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The RolePlaying Game

Quickstart Guide
Credits
Lead Designer: R. Scott Uhls
Development: Todd Walsh
Editor: Kaia Norton
Featured Artist: Gustav Rangmar
Graphic Design & Layout: Michael Gnade
Production Manager: Michael Gnade
Playtesters:
Richard Anaya II, Susan Beneville, Amanda Brandt, Andrew Castle, Skylr
Chamberlin, Dan Cook, Seven Easecity, Deanna Erickson, Jacob Ferryman-
Fiskvik, Cory Flagg, Paige Gray, Jacob Glass, Kevin Glusing, Matthew Griffith,
Kerianne Hardy, Jesse Hayes, David Heath, Max Held, Jacob Herold, Joe
Hinrichsen, David Hubble, Aeden Jacoby, Andrew Jacoby, Clayton Janes, Erin
Janes, Chris Johnson, Adrian Lee, James Lee, Lex Lee, Micah R. Maloney,
Mike Noorman, Katie Norton, Erin Orwig, Matthew Orwig, David Parker,
Nick Pittsey, Grace Rose, Matt Ruddell, Dana Sarber, Joseph D. Stirling,
Nathaniel Tice, Josh Tran, Dean White, Alejandra Wilson, Marina Volz

Based on the original board game MAXIMUM APOCALYPSE created by Mike Gnade.

Visit us online at www.rockmanorgames.com!

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Table of Contents

GAME OVERVIEW
OVERVIEW 4
FACTS OF LIFE 5
WHAT YOU NEED TO PLAY 5

CHARACTER CREATION
CHARACTER CREATION 6
CHARACTER ACHETYPES 7
PERSONAL APOCALYPSES 10
BASE STATS 12
SKILLS 14

CORE MECHANICS
DICE ROLLING 16
COMBAT 18
RANGED ATTACKS 20
COMBAT DAMAGE 24
REGULAR PHASE 26
SITUATIONAL CONDITIONS 30

QUICKSTART SCENARIO
THE ESCAPE 32
SCENARIO MONSTERS 41
PREGEN CHARACTER SHEETS 46

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Game Overview
Maximum Apocalypse: The Roleplaying Game is a tabletop RPG based on the board
game of the same name. This RPG seeks to expand the experiences of the board game
and offer a more immersive environment for gamers.
Players take on the role of apocalypse survivors banded together in the post-apocalyptic
wasteland to find resources and survive dangers. They are plagued by alien invaders,
diseases, mutants, radiation, killer robots, giant monsters, supernatural horrors, and
zombies. Players will delve into the scattered remains of humanity, seeking Component
Pieces to maintain their gear and food to maintain their bodies. The more they find, the
less resources remain, and the quicker their survival becomes bleaker.
Survival is not guaranteed; there are a multitude of ways to encounter death. Alien
Invaders harvest survivors for organic components; Robots seek a utopia free from
humans, and Zombies are insatiable stalkers. Maximum Apocalypse: the Roleplaying
Game combat is a savage and brutal exchange of attacks against overwhelming odds.
Along with their companions, players use dice, teamwork, ingenuity, and special abilities
to accomplish goals and overcome obstacles. Standing alive together when the smoke
clears is the ultimate goal of Maximum Apocalypse: The Roleplaying game.

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Facts of Apocalyptic Life
1: Civilization has collapsed. There is no returning to the way things were. Survivors
must learn to adapt to what’s left or die.

2: Humans are an endangered species. In the swirling chaos of the apocalypse,


disease-free, unmutated humanoids are rare.

3: Resources are limited. There is a finite amount of salvageable goods in the world.
What exists must be used in creative ways for survival.

4: Scavenging is life. While items can be created and maintained, nothing is


permanent. Searching for Component Pieces is one of the primary means survivors are
able to face their enemies.

5: There is no escape. Just as civilization will not be able to return to its former glory,
safety is an illusion. Leaving one problem ALWAYS leads to another.

What you need to play


Players should have character sheets, writing utensils, a common location, imagination,
and at least one copy of the rules to play the game. In order to play the game fully,
a group needs the following dice: 2d4, 2d6, 2d8, and 3d10 (1d10 as an Advantage/
Disadvantage die).

All Base Stat, Skill, and Special Stat rolls use 2d10 (a d100) and will thus be the most
common dice rolled in the game. While it is not required that every player have their
own 3d10 (2d10 + 1d10 for Advantage/Disadvantage), the best way to play is if each of
the players have their own dice to roll on their turn.

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Character Creation
In the Quickstart Scenario, several characters have already been created for use, but
below is the creation process in brief. For more details, see the Maximum Apocalypse:
The Roleplaying Game Core Rules.

1. Base Stats start at 25: Archery, Athletics, Blades, Brawl, Clubs,


Firearms, and Wrangle
Strength (STR), Fortitude (FOR), Agility
(AGI), Intelligence (INT), Instinct (INS), 8. Choose 4 Skill Proficiencies from the
Charisma (CHA), Fighting Skill (FS), Primary Archetype List and 3 from the
Ballistic Skill (BS), and Luck (LUCK) Secondary Archetype List. Scientists
choose 1 Extra skill. No doubling choices
2. Choose a Primary Archetype and Apply except for the Age skill proficiencies:
the Base Stat Adjustments:
Academics, Animal Ken, Athletics, Blades,
Fireman, Gunslinger, Hunter, Mechanic, Charm, Command, Crafting, Drive, Heavy
Priest, Ronin, Scientist, Surgeon, Thief, Weapons, Interrogation, Intimidate,
and Veteran Lockpick, Mechanics, Medicine,
3. Choose a Secondary Archetype based Navigation, Palming, Perception, Science,
on the Primary Archetypes and apply the Stealth, Survival, Tech Use, Tracking,
Secondary Base Stat Adjustments Wrangle, and Xenotech Use.

