Introduction to Warpspawn Games



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THE DECK


Players share a common deck.

There are 5 basic suites of cards.

The suites are the stages of a Throw.

In proper order they are:

1. Start

2. Run Up

3. Run to Plant

4. Plant


5. Release

There is an additional special suite of Wild cards:

6. Training

THE CARDS


The deck contains 1 copy of each card listed in the Card list.

There are 36 cards in the deck.

Each card has a numerical value between 9 and 20.

This is the number in meters the card contributes to the distance of a throw.


WINNING


Play 6 hands.

Each player gets 6 ‘attempts’.

The player with the longest single throw in 6 attempts is the winner.

TURN SEQUENCE


A turn is also referred to as a hand, a round, or an attempt.

-Each player is dealt a hand of 7 cards

-Each player may discard up to 5 cards and draw replacements

-Players reveal their cards and score their hands.


SCORING HANDS


You may score 5 cards from your hand.

You may score 1 card from each of the 5 basic Suites.

If you don’t have a card from a suite you may substitute a Training card.

If you still don’t have a card for a suite, you get a consolation 5m for that suite.

To Score, Add up the values from each of your 5 suites.

This is the distance in meters of your Throw.


CARD LIST


Card Name: Suite Meters

Relax Arm S 18

Relax Shoulder S 16

Visualize Movement S 20

Chest Muscles Stretched S 14

2 Finger Grip S 12

Place Marker S 10

10 TO 12 Quick Strides RU 18

7 Meters per Second RU 20

Accelerating RU 12

Concentrate Energy RU 16

Look Straight Ahead RU 10

Gain Momentum RU 14

Stressed Step RTP 12

5 Strides RTP 14

Turn to the Side RTP 16

Legs Cross RTP 18

Maximum Amplitude RTP 20

Midway Marker RTP 10

Last 2 Strides P 14

Tense Body P 16

Javelin Behind Shoulder P 18

Flexible Arm P 20

Run Up Track P 10

Both Feet on the Ground P 12

Stop Suddenly R 10

Explosive Movement R 14

Powerful Throw R 16

Optimal Throwing Angle R 20

25 to 40 Degrees R 12

31 Meters per Second R 18

Muscle Building T 9

Flexibility Exercises T 9

Elastic Resistance T 9

Throwing Weighted Balls T 9

Running & Jumping T 9

Coordination & Balance T 9


LINKS


The Throwers Page

JAIL BREAK


by Marcus Salo

INTRODUCTION


Scenario for WarpQuest.

Click here for the WarpQuest Core Rules.

Each player takes the role of a prisoner in Dick J. Pitt

Correctional Facility Medium Security Prison looking to escape

through a tunnel the prisoner is digging from his cell to

freedom and then driving to Mexico.


VARIANT RULES


There are two Modules. Both modules are 30 spaces long. Between

the Modules, the player rolls for a Getaway Car.

There is no Artifact, the goal is to get to Mexico (space 80)

before getting caught or killed.

The journey on the board is a one way trip.

Spaces on the board represent time not distance in the first

module, distacne in the second.

Each player starts with 6 skills.

If you fail the challenge you return to space #1 unless the card

says something different.

If you win the challenge, advance.

The player with the most cards in the most challenge types wins.

If you win a “fight” with an opponent, the opponent must go back

six spaces.


SKILL TABLE


1D6 Skill

1 Cunning

2 Smooth Talking

3 Steeling

4 Fighting

5 Shooting (if you have a gun)

6 Driving

7 Toughness

8 Agility

9 Charisma (to gain respect)

10 Stealth

Module 1: The Prison

Card Name: Notes:

1. Prison Thugs, Ricky & Lee inthe Cafeteria Charisma x2 or Fighting x2

2. Collapsing Tunnel Agility x2

3. Brutal Guard Mike Procton Toughness x2

4. Race Riot Cunning x2

(if succesfull, you can dig your tunnel twice as fast, because the

guards are calming down the Riot, advance 1d6 spaces)

5. Kitchen Duty Steeling x2

(if succesfull, you steel a spoon and dig with double speed, advance

1d6 spaces)

6. New Inmate Paulie With Cash Cunning x2 or Fighting x2

(if succesfull, you get the cash and by a knife,

fighting +1)

6. The Aryan Gang Leader has a crush on you Fighting x2

7. Old Boxing Coach as Inmate Smooth talking x2

(if succesfull, you get boxing lessions, Fighting +1)

8. Cell Raid Cunning x2

(if unsuccesfull, you tunnel is found, goto space #1)

9. Change of Escape with the Laundry Truck Agility & Stealth

(if succesfull, goto space #31)

10. Sarah Molina, the Female Social Worker Smooth Talking x2

(if succesfull, you get a library priviledge, a good place to

hide the removed earth, advance 1d6 spaces)

11. Fighting in the Shower Room Charisma x2

(if succesfull, you can keep yourself out of the fight, advance 1d6 spaces)

12. Cell Mate Martin gets a LSD flash back Fighting x2

13. Prison Pastor Rev. McGinnes Smooth Talking & Cunning

(if succesfull, you get a prayer book inside of which you can smuggle the digged

earth out of your cell, advance 1d6 spaces)

14. Warden J.W.Douglass Wants to Have a Chat Charisma & Smooth Talking

15. Undercover Cop Cunning x2

16. Drug Lord Al Wants You to Pay Your Debts Smooth Talking x2

17. Fat Mike Says He Loves You Fighting x2

18. Fat Mike Sends JJ.Sleez to Beat You Up Fighting x2

19. Missunderstanding in the Gym with Jésus Charisma x2

20. Tyrone Doesn't Like You Fighting x2

21. Leonard Says He Knows What You Are Up To Cunning x2

22. Thin Leo Wants You to Beat Sleezy Allan Fighting x2

(if succesfull, Thin Leo arranges a gun to you as soon you get out)

23. Laundry Duty Stealth x2

(if succesfull, you smuggle out lots of earth from the tunnel)

24. Drug Lord Al Wants His Money Back Smooth Talking x2

25. Drug Lord Al Is Upset About the Money Smooth Talking x2

26. Fire in the Cell Block Agility & Toughness




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