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JUGGERNAUTS_Printer-Friendly
Introduction
You can’t even walk over to the gas station for a few cigs anymore without
running into SOMEONE that wants to suck your brains out through your nose or
gift-wrap you in your own intestines. You don’t even know what you were DOING
before that gang-war broke-out in your neighborhood. Now breakfast is an
adventure of ducking under stray bullets and rooting for the guys in the skull-
emblem hoodies.
Hey – with any luck, you’ll be able to catch the tail end of that firefight that
the cops are supposed to be having with those damn Vampires just outside your
block!
Oh, but wait… You also wanted to go take a peek at that rumble going-on
between the local Lord of the Sewer and those Samurai Zombies from out of
town; and there sure ain’t time to see them BOTH!
Decisions are a real bummer, eh?
In a world where tuxedos are solely reserved for those with a grand
scheme that includes nuclear weaponry, where even the nice lady next door
whom you take the garbage out for every Friday has a sidearm strapped to the
back of her calf and where man’s worst nightmares make their presences’
blatantly known in public, YOU are the one with which to be reckoned.
The law is what you have made it. Justice is seen as whatever judgement
you pass. You are the master of every weapon – including your own body and
mind. You are an unstoppable force…
…A Juggernaut.
Setting Information
The world serving as the backdrop for Juggernauts is an ultra-modern
Earth, soiled with the supernatural. Most folks blame the change in the moon’s
attitude for all the drastic transformations in our culture. Ever since that thing
started to grin down on the planet, the days have been nothing but strange…
…Then again, a change in pace every once in a while can be a healthy
thing.
Werewolves hold-up banks. Couples get mugged by unscrupulous
vegetation. Extraterrestrials drive REAL slow in the fast lane. The boss of every
minimum-wage employee is guaranteed to be involved in the global plot to forge
Armageddon. Demons steal everyone’s last slice of leftover pizza at the night’s
peak.
Mankind just got off the kiddie-coaster and hopped onto the ride for the big
kids – and he might just have forgotten to secure his safety bar.
Character Creation
In order to start playing Juggernauts, the first thing you need to do is
create a character for yourself. The easiest way to begin this process is to just
brainstorm up a concept. What kind of character do you want to play as? What
role do you intend on fulfilling in your party of accompanying PCs?
After you’ve decided on a concept, grab a blank sheet of paper, and write
your character’s full name at the top.
Attributes
Your character’s physical being is represented by 3 different Attributes:
Write down these 3 Attributes after your character’s name, and give each
a value from 1-8 – the total sum of all of the values not exceeding 10. A value of
2 represents the human average. Any value above 3 is supernatural.
e.g. : Stephen’s player decides that he’d like to play a smooth & slick character,
so he decides on a Power of 1, a Motion of 5 and a Center of 4 (5 + 4 = 9, 9 + 1
= 10).
Skills
• Exceptional
• Talented
• Competent
Think of 3 areas of skill that you’d like your character to be proficient in,
and then write them down below the Attributes – marking each skill
accordingly with the prior measures of expertise. Note that these should be
broad terms; instead of writing ‘Poker’ as a skill, write ‘Gambling’. Instead of
‘building rafters’ write ‘construction’. Note that NO skill picked here should be
combat-oriented (your character is already considered a master in every
respect of engagement).
After you have decided on your character’s skills, ask The Gavel about
them before marking them down. He has the right to veto any skill that seems
abusable.
Executions
Your character starts the game with 6 Executions. Further details on the
use of these points will be described later. For now, simply understand them to
be a Very Good Thing.
Mark them down beneath your character’s Skills, and be prepared to keep
track of them.
Traits
Traits are ESSENTIAL to your character. They’re what sets them above
and beyond everyone else on this haywire planet.
A Trait is a unique ‘power’ that your character has been imbued with, by
whatever twist of fate. You get one ‘freebie’ trait for your character by default. A
Trait may be anything you can think of – although, obviously, all Traits are
subject to editing and potential disapproval by The Gavel.
