TEXT: Fortissimo Letzte//Ritter: Roleplaying Game 
   
  This is a system made to replicate the Fortissimo//Akkord series. 
  Stats 
  Each stat affects different capabilities of the character. Rather than numbers giving 
  bonuses to the characters, each stat has a ‘rank’ and these ranks grant bonuses to 
  certain attributes. 
   
  At level 1, a character starts with two Fs, two Ds, two C, and one B. 
  F: Means a character is the worst at this, and gains no bonus or penalty. 
  D: Means a character is below average at this, and gains a +1 penalty. 
  C: Means a character is decent at this ability, and gains a +2 bonus. 
  B: Means a character is above average at this ability and gains a +3 bonus. 
  A: Means a character is great at this ability and gains a +4 bonus. 
  S: Means a character has mastered this stat and gains a +8 bonus. 
   Power: Affects physical and magical damage. 
   Speed: Affects dodge and move speed. 
   Range: Affects the how long ranged attacks can be used. 
   Vitality: Affects hit points and how long one can fight physically. 
   Precision: Affects magical and physical hit rates. 
   Mana: Affects magic points and how long one can fight magically. 
   Potential: Affects how much bonus skills and EXP is gained. 
   
   
   
   
  Mage Types 
  The two types of mages use two different types of magic, and the two different types 
  of mages also have a subset of each other. There are Mahoutsukai (Ones who use 
  Magic) and Kisekitsukai (Ones who use Miracles). 
  Race Name 
  % to Become 
  Irregular Mahoutsukai 
  1-2 
  Mahoutsukai 
  3-50 
  Kisekitsukai 
  51-98 
  Irregular Kisekitsukai 
  99-100 
  
  Combat  
  Attacks Per Turn: A character can make a number of attacks per turn equal to how 
  high his vitality stat (for physical) or mana (for magical) is. With an F rank 
  Vitality/Mana stat one attack roll takes 3 actions to perform. With a D-B rank it takes 
  2 actions to perform. With an A it takes 1 to perform, and with an S it takes ½ of an 
  action to perform. Multiple attacks can be done if the user expends another action to 
  attack (however he can’t expend more actions than he has currently). 
  Hit Points: Each character has HP equal to octuple his level + vitality stat bonus 
  (minimum of 8 at 1st level). 
  Attack Rolls: Attacks are resolved with a 1d20 + attack bonus + precision stat bonus. 
  Dodge: A character’s dodge score is equal to 10 + speed stat bonus + ½ level. 
  Mana Resource: A character’s mana resource (or MR) grants them a pool of mana to 
  use their Runes and different Magical Abilities with. MR = 3 + Double Mana. 
  Power: A user gains a bonus to damage equal to his power score. 
  Range: A character can fire ranged attacks at 4 squares + their range stat bonus 
  (maximum 12 squares) 
  Potential: Characters with high potential gain a bonus to skill checks made equal to 
  his potential stat bonus. He also gains an additional amount of EXP equal to his 
  potential stat bonus as well. 
  Movement (in squares): A character’s base movement speed is 4, and they gain a 
  bonus to movement equal to their speed bonus (maximum 12 sq.) Moving takes 1 
  action. 1 Square = 5 feet (roughly) 
  Initiative: When entering combat, roll a 1d20+ speed stat bonus. 
  Turns: Each character has 3 actions they can perform in a turn. Moving is 1 action, 
  attacking is typically 2 actions, and all other actions are either ½ actions or no action 
  at all. 1 turn = 6 seconds (roughly) 
  Creating New Runes (Conceptual Runes): Ideas may spring up, and players may wish to 
  create new runes for their characters to learn. If this occurs, they must accomplish 
  one of two deeds. See friendship chart below for more details. 
   Friendship: They must become best friends with one said person they 
  previously hated in order to create the rune. Said characters cannot become 
  friends just to make the rune. 
   Sexual Intercourse: They must have sex with one of the people they hate, and 
  the sex must be the reason they become their friend or lover, not the rune. 
   