4. Choose a Personal Apocalypse and apply 9. Choose either a Skill proficiency or


the Base Stat Adjustments: an Academics skill Advantage from the
Personal Apocalypse.
Alien Invasion, Food Riots, Kaiju Attack,
Nuclear Holocaust, Peak Oil Collapse, 10. Calculate Special Stats:
Robot Uprising, Seismic Cataclysm, The Resilience, Resolve, Immunity, Build,
Rapture, Time Paradox, and Zombie Dodge, Health Points, Initiative, Luck Use
Apocalypse per Game, and Salvage.
5. Determine age, apply the Base 11. Choose a Primary Archetype Special
Stat Adjustments, and choose Skill Ability.
proficiencies:
12. Choose a Personal Apocalypse Special
Child (0), Youth (1), Middle (2), Mature Ability.
(3), and Advanced (4)
13. Choose a Lucky Mutation.
Skills Proficiencies: Crafting, Perception,
Tracking and Survival 14. Create Background Story and Select an
optional Negative Trait (if available).
6. Allocate 100 Free Points to Base Stats.
15. Choose Starting Gear based on CP
7. Choose 2 Combat Skill Proficiencies or Allocations (115 CP + 4 Food Unit Items).
opt out for an extra Archetype skill:

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Character Archetypes
Character Skills and Special Abilities are primarily determined by the character’s Primary
and Secondary Archetypes. The Primary Archetype represents the majority of training
and experience the character learned in the chaotic aftermath of the apocalypse. The
Secondary Archetype represents their own personal studies of skills.
The Archetypes are: Fireman, Gunslinger, Hunter, Mechanic, Priest, Ronin, Scientist,
Surgeon, Thief, and Veteran

The Hunter

The Scientist

“You can’t kill what you can’t see.”


BONUSES: FOR, AGI, INS & BS
The Hunter is adept at stealth, tracking
animals and enemies, keeping an
encampment safe, and finding optimal
travel routes. While they can sometime “The more we know about the situation,
be lone wolves, hunters make great the sooner we can adapt to overcome it.”
scouts and are useful teammates. They
are also formidable fighters, competing BONUSES: INT, INS, CHA & Luck
with Firefighters and Gunslingers for The Scientist is an academic in a world
high body counts. filled with action. Their Intelligence
and Instinct allows them to adapt, offer
insight, and solve problems rationally.
They rely upon group cohesion and the
covalent bonds of chemistry to create
improvised explosives to overcome
obstacles.

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The Firefighter The Mechanic

“Kill it with Fire!” “I’m keeping this thing together with


bubblegum and duct tape.”
BONUSES: STR, FOR, FS & Luck
The Fireman literally fights fire with BONUSES: AGI, INT, INS, & FS
fire. They have an affinity for flames The Mechanic is a well-trained technical
and explosions, and enough Health and expert, versed in everything from
Resilience to resist damage. They are machine parts to computers to sewing
combat heavy characters. techniques. Mechanics often have a
tool in their hand, patching up armor,
and sometimes hacking Robots or
The Gunslinger setting up defensives.

The Surgeon

“I can shoot the fleas off a dog’s back.”

BONUSES: AGI, INS, CHA & BS


The Gunslinger is a character with an “If you stopped getting stabbed, you
affinity for guns and more guns. Where wouldn’t need me anymore.”
they point their weapon, death follows.
They also have the ability to form BONUSES: INS, INT, CHA & Luck
alliances and build camaraderie, making The Surgeon is familiar with the dark
them natural leaders. and brutal nature of the apocalypse.
Because of their expertise with
medicine, they are usually the best
allies to have in a world full of dangers.
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The Priest The Ronin

“There are powers greater than us.” “No one is invincible; you must live like
you are already dead.”
BONUSES: INT, INS, CHA & Luck
The Priest is armed with faith, charisma, BONUSES: STR, FOR, INS & BS
and an unyielding loyalty to their The Ronin is the quintessential warrior,
companions. Priests are attuned to returning to ancient customs dictated
the supernatural and can tap into the by combat and death. They wear tribal
heavens to protect their allies or bring markings and carry specialized weapons
the wrath of the gods down upon their to face their enemies and prove they
foes. have no fear. They are often willing to
lay down their lives for their friends.

The Veteran
The Thief

I’ve seen things you wouldn’t believe.”


“I think we need it more than they do.”
BONUSES: FOR, AGI, BS & Luck
The Veteran has walked through fire, BONUSES: STR, AGI, INS, & CHA
granting them an uncanny ability to The Thief is always looking for a big
find solutions. They put their trust in score, both for themselves and the
very few people, often a single animal group. Thieves are expert scavengers,
companion, but when they do accept lockpicks and are deadly assassins from
allies, they are fiercely loyal. the shadows.

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PERSONAL APOCALYPSES
The world has been devastated by the combined weight of multiple world-shattering
scenarios.

ALIEN INVASION
You were up close and personal with ET, maybe you even
found yourself one of their abductees. You know their
technology is organic in nature and that their weapons are
primarily designed to Stun rather than Kill targets. But you
also know that you are only a walking sack of Component
Pieces to them.

FOOD RIOTS
They told everyone to stay calm. They said that rationing was only temporary. They lied.
While you did your best to keep yourself fed, you watched as helpless people turned on
each other as supplies ran out.

KAIJU ATTACK
You have seen the giants and heard their roar. While you may
not encounter them much anymore, the telltale shake of the
ground or the distance chewing sound will usually let you
know when one of these giants are approaching.