Beyond your initial ‘freebie’ Trait, you may put other Traits on your
character by sacrificing their Execution Points for them (each additional Trait
costing you 1 Execution Point).
After you have chosen your character’s Traits, pass the piece of paper
that you’ve been recording all of the information on to the player sitting to your
left. Now, for each Trait that is listed on the character sheet you received, list a
Limitation in that Trait’s use (remembering once again that these are subject to
editing and potential disapproval by The Gavel).
e.g. : Stephen’s player decides that his character could gain a bit of an edge by
becoming rather ‘ghost-like’ at will, surprising enemies in gun-duels when their
bullets simply pass harmlessly through him. As a trait, he writes down, ‘May
become completely incorporeal at will (taking his clothes and weapons with him,
of course)’.
He then passes his sheet of paper over to Lacy, who decides that the best
way to limit Stephen’s Trait is to give an expiration and ‘charge-up’ time. She
decides that Stephen can only remain incorporeal for a maximum of 5 seconds at
a time, and after he becomes solid again, he has to wait a good 5 minutes before
going incorporeal again.
Weapons
Melee Weapons
Projectile Weapons
e.g. : Stephen’s player decides that Stephen would be most appropriately armed
with a double-barreled sawed-off shotgun, whom he affectionately names Lacy.
Attributes Traits
• Someone that they are competing against in order to do the task (or
someone that they’re trying to do a better job at within the task).
Bowser declares that he’s going to attempt to use his coat to plug-up
Laura’s wounds and slow the bleeding, applying his Paramedic skill (which he’s
Talented at). The Gavel secretly decides that Bowser should only need 1
success for this – writing it down out of sight. He then warns the player that
failure may indeed KILL Laura right on the spot. Bowser accepts that risk, and
proceeds to roll 1 10-sided die.
In the event of a draw, the contest is made again – and this is repeated
until somebody wins (or both players lose).
With Laura’s wounds treated but still a danger to her health, Stephen and
Bowser tenderly move her into the backseat of a van, and Stephen gets them
underway toward the hospital. Unfortunately, however, they’re only half-way
there when Stephen notices that they seem to have picked-up a tail. And they
seem to be closing in on them. And they seem to be ARMED!
Stephen decides that he going to get dangerous with his driving and try to
cut-across multiple lanes of traffic to try and lose those sons-of-bitches. The
Gavel announces that the Uzi-wielding FBI in the SUV just speed-up, prepared to
follow the van to their own demise if they must!
Bowser’s player, being the 3 rd party, chooses a Difficulty number of 4. The
FBI have been deemed Talented drivers, while Stephen is Exceptional – but this
is still a fairly tricky maneuver.
Combat
Melee Dueling
For example, let’s say that Stephen has infiltrated the outer perimeter of a
neo-Nazi death-commando training facility. He needs to get inside and use his
modest skills in electronics to try and disable the base’s basic security measures,
so the rest of the party can move-in and attack the bio-factory without being
molested by the patrolling sentries.
Unfortunately, there’s only one door to the portion of the installation that
Mr. Blyte needs to get himself into – and it’s currently being guarded by one of
the base commander’s primely-cut femme fatale, Sheila. Stephen decides that
his only option is to dispatch the lady quickly and silently enough that the rest of
the nearby security don’t catch notice of the struggle, and keep her too busy
during the fight for her to report him in.
Out from the shadows he springs, leading-In with a chop of the knife-edge
of his hand toward Sheila’s temple – but not so quickly that the guardswoman is
caught utterly surprised, catching Stephen out of the corner of her eye just fast
enough to maneuver to defend herself.
She rolls her 5 10-sided dice, and ends-up with a 2, 1, 9, 5 and 9. Those 2
9s will give her one of the pairs she needs – but she still needs another pair to
defend herself. She has a Motion of 4, so she can re-roll the 2 and the 1. Re-
rolling them both, she gets another 2 9’s. This is the other pair she needs (as well
as something a little more special – but for now, since she only declared a basic
defense, we’ll consider it the same as just getting a regular 2 pairs).