  
  Friendship Chart 
  This gauges how well your character’s relationship is with someone. Everyone starts 
  as Tolerated unless previous interaction is implied, however previous interaction does 
  not give them a conceptual rune. 
  Friendship Status 
  1 Step Down 
  1 Step Up 
  Description (if required) 
  Hated 
  None 
  Disliked 
  If the character’s acquaintance becomes hated in 
  one shift, both characters gain -4 steps down to 
  Power and Precision (minimum of F rank). Lasts 
  until one is dead or the friendship is restored. 
  Disliked 
  Hated 
  Tolerated 
  If the character’s friend becomes disliked in one 
  shift, both characters gain -2 steps down to Power 
  and Precision (minimum of F rank). Lasts until one 
  is dead or the friendship is restored. 
  Tolerated 
  Disliked 
  Acquaintance 
  If the character’s best friend becomes tolerated in 
  one shift, both characters gain -1 steps down to 
  Power and Precision (minimum of F rank). Lasts 
  until one is dead or the friendship is restored. 
  Acquaintance 
  Tolerated 
  Friend 
  If the character’s lover or soul mate becomes an 
  acquaintance in one shift, the characters are mildly 
  upset and cannot attack each other. 
  Friend 
  Acquaintance 
  Best Friend 
  If someone goes from anywhere below Disliked all 
  the way to Friend, they gain one Conceptual Rune. 
  Best Friend 
  Friend 
  Lover / Soul Mate If someone goes from anywhere below tolerated all 
  the way to Best Friend, they gain one Conceptual 
  Rune. 
  Lover / Soul Mate 
  Best Friend 
  None 
  If someone goes from anywhere below 
  Acquaintance all the way to Lover / Soul Mate, they 
  gain one Conceptual Rune. 
   
   
   
   
   
   
   
   
   
   
  
  Skills 
  Each character gets 4 skills + 1 per step Potential is above C (maximum of 3 extra at S 
  rank). Each skill check is made using a 1d20 + the stat bonus listed in the skill. 
  Artisan 
  This can be used for crafting items, 
  performing at jobs, and performing 
  other acts aside from jobs (like singing 
  and dancing). 
  This uses a character’s Potential stat 
  bonus. 
  Athletics 
  For acrobatic techniques, sports, 
  running for long distances, and many 
  other abilities that require them to 
  exert their body. 
  This uses a character’s Speed or 
  vitality, up to the GM which is used. 
  Awareness 
  How far characters can see. This is 
  used to assist their ranged attacks and 
  perception. 
  This uses a character’s Range stat 
  bonus. 
  Deception 
  Deception can be used for lying, 
  disguising, and misguiding. 
  This uses a character’s Potential stat 
  bonus. 
  Handle Animal 
  This is used to calm and coax animals. 
  This uses a character’s Potential stat 
  bonus. 
   
  Heal 
  Heal can be used to recover minor 
  wounds (up to a 1d8 points of damage). 
  This uses a character’s Power stat 
  bonus. 
  Knowledge 
  Various knowledge checks the user can 
  make. (Examples: History, Technology, 
  Firearms, Runes, Urban, Popular 
  Culture, Tactics, Civics, and Life 
  Sciences). 
  This uses a character’s Potential stat 
  bonus. 
  Stealth 
  Used for stealth, hiding items, and 
  sometimes allies (GM’s discretion). 
  This uses a character’s Speed stat 
  bonus. 
  Persuasion 
  Used to convince people to do your 
  bidding, or to intimidate into them to 
  doing your bidding. 
  This uses a character’s Potential stat 
  bonus. 
  Use Computers 
  Used for hacking and other complex 
  technology based checks. This check 
  does not need to be made when using 
  simple functions on a computer. 
  This uses a character’s Precision stat 
  bonus.
  
