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7heSama

MMXXAD - Intro/charcreation

Apr 23rd, 2016
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  1. M M X X A D - or
  2. 20XX After Death
  3.  
  4. Turf wars, gang feuds, and hijinks in a near-future city populated by mythical creatures.
  5.  
  6. " Where the sea meets stone,
  7. earth clings and wood grows. "
  8.  
  9. G A T H E R -
  10. A nice pile of d6, d8, and d12 dice for each player.
  11. An index card for each PC and NPC.
  12. Three or more players and a gamerunner.
  13.  
  14. T R A I T S -
  15. Characters have three dice pools to use in combat; Strength (STR), Endurance (END), and Agility (AGL).
  16. These pools are measured as "PdX", where P stands for the # of dice in the pool, and X the size of the dice.
  17. There are five additional stats to track; Tension, Vigor, and Drift, Hitpoints, and Initiative. More on them in Create.
  18.  
  19. C R E A T E -
  20. Each player controls a gang of 3-5 characters (gamerunner's call).
  21. The gamerunner will introduce a VIP, package, or feud; this is known as the Contest.
  22. This is what the players are fighting over.
  23.  
  24. First, each player decides on a "Mission" for their gang. The mission must relate to the contest:
  25. The Copper Tangs are trying to kidnap the girlfriend of the leader of the Sharkhovs' Guns.
  26. The Yellamites are escorting said girlfriend through the Towdogs' turf.
  27. The Towdogs are holding down their territory, while the Nux are trying to meet up with the girlfriend of the leader of the Sharkhovs' guns to try and get their drugs.
  28. And of course, the Sharkhovs are trying to just get the hell out of their in one piece.
  29. Next, players jointly create any number of "Intents". At least two characters in different gangs have to share each intent, but more is allowed:
  30. The girlfriend of the leader of the Sharkhovs, is trying to deliver drugs to the Nux without her gang members finding out.
  31. Some of the Nux share this goal, as they brokered the deal in secret.
  32. Meanwhile, the rest of the Sharkhovs are trying to figure out what the hell their boss' girlfriend is doing on a rival's stomping ground, a goal shared by some members of the other gangs.
  33. Finally, each character has a Dream, which is their personal motivation:
  34. Acacia, the girlfriend of the leader of the Sharkhovs' Guns, who we've heard so much about, just wants to gift her little sister an education.
  35. Dreams are somewhat beyond the scope of this ruleset, which is mainly a combat demo, but they should help to flesh out characters.
  36.  
  37. Each character also has a Lineage.
  38. A lineage refers to the character's astral ancestor, their twice-raised progenitor,
  39. and determines the size of their attribute dice pool.
  40. Polaris: Human
  41. The dominant social group. STR d6, END d12, AGL d8.
  42.  
  43. Sirius: Siryn
  44. An all-female race of sea dwellers. STR d12, END d12, AGL d12.
  45.  
  46. Taurus: Minotaur
  47. An all-male race. STR d12, END d8, AGL d6.
  48.  
  49. Procyon: Canid
  50. A dog-like race. STR d8, END d6, AGL d12.
  51.  
  52. PCs have 10 dice to distribute as they wish, and 10 hit points.
  53. Tension, Vigor, Drift and Initiative are covered in Combat.
  54.  
  55. Character card, blank:
  56. + Name - Lineage HP +
  57. | |
  58. | STR PdX - Tension |
  59. | END PdX - Vigor |
  60. | AGL PdX - Drift |
  61. | |
  62. | 1. Mission |
  63. | 2. Intent |
  64. + 3. Dream Int +
  65.  
  66. Character card, example:
  67. + Acacia - Sirius 10 +
  68. | |
  69. | STR 3d12 - 0 |
  70. | END 4d12 - 12 |
  71. | AGL 3d12 - 0 |
  72. | |
  73. | 1. Get out alive |
  74. | 2. Deliver the package |
  75. + 3. Send lil' sis to school 1 +
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