Sei sulla pagina 1di 12

Based on minimald6 rules v2 by Norbert G.

Matausch
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.

Writing & Layout by Marcus Burggraf aka Chaosmeister


Art by Daniel Hidalgo Vicente, used with permission, all rights reserved
Font: alba by FONTALICIOUS http://www.fontbros.com/families/alba

Play it to the max!

Who's the black private dick


That's a sex machine to all the chicks? (Shaft)
You're damn right

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

Creating your Cat *Characters* ......................................................................................................................................... 4

Roll Attributes ......................................................................................................................................................................... 4

Other Characteristics .......................................................................................................................................................... 4

Your Thing ................................................................................................................................................................................... 5

Your Past ....................................................................................................................................................................................6

The Catalyst ............................................................................................................................................................................. 7

The get down *Rules* .............................................................................................................................................................. 8

Throw them bones! ............................................................................................................................................................... 8

You're harshing my mellow! *Combat* ...................................................................................................................... 8

Funk.................................................................................................................................................................................................9

Moving up in the world ......................................................................................................................................................9

The Man.............................................................................................................................................................................................9

NPC ..................................................................................................................................................................................................9

Make the story… ................................................................................................................................................................ 10

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.

Bad Poor Average Good Awesome Dynomite

The difference in attribute rating between two characters determines who has advantage or
disadvantage on a roll.

Buff : lifting, pushing, hitting, resisting harm, threatening violence

Foxy : lying, seducing, haggling, persuading, bluffing

Groove: running, driving, dodging, shooting, sneaking, kung fu

Soul : creating, entertaining, staying cool, relying on luck

Wit : knowing, repairing, deducing, using tech, first aiding

Other Characteristics
There are two other characteristics in this game.
Funk : Spend Funk to reroll dice or soak damage, starts at 3.

Zen : The amount of Stress you can take. 3 + Buff + Soul.

Funk and Zen are further explained later on in the general


rules and combat chapters of Get Funky.
Your Thing
Roll for or select your Thing from the table below. This is what you do. Choose 2 Traits from the
ones listed or create your own if your GM approves. Traits enable you to do things or can give
you advantage/disadvantage on rolls. There are no detailed descriptions of either. Discuss
around the table what these mean to your group in your game. Interpreting them is part of the
fun and keeps the game light. Dig it?

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…

1-3/1 … your best friend betrayed you


Traits: boundless fury, basking in misery, trust no one

1-3/2 … a loved one got hurt by someone


Traits: wrathful, overprotective, deeply in love

1-3/3 …you lost a dear family member to someone or something


Traits: blind revenge, profound sorrow, overcome with regret

1-3/4 …you were used by someone


Traits: trusting personality, deep shame, overly careful

1-3/5 …you killed someone


Traits: endless remorse, nagging conscience, bloodlust

1-3/6 …someone dear to you got his life ruined


Traits: overcome with guilt, blind determination, retribution is all

4-6/1 …you got terribly hurt by someone


Traits: in constant pain, eye for an eye, disfigured (describe)

4-6/2 …you accidentally injured a friend


Traits: blazing anger, untrustworthy, overwhelming anguish

4-6/3 …you unwillingly committed a crime


Traits: wanted, must walk the straight and narrow, suspicious behavior

4-6/4 …you lost a friend to someone or something


Traits: no one left behind, savior complex, someone has to pay

4-6/5 …you got manipulated by someone


Traits: get even or get dead, uncooperative, naïve person

4-6/6 ...you found your true calling


Traits: overconfident, blind to the truth, arrogant
Below you will find all the rules needed to play this game.

Throw them bones!


Describe what you are doing. When the outcome is possible but uncertain and risky Roll 2d6.

* 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.

* More successes mean better results.


Advantages and disadvantages cancel each other out. If you ever end up with two or more
advantages or disadvantages, success or failure is certain and doesn't require a roll. Never
roll more than 3d6 dice for a check. Never roll less than 1d6. The GM will tell you when and
why a task roll is necessary.

