The Sailor Moon Role Playing Game (RPG) book was released in November 1998 from the Guardians of Order. Check your local comic book store, anime store, or any store which sells RPG books. Other anime RPG books available are Bubblegum Crisis, Dominion Tank Police, Tenchi Muyo, and Robotech.
Download Sailor Moon Modified Combat Rules 2.0.pdf (11k) in .pdf. The revisions include correcting misspelled words and modifying a few rules which caused confusion. I adapted a few rules from the Shadowrun RPG.
The Sailor Moon RPG on the web page is not an on-line RPG. The contents below are my pilot adventure I ran with my friends and my modified combat rules and attribute checks. I don't plan to run an adventure in the future. Here are the Sailor Moon Pilot Adventure, New Sub-Attribute, and the Modified Sailor Moon Combat Rules 2.0.
There were four players including myself. Three of us played a Knight and one of us played a Sailor Scout. I refer to characters from the Sailor Moon series in English for simplicity. I played one of the Knights and I ran the adventure as the Scout Master.
30th Century in Crystal Tokyo
The Knights graduate from their training in a ceremony conducted by King Darien and Neo-Queen Serenity in the castle.
"Your training is complete," said King Darien. "Defend Crystal Tokyo against our latest threat, Queen Ceryl, the sister of Queen Beryl, from destroying the peace and happiness in Crystal Tokyo."
A reception follows the graduation ceremony where the Knights mingle. The Sailor Scout is introduced in the reception.
During the reception, Queen Ceryl and her Shadow Warriors attack. Fighting takes place all over the castle. All Knights guard the front of the castle and all Sailor Scouts guard the top of the castle. The battle gets really ugly and goes on throughout the night. Then, the Knights and the Sailor Scout see a flash of light. (What happened? The adventure never explained it.)
21st Century and their first day of school
I used an old Blackford High School folder which shows the school layout as a prop for the scene.
The Knights and the Sailor Scout attend the first day of school as Freshmen at Blackford High School in San Jose, California. The Knights and the Scout roll d8s' to randomly locate their lockers. The Knights are next to each other (we rolled 3s). When the Knights went to their lockers, they experienced a feeling they knew each other. The Scout is one corridor away and she does not know the Knights. The Knights and the Scout attend their first period class.
Second period is the freshmen orientation. Dean Augustein conducts the orientation.
"To succeed in high school, remember this," said Dean Augustein. "Concentrate. CONCENTRATE! The pen is mightier than the sword." (Don't ask why I made up the statement "pen is mightier than the sword.")
It's break time. The Knights and the Scout enter the quad. One of the Knights is in the cafeteria. The other two Knights were on their way to the quad from different locations. All of a sudden, everyone in the school become unconscious, except the Knights and the Scout of course. In the middle of the quad, the monster (yoma) Dean Augustine causes the catastrophe. The Knights and the Scouts instinctly transform and battle the monster. The monster fires pens as his weapon. During the battle, the Knights and the Scouts have a feeling of past battles fought together. When the monster is destroyed, he returns back to Dean Augustine and everyone in the school regains consciousness. The Knights and the Scout separate.
The Principal's office
It's third period. The Knights and the Scout are called to the Principal's office. They don't see the Principal; rather, they see King Darien. King Darien makes the Knights and the Scout remember who they are. Their memories of Crystal Tokyo, Neo-Queen Serenity, their duties, etc. are revived.
"Your mission is to find Neo-Queen Serenity," said King Darien. "Her body is in the cemetery. Find her. Once she is located, I return to bring her back to the future so she can be resurrected. You are the Knights from the future. Transform to show your true identities. You are from the future."
The Knights and the Scout transform and arrange a meeting place after school to find Neo-Queen Serenity.
Cemetery
The Knights and the Scout locate Neo-Queen Serenity in a grave. After digging up the coffin, King Darien appears. One of the Knights pick her up and hands her to King Darien. He holds her and disappears to the future.
Second day of school
Everyone meets in the second day of school. Adventure ends.
Scout Master Notes
Characters can select Martial Arts. Martial Arts allows characters to fight hand-to-hand like Sailor Jupiter and Sailor Uranus. To fight as a black belt, all characters must acquire the Level 6 Martial Arts sub-attribute for 2 character points per level for a total of 12 character points. Hand-to-Hand damage for martial arts is 1D10 plus any bonuses. Anyone can create a chart for different martial arts such as karate kick, head butt, tiger punch, and any other moves and different damages for each move.
Initiative and Actions
Initiative is determined by rolling 1D20. 20 always go first, 2 is the lowest, and 1 always go last. The maximum number of actions in a battle situation for a character is 7. If a character has more than one action, then the next action a character can do is 3 lower than the roll. For example, a character has two attacks and rolls a 16. The first action goes on 16 and the second action goes on 13. Each action in a battle situation can be combat or non-combat.