   
  Mahoutsukai 
  A user of magical weapons called OOParts, mahoutsukai were created by Voluspa 
  after the OOParts were found hidden around the world. Every 1 in 100 person is a 
  mahoutsukai. 
  Level 
  Attack Bonus 
  Abilities 
  Rune 
  Damage 
  1st 
  +1 
  First Access 
  1d4 
  2nd 
  +2 
  Rune 
  1d4 
  3rd 
  +3 
  Feat 
  1d4 
  4th 
  +4 
  +1 Step for Stat, Rune 
  1d4 
  5th 
  +5 
  Feat 
  1d6 
  6th 
  +6 
  Rune 
  1d6 
  7th 
  +7 
  Feat 
  1d6 
  8th 
  +8 
  +1 Step for Stat, Rune 
  1d6 
  9th 
  +9 
  Feat 
  1d8 
  10th 
  +10 
  Second Access, Rune 
  1d8 
  11th 
  +11 
  Feat 
  1d8 
  12th 
  +12 
  +1 Step for Stat, Rune 
  1d8 
  13th 
  +13 
  Feat 
  1d10 
  14th 
  +14 
  Rune 
  1d10 
  15th 
  +15 
  Feat 
  1d10 
  16th 
  +16 
  +1 Step for Stat, Rune 
  1d10 
  17th 
  +17 
  Feat 
  2d6 
  18th 
  +18 
  Rune 
  2d6 
  19th 
  +19 
  Feat 
  2d6 
  20th 
  +20 
  +1 Step for Stat, Triple Access, Rune 
  2d6 
  21st 
  +21 
  Feat 
  2d8 
  22nd 
  +22 
  Rune 
  2d8 
  23rd 
  +23 
  Feat 
  2d8 
  24th 
  +24 
  +1 Step for Stat, Rune 
  2d8 
  25th 
  +25 
  Feat 
  2d10 
  26th 
  +26 
  Rune 
  2d10 
  27th 
  +27 
  Feat 
  2d10 
  28th 
  +28 
  +1 Step for Stat, Rune 
  2d10 
  29th 
  +29 
  Feat 
  2d12 
  30th 
  +30 
  Full Access 
  3d12 
   
   
   
   
  
  Class Abilities 
   
  Mahoutsukai gain the following class abilities. 
  First Access 
   
  The first access the Mahoutsukai gains, and the first awakening of their abilities. A 
  Mahoutsukai gains a magical weapon that their life depends on, if a mahoutsukai’s 
  body is knocked unconscious their magical weapon must be destroyed to absolutely 
  kill their soul. This is easier than it may sound due to a mahoutsukai’s weapon not 
  disappearing when they go unconscious. 
  Below are Magic Weapons that the mahoutsukai can select. Players are encouraged to 
  give their own Magic Weapons flavor text. Characters are encouraged to come up with 
  a way they unlocked said magical weapon, and what it represents to them. 
  Name of Magical Weapon Prerequisite 
  Description 
  Absorbing Weapon 
  Vitality B 
  Deal damage with a weapon and that deals 1d4 points of magical 
  damage and recovers HP to the wielder. 
  Bonded Weapon 
  Potential B 
  You gain a melee weapon that deals 1d6 points of physical 
  damage. 
  Burst Flame 
  Vitality B 
  Creates a burst of fire centered on you that explodes to all 
  adjacent squares, dealing 1d6 of magical fire damage. 
  Clone Creation 
  Mana B 
  Grant 1d3 clones that follow your every command. The clone’s 
  stats are two steps lower than the owner, they use their 
  master’s mana pool and ¼ of their master’s HP. Each clone has 2 
  actions, and either get an attack per turn or two moves. 
  Cohort Weapon 
  Potential B 
  You gain a cohort that shares your HP, Attack Modifiers, Runes, 
  & Feats. 
  Collection of Weapons 
  Precision B 
  Gain a number of weapons equal to your Range stat bonus (min 
  1). These weapons all float, and attack on your turn. They deal 
  1+Power damage. This still takes actions to attack. 
  Elemental Striker 
  Power B 
  You gain a physical attack that deals 1d8 magical elemental 
  damage. 
  Force Shield 
  Vitality B 
  Grant a shield that gives its wielder DR 2/- 
  Grappling Tendrils 
  Speed B 
  Gain tendrils that can hold an enemy in place on a successful 
  physical attack roll. 
  Great Weapon 
  Power B 
  You gain a melee weapon double your size that deals 1d10 points 
  of physical damage. 
  Ranged Specialty 
  Range B 
  You gain a ranged weapon that deals 1d6 points of physical 
  damage. 
  Recorder 
  Range B 
  Replicates one magical weapon that is within your Range. 
  Sensory Removal 
  Precision B 
  Gain a ranged attack that takes the opponents senses away. This 
  must be split into 7. See this list. This is a magical attack. This 
  only lasts for 1d3+1 rounds. 
   