You're harshing my mellow! *Combat*


A successful attack causes 1 Stress for each success. Narrate what
happens. Weapons cause extra Stress as listed below.

+1: Baseball bat, chain, broken bottles, 10 feet fall


+2: Pistols, SMG, large knife, sledge hammer, 20 feet fall
+3: Shotgun, rifle, big sword, car crash.
+4: Grenades and Explosives, falls from higher than 20 feet.

If a character wears any armor reduce Stress from damage


by 1 to a minimum of 1. Cover reduces Stress from damage
by 1-3, GM’s call. When suffered Stress exceeds your Zen,
you are taken out and the attacker can narrate how. Being
taken out does not mean you die, you just can`t participate
in this combat any longer. You can voluntarily be taken out
before your Stress overwhelms you during combat, allowing
you to narrate how it happens. After combat regain half the
stress suffered during the last fight. All Stress suffered from
sources not meant to kill you is regained at the end of a
scene. Anyone with a fitting trait or equipment can attempt
to help others. Each success will net you 1d6 reduced Stress.
Funk
You can spend one Funk to reroll any dice you are unhappy with, can be a single one or all of
them. The second result is final however! A point of Funk also soaks 1d6 Stress. When your
characters had some downtime to chill in their favorite haunt, sleep in their beloved crib or had
a fabulous dance off in the hottest Disco they regain as much Funk as their Soul rating. The GM
may award Funk for totally awesome actions or offer it to get you into more trouble.

Moving up in the world


When the characters have survived a while and it‘s dramatically appropriate they reach a new
experience level. They may then pick another trait from their own lists (or, with the GM’S OK,
from another list. They can even make up their own).

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

Mercenary B:3/4/4 F:2/2/3 G:3/4/4 S:2/3/3 W:3/3/4 Z:4/8/12


Traits: trained killer, bought loyalty, close quarters combatant, tactical backup, bunch of guns
Make the story…
Roll up one event per player and decide for a primary to get into the action.

A Threat…

A crazy loner Ruthless drug dealer(s) A determined mafia boss

Crooked cops A violent street gang A corrupt politician

A sleazy pimp Brutal triads Cult Leader

Who is…

…responsible for …forcing people to


…killing innocents
a characters Catalyst commit crimes
…forcing people to
…starting a gang war …attacking businesses
perform tricks
…flooding the streets …involved in
…burning down buildings
with drugs a characters Catalyst

They Want to…

Bring down their


Be the boss Become famous
competition
Take control of the
Become rich Become mayor
neighborhood

Control a business Sow fear and terror Blackmail the city


Locations

Nightclub Bar Restaurant

Garage Drug Den Strip Club

University Martial Arts School Hospital

Construction Site The Projects Back Alley

Diner Office Building Pawnshop

Graveyard Dicso Mansion

Style

Fancy Dy-no-mite Exclusive

Ramshackle Old Seedy

Chill Derelict Run Down

Modern Shabby Dirty

Cheap New Shady

Forgotten Sleazy Awesome

Location Detail
Secured The location has been fortified against intrusion

Damaged The location was heavily damaged by something.

Renovated The place has been recently renovated.

Surveilled The place is under surveillance by the Law

Destroyed The place is only a ruin

Stronghold The place is an enemies base of operation


Name and looks: ___________________________________________________________

Thing: _______________ Past: _______________ Catalyst: _______________

Buff Traits
Funk
Foxy

Groove

Soul Zen

Wit

Name and looks: ___________________________________________________________

Thing: _______________ Past: _______________ Catalyst: _______________

Buff Traits
Funk
Foxy

Groove

Soul Zen

Wit

Name and looks: ___________________________________________________________

Thing: _______________ Past: _______________ Catalyst: _______________

Buff Traits
Funk
Foxy

Groove

Soul Zen

Wit