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Maximum Service: The Role-Playing Game

Written by Levon Jihanian Illustrations by Rusty Jordan For information about addtional rules and downloadable character sheets, visit http://forkfrenzy.com/burgerwarz/.

This work is licensed under the Creative Commons AttributionNonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.

Table of Contents
Chapter 1: The Basics
1

Introduction 1 What Youll Need 1 Glossary 2 The Setting 4 Setting Up 4 Basic Gameplay 5 Challenges 5 Attributes 7 Major Skills 8 Minor Skills 8 Margin of Success 9 Work Ethic & Improvement of Stats 10 Demerits 12 Changing Work Ethics 12

Chapter 2: Combat

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Initiative 14 Combat Mechanics 15 Combat Actions 16 Special Actions 19 Penalties & Bonuses 21 Combat Resolution 22

Chapter 3: Magic

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Spells 25 Circles 26 Crystals 27 Spell List and Descriptions 28

Chapter 4: Employee Creation

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Employee Stats 33 Question 1. What is Your Class? 35 Question 2. What is Your Occupation? 37 Question 3 . What Corporation do you Work For? 40 Qiuestion 4. Whats Your Age? 50 Question 5. What are Your Skills? 51 Question 6. Whats Your Work Ethic? 55 Question 7. Whats your Gear? 57

Chapter 5: District Managers Handbook

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Customers & Monsters 59 Sample Scenario: Death Shift 66 Sample Characters 74

Employee Application DM Record Sheets

78 80

All sorrows are less with bread. Miguel de Cervantes

Chapter 1: The Basics


Welcome
Burger Warz: Maximum Service: The Role Playing Game is a social, collaborative game, where you play out imagined scenarios and use dice rolls and statistics to determine the outcomes. You take on the role of an employee trying to move up in the highly competitive future, where everyone works for minimum wage. You win by surviving (either through combat or other means) and advancing your employee (through providing customer satisfaction). Teamwork and creative thinking are your friends, but the customer is your best friend.

What youll need


This rulebook character sheets 2-6 friends Pencils A bunch of regular 6-sided dice

Chapter 1: The Basics

Glossary
Below are some terms which are used throughout this book, along with a brief definition.

Chapter 1: The Basics

1D, 2D, 3D, etc. - A dice roll. 1D means roll 1 die, 2D means roll 2 dice, and so on. 1D+2 is the result of 1 die, plus 2. In this example, if the player rolled a die and got a result of 3, the final result is 5. District Manager (DM) - The player who is in charge of running a game. She controls the world around the other employees, and adjudicates customer satisfaction. Player - You, the person reading this book, and your friends sitting around the table. Employee - A fictional person who is controlled by a player. He or she works for a fast food chain in the future. Close Combat - Fighting close up, either with weapons or with bare hands. Ranged Combat - Fighting someone from far away. Perhaps with a gun, a bow and arrow, or a magical fireball. Challenge - A test of skill using a combination of an employees stats and rolls of dice. Margin of Success - The degree of success an employee achieves in a Challenge. Initiative - The order in which players play their employees actions. Attributes - The fundamental stats that define an employees natural ability. They are Physical, Customer Service, Trade, and Magic. Major Skills - Skills and abilities that take years of study to master. This category of stats represents time and practice and in many cases holds equal weight to Attributes. Minor Skills - Skills and Bonuses that represent a specialization. They are meant to complement Major Skills

Chapter 1: The Basics

Circles - A type of Minor Skill that represents a school of Magic. These complement Magic Spells. Craft - A type of Minor Skill which compliments Trade Skills. Industry - A type of Minor Skill which represents a specific field of study, which compliments a broader field of study. Engagement - A combat action that represents the combatants focus. Action - What an employee or customer does during his combat turn. Customer - A character controlled by the DM. Shift - This is a session of gameplay, which represents a workday for the employees.

Chapter 1: The Basics

The Setting
Burger Warz: Maximimum Service takes place in a distopian near-future. Everyone works for a fast food corporation in one way or another.

Chapter 1: The Basics

Genetically modified food has caused horrible mutations in all walks of life, and magic is somehow real. The world is extremely violent, and life has little meaning. That said, corporate culture pervades the society completely, and fast, convenient food is at the forefront of everyones mind. When working at a fast food restaurant, one things for certain: every customer is either a corporate spy for a competing restaurant, or a corporate spy sent to check up on you from your own company. Either way, give service with a smile and keep your finger on the trigger.

Setting Up
Choose one player to be the District Manager, or DM. This player will play out the external world of Burger Warz: Maximum Service. In other words, she controls all of the antagonists, allies, bystanders, and forces of nature in the game. She is neither your enemy nor your ally. The DM will need to: Know and arbitrate the rules. Challenge the players with obstacles and foes. Keep the game moving along. Plan ahead for what the employees will face next and help guide the story based on the direction of the players. The other players will each control one employee, which they can create, or choose from a variety of pre-generated employees. Employee creation in

Chapter 1: The Basics

Burger Warz: Maximum Service is fun and meant to be done together as a group. For more information, check out the Employee Creation rulebook.

Basic Gameplay
The basic flow of the game starts with the DM describing a scene. The players then describe what their employees do. The DM tells the player what happens as a result of the employees action. Thats it. When there is a question of whether or not the action is successful, Challenges come into play. In the case of combat, there are even more extensive rules to allow for fairness and flow of play. In these instances, its important to keep the excitement going and not let strict adherence to the rules bog down play. The rules are there to make things more fun, first and foremost.

Challenges
The Challenge is the fundamental element of the Burger Warz: Maximum

Chapter 1: The Basics

Service system rules. A typical game session contains of a series of Challenges declared by the DM. Challenges are tests that the employee must pass in order to successfully carry out difficult tasks. Many times there will be a lot of argument and discussion at the table between players on the best way to proceed. In order to determine whether your employee can perform an action successfully, the DM calls for you to roll the dice according to your employees stats. If your employee has good fighting stats, The chances of jump-kicking that killer clown are much higher. In these cases, youll be asked to roll dice, add some bonus numbers to it, and compare the results to a target number. This might be a difficulty rating set by the DM, or in the case of combat, an enemys Health stat. The number of dice you roll depends on your applicable stats. Table 1-A Examples of Difficulties and their Target Number Target Number 1-3 4-5 6-8 9 - 11 12 - 14 15 + Difficulty Trivial Easy Tricky Challenging Hard Super hard

We begin with an attribute stat (Physical, Magic, Customer Service, or Trade): Each point within an attribute contributes 1 die to the to the pool. Only one attribute may be used for a given challenge. If the stat for the

Chapter 1: The Basics

appropriate attribute is zero, roll 1 die; however, the Margin of Success may never exceed 0 (Well cover Margin of Success a little later in this chapter). (Optional) Add one Major Skill appropriate to the challenge: Each Major Skill point in the appropriate skill contributes 1 die to the pool. If there is no applicable skill, then no dice are added. Whether or not a skill is applicable to the circumstances is left to the discretion of the DM. Finally, we add bonuses from Minor Skills: Each Minor Skill point contributes 1 point to the pool. Any skill or attribute that is used must apply to the action being attempted by the employee. You may use as many of these bonuses as are appropriate to the Challenge!

