• Critical Beatdown

Imagine the adrenaline rush of your favorite fighting game, distilled into a tabletop experience…

Drawing inspiration from classic video games and the nostalgia of pen-and-paper RPGs, this game brings you the best of both worlds.

Critical Beatdown strips away the layers of roleplaying complexity, leaving behind a pure combat experience. So, build your character, sharpen your skills, and…

prepare for battle!

1. DETERMINE YOUR BIOMETRIC STATS.

Your character has 3 primary stats called Biometrics.

BODY

physical conditioning + constitution

REFLEX

reaction time + hand / eye coordination

MENTAL

intelligence, awareness + willpower

Each Biometric is assigned a number that represents its level of proficiency.

123456
Very BadBadAverageGoodVery GoodExceptional
Roll 2d6 for each Biometric and keep the highest die.

2. CHOOSE YOUR PERKS.

Perks are specialties within a Biometric that serve as bonuses for specific actions.

For each Biometric with a ranking of Good (4) or better, you get to pick a Perk.

  • BODY
  • Strong
    • damage bonus• 
    • grappling bonus •
  • Tough
    • absorb more damage •
    • bonus to blocking •
  • REFLEX
  • Precise
    • targeted attacks • 
    • technical moves •
  • Quick
    • extra attacks • 
    • dodging •
  • MENTAL
  • Instinct
    • avoid surprise attacks • 
    • detection •
  • Will
    • cast Spells. Use Quirks. • 
    • resist effects of both•

* Good(4) gets a +1 bonus. *

* Very Good(5) gets a +2 bonus. *

* Exceptional(6) gets a +3 bonus. *

3. PICK AN ORIGIN.

Origins describe your character’s background. Each origin unlocks certain abilities.

NATURAL

battle hardened through experience + training.

  • +1 bonus to Strong, Tough + Will perks (max of +3)

  • +2 points to distribute among your BODY and REFLEX perks. (max of +3)

  • 1 Extra Fighting Style OR 1 Quirk

MAGIC

a magical being or student of the mystic arts.

  • +2 bonus to MENTAL and +1 bonus to REFLEX

  • +1 bonus to Instinct and Will

  • Choose 2 spells or one spell that starts at rank 2

SCIENCE

enhanced by genetics, chemicals, technology, etc.

  • +3 bonus to divide among BODY, REFLEX or MENTAL

    [max of 2 points to any Biometric.]


  • start off with one Enhancement of your choice.

5. DETERMINE YOUR FIGHTING STYLE RANK.

This is your proficiency in your chosen style.
Roll 2d6. Keep the highest die. This is your starting Rank in that style. If you get a low number, don’t worry. You can spend credits to raise your ranking.
Your Rank serves as a bonus to your Attack / Defense Number when performing moves in that style.
123456
NoviceCompetentSkilledGiftedExpertMaster

6. PICK YOUR SIGNATURE MOVES

You can pick signature moves for any style that you have a rank of Gifted (4) or better.

These are moves you specialize in… and as such get an Attack Number bonus when using them.

Signature moves work the same way as Perks. They have a higher chance of landing than the other moves in your style.

* Gifted(4) gets ONE move at +1 *

* Expert(5) gets TWO moves at +2 *

* Master(6) gets THREE moves at +3 *

7. SPEND CREDITS TO PURCHASE ADDITIONAL STYLES / ABILITIES OR UPGRADE EXISTING ONES.

Credits are used to purchase and upgrade fighting styles and abilities.

• You get 10 credits to start… plus an additional credit for each point of MENTAL you have.

• Learning new fighting styles and abilities costs 5 credits. They start at Novice (1).

• Upgrading existing skill levels costs 3 credits per rank.

• You can only buy abilities within your Origin.

8. DETERMINE YOUR ATTACK / DEFENSE NUMBERS.

Once you’ve determined all your Fighting Style ranks and signature moves, tally up your attack / defense numbers. Each move has a Biometric stat and perk associated with it. So for each of your moves combine your:

Biometric Stat +Perk + Fighting Style Rank + Signature Move Bonus

These are your Attack Numbers. The higher the number, the greater the chance the attack will be successful.

Attacks in Critical Beatdown fall into one of 3 categories:
Strikes, Grapples or Rushes. So there are 3 types of defense… and there are two different defensive styles for each:

  • STRIKE DEFENSE
  • Brutal
    BODY [+tough]
  • Slick
    REFLEX [+quick]
  • GRAPPLE DEFENSE
  • Brutal
    BODY [+strong]
  • Slick
    REFLEX [+precise]
  • RUSH DEFENSE
  • Brutal
    BODY [+strong]
  • Slick
    REFLEX [+quick]

BRUTAL

Brutal defense is violent and aggressive.
– meet force with force –

SLICK

Slick defense is fluid and graceful.
– completely avoid attacks –

For each attack type, whichever of your fighter’s Biometric / Perk combinations is higher – That’s your style of defense for that type of attack. If they’re both equal, then you’re Balanced and you can use them interchangeably.

Add that Number + the corresponding Defense style bonus (if your Fighting Style has one.) That is your Defense Number. Do this for Strike Defense, Grapple Defense and Rush Defense.

Once you have these 3 Defense Numbers and all of your Attack Numbers, you’re ready for combat.

9. FINALLY, CALCULATE YOUR HIT POINTS.

initiative = REFLEX{+quick) + any bonuses

This determines your chance of acting first in combat.

actions = REFLEX{+quick) / 3

This determines how many actions you can take during your turn.
You get one action for every 3 points of REFLEX(+quick)

dmg = (+tough) + bonuses from abilities

This is your ability to absorb damage. Subtract this number from any damage taken (unless otherwise noted.)

awareness = MENTAL (+instinct)

Your ability to avoid surprises and detect enemies.

willpower = MENTAL (+will)

Your ability to cast spells and manipulate others… and to resist the same.

dodge = REFLEX (+instinct)

Your ability to dodge projectiles / distance attacks.

STUN = BODY(+Tough) + MENTAL(+Willpower)

If you take this much damage in a single attack, you are STUNNED. 
Your opponent gets an immediate, additional, unavoidable attack.

KNOCKDOWN = (STUN) + REFLEX

If you take this much damage in a single attack you are KNOCKED DOWN.
You can’t Dodge until you get up. Takes 1 action to get back up.

BREAK = (3 x BODY) +Tough

If you take this much damage in a single attack, you are INJURED. -3 penalty to all rolls.
After your first injury, each subsequent Break reduces your rolls by an additional -1.

LIFE = 5 x STUN

When you run out of LIFE points, you die.

CONGRATULATIONS!
YOU’VE CREATED A FIGHTER.