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A sourcebook for beating justice back into the corrupted streets.

Throw People into stuff


Throw damage assumes you fall onto something relatively flat If you are thrown into something
hazardous you take extra damage.

Object/ damage Examples


Soft -2 Pile of cardboard boxes, Shallow pool of water
Normal +0 relatively flat surfaces.
Hazardous +2 Electrified Puddle, Pile of sharp rubble, Fire Hydrant

Burning Stuff
If a character is thrown into a pool of acid or a flame, it immediately inflicts first turn damage. The
following combat turn, unless the victim of the burn has been immersed in water or some other purgative
method has been employed, the effect continues to burn the victim's body. At the very end of each
combat turn, after all actions have been completed,

First Turn – 8 Dice


Second Turn – 5 Dice
Third Turn – 2 dice

Exploding Objects
Being thrown onto something explosive like an oil drum or a landmine Does normal throw damage Plus
that of the Explosion.

Explosion Type Damage/Radius Example


Tiny explosion 3 Damage Cherry Bomb
Small Explosion 6 Damage in a 3 hex radius Hand Grenade, Gas can Explosion< Stick of TNT
Medium Explosion 9 Damage in a 5 Hex Radius Land Mine, Oil Drum Explodes
Large Explosion 12 Damage in a 7 hex radius Bomb, Car Explosion
Note: The Gm may require a Dexterity + Athletic roll to avoid catching on fire depending on the nature
of the explosion.

Blinding
Some techniques/Environmental stuff can hamper a characters ability to see. Lower all perception and
maneuver damage dicepools by the rating of the blindness which for maneuvers based on the technique
(example a thug with 3 punch eye rakes so you have -3 to your pools) or a value based on the
environment. Blindness diminishes I penalty per turn. If your penalty is bigger than that perception +
Blind fighting you are dizzied the first turn of your blindness.
Blinding level Penalty Example
Weak -1 Dim light, Brief weak flash.
Strong -3 A bright flash, deep darkness
Extreme -5 Pitch blackness, super bright flash, Having no eyes

Weapons
Weapons are generalized into fewer techniques for simplicities sake.
Stabbing Weapons
Weapons you Thrust with that are pointy.
Example: Knives, Broken Bottles, Sharpened Stick Spear.

Bludgeon Weapons
Blunt weapons you Swing with.
Example: Non broken Bottle, Club, Baseball bat, Board

Flexible weapons
Weapons that are swung like a whip.
Examples: Bike chain, whip, curling iron, morning star,

Choppy Weapons
Weapons you chop with that have a sharp edge.
Example: Sword, Axe, Road sign

Guns
Weapons that fire out a kind of ammo/projectile.
Example: Pistol, Crossbow, sniper rifle

Thrown Stuff
Weapons that are relatively aerodynamic that are thrown.
Example: Manhole Cover, Throwing daggers, Shurkens, Sharpened Hat.
Note: as per the Sharpened Throwing Hat gadget thrown stuff uses the athletics technique for damage.

To do list
Barrels
Bikes
Tazers
Environment

Breaking things
Breaking things is simple, just like players objects have soak and health levels.
Object Soak Example
Flimsy 1 paper, glass
Normal 2 wood, bone
Strong 4 Lighter metals, Ceramic armor, Brick
Superior 8 Force Fields, steel
Mega 16 Mythical substances, High tech super alloy

Health is determined by how thick the objeck relatively is


Thickness Health Example
Thin 3 a typical window
Average 6 a door thickness
Thick 12 A typical wall
Super Thick 24 A section of Reinforced barricade
Tiers of Criminals
When your designing your own nasty organized crime gang below are the relative power levels if the
players within the gang.
Some characters may vary a bit from these guidelines but these are a good staring point.

Basic thugs
These are rank and file masses of expendable fodder. They typically do not have a fighting style and can
Select Moves that any style can learn.
Attributes 5/3/2, Skills 10, Techniques 4, Maneuvers 3, Backgrounds 3, Health 5

Example: Williams, Two P, Garcia

Tough Thugs
These are a stronger breed of thug and can actually take a punch some actually have the basics of a
fighting style usually more common styles like boxing or karate.
Attributes 6/4/3, Skills 12, Techniques 6, Maneuvers 5, Backgrounds 5, Health 8

Example: Haku-ro, El-Gado, Rowper

Lieutenant
These thugs are just below a Sub-boss and a formidable in their own right. Roughly as strong as a
starting character.
Attributes 7/5/3, Skills 15, Techniques 8, Maneuvers 7, Backgrounds 7, Health 11

Sub-Boss
These are the upper tier of gang members even capable of taking on a street fighter quite well.
Attributes 10/7/5, Skills 20, Techniques 12, Maneuvers 10, Backgrounds 9, Health 14

Boss
These Guys are bad news a major threat and can give a fairly tough warrior a hard time.
Attributes 13/9/6, Skills 25, Techniques 16, Maneuvers 14, Backgrounds 12, Health 17

Big Boss
The Big bad, these criminal kingpins can even endanger world warriors.
Attributes 16/9/7, Skills 30, Techniques 20, Maneuvers 18, Backgrounds 15, Health 20

New maneuvers
Basic Maneuvers

Shoot
The character shoots Gun or throws his weapon.

System: Has a range of perception + firearms and can be used with the jump maneuver.
Cost: None
Speed: +0
Damage: +0
Move: -2

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