For example, Joanne the wizard is ringing up a customer, who keeps changing their order, and the other people in line behind the customer are getting impatient. Her Customer Service attribute, which is 1 point, gives her 1 die, her communication major skill gives her an additional die, and her patience minor skill gives her an additional point. The DM determines that this test is somewhat tricky so he sets the target number at 7. The player rolls 2 dice: 2 and 5 for a total of 7, and adds 1 point from patience minor skill bonus, for a grand total of 8. Success!

Attributes
Attributes are the fundamental stats that define an employees natural abilities. They apply to every Challenge an employee faces, and they are the foundation for Major and Minor Skills. They are Physical, Magic, Trade, and Customer Service.

Chapter 1: The Basics

Physical (P) represents the strength, speed, and agility of an employee . It doesnt necessarily represent every physical aspect of an employee , but it is instead an abstract average of all aspects. Therefore, one employee with a Physical attribute of 5 might be incredibly strong, or of average strength, but incredibly quick. Magic (M) represents the employees ability to learn and apply magical energy practically and safely. Trade (T) is the foundation for skills which require practice and direct application. This covers a broad range of skills such as lockpicking, haggling, and artistry. Customer Service (CS) is the employees ability to perform the day to day activities required for running a successful restaurant venture.

Major Skills
Major Skills are specified abilities and expertise which the employee can use. They are always combined with an attribute. Each point of a given Major skill adds 1 die to a Challenge roll. Every Major Skill is tied to a specific Attribute: Physical (P), Magic (M), Customer Service (CS), or Trade (T).

Minor Skills
These are helper skills that provide bonus points to a Challenge. There is no limit to the number of Minor Skills that can be used, however the skill must be appropriate to the Challenge. There are 6 types of Minor Skills (the letter in parentheses represents the Attribute with which theyre associated):

Chapter 1: The Basics

Weapon Skills (P) are an employees familiarity and practice with a specific type of weapon (e.g. sword, machinegun, or spear) . Food Skills (CS) are areas of expertise in customer service (e.g. food preparation, customer relations, and hygiene). Craft Skills (T) are areas of expertise in trade and craft (e.g. lockpicking, armor repair, and demolitions) Circles (M) are various categories of magic, represented by natural elements (earth, air, fire, water, and crystals). See the Magic chapter for more information about Circles.

Margin of Success
The number of points rolled over the target number is the margin of success. the higher the roll, the more successful the action was. In the previous example, Joanne had a 1 point margin of success on her challenge roll. Its enough for her to get the customer moving along, but maybe theyre irritated and decide to cause future problems. The DM tells the player that Joanna manages to help the customer come to a decision, much to the appreciation of other customers, but they give her a sidelong glare as they move away from the counter. The DM determines that this customer will claim that the order is incorrect no matter what, leading to another Challenge.

Chapter 1: The Basics

Work Ethic & Improvement of Stats


In most role playing games, employees advance their abilities by gaining experience points through killing foes. In Burger Warz: Maximum Service, advancement is based on playing according to your employees personal work ethic. Heart of Gold - Kindness still has a place, even in this broken world. Always lend a helping hand and fight injustice wherever you see it. Murderer - Kills with precision, and quickness. Always go for the quick and easy kill. Pacifist - Fighting usually makes things worse. Always look for a peaceful solution. Leader - Natural born leader. When decisions need to be made, take charge. Liar - You are a manipulator, and use your words as weapons. Company Man - Corporate knows what its doing. Look after the needs of the corporation over your own needs or the needs of anyone else. Meat Head - Theres nothing better than picking a fight. Swing your sword first and ask questions later. Ghost - Its like youre not even there. Do everything you can to avoid drawing attention to yourself. Never volunteer.

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Chapter 1: The Basics

Annihilator - The more things you destroy, the better you feel. Always try to crush the most enemies. Comedian - When tension mounts, you feel the urge to lighten things up. You have a joke for every occasion. At the end of each game session, the DM awards each employee 1-3 points for each work ethic trait based on how well the player role-played the employees assigned work ethic. A 1 indicates little to no effort, a 2 means that they followed the work ethic descriptions, and a 3 means that the player went to great lengths to embody the work ethic perfectly. If a player used work ethic traits to disrupt the game, a DM may choose not to award any points. At the beginning or end of a session, a player may spend their accumulated work ethic award points to buy skill ratings, new skills, attribute points, and even health points. Below is the cost of each type of stat. Table 1-B Work Ethic Point Costs for Buying Stats Stat Type 1 Minor Skill point 1 Major Skill point or 1 Health point 1 Attribute point The player may opt to add 1 point to an existing skill or attribute, or he may buy a completely new Attribute or Skill. 15 work ethic points Cost 5 work ethic points 10 work ethic points

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Chapter 1: The Basics

Demerits
If a paying customer is killed unnecessarily, or if an employee fails to please a customer, the DM may record a demerit on an employee. Demerits cancel out work ethic points awarded at the end of the shift.

Changing Work Ethic Traits


A player may change to a different personality at the beginning or end of any session; however, they lose any accumulated work ethic points associated with their previous work ethic.

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Chapter 2: Combat
The centerpiece of most role playing games is combat between characters and their antagonists. Burger Warz: Maximum Service is no exception. While the basic concept of Challenges also applies to combat situations, additional rules are needed in order to adjudicate the aspects points of combat.

Chapter 2: Combat

Its important for the DM to be methodical in preparation and coordination of the players choices. Weve tried to make this easier by breaking down combat into specific steps. The steps of combat are as follows:

1.

Determine the order of everyones actions. If one team has the element of surprise, no roll is necessary. In the cases where both teams enter combat simultaneously, Initiative must be determined. See Initiative below.

2.

A new round begins. Generally, each character may perform one action on his turn. When the success of an action is in question, like when a character attacks something, a Challenge roll must be made. See Combat Mechanics below.

3.

After all characters on both sides have declared and resolved their actions, the players may choose to change the order of their actions, but they must rearrange their seating to match their order for the next round. See Initiative below.

4.

The round ends. Jump back to step 2 until combat is resolved. See Combat Resolution below.

Initiative
Initiative is the order in which each character acts. Rather than rolling for each individual character, we roll for each team (Players vs. DM). With this setup, the advantage tends to go to the team with greater numbers.

