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- DEATH DEALING DEVIL
- A game about being a freaky devil hunter who makes deals with devils for power. Every enemy in the game can be made an ally to a player with contracts that can cost their lives. Shamelessly rips off Chainsawman.
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- BASICS
- Characters are public Devil Hunters who seek to protect the world and destroy devils that threaten the tenuous peace of human civilization. Devils are based on weapons, beasts and other objects of fear found in daily life; they gain power from Fear. One player is the Referee who presents fights, adjudicates rules and plays the NPCs.
- Death Dealing Devil uses three six-sided dice (marked as D666) to determine success on actions. However a d6 is rolled, the player must get a result of 4 or higher for it to be a 'Win', anything else is a 'Loss'. The difficulty of an action is represented by how many Wins are needed to succeed, with AD (Action Difficulty) ranging from 1-3.
- On a rolled 6, the player can choose to re-roll any of their other results once, taking the new result, Win or Loss. But if a 6 is rolled again, you can do another re-roll. On an achieved or natural result of 6-6-6, the player activates their DEVIL DRIVE and can deal more damage or make a Conceptual Feat, allowing them to succeed on using their ability in a new way.
- Bonuses and penalties are applied per result of a roll. So a +1 will turn a 3-4-5 result into 4-5-6. A 6 gained with bonuses doesn't allow for an extra reroll.
- Rolls should only be used when the player has a clear danger they seek to overcome. If they fail, they may take damage or worse. There's no rolls for laying on the charm or investigating a crime scene. All rolls are player-facing, too, meaning the enemies don't roll, and it's up to you to determine how well you defend against damage and death.
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- COMBAT
- Combat is based on a grid made of squares. Each space is approximately 6 feet around and can hold only one Size-1 (Human-sized) character, and movement is done according to a character's Speed score. Melee attacks need to be performed adjacent to the target to hit, and ranged weapons come with a set distance they need to be used in, described with "Range #".
- All characters come in the following sizes:
- 1/2 (Dog-sized)*
- 1 (Human-sized)
- 2 (Tank-sized)
- 3 (House-sized)
- * Can occupy a space with one Size-1 creature.
- Enemy turns and player turns come one after another; whoever started the fight gets to take the first turn, and then after that the opposing side takes their turn. This happens until all turns are taken and the round passes. A round is approximately 6 seconds long, with actions taking place simultaneously.
- A party that successfully AMBUSHES their enemies get to take half their party's turns before the enemy can take an action on the first round; this can be done by players and enemies by surprising their opposition out of combat.
- During a character's turn, they can perform one full-action (or two half-actions) and move up to their Speed. They also have reactions they can use outside of their turn under certain circumstances.
- - ACTIONS
- The following actions are almost always usable during a turn in combat. Each of them takes a half-action to perform.
- Dash: You can move up to your speed an extra time.
- Reload: You reload your gun to its maximum amount of shots.
- Anticipate: You take a special stance that lets you anticipate enemy attacks,
- giving you a +1 bonus to the next time you defend against an attack. The effect
- ends either when you're attacked or at the start of your next turn.
- Metamorphose: Activate your Semi-Devil form; doing so gives you access to your
- contracted devil's abilities at the cost of some HP per turn. Only available once
- you contract with a devil.
- Take Cover: You take cover behind an object or building. You gain +1 on rolls to
- defend yourself until the cover is destroyed or you leave it. You can't make
- attacks from behind cover except with a ranged weapon, and do so with a
- -1 penalty. Cover is destroyed instantly by [Heavy] attacks, but you still gain
- its benefits if the Heavy attack hits you as well.
- - ATTACKING & DEATH
- When taking the attack action during their turn, the player rolls vs. the enemy's AD to succeed. On a hit, they deal their weapon's listed damage subtracte the enemy's Strength to get their total. You can use a full-action or a half-action to attack. FULL attacks deal 1.5x their normal damage on a hit and often have extra effects when using devil powers. HALF attacks deal the normal amount of damage, but allow you to free up your other action for attacks with a different weapon or anything else you need to do.
