Tabletop Game / Gratuitous Anime Gimmick
Gratuitous Anime Gimmick
is an anime themed Tabletop RPG
developed by Matthew Morgan. It was made with the self-admitted goal of invoking as many anime cliches, tropes, and archetypes as humanly possible. It uses its own system, mostly based on class abilities (called "gimmicks") and d10s.
It's available here
This game provides examples of:
- Astral Projection: The Spirit Projection Gimmick lets characters astrally project themselves. Any character can take it as it's a cross class Gimmick, but it's an Esper gimmick by default. The Transcendent Tonic lets any character use this ability temporarily.
- Bad Ass Crew: Characters can acquire one throughout the story, leading groups of followers into battle. Gimmicks can also provide followers, but most of them only give the character one: However, one of the Delinquent's Gimmicks is called The Boys, and gives the character a gang of loyal delinquents.
- Badass Driver: Any character with points in the Driving Skill is this, as it represents the ability to pull off insane stunts while driving. It's even the only Skill that explicitly lets the player reroll attack and defense checks. Gun Bunnies in particular come with the Driving Skill by default, and the Defensive Driving Gimmick makes them the best at it, letting them turn cars into armor.
- Baleful Polymorph: The Transmorgrify Gimmick lets Witches transform both enemies and allies into harmless animals. This is treated as a One-Hit Kill ability against those with low enough HP, but it can also be used on those with more HP, as long as the Witch has their permission. Why would you want to transform your ally into a newt? Who would expect that the newt was a spy?
- Barrier Warrior: The Esper can become this through the use of the Psionic Shell Gimmick, which lets them create shields that they can apply to one person. They also gain the ability to create much larger shields of potentially any size after becoming untethered.
- Cat Girl: And cat guys, naturally (although they're much rarer). One of the playable races, officially named the Nyanko. They're something of a tribal race.
- Charles Atlas Superpower: The Delinquent class is Made of Iron already. Upon taking the Body of a God Gimmick, though, their basically superhuman status is cemented. They can leap through buildings In a Single Bound, are immune to falling damage, can climb up steep walls like a spider, and sprint like a semi truck.
- Critical Existence Failure: This was averted in the first version of the rules: characters would roll one less die for each Hit Point they lost. Now it is played straight.
- Cthulhumanoid: The Octopodes. They are regarded with hesitance and distrust, but not because they're actively malicious. They'd rather peddle strange alien wares and obsess over local customs.
- Desperation Attack: Since Version 1.01, instead of rolling one less die, all combat checks are 1 easier for each Hit Point one loses.
- Draw Aggro: The Gimmick Hey! You! lets the Delinquent challenge opponents to fight them, forcing their opponent to attack the Delinquent. However, the Delinquent must also attack their opponent.
- Energy Weapon: The Mecha Pilot class gets access to a Ray Gun and a Laser Blade, and Energy Weapon is also a Shonin Gimmick that lets you make one. It can be cross-classed, as well.
- Fantasy Kitchen Sink: The game assumes that the setting is one of these.
- Flying Broomstick: The Flying Broom Gimmick lets witches fly on staff like objects such as shovels and brooms. They can also grant this ability to other characters using their potions.
- Gun Fu: The Gun Bunny class is built almost entirely around making trick shots and dodging bullets.
- Gun Kata / Deadly Dodging: Bullet Ballet is this.
- Hit Points: Player characters only get three, with non-player characters and enemies usually getting more. Player characters make up for it with readily accessible healing, armor, or the ability to just flat out ignore damage.
- Normally any attack will do exactly 1 HP in damage. Characters can deal bonus damage by playing creatively or exploiting enemy weaknesses, but player characters will never take more than 1 HP in damage.note
- Humongous Mecha: The Mecha Pilot class. Also played more realistically than most: due to concerns about mobility, most Mecha are around 12-20 feet.
- Improvised Weapon: The Delinquent can reroll attack checks made using improvised weapons after picking up the Improvised Weapon Gimmick, although the weapon will break afterwards.