1.

DM rolls Initiative. DM rolls 1D for each antagonist/monster. She adds the results together to determine the pooled initiative number.

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Chapter 2: Combat

2.

Players roll Initiative. The players each roll 1D and add their combined results to determine the players pooled initiative number.

3.

DM announces the team that has the highest pooled initiative number. That is the side that goes first. On the players turn, each player declares and attempts to resolve his action taking turns in clockwise order starting from the player who is sitting to the left of the DM. Players may rearrange their seating and order only once at the beginning of each round. On the DMs turn, the DM plays the antagonists actions in any order of her choosing.

Combat Mechanics
Actions in Combat
On an employees turn, he may perform one quick action. He may announce his greater intent at this time, but only 5 seconds worth of action may be performed. This rule can be stretched at the discretion of the DM. A player might declare that his employee runs down a hill, leaps through a wall of fire, and lunges at his closest foe with a longsword. During this action, the employee will only be able to perform the first action, which is running down the hill. Some 1-turn Actions: Engage an enemy Charge or run away Attack with a close combat weapon Attack with a magical spell

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Chapter 2: Combat

Attack with a ranged weapon Duck behind cover Cast a heal spell Drink a potion Pull a lever Some multiple-turn actions: Bandage or tend to someones wounds Pick a lock Replace a wagon wheel Flank the enemy Perform a magic ritual Barricade a window

Attack Actions
Close Combat Attack
When attacking an enemy using a weapon such as a sword or axe or even bare hands in a conventional manner, the default attribute to use is the Physical attribute. A close combat skill can be added to the attribute roll, but isnt required. If the employee has a minor skill points for that weapon, those points can be added to the roll. And finally, any contextual skill points, or other minor skills which may help in that moment. The target score is the enemys Health stat. A roll adding up to the Health stat or higher is considered a successful attack. The targets damage level moves up depending on the weapon used, and for each point above the target score, an additional damage level is inflicted.

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For example, if Six Star wants to attack an Elf in the forest with his sword, his 3 physical attribute points give him 3 dice, his close combat skill gives him an additional die, and his sword and forest minor skills give him 2 points. The player rolls 4 dice: 1, 3, 5, 5 for a total of 14, and adds 2 points from minor skills, for a grand total of 16! The Elf s Health score is 8, and so Six Star succeeds in his attack with a 8 point margin of success. But thats not all. Six Stars sword has a damage rating of 2, so 10 damage levels are inflicted on the Elf, who is now wounded. If the attacker has a Physical attribute of 0 and no close skill, he may roll 1D, or Freebee Die. However margin of success can never exceed 0. He is reliant on the deadliness of the weapon to inflict damage. In other words, any successful attack with a sword against a foe will only inflict 2 damage levels. A foe must be in striking distance to hit with a close attack.

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Chapter 2: Combat

Magical Close Combat Attack


Some wizards are able to use their Magic attribute as the base stat for close attacks. The rules are the same as with regular close attacks, with the Magic attribute replacing Physical.

Ranged Attack
Ranged attacks can be either thrown weapons, arrows, stones from a sling, or certain magical spells. The base attribute is Physical or Magical, depending on the specific attack. The major skill is ranged attack, or a ranged spell, and minor skills are weapon skills such as bow, crossbow, pistol, and sling; or magical circles such as fire, wind, cold, or stone. Remember, engagement rules apply to ranged attacks. Think of the engagement action as time spent aiming at the target. Unlike close combat attacks, there are no restrictions to margin of success when using a Freebee Die. All margin of success in a ranged attack counts toward damage to the target.A foe must be in range, and within line of sight to hit with a ranged attack.

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Special Actions
Some actions dont fit neatly into the challenge/resolution format.

Engagement
Engagement is a common maneuver in a battle. It simply means that the employee is focused on one particular enemy. Attacking an enemy youre not engaged with adds a penalty to your challenge roll (see below). If you attack an enemy for a second round in a row, you automatically engage before rolling for the attack challenge. Only one enemy may be engaged at a time, though there are exceptions to this rule. Engaging an enemy you havent attacked in the previous turn takes up one action. Criteria for engaging an enemy: You must be able to see the enemy or know exactly where she is. The enemy must be within striking distance with whatever weapon youre wielding. You must be able to focus. This means you cant engage with an enemy if youre stunned or unconscious. Penalties: Attacking an unengaged target has a -2 point challenge penalty. Attacking an unengaged target while youre engaged with another target disengages you from the previous target and gives a -2 challenge penalty.

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Additional notes on engagement: Just because youre attacked, doesnt mean youre engaged. Its possible to engage one enemy, while being engaged by one or more other enemies. Its possible to engage with more than one target if you are cornered or within a confined space such as a doorway or narrow hallway. in these instances, all enemies who fit the above criteria are consider engaged using only 1 action. Disengaging can be done at any time and doesnt require an action.

Attacking While Moving


Sometimes you want to move and attack at the same time, whether youre charging an enemy, or backpedaling with a bow and arrow, or making a parting blow as you retreat. It is up to the DMs discretion on how this affects the rules. In the case of the backpedaling, the DM might impose a penalty on the attack. In the case of charging, the DM might even allow the employee to engage the enemy, move up to it, and attack as one action, but also place a temporary 1-turn health reduction on the employee to indicate vulnerability. Common sense should be used.

Defensive Posture
Going into a defensive posture takes up one action. It basically means the employee is steeling herself to parry, or bracing herself for impact, or getting ready to jump out of the way. Defensive posture allows an employee to boost their health by 3 points until their next turn.

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Dual Wielding
Some employees wield a different weapon in each hand. Unless he has the Dual Wielding major skill, this simply means that he may choose which weapon he is going to attack with for that action. With the skill, however, he may make a second attack in the same action, with a penalty of -2 points for the second attack. The first attack uses the close combat attack skill, the second attack uses the dual wielding skill.

Penalties & Bonuses


Some situations give penalties or bonuses to rolls or health stats:

Penalties
Shooting at someone behind cover: -2 to -5 to the attack roll, depending on the quality of cover. If someone is 100% concealed, it is impossible to hit them. Attacking someone with whom youre not engaged: -2 to the attack roll. Attacking someone with whom youre not engaged while youre engaged with someone else: -3 and disengage with your current enemy. Attacking while blinded or stunned: -5 to the attack roll. Attacking while wounded: -1 to -3, depending on the wound level. Being left vulnerable during or after a charge: temporary -2 to the Health stat. Casting a big multi-round spell: temporary -2 to the Health stat.

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Bonuses
Attacking someone who is not aware of your presence: +5 to the attack roll. Attacking someone who is aware of your presence, but is engaged with another character: +2 to the attack roll. Attacking a helpless enemy: automatic success, with your entire roll counting toward margin of success.