Sheila meets Stephen’s forearm with her own, slapping-aside his attack
and shifting into a combat stance.
After just a basic melee attack connects with a victim, the Power of the
attacker is compared to the Power of the victim, and if the attacker is wielding a
melee weapon, they are given a bonus from it. Most weapons give a bonus of +1,
Clubs give a bonus of +2 and Polearms gives a bonus of +3.
If the total attacker’s Power, weapon bonuses included, is less than the
defender’s Power, the defender takes a Wound. If it is equal, the defender takes
a Heavy Wound. If it is more, the defender takes a Life-Threatening Wound.
A character may take Wounds equal to 2x their Power, Heavy Wounds
equal to their Power and Life-Threatening Wounds equal to ½ their Power
(rounded-up) before becoming incapacitated or killed (Whichever makes the
most sense for the circumstance).
When faced with multiple foes, a character may attack as many and
defend against as many as his Center value.
Out cold, a large bruise forming on the side of his face (as well as his
ego), Stephen is being hauled-off by 4 of the base’s security guards (2 lifting him
by his feet, the other 2 by his wrists). As the security team reaches the door to
their destination on the compound, the 2 holding-up Stephen’s upper body let go
and let his head thud against the ground as they go to open said door.
The jarring shakes Stephen out of his state of unconsciousness, and
although it takes him a few seconds to assess his current situation, he manages
to figure-out his current predicament before the guards manage to figure-out that
he’s regained his senses. With a backwards hand-spring, Blyte frees his ankles
from the surprised grunts, and rops immediately into a fighting stance – pulling
the sawed-off shotgun that they had foolishly forgot to search his person for out
from under his trenchcoat.
Since Stephen has a Center of 4, he can quite easily manage to engage
the entire security team at once.
The Gavel decides to allow Stephen the initiative, even though he’s still
shaking-off the effects of that massive kick, because the guards are busy
whipping-out their nightsticks. Blyte’s player is a little weary of that grin across
The Gavel’s face, fearing what might become of his character if another wound is
racked up on him with that Near-Fatal business still in the process of being
shaken, so he decides he’ll go for it and show these no-loads how it’s done.
A Crushing Blow is declared, and the dice are rolled. A 10, 8, 10, 6 and 3
are rolled. This is bad news! Only the 3 can be re-rolled in Stephen’s favor. He
re-rolls, and gets a 4. No match – but it can still be re-rolled. He rolls again,
crossing his fingers…
…A 10!
With 3 of a kind rolled, Stephen has a Mighty Success. He quite gladly
spends an additional 3 Execution Points to spread the Crushing Blow among all
of his targets. The Gavel decides that he’ll just use a single defense roll for all of
the security team, and comes-up with a 10, 2, 3, 4 and 6. The team only has 2
Motion to work with, so the roll is totally blown. They’re now at Stephen’s mercy
(or lack thereof).
Stephen glides right into the center of the detail, while they attempt to
surround him and rush-in to attack from all sides. The Juggernaut’s reflexes are
impossibly fast, however, and he intercepts the haft of the club swung by the first
man to close-in on him – closing his fingers around it and twisting it from his
grasp. These guys are pretty tough - Power of 3 – but the awed guard proves
that even the heartiest of men will fall to the ground like a sack of dirt if hit well
enough, as Stephen raps the club against his throat. *Gurgle*. *Thud*.
The next one up tries to rush Blyte while he’s busy emptying a executing
round from his shotgun into the downed man’s skull, and has the butt of the club
rammed into his abdomen for his troubles in a well-timed backward thrust. While
he double-over Stephen takes the opportunity to blow a fist-sized hole through
his chest and send him tumbling back against the wall.
The last 2 charge simultaneously at the Juggernaut, trying to tack him
down, but Stephen simply spins out of the way in a blurring swirl – clocking one
over the head with the nightstick, and taking the other’s head off his shoulders
with a round to the neck. Dazed with his skull throbbing, the surviving guard
stumbles about on his hands and knees on the floor, trying get back on his feet –
but Stephen sends him back to the ground permanently with a spine-fracturing
thrust of the butt of his gun.
