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minimald6 is Creative Commons Attribution-ShareAlike 4.0 International
(CC BY-SA 4.0)
https://creativecommons.org/licenses/by-sa/4.0/
Thank you to Simon Washburn for BoL,
David Kizzia and Bob Richardson for Spirit of 77,
Norbert for minimald6,
The awesome minimald6 community for advice,
and very special thanks to Jackie Brown, Shaft, Cleopatra Jones, Luke Cage and many others.
Who is the man that would risk his neck for his brother, man? (Shaft)
Can ya dig it?
Who's the cat that won't cop out when there's danger all about? (Shaft)
Right on
You see this cat Shaft is a bad mother (Shut your mouth)
But I'm talkin' about Shaft (Then we can dig it)
He's a complicated man but no one understands him but his woman (John Shaft)
Isaac Hayes, Theme from Shaft lyrics © Universal Music Publishing Group
The Lowdown................................................................................................................................................................................. 4
Funk.................................................................................................................................................................................................9
The Man.............................................................................................................................................................................................9
NPC ..................................................................................................................................................................................................9
Locations ......................................................................................................................................................................................11
It’s the hot and steamy, larger than life 70s in a big city somewhere in crime riddled America.
You are not quite heroes and not quite bad guys, connected by blood or neighborhood. You have
a calling or a job to do, something to make right against all odds and at all costs. The Man is out
to get you and your enemies are numerous, ruthless and got Kung Fu. All you got is your wits
and skill and the friends by your side. It is time to get funky or get dead!
To get your boogie on you need a dude (guy, or girl) for your journey through the blazing 70s.
Roll Attributes
Roll a d6 for each attribute and note down its rank or distribute the numbers 2,3,3,3,4. You can
use the below terms instead of numbers if you prefer.
The difference in attribute rating between two characters determines who has advantage or
disadvantage on a roll.
Other Characteristics
There are two other characteristics in this game.
Funk : Spend Funk to reroll dice or soak damage, starts at 3.
1 Avenger – Delivering swift and harsh justice where the law does not reach.
Traits: unstoppable, eagle eyed, guns blazing, out for blood,
a back alley gun salesman, crummy hideout, body armor, bag of guns
2 Bruiser – They love to fight and lay down the hurt on whoever stands in their way.
Traits: violence dispenser, stone cold, tough as nails, always ready,
a childhood friend, shabby flat, leather jacket, pipewrench
3 Hustler – Sweet talking cat, charmer and dealer, being “friendly” with everyone.
Traits: social butterfly, smooth as velvet, got just the thing, salesman’s smile,
a reliable contact, rad condo, shaggin' wagon, neato threads
4 Hood – Original gangster from the bad part of town, surviving outside the law.
Traits: home turf, my colors are my armor, talent for crime, sneaky bastard
a gang, trashy apartment, superfly ghetto cruiser, cheap SMG,
5 Sleuth – Obsessed with a crime or story, won’t stop until the truth is uncovered.
Traits: crafty cat, dogged investigator, an eye for detail, it all makes sense,
a source of information, budget motel room, surveillance briefcase, concealed revolver
6 Wheelman – Cars, bikes, planes, boats. There is nothing they can`t handle.
Traits: hot behind the wheel, know the way, tweak & tune it, king of the road,
CB network, rad ride, extensive toolbox, trusty sawed off
F
Your Past
While your Thing is what you do, your Past is who you are. Two characters with the same Thing
can be very different depending on their choices for their Past. Roll 2d6 or select a Past and one
trait from the listed ones to flesh out your dude. Or create your own if the GM approves. Bitchin!
1-3/1 Artist – You were a musician, actor, painter or other creative making the world funky
Traits: masterful artist, endearing personality, backstage pass, wealthy patron, grimy tour van
1-3/2 Bad Mofo – You were always the meanest cat in your hood.
Traits: danger sense, steely glare, sharp street fighter, well informed barber, chill wheels.
1-3/3 Cop – You used to protect and serve your community with a passion.
Traits: crime scene investigator, know a lie, stop right there, friends in the force, pump gun
1-3/4 Ex-Con – You never where one to walk the straight and narrow.
