will be in love with one of the female characters
    in the group, or else an NPC who will walk around with them, but that
    love is unrequited.  The characters must somehow catch Shiro, who has
    set up traps for them in a deserted factory (reminscent of the last
    scene in The Terminator) and convince him to stop his rampage and come
    back to the "family."  Individual goals to assign people might be, find
    a trinket, find some money to pay back taxes with (maybe left over from
    the Mitsubishi Bank robery), have sex, etc.

                                  Episode #3

                            "Tennis Team Timeslip."

    It's summer vacation, and the group is being sent by their respective
    families to the "Panic in Orange Avenue" Tennis & Sports Camp, located
    in mountains in the Kansai area (Osaka area I think).  At the camp
    there's a stuck-up instructor who will hit on one or more females in
    the group (if there are any) named Yabio (F11/S9/D14/HP 10/Age 24) and
    a bully who will push the group around named Yaro (F15/S6/D7/HP 15/Age
    19, weapon is a tennis raquet treated as a lg. blunt weapon).  While
    playing a night game of tennis, the characters (near the edge of a
    cliff, with no non-espers around) will all fall off the cliff, and
    experience strange temporal turbulance, then the sky will turn into a
    bubbling array of strange lights.  The characters will then find
    themselves, tennis raquets in hand, out in some woods, at the bottom of
    the cliff.  They have timeslipped back to 1942, during World War II!
    In this time a) no powers will work (even someone who has Time Travel,
    since it was a timeslip that brought them here and not Time Travel), b)
    their money is no good, and c) they are in a fascist country which
    suspects everyone of being subversive.  They can a) try to get to
    Hirohito or someone else and tell them information about World War II,
    b) spend their time walking around aimlessly until they timeslip back
    somehow, c) try to buy some land in Tokyo then go back to the future,
    etc.  Try to steal plot material from Back to the Future if you can.
    If they do change the future so that Japan wins the war or something,
    it can be explained away at the end as a dream by one of the
    characters.  When they return, Yabio and Yaro will be waiting for them
    and must be dealt with before the adventure ends.  (And if the future
    is changed, then they can have changed too, in some funny way, as in
    BTTF.)  In the past, Ushiko and Umao's parents will be encountered
    somehow.

                                  Episode #4

                              "Parallel World II"