Combat Resolution
There are many ways for combat to end. One way is for one side to kill the other side. Death comes easily in Burger Warz: Maximum Service if one is not careful. A battle shouldnt be entered into lightly. When an employees damage levels are moved into the Death level, that employee has died. There are certain spells and abilities that circumvent death, but such a feat is considered as miraculous in Burger Warz: Maximum Service as it is in our world.

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Temporary Recovery
In the middle of battle, it is possible to recover from wounds up to a certain point. If an employee is wounded beyond injured, she recovers 1 damage point at the end of each round. an employee can never heal beyond the injured state in this way.

Tending to wounds
After combat, if an employee spends 8 hours of resting and has damage levels at Hurt or below, she is restored to full health at the end of the rest. If the employees damage level is Injured or above, she needs medical attention in order to recover. However, employees are seldom given time off in the middle of a shift. Wounds can be healed magically through heal spells, or they can be treated by a doctor or someone with the Treat Wounds skills.

When Your Employee Dies


For a player, an employee death can be traumatic and frustrating. A lot of time and energy and thought went into building and growing that employee, and sometimes the dice just dont roll right. The next step is to create a new employee, but there are a couple of optional rules that may quell the pain of a dying employee. The player may petition for one of these, however the allowance of their use is at the DMs mercy.

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Chapter 2: Combat

Death Warrant
Instead of dying, the employees damage level reverts to the wounded, and he suffers from the applicable penalties. In addition, his Health stat drops to half its level, rounded down, permanently. If the employee dies again, hes dead.

Go Out with a Bang


an employee may want to go out with a bang. In game terms this can range from giving the employee a bonus 1D to every roll until the combat ends, to letting the player briefly take over as DM and narrate what happens for the next minute. The DM can be the judge of whatever is appropriate, just as long as the player feels that his employee contributed something.

Famous Last Words


employees should always have the option to say some last words, even if its as theyre plummeting into a bottomless chasm. This rule should always be available to a dying employee. If done right, it can have a lasting effect on the group or story. Avenge me is good, because it might give an additional motivation to the employees to move forward with the plot. Something cryptic like The secret recipe is under the toilet in the broken stall might prompt the DM to add a mysterious secret recipe. Last words can also be used for comedic effect, or to air grievances.

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Chapter 3: Magic
Magic exists somehow in the world of Burger Warz: Maximum Service. Although few people are able to control it, it has become a useful tool for the fast food corporations.

Spells
Spells in Burger Warz: Maximum Service are considered Major Skills. They are different from other Major Skills in that each spell has its own detailed

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rules. Another difference is that a spell cannot be attempted if the caster is not versed in that spell, despite their Magic Attribute rating. Spells cannot be learned if the user does not have at least 1 point in the Magic Attribute. Spells are learned in the traditional way through work ethic point spending; however, the DM may award spells in the form of magical scrolls or tomes handed down from corporate. There are various properties to any given spell. Some properties are not applicable to certain spells. This is noted in the spell descriptions.

Spell Properties:
Circle - the category of the spell (see Circles below). Effect - A description of what happens when the spell is cast. Damage rating - For attack spells, this is the bonus damage caused by the spell, similar to a weapons damage rating. Duration - Some spell effects are temporary. This is often established through rolling dice. Range - Touch, or distance (in feet). It should be noted that unless stated otherwise, the caster must be able to see the target of his spell. Energy cost - for crystal spells, this is the amount of energy points that must be spent to cast the spell (see Crystals below).

Circles
Each spell falls in a category, or circle. They are fire, earth, water, air, and crystals. Circles can be advanced as Minor Skills. Each rating point in a circle serves to strengthen spell casting by giving bonuses (in the same manner as other minor spells. The circle must, however, correspond to that spell. Each circle has different connotations:

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Fire - Destructive, energy, and force Earth - Protection, healing, and strength Water - flux, poison, and knowledge Air - Movement, foresight, and invisibility Crystal - Power and control

Crystals
Spells which fall in the circles fire, earth, water, and air can be used at any time. Crystal spells, however, are particularly powerful and require the energy from a special magical crystal found scattered throughout the world. These crystals are highly sought after, and very expensive. They each contain an amount of energy points depending on their size. These energy points can be spent by a wizard to cast crystal spells. Once a crystal is drained of its energy, it turns into salt and can not be used again, except for food seasoning. This is why many wizards hoard them. Table 3-A Chart of crystal sizes, and the amount of energy points they contain. Size sliver nugget fist shard orb pylon Energy points 1 5 10 20 30 50 and up

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The Spell List


The following is a list of available skills along with descriptions and special rules.

Animate Corpse
Circle: Crystal Range: Touch Energy Cost: 5 Target: 1 dead target

Turn a freshly dead corpse into a minion. It follows your verbal commands. It has the same stats as it had when it was alive, except it has a Health rating of 5. Once an animated corpse is dead, it cannot rise again.

Charm
Circle: Crystal Range: 10 ft. Energy Cost: 2 Target: 1 target

Causes enemies to become your friends. Lasts 1D rounds.

Enfeeble
Circle: Water Range: 20 ft. Target: 1 target Reduce an enemys Health by 1D for 1D rounds.

Entangle
Circle: Earth Range: 30 ft. Target: 1 target Vines or living dirt wrap around your enemy, making it impossible for them to run, walk, or climb. They can, however, still use their hands. They can not move for 1D rounds (roll die).

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Explode
Circle: Fire Damage Rating: 1 roll once. An explosive force rends those caught within. Range: 30ft, 10 foot radius Target: 1 target plus anyone else standing next to them. You only need to

Far sight
Circle: Crystal Range: N/A but not hear. Energy Cost: 4 Target: Self

Remotely view any place you have been within the last week. You can see,

Flight
Circle: Crystal seconds. Range: N/A Target: Self Fly at the same speed as your stride. Energy Cost: 1 point for each action, or for every 5

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Forcefield
Circle: Earth Range: Touch Target: Self or 1 target A protective force envelopes you or a friend. Temporarily provides +5 to health, Lasts 1D rounds (roll die).

Gift of Acuity
Circle: Air Range: Touch Target: Self or 1 target Boost Trade attribute by 2 points. Touch. Lasts 1D rounds.

Gift of Knowledge
Circle: Water Range: Touch Target: Self or 1 target Boost Customer Service attribute by 2 points. Touch. Lasts 1D rounds.

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Gift of Strength
Circle: Earth Range: Touch Target: Self or 1 target Boost Physical attribute by 2 points. Touch. Lasts 1D rounds.

