- [quote] | [reply] | [edit] | [delete] | msg #1
- Rules
- Core Rules:
- Space Punx 2e CharGen
- Creating a Space Punk:
- First, pick a class from the list, or make one yourself along the same lines.
- Then, add two advantages on top of that- "Electronics +1d6" or "Piloting +1d6".
- Then, add 2d6 of Gear, either as one item or two. You can add another d6 to a starting item by making it Unreliable.
- -----
- Tests:
- In Space Punx 2e, tests work like this: You roll 2d6 + any advantages you have that apply + the bonus of the best applicable piece of gear you have. The GM rolls 2d6 + any modifier that might make the situation harder. Both of you take the best two dice.
- If any player would roll more than five dice for a test, they instead roll five dice and keep an additional die. If they would roll more than ten, they roll five dice and keep the top four dice. If they would roll any more than 15 dice, they just roll 5 and keep all the rolls- there's no benefit to going beyond 15.
- -----
- Shitometer:
- 1: Fucking Sweet
- 2: Sweet
- 3: Good
- 4: Okay
- 5: Bleeding
- 6: Wrecked
- 7: Fucking Wrecked
- You start out at "Okay." If you succeed in doing something that's Punk As Fuck, you go up a level on the chart. If you fail an opposed test to not get your shit wrecked, you lose one level, plus one level for every six points on the die roll your opponent beat you by. If you drop off the bottom of the chart, you become Screwed.
- -----
- Wrecking People's Shit:
- It doesn't matter to punks how they try to beat up punks. Whether it's with hacking, explosives, guns, or a shiv between the ribs, it all falls under the category of Wrecking People's Shit. Unfortunately, punks tend to fight back when people try to wreck their shit. So here's a guide to wrecking other people's shit and keeping yours intact.
- Whenever you try to deal damage to a person or their vehicle, you are trying to Wreck Their Shit. This is a special, opposed roll. You roll 2d6, plus whatever bonuses you may have - for example, really good weaponry, large explosions, a stolen pass-phrase to their ship's command computer- and they roll 2d6, plus whatever bonuses they may have - for example, firewalls, armor, crazy ninja dodging skills. If you roll higher than them, they take one level of Wreckedness, plus one level for every six points you beat them by on the roll.
- Vehicles are a special case. They have a separate Wreckedness track from their owners, and if a vehicle becomes Screwed, it's destroyed automatically. If this would place its passengers in immediate, life-threatening danger (plummeting from the sky, exposed to space, trapped underwater, in a high-speed collision), then they automatically become Screwed, no matter how well shit was going for them before.
- -----
- Being Screwed:
- If you have dropped off the bottom of the chart, you are Screwed. Something has gone badly enough that you are about to get killed.
- If you take damage while Screwed, you die.
- The only actions you can take while you are Screwed are ones that are Punk As Fuck.
- If you can come up with something Punk As Fuck, then you can take one of the following options:
- -He Died Punk As Fuck: You're screwed, but you're gonna go down like a Punk.
- You can automatically roll the maximum possible on one action of your choice by doing something Punk As Fuck. This WILL kill you, but you'll die as punk a death as ever would be possible.
- -Make a Break for It: You attempt a balls-to-the-wall escape. All enemies within attacking range can make an attack against you. If they all miss, you regain three levels on your shitometer and are no longer Screwed. Otherwise, you die.
- -Don't Have Time for This Shit: You attempt to wreck your enemies' shit before they have time to kill you. You can make an attack on all enemies within range. If all of them hit, you regain three levels on your shitometer and are no longer Screwed.
- -----
- Screwing Up:
- It's possible that in truly bad cases you might become Screwed not because of enemy action, but because you did something truly stupid or dangerous. In this case, roll an attack against yourself, because it's your own fault you got into this mess. The DM may assign bonuses to this attack depending on the amount you screwed up and the circumstances. For a regular failure, say failing to clear the blast radius of your explosives, we suggest +1d6. For truly stupid behaviour, (Venting yourself out an airlock into space) this might go up to +3d6 or higher. If you hit yourself, you die. If not, you return to being Okay and are no longer Screwed.
