Man, I see in fight club the strongest and smartest men who've ever lived. I see all this potential, and I see squandering. God damn it, an entire generation pumping gas, waiting tables; slaves with white collars. Advertising has us chasing cars and clothes, working jobs we hate so we can buy shit we don't need. We're the middle children of history, man. No purpose or place. We have no Great War. No Great Depression. Our Great War's a spiritual war... our Great Depression is our lives. We've all been raised on television to believe that one day we'd all be millionaires, and movie gods, and rock stars. But we won't. And we're slowly learning that fact. And we're very, very pissed off. Welcome to Fight Club. My intent when running this game is for turns to cover approx. 1 week in-game time, but multiple actions can and probably will occur within a single turn depending on the complexity of what you are trying to achieve, particularly during the Homework and Mayhem phases (more on those later) – possibly as short as days or hours. Characters will exist at one of three phases, and progresses through them in turn if successful. A characters aim is to reach Project Mayhem and simply survive completing successful actions for as long as possible, carrying out the assignments handed down by Tyler – me, your friendly GM, if you had not worked that out yet. In death, your deeds will become a legend amongst the surviving members.
Fight Club:
Once weekly, the classic Saturday night fight club in the basement of Lou’s Bar. Fighters will be paired randomly. Fights will run on an attack/counter turn based system. Attacks and counters will be calculated using a d6 roll with skill bonuses. Fights are over when a KO is rolled, or you fail a pain roll for a tap out or going limp. During fights you can level up your skills/attributes, and cause injuries to your opponent. There will be no “health bar” – injuries are caused by successful or failing actions, and will heal over time and can be treated…. How well they are treated depends on who you get to treat them of course. Fight club members always have bruises and cuts, so these aren’t really tracked, but a dislocated knee for example will be a persistent weakness others might choose to target. Nobody cares if you win or lose your fights; all that matters is that you have a good fight. Catch Tyler’s eye and he will give you a Home Work assignment. Between weekly fight club meets members are expected to use their day to day work to support their local fight club in any way possible. Fight Club members may be recruited by higher ranking operatives for use in Home Work assignments or Project Mayhem tasks. People attending a fight club for the first time have to fight, and new players can join as a Fight Club member at any time.
Home Work:
After catching Tyler’s eye through performing well in a fight, you will get given a get a Home Work assignment. You have until the next Fight Club meet to succeed in the goal set to you using any means needed. Success or failure again decided by rolls on a d6, with skill modifiers added/subtracted. Success in a Home Work assignment will earn you an invite to Project Mayhem. Failure means you stay as a member of fight club until you impress Tyler again.
Project Mayhem:
If invited to join Project Mayhem you are expected to arrive at the door of the Paper Street house with the following items: two black shirts, two pairs of black pants, an army surplus mattress, shoes, socks, two pair of plain underwear, a heavy black coat, a white towel, white plastic mixing bowl, and five hundred dollars cash for personal burial money. The cash is deposited into a communal fund for all Project Mayhem members to use, along with any other assets that have been accrued. At this point you lose your identity and all your links to the rest of the world. Tyler will assign tasks to members of Project Mayhem, and they are expected to carry them out. There will be little in the way of time restriction to achieve them (unless a mission is actually time sensitive), and members may work collaboratively or recruit junior members from the Fight Club to aid them. As with Home Work assignments, all actions will be rolled for by a d6 and modified by skills. People only leave Project Mayhem via death or arrest. Dead members become martyrs, who will be re-given their name and an unmarked grave in the Paper Street back garden. Members of project mayhem or not obliged to attend weekly Fight Clubs, but can do so as an action if they wish and may end up rolled into a fight in order to train attributes.
You do not get to directly select your skills or attributes, but they will be assigned to you based on your characters bio and backstory. Skills and attributes will develop when used successfully to a maximum of a +5 to rolls. 5 core attributes will be tracked: Strength (ST), speed (SP), intelligence (IN), endurance (EU), and agility (AG), again to maximum of +5 to any rolls. Your skills could be anything within what I feel is reasonable based on your characters bio and actions.
At the start of a fight you will be requested to give an instruction. This instruction will govern what actions your rolls represent in a fight. Speed and Agility will decide which fighter is the first attacker, and rolls of a d6 control the course of the fight. Fights go on as long as they have to.
Roll score difference of:
-4 or bigger: Epic fail
-3: Dire fail
-2: Fail
-1: Partial fail
0: Stalemate
1: Partial success
2: Success
3: Great success
4 or bigger: Epic win
Example fight club phase roll (Bob vs. Jack), attacker listed first in score comparisons:
Bob (Speed 2, agility 2, strength 4, endurance 1, Intelligence 2): Instruction – get in close, work the body.
Jack (speed 3, agility 3, strength 2, endurance 2, intelligence 2): Look to keep distance, aim for arm lock.
Jack has higher speed and agility so rolls first.
Jack circles Bob, looking to land a few opening jabs… (4+3(sp) vs 2+2(sp)), landing with a neat left right combo, bruising Bob above the left eye. Bob is momentarily stunned, but gets his wits back about him to charge and tackle Jack (1+4(st) vs 6+3(ag)), but Jack evades this and attempts to get a hold on Bobs left arm (5+3(ag) vs 1+2(ag)). Locking Bobs arm, Jack takes him to the floor, exerting pressure on the elbow joint (5+2(st) vs 1+1(eu)). Bob cannot stand the pain so taps out.
For Home Work and Mayhem actions, a scale of 1 to 6 on a d6 is in operation, where 1 would be epic fail, and 6 would be epic win, with a linear scale in-between.
Significant injuries will affect character until the injury has healed, possibly ruling them out of any actions. These could range from minor muscle strains to concussions, broken bones, spinal, cranial, etc. Injuries can lead to penalties to rolls. Effects such as drunken, poisoned etc. will also be rolled in where relevant.
Name: Who are you.
Physical data: age, height, weight, detailed description.
Emotional data: Why has this individual decided to turn their back on the world and attend fight club?
One thing you wish you had done before you die? Build a house, paint a self portrait…
If you could fight anyone, who would it be and why? Ghandi? Lincoln? Shatner?
Right, I think thats everything you guys need to know... hope I didnt miss anything.
Warning: If you are reading this then this warning is for you. Every word you read of this useless fine print is another second off your life. Don't you have other things to do? Is your life so empty that you honestly can't think of a better way to spend these moments? Or are you so impressed with authority that you give respect and credence to all that claim it? Do you read everything you're supposed to read? Do you think every thing you're supposed to think? Buy what you're told to want? Get out of your apartment. Meet a member of the opposite sex. Stop the excessive shopping and masturbation. Quit your job. Start a fight. Prove you're alive. If you don't claim your humanity you will become a statistic. You have been warned- Tyler.