ROLE-PLAYING GAME MANIFESTO
I'm not at all sure what these people have against normal capitalization, but whatever. The first thing in this book after the credits page is a "role-playing game manifesto". We could probably devote a whole thread to dissecting the poisonous philosophy this "manifesto" espouses, but I'll just leave this here:
These rules are written on paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.
When dice conflict with the story, the story always wins.
Min/Maxing and Munchkinism aren't problems with the game; they're problems with the player.
The Game Master has full discretionary power over the game.
The Game Master always works with, not against, the players.
A game that is not fun is no longer a game - it's a chore.
This book contains the answers to all things.
When the above does not apply, make it up.
Chapter 1: Introduction
This chapter is literally 3 pages long, and while there isn't anything too terrible, it fails to include anything you wouldn't already know if you were reading this book. Headings include What is Anime?, Anime Origins, Anime Genres, What is a Role-Playing Game, and Playing BESM d20. The most interesting part is the genre listing, which includes Mecha, Magical Girl, Hero Team (Sentai), Martial Arts, Sports Anime, Exotic Girlfriend, Interdimensional Exiles, Supernatural Action, Samurai or Ninja Action, Swords and Sorcery, Weird Conspiracy, and Pet Monster. Aside from some poor names the most glaring problem is that the book nowhere explains why you would want a single game to handle all of these different genres. It also doesn't explain why this particular ruleset is better suited to these genres than another generic system like GURPS or HERO (mostly because it isn't) or what it is about animation from Japan that requires a separate set of rules than comic books from The United States or novels from India.
Chapter 2: Character Creation
This chapter is also exactly 3 pages long. It doesn't actually tell you how to make a character, it's just 3 pages of "talk to your GM" and "make a character outline". There are only 2 interesting things in this chapter. The first is a picture of a standard animesque fantasy adventuring party, some elves (or at least people with pointy ears), a pixie girl, a guy with a hawk on his shoulder, pretty standard. They're just standing there in the woods. It is actually a well drawn picture. On closer inspection though I notice that for some reason one of the women is holding a baby. That's weird, isn't it? Is carrying a baby through the woods something you are supposed to do in this game? Looking even closer, I realize that the characters are all posing for a photograph. That's just bizarre, is this supposed to be a fantasy setting with magic cameras? The best I can figure is this is in fact not a picture of fantasy characters, but a stylized portrait of fantasy cosplayers.
The other interesting thing is that discretionary character points are base... oh, did I forget to mention that this class-based d20 product is actually point based? Yeah. You have ability scores, races, classes, feats, and skills just like any other d20 game but you also have attributes that you buy with character points. I think their goal is to make character creation as complicated as possible so you won't notice how broken it is. Anyways, you start the game with a certain number of "discretionary" character points based on your starting level which you can buy various things with, so a 1st level character has 40 points while an epic character has 50. The weird thing is I can't find any rule that says you gain character points when you level up, so basically characters that start at a high level are slightly stronger than characters that start at 1st level for no readily apparent reason. This is the first hint that the "designers" of this book weren't paying any damn attention to what they were typing.
Chapter 3: Abilities
Because of the d20 license this book isn't allowed to actually tell you how to generate abilities, but it doesn't really matter because you have to spend some of those discretionary points on your abilities anyways, each ability costs a number of points equal to your score divided by 2, round up. That's right, round up, because odd numbers didn't suck enough. I know it's early, but at this rate I'm gonna need a drink pretty soon. You can then shift your scores up or down by spending (or saving) 1 character point for every 2 points of ability score. It doesn't actually give a limit for how high your ability scores can go but does include this gem:
So the normal human range is 3 to 18 but the normal human maximum is 24 because fuck it we don't need proofreaders (although two editors are listed in the credits, I'm not sure what they were doing). Also the explanation for ability scores of none is a single paragraph that does not in any way explain how they work or how many points you should pay for them. We'll be seeing a lot of that, you can't actually play this game without mister cavern making shit up to cover the holes in the rules. Despite this the credits page lists over fifty playtesters. I can only assume their playtest packets read "magical tea party".The values of these abilities range from 0 to infinity, with a normal human range from 3 to 18. The normal human maximum is 24, but superhuman or supernatural characters may have higher ratings. A value of none for an Ability Score, which is different from 0, is a special case appropriate for specific character ideas (discussed below).
Oh, before I forget this chapter was only 2 pages. I wonder if the next chapter can fit on a single page?
Chapter 4: Races
Indeed it can! Basically this is just a list of races and their special abilities and their point costs. That's right, you pay character points for your race. So humans, elves, gnomes, and half-elves all cost zero points because obviously those are all balanced with each other, while dwarves and halflings cost one point each and half-orcs give you five points. Finally, there is a new race: an artificial construct, which for 4 points makes you immune to poison, sleep, paralysis, stun, disease, death, "necromantic effects", critical hits, subdual damage, ability damage and drain, energy drain, and any affect that allows fortitude saves but doesn't affect objects. Unfortunately I'm not sure how one would play an artificial construct since they don't have a con score.
Chapter 5: Classes
Finally, this is where the fun begins. These are standard d20 character classes, except instead of class features they give you attributes from chapter 6, except the designers are lazy so many classes just give you character points to buy your own attributes. The classes are Adventurer, Dynamic Sorcerer, Giant Robot, Gun Bunny, Hot Rod, Magical Girl, Martial Artist, Mecha Pilot, Ninja, Pet Monster Trainer, Samurai, Sentai Member, Shapechanger, Student, and Tech Genius. Despite these classes representing wildly disparate genres, the designers felt compelled to copy the Other Classes section from the Player's Handbook and the results are as stupid as you'd expect.
The first class is the Adventurer, and they don't have any class features. They get a d4 hit die, 4 skill points per level, low BAB and all bad saves, but get 5 character points every level. This results in less total character points than other characters, but this is supposed to be balanced by the fact that you get to choose your attributes. This is exactly as balanced as you'd expect, and there's not much else to say about this class. The Dynamic Sorcerer on the other hand deserves a post all to itself.