  
  Runes 
   
  At 2nd level and every even level thereafter, the mahoutsukai gains runes that he can 
  use during battle to grant himself an edge over his enemies. Characters are 
  encouraged to make their own runes to match their characters. Damaging runes have 
  specific damage increases (as listed on Rune Damage). Runes rely on a character 
  having a specific magic weapon selected. Runes are activated by using 2 actions. All 
  Rune attacks are magical. A rune deals damage to its user’s mana pool when used if it 
  is a damaging rune. If not, the rune must have a cost put in. 
  Feat 
   
  At 3rd level and every odd level thereafter, the mahoutsukai gains general abilities 
  that grant him edges during combat. These are like runes, except they do not rely on 
  their magic weapon for prerequisites and are physical based rather than magical 
  based like Runes. Players are encouraged to create their own, however common 
  examples are listed below. Feats cannot be taken multiple times for the same effect, 
  however some can be taken multiple times with their bonus applied elsewhere. Feats 
  are not activated by using mana like runes, instead these should take an action to 
  begin using, or an action to activate. 
  Skill Focus (Skill Name): Gain a +2 
  bonus to checks made with one skill. 
  Weapon Focus: Gain a +1 to attack with 
  your magical weapon for 1 minute 
  when only attacking with your magical 
  weapon. (Takes ½ action to activate) 
  Weapon Specialization: Gain a +1 to 
  damage with your magical weapon for 1 
  minute when only attacking with your 
  magical weapon. (Takes ½ action to 
  activate) 
  Toughness: +1 HP per level. 
  Power Attack: Take a -1 to hit for a +1 
  to physical damage. (Takes ½ action to 
  activate) 
  Grapple: Roll an attack roll to begin 
  grabbing the opponent, imposing a -2 
  to their dodge. You cannot attack them 
  while grappled. (This takes 2 actions to 
  use) 
  Damaging Grapple: Deal 1d6 points of 
  damage to an enemy while grappling 
  them. 
  Nimble: If the character’s speed is a B, 
  gain an additional +1 to Dodge. 
  Slow but Hardy: If the character’s 
  speed is an F, gain DR 1/-. This goes 
  away if their speed increases beyond F. 
  Cannot stack with other DR.
   
   
   
   
  
  Stat Increases 
   
  At 4th level and every 4 levels thereafter the mahoutsukai increases one of his stats by 
  one step. F becomes D, D becomes C, and so on. A stat cannot be raised beyond S 
  rank. 
  Second Access 
   
  At 10th level, the mahoutsukai’s magical weapon increases in sheer power and can go 
  beyond its normal capabilities. They gain one of the following second accesses, based 
  upon their First Access. 
  Name of Magical Weapon 
  Description 
  Absorbing Weapon Type II 
  Damage dealt increases to 1d8 and HP healed back can be given to 
  allies and yourself, or can be given to just you for double the effect. 
  Bonded Weapon Type II 
  Bonded Weapon’s damage die increases to 1d10. 
  Burst Flame Type II 
  Flames can be used as a ranged attack dealing 1d8 points of fire 
  damage. 
  Clone Creation Type II 
  Clones that can be created increase to 1d6. Their stats are 1 step 
  lower than their master. 
  Cohort Weapon Type II 
  Cohort gains an additional rune while you gain an additional feat. 
  Collection of Weapons Type II 
  Weapons that are currently in place deal 3 damage instead of 1. 
  Elemental Striker Type II 
  Deal 1d10 elemental damage instead of 1d8. 
  Force Shield Type II 
  Grant yourself DR 5/-, DR 2/- to 2 people, or DR 1/- to 3 people. 
  Grappling Tendrils Type II 
  Deal 1d4 points of damage while someone is grappled. This stacks with 
  Damaging Grapple. 
  Great Weapon Type II 
  Damage die increases to 2d6. 
  Ranged Specialty Type II 
  Damage die increases to 1d10. 
  Recorder Type II 
  Can replicate two weapons within range, but it only last 4 rounds. 
  Sensory Removal Type II 
  Fire one blast that deals 2d8 damage & negates all senses for 2 rounds. 
   
   
   
   
   
   
   
   
   
   
  
  Triple Access 
   
  At 20th level, the mahoutsukai reaches a level unattained by most. His magical energy 
  is huge in magnitude and far surpasses that of normal mahoutsukai. He gains another 
  ability based upon his First/Second Access. 
  Name of Magical Weapon 
  Description 
  Absorbing Weapon Type III 
  Damage die increases to 1d10 and absorption is tripled upon yourself, 
  or can be given to another for double the effect. 
  Bonded Weapon Type III 
  Damage die increases to 3d4. 
  Burst Flame Type III 
  Damage die increases to 1d12 and this can be used as a melee attack 
  as well as a ranged or burst.  
  Clone Creation Type III 
  Clone amount increases to 1d8. Their HP is ½ of their Master’s. 
  Cohort Weapon Type III 
  Cohort no longer shares HP, Feats, Runes, and Mana beyond this 
  point, however the owner is still killed if his cohort dies. 
  Collection of Weapons Type III 
  Damage increases to 5 instead of 3. 
  Elemental Striker Type III 
  Damage die increases to 2d8. 
  Force Shield Type III 
  Shield grants DR 10/- instead of 5/- to yourself, 5/- to you and an 
  ally, 3/- to 3 people, or 2/- to 5 people. 
  Grappling Tendrils Type III 
  Damage die increases to 1d8. 
  Great Weapon Type III 
  Damage die increases to 2d10. 
  Ranged Specialty Type III 
  Damage die increases to 3d4. 
  Recorder Type III 
  Clone three magical weapons, though they last 3 rounds. 
  Sensory Removal Type III 
  Blast now deals 3d8 damage and lasts 5 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Full Access 
   
