TurboSQF A FIGHTING GAME RPG. An open source RPG By Anti-grav.deviantart.com

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1 TurboSQF A FIGHTING GAME RPG An open source RPG By Anti-grav.deviantart.com

2 Welcome to the world... where the culture of the 90's still reigns supreme. where battles are fought and won by hand. Where worlds are saved to the roaring cheers of a brightly colored croud. So flex those fingers and crack those knuckles. This is turbo. Questions: What the hell is Turbo? Turbo is a combat-centric tabletop roleplaying game meant to emulate

3 the feeling and stories of classic arcade fighters from the 1990's. With it you can relive the quarter-eating wonder of yesteryear with only some dice, paper, pencils and imagination. Oh, and friends, because no game is complete without multiplayer. What is needed to play?: Turbo Character sheets/paper pencils a mess of six-sided dice, enough for everyone. What is optional (but damn useful): Laminated Turbo Momentum cards dry/-erase pens What is this... thing I'm reading? This is the base set for Turbo, giving you the basics of how to play. How is turbo different from other game systems that have attempted this before? Unlike other melee based games, Turbo is aimed to be easy to pick up for new players, yet deep enough to give more experienced gamers a run for their money. Turbo's unique Momentum system gives a more realistic take on combat, allowing unpredictable reactive gameplay against both a GM and other players. We'll cover this more later. What is the basic system for Turbo? It's beyond simple: you have a variety of stats, each stat is considered a pool of dice (d6's in this case). The higher number you have in a stat, the bigger your pool will be. When making a roll based on said stat, you will roll the pool of dice (adding or subtracting any modifiers to that roll beforehand) and then seeing how many successes you rolled. Successes are easily indicated; if you have a 4, 5, or 6 on any of your results, you have rolled a success for each of those. For the dice that are marked 1, 2, or 3, these are failures and are placed to the side, discarded. Successes are essential to the game. When doing a standard skill test given to you by the GM, you will need to roll a certain number of successes dependent on the difficulty of the test (perhaps your heavy-set, vertigo-prone character is chasing a free-runner thug over a poor district's rooftops. This would be much more difficult for him than a small and nimble girl who is used to high places. such character differences make things much more interesting than a bunch of clones acting the same way.) successes are the random factor of life simulated in this game, allowing for both exceedingly good and bad results, with every combination in between. With enough successes, that heavy-set character would do much better than that

4 nimble girl would with a crippling number of failures. So, in short: roll a relevant stat, add or subtract relevant modifiers, count your successes and see if you succeed or fail the test. Simple right? You said this was a game about combat. How does that work into it? This is where it gets a little more complex, but not too much. Try to keep up: Combat is started by the characters getting into an encounter. Encounters can happen when a player least expects it, so there is something called Initiative. This represents how quick a character is to react in a given situation, perhaps acting before the person who starts it, or figuring out what's going on a little too late. Everyone rolls their move stat at the beginning of combat to find the order of initiative, the one with the most numbers of successes goes first. The first player to go chooses his opponent (if there is more than one) and attacks. They do this by rolling their attack pool, and counting the successes. They then mark down the same number of boxes down their Offensive Momentum track, (which is figured out at the character creation stage, and is dependent on the fighting style they choose.) which gives them several different types of attacks and grabs. At the same time, the defender will roll his Defense pool and will mark down his successes on the Defensive Momentum track, which sets up a bunch of defenses for themselves such as blocking, dodging, reversals, and counters. (All of these terms will be explained in detail further down.) Here is where strategy plays a more key role than simply good rolls. An attacker that goes all out can still be stopped by a strategic defender who lays out his defenses properly. The same can be said for a strategic and weaker attacker. This is done through the intricacies of the Momentum track. The track gives players a chance to change up their strategy with every attack and defense. Observe: on the left is the attacker's offensive track and on the right is the defender's defense track.