Traits, depending on their limitations and scope, should also probably play
a big part of your strategy in combat. A ‘round’ of combat (the time from when
your character finishes acting to when he gets to act again) is roughly 15-30
seconds of game time, depending on how much action is going-on. Something to
keep in mind for Traits with time restrictions.
Additionally, after each round of combat (after each combatant has taken
1 turn), Initiative is re-assigned. It might stay exactly the same – or The Gavel
might decide to change it, based on something that’s happened during the fight.
Out for a little vengeance, and well aware that he still has a mission to
complete for the sake of all he holds dear, Stephen skulks his way back over to
the door being guarded by Sheila. Sure enough, she’s still at her post – and this
time there’s not even the remotest chance of sneaking-up on her. Blyte is still
convinced that it’s entirely possible for him to take her out before she has a
chance to call for backup, however – and marches-over to meet her head-on.
She sees him coming quite some time before he reaches her position, and
gets ready put him down once again. This time, permanently.
Stephen is given the initiative once again, and his player decides to play it
a little more strategically this time. First, he spends his last remaining Execution
Point to declare a Crushing Blow. A 9, 6,6, 9 and 9 are rolled! That’s a Full
House!
Even with that huge Master Success, however, Stephen’s player still
doesn’t trust Sheila’s big 4 Motion. He decides that Steve should try to draw-off
her guard with a feinted kick.
His first roll is a 6. Ooh… not so good odds. He has to run with it, though,
so he chooses ‘low’. The next roll is a 3! He calls-off the gambling, deciding that
racking-up 5 pairs against Sheila should be enough.
Sheila rolls her defense – hoping for a lucky score on this one. 10, 4, 4, 2,
10! She has 2 of those pairs, and can still re-roll those 4’s and that 2. A 1, a 3
and a 3! That makes for 3 pairs. She re-rolls all of the dice again – but her luck
isn’t so sweet this time. A 5, 3 and a 6. That blows the roll.
Stephen kicks high for the guard’s head, and Sheila falls for it – leaning-in
to intercept his calf with the heel of her palm. Blyte pulls his kick and swings-
around his other leg before his opponent even knows what’s happening,
wrapping his thigh around Sheila’s extended head and forcing her down into a
crouch -–neck pinched between his legs. Stephen twists his hip hard, and
Sheila’s neck breaks with a *snap*. She goes limp, and slumps to the floor.
The Gavel awards Stephen for his roleplaying and descriptive play thus far
by handing him 5 Execution Points (1 for each baddie he iced in a badass
manner).
Gun Dueling
Stephen crouches-down and runs his hands over the skin-tight body
armor that Sheila’s corpse is clad in, finding what he’s looking for on her thigh – a
hidden pocket containing a security cardlock key. He slides it through the
cardlock slot on the door to unlock it, pockets the key, then bends-over to hug
Sheila’s body around the waist, lifting it up and slinging it over his shoulder –
intent on lugging it through the door and depositing it somewhere where it won’t
be immediately noticed.
Mr. Blyte opens the door to a bit of a surprise, however – namely, 2 armed
guards who seem very miffed to see someone trying to walk around with the
body of their commander’s dead bodyguard. They unholster their sidearms just
as quickly as Stephen droops Sheila’s body in front of him for use as an
improvised shield of sorts. He holds-up the dead female with one arm and grabs
for his shotgun with the other, but can’t caulk and aim it before the bullets are
already flying!
The Gavel gave initiative to the NPCs this time, due to the fact that
Stephen sacrificed speed for protection when he positioned his kill in front of
himself. They each fired a shot from their pistols, rolling their 5 ten-sided dice
(The Gavel once again opting to use 1 roll for both NPCs).
A 1, 1, 1, 4 and a 3. They decide not to use their pistol’s ability to re-roll
the initial results. With a Motion of 2, they choose to re-roll all of the ones. A 7, 4
and a 5 are turned-up. Tough luck!
