Rules

This webpage is based on the brasillian RPG: 3D&T - Defensores de Tóquio 3a Edição (Tokyo Defenders 3rd Edition)

The numbers

Strength, Skills, Constitution, Armor and Firepower. These five characteristics are measured by numbers, which form the fundamental basis of a 3D&T character. They are its basic attributes.

The characteristics tell what your hero is capable of doing. Great Force allows to do more damage with punches and kicks. Greater Skills improves your chances of hitting a hit. And with a high Constitution you have more chance to survive injuries.

A value of 0 in a characteristic means that characteristic is “normal” for a human being - almost everyone in the world have 0 in their characteristics. Values above 0 are worthy of great adventurers, powerful heroes or inhuman creatures.

Strength

Strength is your ability to lift weight, push and pull things, and cause damage with punches, kicks and blows with weapons. The Strength will be added to your Skills to determine your Attack Force when you fight melee. This because the greater your Strength, the greater the damage you inflict in close combat - that is, attacks against targets that are within reach of your hands or feet.

A character can also use his Strength to do things that involve physical effort, like breaking down doors, pushing cars, carrying weight ...

Often, however, the Strength does not exactly mean brute force - but the damage you (or your weapons) inflict. So, it's possible that a truculent giant have Strength 3 and a little ninja girl with very sharp weapons has Strength 4. If need to do things like lift a truck, which requires brute force, that same little ninja girl can “simulate” brute force with maneuvers and blows from her weapons (say that she uses her sword and strikes the truck to get it out of place).

The source of your Strength can be anything: your own muscles, an arm bionic, a magic ring, a tentacle that emerges from the ground whenever you need ... invent whatever you want. This has no special effect in terms of the game.

Skills

The most important of the features - we do not recommend that any character have less than 2 points on it. Skill corresponds to agility, speed and, in certain level, to the character's intelligence. You use the Skill for impressive acts, courageous and superhuman, like fighting, jumping out of buildings, grabbing helicopters in the middle of air and things like that. A character with Skill 0 is an ordinary person with no athletic or combat training: it is very difficult for him to fight or perform great exploits.

Skills is added to the Force to discover the Attack Force in bodily attacks, or added to Firepower for ranged attacks. Skills is also added to Armor to calculate your Defense Force.

Constitution

This is the constitution, the physical vigor of the character. The greater your Constitution, the more injuries you can suffer before you die. High strength also helps a character tolerating poisons, diseases and other health-damaging agents.

Although it is more linked to the vitality of the body, the Resistance also measures its determination, willpower and mental power.

Resistance also determines your Hit Points.

Armor

It represents the bodily protection of the character. Despite the name, it doesn't have to be a “Armor” in the literal sense; can be your own leather or shell, a shield, field of strength, or just blocking ability. So, an apparently fragile little girl may have a powerful energetic, magical or psychic shield that counts as Armor 5!

When a character receives an attack, he adds his Skills to the Armor to determine your Defense Force. In certain cases, if you are surprised or unable to move, only the Armor will be valid for your DF.

Firepower

When the target is beyond the range of punches and kicks, the character can only rely on ranged attacks. This ability is represented by Firepower.

As with the Strength, the Firepower will be added to your Skills to determine your Attack Force when you do a ranged attack.

Again, the source of this Firepower depends on the player's imagination - and here, as in games and anime, literally anything is worth. You can shoot fireballs, rocks, knives, playing cards, tree leaves, water jets, purple light, an image in the shape of a flaming dragon ... it makes no difference some. Whichever form of attack is chosen, its effect will be only visual. The actual damage depends of the numerical value of your Firepower.

StrengthSkillsConstitutionArmorFirepower
0Average for normal people. With a lot of effort, you can lift 100 kgAverage for normal peopleAverage for normal people. 1 HPNo protection. Not counting your Skills, any damage will hurt youYou attack from a distance with improvised weapons like sticks and stones
1The strength of a gorilla; you can lift up to 350 kgThe agility, speed and intelligence of a deca-athleteYou have perfect health. 5 HPBulletproof vest. You can protect yourself from underpowered attacksEquivalent to an arrow, revolver or other light weapon
2You are MUCH stronger than a gorilla! Can lift up to 900 kgYou can juggle five knives and blindfoldsYou survive injuries that would kill a normal person. 10 HPsHeavy robotic armorMachine gun
3You can lift up to 2,000 kg (a small car)You can run through walls, and jump so high and far that you can almost flyYou're one of those martial artists that takes hours to fall. 15 HPsArmoured carBazooka
4You can lift up to 5,000 kg (one big car or two small ones)You produce masterpieces and decipher great mysteries in minutesYou ignore shots without stopping to eat your sandwich. 20 HPsTank armorTank Cannon
5You can lift up to 10,000 kg (a lot of cars)You are difficult to defeat; rarely fails to perform an attack or dodgeYour enemies need to look for more ammo. 25 HPsYou make enemies doubt whether their weapons really workDragon Breath
6You lift up to 20 tons.Normal speed of 60km / h, maximum speed of 60m / shift (200km / h). If you have Levitation, normal speed of 120km / h, maximum speed of 700m / shift (mach 2, twice the speed of sound).Immune to all natural diseases.---It amounts to throwing 20 tons (about ten cars).
10You lift 150 tons (the weight of a blue whale).In flight, normal speed of 1,000 km / h, maximum speed of 10 km / shift (escape speed; the minimum necessary to reach space). This is the maximum possible speed within the Earth's atmosphere.Immune to all poisons and magical diseases (lican tropia, mummy disease ...).---Able to destroy any building or civil structure, not armored or prepared to take so much damage.
15---Normal speed of 50,000,000 km / h (Mars in one hour, or Pluto's orbit in six weeks), maximum speed of 50,000 km / shift.Immune to curses (except those demanded by gods).------
20You lift 20,000 tons (the weight of Godzilla).Normal speed of 1c (speed of light; Sun in eight minutes, Pluto's orbit in five hours, Alpha Centaur in four years); maximum speed of 2c.You are considered immortal, even if you do not have this advantage.------
30You lift 100,000 tons (the weight of an aircraft carrier).Normal speed of 128c (or Space Warp 6; cruising speed for starships). Alpha Centaur in fifteen days; center of the Galaxy in 9 months; maximum speed of 256c (Fold 7).---------
40------------Able to destroy a large asteroid (Ceres) or a small moon (Phobos, Deimos ...).
50------You can regenerate, in turn, half of the Hit Points you currently have, or a minimum of 50 HP.------
60------------Able to destroy a large moon (the Moon, Io, Europa, Ganymede, Callisto ...) or a small planet (Mercury, Pluto ...).
100------You cannot be destroyed. You can always regenerate, unless your body receives damage continuously and is kept with 0 Life Points at all times (in an acid tank, for example).---Able to destroy an average planet (Earth, Mars, Venus ...).
300------------Able to destroy a giant planet (Jupiter, Saturn, Neptune ...).
1000You lift more than 5 sextillion tons (the weight of planet Earth). That is, if you have anywhere to step ...---------Able to destroy a star.