- Japanese Delinquents: Both types can be found in this game: Delinquent is a character class while Bozosoku gang members are listed as an enemy type in the bestiary. The Delinquent character class in particular is extremely tough, primarily because they're criminals in a world where the ghetto is filled with monsters.
- Kamehame Hadoken: The Chi Blast Gimmicks lets Shonin fire energy blasts by default, but they can also apply a variety of additional effects to them. Normally this would result in them burning an equal amount of points, and forces them to make an additional Powerful check at a higher difficulty depending on how many effects they add, They can, however, avoid this every once and a while by shouting the name of the attack out loud-so if you're playing with a Shonin with this Gimmick expect to hear stuff like this often.
- Little Bit Beastly: Besides the Nyanko, there are also the Usagi, who have bunny ears. They actually come from the heavily militarized culture of Usaag and are defined by their impatient attitude. While gun bunny is a real life word with it's own etymology, here gunslingers are called Gun Bunnies because of all the Usagi mercenaries and gunrunners.
- Made of Iron: All characters fit this, but the Delinquent class is built around this. Both of its base gimmicks allow it to ignore restraints, curses, poisons, illusions, and a whole mess of other impairments, including straight up damage. Not because the Delinquent is magical, but because the Delinquent is just that tough.
- Magical Girl: One of the playable classes. The normal girl form and Magical Girl form have different abilities, and a Magical Girl's identity is kept secret with magic... even if she doesn't do anything to hide it.
- Man on Fire: While normally upon drinking a fire potion made by a Witch a character becomes Wreathed in Flames, it has a potential side effect of simply setting that person on fire for a brief period.
- Mind over Matter: The Telekinesis Gimmick lets Espers lift objects, up to 500 lbs. They can go over this limit while Untethered as long as they pass a Powerful check.
- Mind Probe: The Brain Drain Gimmick lets Espers do this. At first, they can only ask yes-or-no questions, but after becoming untethered they can ask any sort of question. Unfortunately if the Esper fails a Charming check then the one they're probing will know exactly what they just did...
- Muggle: The Everyguy class has no magic, psychic power, mecha, or even the incredible physique of the Delinquent. He's literally just a guy. Instead of big, flashy powers, the class messes with the game's meta, altering turn orders or deciding who's getting attacked this round. The player has a great deal of power; the character has none.
- Nature Hero: The Primal class.
- No-Sell: The Delinquent's Blow for Blow gimmick lets it completely ignore a punch, and return with a counter attack.
- Not Zilla: Pteradion is a Pastiche of several famous Kaiju, but mostly Godzilla. It's a "dinosaur" mutated by radiation with radioactive breath, and a few have even been intelligent. As a pterodactyl it might also be a reference to Rodan.
- One-Hit Kill: All One-Hit Kill abilities require that the foe has a certain amount of HP or less, and out of the released ones this means HP equal to one of your stat scores. Thus while you can finish off most enemies using the abilities you can only One-Hit Kill Mooks... which is probably why all of these abilities have some other purpose, hopefully averting Useless Useful Spell.
- It is impossible to use One-Hit Kill abilities against other players. Which is all well and good, because player characters in this game have HP equal to or less than most Mooks and thus have no real way to get around such an ability. Abilities which disable characters entirely (such as the Witch's Transmogrify) also count as One-Hit Kill abilities for the purposes of the rules.
- There are also Filth Lickers, the weakest enemy in the Bestiary. They have exactly 2 HP and a weak point (their eye), meaning that all a player has to do is make a called shot in order to defeat the monster.
- Oni: A playable race. They are pretty much exactly what you'd expect, being long-lived ogre-like humanoids that primarily dwell alone in places like caves and abandoned ruins.
- Ordinary High-School Student: One of the suggested occupations of the Everyguy class. Magical Girls also appear to be this in their civilian identity, if they're young enough to be a high school student.
- Our Fairies Are Different: Yousei are not actually fairies, but there's little difference between the two of them. They tend to gather around magical and divine hotspots.