Stephen winces as bullets ricochet off the walls around him, but he stands
his ground and aims his weapon – well aware that these boys are off their mark.
A Critical Hit may be scored by any combatant who manages to roll their
necessary 2 pairs for purposes of aiming, and ALSO scores 3 of a Kind. This
kind of gunshot not only wounds an enemy, but strikes a particularly sensitive
region of their body – leaving them stunned with shock for 1 turn.
Critical Hits do NOT have to be declared. Any roll that can be turned into
this sort of result is a Critical Hit.
Stephen fires his shotgun from around Sheila’s waist, hoping to catch both
of the guards with a spray of buckshot. The dice are rolled.
A 7, 5, 2, 8 and 2. He’s got a pair – but he really wants to try and score a
Critical Hit against these rookies, and that 7 and 8 really hurt his chances.
Nevertheless he re-rolls the 5. A 6 – really no good! Those 2 2s are his last hope,
Enrichment
Extraterrestrial Incursions
Aliens. You love ‘em or you hate ‘em.
The first of them came screaming-in over Chicago, toppling skyscrapers,
tearing-up bridges and establishing fortifications as they went. We shut them up
with a tactical nuke here and there, and then we more or less started getting
along. More came, some left… it’s an average afternoon, nowadays.
Extraterrestrials come in every shape, size and color, and usually pack
around some nifty gizmo or two that nobody else has heard of before. We fight
with them, we joke with them, we sell them drugs and alcohol…
…They’re just another bunch of us with goofy looks, really.
The Undead
I don’t know WHY we ever started burying big heaps of dead bodies in
one place, but from the perspective of today, that was a REALLY stupid idea.
When the corpses first began to unearth themselves from the ground and
wander about, people went apeshit. Everybody’d seen one too many movies or
played one too many video games where undead zombies tackled folks to the
floor and tore their faces off.
If an undead sap blundered into town, they were riddled with shotgun
shells, bagged, and burned to ash. Made for one hell of a party, believe you me.
It took a few years before somebody finally managed to figure-out that the
brain-eating zombies, just by themselves, were entirely harmless. Utterly without
any thought, drive or ambition, they just… well… wandered. They wobbled
forward in a straight line until they smacked into a stationary object, then blunder
their way around it and keep going.
Of course, as soon as we figured it out, we had to go ahead and ruin it for
ourselves. One minute it looked like these zombie guys might not be a half-bad
Making this was a LOT of fun. I wanted to create something that was fairly
easy for a player to buckle themselves into, and allowed them to just go kick
some ass. I’d like to think that I succeeded.
It’s been a long process to get the game this far, through draft after draft of
writing and planning, and constant sparks of inspiration that pulled the project
one way or the other during the process of it’s birth. In the end, it consumed 2
years of my life – but getting to this stage was worth it, every second.
I’d like to thank a few sources from which I pulled my drive to carry onward
when it seemed like the gears were stuck, and a few that I was able to draw my
ideas from. Foremostly, I’d like to thank every single user who’s registered and
posted in the ‘The Art of Game Design’ forum at www.rpg.net. These folks
always have more than a few words of wisdom to say about designing
roleplaying games, and are always willing to listen to the new guy, and what
ideas they might have. I’d never have completed this game I hadn’t been lurking
over there. My hat’s off to those great folks.
I’d also like to give thanks to:
• Carmageddon ™ and it’s designers, for proving to both myself and
the rest of the world that regardless of how many people bitch about
violent media or how much they do it, running-over virtual pedestrians
all day is one of the most entertaining ways one can relieve stress.
• Michael A. Stackpole, designer of the entire Battletech universe, for
being a supporter of the achievements that are possible through game
design, and defender of our craft. There’s nobody I’m happier knowing
is pulling for us in the industry.
• Star Wars ™. I don’t know where I’d be if it wasn’t for the story of how
George Lucas turned a dream into a phenomenon – and, regardless