5 The attacker rolls 5 successes and the defender rolls 3 successes. They mark their momentum tracks at the same time and reveal them. below are their results:

6 The attacker gets the following attacks: light, medium, heavy, unblockable, and another heavy. The defender gets light and medium block, a reversal, and a health regain. The light and medium attacks are canceled out by the blockings, a reversal sends back the heavy attack to the attacker, and the health regain gives back a little of the defender's hp, while they take the full damage of the attacker's unblockable and other heavy attack. In the end, the defender has taken the damage of the last 2 attacks, regains a little and sends back a bit of the damage that was meant for him thanks to the reversal. Damage is calculated by the stats on the attacker's character sheet, (which is simply the medium attack value, then cut in half for a light attack, and doubled for a heavy attack.) the players subtract the amount of life lost from their life bars and the turn passes onto the next player in initiative order. Now, I'm betting that sounds slow to you reading this, and the first few times you do it, it will be, trying to remember all of it is difficult. However, there will be a rule sheet at the end of the rules to be printed out for easy reference. Once you have the system and symbols down, you can finish turns in around 30 seconds, closer to a minute if it's a complicated one. Rounds: a Round is the amount of turns it takes for all combatants involved in the particular fight to have a turn. Once they have, it is considered the end of a round. A battle ends when either one side's combatants are all knocked out, or the GM has determined a number of rounds till a winner is decided (usually by the one who has

7 the better situation or the higher amount of health remaining. Character Creation: character creation is broken down in steps: 1. Basics (name, age, gender, mass) 2. Combat stats (styles, damage levels, limits) 3. health and armor 4. traits (personality) 5. skills and disadvantages 6. details (including weapons) Basics: Most of this is really easy. Your character's name is whatever you choose it to me. Gender is the same and has no penalty. Your age is also up to your discretion, however, for every 10 years above 30 your character is add 5 fate points to the next step's starting value to a maximum of 20 years. Subtract 1 point of movement on the next step for every 10 years older added. For every 10 years under 30 your character is, subtract 5 fate points to your next step's starting value to a maximum of 20 years. Add 1 point of movement for every 10 years subtracted. Those modifiers represent the differences that age and experience bring, along with the improved speed and flexibility of younger characters. The same can be said for mass: for every point of mass above 3, subtract 5 from the total, and for every point of mass below 3 add 5 to the total. Mass equivalents: 1: child/dwarf 2: teenager 3:normal 4: tall (6'6 +) 5: giant (over 7', up to 8') Mass points are calculated in combat to show how imposing (or lack thereof) a character stands. It is for both height and weight. The bigger your character is, the better he'll be against smaller people. Combat stats: You have a total of 75 fate points to begin with. Add or subtract anything you were supposed to from the last step's age and mass calculations. Damage stats (medium, energy, and regain) begin at 1. movement

8 begins with 3. You may raise theses stats by one point for 5 fate points to a maximum of 5. Movement may exceed this if the previous step added to it. Attacking stats (offensive, defensive, Max. spirit, and chain limit) begin at 3, combo limit begins at 1. Each may be raised one point for 10 fate points each to a maximum of 5. Calculate your light and heavy damage stats by multiplying the medium stat by 2 for the heavy damage. Divide medium stat by half (round down if you have a decimal) for the light damage. Make sure to KEEP SEVERAL POINTS ASIDE FOR THE NEXT STEP. Health and armor: Leftover fate points are now used for Health and armor. Your life bar is what keeps you from being KO'd before you have a chance to fight. Once it goes down all he way you are knocked out. Your max life begins at 50, and may be raised 2 points for every fate point spent. Armor reduces the amount of damage you take from being hit, and must be surpassed before damage can be done to your life bar. Armor may be raised one point for every five fate points spent. Traits: Traits are your character's personality, their outlook on the world they live in and the people in it. You have 30 fate points to spend on your character's personality traits. These points may not be saved and must be spent on this step. Each trait begins at 0 and may be raised one point for every 2 fate spent. Traits are used in combat in Taunts (explained in later chapters) which can have positive effects on your character or negative effects on your opponent. Outside of combat, these are used in social encounters with non-player characters. Skills and Disadvantages: Points for skills are generated by getting disadvantages and leftover fate points from the health and armor step. View the disadvantage list and choose those fitting for your character. These give further detail to your character, and while all are negative, they help give you extra fate points to give your character skills. Skills are certain talents that may be used in or out of combat, and give bonus dice to rolls where they come into play. Choose skills from the skills list that seem the most useful for you and the most fitting for your character. Details: You now have 25 extra fate points and whatever leftover points