NUCLEAR HOLOCAUST
For you, it almost seemed like the mushroom clouds joined
and created a single funnel, ushering in the end of the
humanity. You may have been one of the lucky ones who
found a bunker or one of the unlucky ones who barely
escaped the blast.

PEAK OIL COLLAPSE


When human civility collapsed, you saw the ugliness that lies beneath. We are selfish,
brutal, and ultimately weak. Taking to the road, you became a warrior, stealing from the
worst dregs of survivors... all because of gas.

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ROBOT UPRISING
There were a lot of warnings that the first Fully Autonomous
Drone Combat Force (ADCF) was a bad idea. Thanks to some
ingenuity, you managed to escape the army of automatons
that walks the planet eradicating humans. You know that
just because the machine is off, that doesn’t mean it isn’t
watching you.

SEISMIC CATACLYSM
For you, the Earth collapsed, quite literally. You were alone when you contorted your
way through fallen buildings and climbed sheer surfaces to get out. You came out alive,
intact, and without an Insanity Condition.

SUPERNATURAL HORRORS
Vampires, Werewolves, Kitsune, Goblins, and the Unseelie
roam the darkness and are not just children’s tales.
Boogeymen are real and lurk in the shadows, hunting
humans and you were once their prey.

TIME PARADOX
Some well-meaning scientist invented time travel and tried to fix things before they
began. The paradox of this event continues to ripple, creating strange pockets where
time does not exist, or recreates events long since forgotten. The world is a strange
place, and you should know, because you either aren’t from here, or have memories of
events that have not yet happened.

THE RAPTURE
After the trumpets of Heaven sounded, the gates to Valhalla were opened and Kalki
descended to Earth. And while Fenrir began chewing, you watched as the minions of Al-
Masīḥ ad-Dajjāl and Jesus continued their eternal war.

ZOMBIE APOCALYPSE
As people got sick, they were quarantined, but the virus
escaped, and you got trapped. With Stealth, Combat and
Cunning, you are free and quite aware of the Z-Virus and
how it works.

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Base Stats
STRENGTH (STR) INSTINCT (INS)
The character’s physical strength and how The character’s perceptions of their
good they are at manipulating their body surroundings and those hiding within it.
to achieve certain tasks.
CHARISMA (CHA)
FORTITUDE (FOR)
The character’s personality and how well
The character’s physical health and they can convince others to agree with
resiliency. It affects how long the survivor their ideas.
character can hold their breath, and how
long they can go without food before being FIGHTING SKILL (FS)
affected. The character’s hand-to-hand melee
AGILITY (AGI) combat skills.

The character’s hand-eye coordination and BALLISTIC SKILL (BS)


how well they can manipulate their joints. The character’s ability to acquire targets
INTELLIGENCE (INT) and control projectile weaponry.

The character’s logical thoughts and recall LUCK (LUCK)


of information. How favorably the universe shines upon
the character.

Base Stat skill actions


CONTORTING PRYING
A character may need to move into a tight A character can make a Strength Base Stat
space. To do this, a character makes an roll to open a space wide enough to enter
Agility Base Stat roll with a modifier based without Contorting. They can also open a
on their Build. sealed object.

LIFTING REMEMBERING
Lifting objects based on their Strength Characters can remember information
Base Stat. A character can lift and carry based on their Intelligence Base Stat.
any weight twice their BUILD without
making a Strength Base Stat roll. For more THROWINg
information on Lifting, see the Core Rules. Throwing is a Combat action based on the
Agility Base Stat. A SUCCESS hits the target,
person or location.

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SPECIAL STATS
BUILD = STRENGTH + FORTITUDE SALVAGE = (INSTINCT + LUCK) ÷ 2
A character’s relative size to others, The innate ability characters have to
how much damage they do with Melee find Items and CPs scattered in the
Weapons, and how much food they need environment.
per day.
RESILIENCE = (STRENGTH + FORTITUDE) ÷ 2
DODGE = (AGILITY + INSTINCT) ÷ 2
The character’s ability to mitigate damage
How well the survivor character gets out of from indirect attacks like chemicals, gases,
the way of an attack or falling object. A Full electricity, elemental (heat, cold, rain, fire),
Dodge uses this stat, but at the expense of explosions, and Knock Out attacks. Each
5 Initiative adds ½ the character’s Strength Degree of SUCCESS negates 2 points of
to the Stat. Physical Damage.

HEALTH POINTS = (STRENGTH + FORTITUDE) ÷ 5 RESOLVE = (INTELLIGENCE + INSTINCT) ÷ 2


How much physical damage the character The character’s ability to mitigate the
can take before dropping unconscious. effects of psychic and mentally-based
Characters can be unconscious without emotional attacks. It can also be used to
being stabilized or healed a number of harness internal psychic energy.
rounds equal to their Fortitude ÷ 10.
Health Points can be healed using the IMMUNITY = (FORTITUDE + LUCK) ÷ 2
Medicine skill. The character’s ability to mitigate
INITIATIVE = (AGILITY + LUCK) ÷ 10 infections from Disease or Radiation
attacks. This is rolled at the initial infection
How quickly a character reacts to the and again each day (in the game).
situations around them.

LUCK USE PER GAME = LUCK ÷ 10


Characters who fail a roll can elect to reroll
based on their Luck Base Stat.

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SKILL PROFICIENCIES
There are 28 skills, each linked directly to a Base Stat. Characters can undertake any
Skill Action, but if they are not Proficient in the skill, they do so at DISADVANTAGE.
Characters gain skill proficiencies through their Archetypes, Personal Apocalypse,
and Age. Characters increase their Levels of Proficiency through the expenditure of
Experience Points, increasing the SUCCESS THRESHOLD by +5.