Heal
Circle: Crystal effects of poison. Energy Cost: 1 Removes 2 damage degrees. Also can be used to cure a disease or undo the

Levitate
Circle: Air Range: Touch Target: Self or 1 target You or a target floats up to 5 feet off the ground. Affected target can move at normal speed. Lasts 1D rounds (roll die).

Paralyze
Circle: Crystal Range: Touch rounds (roll die). Energy Cost: 2 Target: Self or 1 target

Your enemies stiffen and freeze at your touch. They can not move for 1-6

Searing Blast
Circle: Fire Damage Rating: 2 burns its target. Range: 30ft Target: 1 target A bolt of magical energy shoots out of your eyes, hands, staff, or wand and

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Searing Touch
Circle: Fire Damage Rating: 3 Range: Touch Target: 1 or 2 targets Your touch burns flesh and spirit.

Tame Animal
Circle: Earth Range: Touch Target: 1 animal Your touch soothes even the most ferocious beast. A tamed animal will harmlessly follow you until dismissed. It will not, however, understand commands.1 target. Does not work on monsters, insects or arachnids.

Telekinesis
Circle: Air Range: 30 ft. Target: an object Move objects around. Difficulty number is determined by the DM, and is based on weight, number of objects, and intricacy and speed of movement.

Ward
Circle: Earth, Air, Fire, or Crystal Range: Touch Target: Self or 1 target You are immune to magical attacks of any one type of circle in which you are trained. Lasts 1D rounds (roll die).

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Employee Stats
The following is a list of employee stats with brief explanations. Class: The fundamental archetype of the employee. There are only three classes: Warrior, Wizard, and Dabbler. Occupation: This represents the employees realm of experience, and contributes to stats. It can complement the employees Class, or it can contradict the Class for some interesting results. Age: The age of the employee bestows different bonuses and penalties. Attributes: These represent the employees core abilities. Attributes factor into almost all dice rolls. There are 4 types of Attributes: Physical, Customer Service, Trade, and Magic. Major Skills: Attribute. Minor Skills: These are helper skills that provide bonus points to a challenge. There is no limit to the number of minor skills that can be used, however the skill must be appropriate for the challenge. There are 6 types of Minor Skills: Weapon Skills (P), Industry Skills(CS), Craft Skills(T), and Circles(M). Health: Health is the employees ability to avoid physical harm. The health score can be representative of a number of things, such as quickness, endurance, armor, or sheer luck. Many things contribute to a health score, but it is an abstract number used as a target number in Challenges. Skills most commonly used by employees. Major skills contribute dice to challenge rolls. Every Major Skill is tied to a specific

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Franchise: Its the restaurant you work for. Work Ethic: Every employee has two work ethic traits. Playing according to the players personality is rewarded by improved Skills and Attributes. Gear: This is the property that the employee carries with him at all times.

Please answer the questions in order and mark down the results on the employee application found in the back of this book.

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Chapter 4: Employee Creation

Question 1: What is your Class?


The Class defines the core archetype of your employee: The brawny warrior, the sly dabbler, and the esoteric wizard. Remember, though, that this isnt the employees sole defining stat. Classes can be combined with Occupations to create original twists on traditional heroes. Each class contributes the following stats: Attributes, Health, Major Skills, Minor Skills, Gear and a choice of Special Ability.

Wizard
The Wizard has seen the subtle tapestry of energy that binds our reality. He has learned to shape the threads to manipulate and destroy stuff. Wizards are the only class who can acquire Spells, regardless of their occupation. Attributes: Add 2 to your Magical Attribute. Health: Add 3 to your Health stat. Major Skills: Add 3 Spells Minor Skills: Add 1 Circle Gear: 1 crystal nugget Choose 1 Special Ability: Warp Reality: Once per session, you may determine the outcome of a test (success or failure) regardless of a dice roll result. The margin of success/ failure is always 0. or Reports of my Death Were Exaggerated: If the employee dies, roll a die. On a 4, 5 or 6, the employee returns to life at full health after the next extended rest. The remains of the employee vanish.

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Chapter 4: Employee Creation

Warrior
The Warrior basically hits things and shoots things. Lets not overthink this. Warriors have the most health of the three Classes, and are the most physical. Attributes: Add 2 to your Physical Attribute. Health: Add 5 to your Health stat. Major Skills: Add Close Combat and 1 other Physical Major Skill. Minor Skills: Add one Minor Skill from the Weapons category. Gear: 1 weapon of any type Choose 1 Special Ability: Sick Combo Move: Once per session, do 2 close combat actions at once. or Unstoppable: Once per session, until the end of the conflict, ignore any and all wound penalties.

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Chapter 4: Employee Creation

Dabbler
The Dabbler is a jack of all trades. He can handle a sword or a gun, but isnt as deadly as a warrior. He might have even begun casting some minor spells on his own. Attributes: Add 1 to Physical, 1 to Trade, and 1 to Customer Service. Health: Add 4 to your Health stat. Major Skills: Add 4 Major Skills, but no Spells. Gear: a Pistol Choose 1 Special Ability: Hard to Get: Twice per session, you may automatically evade an attack made against you, or take the hit of an attack meant for someone else. or Dumb Luck: Once per session, you may re-roll a test that you make, but you have to use the second result.

Question 2: What is your Occupation?


The Occupation is the set of skills and experiences your employee has lived and breathed for most of her life. Sometimes, it fits in perfectly with their Class. Other times, for various reasons, employees pursue other paths that run counter to their Class. An example of this is the Warrior/Scholar, or Wizard/Soldier. Each Occupation contributes the following stats: Health, Attributes, Major Skills, Minor Skills, and Relationships.

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Assassin
Attribute: +1 to Physical Health: +3 Skills: +1 Major skill (any Phys.); +1 Major skill (any Phys.); +1 Minor skill (poison or stealth) Gear: Dagger, Sniper Rifle

Demolitions Expert
Attribute: +1 to Trade Health: +3 Skills: +1 Major skill (Demolitions); +1 Major skill (Tinkering); +1 Minor skill (Explosives); Gear: 3 Grenades, 2 C4 kits with remote detonators, bomb disarming kit

Doctor
Attribute: +1 to Customer Service Health: +3 Skills: +1 Major skill (Treat Wounds); +1 Minor skill (any) Gear: First aid kit, medical bag

Enchanter
Attribute: +1 to Magic Health: +2 Skills: +1 Major Skill (Spell); +1 Minor Skill (Circle); Gear: 1 Crystal sliver, Dagger

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Ex-Con
Attribute: +1 to Trade Health: +3 Skills: +1 Major skill (Close Combat); +1 Major skill (Steal); +1 Minor skill (Pick Lock, Stealth, or Pick Pocket); Gear: Club, Pistol

Soldier
Attribute: +1 to Physical Health: +5 Skills: +1 Major skill (any Phys.); +1 Minor skill (weapon); Gear: A combat knife, a close combat weapon(sword, axe, machette, etc.) or a ranged weapon (bow, pistol, assault rifle, etc.), and armor (kevlar vest, plate mail, etc.)

