Danger Patrol.pdf

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beta
playtest kit
02.19.2010
By John Harper
oneseven@gmail.com
this work is licensed under the Creative Commons attribution-
Noncommercial-share alike 3.0 United states license. to view a copy of
this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/us/
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the steps
the stuff you need
1
gather everyone at the table
F Character Sheets printed from this pDF and cut in half
to make 8 Style cards and 8 Role cards.
the
the
2
introduce the style cards
F GM sheets and a rules summary for each player.
Gaming stones
3
introduce the role cards, talents,
F
to use as power tokens . you’ll need about 8
per player.
a bunch of
powers & special abilities
F
polyhedral dice , from d4 to d12. (ive of each
size should do)
a bunch of
4
create names for the heroes
5
introduce the heroes
F
red danger dice (d6s). a dozen or so.
a couple of
F
bowls to hold the dice.
1 paperclip for each player
6
introduce rocket city & the solar
F
(to slide on the danger meter to
show their current danger level).
Index cards
system
7
time to start the show!
F
. a whole bunch. you need these to create threat
markers. i usually cut a 3x5 card in half for a threat marker.
and a 1/4 card can be used for a pC marker.
a
8
set up the action arena
F sharpie to write on the cards.
a
9
action!
F table with space in the middle for the dice, poker chips,
and the battle board (the space where you’ll put the threat
and pC markers). ideally, everyone should be able to reach
the two dice bowls.
10
round two (and beyond)
11
interlude
12
suspense!
13
more action! more suspense!
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1 Here’s the opening speech:
We’re going to play Danger Patrol, an action/adventure
retro sci-i game. The idea is to create the episodes of a
50s-style TV show in the vein of the old Flash Gordon and
Buck Rogers serials (with maybe a dash of the Venture
Bros., Star Wars, and Indiana Jones).
You’re all going to play members of the elite Danger
Patrol —special super-powered crime ighters who
protect Rocket City from evil Stygian Adepts, the nefarious
agents of the Crimson Republic, rampaging monsters set
loose by mad scientists, and other crazy threats.
To make your Danger Patrol hero, you’re going to pick a Style
and a role . Your style tells us what kind of being you are: A
Robot, a Mystic, a cybernetic Atomic, or something else. Your
role tells us what your job is on the team: A super-spy Agent,
an elite soldier Commando, a wiley Detective, etc.
Are you ready? Let’s go!
2
introduce the
style cards
alIen : the “make your own style” style. say which world in
the solar system you’re from (yes, pluto is a planet and so is the
mysterious planet X).
atoMIC : a cybernetic soldier created just before the end of the
atomic wars that destroyed the earth. you have an atomic reactor
in your chest. you are superman (or -woman!) essentially.
GhoSt: you are a spirit whose soul is trapped between this world
and the great beyond.
IntRepId: you don’t have fancy supernatural powers, but your
courage, resourcefulness, and luck get you through the toughest
scrapes.
MyStIC : an enlightened master of the occult, magic, and other
dimensions.
pSyChIC : Mental powers of telepathy and telekinesis are the
domain of this master of all things mental.
Robot : you’re a Robot!
two-FISted : you’re a human with no supernatural powers, but
you are tough, strong, and ready to rumble!
each player picks a style. it’s okay if two people choose the same
one (assuming you printed extra sheets).
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gather everyone
at the table
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name
atomic
guide to a style card with
professor bradbury
tRaItS
each Danger patrol hero is skilled in eight areas of expertise,
corresponding to the eight different Roles on the team: agent,
Commando, Daredevil, Detective, explorer, Flyboy, professor,
and Warrior. these areas of expertise are called traits . you’ll
assign dice to these later, but don’t worry about that right
now. Four of your eight traits are on the style card (the other
four are on the Role card).
agent
commando daredevil detective
CyboRG body: your body is armored and your internal organs have
been replaced by a fusion reactor and cybernetic parts, making you
incredibly resistant to harm. you suffer no penalty for marking a
Stunned or Injured box —your target number doesn’t go up to 5, and
your trait dice don’t go get smaller.
talent each style has a talent , which is a special quality unique to
that style. Most talents let you break a rule in some way.
FuSIon oveRload: Override the safeties on your
internal fustion reactor to generate a dangerous amount
of power. add +2 hits to your action roll.
poweR each style has a power , which is a maneuver your hero can
use for the cost of a power token . you’ll earn power tokens
by going into danger.
Atomic Strength
[+] [+]
Atomic Speed
[+] [+]
SpeCIal each style has four special abilities , which are cool stunts,
training, knowledge, or supernatural abilities that help your
hero by giving them bonus dice (the [+] symbols). When you
use a bonus die, you mark it off. you can “refresh” some of
your marked-off [+] during an Interlude (see p. 20).
Atomic Beams
[+]
Z-Ray Vision
[+]
Spend a power
token to:
F Do +1 hit
F Reduce a hit
F Activate a power
baShed
Stunned
danGeR the danger meter is a very important part of the game. as
your hero goes into danger, your meter will go up, and you’ll
earn rewards like power tokens. in this game, danger is your
friend. Usually. Until you get vaporized.
power
____________
danger F
4
abIlItIeS
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3 aGent : the ultimate super-spy. Good at recon, stealth, deception,
and manipulation.
CoMMando : the soldier. Good at tactics and shooting.
daRedevIl : athlete, stuntman, acrobat, and all-around risk-taker.
deteCtIve : strong-willed, insightful master of forensics,
investigation, the criminal underworld and reading people.
exploReR : experienced traveler of the solar system. expert in all
things alien, especially animals, monsters, and strange ruins.
Flyboy : Male or female—an expert pilot, driver, and astronaut.
pRoFeSSoR : Master of all the sciences and a whiz with technology.
waRRIoR : the hand-to-hand combat and melee weapons expert.
each player picks a role. No two players should have the exact same
style/Role combo.
Distribute your
introduce the role cards, talents,
powers, & special abilities
danger cadet billy says,
“what do the symbols
on the cards mean?”
the dp “lightning” icon means the ability costs a power token
to activate.
you can also spend power tokens by themselves to do an extra
hit or reduce a hit you take. see part 9: action! for details.
the cross symbol means the power helps you or an ally.
the shield symbol means the power is defensive.
F
trait dice . you get a d12 in your main role trait.
then you get 1d10, 2d8, 3d6, and 1d4 to distribute among the
other seven traits (one die per trait).
Choose your
the crosshairs symbol means the power is an attack.
the arrow symbol means the power involves taking actions.
F
uniform colors . every hero wears the two-tone
Danger patrol uniform (customised to suit their looks).
Choose your
the star symbol stands for “miscellaneous” powers.
F
weapon : Raygun, electro-Blaster, or turbo-Rile.
the [+] symbol means bonus die . When you add bonus dice to a
roll, the irst one is a d10, the second is a d8, and the third is a d6
(you can’t have more than three bonus dice on one roll).
When you use a bonus die, put a mark through its symbol to
show that it’s been used. you can refresh uses of bonus dice
during Interludes (see p. 20).
you start with all of your Stuff . you can use your stuff as much as you
like. you can also check off the box next to an item and get a bonus
die (see below).
after you’ve chosen your style and Role, take a minute to review the
talents , powers , and special abilities on the cards. For details, see
Part 9: action! , p. 13.
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