ACADEMICS: The term for all intellectual COMMAND: The ability to use verbal and
skills that are non-science in origin and non-verbal communication to express
grants a +5 per DEGREE OF SUCCESS to the ideas, feelings, and desires in a manner
SUCCESS THRESHOLD of the character’s that provides a +5 per DEGREE OF
next skill roll. This skill can also be used to SUCCESS to an allies’ next action.
assist others in RESOLVE SPECIAL STAT rolls
to overcome Resolve Damage conditions. CRAFTING: The ability to Break, Create,
Improve, Rebuild and Repair Armor,
ANIMAL KEN: All actions related to animal Barriers, most Special Items, and Weapons.
empathy, training, and husbandry. It can This does not include any electrical or
be used to gain control of an animal and mechanical items or chemicals or chemical
give them 1 command per DEGREE OF reactions.
SUCCESS.
DRIVE: The ability to operate motorized
ARCHERY: The ability to use bows and vehicles, including air and water
slingshots. conveyances.

ATHLETICS: The ability to move the FIREARMS: The ability to use Firearms.
character’s body to counter adverse
conditions affecting movement. HEAVY WEAPON: The ability to use heavy and
mounted weapons. This includes cannons,
BLADES: The ability to use bladed weapons, flamethrowers, mounted machine guns,
whether striking or counterstriking. mortars, rocket-propelled grenades,
nuclear missiles, etc.
BRAWL: The ability to use the physical body
in combat, whether striking or counter INTERROGATION: The ability to obtain
striking. information from others utilizing trick
questions, double speak, torture, etc. This
CHARM: The ability to gain rapport and decreases a victim’s RESOLVE SPECIAL STAT
convince others of certain ideas, whether by -5 per DEGREE OF SUCCESS.
through negotiation or bluffing. *This skill
is resisted by the Resolve Special Stat. INTIMIDATE: The ability to be menacing and
create fear conditions against a victim.
CLUBS: The ability to use blunt objects *This skill is resisted by the Resolve Special
in combat, whether striking or counter Stat.
striking.

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LOCKPICK: The ability to unlock objects that or Mechanical means. Opponents must
have a mechanical tumbler lock. meet or exceed the DEGREES OF SUCCESS
made by this skill use with a Perception
MECHANICS: The ability to Break, Create, skill (See Ambushing).
Improve, Rebuild and Repair Electrical
and Mechanical objects, such as vehicles, SURVIVAL: The ability to create shelter and
generators, firearms, and flashlights. fire, clean foods, and set up temporary
shelters. Its practical use is “Foraging” for
MEDICINE: This skill constitutes a character’s food.
ability to heal Health Point damage and
reduce Immunity damage. TECH USE: The ability to use devices or
objects with Graphical User Interfaces,
NAVIGATION: The ability to use maps or control objects with a DCU, and
recognize terrain features to navigate areas understand how to use miniature electrical
and grant +5 per DEGREE OF SUCCESS on controls for objects, such as detonator
subsequent Drive skill rolls. controls.

PALMING: The character’s ability to TRACKING: The ability to find indicators


manipulate their hands, quick-draw of a presence in a terrain. Practically, this
weapons, hide objects from view, or skill must meet or exceed the Stealth
take objects from targets without them skill DEGREES OF SUCCESS to follow
noticing. Quick-Drawing requires a opponents. This skill is also has the
Great SUCCESS. Concealment or theft practical use to “Hunt” for Food.
is an opposed roll against the target’s
Perception. WRANGLE: The ability to use thrown objects
such as ropes or nets to Grapple with
PERCEPTION: The awareness of opponents at a distance. This skill includes
surroundings, and the ability to recognize the all Throwing and Whipping actions.
objects and sounds, find hidden items,
and discern character’s motivations. It can XENOTECH USE: The character’s ability to
also be used to judge the state objects understand and use Alien technology.
or people, granting a +5 per DEGREE OF Once a character has SUCCESSfully used
SUCCESS to the related repairs or healing this skill to identify the object and relative
rolls. skill to control it, they are able to make
skill rolls related to that technology’s use
SCIENCE: The term for the practical (Firearms, Brawl, etc.) at Disadvantage or
application of Chemistry, Engineering, roll Xenotech Use directly to control the
Biology, Physics, and Mathematics. item.
Science is used to Break, Create, Improve,
Rebuild and Repair Barriers and chemical,
incendiary, or explosive objects. This is
used to synthesize materials and make
Ammunition out of CP.

STEALTH: The ability to become


undetectable through Physical, Electrical,

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core Mechanics

DICE ROLLING AND DEGREES OF SUCCESS


Gameplay involves actions, challenges and oppositions. Actions require a d100
percentile dice roll which determines SUCCESS and FAILURE. A SUCCESS is any roll that
MEETS or is BELOW the THRESHOLD determined by either the Base Stats plus Skill
Proficiency or Special Stats depending on the action.
If an action is unopposed, then it is called a Challenge and only requires meeting the
THRESHOLD. If an action is opposed, then it is called an Opposition and both parties will
roll their d100 percentile. The Combatants then compare their DEGREES OF SUCCESS to
determine an outcome.
DEGREES OF SUCCESS are a system whereby the quality of a SUCCESSful action can be
determined. If a d100 percentile roll MEETS or is BELOW One-Half (1/2) or One-Quarter
(1/4) of the THRESHOLD, then it has succeeded with greater DEGREES OF SUCCESS. If
the d100 roll is a 1 (001), then the SUCCESS is a CRITICAL SUCCESS and automatically
beats any other Degree of SUCCESS.
A SUCCESS REQUIREMENT is any set DEGREES OF SUCCESS required to make an action
SUCCESSful. This indicates an increased difficulty for the action.