9 you had earlier to buy items and equipment (including weapons) for your character. Their cost varies. Score: the final step. A base score is 1000 (100 fate points x 10), which is written in the Score stat. The player then writes the fate left over from character creation on his fate stat, these are then multiplied by 10 and that total is subtracted from the score of this is the value of your character as an opponent. Whenever a player defeats an opponent, they gain that opponent's score (for example: a character with a score of 5,500 defeats an enemy with a score of 1,500, his score then goes up 1,500 and has a new score of 7,000) Rank: your starting rank is 50 (write that down in the rank space). this is the bottom rung, lowest of the low. However, your score shows your real potential as a fighter, your rank is just how the outside world views you. Lesser ranked fighters usually only care about those who are above them, considering lesser fighters beneath them. As your score increases, so does your rank. Here is a chart of how your character advances: Advancement Table: Rank: 50 Score: 1,000 (or less) Rank: 45 Score: 17,500 Rank: 49 Score: 3,500 Rank: 44 Score: 22,500 Rank: 48 Score: 5,500 Rank: 43 Score: 27,000 Rank: 47 Score: 9,000 Rank:42 Score: 33,000 Rank: 46 Score: 13,000 Rank: 41 Score: 39,500 Rank: 40 Score: 46,500 Rank: 39 Score: 54,000 Rank: 38 Score: 62,000 Rank: 37 Score: 70,500 Rank: 36 Score: 79,500 Rank: 35 Score:89,000 Rank: 34 Score: 99,000 Rank: 33 Score: 109,500 Rank: 32 Score: 20,500 Rank: 31 Score: 32,000 Rank: 30 Score: 44,000 Rank: 29 Score: 56,500 Rank: 28 Score: 69,500 Rank: 27 Score: 83,000 Rank: 26 Score: 97,000 Rank: 25 Score: 101,500 Rank: 24 Score: 116,500 Rank: 23 Score: 132,000 Rank: 22 Score: 148,000 Rank: 21 Score: 164,500 Rank: 20 Score: 171,000 Rank: 19 Score: 188,500 Rank: 18 Score: 206,500 Rank: 17 Score: 225,000 Rank: 16 Score: 244,000 Rank: 15 Score: 263,500 Rank: 14 Score: 283,500 Rank: 13 Score: 304,000 Rank: 12 Score: 325,000 Rank: 11 Score: 346,500 Rank: 10 Score: 368,500 Rank: 9 Score: 391,000 Rank: 8 Score: 414,000 Rank: 7 Score: 437,500 Rank: 6 Score: 461,500 Rank: 5 Score: Rank: 4 Score: 511,000 Rank: 3 Score: Rank: 2 Score: Rank: 1 Score: 600,000+ Whenever your character goes up a rank, they gain 15 fate points. Whenever they hit another 10 ranks (40, 30, 20, 10, 1) they gain 30 fate points. These can be used on anything except mass on their character sheet, at the same exchange rates mentioned in the