    This episode is a sequel to the "Parallel Hero" story in the mangas
    [vol. 10, pg. 7] (as opposed to the shortened version in the last
    episode of the series, which I personally hated), in which Kyosuke
    flips on a Roller Coaster to a "biker universe" (similar to the Dark
    1985 from Back to the Future Pt. 2) in which everyone he knows exists
    except him.  It's a run-down place, where chaos reigns and everyone is
    scared to go outside (much like the cyberpunk Blade Runner universe but
    in the present).  Manami and Kurumi have no powers, Hikaru is a
    "kakko-ii" biker queen, Madoka is even tougher, and Akane leads a gang
    that holds the city they live in in its grip.  Komatsu and Hatta are
    police officers, too.  In this episode, the characters will be on a
    roller coaster at a nearby amusement park and will flip over, getting
    off and wondering what the hell is going on, why the sky is so dismal.
    Outside, they'll find Manami and Kurumi, being accosted by a group of 4
    "yatsu," trying to cop feels and possibly rape them.  The group should
    dispatch the bad guys.  If they use their powers in such a way as to
    give away the "secret" to the twins (who have no powers in this
    universe), they will inquire about where they came from and by the way,
    did they know a boy who had similar abilities, who passed through a few
    weeks ago (this was Kyosuke, back when he was here).  They'll then
    learn from Kurumi and Manami that the Loud In School gang (the same
    large gang that Kyosuke was up against in the manga story, though the
    title is mine) has a new leader:  a tough bitch named O-ryu
    (F13/S10/D8/HP 16, weapon is a ball and cup).  This girl replaced Akane
    (who is evil in this universe, and whom Kyosuke deposed in the manga
    story) and kicked her out, then began a new crime wave in the city.
    The twins will offer to have the group over to their house (Kyosuke's
    apartment, same as in the normal universe, only minus Kyosuke since he
    doesn't live in this universe) for saving them.  There, they'll meet
    Hikaru (who's a tough biker chick in this universe who is somehow
    solemn because she fell in love with Kyosuke while he was with them
    just a few weeks ago but now he's gone).  Hikaru will tell them about
    Kyosuke (his coming into that world and subsequent leaving) if they
    don't know already from the twins.  Then she'll tell them about how
    Madoka Ayukawa, her friend, was dragged off a few days ago by the Loud
    In Schoolers and probably raped and killed, and how she'd give her life
    to kill O-ryu if she could get through the hundred or so thugs that
    guard her.  The goal of the group will become clear:  to get inside the
    high school on scooters which acts as the gang's hideout and find
    Madoka, if she's alive, and kill or otherwise dispose of O-ryu.
    Manami, Kurumi and Hikaru will help.  Approaching the school, the group
    will be attacked by 5-8 thugs, which should be dispatched easily given
    the group's powers (especially since, in this universe, they can use
    them freely since everyone in the group already knows about the esper
    powers -- there is no need to hide them).  They must find a way inside,
    either fighting through another 5 or so thugs to get to one of the side
    entrances (all the while being quiet) or teleporting in if they have
    someone who can accomplish the task (someone with a lot of Power
    Points).  Other tricks could be devised to get inside using the powers
    available to the group.  Inside, nearly everything will be deserted
    except one wing of the ground floor, which will have four rooms close
    together with lights on.  One will contain 3 female gang members,
    smoking and sharpening knives (make your own average stats up for them
    if you need to); in another, 6 males; in another, Ayukawa and Umao-san,
    who will be sleeping, and in the fourth, O-ryu and her two female
    lieutenants, Yoshiko (F12/S7/D7/HP 12, weapon is a skateboard that she
    flips at you, which handles like a large missile) and Mieko (same stats
    as Chiemi, weapon is a bowling ball that she clubs you with, treated
    like a large blunt weapon).  If noise is made, all characters in all
    rooms will come out to see what the disturbance is.  O-ryu will know
    Hikaru but not the others.  She will show them Ayukawa (if they haven't
    found her yet), beaten up but not dead (or even raped).  The characters
    need to overcome her and her minions as quietly as they can, save
    Ayukawa and get everyone to safety, hopefully destroying the gang in
    the process (perhaps by demoralizing O-ryu).  In the end, Umao will be
    reunited with Ushiko (who was waiting for him on the "outside"), and
    Ayukawa will focus romantically on one male character (the one who
    played the strongest role in the combat) and will ask him if he likes
    her, etc., but at that moment (the characters will be moving somehow,
    on a bus or in a car or something) they'll flip back to the normal
    universe on the roller coaster they were on before the flipped the
    first time -- the end.

                                  Episode #5

                  "A future story!  Neo-Tokyo is destroyed."