Description Degree Result


Meets or is below the THRESHOLD 1 SUCCESS
Meets or is below ½ the THRESHOLD 2 Great SUCCESS
Meets or is below ¼ the THRESHOLD 3 Amazing SUCCESS
Roll is 001 4 Critical SUCCESS

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FAILURES AND LUCK USE PER GAME
FAILURES occur when a survivor character rolls ABOVE their THRESHOLD for an action.
Failures ALWAYS occur when a character rolls a 000 (100) on a d100 roll, regardless of
their skill target number, and results in a Critical Failure which is more detrimental than
just a failure.
Characters may use a Luck Use per Game on a FAILURE to reroll their dice. This allows
them to counteract failures and continue an action. Unless otherwise determined by the
Gamemaster, the result of the second roll is accepted by the player.

Description Degree Result


Higher than THRESHOLD 1 FAILURE
Roll is 000 2 Critical FAILURE
Failures on Luck Use per Game reroll 3 Extreme FAILURE
Luck Use per Game reroll is 000 4 Catastrophic FAILURE
REMEMBER: In this game, you want to roll as LOW as possible. The lower the number,
the better (except 000 which represents 100).

ADVANTAGE AND DISADVANTAGE MODIFIERS


Items, Special Abilities, and Circumstances can grant characters an additional 10s die
to determine the outcome an action. ADVANTAGE is a beneficial situation that allows
the choice to be the lower of the 10s dice. DISADVANTAGE is a negative situation that
forces the choosing of the higher of the 10s dice. Characters can have a maximum of 3
Advantages and 3 Disadvantages at any time, but there can be only one additional die
applied to a roll. Advantages and Disadvantages cancel each other out., making a roll
“Neutral.”
Stacking Advantage or Disadvantage occurs when there is more than one
applicable modifier to a roll. If there are extra Advantage modifiers, then the character
gains a +5 to the THRESHOLD for every Advantage over the first. If there are extra
Disadvantage, then the SUCCESS REQUIREMENT increases +1 for every Disadvantage
over the first.

TEAMWORK ACTIONS AND BENEFIT SKILLS


Teamwork occurs when 2 or more characters participate in a single task. To gain a
benefit from Teamwork, a character is chosen to be the Primary Actor while the others
take on supporting roles. The supporting actors make a Skill Roll and grant the Primary
Actor +5 to their THRESHOLD per DEGREE OF SUCCESS. Failures cause a -5 to the
Primary’s THRESHOLD.

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The Academics, Command, and Navigation Phases to complete, causing characters
Skills are considered “Benefit Skills” to be engaged in this action until they
because they are used in conjunction with have completed the task, regardless of
other rolls to increase the THRESHOLD. whether this enters a subsequent Combat
This can be granted to themselves OR Round. Actions can also be stored until
other characters. Benefit Skills are rolled the character’s Initiative in the next Action
and the DEGREES OF SUCCESS grant +5 Phase, regardless of whether this enters a
per DEGREE OF SUCCESS to supplement subsequent Combat Round. If the stored
skills. The Medicine Skill is treated as a action is not taken at the character’s next
Benefit Skill when used to reduce a Stage Initiative Action, the action is forfeited.
of Infection on an infected character.
Combatants take 2 Complex Actions (or 1

COMBAT
non-Combat skill action) and a reasonable
amount of Free Actions on their Initiative
each Action Phase. Unless they possess
a weapon with the “Multi-Attack” trait,
Combat is a series of Opposition
possess a Special Ability that grants them
Challenges, where the Attacker uses one of
the Multi-Attack ability, or are dual-
the Attack skills (ARCHERY, BLADES, BRAWL,
wielding weapons, a character cannot use
CLUBS, FIREARMS, HEAVY WEAPONS,
a Complex Action to make more than 1
THROW, WRANGLE, and XENOTECH USE)
attack each phase. The types of actions
and the Defender attempts to oppose
a Combatant may take are: Attack, Clear
with a Defensive Action (DODGE, PARRY,
Jammed Firearm, Move, Reload, Aim,
or RIPOSTE), unless they are Restrained
Retrieve Item, Non-Combat Skill Action, or
or Surprised. Each Combatants rolls and
Use Readied Item.
the Degrees of Success between the

MOVEMENT AND COMBAT


Combatants are compared. The Combatant
with the higher DEGREE OF SUCCESS wins
(ties go to the Attacker).
Distance is relative, quantified as CLOSE,
Combat Rounds are 10 seconds of hyper- SHORT, MIDRANGE and LONG. CLOSE
intense actions. Every Combat Round Range is any distance a character can
is broken into Action Phases. Every touch or reach without having to make
Combatant acts in the first Action Phase any movements. Each of the distances
based on their Initiative Stat unless are based around CLOSE Range and
surprised. Each Action Phase after the increase progressively 1 Distance outward.
first, 5 if removed from the Initiative Combatants cannot move beyond
score. Once all Combatants have run Midrange unless running in a Foot Chase
out of Initiative, or 4 Action Phases have or have the Fleet-Footed Lucky Mutation.
completed, the Combat Round ends, the
During Chase Rounds (Combat Rounds
initiative is reset, and a new round begins.
involving Foot and Vehicular Chases),
Some Items grant additional Initiative, characters, enemies, and vehicles may
but these effects do not apply until the move several distances at once, causing
beginning of the following Combat Round. Distance Dilation to occur. A Combatant
Some actions may require multiple Action may move several Distances in a single