10 character creation chapter. Game details: Earlier in this you learned how the game is played, and while we left a few things out, they were for your benefit to understand the very basics. Now is where we get into the details. A success is a 4, 5, or 6 result on any dice rolled during A quick review of the basics: the game is based on tests which need a certain number of successes to be completed. Success is measured by rolling a number of six-sided dice (d6's) equal to whatever stat is involved, plus or minus modifiers relevant to the opponent and conditions involved at the time to the situation. Combat involves an attacking opponent rolling his offensive pool while the defending opponent rolls their defensive pool. They count their successes and mark down the amount of successes on their Momentum tracks. They then reveal their tracks to each other and cancel out attacks as it fits, resolving each result after the next until the damage is complete. Then they tally up the damage done on the opponent's life bar, and move onto the next attacker. The GM: The GM or Game master is the one who moderates the game like a referee. He has no one player character, but instead controls any non-player character that the real players may encounter. He weaves the story they find themselves in. combat details: the symbols: on the momentum trees that are specific to your chosen attack and defense styles,there are a variety of symbols you will mark down on your attack and defense. We will cover each symbol and it's equivalent below. Basic attacks: Light, Medium, and Heavy these are basic attacks. They are the primary method of doing damage to the opponent. Light and heavy attacks are derivatives of the medium damage stat, light is half of it rounded down, and heavy is double medium. Damage values for these are next to their symbols on your character sheet. They may be blocked by their equivalent or better blocks, and may be dodged, reversed, canceled out by an energy

11 defense, or countered. Basic Blocks: these are the symbols for basic blocks, light, medium, and heavy, which cancel out their attack equivalents. A light block will only block light attacks, a medium block will only block medium and light attacks, and a heavy block will cancel out a heavy, medium, and light attack. Unblockable attack: this is an attack equal to a medium attack's damage, which cannot be blocked. It may however, be dodged, reversed, canceled out by an energy defense, or countered. Dodge: A dodge is not a block, but rather a complete avoidance (when possible) of an oncoming attack. This allows one to avoid any basic attack, unblockable attack, grab, or energy attack. Grab: A grab is an attack that does no damage, but does prevent a defender from blocking any further attacks for the remainder of the attacker's momentum. A grab may be dodged, reversed, canceled with an energy defense, or countered.

12 Reversal: this defense allows a defender to use the attacker's strength against them, reversing the attack back to them. Whatever damage that would be done to a defender on a reversal square is given back to the attacker. Grabs that are reversed are considered canceled. Energy attacks and defenses: When one uses an energy attack or defense, they subtract one point from their current spirit total. When an attacker uses an energy attack, they use the energy attack's damage value, and cannot be blocked, reversed, or countered. They may, however, be dodged or canceled out by an energy defense. A player using an energy defense, on the other hand, cannot have their defense stopped. The disadvantage to this is losing a point of spirit that could be used attacking. In addition to this, a player may elect to not attack, but instead recharge his energy by rolling his energy stat, and regaining one point per success. Regain: When an attacking or defending player goes over a regain square, they regain however many points of life the number next to the regain icon on their character sheet. They may regain as much as their number says, as long as the regained life does not exceed their Max. Life. This attack cannot be blocked or canceled in any way. In addition to all that, a player may elect to not attack and instead regain health, simply rolling his regain stat, counting up the successes, and regaining as many life boxes as his stat allows.

13 Recycle: This attack does no damage, however it allows an attacker to continue what momentum they have left on a different branch of the Momentum track, so long as the line does not cross paths with a square that has already been marked. This attack cannot be blocked, dodged, or canceled Counter: Possibly the most useful icon you can defend with, this defense stops an attacker's momentum and continues their defense momentum on their offensive track. The attacker then must erase any remaining momentum on their offensive tree, and use that remainder on their defense tree. A counter may not be used on an energy attack. Chain attacks (COMBOS): When an attacking player rolls his offensive pool, he may elect to chain several attacks together in a combo. He represents this by looping them together when they mark it down on the momentum track. On the last of the links in the chain, all of the chained attack's damages take effect, with all the effects the attacks bring with them. Combos can only be stopped if they are countered at any point in the combo's momentum, at which time the defender would have free reign to do damage as the attacker would have to wait for the

