Documenti di Didattica
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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
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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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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
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Glossary
Below are some terms which are used throughout this book, along with a brief definition.
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
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.
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.
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
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
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
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.
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):
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.
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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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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.
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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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Chapter 2: Combat
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
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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Chapter 2: Combat
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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Chapter 2: Combat
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.
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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Chapter 2: Combat
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
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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Chapter 2: Combat
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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Chapter 2: Combat
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.
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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.
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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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Chapter 3: Magic
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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Chapter 3: Magic
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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Chapter 3: Magic
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
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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Chapter 3: Magic
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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Chapter 3: Magic
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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Chapter 3: Magic
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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Chapter 3: Magic
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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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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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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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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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.
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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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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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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.
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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
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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.
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)*
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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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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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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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Outer Wall
entrance 1
food Prep
Drive-thru window
Refill Station
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entrance 2
Outer Wall
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.
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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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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
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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Attributes
+
Class Occupation
+
Other
= =
Other
+
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
+
Other
+
Gear
Occupation
Health
Fine Scratched
no penalty
Very Scratched
no penalty
Hurt
no penalty
Injured
-2 to challenge rolls
2.
Employees Backstory
Gear
Item Damage Rating
Self Portrait
Employee 2:
Demerits:
Health:
Employee 3:
Demerits:
Health:
Employee 4:
Demerits:
Health:
Customer 2:
PCR:
Health:
Customer 3:
PCR:
Health:
Customer 4:
PCR:
Health: