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破壊 Hakai

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free rules light rpg set in a futuristic japan

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破壊Hakai

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LONG AGO, IN THE AGE OF PRESIDENTS, THE WORLD WAS FILLED WITH HUMANS AND MACHINES, BUT NOW THE ANCIENT CITIES ARE CHOKED WITH TREES AND BANDITS LIE IN WAIT ALONG THE ROADS BETWEEN VILLAGES.

IN THIS HOSTILE WORLD ONLY A FEW BRAVE SOULS MAKE THE PERILOUS JOURNEY TO THE FABLED ISLAND-CITY OF MANHATTARU TO SEEK THEIR FORTUNES.

YOUR CHARACTER IS ONE SUCH NOTABLE INDIVIDUAL, TRAVELING THROUGH THE NORTHEAST FROM OUTPOST TO OUTPOST. THE IRRADIATED MONSTERS AND PACKS OF WANDERING BANDITS ARE BAD ENOUGH, BUT YOU CAN NEVER SEEM TO CATCH A BREAK AND ALWAYS END UP GETTING INTO A FIGHT THAT DESTROYS THE BUILDING YOU'RE IN!

THIS GAME ASSUMES THAT YOU ALREADY POSSESS A SET OF EVEN- AND ODD-SIDED POLYHEDRAL DICE (D5, D6, D7, ETC) UP TO D10.

TO BEGIN YOUR JOURNEY, YOU MUST DECIDE WHAT KIND OF FIGHTER YOU ARE. THERE ARE FIVE DIFFERENT TYPES TO CHOOSE FROM:

酔拳DRUNKEN MASTERYOU CATCH YOUR OPPONENTS UNAWARE BY PLAYING THE FOOL.

相撲SUMOYOU USE YOUR MASSIVE BULK TO OVERWHELM ENEMIES.

僧MONKYOUR HANDS AND FEET ARE DEADLY WEAPONS.

忍者NINJAYOU LEAP LIKE A FLEA, IMPOSSIBLE TO PIN DOWN.

侍SAMURAIYOU CARRY A KATANA AND FIGHT WITH HONOR.

YOUR CHARACTER HAS FOUR ATTRIBUTES:

SIZESPEED

FINESSEWISDOM

YOU HAVE 10 POINTS TO PLACE BETWEEN YOUR ATTRIBUTES. YOU MAY NOT PLACE MORE THAN FOUR POINTS IN ANY ONE ATTRIBUTE, AND YOU MUST PLACE AT LEAST ONE POINT IN EVERY ATTRIBUTE.

TO DETERMINE THE DIE SIZES LISTED BELOW, ADD THE TWO ATTRIBUTES RELATED TO THEM. FOR EXAMPLE, IF YOUR SPEED IS 3 AND YOUR FINESSE IS 2, YOUR ATTACK DIE SIZE IS A D5.

SPEED + FINESSE FOR ATTACK DIE SIZE

SIZE + WISDOM FOR HIT POINTS (HP)

SIZE + SPEED FOR BLOCK DIE SIZE

FINESSE + WISDOMFOR INITIATIVE DIE SIZE

YOU MAY PERFORM THREE ACTIONS PER ROUND. PERFORMABLE ACTIONS ARE:

ATTACKBLOCK

IMPROVISE

TO DETERMINE YOUR INITIATIVE FOR THE COMBAT ROUND, ROLL YOUR INITIATIVE DIE TWICE AND ADD THE RESULTS.

You must wait until your turn to attack or improvise, and you may use actions in succession during a single turn. You may delay an action (or actions) and perform them during another character's turn.

IF MORE THAN ONE CHARACTER ATTEMPTS TO PERFORM DELAYED ACTIONS DURING THE SAME TURN, THE CHARACTER WITH THE HIGHER INITIATIVE ACTS FIRST. IF MORE THAN ONE CHARACTER HAS THE SAME INITIATIVE, THEY RESOLVE THEIR ACTIONS AT THE SAME TIME.

ATTACK IS ATTACK DIE + WEAPON DIE (OR JUST ATTACK DIE IF YOU WANT).

BLOCK IS BLOCK DIE + WEAPON DIE (OR JUST BLOCK DIE IF YOU WANT).

THE CHARACTER WITH THE HIGHEST DIE ROLL WINS. FOR EXAMPLE, A CHARACTER THAT ROLLS 6,1 BEATS A CHARACTER THAT ROLLS 5,5. REROLL ANY TIES.

IF A CHARACTER FAILS TO BLOCK HE TAKES 1 HP DAMAGE AND THE STRUCTURE LOSES A NUMBER OF STRUCTURE POINTS (SP) EQUAL TO THE WINNER'S OTHER DIE RESULT (OR THE WINNER'S DIE RESULT, IF ONLY ONE DIE WAS ROLLED). FOR EXAMPLE, IF A SUCCESSFUL ATTACK ROLL WAS 7,3 THE STRUCTURE WOULD LOSE 3 SP.

THE PLAYER MUST DESCRIBE HOW THE STRUCTURE IS DAMAGED, OR ELSE THEIR OPPONENT DOES NOT LOSE ANY HP.

