AssassinX - Rulebook.pdf

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AssassinX
AssassinX is an RPG exercise in violent nihilism and excess, it is not a manual for
killing your friends or enemies, and it is a game, something that is make-believe,
fictional, not real. If you go out and do something stupid and violent in the
real world, don’t go blaming it on me, chump. I just wrote a game in a fit of
violence.
AssassinX was inspired by the sheer insanity of trying to produce a full
RPG in 24 hours. It was written to “When Worlds Collide”, “Beautiful
People”, a remix of “1999”, “Sex and Violence”, “Death & Destruc-
tion”, “Police Truck”, “Bombtrack” and “Stray Bullet”. Repeating
over... and over... and over again... very loudly.
Written by:
M Jason Parent
This is not an RPG for extended gaming, if you find this sort
of game to be one of deep soul-searching and personal ca-
tharsis, may I suggest you seek some sort of professional
attention instead of locking yourself away playing vio-
lent and horrible games like this.
Playtested by:
The voices in my head.
Layout, Design & Graphics:
M Jason Parent
Due to the limitations of the form (being a 24 hour
RPG), this game has several shortcomings and is
overly simplified in some sections. Live with it.
Special Thanks:
My wife, Denise. Phil Reed for
introducing me to 24hr RPGs. My
kids for knowing I’m not quite this
psycho.
All text in this game starting on the next
page is released as Open Game Content
in accordance with the Open Game Li-
cense, version 1.0a. The text, however
remains the copyright of Nouzui
Games, and can only be reproduced
in compliance with the terms of
the Open Game License or un-
der specific license from M
Jason Parent and/or Nou-
zui Games.
Contents
How to Abuse this Book 3
Some Assembly Required 4
Getting Your Kill On 8
Spilling Blood 10
Tools of the Trade 12
A Life of Death 13
The Wages of Sin 21
Open Game License 22
Author’s Notes 23
Character Sheets 24
This is the first edition
of AssassinX, writ-
ten on July 24 &
25, 2005, as part
of the 24 hour
RPG project.
Believe it or not, M Jason Parent is an award-winning author of various RPG sup-
plements. This is his first misguided attempt to produce a full RPG system in 24 hours,
and one he certainly regretted. It must be added that although he is a fair shot with a
gun, he harbours no strange need to kill those around him. He’s not even remotely violent.
Honest.
Nouzui Games is a tiny little imprint for M Jason Parent’s solo game writing efforts. The name
is misleading, as this game has nothing to do with brains, except splattered on the wall.
Page 2
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AssassinX
Like most RPGs, this book is broken into logical and fairly discrete chapters that
introduce the character generation system, the game system proper, combat,
the tools of the trade and other goods, how to make a life out of murder,
and how to continue playing the same murderer from game to game while
slowly getting better at the art of slaughter.
The first chapter, called “Some Assembly Required” gets right to the
heart of the assassin, showing you how to generate a murderous
bastard of your own for playing this game. It includes details on
all the primary and derived attributes as well as some notes on
the other stuff you need to try to give your murderous alter-
ego some character beyond “I live to kill, killing is my life”.
“A Life of
Death” intro-
duces us to cam-
paign play - tak-
ing these murderous
bastards we have cre-
ated and giving them
a reason to kill beyond
their own hunger for the
blood of those they slaughter.
Here we discuss the two main
settings for the game - playing
professional hit men for a secret
agency of some kind (or independent
operatives), or running a game for a
group of psychopathic killers who do it
for some twisted higher purpose.
Next we learn about “Spilling Blood”, the
combat mechanic of AssassinX. Starting
with initiative, a description of what
actions can be taken in combat, and
how to resolve those actions and de-
termine the gory results.
The next chapter is the “Tools of
the Trade” - with basic details
about weapons, armour,
and other equipment that
an assassin might find
useful.
Finally, “The Wages of Sin” covers rules for
advancing a character from session to session,
for handing out experience for a murder well-ex-
ecuted to spending it and learning from the hard
work of slaughter.
Once again, this is only a game. A fucked up game, but a
game. We do not advocate going out and killing your pets,
seducing your hated enemy’s daughter to get close enough to
kill him, or running around with guns or sharp objects. Espe-
cially running around with sharp objects. Didn’t you listen to
your mother? You can take an eye out with that!
Page 3
The next chapter, “Getting Your Kill On” throws the
basics of the game at you - the Kill Test. This is the
basic mechanic used for almost everything you do in
AssassinX - from seducing your victim’s daughter
to spreading his entrails out in artistic fashions
throughout his mistress’ place of residence.