- When getting attacked, however, you roll D666 to defend yourself against the attack, with the amount of Wins on the dice determining if you get hit and how much it affects your character's ability to fight back.
- No Wins = Full damage is taken; the player suffers an Injury.
- Less Wins = Full damage is taken.
- More Wins = Half damage is taken.
- All Wins = No damage is taken.
- Additionally, when combat starts, a player is assumed to be able to reach any of their equipped weapons to make attacks; they don't need to switch or search around in a backpack to get to their equipment.
- A character dies when they hit 0 HP, but as a quirk of fate, humans are able to use Close Calls. They have an amount given to them by their Training, and they're restored by taking Vacations. A Close Call is a reaction you can use when your HP would be reduced to 0 by an attack or effect. When using it, roll D666. On a successful roll, your HP is restored to half its maximum. On a failure, your HP is restored to only 1 HP and you take an Injury.
- - INJURIES
- An Injury is a setback dealt to your character by a particularly vicious attack. Many devils have attacks that deal specific Injuries, but the following 6 are applicable to most attacks. They can only be removed when you take a Vacation or drink blood in your Semi-Devil form. When an injury is gained, the player rolls a D6 and takes the result.
- 1 - Semi-blinded: You can't see past a 3 space radius around you.
- 2 - Destroyed Arm: You only have one Half-action during your turn.
- 3 - Crushed Ribs: You can only move at half your speed.
- 4 - Concussion: You take a -1 penalty to all rolls you make.
- 5 - Bleeding: You take 2 damage every time you take an action.
- 6 - Shock: Roll a D666 at the start of your turns. On a failure, it's skipped.
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- CHARACTERS
- When you create your character, they're a nobody, a new hire that the Agency has to throw in to see what you're made of. Either you die, or you succeed in killing your first devil. When you do that, other devils will take you more seriously, allowing you to make contracts and become a serious DEVIL HUNTER.
- When you create your character, you can choose one of five schools of Training as a martial artist and fighter of earthly evils. These describe the abilities you have and how you survive without any devils you contract with, including your HP, Close Calls, Speed and equipment. You can use any weapon not given to you by your Training, but take a -1 Penalty to making attacks with them.
- - BULWARK
- 8 HP - 1 Close Call - 4 Speed
- WEAPONS: Shotgun (8 SHRED / Shots: 2 / Range 4), Fists (3 STRIKE / Melee)
- HEAVYWEIGHT: You can make two Fist attacks per Half attack, and take -1 less damage from all attacks.
- - SKIRMISHER
- 6 HP - 2 Close Calls - 6 Speed
- WEAPONS: Pistol (6 PIERCE / Shots: 6 / Range 6), Knife (5 SHRED / Melee-Thrown 4)
- COUNTER-PUNCHER: When you avoid an enemy's attack, you can deal a Half attack as a reaction toward them that always hits without rolling.
- - BERSERKER
- 10 HP - 2 Close Calls - 5 Speed
- WEAPONS: Axe (7 SHRED / Melee)
- WRATHFUL: Choose an enemy you can see at the start of your turn. You can Dash without using a half-action as long as you move closer to them. If you miss them with an attack, you can re-do the roll once per round. If they die, you can choose another target.
- - TROOPER
- 7 HP - 1 Close Call - 4 Speed
- WEAPONS: Rifle (8 PIERCE / Shots: 4 / Range 10), x2 Grenade (10 SHRED / Thrown 6 / Radius 3)
- FOCUSED: You can use a half-action to focus your aim on a target. You gain +1 to your next attack's roll as long as you make it during the same turn you focused.
- - SWORDSMAN
- 6 HP - 3 Close Calls - 5 Speed
- WEAPONS: Sword (6 SHRED / Melee)
- TSUJIGIRI: You can use a Full attack with your sword to attack all enemies adjacent to you instead of only one, at the expense of the Full attack's extra damage.
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