14 remainder of his combo's momentum to tick down before he could defend himself. This move is called a COMBO BREAKER. A combo's damage may also be stopped if a defense that can cancel all of the combo's parts when the combo lands. For example, in the combo above, the attacking player has chained a heavy attack, an unblockable attack, and an energy attack together. The attacker will have to pay one point of spirit for using the energy attack, but he gets to do all the attacks together (giving the advantage of an energy attack's unblockability with the damage of an unblockable (medium) and heavy attacks. The chance of an opponent predicting that they would need to use an energy attack, dodge or a counter at that moment is very slim, thus is why chaining together combos that are harder to defend is advisable. A chain can be only as long as the attacker's chain limit. To qualify as a combo it must have 2 or more attacks chained together. A player may do multiple combos, but only up to his combo limit. Both limits are marked on the character sheet. W Taunts: Taunts can be both offensive or defensive moves. Icons like the one above can be seen on the offensive and defensive tracks, giving an opportunity for a player to use a taunt, which is made through their personality traits' scores. The opponent rolls a test on their own trait as a defense. If they have no defense roll, the test automatically passes and the taunt takes effect. Each taunt is different, and all do something. Here is a list of them and their effects: Intimidation: -2 dice on the next roll against this character. Confidence: Charisma: Insanity: Annoyance: +2 dice on this character's next roll. -3 dice on the next roll against this character, provided that the opponent is the opposite sex. On the next roll against this character, roll one d6. On a success the attack does nothing and no defenses are used. If the roll is a failure, the attack does double the damage it would have after defenses are completed. +1 die against this character on the next roll

15 Apathy: Cruelty: against it, this character gets +2 successes on it's next roll. This character gets 1 less die on their next roll, their opponent gets -2 successes on their next roll against them. +1 die on this character's next roll, -2 successes to the next roll against this character. Mercy: +2 successes on this character's next roll, and +2 dice on this opponent's next roll. Perception: Intellect: If this character's next roll has 2 or less successes, they may add +2 successes. This character may roll double their next roll's pool in exchange for the positive modifiers they would get that turn. Movement: This symbol represents a character's dexterity and speed. This symbol does not show on the Momentum tracks, and is only used when the GM calls for it in the following ways: Ring out: Sometimes a fight will make itself onto an unstable area such as a crane scaffolding, the edge of a rooftop, or even an arena. At the end of a turn or round of combat on such an area a GM may feel the combatants have a chance of losing balance, to see if a combatant looses their grip, he sets a difficulty for them and has all who are in the area who qualify for the test to roll. Successes stay on, failures drop. This does not make a battle end immediately unless it makes sense within the situation. (for example, at a tournament fighters are not allowed to step outside of the ring. Doing so results in disqualification. Another example would be two characters fighting a in an abandoned building and one is knocked to the next floor down, giving the opponent the advantage.) Running from a fight: Running from a combat is an age old way to say no to a challenge already accepted. To get away from a combat, you will roll an opposed test against your opponent's movement score, relevant modifiers still engaged. A successful test will allow you to get away from the fight. If the opponent wins the test, he drags you back to the fight, adding an amount of damage equal to his movement stat. A running player may still be chased down by their opponent.

16 Combat Modifiers: Mass modifier: this is the most common modifier found in combat. The modifier is simple: the attacking player gets one more or less die for every point bigger or smaller than his opponent. For example: a fighter with a mass of 3 attacks a fighter with a mass of 5, this means that the attacking fighter will be at a -2 to his offensive pool when attacking. Alternatively, the mass 5 fighter will get an extra +2 dice to his attack when his turn comes around. Other modifiers, such as difficulty, situational and environmental conditions may be applied to tests in and out of combat. Here are the levels: +3: absurdly easy +2: very easy +1: easy +/-0: normal -1: difficult -2: hard -3: extremely hard The modifiers may continue in difficulty or ease to where the GM sees fit, this is just an example. To GMs: Use common sense. Don't get crazy with the modifiers, the game usually has enough ebb and flow given to the players via taunts and mass. Too many modifiers will bring the game to a halt. If a modifier is fitting but does not keep the game flowing, don't bother with adding it. Multiple combatants: While Turbo is made more for one-on-one fights, it can easily be adapted for multiple opponents. The only difference when fighting more people in a battle, simply make separate chain attacks as if you were hitting a recycle icon; separate your successes into groups, then fill the track in separate trees for each opponent you are engaging. Each opponent that is engaged rolls their own defense pools. If two or more opponents are allied, then they add +1 die to their pool for each ally that is also engaged. Weapons: Characters may be equipped with weapons. Weapons are bought with fate points, and can add extra defense or offense dice, along with

