Wyrmknave

Martial Arts Madness (A S.A.C.K Game)

Jul 19th, 2013
110
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.07 KB | None | 0 0
  1. STRENGTH – Lift buses, punch fellows
  2. AGILITY – Dodge shit, jump around like a mad fucker, bring the funk
  3. CONSTITUTION – Take hits, run marathons, be swole
  4. KI – THROW FUCKEN ENERGY BALLS, be in tune with the spirits
  5.  
  6. What you want in those fuckers – which we in the industry call Stats – is dice. If a Stat has no dice, you are completely incapable in that area, which is only really viable if it's Ki. Anything else and you're basically a vegetable. You get the following dice to distribute however you want between your Stats;
  7. 1d10, 1d8, 2d6, 3d4
  8.  
  9. So for instance, you could divvy them as follows;
  10. S: d10
  11. A: d8+d6+d4
  12. C: d6
  13. K: 2d4
  14.  
  15. There's a bunch of complex mathematical detail here, but all you need to think about is the more dice you have in a Stat, the more reliable it will be. While Strength here has a higher max than Ki, this character can never make a Ki roll lower than 2.
  16.  
  17. Now onto the important bit: How do you hit stuff?
  18. Here's basic attacking, you violent bastard.
  19. If you're throwing a punch or a kick, you roll your Strength. If the opponent is attempting to dodge, they roll their Agility; if the result is higher than your Strength roll, the attack misses. If the dodge roll is not high enough, the defender takes damage equal to the Strength roll. If the defender is blocking, they roll their Constitution instead, and subtract that roll from your Strength roll, then take damage equal to the result. Note that ordinarily, you can't block so hard that you heal yourself. Your starting HP is your maximum Constitution and Ki rolls multiplied by ten.
  20.  
  21. You may also be wondering what else you can do in a turn, like, how do I get to the enemy to hit them? As well as making an Attack, you can also take a Move action. Basic movement is a simply 25-foot run, where each space represents five feet. Style abilities the Move descriptor take up your Move action.
  22.  
  23. When you need to roll a Stat, it will be marked with the initial of that Stat, like "Attack Roll: C". If it says 2C, you roll C and double it. If it says C+C, you roll C twice and add the results. If it says lC or hC, you roll the lowest or highest die in your C stat, respectively.
  24.  
  25. Now onto the good shit; Styles.
  26. Your Style is kind of like your class except fuck you this isn't your father's mazes and monsters no sirree. It's not Fighter, Wizard, Cleric, etc. Here it's Fighter, Fighter, Fighter, and they're all twice as awesome as a wizard. So buckle the fuck up.
  27. Style points are what you use to unlock new abilities from your Style, which unlock new ranks of expertise. You begin as an Apprentice, then progress to a Warrior, then a Dragon, then a Master, then a Grandmaster. You can follow multiple Styles, but for every Style you take you prevent yourself from gaining a level of Mastery. Once you adopt your second Style, you can never become a Grandmaster in either. At your third, you are disqualified from becoming Master of any style, and so on. You start off the game with 5 Style Points.
  28.  
  29. Coming Attractions:
  30. Gentlemen: Monocled cane-fighters, dressed to kill
  31. The Impure: Holders of great daemonic power
Advertisement
Add Comment
Please, Sign In to add comment