  At 30th level, the mahoutsukai reaches his fullest and final potential. Once he reaches 
  this level, there is no more left to him to learn as his magical power expands to a 
  great magnitude. He gains the following abilities based upon his First/Second/Triple 
  Accesses. 
  Name of Magical Weapon 
  Description 
  Absorbing Weapon Type IV 
  Damage die increases to 3d6 and absorption is quadrupled upon 
  yourself, or can be given to another for triple the effect. 
  Bonded Weapon Type IV 
  Damage die increases to 5d6. 
  Burst Flame Type IV 
  Damage die increases to 3d10 and this can be used as a melee attack, 
  ranged attack, burst, or 10 square line.  
  Clone Creation Type IV 
  Clone amount increases to 2d8. Their stats and HP both replicate 
  their master’s completely. 
  Cohort Weapon Type IV 
  Cohort can sacrifice HP or Mana, and grant its wielder feats or runes 
  it has for 2 rounds. 
  Collection of Weapons Type IV 
  Damage increases to 10 instead of 5. 
  Elemental Striker Type IV 
  Damage die increases to 4d8. 
  Force Shield Type IV 
  Shield grants DR 15/- instead of 10/- to yourself, 10/- to you and an 
  ally, 5/- to 3 people, or 3/- to 5 people. 
  Grappling Tendrils Type IV 
  Damage die increases to 2d8. 
  Great Weapon Type IV 
  Damage die increases to 3d10. 
  Ranged Specialty Type IV 
  Damage die increases to 5d6. 
  Recorder Type IV 
  Clone four magical weapons, though they only last 4 rounds. 
  Sensory Removal Type IV 
  Blast now deals 4d8 damage and lasts 10 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Kisekitsukai 
   
  Level Attack Bonus 
  Abilities 
  Miracle Rune 
  Damage 
  1st 
  +1 
  Miracle First 
  1d4 
  2nd 
  +2 
  Miracle Rune 
  1d4 
  3rd 
  +3 
  Feat 
  1d4 
  4th 
  +4 
  +1 Step for Stat, Miracle Rune 
  1d4 
  5th 
  +5 
  Feat 
  1d6 
  6th 
  +6 
  Miracle Rune 
  1d6 
  7th 
  +7 
  Feat 
  1d6 
  8th 
  +8 
  +1 Step for Stat, Miracle Rune 
  1d6 
  9th 
  +9 
  Feat 
  1d8 
  10th 
  +10 
  Miracle Second, Miracle Rune 
  1d8 
  11th 
  +11 
  Feat 
  1d8 
  12th 
  +12 
  +1 Step for Stat, Miracle Rune 
  1d8 
  13th 
  +13 
  Feat 
  1d10 
  14th 
  +14 
  Miracle Rune 
  1d10 
  15th 
  +15 
  Feat 
  1d10 
  16th 
  +16 
  +1 Step for Stat, Miracle Rune 
  1d10 
  17th 
  +17 
  Feat 
  2d6 
  18th 
  +18 
  Miracle Rune 
  2d6 
  19th 
  +19 
  Feat 
  2d6 
  20th 
  +20 
  +1 Step for Stat, Miracle Rune, Miracle Triple 
  2d6 
  21st 
  +21 
  Feat 
  2d8 
  22nd 
  +22 
  Miracle Rune 
  2d8 
  23rd 
  +23 
  Feat 
  2d8 
  24th 
  +24 
  +1 Step for Stat, Miracle Rune 
  2d8 
  25th 
  +25 
  Feat 
  2d10 
  26th 
  +26 
  Miracle Rune 
  2d10 
  27th 
  +27 
  Feat 
  2d10 
  28th 
  +28 
  +1 Step for Stat, Miracle Rune 
  2d10 
  29th 
  +29 
  Feat 
  2d12 
  30th 
  +30 
  Miracle Full Access 
  3d12 
   