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action, but these distances are considered Round. At beginning of the second Action
relative to the enemy or vehicle chasing Phase, they can act as normal if they have
them. A solitary enemy may still be able initiative.
to attack a moving target with a Ranged
Attack, albeit at Disadvantage. (See chase If an UNSEEN Combatant Successfully
rules for more details). attacks a Target with a Ranged Attack
(ARCHERY, FIREARMS, or HEAVY
Combatants may also choose to DROP WEAPONS) and deals damage, the
PRONE as a movement, allowing them Target automatically makes an Opposed
to create a slimmer profile and cause PERCEPTION v. STEALTH Challenge roll.
Disadvantage for Ranged Attackers. They If the UNSEEN attacker has not made a
may also STAND as a Movement Action. Movement Action since their last Attack
Action, the Target gains Advantage on their
HINDERING TERRAIN roll. If the Target’s Perception meets or
exceeds the UNSEEN attacker’s DEGREES
In the post-apocalypse environment, the OF SUCCESS, the attack is no longer
terrain is littered with debris, destruction, UNSEEN.
and carnage. Moving around is not as easy
as simply moving a Distance every Action UNSEEN Combatants cannot be the Target
Phase. Hindering Terrain is any terrain of any Attack Actions or Defensive Actions,
feature that causes the Combatant to but once Unseen Combatant makes a
become SLOWED and make 2 Movement Melee Attack (BLADES, BRAWL, or CLUBS),
Actions to move 1 Distance. This can be they become seen. However, a Combatant
sand, rocks, a burned car, etc. Combatants may attempt a “Blind Attack” against an
can attempt to overcome Hindering Terrain UNSEEN Target, rolling their Luck Base Stat
with an ATHLETICS Skill roll. instead of their Attack Skill. Critical Failures
on Blind Attacks cause damage to allies or
If a Combatant fails their Athletics Skill themselves.
roll, they are still SLOWED and can take
other actions, but they cannot complete
their Movement until they take another
Movement Action.

AMBUSHING
If a Combatant has used terrain features
or the Stealth Skill to remain UNSEEN
from their Target, they are considered
“Ambushing.” If the Attack Action is a
Melee Attack (BLADES, BRAWL, CLUBS,
or WRANGLE), the Target can make a
PERCEPTION Skill roll Before the Attack. If
they fail this roll, they are SURPRISED and
cannot make non-Defensive Actions during
the first Action Phase of the first Combat

Page 19
RANGED ATTACKS
Combatants may make Ranged Attacks with the Archery, Firearms, and Heavy Weapons
skills, or with the Throwing Attack option. Ranged Attacks are affected by Distances, but
each weapon type has different effective and ineffective ranges, resulting in Advantage
and Disadvantage. The maximum distance an object can be thrown is Midrange.

Range:: Close Short Midrange Long


Bows Disadvantage Advantage - Disadvantage
Handguns Advantage & Advantage - Disadvantage
& Shotguns DC Mod +1
Rifles Disadvantage Disadvantage Advantage -
Throwing - - Disadvantage

CALLED SHOTS AND MULTI-ATTACK


Both Called Shots and Multi-Attack are special situations that grant Disadvantage to
an attack in exchange for a desired outcome. The outcome of a Multi-Attack is that
a Combatant can make a second or third attack during the action phase. This is only
possible if the character or weapon has the “Multi-Attack” trait, or the character is
dual-wielding. The outcome of Called Shots is either increased damage or granting a
condition.
Called shots can be targeted at Arms/Hands, Legs/Feet, Weapons/Items, Vitals, or a shot
that hits the same location as a previous attack, called a “Bullseye.” In the case of Arms/
Hands and Legs/Feet, the Target takes half-damage (1/2) and loses the functionality of
that limb. Vitals and Bullseye increase the damage of the attack.

Called Shot Damage Code Increase


Bullseye DC +3
Vitals DC +2
Leg/Foot PRONE and SLOWED

GRAPPLING AND WRANGLING


Combatants can opt to make a Brawl or Wrangle Attack to Grapple a Target instead of
damage. If the attack is Successful, the Target becomes RESTRAINED and can only take
actions to Break from the restraint with an Strength Base Stat roll, slip from the restraint
with an Agility Base Stat roll, or attack their restraining opponent (or Wrangle weapon)
with an Attack Action. Each of these three options are Opposed Challenges against the

Page 20
Skill used to Restrain the Target. Failures results in the Target becoming
UNCONSCIOUS for 1d4 Combat Rounds.
Combatants can choose to Choke, Crush,
Move, or further Restrain their Target in Any further Knock Out Attacks on an
subsequent actions. Choking is a Knock UNCONSCIOUS Target increase the time
Out Attack, but with an Opposed Brawl the Target is unconscious by 1d4 Combat
Skill roll (see Knock Out). Crushing the Rounds. Targets awake from Knock Out
Target is an Opposed Strength Base Stat attacks UNNERVED (Disadvantage to all
roll that results in Light Damage modified rolls) for 1 round.
by Build. Moving the Target is an Opposed
Strength Base Stat roll that results in Weapons with the “Knock Out” of “Stun”
moving the Target 1 Distance in any Special Trait follow these rules.