- Our Mermaids Are Different: Ningyo. Since they are usually called Merfolk they are now listed as that within the book. Merfolk are regarded with wonder and awe in Neo Dokio and are a race that has taken to magic rather than science.
- Psychic Powers: The Esper class revolves around telepathy, telekinesis, and every other psychic staple.
- Robot / Golem: All one race here, known as Golems in version 1.00, and renamed Automatons in version 1.01 since they are not necessarily actual golems.
- Scarily Competent Tracker: The Hunter's Prey Gimmick lets the player ask a variety of in depth questions about someone that they're hunting.
- Shout-Out: Many.
- The Kerolians are one to Sgt. Frog as alien frog people.
- One of the Magical Girl's signature attacks is a reference to Sailor Moon.
- A couple of Artifacts are also references, such as the Tiger Mask.
- Shown Their Work: Past the Fantasy Kitchen Sink, Neo Dokio is surprisingly realistic and accurate to Japan for the default setting of a game named "GAG".
- Slime Girl: And guys. They're known as the Oozlings, and were created to serve mages. They don't start out as particularly intelligent, but they get there. Unfortunately they're regarded as something of a mistake by the general public.
- Spider-Sense: The Precognition Gimmick gives Espers a sort of sixth sense that lets them divine the consequences of their actions and tell whether or not they're in danger.
- Tanuki: One of the game's races. They're 2 feet tall magical shapeshifters. It's said that they used to be gods, and they're good natured but mischievous and have a weakness for human vices.
- Technopath: Espers can pick up Technopathy, which lets them speak with machines. This can be cross-classed, with the possible implication of cybernetic implants.
- Telepathy: 2 Gimmicks involve this, both of which are Esper Gimmicks. One is Brain Drain, which lets you Mind Probe people, while the gimmick actually called this lets you communicate telepathically. It can be cross classed, but is best used by the Esper class since while untethered they can communicate with any number of people over any distance with no effort, while other characters can only communicate with one person over a larger distance, and cannot attack while they're doing so. It can also be used to see when people are lying.
- This Looks Like a Job for Aquaman: The Merfolk's racial abilities are only useful in water, much like the Trope Namer. Besides that, thanks to heavy emphasis on utility abilities in general, there are a couple examples.
- The Hobbyist gimmick effectively maxes out three pseudo-skills of your choosing... but these "skills" are situational abilities involving gaming and art that may never come up in a campaign.
- Downplayed by the Primal, whose abilities are still usable in urban environments but much less effective.
- The Shonin is in it's element when it's doing something that it's trained for, as this lets them burn up to three Training Pool points in the place of a stat. A lot of mechanics are balanced around requiring you to burn a point, so this is really good. The downside is that, again, it requires you to doing something that you trained for, so if you trained in order to fight robots and you're up against zombies, then you're not fighting the right enemy and so you can't use it.
- Underwater City: Ryugu.
- Unstoppable Rage: The Primal Rage Gimmick. It's a Primal Gimmick but can be cross-classed. It powers up the character that uses it, but comes with a variety of drawbacks.
- Urban Fantasy: The game's default setting, Neo Dokio. Somewhere between corporate espionage, private militaries, and modern politics are witches, giant monsters, and alien invasions.
- Weasel Mascot: The Magical Girl's Cute Animal Buddy. It's a Talking Animal that transforms along with the Magical Girl that is its master, can answer any question that its master might have about magical or divine things, and its master shares its sight, letting them see a variety of things that they wouldn't be able to otherwise. The Cute Animal Buddy that appears in the Magical Girl's official art is also arguably this game's mascot: it appears on the cover art and in official ads.
- Winged Humanoid: One of the races, called angels. They may or may not be literal angels from Heaven. (Or tennin from Tengoku, as this is a Japanese setting. Yes, there are angels in Japanese folk religion.) Yousei also have wings.
- Witch Classic: The Witch class, which draws on arcane power and magical potions.
- Wreathed in Flames: If a Witch takes the Studied [Fire] Gimmick, they can brew fire potions, which grants this ability to anyone who drinks them.