Rumble! The Core Rules
Rumble is a GLoG hack for martial arts games in the style of Jackie Chan, Samuel Yao, Donnie Yen movies. It seeks to streamline martial arts combat while still making it fun and interesting. Because everyone loves fun and interesting! But not everyone loves crunch and built-in complexity.
Stats
Arms
Reactionary: attacks to this area are easier to dodge. You’re good at blocking hits within arms’ reach and moving attacks away from your body.
Block a mook’s all-out assault with one hand.
Powerful: punches and slaps thrown deal more damage. You’re able to lift things better with your arms, and wield heavier weapons.
Punches break bones.
Precise: Punches go where you want them to, distance is precisely what you want it to be. If you block an attack with your arms and try to redirect it, you can do that better.
Throw a bullseye with a dart every time.
Enduring: your arms don’t get tired, and can take a beating.
Arm wrestle for days on end.
Quick: you punch lightning quick, and can probably fit extra punches into your turn.
Arms are a blur of motion in combat.
Legs
Reactionary: attacks to this area are easier to dodge. You’re good at blocking hits within legs’ reach and moving out of harm’s way.
Block a mook's all-out assault with one leg.
Powerful: Kicks and knees thrown deal more damage. You’re able to jump farther and higher.
Parkour back and forth up walls.
Precise: Kicks go where you want them to, distance is precisely what you want it to be. You have impeccable balance.
Stand one-legged on a wire, calm and balanced.
Enduring: Your legs don’t get tired, and can take a beating. You can run for a while without getting fatigued.
Run ultra-marathons.
Quick: You kick lightning quick, and can probably fit extra kicks into a turn.
Run across small bodies of water with a running start.
Hands
Reactionary: you can intercept things with your hands, if that does anything. Useful for tracking multiple opponents.
Catch a lightning-fast kick and redirect it.
Powerful: your grip strength is incredible.
Support your body by gripping with just your fingertips.
Precise: you can pluck things out of the air, if you can grab them.
Catch an arrow out of the air.
Enduring: your hands can take a helluva beating. They also don’t tire easily, say if you’re grappling with someone for a long time.
Punch a tree for 5 minutes straight without drawing blood.
Quick: you complete fine motor tasks incredibly fast, if you’re good at them.
Pick a lock in seconds.
Head (a core personality trait. Not something flashy, or a catch line, but an undercurrent of your behavior).
Reactionary: you notice things super quickly.
Powerful: you do not change your mental state easily (from fear or charm for example).
Precise: you are able to recall precise bits of information.
Enduring: you have mental fortitude, high pain tolerance.
Quick: you are generally intelligent and personable.
Core: adds a general +1 to checks of the core’s Tag.
Reactionary: you have a sixth sense for danger.
Powerful: your explosive movements just have a little bit of extra juice in them.
Precise: You have quite good proprioception, awareness of your body in space.
Enduring: you can take a hell of a beating, period.
Quick: You’re quite flexible.
Every time you level up, add a Tag to a Limb.
Checks
Combat
Initiative goes in the order of the person with the most Reactionary tags to the least. Ties go to Speed tags go to a coin toss.
Combat has 4 Steps, which go player-by-player:
1. Player moves if they want, and declares an attack on someone within range. If you move, subtract one from the results of Powerful dice rolled for damage on punches, and 2 for kicks (unless you walked on your hands, then its the opposite, but you probably can't do that).
2. Attacker chooses where they want their attack to land, and what limb they're attacking with. Fists can't hit legs unless you're a monkey or you're crouching. Hand attacks deal Half damage when all is said and done. Head attacks can hit the head or core and don't really do anything unless you're grabbing your opponent.
3. Defender chooses to block or dodge. Block: The defender must choose a limb to block with. Then they roll a Reactionary check. If they succeed, they take one damage, and additional damage for additional Powerful tags. Arms can block your upper body and Head, Legs can block your Legs and Core. If you take no damage from a block, you may try to redirect. Dodge: roll a Reactionary roll with the targeted limb to see if they dodge. They must move out of the way of the attack unless they roll a 6+, in which case they can choose to dodge in place. Moving out of the way means changing one’s tile. They can also crouch if they were punched, or jump if they were kicked (staying in place)
4. Attacker rolls damage by making a Powerful check with the attacking limb.
- With the attacking limb:
Reactionary: You can feint with that limb [# of Reactionary Tags] times per combat. Your opponent must reroll their defense dice.
Powerful: Rolling damage is a Powerful check, so the more Powerful you are, the more damage you deal.
Precise: Damage dice explode on 5-6 (5-6’s allow you to roll another die, continuously). If you attack with your legs or a weapon, your opponent must move closer to you to attack you.
Enduring: the health of the limb. A limb normally has 4 health: each enduring tag adds 3 more.
Quick: -[# of Quick Tags] from opponent's block/dodge die results.
- With the defending limb:
Reactionary: how successfully you protect yourself.
Powerful: n/a
Precise: Tests to redirect.
Enduring: the health of the limb. A limb normally has 4 health: each enduring tag adds 3 more.
Quick: your ability to attack if you got attacked on a turn.
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