        It is the future, the year 203x, right after the end of the Akira
    OAV in which Neo Tokyo (the remains of the original Tokyo which got
    destroyed back in 199x) is destroyed.  The players will be a group of
    espers living around Yokohama, who, after the explosion, will hear from
    Uncle Kazuya (now 50 years old) of the story of Akira's birth to his
    "Kyosuke-oniichan" and "Ayukawa-Oneesan) back in 1990.  They had the
    baby and everything seemed okay for three or four years or so.  Then
    little Akira demonstrated enormous powers, far more than even Kyosuke,
    who was the most powerful esper of his generation.  Akira kept giving
    his vast powers away to others, facilitating Ayukwa and Kyosuke to move
    around all the time.  One day, agents from a powerful agency of the
    Japanese government managed to capture Akira on the street on his way
    to school (although it cost them three military helicopters and the
    lives of 12 agents) and took him to a secret hospital for study, where
    they tried to duplicate his powers in other children (the other
    children in the movie).  Kyosuke and Ayukawa searched nearly a year for
    their son until the pressure on him to give up the search or expose the
    entire family's secret got too great, so they eventually gave up and
    went to America to live in Los Angeles.  Kyosuke only returned once,
    using his teleportation powers, to attend the funeral of his father
    when he died in 2009, and even that time he was almost caught by the
    government agents.
        The group will go to the wet remains of Neo Tokyo right after its
    destruction at the end of the movie, which is under military control so
    they'll have to sneak in.  They'll discover that each of them sense
    that the power which destroyed Neo Tokyo is still there, lying beneath
    the surface.  It could explode again, they realize, unless the power
    that is Akira can be someone made to leave the vicinity of the Earth.
        Kazuya, who has come with the group, knows what the youths must do
    -- go to America and find Kyosuke and Madoka and get them to come back
    to Japan.  It will be dangerous -- they are still sought for capture by
    the military government -- and besides, Kazuya doesn't even know where
    exactly they are.  The goal of the espers, therefore, is to go to
    America and search Los Angeles and vicinity, using any powers or
    resouces they can to find Madoka and Kyosuke.  (Madoka knows all about
    the Cho-no-ryok powers by now, incidentally).
        While in America (they will fly there by plane), the characters
    will probably visit anime shops in Little Tokyo and see themselves on
    an Orange Road movie poster or something silly like that.  Note that
    America, 40 years into the future, is a hell of a lot less safe, and
    danger lurks everywhere in Los Angeles from street gangs and other
    thugs.  Also note that, here in America, the espers will have to use
    English to communicate most of the time.
        After locating Kyosuke and Ayukawa, living in Orange County in a
    nice big home, they will convince them to come back to Japan to try to
    dispell the power that was and still their son Akira so that he will
    not one day destroy Japan.  It turns out that Madoka and Kyosuke,
    alarmed at what they've been seeing on TV about new religeons
    worshipping someone named Akira, have been considering returning to
    their home already.  They had heard rumors of the destruction of
    Neo-Tokyo, but most of the information was restricted.  When they
    arrive in Japan, they must all escape an ambush by military police (led
    by the bald colonel from the Akira OAV) and make it Kazuya's house in
    Yokohama.  Nearby they will inadvertantly run into Hikaru-chan and
    Yusaku, now living together happily with several children (Kyosuke and
    Hikaru will conveniently use quotes from Karate Kid II like "I never
    marry Sato" and "Out of respect...for husband" and "No, for your
    silence.").
        After more reunions, the gang, with Madoka and Kyosuke, will
    journey by train and foot into the ruins of Neo Tokyo, evading military
    patrols.  There they will meet with the bodyless spirit of Akira, who
    will cry "Mother! Father!" and will ask why they didn't come and rescue
    him from the military bad guys.  In the end, Kyosuke and Ayukawa will
    ask Akira to leave the Earth forever, and the power that Akira wielded
    will no longer endanger the Earth.

                                  Episode #6

            "An American submarine!  Yuri, look out for the moose!"

    The players are fishing in the sea of Japan a few miles out of
    Hiroshima on their Uncle Eijiro's boat, eager to escape the news in the
    city about increased tensions between the superpowers in Europe and
    relax.  Eijiro (F8/S10/D8/HP 10/PP 8/Age 45, primary power is
    telekinesis, others are hypnotize and invisibility) is a cousin of
    Akemi (Kyosuke's mother) and a nephew of Kyosuke's grandfather.  If any
    character has sixth sense he will feel a tinge of danger.  Nearby, an
    American submarine will surfce with a giant hole in it.  One man will
    escape before the sub sinks again, its back broken by an enemy torpedo.
    The man, Seaman Third Class Chris Thompson, will swim to the boat.
    (Note:  Charcters will need English ability to talk to this guy.)  He
    will tell of how a Soviet sub torpedoed them and he alone escaped
    before she sunk.  Suddenly, the fishing boat will be under attack by
    the Russian sub, which will surface and try to blow the fishing boat
    from the water!  The players will need to find a way to overcome this
    attack, either by escaping or destroying the sub, then return home to
    the city.  World War III has started, and Russian bombers will be
    flying over Japan soon, attacking American and Japanese military and
    civil targets.  Akemi Kasuga, the dead mother of Kyosuke and the twins
    and a matriarch of sorts for the family as a whole, will appear to the
    characters and tell them this, and that they must defend Japan.  The
    players can either 1) try to defend Japan against the bombers,
    including a possible ballistic missile which will try to fall on the
    Tokyo/Yokohama area (shield over the city?), 2) try to strike harder
    against the Soviet Union, by teleporting/travelling to Moscow to
    destroy the heads of state there or something, or 3) try some other
    factor at the discretion of the players (the choice and even thinking
    of the ideas of what to do should be up to them, although the GM can
    prod them).  Note that other espers in other cities can all band
    together to defend Japan, even linking their powers in groups if they
    want to knock down Russian bombers.  The choice is up to them.  In the
    end, however, they will probably not be able to defend Japan from a
    major bombardment.

                                  Episode #7

           "Japan is devestated?!  The trek to grandfather's house."