Spy
Attribute: +1 to Trade Health: +3 Skills: +1 Major skills (Disguise); +1 Major skill (any Trade); +1 Minor skill (Deception) Gear: Pistol, Disguise kit

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Question 3. What Corporation do you work for?


The players must agree on one corporation to work for, each with their own theme and benefits. The following are the most popular in the world of Burger Warz

Clown Gang
The Clown Gang is the oldest of the franchises. The owner is said to be a 5000 year-old jester named Pickles, who made a dark demon pact for immortality. Their hamburgers are summoned from a Plutonian Ideal Plane of Existence. All employees of the Clown Gang are sent to a remote training facility where their sanity is broken down and replaced with dark clown magic and corporate indoctrination. Bonuses: +1 Minor Skill (Circle), +1 Minor Skill (Dagger).

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Chicken Cabal
The Chicken Cabal is a cult led by an enigmatic, self-appointed General Sanders. The Chicken Cabal is the most well-armed of all the franchises, with an enormous stockpile of automatic weapons. The Chicken Cabal guards a secret formula of 7 ingredients, all of which are known to no one but Sanders. He has entrusted his 7 closest female disciples to each hold the secret to one of these ingredients. Bonuses: +1 Minor Skill (Dagger), +1 Minor Skill (Gun - Rifle)

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Kagesushi
Kagesushi, or Shadow Sushi is a franchise based out of Denver, Colorado, home of the original monastery which spawned the Secret Society of Ninjas (SSN). Trained in stealth and close combat, these employees are masters at infiltration and assassination. Bonuses: +1 Major Skill (Choose one: Running; Climbing & Jumping; Sneak,; or Dodge.)

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Future Donut
Future Donut burst onto the scene overnight with techno-industrial advances in donut production. The origins of this Donut franchise are a complete mystery. All that is known is that they boast futuristic weapons and food facilities, and their enemies often mysteriously disappear. Bonuses: +1 Major Skill (Tinkering or Food Preparation)

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Quiza Nostras
Rooted in organized crime and toasted sandwiches, Quiza Nostras is an extremely isolationist organization, plagued by nepotism and offensive stereotypes. It is led by Don Capicola, a cunning immigrant from the old country. Bonuses: +1 Minor Skill (Intimidate), +1 Minor Skill (Explosives)

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Question 4. What Is Your Age?


Choose an age in years for your employee. The consult the table below and apply your penalties and bonuses. Age Adjustment(s) 10-15 years 16-27 years 28-49 years 50 and older +2 Health, -1 Major Skill +1 Physical +1 to Trade or Customer Service +1 to Trade or Customer Service or Magic

+1 Major Skill -3 Health

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Question 5. What are your Skills?


Select your skills based on Instructions from questions 1-4

Major Skills
These skills provide +1D for each skill point.

Physical (P):
Close Combat - Fighting up close hand-to-hand, either unarmed or using weapons such as swords and clubs. Ranged Combat - Fighting with projectile or thrown weapons such as guns, bows, or boomerangs. Dual Wielding - This special skill can be used in conjunction with Ranged Combat or Close Combat, in order to grant the employee the ability to use two weapons at once. See the special rules for this skill in the Combat chapter. Sneaking - Hiding, tiptoeing, or otherwise going unnoticed. Jumping & Climbing - This skill is used when the employee needs to jump or climb. Running - Ability to run fast

Trade (T):
Stealing - Whether its pick-pocketing or breaking and entering, Stealing is a catch-all skill for larceny. Sneaking - Hiding, tiptoeing, or otherwise going unnoticed. Coercing - Intimidating, seduction, debate team, or any other form of persuasion.

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Tinkering - Fixing and building mechanical and technological gizmos. Disguise - Pretending to be someone else. Driving - Operating a mechanical vehicle Demolitions - practical use of explosions, or disarming bombs.

Customer Service (CS):


Treat Wounds - Attending to and healing wounds. A Treat Wounds Challenge target number is based on the severity of the wound as well as tools and facilities available to the healer. Each margin of success heals 1 wound level. Wounds can only be treated outside of combat. Conflict Resolution - The ability to diffuse and repair customer service disputes. Food preparation - Preparing food quickly and at an acceptable level of quality. Communication - The ability to understand and communicate with customers and co-workers effectively..

Magic Spells (M):


(For a complete description of these spells, see the Spell list in the Magic chapter): Animate Corpse Charm Enfeeble Entangle Explode Far sight Flight Gift of Acuity Gift of Knowledge Gift of Strength Heal Levitate Paralyze Searing Blast Searing Touch Forcefield Tame Animal Telekinesis Ward

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Minor Skills
Weapon Skills (Physical):
Sword Dagger Axe Mace Polearm Staff Shield Longbow Shortbow Crossbow Gun - Rifle Gun - Pistol

Circles (Magic):
Fire Water Air Earth Crystals

Craft Skills (Trade):


Deceit Blacksmithing

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Craft Skills (Continued):


Speech making Haggling Toiling Poisons Animals

Industry Skills (Customer Service):


Delay Quick Service Deceit Intimidate Gourmet

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Chapter 4: Employee Creation

Question 7. Whats your Work Ethic?


Work Ethics reflect aspects of an employees personality. They are the starting point for acting cues when playing the role of your employee. Choose 2 Work Ethics from the list below. At the end of each session, the DM determines how well you played each Work Ethic, and awards between 1 and 3 points. These points accumulate and can be redeemed at the beginning or end of a session for new stats or stat increases. For more information, see the Basic Rules Chapter. A new Minor Skill or a 1-point increase in a Minor Skill costs 5 points. A new Major Skill or a 1-point increase in a Major Skill costs 10 points. A 1-point increase in an Attribute costs 15 points. Heart of Gold - Kindness still has a place, even in this broken world. Always lend a helping hand and fight injustice wherever you see it. Murderer - Kills with precision, and quickness. Always go for the quick and easy kill. Pacifist - Fighting usually makes things worse. Always look for a peaceful solution. Leader - Natural born leader. When decisions need to be made, take charge. Liar - You are a manipulator, and use your words as weapons.

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Chapter 4: Employee Creation

Company Man - Corporate knows what its doing. Look after the needs of the corporation over your own needs or the needs of anyone else. Meat Head - Theres nothing better than picking a fight. Swing your sword first and ask questions later. Ghost - Its like youre not even there. Do everything you can to avoid drawing attention to yourself. Never volunteer. Annihilator - The more things you destroy, the better you feel. Always try to crush the most enemies. Comedian - When tension mounts, you feel the urge to lighten things up. You have a joke for every occasion.