IMPROVISING MEANS YOU GRAB AN OBJECT AT HAND - OR TEAR OUT PART OF THE STRUCTURE - AND WIELD IT AS A WEAPON. ROLL A D10. THE RESULT IS THE DIE SIZE OF YOUR IMPROVISED WEAPON.

IF YOUR IMPROVISED WEAPON BLOCKS TWO ATTACKS (OR IS BLOCKED BY TWO ATTACKS) IT BREAKS AND YOU MUST ACQUIRE A NEW ONE.

酔拳DRUNKEN MASTER: YOU AVOID USING WEAPONS FOR ATTACKING, BUT YOU CAN REDIRECT ENEMIES INTO THE STRUCTURE. IF YOU SUCCESSFULLY BLOCK AN ATTACK THE ATTACKER TAKES 1 HP DAMAGE AND THE STRUCTURE TAKES DAMAGE EQUAL TO THE ATTACKER'S HIGHEST DIE.

DRUNKEN MASTER ADVANCES BY PERFORMING NO ATTACKS DURING THE FIGHT.

相撲SUMO: YOU ATTACK BY SLAMMING ENEMIES INTO WALLS. YOUR BODY COUNTS AS A D4 WEAPON THAT CANNOT BE BROKEN, AND YOUR BLOCK COUNTS AS AN ATTACK THAT USES THE SAME DICE AS YOUR BLOCK.

SUMO ADVANCES BY DEALING AT LEAST 10 DAMAGE TO THE STRUCTURE DURING THE FIGHT.

僧MONK: YOU MAKE PRECISE STRIKES TO DISABLE YOUR FOES. YOU MAY REROLL YOUR ATTACK DIE ONCE EACH TIME YOU ATTACK AND USE BOTH RESULTS.

MONK ADVANCES BY AVOIDING USING WEAPONS TO ATTACK WITH DURING THE FIGHT.

忍者NINJA: YOU ARE NEARLY IMPOSSIBLE TO PIN DOWN. YOU MAY REROLL YOUR BLOCK DIE ONCE EACH TIME YOU ARE ATTACKED.

NINJA ADVANCES BY DEFEATING AT LEAST 5 OPPONENTS DURING THE FIGHT.

侍SAMURAI: YOU ARE A SKILLED AND ARMORED SWORDFIGHTER. YOUR SWORDS COUNT AS A D6 WEAPON THAT CANNOT BE BROKEN, AND YOU HAVE 2 EXTRA HP.

SAMURAI ADVANCES BY ONLY USING SWORDS AGAINST OTHER SAMURAI DURING THE FIGHT.

CHARACTER TYPES

NAMETYPE

INITIATIVE

HIT POINTS

SIZE

SPEED

FINESSE

WISDOM

DRAW YOUR CHARACTER

SPECIAL ABILITIES

ATTACK DIE

BLOCK DIE

WEAPON DIE

WEAPON DIE

GMSection

THE STRUCTURE THAT THE PLAYERS BEGIN IN IS FULL OF ENEMIES WHEN THE FIGHT ERUPTS. THERE IS A CONSTANT STREAM OF ENEMIES FOR THE PLAYERS TO BATTLE UNTIL THE STRUCTURE IS COMPLETELY COLLAPSED.

EACH PLAYER CHARACTER IS ATTACKED ONCE PER ROUND.

A STANDARD ENEMY HAS 2 HP, A D6 ATTACK DIE AND A D6 BLOCK DIE, AND ROLLS 2D4 FOR INITIATIVE.

SOME STRUCTURES HAVE A LEADER. A LEADER HAS 5 HP AND ENTERS COMBAT WHEN THE STRUCTURE HAS 10 OR FEWER SP. THE LEADER HAS A D10 ATTACK DIE AND A D8 BLOCK DIE, AND ROLLS 2D6 FOR INITIATIVE.

THE GM ROLLS TWO INITIATIVE DICE FOR THE ENTIRE GROUP OF ENEMIES BASED ON THE ENEMIES' HIGHEST INITIATIVE DIE.

IF A PLAYER CHARACTER DOES NOT ADVANCE, THEY GIVE UP THEIR DREAMS OF MANHATTARU AND BECOME A PURPOSELESS WANDERER, REMOVED FROM THE GAME.

2-STORY TEA HOUSESP: 80

BANDIT CAMPSP: 30

ANCIENT STONE MONUMENTSSP: 70

MARTIAL ARTS DOJOSP: 60

PAGODASP: 50

ROADSIDE BATHHOUSESP: 20

THE GM MAY ADJUST THE SP OF A STRUCTURE FOR A SMALLER (OR LARGER) GROUP OF PLAYERS.

THE STRUCTURE'S LEADER MAY ALSO BE WEAKER THAN NORMAL, WITH ONLY 3 HP, A D8 ATTACK DIE AND A D6 BLOCK DIE. A WEAKER LEADER STILL ROLLS 2D6 FOR INITIATIVE.

STRUCTURE TYPES

空白

2012 VIRAL GAMES

THIS HAS BEEN A 24-HOUR RPG CREATED WITH THE RANDOM THEMES OF

DESTRUCTION, WUXIA, AND THE NORTHEAST.

手合わせ