Transformed Animals Table Karate Cop · PDF file9 Arcanowave Devices Table 1. Aerial Mobility...

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13 Transformed Animals Table Think of the abilities and behaviors of these animals. Then, turn up the dial to 11, Hong Kong action movie-style. 3. Bear 4. Dragon 5. Elephant 6. Fox 7. Monkey 8. Rat 9. Rooster 10.Snake 11. Scorpion 12. Spider 13. Tiger 14. Turtoise 15. Chameleon 16. Crane 17. Mole 18. Toad 4 7. Karate Cop (2): loyal team player, correct and honest. Backbone of the force -- martial arts, police procedures, convince righteous citizens of your honesty 8. Killer (2): professional assassin (where did you learn that), somewhere along the line something went wrong. Now you want out -- gun tricks, bag full of guns, danger sense 9. Martial Artist (2): best student of your school, seeking physical and spiritual perfection -- martial arts, stunts, harvest Chi 10.Masked Avenger (2): you‘ve watched society sinking into curroption and chaos. Then, something happened to your family. Now it‘s payback time -- gun tricks, martial arts, intimidate mooks and small-time gangsters 16 Players To do: do. To roll: 5-6. + for advantage, + for item, + for high attribute, - for low attribute, - for hinderance. At most ++, at lowest -. Rolls: to hit, to evade, to try, to save, as the DM asks. When saving, no modifiers. GMs Always describe the situation to them. Never roll. Injure, stress, traumatize or terrify as needed. All of these can hinder or kill. If it’s likely, don’t roll, it happens. If it’s unlikely, roll for it. If it’s impossible, don’t roll, tell them. All rolls change the situation. Skills are likely except when impossible. Some adversaries will require their own rolls or certainties. Write them down or don‘t. Outside of a fight, you may allow a saving roll; a lucky reprieve from certain doom. When a character has reached a new level of experience, increase their level. They may pick another item from their own list, or from any other. (The text and the rules on this page have been written by Ben Lehman, the author of the original Deeds&Doers rpg)

Transcript of Transformed Animals Table Karate Cop · PDF file9 Arcanowave Devices Table 1. Aerial Mobility...

Page 1: Transformed Animals Table Karate Cop · PDF file9 Arcanowave Devices Table 1. Aerial Mobility Unit: fly 2. Feedback Enhancer: causes spells directed against you to backlash 3. Helix

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Transformed Animals TableThink of the abilities and behaviors of these animals. Then, turn up the dial to 11, Hong Kong action movie-style.

3.Bear4.Dragon5.Elephant6.Fox7.Monkey8.Rat9.Rooster10.Snake11.Scorpion12.Spider13.Tiger14.Turtoise15.Chameleon16.Crane17.Mole18.Toad

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7.Karate Cop (2): loyal team player, correct and honest. Backbone of the force -- martial arts, police procedures, convince righteous citizens of your honesty

8.Killer (2): professional assassin (where did you learn that), somewhere along the line something went wrong. Now you want out -- gun tricks, bag full of guns, danger sense

9.Martial Artist (2): best student of your school, seeking physical and spiritual perfection -- martial arts, stunts, harvest Chi

10.Masked Avenger (2): you‘ve watched society sinking into curroption and chaos. Then, something happened to your family. Now it‘s payback time -- gun tricks, martial arts, intimidate mooks and small-time gangsters

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PlayersTo do: do. To roll: 5-6. + for advantage, + for item, + for high attribute, - for low attribute, - for hinderance. At most ++, at lowest -. Rolls: to hit, to evade, to try, to save, as the DM asks. When saving, no modifiers.

GMsAlways describe the situation to them. Never roll. Injure, stress, traumatize or terrify as needed. All of these can hinder or kill. If it’s likely, don’t roll, it happens. If it’s unlikely, roll for it. If it’s impossible, don’t roll, tell them. All rolls change the situation. Skills are likely except when impossible. Some adversaries will require their own rolls or certainties. Write them down or don‘t. Outside of a fight, you may allow a saving roll; a lucky reprieve from certain doom. When a character has reached a new level of experience, increase their level. They may pick another item from their own list, or from any other.

(The text and the rules on this page have been written by Ben Lehman, the author of the original Deeds&Doers rpg)

Page 2: Transformed Animals Table Karate Cop · PDF file9 Arcanowave Devices Table 1. Aerial Mobility Unit: fly 2. Feedback Enhancer: causes spells directed against you to backlash 3. Helix

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3.Cyborg (2): failed experiment of scientists of the future, a combination of man and machine -- Arcanowave Device, gun tricks, tactician, martial arts

4.Everyman Hero (2): good old boy, the average Joe Schmoe from the neighborhood; how the fuck did you get into this? -- beer is my elixir, twice as lucky, sports fan (specify)

5.Ex-Special Forces (2): veteran with extensive military training, counter-terrorism specialist, the works -- gun tricks, close quarters combat, bag full of guns

6.Ghost (2): died in the year 69, swore to protect someone forever. You can fly -- insubstantial, creature power, sorcery

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Martial Arts Table

d66d66d8

11.Buddhist12.Drunk13.Lost14.Daoist15.Yelling16.Iron21.Long22.Short23.Tempestous24.Irrevocable25.White26.Yellow31.Orange32.Brown33.Black34.Northern35.Eastern36.Southern

11.Ancestors12.Animals13. Blossom14.Claw15.Crane16.Dragon21.Fist22.Harmony23.Leg24.Head25.Method26.Monkey31.Temple32.Palm33.Pokes34.Prayer35.Seashell36.Tiger

1.Eyebrow2.Feet3.Fist4.Braid5.Peasant6.King7.Monk8.Leaf

„I‘m a student of the Path of...“

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Roll your attributes with 1d6Strength, Constitution, Chi, Magic, Intelligence, Charisma. These numbers are ballpark. 1=really bad, 6=really good.