   
   
   
   
   
  
  Class Abilities 
   
  Mahoutsukai gain the following class abilities. 
  Miracle First 
   
  The first access the kisekitsukai gains, and the first awakening of their abilities. A 
  kisekitsukai gains a magical weapon that their life depends on, if a kisekitsukai’s body 
  is knocked unconscious their magical weapon must be destroyed to absolutely kill 
  their soul. This is easier than it may sound due to a kisekitsukai’s weapon not 
  disappearing when they go unconscious. 
  Below are Magic Weapons that the kisekitsukai can select. Players are encouraged to 
  give their own Magic Weapons flavor text. Characters are encouraged to come up with 
  a way they unlocked said magical weapon, and what it represents to them. 
  Name of Miracle Weapon Prerequisite 
  Description 
  Fury 
  Vitality B 
  Turns your body into a weapon, granting your fists 1d6 points of 
  physical damage. 
  Shred Metal 
  Potential B 
  Gain a guitar that deals 1d8 points of physical damage, and 
  sounds cool when used as an attack. 
  Controller 
  Mana B 
  Gain 1d6 dolls that attack opponents for 1d4 damage each. 
  Ancient Weapon 
  Mana B 
  Gain a “mythical” weapon that deals 1d8 points of physical 
  damage. 
  Mana Black Hole 
  Power B 
  Creates a mini black hole in one square that sucks 1d6 points of 
  mana from one character to you. 
  Mono Edge 
  Speed B 
  Gain a blade that deals 1d4 points of physical damage, and 
  bypasses DR. 
  Reversal 
  Range B 
  Reverse gravity if fighting in a room. Outside, it reverses vision 
  (characters see upside down, and move in random directions) 
  Black Claws 
  Potential B 
  Deal 1d4 points of physical damage, and gain back HP equal to 
  damage dealt. 
  Twin Blades 
  Precision B 
  Gain two blades that take 2 actions to attack with both of them. 
  One attack deals 1d4 physical damage. 
  Shield of Slamming 
  Power B 
  Gain a twin shields against your arms that grant DR 1/- or can be 
  used as a melee attack dealing 1d6 physical damage. Can’t be 
  used for both. 
  Gunblade 
  Range B 
  Gain a gun that doubles as a sword, but can’t be used for both. 
  Both deal 1d4 points of physical damage. 
  Nike Striders 
  Speed B 
  Gain two shoes that turn movement into ½ of an action. 
  Cage 
  Precision B 
  Creates a cage in one square that must be broken out of. Cage’s 
  HP = double Precision stat bonus. 
   
   
   
  
  Runes 
   
  At 2nd level and every even level thereafter, the kisekitsukai gains runes that he can 
  use during battle to grant himself an edge over his enemies. Characters are 
  encouraged to make their own runes to match their characters. Damaging runes have 
  specific damage increases (as listed on Rune Damage). Runes rely on a character 
  having a specific magic weapon selected. Runes are activated by using 2 actions. All 
  Rune attacks are magical. A rune deals damage to its user’s mana pool when used if it 
  is a damaging rune. If not, the rune must have a cost put in. 
  Feat 
   
  At 3rd level and every odd level thereafter, the kisekitsukai gains general abilities that 
  grant him edges during combat. These are like runes, except they do not rely on their 
  magic weapon for prerequisites and are physical based rather than magical based like 
  Runes. Players are encouraged to create their own, however common examples are 
  listed below. Feats cannot be taken multiple times for the same effect, however 
  some can be taken multiple times with their bonus applied elsewhere. Feats are not 
  activated by using mana like runes, instead these should take an action to begin 
  using, or an action to activate. 
  Skill Focus (Skill Name): Gain a +2 
  bonus to checks made with one skill. 
  Weapon Focus: Gain a +1 to attack with 
  your magical weapon for 1 minute 
  when only attacking with your magical 
  weapon. (Takes ½ action to activate) 
  Weapon Specialization: Gain a +1 to 
  damage with your magical weapon for 1 
  minute when only attacking with your 
  magical weapon. (Takes ½ action to 
  activate) 
  Toughness: +1 HP per level. 
  Power Attack: Take a -1 to hit for a +1 
  to physical damage. (Takes ½ action to 
  activate) 
  Grapple: Roll an attack roll to begin 
  grabbing the opponent, imposing a -2 
  to their dodge. You cannot attack them 
  while grappled. (This takes 2 actions to 
  use) 
  Damaging Grapple: Deal 1d6 points of 
  damage to an enemy while grappling 
  them. 
  Nimble: If the character’s speed is a B, 
  gain an additional +1 to Dodge. 
  Slow but Hardy: If the character’s 
  speed is an F, gain DR 1/-. This goes 
  away if their speed increases beyond F. 
  Cannot stack with other DR.
   