- -----
- Being Punk As Fuck:
- Whenever you take an action, you may declare that you're attempting to do something that's Punk As Fuck. If the majority of the table agrees that what you're doing is Punk As Fuck (may be subject to veto by GM, so long as GM is not a dick), then you are considered Punk As Fuck for the round. If you take another action that's Punk As Fuck on your next round, you are continually Punk As Fuck until you spend an action doing something that isn't Punk As Fuck.
- Whenever you do something that's Punk As Fuck, all your bonuses that would apply to that action double- if you would roll 1d6, roll 2d6 instead. (The GM may apply additional bonuses to sufficiently Punk actions.) However, if you fail to do something that's Punk As Fuck, you Crash and Burn.
- -Crashing and Burning:
- Whenever you fail to do something that's Punk As Fuck, you must immediately roll 2d6 against your previous, failed roll. If you beat it, nothing bad happens- you stick the landing. Otherwise, you lose a level of Wreckedness and can't attempt to do anything Punk As Fuck for 1d6 rounds while you reconsider ever doing shit like that again.
- If Crashing and Burning would result in you becoming Screwed, you instead automatically succeed at whatever you were doing, but die in the process. When Punks get pushed to the wall, they don't go down lamely.
- -----
- Technology:
- It's a common constant in the life of a Punk that they're always outgunned. Alien weaponry and armor far outclasses what a Punk has, and it's too complex for most Punks to operate. But that never stood in the way of a good Punk- it's a classic tenet of punkdom that you pick up and use even the most worthless of scrap. Thus, Punks tend to jury-rig alien tech so that it works for them.
- Jury-Rigging
- Players normally cannot use alien tech. However, if a player with electronics or hacking trained spends a round with a piece of alien technology, they can Jury-Rig it into a form that they can use. This has two effects: Firstly, it reduces that item's bonus by 1d6; secondly, it renders it Unreliable.
- Unreliable Equipment:
- Punks often have to rely on equipment that's shoddily constructed, even more shoddily modified, and overall a total piece of shit. This equipment is, in short, Unreliable, and should be marked as such.
- Whenever a Punk rolls a 1 on any die rolled to use an Unreliable piece of equipment, the action still occurs but the equipment breaks somehow. Roll 1d6 on the chart below:
- 1- Holy Shit!: Hell yeah, that's what you're talking about! Double the bonus the Unreliable equipment gives for this round.
- 2- Left me Hanging Whatever: it is, it's taking longer to do its job than it should. Delay the results of the roll until the Punk's next round.
- 3- Jammed: We seem to have a hiccup. The equipment is rendered useless until someone with a relevant skill spends a round repairing it.
- 4- Screwed Up: Whatever it is, it's ain't working. The equipment is rendered useless until someone with a relevant skill spends a full day repairing it.
- 5- Dud: Whatever it is, it's beyond repair now. The equipment is rendered absolutely useless permanently.
- 6- Skaboom!: Whatever it was, it's an explosion now. Everyone within a reasonable blast radius take an attack at 2d10 + the bonus of the equipment. If whoever was using the equipment isn't rendered Screwed by this, they're automatically considered Punk As Fuck next round.
- Broken Equipment:
- Punks react badly when their shit doesn't work. If last round a piece of equipment a Punk controls became permanently or temporarily useless due to an Unreliability roll, the Punk may choose to permanently destroy it in order to automatically become Punk As Fuck for the round.
- -----
- Base Classes:
- Hacker
- +1d6 to any roll involving electronics or technology.
- +1d6 to any roll done to help someone else.
- Whenever you do something that's Punk As Fuck, everyone in your gang gets +1d6 to their next action regardless if you succeeded.
- Motorhead
- +1d6 to anything involving controlling a vehicle.
- +1d6 to any roll to not get your shit wrecked, whether it's you or your vehicle.
- Whenever you do anything that's Punk As Fuck, you're immune to anything that would normally kill you or destroy your vehicle until you stop being Punk As Fuck. At worst, you'll be mortally wounded and die when you stop being Punk As Fuck.
- Grifter
- +1d6 to any roll to make someone do what you want.