RESOLVE ATTACKS
direction.
Further Restraining the Target is
considered a second Attack with the Resolve Attacks use the Charm and
Brawl or Wrangle skill, but the Combatant Intimidate skills, or other special ability,
gains Advantage even if they do not have and are intended to cause Mental or
Proficiency in the skill. The Target suffers Psychic Resolve Damage to the Target,
Disadvantage on their Defensive Action. resulting in the UNNERVED, SHAKEN, or
If the Target wins, they automatically INSANITY Conditions.
Break the Restraint and are freed. If the
Attacker wins (ties go to the Attacker), the RUSHING
Restrained Combatant becomes HOGTIED
loses 20 from their Strength Base Stat until Combatants who have moved more than
released. 1 Distance since their last non-movement
action and come within CLOSE Range of
KNOCK OUT a Target before making a Fighting Skill
Attack, are considered Rushing their
Combatants can opt to subdue their Target. They gain Advantage on first Attack,
opponents with an attack intended to while the Target can only make a Dodge or
knock the Target unconscious. These Parry Defensive Action. If the Attacker hits,
attacks are usually BRAWL or CLUBS they add 1d4 extra Physical Damage to the
Skill Attacks, but Ranged Attacks might damage.
also be used this way if the weapon or
ammunition has been designed with a IMMUNITY ATTACKS
Knock Out Special Trait.
Immunity Attacks are passive attacks
A Successful Knock Out attack is treated caused by being within Close Distance
like any other attack, but instead of causing of an infected Combatant, primarily
damage, the Target makes a Resilience Mutants, Zombies, or infected locations.
Special Stat Challenge roll. A Success In many cases, characters may not be
Requirement of Great or higher is required aware that they have come in contact with
to be unaffected by the blow. On a normal anything and the Gamemaster will make
Success, the Target becoming STUNNED, a secret Immunity roll to resist the attack.
losing 5 Initiative for 1d4 Combat Rounds.

Page 21
Characters must make this each time they
come into close range with infected enemy VEHICULAR COMBAT
or enter an infected zones, unless they These are treated like normal Combat
have the proper gear. Rounds, with Action Phases and Initiative

FOOT CHASES
Order, but have special characteristics.
Drivers are Combatant designated with
controlling a vehicle, and passengers
When engaged in a Foot Chase, are any other Combatant. Passengers
Combatants are considered making a can make actions as normal, but all
Movement Action each Action Phase Movements within a vehicle require a
unless they choose to end the chase or are Contortion action to accomplish and all
stopped. During a foot chase, Combatants Defensive Actions are at Disadvantage
must make an Athletics Skill roll to change because of the confined space.
the distance (increase or decrease)
between themselves and others by 1 Attacks made on the Driver or Passengers
Distance per Degree of Success. of a vehicle are made at Disadvantage.
Attacks on opponent vehicles have no
Each consecutive Action Phase that a special conditions. Attacks on the ground
character attempts an Athletics Skill to around a vehicle are at Advantage because
modify Movement Distances, they must of the relative stability of the Target.
make a Resilience Special Stat roll to
maintain the prolonged Athletic action
unless at least 2 Action Phases have VEHICLE CONTROL
passed between attempts. Failure of Driving or Piloting a Drone (Drive Skill)
this Resilience Special Stat roll results can be done during a Combat Round. 1
in a +1 increased Success Requirement Complex Action each Action Phase must
on Athletics Skill rolls. If the character be dedicated to maintaining control of the
Critically Fails the Resilience Special vehicle. A failed Drive Skill roll means that
Stat roll, they immediately slow and are the Driver has temporarily lost control of
unable to make another Athletics Skill roll the vehicle and cannot make any vehicle
attempt until the next Combat Round. actions besides trying to control the
Once a character has reached as Success vehicle. If a vehicle does not fall under
Requirement more than 4 Degrees of a driver control for 3 Action Phases, it is
Success (Critical), they cannot make any CAREENING out of control and all actions
more attempts to use the Athletics Skill by passengers that are not jumping
until they take a Quick Rest. from the vehicle are at Disadvantage. A
Combatants involved in Foot Chases can careening vehicle takes Extreme (1d8+7)
take 1 Complex Action, which can include Physical Damage and Combatants take
a second Movement but not a non- Average (2d4) Physical Damage (can be
combat skill action unless they have the negated with a Resilience Special Stat roll)
Fleet-Footed Lucky Mutation. Attacks and every Action Phase. This may continue
Throwing Actions are at Disadvantage, but until Combatants gain control of the
if they stop their Target with an Attack, the vehicle, the vehicle is destroyed, or an
Foot Chase ends. environmental object stops the vehicle in
a crash.

Page 22
Drivers may choose to make a Drive Skill SIDESWIPING is an Attack on the Target
roll as an action. If they do, they can Driver’s abilities, forcing them to make
choose to take 1 of 4 Drive Skill options: a Drive skill roll to maintain control.
Attack, Accelerate, Defensive Maneuver, or Sideswiping can only be done when
Stabilize. there is less than 1 Distance between
the Attacker and Defender. It is not an
Attacking: A vehicle must have been Opposed roll. the Attacker’s DEGREES OF
moving for 1 Full Combat Round before it SUCCESS become the Defender’s SUCCESS
can be used to Ram or Sideswipe. REQUIREMENT to maintain control of the
Accelerating: The Driver can modify their vehicle.

DRONE COMBAT
Distance between a target by the vehicle’s
Acceleration Rate multiplied by the
Degrees of Success.
Drones can be used as weapons in
Defensive Maneuvers: Drivers are able to Combat, either under the direct control
set a SUCCESS REQUIREMENT on all attacks of a Combatant using a Drone Control
against the vehicle and its occupants qual Unit (DCU) or acting autonomously.
to the DEGREES OF SUCCESS. This does not Autonomous Drones require 1 GHz of
remove the Defensive Action of a Defender processing power, enough to process the
within a vehicle. Robot Sentience Code if they become
infected. Drones outside the Midrange
Stabilizing: The Driver gains Advantage of the DCU must make a Firewall roll
on their next Driving skill roll, and grants every Action Phase until they enter the
Advantage to the next action taken by ALL Midrange. If they fail the Firewall roll, they
Passengers. However, this also negates the are infected with the RSC.
Disadvantage combatants have to attack
Combatants inside the vehicle with Ranged Drones that are under the control of their
Attacks. Drivers can make actions based on the
Driver’s Stats and the limitations of the
RAMMING AND SIDESWIPING Drone’s Maneuverability. Drones can be
equipped with weapons, which a Driver
Combatants may use their vehicles as a can use by means of the Heavy Weapons
weapon. RAMMING allows the Driver to skill. Drones may also be equipped with
make a DRIVE skill roll as an Attack. The explosives, but are destroyed when
Defending Driver can make a DRIVE skill detonated.
Defensive Action, thus creating Opposed
DRIVE skill rolls. Like a normal Attack, the
DEGREES OF SUCCESS are compared (ties
go to the Attacker). If rammed, the vehicle
causes Physical Damage based on their
Cargo Space as the base Damage Code
(DC) and increased by 1 per Acceleration
Rate. Thus, a Cargo Space 5 vehicle with
an Acceleration Rate of 2 does Ferocious
(1d10+11) Damage when ramming.

