Beatdown City Sourcebook
Beatdown City Sourcebook
Beatdown City Sourcebook
Burning Stuff
If a character is thrown into a pool of acid or a flame, it immediately inflicts first turn damage. The
following combat turn, unless the victim of the burn has been immersed in water or some other purgative
method has been employed, the effect continues to burn the victim's body. At the very end of each
combat turn, after all actions have been completed,
Exploding Objects
Being thrown onto something explosive like an oil drum or a landmine Does normal throw damage Plus
that of the Explosion.
Blinding
Some techniques/Environmental stuff can hamper a characters ability to see. Lower all perception and
maneuver damage dicepools by the rating of the blindness which for maneuvers based on the technique
(example a thug with 3 punch eye rakes so you have -3 to your pools) or a value based on the
environment. Blindness diminishes I penalty per turn. If your penalty is bigger than that perception +
Blind fighting you are dizzied the first turn of your blindness.
Blinding level Penalty Example
Weak -1 Dim light, Brief weak flash.
Strong -3 A bright flash, deep darkness
Extreme -5 Pitch blackness, super bright flash, Having no eyes
Weapons
Weapons are generalized into fewer techniques for simplicities sake.
Stabbing Weapons
Weapons you Thrust with that are pointy.
Example: Knives, Broken Bottles, Sharpened Stick Spear.
Bludgeon Weapons
Blunt weapons you Swing with.
Example: Non broken Bottle, Club, Baseball bat, Board
Flexible weapons
Weapons that are swung like a whip.
Examples: Bike chain, whip, curling iron, morning star,
Choppy Weapons
Weapons you chop with that have a sharp edge.
Example: Sword, Axe, Road sign
Guns
Weapons that fire out a kind of ammo/projectile.
Example: Pistol, Crossbow, sniper rifle
Thrown Stuff
Weapons that are relatively aerodynamic that are thrown.
Example: Manhole Cover, Throwing daggers, Shurkens, Sharpened Hat.
Note: as per the Sharpened Throwing Hat gadget thrown stuff uses the athletics technique for damage.
To do list
Barrels
Bikes
Tazers
Environment
Breaking things
Breaking things is simple, just like players objects have soak and health levels.
Object Soak Example
Flimsy 1 paper, glass
Normal 2 wood, bone
Strong 4 Lighter metals, Ceramic armor, Brick
Superior 8 Force Fields, steel
Mega 16 Mythical substances, High tech super alloy
Basic thugs
These are rank and file masses of expendable fodder. They typically do not have a fighting style and can
Select Moves that any style can learn.
Attributes 5/3/2, Skills 10, Techniques 4, Maneuvers 3, Backgrounds 3, Health 5
Tough Thugs
These are a stronger breed of thug and can actually take a punch some actually have the basics of a
fighting style usually more common styles like boxing or karate.
Attributes 6/4/3, Skills 12, Techniques 6, Maneuvers 5, Backgrounds 5, Health 8
Lieutenant
These thugs are just below a Sub-boss and a formidable in their own right. Roughly as strong as a
starting character.
Attributes 7/5/3, Skills 15, Techniques 8, Maneuvers 7, Backgrounds 7, Health 11
Sub-Boss
These are the upper tier of gang members even capable of taking on a street fighter quite well.
Attributes 10/7/5, Skills 20, Techniques 12, Maneuvers 10, Backgrounds 9, Health 14
Boss
These Guys are bad news a major threat and can give a fairly tough warrior a hard time.
Attributes 13/9/6, Skills 25, Techniques 16, Maneuvers 14, Backgrounds 12, Health 17
Big Boss
The Big bad, these criminal kingpins can even endanger world warriors.
Attributes 16/9/7, Skills 30, Techniques 20, Maneuvers 18, Backgrounds 15, Health 20
New maneuvers
Basic Maneuvers
Shoot
The character shoots Gun or throws his weapon.
System: Has a range of perception + firearms and can be used with the jump maneuver.
Cost: None
Speed: +0
Damage: +0
Move: -2