17 special effects such as extra range for attacks and damage. Weapon stats and prices can be found later in the rules. For the GM: Enemy NPCs are created in the same way as player characters are, except for a few changes: Mass may be any amount (as long as it's at least 1), rather than the player limit of 5. All combat stats begin at 1. NPC life bars begin at 25 instead of 50. Fate points used to make enemies (outside of personality, which is irrelavent on minions) can be as low or as high as a GM thinks it should be. These points are multiplied by 10, giving the score (xp) value they leave behind. (a character that uses 15 fate points has a score of 150) All other rules remain the same. Character advancement: As mentioned before, when a player defeats an opponent, he adds their score value to his own. This raises their score and may even raise their rank. Here is the advancement table once again: Advancement Table: Rank: 50 Score: 1,000 (or less) Rank: 45 Score: 17,500 Rank: 49 Score: 3,500 Rank: 44 Score: 22,500 Rank: 48 Score: 5,500 Rank: 43 Score: 27,000 Rank: 47 Score: 9,000 Rank:42 Score: 33,000 Rank: 46 Score: 13,000 Rank: 41 Score: 39,500 Rank: 40 Score: 46,500 Rank: 39 Score: 54,000 Rank: 38 Score: 62,000 Rank: 37 Score: 70,500 Rank: 36 Score: 79,500 Rank: 35 Score:89,000 Rank: 34 Score: 99,000 Rank: 33 Score: 109,500 Rank: 32 Score: 20,500 Rank: 31 Score: 32,000 Rank: 30 Score: 44,000 Rank: 29 Score: 56,500 Rank: 28 Score: 69,500 Rank: 27 Score: 83,000 Rank: 26 Score: 97,000 Rank: 25 Score: 101,500 Rank: 24 Score: 116,500 Rank: 23 Score: 132,000 Rank: 22 Score: 148,000 Rank: 21 Score: 164,500 Rank: 20 Score: 171,000 Rank: 19 Score: 188,500 Rank: 18 Score: 206,500 Rank: 17 Score: 225,000 Rank: 16 Score: 244,000 Rank: 15 Score: 263,500 Rank: 14 Score: 283,500 Rank: 13 Score: 304,000 Rank: 12 Score: 325,000 Rank: 11 Score: 346,500 Rank: 10 Score: 368,500 Rank: 9 Score: 391,000 Rank: 8 Score: 414,000 Rank: 7 Score: 437,500 Rank: 6 Score: 461,500 Rank: 5 Score: Rank: 4 Score: 511,000 Rank: 3 Score: Rank: 2 Score: Rank: 1 Score: 600,000+