Question 8. Whats your Gear?


Each employee starts with gear based on their class and occupation.

Weapons
Close Combat (Damage Rating in parentheses):
Sword (light) (+2) Sword (heavy) (+3)* Dagger (+1) Mace(+2) Axe(+2) Axe (Heavy) (+3)* Spear(+2) Halberd(+2)*

*wielding these weapons reduces the users health rating by 1.

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Ranged (Damage Rating in parentheses):


Bow (+2)* Crossbow (+1) Lazer gun (+4) ** Sniper Rifle (+4)* (Requires 2 rounds to fire) Assault Rifle (+3) Pistol (+2) *wielding these weapons reduces the users health rating by 1. **requires 1 crystal energy point per shot; maximum crystal size: nugget (5 energy points)

Explosives:
Grenade (+2): Target: 1 target plus anyone else standing next to them. You only need to roll once to hit. Bomb (+3): An explosive charge that can be triggered via remote detonator or time clock. Target: everyone in a 10 foot blast radius. No need to roll to hit.

Armor
Heavy Armor (+3 Health, -2 to Physical Challenges) Leather Armor (+1 Health) Kevlar Vest (+1 Health) Shield (+1 Health, must have a free arm and be trained in the Shield Minor Skill to use)

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Miscellaneous
Crystals (needed to use crystal-based spells or lazer weapons) Lock Picks (needed to pick locks) Disguise Kit (need edto create masks and disguises) Medical Bag (needed to treat wounds) Bomb Disarming Kit (needed to disarm bombs) Walkie Talkies Magic Seasoning (adds +1D bonus to a Food Preparation Challenges)

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Stop! This section contains information that might spoil a game for a player. Its meant to be only read by the person who is playing as DM. This section is broken up into two sections: Customers & Monsters and a Sample Scenario called Death Shift.

Customers & Monsters


Monster stats are only 3 types of stats: Health; Skills, which are more broad areas of expertise than specific abilities; and Gear. Damage level works the same way as regular employees. Problem Customer Rating is the difficulty of any customer service challenges they may impose.

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Elderly Saboteur

Health: 5 Problem Customer Rating: 10 Complaining, Delay: 4 Dice Sabotage and Demolitions: 2 Dice Gear: C4 Explosives (+3 Damage Degrees), Cane or Walker (+1 Damage Degrees) The Elderly Saboteur first attempts to disrupt business by delaying and creating a hold up in the line or being an otherwise customer service nuisance. Their secondary tactic is to blow things up.

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Kid
Health: 10 Problem Customer Rating: 8 Complaining, Causing a Scene, or Getting Into Where They Dont Belong: 4 Dice Breaking stuff: 2 Dice Gear: none Kids are generally unpredictable agents of chaos. They are good at one thing and one thing only: Ruining lives.

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Teenagers
Health: 10 Problem Customer Rating: 8 Loitering, Discouraging business, Freeloading: 4 Dice Brawling, Rough-housing, and Stealing: 2 Dice Gear: Smart Phone Basically the bottom feeders of society, teenagers buy very little, contribute nothing, and are very difficult to get rid of. Kill one and 2 take its place.

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Insurgent FDA Inspector


Health: 8 Problem Customer Rating: 12 Intimidation, Harrassment: 3 dice Perception: 3 Dice Fighting: 2 Dice Gear: Pistol (+2 Damage Degrees), War Axe (+2 Damage Degrees), Clipboard The Food and Drug Administration was dismantled years ago, however insurgent agents still roam the streets, inspecting restaurants and enforcing health violations... with extreme prejudice.

Mutant Black Mold


Health: 5 (can only be killed with fire) Problem Customer Rating: NA Food Contamination, Respiratory Infection: 3 Dice Paralysis: 2 Dice Mutant Black Mold is insidious and difficult to kill. It spreads pretty quickly and can only be hurt with fire. Its able to climb along walls at alarming speed. It is impervious to conventional weapons and can only be hurt by fire.

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Techno-Assassin
Health: 10 Problem Customer Rating: 6 Murdering, Mayhem, Battle: 3 Dice Stealth, Running: 2 Dice Gear: Sword(+2), Lazer Gun (+4), Walkie Talkie, wristwatch with grappling hook and micro-wire, Ejection Boots, Strobe light helmet. The Techno Assassin uses a variety of gadgets and weapons to murder people. They are hired for wetwork operations and are extremely effective.

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Mutant Rat Swarm


Health: 9 Problem Customer Rating: NA Biting, Scratching, Food Contamination: 2 Dice Gear: none Rats run rampant in the world of Burger Wars, and Rat swarms are common, especially in unhygienic establishments. Mutant rats are really good at teamwork and can collectively devour a side of beef in a little more than an hour.

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Sample Scenario: The Death Shift


This is a typical scenario for Burger Warz. Have the players create their employees or just use the sample characters provided at the end of this chapter. It can take place at any of the major franchises listed in the Employee Application chapter. The employees will face various customers and enemies throughout their shift with increasing intensity. The job of the employees is to provide excellent service and keep the restaurant from blowing up.

Before you begin


Each Employee should be assigned to a station. The DM may decide, or you may let the players choose. The number in parentheses represents how many spots are available in that station. Just note that each station needs at least 1 employee. The Shift Manager floats from station to station wherever he or she is needed. The stations are as follows: Shift Manager (1) Customer Service Associate (or Cashier) (2) Food Preparer (3) Drive-thru Associate (1)

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Chicken Cabal Floor Plan

Outer Wall

entrance 1

store room freezer room cashier stations

food Prep

Drive-thru window

Refill Station

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entrance 2

Outer Wall

Chapter 5: District Managers Handbook

Summary of Encounters
Introduction Hour 1: Teenagers Hour 2: Did Anyone Die Yet? Hour 3: Grim Announcement Hour 4: The Calm Before the Storm Hour 5: Final Assault The End

Introduction
The employees first day at work begins ordinarily enough, but there are enemy forces vying to take advantage of their inexperience of the team and vulnerability of this particular Chicken Cabal franchise. Theyll face a series of customers, each one more challenging than the last, until finally they are forced to defend the building from an onslaught of murderous clowns. The DM (District Manager) should read the following to the players: Welcome to your first day of work at the Chicken Cabal!* Years of preparation at the Mojave Training Compound have paid off and youre now part of an elite team of poultrists (thats poultry specialists). But dont get too excited, youll have to start at the graveyard shift and work your way up to daytime associate. Its easy! Your priorities are as follows 1) Preserve this organizations reputation of high standards in food and customer service; 2) Keep the building well maintained and in pristine condition; and 3) stay alive. Remember that youre one of our most important assets! Ill be back at the end of the shift to see how things went. Good luck team!