  Stat Increases 
   
  At 4th level and every 4 levels thereafter the kisekitsukai increases one of his stats by 
  one step. F becomes D, D becomes C, and so on. A stat cannot be raised beyond S 
  rank. 
  
  Miracle Second 
   
  At 10th level, the kisekitsukai’s miracle weapon increases in sheer power and can go 
  beyond its normal capabilities. They gain one of the following second accesses, based 
  upon their Miracle First. 
  Name of Miracle Weapon 
  Description 
  Fury Type II 
  Damage die increases to 1d8, and gain 5 additional HP while in fury. 
  Shred Metal Type II 
  Damage die increases to 1d10 and you look even cooler. 
  Controller Type II 
  Gain 1d8 dolls that deal 1d6 damage. 
  Ancient Weapon Type II 
  Mythical Weapon deals 1d10 points of damage. 
  Mana Black Hole Type II 
  Mini black hole sucks 1d8 mana, and 1d4 HP. 
  Mono Edge Type II 
  Damage die increases to 1d6. 
  Reversal Type II 
  Can reverse gravity sideways. 
  Black Claws Type II 
  Damage die increases to 1d6. 
  Twin Blades Type II 
  Damage die increases to 1d6. 
  Shield of Slamming Type II 
  DR increases to DR 2/-, and damage die increases to 1d8. 
  Gunblade Type II 
  Damage die increases to 1d6. 
  Nike Striders Type II 
  Shoes make taking two moves take ½ an action once per battle. 
  Cage Type II 
  Cage gains barbs that deal 1d6 points of damage when attacked. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Miracle Triple 
   
  At 20th level, the kisekitsukai reaches a level unattained by most. His magical energy 
  is huge in magnitude and far surpasses that of normal kisekitsukai. He gains another 
  ability based upon his First/Second Access. 
  Name of Miracle Weapon 
  Description 
  Fury Type III 
  Damage die increases to 1d10, and gain 10 additional HP while in fury. 
  Shred Metal Type III 
  Damage die increases to 2d6 and you look so fucking cool. 
  Controller Type III 
  Gain 1d8 dolls that deal 1d6 damage. 
  Ancient Weapon Type III 
  Mythical Weapon deals 2d6 points of damage. 
  Mana Black Hole Type III 
  Mini black hole sucks 1d10 mana, and 1d6 HP. 
  Mono Edge Type III 
  Damage die increases to 1d8. 
  Reversal Type III 
  Can reverse gravity diagonally. 
  Black Claws Type III 
  Damage die increases to 1d8. 
  Twin Blades Type III 
  Damage die increases to 1d8. 
  Shield of Slamming Type III 
  DR increases to DR 5/-, and damage die increases to 1d10. 
  Gunblade Type III 
  Damage die increases to 1d8. 
  Nike Striders Type III 
  Shoes make taking three moves take ½ an action once per battle. 
  Cage Type III 
  Cage’s deal 1d8 points of damage when attacked. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Miracle Full Access 
   