18 For each level you raise you receive 15 Fate points to spend on upgrading your stats in the same way you did at character creation. Every 10 levels (50, 40, 30, 20, 10, 1) you receive 45 fate points instead. These points may be spent on everything (including trait points) except for mass which cannot be improved. Weapons: Weapons improve a fighter's proficiency in combat. A player may buy a basic weapon with up to 2 descriptions. Basic weapons add an improvement to the player's dice pools and their modifiers are written with their stats. Descriptions give a boost to a weapon's stats. A player may only carry a maximum of 2 weapons. Type Effect: Price: Knife +2 Off. 20 fate Sword +2 Off., +1 Def 30 fate Gauntlets +1 Off., +1 Def. 20 fate Fan +1 Off., +2 def. 30 fate Tonfa +2 Off., +1 Def. 30 fate Brass knuckles +1 Off. 10 fate Claw +2 Off., +1 Def. 30 fate Club +2 Off. 20 fate Staff +1 Off., +2 Def. 30 fate Ax +3 Off. 30 fate Scythe +2 off., +1 Def. 30 fate Spear +2 Off., +1 def. 30 fate Shield +3 Def. 30 fate Pistol +4 Off. 40 fate Descriptions: Type Effect Compatibility Price Great +2 off. All but brass knuckles and knife 20 fate Chained or Throwing Dual May be used as a ranged weapon Doubles the dice produced by weapon, considered 2 weapons Ax, knife, and scythe. All but spear and staff 15 fate Equal to weapon and

19 that may be used at once. Holy +1 Off, +2 Def., or +3 off., +2 Def. when fighting demonic weapon wielders. Demonic +4 Off., or +1 off. against opponents with Holy weapons All, cannot be on a weapon that is Demonic All, cannot be with a weapon that is Holy current modifier 's cost 30 fate 30 fate Magical Ignores armor All 30 fate Fire Ice Electric Venomous User inflicts an extra light attack for every uncanceled action they make on the momentum track If an opponent cancels less than 3 actions on an attack, they are immobilized until the next round Attacks from this weapon that are blocked inflict one point of damage each, ignoring armor. Uncanceled attacks from this weapon cause one point of continuous damage each. All All All All except pistol, fan, shield, staff, club, knuckles, and gauntlets. 30 fate 30 fate 30 fate 30 fate If a player wishes to have a combination of these weapons and descriptions that breaks the table above, then it must be A)justified by his or her character, B) agreed upon by the players and agreed upon by the GM. Fate Exchange: +1 box to maximum life or any personality trait: 2 fate points +1 point to basic attack, energy, movement, regain, chain limit, or armor: 5 fate points +1 point to offensive pool, defensive pool, maximum spirit, combo limit: 10 fate points

20 Skills, weapons, disadvantages: varied. See respective lists. Disadvantages: what is your weakness? Perhaps it's you Achilles heel, or something less than physical, such as your past? Every good character has a disadvantage, and thats why we require you to take at least one. You do get something out of it though; points for your first skills. Addicted: The smoke is slowly killing you. The drink is taking your mind. And all those souls don't quite fill you up anymore. Rehab? Nah. Decide on an addiction; this may be anything, as long as it is liable to show up in the story. The more likely it is to show, the more this disadvantage gives. When your addiction rears it's ugly head, you take a -5 penalty to whatever test helps you resist your urge. Failing to resist your urge results in negative effects to you in the game. Cost: Rarely encountered addiction: -10 fate Uncommonly encountered addiction: -20 fate Commonly encountered addiction: -30 fate Bad reputation: Crazed: Amnesiac: Crippling Fear: Dark past: people who recognize you and know your past react negatively and are more likely to start a fight with you Cost: -15 fate. Honor-bound: Inexperienced: Nobody gives a damn about who you are. And why should they? You have a -5 penalty to all taunts except annoyance. Trait tests are taken as normal. Also, no NPC will give a damn about your rank. Cost: -30 fate Lost appendage:

21 Old rival: On the Run: Pawn in the Game: Possessed: You are driven by something, you bow to it's will and let it use your body mind and soul as it's host. Is it the devil? God? Or something else entirely? The GM will tell you what your haunting entity is telling you to do from time to time, and you will have no choice but to follow it's instruction. Elect one trait that fits the entitiy's command at the time: while under it's control you pass any test (including taunts) with this trait, all other traits are at a -6 Cost: -40 fate Vow: Choose a vow that your character has made. Your character must comply with their vow no matter what the cost to them personally. Breaking the vow will result in a punishment in story. Cost: Minor vow: -10 Intermediate vow: -20 Major Vow: -30 Advantages: Ageless: this character does not age past the point in their lives they are. They do not die of old age ever. +20 fate Augmented arm: either it's mechanical, corrupted by demonspawn, or something to that accord, your arm is huge and has the strength to match. You get +2 off. or +2 def. When fighting while disarmed. (choose one) Multilingual: +5 fate for each other language he knows. Come up with your own! Styles: This is a description of the various styles available that are premade for fighters and found in the folder this document came in (labeled as momentum cards ) these fighting styles' names alone give insight into how they are meant to be run, but really, you can