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Hour 1: Teenagers
As the District Manager leaves, a group of 4 teenagers enter, wearing sneakers with extremely long shoelaces. They take a seat in a corner booth without ordering anything and proceed to make a ruckus. Without intervention, this will go on for the entire shift. Immediately afterward, a shifty, unkempt man reeking of booze enters, and stares at the menu. Placing a filthy index finger on his lip, he seems to be trying to decide what to order. Without intervention, this will go on for the entire shift.

Hour 2: Anyone Dead Yet?


An obese Mutant Supereater enters and lets out a roar. If the homeless man from hour 1 is still there, and the players are slow to intervene, he will tear the homeless man in two. This will count as a demerit for every player. The Mutant will then try to rush the food preparation area, attempting to eat all of the food. Anyone who tries to stop him will be attacked. He is extremely tough, with a health rating of 13! A group of wealthy customers enter after 5 rounds. If the Mutant Supereater isnt dispatched by then, they will leave. Otherwise they will buy $50 worth of food--A record amount for any single shift at the Chicken Cabal. One of the members of the wealthy entourage will break off and break into the storeroom. The employees will only notice this if they have a line of sight to the storeroom/bathroom area. Once in, the employee will plant a bomb which will detonate in hour 4 if it isnt discovered and disarmed. They will then rejoin the wealthy group, who are all agents of Quiza Nostras.

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Mutant Supereater
Health: 10 Problem Customer Rating: NA Close Combat, Destruction: 4 Dice Food Consumption: 3 Dice Mutant Super-eaters are ravenous monsters who are addicted to fast food. They wildly storm establishments and take whatever food they can, and murder anything that stands in their way.

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Quiza Nostras Agents


Health: 8 Problem Customer Rating: 8 Deceit, Subterfuge, Sneaking: 3 Dice Demolitions, Gun-shooting: 2 Dice Boxing: 1 Die Gear: one of them has a timed explosive device, $100 in cash These agents specialize in non-violent subterfuge and will avoid a fight if possible.

Hour 3: A Grim Message


A grim clown hobbles in, wearing red and white makeup. With each step, a clown horn sounds. He places a dead pigeon on the counter, and slowly raises a finger to point at the employees. In a completely somber voice he calmly proclaims This restaurant is forfeit. Leave now, for by the end of tonight, this will all be ashes! HAHAHAHAHA! He will continue to laugh indefinitely. If the employees carry him out, he will not resist. However, if they attack the clown, he will detonate a bomb which is strapped to his body underneath his clown suit. The blast will cause 5 points of damage to anyone standing next to the clown. If the clown dies, his ghost will haunt the restaurant. While the ghost wont be able to interact physically with anything, he will nevertheless cause disruptions to any paying customers in the future.

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The Grim Clown


Health: 8 Problem Customer Rating: 8 Unsettling, scaring away customers: 4 Dice Close Combat: 1 Die Gear: an explosive device with a suicide trigger, a dead pigeon

Hour 4: The Calm Before the Storm


No customers show up for a while. This gives the characters time to prepare for the impending assault. They can barricade the doors, rig traps, or patch themselves up. After the employees are done, and if it wasnt disarmed, the bomb from hour 2 detonates, destroying the storeroom, restrooms, and a big part of the inner wall. Anyone in that area suffers 5 damage points.

Hour 5: The Final Assault


An business woman enters with cellphone in her hand. She walks up to the counter but is still talking on her cell phone about synergy. Mid conversation, she orders a garden salad, but the cashier will need to make a customer service roll with a difficulty of 10 to notice, because she so seamlessly placed her order mid-call. She continues her conversation for a few moments, then hangs up. If her order isnt ready, she gets upset and asks for the manager. Her customer difficulty rating increases to 13. If the employees fail to satisfy her, she leaves in a huff and places a call to corporate. This results in 2 demerits for everyone. Meanwhile, A small, colorful car pulls up to the drive-thru window, bypassing the intercom. A grenade is thrown through the window (2D + 1 to hit, +3 Damage rating), and the car pulls around to the front. 8

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members of the Clown Gang get out, and attack the players! They are pretty reckless, and will rush the players, hoping to overwhelm them with sheer numbers.

Business Woman
Health: 8 Problem Customer Rating: 10 Getting things done: 3 Dice Shooting people: 1 Die Gear: smart phone, pistol

Clown Gang Member


Health: 8 Problem Customer Rating: 8 Mayhem, Destruction: 2 Dice Close Combat: 1 Die Gear: an explosive device with a suicide trigger

The End
When the battle is over, and if any employees are still alive, The District Manager returns, as well as a cleanup crew. He will assess the condition of the restaurant. Surprisingly, if its at least semi-functional, the District Manager will be pleased. The sun rises as the DM speaks We appreciate your professionalism and your sacrifice. Please accept these as a token of our gratitude, and welcome to the Sanders Family! He hands them each a magical pin emblazoned with the words Senior Associate, which grants +1 to Conflict Resolution skill.

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Sample Characters
Fibra Reynolds - Warrior Soldier

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Grimey Shelfbender - Warrior Doctor

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Florence baumer - Dabbler Demolitions Expert

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Shadow - Wizard Assassin

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Employee Application Franchise name goes here


Name: Age: Special Ability: Player: Class: Occupation:
Combine Attribute points from the appropriate sources for your total Attribute score.

Attributes
+
Class Occupation

+
Other

= =
Other

Physical (P) Customer Service (CS) Trade (T) Magical (M)

+
Class Occupation

+ +
Occupation Other

+
Class

= =
Other

+
Class Occupation

Major Skills
Physical skills, Trade Skills, Customer Service Skills, and Spells Skill Rating Attribute

Minor Skills
Weapon skills, Athletic Skills, Industry Skills, Craft Skills, Circles, and Contexts Skill Rating Attribute

Health & Damage Levels


Combine health points from the appropriate sources for your total Class Health score.

+
Other

+
Gear

Occupation

Health

Fine Scratched
no penalty

Very Scratched
no penalty

Hurt
no penalty

Injured
-2 to challenge rolls

Wounded Unconscious Dead


-3 to challenge rolls cant perform challenges

Work Ethic & Promotion


1.
Minor Skill Major Skill Attribute

2.

Minor Skill Major Skill Attribute

Employees Backstory

Gear
Item Damage Rating

Self Portrait

DM Employee Record Sheet


Employee 1: Demerits: Health:

Employee 2:

Demerits:

Health:

Employee 3:

Demerits:

Health:

Employee 4:

Demerits:

Health:

DM Customer Record Sheet


Customer 1: PCR: Health:

Customer 2:

PCR:

Health:

Customer 3:

PCR:

Health:

Customer 4:

PCR:

Health:

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