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Mystic, Influence Machine, Distance Muscle, Melee Defense

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Strange musicians from a distant realm...

you were
not the first to be lured to this place by the Wizard’s
metal chariot! Countless lands has he scoured of their
prizes and people, to fuel his mighty slave army of
science and sorcery! You may have escaped the
Wizard once, but you will never defeat him and return
home in his chariot unless you win from his monsters
the ancient garments of protection!

Take these laser guitars, these holodrums, and these


psychrophones, and seek your destinies!

Vocals Mystic, Influence Name


(Inflict penalty on enemy's attack roll)
Outfit
Guitar Machine, Distance Defense
(Inflict damage on an enemy's LP from a distance) Muscle Mystic Machine

Drums Muscle, Melee Head


(Inflict damage on an enemy's LP from close range)
A player character (PC) has 5 points to spend on stats, and every PC Torso
must have at least 1 point in each stat. If you defeat a Dungeon Lord, Arms
you may each permanently increase one stat of your choice by 1 point.
Legs
L P Life Points
Feet
Your Life Points (LP) total is equal to your Drums stat +1. If you are hit
by an attack and cannot block it with your outfit, you lose 1 LP. If your
Total Defense
LP total ever reaches 0, you are hypnotized, unconscious, or captured,
Muscle Mystic Machine
and cannot act for the rest of the encounter. You recover 1 LP per scene.

The Dice The Well of Rock


This game uses red and black six-sided dice. The Well of Rock is a shared pool that any player can draw from.
You always roll at least the black die during a check. If you roll more Every time a player rolls an unmodified 6 (on any die), the Well of Rock
than one die at a time, the additional dice will be red. gains one Rock Point (RP). For example, if a player rolls a 6 on the black
To make a check, roll a number of dice equal to your stat, starting with die and a 6 on the red die, the Well of Rock gains 2 RPs. The Well of Rock
the black die. For example, to attack from a distance, you would roll is a shared pool, and Rock Points can be spent by any player to add a
your Guitar stat. If your Guitar stat is 4, you would roll one black die bonus to the black die. Each RP spent adds +1 to the black die's result.
and three red dice. If your Guitar stat was 1, you would only roll one To draw from the Well of Rock, the player must announce that he is
black die, and would not roll any red dice. spending Rock Points before the check is rolled.
Your check's result is equal to your black die's total result, plus the
highest result among your red dice. For example, if you rolled a 5 on Rocking Out
your black die, and 3, 4, and 4 on your red dice, your result would be Whenever the black die's total result is higher than 6 because of Rock
(5+4), or 9. If you spent any Rock Points from the Well of Rock, each Points, each of the other players may immediately make a Vocals,
point would add +1 to your black die's total result for that check. Guitar, or Drums check and add his check’s result to the total. For
If your check’s total result (after all modifiers) is equal to or greater example, if the first player makes a Drums check and the result is an 8,
than the NPC’s defense stat, the check is a success. If the check is an and the second player makes a Guitar check and the result is a 5, the
attack, the NPC loses 1 LP. If the check is Influence, the NPC’s next roll total result for the first player’s Drums check would be (8+5), or 13.
has a penalty equal to the Influence check’s total result. After Rocking Out, each of the other players may act as usual during his
normal turn.
Acting Order Adversaries
In combat or other situations where the players want to act before NPCs, Caveman (L.5) Zombie Knight (L.12)
acting order is determined by both sides rolling a die (a tied result goes to Swamp-dweller with dim eyes and Ravenous experiment of man
the PCs). The side with the higher result may act first, in any order as scavenged tools of the Wizard. merged with monster.
decided by the players, or by the Wizard in the case of NPCs.
Muscle 2 Muscle 6
Mystic 1 Mystic 4
Any points currently in the Well of Rock are added to the players' result. Machine 2 Machine 2
These Rock Points are not spent when determining acting order. LP 1 LP 6

Death Droid (L.7) Alien Spawn (L.13)


Clothing Drawn from a world where man’s Devolved descendant of a
Every piece of clothing has three types of damage that it protects against: creations rose up against him, and beached and decaying starship.
• Muscle: Swords, bites set against the Wizard’s foes. Muscle 1
Muscle 3 Mystic 6
• Mystic: Wizard spells Mystic 1 Machine 6
• Machine: Lasers, cyberdragon breath Machine 3 LP 5
LP 2
If the attack result is less than the protection of the clothing, the character White Ape (L.15)
is unharmed. If the attack is equal to or greater than the protection granted River Siren (L.8) Albino giant dwells amid the
by the clothing, the character loses 1 LP. Hypnotic bathing beauty competes crumbling pyramids of its
with her friends for fresh kills. creator-race.
Every PC begins with 10 points of clothing, allocated against the three
Muscle 3 Muscle 8
damage types as indicated. For example, a starting PC could have a vest Mystic 4 Mystic 3
with Mu3/ My4/ Ma4, or a combination of multiple pieces of clothing Machine 1 Machine 4
with a Total Defense of Muscle 3, Mystic 4, Machine 4. LP 3 LP 9
The player is free to describe his starting clothing. More clothing can be
gained during play by defeating enemies. The Wizard will decide when Dinosaur (L.8) Stellar Squid (L.15)
Towering reptile hunts nubile Huge celestial forager keeps
new clothing is discovered. Generally, whenever combat occurs in which women-warriors in jungle-choked watch on the land below for
the players Rock Out, there is a 1-in-6 chance they will discover a new piece vent of abandoned megastructure. stray morsels.
of clothing at the end of the scene if they are successful in combat. Muscle 6 Muscle 9
Dungeon Lords always yield new clothing when defeated. Mystic 1 Mystic 5
Machine 1 Machine 1
LP 5 LP 8
NPCs
Unlike player characters, NPCs only have three stats: Muscle, Mystic, and Techno-barbarian (L.10) Mentaloid (L.16)
Machine. Fierce beast-rider seeks to prove his Failed creation of the Wizard set
worth in suicide charges. loose into the wasteland.
The NPC has a number of points equal to its level rating to divide between Muscle 4 Muscle 3
his three stats. For example, a 10th-level NPC would have 10 points to Mystic 2 Mystic 8
divide between his Muscle, Mystic, and Machine stats. Every NPC must Machine 4 Machine 5
have at least 1 point in each stat. The six Dungeon Lords are all 20th-level. LP 4 LP 9
To make a check, the NPC rolls a die and adds his stat to the result. For Witch-Woman (L.11) Cyberdragon (L.20)
example, a cyberdragon would roll a die and add 8 to the result to use its Cruel seductress commands a tribe Captured and mechanized by the
digital breath attack. If the die's result was 3, the total result would be of mutated subhumans. Wizard, its circuit mind is bent to
(3+8), or 11. The attack would inflict 1 LP of damage unless the PC's Muscle 3 his dark will.
Machine defense was higher than 11. Mystic 6 Muscle 7
Machine 2 Mystic 5
Groups of NPCs cannot Rock Out together. LP 6 Machine 8
The NPC's defense stat is equal to his Muscle, Mystic, or Machine, LP 11
depending on which stat (Vocals/Mystic, Guitar/Machine, or
Drums/Muscle) is being used to attack him. This has been a 24-hour game created with the themes of
An NPC's Life Points are determined by adding the character's highest Metalheads, Team Attacks, and Clothing.
and lowest stats, then subtracting 2. For example, an NPC with stats of 2019 Viral Games
Mu4/My5/Ma3 would have (3+5)-2, or 6 LP.

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