  At 30th level, the kisekitsukai reaches his fullest and final potential. Once he reaches 
  this level, there is no more left to him to learn as his magical power expands to a 
  great magnitude. He gains the following abilities based upon his First/Second/Triple 
  Accesses. 
  Name of Miracle Weapon 
  Description 
  Fury Type IV 
  Damage die increases to 2d6, and gain 20 additional HP while in fury. 
  Shred Metal Type IV 
  Damage die increases to 2d8 and you look so fucking cool. 
  Controller Type IV 
  Gain 1d10 dolls that deal 1d8 damage. 
  Ancient Weapon Type IV 
  Mythical Weapon deals 2d8 points of damage. 
  Mana Black Hole Type IV 
  Mini black hole sucks 2d6 mana, and 1d6 HP. 
  Mono Edge Type IV 
  Damage die increases to 1d10. 
  Reversal Type IV 
  Can absolutely negate gravity altogether for themselves. 
  Black Claws Type IV 
  Damage die increases to 1d10. 
  Twin Blades Type IV 
  Damage die increases to 1d10. 
  Shield of Slamming Type IV 
  DR increases to DR 10/-, and damage die increases to 2d6. 
  Gunblade Type IV 
  Damage die increases to 1d10. 
  Nike Striders Type IV 
  Shoes make taking five moves take ½ an action once per battle. 
  Cage Type IV 
  Cage’s deal 1d10 points of damage when attacked. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Irregulars 
  Irregulars fall into one of three categories 
   Those who are naturally adept, but learn slower. Called: Adepts 
   Those who learn fast, but are naturally inept. Called: Students 
   Those who have lots of runes, but lack everything else. Called: Black Jacks 
  Adepts: Change their starting stats. They gain one A stat instead of one B stat. EXP 
  gained is cut in half. 
  Students: EXP is doubled, however instead of a B stat they gain an extra F stat. 
  Black Jacks: Gain 2 runes at level 1, however they gain two F stats and get ¾ EXP. 
   
  Experience (EXP) 
  Experience is required to level up and enhance your character. Below are times you 
  get an experience, and the set amount (up to the GM) listed. Characters level up at 
  100 EXP, and their EXP rolls over once they’ve levelled. 
  Beat a Character under your level: 10 EXP 
  Beat a Character of your level: 30 EXP 
  Beat a Character over your level: 50 EXP 
  Uncover a secret organization: 25 EXP 
  Expose an evil organization: 50 EXP 
  Complete an adventure: 100 EXP 
   
  I-Space and Other Realms 
  Characters fight battles in a realm different from the real world, as to not disrupt the 
  peace of the common folk, and because of this they cannot use their magical weapons 
  outside of this realm. In the real world, they are subject to anything a human is 
  subject to save that they cannot be killed unless their OOPart (in the real world, a 
  gem of any color) is destroyed or separated from them for 24 hours. GMs can create 
  their own realms, however I-Space is the most common example. 
   
   
  
  OOParts 
  Magical gems that house the character’s magical weapon. A cohort weapon can step 
  outside from the realm required to enter I-Space, however they become a regular 
  person outside of it. Because of this, if they are killed outside of I-Space their master 
  dies immediately following their death. 
   
  Miscellaneous Rules 
  This is for rules that I couldn’t make fit in the top areas, and may include erratas and 
  changes to the rules. Some of these rules are subject to change, just like everything 
  else. 
  Critical Hits and Critical Failures: When a character rolls a natural 20, they 
  automatically hit the enemy. When they roll a natural 1, they automatically miss the 
  enemy. 
  Taking 5s, 10s, and 20s: A character who is threatened and in initiative can take a 5 
  on a skill, a character who is not threatened but in initiative can take a 10, and a 
  character who is not threatened or in initiative can take a 20. A character taking 20 
  must have a number of minutes to do so equal to the DC. (A character taking a 20 on 
  a DC 15 Stealth must take 15 minutes to do so.) 
  Additional Rules on Runes: Runes come in one of two basic categories: spent effects 
  and static effects. Spent effects are runes which you must spend mana to activate, 
  and static effects are runes which are active so long as you are in combat. Below are 
  two examples of runes, and hopefully should make rune creation easier. 
  Name 
  Mana 
  Cost 
  Prerequisites 
  Description 
  Energy Blast 
  1 
  None 
  Fire a blast of magical energy. This 
  deals your rune damage + power. 
  Survival Aspect 
  None 
  Clone Creation If all of your clones that you’ve 
  summoned are still alive, you and the 
  clones gain a +2 to Dodge. 
   
  Clone Limit: Clones can only be re-created after all of the clones have been killed. 
  Grappling Tendrils: These can be used at a Range equal to your Range stat. 
  Bonuses: Multiple bonuses stack unless otherwise stated. 
   
  
  Sensory Removal: In first access it deals 1d6 damage as a single attack, 1d8 in second 
  access, 1d10 in triple access, and 1d12 in full access. One sense cannot be taken away 
  again until it is regained, however another sense can be taken away. If the blast is 
  done, it cannot be done against the same person until the number of rounds are up. 
   
  Special Thanks 
  The Fortissimo Wiki 
  Writen by: Jeremy Harris 
  
SOURCE: textdata/thevault/Black Flame Studios/Fortissimo Letzte.pdf