Dices

Many role-playing games use special, multifaceted data that is different from common data that we know. They are called d4, d8, d10, d12 and even d20.

You don't have to worry about that, because 3D&T uses only normal data six-sided, or d6. Let's just call it “d”.

When a number appears before “d”, it indicates the number of times that the dice must be rolled. So “3d” means that you must roll the dice three times (or roll three dice) and add the numbers obtained. The possible results in a 3d scroll range from 3 (1 + 1 + 1) to 18 (6 + 6 + 6).

When a number appears after the “d”, it will always be accompanied an arithmetic sign “+” or “-”. Let's say it's 1d + 3. That means that you must roll a dice and add 3 to the result. In this case you will achieve at least 4 (1 + 3) and a maximum of 9 (6 + 3).

The same goes for subtractions. When you see something like 2d – 1, you should roll two data and subtract 1 from the result. In this case, the minimum will be 1 (1 + 1–1) and the maximum, 11 (6 + 6–1). But be careful, a roll never results in less than 1. So, if you roll 1d – 3 and takes a 2 on the die, the result will be 1 (not –1).

On this wepage, the dice is rolled automatically when you run a fight.

Fight

Combat is the most important part of this game - after all, we're talking about adventures that contain manga, anime and games heroes! In 3D&T, as in all others RPGs, combats are decided through a series of tests: the combatants throw dice and, according to the results, they manage to cause more or less damage to the opponent.

Obviously, the higher the characteristics of a character, the greater its chances to win. This does not mean that it is impossible for a weak hero to win a fight. It will just be more difficult.

Combat turn

Step 1 • Initiative: each combatant rolls a dice and adds to the result your Skills. Fighters with higher initiative act first. In the event of a tie, higher Skills fighters act first. If there is still a tie, it will be choose randomly.

Step 2 • Attack Force (AF): characters choose their targets and make their attacks or maneuvers, each on his own initiative. The Attack Force of each will be equal to Skills + Strenght + 1d (for melee attacks) or Skills + Firepower + 1d (for attacks to distance), at the player's choice. This choice must be made before scrolling. Example: a fighter with Skills 4, Strength 3 and Firepower 1 rolls a dice and gets a 2. He will have an Attack Force 9 (4 + 3 + 2) to attack melee and AF 7 (4 + 1 + 2) to attack from a distance.

Step 3 • Defense Force (DF): the victim's Defense Force will be equal to Skills + Armor + 1d. Subtract that attacker's DF value. The end result will be the amount of hit Points lost by the victim.

Example: an attacker with Skills 2 and Strength 3 rolls a dice, gets a 5 and attacks with AF 10. Your target has Skills 2, Armor 1 and rolls a 3, defending with DF 6. 10–6 = 4. The victim lose 4 hit points for this attack.

If the target's final DF is equal to or greater than the attacker's final AF, no damage is done.

Dodge

When a character receives an attack he can, at the same time (before roll your Defense Force), try to dodge.

Dodge is achieved with a successful Skill check. This test suffers a penalty equal to the attacker's Skills. For example, Skills – 2 if the attacker has Skills 2.

Often avoidance will be impossible. For example, a victim with Skills 2 can never dodge an attacker with Skills 2 or higher. In this case, the victim just doesn't get tested.

Attention: each attack received only allows one attempt. After failing a time, you cannot make new dodge attempts for the same attack - just for other attacks. When failing a dodge, your DF against this attack is calculated as Armor + 1d, not including Skills (it was already "used" in the dodge attempt).

Critical hit

When rolling the dice to determine your Attack Force or Defense Force, if you get a result 6, this will have been a critical hit.

Double your Strength or Firepower for AF, or Armor for DF.

Example 1: an attacker with Strenght 4 and Skills 2 rolls a 6, getting a critic. Your final AF will be 8 (for Strenght 4 x 2) + 2 (for Skills 2) + 6 (for the dice roll), total AF 16.

Example 2: after suffering an attack, a victim with Armor 3 and Skills 5 rolls 6, a critic. Your Final DF will be 6 (for Armor 3 x 2) + 5 (for Skills 5) + 6 (for dice roll), total DF 17