You start at Level 2.

Pick a weaponmelee or ranged, your choice

Pick or roll your class (d20)1. Abomination (2): supernatural being

captured by scientists of the future, turned into a fighting machine -- terrifying appearance, fighting machine, Arcanowave Device, Creature Powers

2. Big Bruiser (2): huge guy, mountain of muscle -- won‘t die easily, brawler, intimidation, heart of gold

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Martial Arts Table, part 2

d66 d66

41. Western42. One43. Two44. Three45. Four46. Five51. Six52. Seven53. Eight54. Nine55. Ten56. Eleven61. Twelve62. Ten

Thousand63. Flying64. Night65. Day66. Fat

41. Tiger42. Duck43. Turtle44. Cannon45. China46. Cotton51. Dog52. Eagle53. Ground54. Leopard55. Sparrow56. Rat61. Snake62. Spring63. Vest64. Water65. Cloud66. Trigram

Page 3: Transformed Animals Table Karate Cop · PDF file9 Arcanowave Devices Table 1. Aerial Mobility Unit: fly 2. Feedback Enhancer: causes spells directed against you to backlash 3. Helix

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Arcanowave Devices Table

1.Aerial Mobility Unit: fly2.Feedback Enhancer: causes spells

directed against you to backlash3.Helix Rethreader: rerolls cost victims

twice as much Chi4.Helix Ripper: massive damage gun5.Neural Stimulator: makes you faster6.Pulser: makes Arcanowave devices

work in environments with no or low magic (like today‘s)

7.Reinforcer: reinforces your armor8.Robot Limb: arm or leg9.Slap Patch: total and complete

healing within seconds10.Spirit Shield Generator: spirits

circling your body, blocking incoming attacks (works 1d8 times)

11.Sucker Rounds: work in regular (non-Arcanowave) guns, force victim to roll for Arcanowave Mutation

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Arcanowave Devices

Unnatural organic/insect-like looking, writhing devices powered by nasty strangeness that are plugged directly into your body. Need an Arcanowave I/O port for that. Keep them plugged in for too long, and you might suffer an Arcanowave mutation. - or + depending on the specifics. Accumulative.

1-2cosmetic blemish (1-3: minor)

3noticeable cosmetic blemish, and minor psychological disorder

4-5unmistakable monstrous features, serious psychological disorders

6as above, plus -1 on attribute

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Creature Powers TableBe creative.

1. Absorption2. Absymal Spines3. Amphibian4. Armor5. Blast6. Blood Drain7. Brain Shredder8. Corruption9. Damage Immunity (specify)10.Death Resistance11. Domination12. Fly13. Foul Spew14.Inevitable Comback15. Insubstantial16. Poison17. Rancid Breath18. Regeneration19. Soul Twist20.Tentacles

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11.Maverick Cop (2): Partners are not your thing, both on and off the job. Alcohol might be, and smoking. You detest rules, but you get the job done -- gun tricks, brawler

12.Monster Hunter (2): former low-level operator of scientists of the future; security is your business, you hunted Abominations -- gun tricks, Arcanowave Device, tactician

13.Ninja (2): stealty and deadly, deception and surprise are your friends -- martial arts, ambush, deception

14.Old Master (2): you‘ve mastered the secrets of internal martial arts; you teach a small group of students -- harvest chi (++), your fighting style is better than that of non-masters, draw conclusions intuitively

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18.(Supernatural Monster continued): You discovered love and compassion -- Creature Powers, Look like a human being

19.Techie (2): something‘s broken, you‘ll fix it. Somehow, it almost always works -- always the right tool on hand, jury rig, Science!

20.Transformed Animal (1): A very long time ago, your ancestors were animals longing to be humans. They were successful. You look like a human being, too, but you still carry animal DNA in you -- transformed animal powers

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Arcanowave Devices Table, part 2

12.Threat Evaluator: successful use gives you info on two attributes of an opposing force

13.Tracer Resin Projector: victim is especially vulnerable against hand-to-hand, melee and further Arcanowave attacks

14.Wave Scanner: detect sorcerous, chi and arcanowave energy

15.Wave Suppressor: paralyze ghosts, supernatural creatures and abominations

16.Emergency Jumpstart Arcanowave System: allows someone without Arcanowave I/O port to use Arcanowave devices

17.Gatemaker: portable gate generator to the Netherworld

18.Gravity Distortion Sphere: sitting in the center, you are harder to hit with ranged weapons

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15.Scrappy Kid (2): you‘re a kid. Life is simple, black and white, and Teenage Mutant Ninja Turtles are still awesome. -- sorcery (always looks like random happenings), skateboarding, BMXing, martial arts (always looks like lucky coincidence)

16.Sorcerer (1): master of the occult arts, you control vast universal powers -- sorcery (++)

17.Spy (2): a ladies‘ man, you used to work for an agency. The Cold War was really awesome, got your blood pumping and your nerves tingling. Now you‘re looking for something new -- gun tricks, people can‘t resist telling you things, close quarters combat, cars

18.Supernatural Monster (2): you are a being from the Underworld. Recently, you discovered something strange:

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Arcanowave Devices Table, part 3

19. Temporal Perception Suppressor: immobilizes victims (they don‘t know this happens to them)

20.Transtemporal Vocal Communication Device: make phone calls across time and space

21. (Bonus) Variable Mass Weaponry: increase damage, sometimes by A LOT