Traits: tough customer, no crime too low, street cred, friends in low places, bag of B&E tools
1-3/5 Hot Stuff – You always breezed by on your looks and demeanour alone.
Traits: touch of glam, devil may care, on the guest list, influential club owner, blazin’ outfit
1-3/6 Martial Arts Master – You were trained in the finest of martial arts.
Traits: Bend with the wind, karate chops, ghost step, wise master, fancy Asian melee weapon
4-6/1 Preacher – You where the inspiring voice of the Lord for your flock once.
Traits: projecting voice, know sin, inspiring speeches, contacts from the parish, first aid kit
4-6/2 Pro-Athlete – You almost made it all the way to the top for your team.
Traits: competitive streak, go to the max, strong & fit, indebted team owner, muscle car
4-6/3 Reporter – You were one of the daily news voices, delivering truth to the world
Traits: bloodhound, trustworthy face, voice of truth, sympathetic chief editor, fancy camera
4-6/4 Rollin’ Stone – Never staying in one place, you where always on the road.
Traits: home is where my hat is, well-travelled, super-smooch, old hobo friend, sack of things
4-6/5 Super Freak – You have already taken everything there is to get high!
Traits: high tolerance, far out, full metal nutball, crazy drug designer, experimental drugs
4-6/6 War Veteran – The man turned you into a killing machine and now you are home.
Traits: out of the jungle, tactical training, efficient killer, loyal army buddy, a bunch of weapons
The Catalyst
Something made you change your path towards what you do now. What was it? Roll for or select
the Catalyst and write down one of the listed traits. These are usually disadvantages. The GM
can also offer up some Funk to have one of these negatively impact you during your adventures.
You left the path of your past because…
* Add 1d6 for advantage of any kind: item, high attribute, superior tactics, good trait, etc.
* Subtract 1d6 for any disadvantage: low attribute, superior opponent, bad trait etc.
* Do NOT ADD dice results; simply look for Fives and Sixes. Every 5 or 6 is a success.
As the Game Master, or GM, you play the world and everything in it. Roll for it, if necessary.
When a success is likely: don’t roll dice, it just happens. If it is Impossible: don’t roll dice, tell the
players what happens. Any skill like traits are generally considered likely unless the situation
suggests otherwise. Every roll must change the situation, everything needs to keep moving.
Always remember: Rulings, not rules- The game is light and does not provide you with detailed
procedures for every occasion. It’s expected you’ll make rulings on the spot. Keep it fair and be
a fan of your player’s characters when deciding how a situation should be resolved. Make this
game your own. If you don`t like a rule toss it or create an alternative that works for your group.
NPC
If it’s required, create traits for your NPCs just like player characters and create some in
advance. If you are comfortable with it: just wing it. Enemies should have between 2 and 18 Zen
depending on how powerful they are. The stats listed in the examples below are for
Mook/Henchman/Boss enemy types. A Mook as two Traits, a Henchman three and a Boss five.
Hood Gangster B:3/3/4 F:2/2/3 G:3/3/4 S:2/2/3 W:2/2/3 Z:4/8/12
Traits: bust a cap, tagging my turf, the colors protect me, gang backup, MP
Mob Soldier B:3/4/5 F:1/2/2 G:3/3/3 S:1/2/3 W:3/4/4 Z:4/8/12
Traits: offer you can`t refuse, slick customer, loyal until death, call the family, machine gun,
Street Cop B:3/3/4 F:2/2/3 G:3/4/4 S:2/3/3 W:2/3/4 Z:4/8/12
Traits: firearms training, police authority, backup a call away, issued weapons, police car
Triad Gangster B:2/3/3 F:2/2/2 G:3/4/5 S:2/3/4 W:2/2/3 Z:4/8/12
Traits: karate chops, like a cat, ruthless murderer, triads protect, pistols & knives
A Threat…
Who is…
Style
Location Detail
Secured The location has been fortified against intrusion
Buff Traits
Funk
Foxy
Groove
Soul Zen
Wit
Buff Traits
Funk
Foxy
Groove
Soul Zen
Wit
Buff Traits
Funk
Foxy
Groove
Soul Zen
Wit