    This is part two of the previous episode.  It has been a month since
    World War III began.  In Europe and North America, conventional
    conflicts are still raging, but the war is over in Asia, with the
    destruction of all fleets and most military and civillian targets in
    the area save a few subs under the seas.  Tokyo, Osaka and Yokohama
    each received multiple nuclear payloads, the Imperial family is dead,
    and chaos reigns in Japan.  The world in which the players will find
    themselves is basically similar to the land of Fist of the North Star
    or Road Warrior for game purposes -- massive devestation, only with
    more people as well as "stavation, contamination and lingering death."
    The characters have a task:  To move from their home city, which is
    being evacuated due to contaminated water supply, south fifty miles to
    where Kyosuke's Ojiichan (grandfather) lives (the house on Winter
    Mountain, not the one near the two islands).  There is no
    transportation available except walking as the nuclear pulses wiped out
    all higher electronic technology (you might want to draw a map for the
    players).  There is danger:  bands of thieves and gangs are holding the
    streets, defying police, and the group will be attacked at least once.
    If they reach the summit on Winter Mountain, they will meet up with
    Kyosuke and most of the characters from the series save Manami and
    Kurumi -- they were trampled in the food mobs which flooded the streets
    in the hours after the war began, the characters will learn, although
    Kyosuke tried to save them with his more advanced teleportation but
    couldn't (Kyosuke had been caught in the same mob but was able to
    escape with his father).  Hikaru and Madoka are both there, but Kazuya
    and Akane and their family haven't been heard from and are feared dead
    too.  Yusaku is there.  There are several things the group can do.  1)
    Engage a large gang that is raping the countryside (and which tried to
    rape Madoka and Hikaru while Kyosuke and his group made the journey to
    Ojiichan's house from their city but were stopped by Kyosuke, who, in
    the course of events, killed three of them and gave away the secret of
    the family's powers to Madoka and Hikaru, so they know now about the
    family secret now); 2) try to engage or halt an advance in Japan's
    southern shores by Russian-backed Vietnamise troops with their powers;
    or 3) try to go back in time to before the war with Ojiichan's (or
    someone else's) time travel and stop it in some way.  Whatever they do,
    the characters will encounter the charred bodies of Ushiko, Umao and
    their baby, Shikao.  What a sad story!

                    O t h e r   I d e a s   f o r   G M s 

    There is a lot of room in the Orange Road universe for new ideas that
    don't exactly fit into the Japanese animation/manga list of required
    cliches, many of which would fit quite well in the context of this
    game.  Ultimately, Izumi Matsumoto has made a basic super-power system
    that is nearly as flexible as the "mutants" explaination of Marval's
    super-hero world.  A lot can be done with it.

    How about characters who aren't good, who use their powers to rob banks
    and get into mischief?  For the socially unprogressive, how about a
    group of esper super-perverts or even sex-offenders who use their
    powers to, well, you know.  The Kasuga-clan (and the other lines of the
    family, of which there must be many) being the beginnings of the
    "Newtypes" of the Gundam universe?  A-ko as a relative of the Kasugas?
    And of course, there's the idea of the esper powers being the source of
    Akira's power from Akira, and the destruction of Tokyo and events of
    the movie being the ultimate destiny of the Orange Road universe.

    There's lots to do in the universe, if you care and if you have players
    who care.  If you have any experience with RPGs, you should do okay,
    and if not, you can't do any worse than me.






































                                    -  27  -
                                      The

                   K I M A G U R E   O R A N G E   R O A D 
                      r o l e   p l a y i n g   g a m e 

                            CHARACTER RECORD SHEET


          Character Name:  ____________________  Sex:  _____________

          Relationship:  ______________________  Age:  _____________


             Abilities:          Traits:  ________________________

          FIGHTING:  ____________   _________________________________

          SMARTS:    ____________   _________________________________

          DAI-SUKI:  ____________


            Primary Esper Power:        "Special Stuff Skills"

            _____________________   ENGLISH:  ______  SPORTS:  ______

            Secondary Powers:       DRIVING:  ______  KAKKO:   ______

            _____________________   VIRGINITY: _____  SWIMMING: _____

            _____________________

            _____________________   HP:  _______  PP:  _______

            _____________________

            _____________________   Hair: _______ Style: _______


                                    Eyes: _______ Body: ________
-- 


    Source: geocities.com/area51/corridor/4286

               ( geocities.com/area51/corridor)                   ( geocities.com/area51)