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AssassinX
In AssassinX, you are the Assassin(s). Each character is represented by a set of
attributes that are generated randomly. Each attribute directly affects how
you you kill, and playing to the strengths of these attributes will make your
assassin more effective than playing to your weaknesses. These six pri-
mary attributes (Cool, Hunger, Beef, Finesse, Fellowship and Eyes) are
determined by rolling 4d4 for each attribute. Alternately, they can be
bought using a point-buy system, with 60 points to spread between
all six primary attributes.
Cool : This attribute represents your ability to keep your cool
under stress, to be a calm, cold-blooded killer. Assassins with
a low cool are hot-blooded killers who flip out and kill peo-
ple in a red violent haze, beating them to a bloody fuck-
ing pulp, splattering brains down the walls with fervor
and abandon, while assassins with a high cool tend
to be cold fish who kill without thought or remorse,
almost by reflex, lacking the passion for the act.
Cool modifies how you react to trouble. A cool
killer is always in control and picks and
chooses when and where to act. A flipped-
out psychopath acts now, and starts to
think about it when it is all over. Cool
also modifies your accuracy when
killing people with personal fire-
arms - at least whe they aren’t
on full auto. Finally, cool is
your last resort if the cops get
you, or worse, the enemy.
With enough cool, you just
might keep your mouth
shut while they are
busy tearing out your
fingernails with hot
pliers, or when
the cops are
working you
over with
batons and
pepper
spray.
Hunger affects your brutality in hand to hand
combat, with hungry killers being fucking terrifying
when the shit hits the fan. Hunger is also important for
determining how much punishment you can take before
packing it in. A killer without the hunger, the need for the
kill, will succumb to his wounds while a truly hungry killer
will keep working for it as long as he can suck air down into
his bloody, pulpy lungs.
Page 4
Hunger : Almost
the antithesis of Cool,
your hunger dictates
your need to kill. An assas-
sin with a high hunger needs
to kill, it isn’t a job, it isn’t a
calling, it’s the very lifeblood, an
addiction to blood that cannot be
quelled, no matter how many fall
to it. An assassin with a low hunger
is less driven to the act of murder, see-
ing it as a job more than an obsession. A
low hunger assassin can go months or even
years between gigs, while a high-hunger as-
sassin will make his own work if there is none
in the offering.
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AssassinX
Beef : This is how tough and strong you are, a measure of physique. Beefy kill-
ers are big mother fuckers who would be wasting their lives lifting weights or
bouncing at a bar if they lacked the hunger to be doing this line of work. Kill-
ers without much beef tend to be skinny or scrawny little shits who can’t
throw a punch worth a damn, while beefy killers often hang out at the
gym engaging in bouts of bare-knuckle boxing, or schlepping crates at
the docks and wharves.
Fellowship :
This is how nice of
a person you can be.
This is potentially one
of the most disturbing
traits for a killer, as no one
expects to be able to sit down
to a pleasant meal and conver-
sation with a cold killer who is
taking the opportunity to finalize
his plan to kill his sister and eat her
eyeballs.
Finesse : Often thought of as the opposite of beef,
finesse represents your hand-to-eye coordination,
your speed and agility, and... well... your finesse.
Killers with finesse do things with style - single
shot kills, acrobatics, and being a sneaky bas-
tard.
Finesse is used when shooting firearms
or other ranged weapons (but not full-
auto weapons of personal destruc-
tion), as well as modifying how
quickly you react to trouble. It
is important for playing with
the fiddly bits of mechanical
devices like locks and alarm
systems, as well as when
working as the wheel-
man for a hit.
A low fellowship killer is a cold bastard
with little in the way of social graces. A
high fellowship killer makes friends, schmooz-
es, and knows exactly what wine will go best
with your cousin’s heart.
Eyes : Eyes is more than the name implies, it is your
ability to know what is going on around you, to see through
the red haze of murder to hear the car coming up the lane,
to spot the perfect weapon for the crime in the basement, or to
taste the arsenic in your breakfast grits.
Eyes is important when snooping, sneaking and investigating things,
as well as when trying to fix or sabotage mechanical or electronic de-
vices. Eyes are also vital when shooting a gun, making sure you hit the
target, no matter what or who he is hiding behind.
Page 5
Beef is used to determine how much sheer physical abuse you can
take before going down, how hard you can hit with your bare
hands or a melee weapon, and when intimidating the non-killers
you meet in this line of work. Beef is also used when control-
ling fully automatic firearms.
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