- +1d6 to any roll to gain access to places where you shouldn't be or hide shit you shouldn't have.
- Whenever you do anything that's Punk As Fuck, everyone who saw it and isn't part of your gang gets -1d6 to their next action regardless if you succeeded.
- Pirate
- +1d6 to anything involving controlling a vehicle.
- +1d6 to any roll to wreck someone's shit.
- Whenever you succeed at doing something that's Punk As Fuck, you may cause something in your line of sight to explode. There does not have to be a reason why it explodes. If this would wreck someone's shit, roll against them normally as if you had attacked them.
- -----
- Fluff:
- The Feds
- These are the guys that are the reason Earth's a shithole. The Galactic Federation, formed way the hell back before Earth even had humans, is a group of alien species that basically makes it their job to fuck everything up for everyone who isn't in their fancy little club. While they're technically from a whole bunch of alien races, they're all genetically modified and technologically enhanced to the point where you can't tell the squid-face aliens from the little grey men from the rich human suck-ups who gave them the "authority" to screw over the rest of humanity.
- Fed officials are generally slimy, weaselly little bureaucrats with a raygun hidden up one sleeve and no spine whatsoever, hiding behind a wall of lower-class goons that barely know one end of their shitty alien-tech guns from the other. As such, they're popular ransom targets for Punx, if the punks can manage to ignore their self-righteous whining for long enough to get paid.
- Goons
- As far as Punks are concerned, it doesn't matter what their latest enemy is. They're in the employ of the Federation, and that makes them Goons.
- Goons have no advantages, they only have gear. They start at "Good" on the shitometer, and if they become Screwed, they die. The most lightly armed Federation Goon has at least 3d6 of Federation equipment on him, and will always carry at least one item with a bonus of 2d6 or higher. The most heavily armed goons may have up to 10d6 of equipment or more, all of it Federation Tech.
- Goths
- Wherever there are Punks, there are Goths as well. More depressed, less instinctual, but still following in the footsteps of the Punks. While Punks are always firmly anti-establishment, Goths can waver.
- Goths have less emotional range than Punks, but they're more deliberate and plan more- and their central belief that death and suffering can be good things renders them vicious fighters when cornered. Unlike Punks, some Goths are known to fall for the Federation line. These "CorpGoths" are some of the more dangerous opponents a punk can face, because unlike most Federation agents, they understand how Punks think.
- Goths, like Punks, are always human and can't operate Federation technology. However, unlike Punks, they're never Punk As Fuck- rather, they're Goth As Fuck. Smashing through a window on a jetpack firing wildly isn't Goth As Fuck. Blowing that window up and coming crunching through the rubble in heavy leather boots, spraying bullets at anything that still moves, is Goth as Fuck.
- Being Goth As Fuck acts exactly like being Punk As Fuck mechanically, but a Goth can't wreck a ride or destroy equipment to automatically become Goth As Fuck. Instead, they automatically become Goth As Fuck for a round whenever they render someone Screwed, and anything they do while Screwed is automatically Goth As Fuck. Being near death fuels the Goth.
- Goths, unlike Punks, have two less steps on their Shitometer, representing their depressed emotional range. As such, the maximum level of Wreckedness a Goth can be at is Sweet, and their minimum before becoming Screwed is Wrecked.
- The DM may choose to allow Goth player characters if he wishes.
- Cyberpunks
- It's rare for the federation to actually take notice of Punks for more than a few seconds. But when a gang becomes truly powerful, truly influential- actually able to threaten the Federation, even in some small way - then the federation has a standard answer. The Cyberpunk. Whether they're opportunistic sellouts or forcible converts, Cyberpunks are nihilistic, brainwashed killing machines that still somehow contain the spark of awesomeness that burns within every Punk. As such, they are the most dangerous foe any Punk can face- because they're Punks with the Man on their side.
- Cyberpunks are built exactly like Punks, except that they get an additional 5d6 of Federation equipment to distribute as they wish, and can use any piece of federation technology they wish without modification. Gangs should be warned- multiple Cyberpunks will almost always destroy any gang they come across.