22 describe your attacks however you like. Bloody Claw: The assassin's style, a flurry of deadly blows delivered with pinpoint accuracy and in an almost vampiric fashion, the user often sucks away his opponent's life. Inspired by fighters like: Voldo, Taokaka. Burning mosquito: Sometimes it is not the one who hits the hardest, but the one who hits the most. This style relies on the skill of the user and an opportunity to get past an opponent's defenses and deliver tiny blow after tiny blow until the opponent falls to exhaustion. Inspired by fighters like: Maxi. Cruel Dragon: With the strength of slain martyrs, or power granted by demons, users of this style show no mercy to their opponent, breaking them entirely before delivering the final blow. Evil does not rest, so neither must Good. Inspired by fighters like: Nightmare, Siegfried, Akuma, Gouken, etc. Frozen fang: This style relies on use of the spirit to guide one to victory, taking full advantage of one's elemental prowess to dissuade, disable, and destroy their opponent. Inspired by fighters like: Sub-Zero. Ryuketsu: A well rounded fighting style used by many legendary warriors. This focuses on the basics, learned over years of training. Translated, it means Blood of the Dragon, and the dragon's resolve and strength can be seen with every blow. Inspired by fighters like: Ryu, Ken, and pretty much any other character seen in the prime spot of a fighting game's cover. Create your own fighting style! I know what you're thinking- Wait, that's it?! Well, I'm feeling the same. Unfortunately, I ran out of my own momentum and was only able to make a select number of fighting styles for players to usehowever! I did create a framework for players of this game to make their own styles and momentum cards! Here's how it works: Step 1: Open your favorite image manipulation software (I seriously just used MS paint for this) and copy the file Turbo Momentum Card Template from the TURBO RPG folder.

23 Step 2: Once the image is in, on the far right of the image you will see a group of empty boxes, this is the template for the symbols that can be seen on the left side of the empty boxes. Each line of boxes (top to bottom) is a tier, and each symbol has a tier requirement, that tells the highest tier it can be on without penalty. If you want to put a particular symbol on a higher tier (such as a heavy attack on tier 1 rather than tier 3) you must erase a box from the bottom of the momentum track for every tier you raise the symbol. (so if you wanted to have 2 heavy attacks on tier 1, you would be raising 2 symbols up 2 tiers, thus subtracting 4 boxes from the bottom row.) Continue until you have figured out how you want your momentum track to look like and have all remaining squares filled with a symbol. Step 3: Using a basic line tool, connect the boxes from each tier to the boxes on the next tier. Make sure the lines are visible and easily seen. Connect boxes only to boxes directly under them (as seen in the premade momentum cards). Step 4: Select one of the tracks, and move it to it's corresponding card in the upper left (either offensive or defensive). Select the other track and do the same. At the bottom of the card, open a text box, choose Karmatic Arcade as your font (font files included in the TURBO RPG folder), increase or decrease the font size accordingly, and name your fighting style. Step 5: select the finished cards, crop the image, save the file, and print out your custom Momentum cards! Conclusion: In closing, I hope the game I worked for a while to create is more fun to play than it was cripplingly difficult to write at times. So, get inspired, come up with a story, convince your friends to give it a shot, and most of all, HAVE FUN. (If you would like to contact/thank the maker of this game, send a message to his on Deviantart: Anti-Grav.deviantart.com, and maybe follow him if you feel so inclined.)

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