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TURBO: A Fighting Game RPG
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Ever want to play a fighting game as a tabletop RPG, but noticed that previous attempts at them (such as White Wolf's Street Fighter RPG or Legends of the Wulin) were either far to rules heavy, making the game too slow and cumbersome, or much too light on rules, making the game hard to play for those less imaginative? So did one fa/tg/uy, so he did what /tg/ does sometimes and got shit done, making a rules-medium game with quickfire action that feels more like an actual fighting game while still keeping storytelling options open. == The System == TURBO uses the good old "Pass or fail" mechanic with D6's. When one player attacks another they roll their attack and defense pools accordingly, 4-6 is a pass and is counted up. Then the players mark down on their "Momentum Track" what attacks and defenses they use, each one having offenses or defenses they get through or shut down. the opponents then reveal the cards to each other and take damage and adjust accordingly. The entire system is designed to be fast and easy to run, and does a pretty good job at it. == The Setting == The Setting can be in whatever fighting game you choose, or something original entirely. the rules are not very restricting as to what is bad for a setting, going back to the one constant: fights within the story are resolved by hand, either with weapons or fists and nothing more. as it is mostly a combat system, the actual story is very dependent on players ability to weave a fun plot. == Downloads == Included here is the zip with all the rules, character sheets, momentum cards, and momentum templates to make your own fighting styles, all in under a megabyte: http://www.mediafire.com/download/gd75bjs15s7l9if/TURBO+FIGHTING+GAME+RPG.zip
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