Any remaining actions after the Scout Master counts down to 1 are played out called Actions on 0. If more than one player has actions to play out, the highest roll on a 1D20 determines who goes first and all remaining actions are played out for each player. If there still are players with remaining actions, repeat the process until all players exhaust their actions for the round. No actions can be saved for the next round. Any actions not used are forfeited. For example, player A rolled an initiative 15 and has one action remaining after 1 and player B rolled an initiative 11 and has two actions remaining after 1. The count is 0. Scout Master begins Actions on 0. Player A who rolled a 15 goes first since player A rolled higher than player B. After player A executes the action, player B executes the action. Since player B has two actions remaining after 1 and executed one of them after player A, player B can execute his action again. Player A can't go again after count 1 because all actions are executed.
A player can delay actions. If the player has more than one action and delays, the next action is 3 lower than the roll. For example, a player with two actions rolls a 9. The player delays. The player executes his first action on 5 and the second action goes on 2, 1, or 0. If that player rolls a 12 and the player delays to 10 to execute his first action, then the second action can go on 7, 6, 5, . . . , 0.
Players with same initiative rolls go simultaneously.
Each round lasts 10 seconds. Talking is a free action.
Combat
The attacker rolls (Attack Combat Value)D6. For example, if the attacker has an Attack Combat Value of 8, the attacker rolls 8D6. The minimum to score a hit to an opponent is attack target 4, but the Scout Master may change the minimum due to combat conditions. Any numbers rolled a 4 and greater are scored a success. For example, the attacker rolls 8d6 and three out of eight rolls are 4 or greater. The attacker scored three successes.
The defender rolls (Defense Combat Value)D6. For example, if the defender has an Defense Combat Value of 10, the defender rolls 10D6. The minimum to score a successful defense to an opponent is defense target 4, but the Scout Master may change the minimum due to combat conditions, and the defender must tie or exceed the number of successes from the attacker. Going back to the example above, the defender rolls 10D6 immediately after the attacker and five out of eight rolls are 4 or greater. The attacker scored three successes. The defender scored five successes. The defender succeeds and no damage is delivered. The defender can choose not to defend an attack and suffer damage.
But what if the attacker succeeds, then damage is delivered to the defender.
Ability Stat Check
Ability stat check is done by rolling (Stat)D6. Stat check targets are assigned from the Scout Master depending on the situation which range from 2 to 6 and 8 to 12. For example, a player wants to use the computer with Mind Stat 6. Assuming the character does have computer skills, the player rolls (Mind Stat)D6 which is 6D6. The Scout Master gives a target number of 4. The player rolls 6D6 and rolled five out of six dice 4 or greater. The player scored five successes which is really good. Generally, the more successes, the better the outcome the Scout Master gives to the player.
Here is the procedure if the ability stat check is 8 to 12. The player must roll a 6 to have an opportunity to make the ability stat check. For example, the stat check target is 10. The player must roll a 6. If the player succeeds, then the dice that shows a 6 must be rolled again with a 4, 5, or 6 to succeed the stat check target. The player rolls a 4 so the stat check target is succeeded because 6 from the first roll plus 4 from the second roll equals 10. It is important a 6 must be rolled. If there are no 6s, then the stat check target fails automatically. There are no stat target checks 7 because when a 6 is rolled, the dice showing a 6 needs a 1, 2, 3, 4, 5, or 6 that is 100% success in a D6.
The stat check target 8 to 12 procedure also applies to combat for attackers and defenders when the combat situation warranted higher target success from the Scout Master.
Miscellaneous Combat Rules
MULTIPLE ATTACKS. Multiple attacks are allowed. To attack two opponents, the minimum to score a successful hit is 5. To attack three or four opponents, the minimum to score a successful hit is 6. To attack five to eight opponents, the minimum to score a successful hit is 8. To attack nine to twelve opponents, the minimum to score is a successful hit is 9. Roll the (Attack Combat Value)D6 once which applies to all targets, but each target rolls their (Defense Combat Value)D6 individually.
Rule Changes to Note
ONE ATTACK AND ONE DEFENSE. Characters are permitted to take a maximum of one offensive action and one defensive action each round. The rule is changed to one action plus extra actions per round. An action is needed to commence an attack. An action is needed to commence a defense; however, if the defender does not have any more actions, the defender can still defend like a batter in baseball can foul pitches despite having two strikes.
BONUS FROM THE KNIGHT ATTACK AND THE SENSHI ATTACK. Each level a Knight and Senshi attacks, the opponent defends at a penalty. The rule is changed to a bonus to the attacker for the highest succeeded die rolled.
Here is an extreme example. A Knight uses a level 3 attack with a +3 bonus to the highest die rolled under normal combat conditions. The Knight rolls 7D6 for his Attack Combat Value. The Knight rolls a 4, 2, 3, 2, 1, 2, and a 1. The highest roll is a 4. The +3 bonus is applied to the 4 which increases the roll to a 7. With the bonus, the Knight scored one success. The enemy, very close to zero health points, must defend. If the enemy fails and enough damage is done, the enemy collapses. The Knight succeeded.
THE TABLES IN CHAPTER 3. Use Table 3-2 on page 120 for battle situations and stat checks and Table 3-4 for armor.
Download Sailor Moon Modified Combat Rules 2.0.pdf (11k) in .pdf.
Date Last Updated: Sunday September 1, 2002