Page 23
COMBAT DAMAGE
Physical damage is quantified with a value called the DAMAGE CODE (DC). Damage
Codes have a degree or ease of calculation, a name, and an associated set of dice. DCs
scale upwards, increasing the minimum damage, and can be increased with special
situations related to Combatants’ Special Abilities or specific Attack Actions, such as
Called Shot. There are no actions or circumstances that will decrease the DC, but Armor
and Barriers absorb damage BEFORE reaching the Target.
Armor and Barriers deteriorate as they take damage, reflected in a reduction of Armor
Points. When Armor or Barrier Armor Points reach 0, they are no longer effective and
damage bleeds through to the Target. Armor and Barriers can be repaired using the
CRAFTING skill (Armor and Barriers) or the SCIENCE skill (Barriers). The CRAFTING and
SCIENCE skills can be used to change the dynamic of the combat situation.
Damage that penetrates Armor or Barriers to a Target reduces the Target’s Health or
Armor Points. Robots and Vehicles can be repaired using the MECHANICS skill, while
Health Point damage can also be healed using the MEDICINE skill.
Indirect Physical Damage, as caused by sources like fire, is negated with a RESILIENCE
SPECIAL STAT roll by 2 points per DEGREE OF SUCCESS. This is particularly important in
the case of explosions, where Targets can make a DODGE SPECIAL STAT roll to reduce the
damage by one-half (1/2) before further reduce the damage with a RESILIENCE SPECIAL
STAT.

Degree Damage Code (DC) Dice


1 Light (L) 1d4
2 Average (A) 2d4
3 Heavy (H) 1d6+3
4 Massive (M) 2d6+3
5 Extreme (E) 1d8+7
6 Devastating (D) 2d8+7
7 Ferocious (F) 1d10+11
8 Ruinous (R) 2d10+11
9 R+L 2d10+1d4+11
10 R+A 2d10+2d4+11
11 R+H 2d10+1d6+14
12 R+M 2d10+2d6+14
All Characters have a base Unarmed Damage Code of Light (L). Characters with a Build of
Big or above have a DC bonus that increase this amount up the scale. This same increase
also applies to Melee attacks.

Page 24
HEALING DAMAGE Code is Nasty (N) with a Repair Die roll
of 1d4 per DEGREE OF SUCCESS. Outside
In order to repair Health Point damage, a Combat, the Base Repair Code is Decent
character must make a MEDICINE Skill roll (D) with a Repair Dice roll of 2d4+1 per
when in CLOSE Range to their Target and DEGREE OF SUCCESS.
cannot have made an Attack Action during Successful repairs require 3 CP for every 1
the same Action Phase. Each Degree of Armor Point repaired. Rebuilding objects
Success results in another Treatment Die with 0 Armor Points costs +1 CP before the
roll, but in Combat, characters are limited additional repairs.
to 1 DEGREE OF SUCCESS unless they have
a Special Ability. Repairs make noise, increasing the EAG
+10 (see EAG).”
Healing has Treatment Codes that are
directly affected by the situation, items,
and the Special Abilities of the character. RESOLVE DAMAGE
During Combat, the Base Treatment Code Resolve Attacks result in the UNNERVED,
is Nasty (N) with a Treatment Die roll of SHAKEN, or INSANITY Conditions. Being
1d4 per DEGREE OF SUCCESS. UNNERVED or SHAKEN will run its course
Successful healing requires 1 CP per every and naturally disappear after 1d4 Combat
4 Health Points repaired (rounded up) and Rounds. INSANITY Conditions, however,
increases to the Enemy Attraction Gauge linger until the Combatant sleeps or
+5 (See EAG). These CP can come from the removes the condition during a Long Rest.
character’s personal inventory or from a During a Long Rest, characters can make
Medkit’s inventory. a RESOLVE SPECIAL STAT roll or use a

REPAIRING DAMAGE AND


Special Ability, like Meditation or Trance,
to clear an INSANITY Conditions. An ally
REBUILDING OBJECTS can attempt to use the ACADEMICS Skill to
apply psychological therapy, granting +5
In order to repair Armor Point damage, per DEGREE OF SUCCESS to the RESOLVE
such as damage to Armor, Barriers, SPECIAL STAT roll.
or Robots, a character must make a
CRAFTING, MECHANICS, or SCIENCE skill
roll when in CLOSE Range to their Target
and cannot have made an Attack during
that Action Phase. Each DEGREE OF
SUCCESS results in an additional Repair Die
roll, but in Combat, characters are limited
to 1 DEGREE OF SUCCESS unless they have
a Special Ability.
Repairing and Rebuilding has Repair Codes
that are directly affected by the situation,
items, and the Special Abilities of the
character. During Combat, the Base Repair

Page 25
REGULAR PHASE
Outside combat, characters have a several actions they can take. Creating New Objects,
Resting, and Scavenging are the most common. This is when the majority of where the
Roleplaying Game takes place.

CREATING NEW OBJECTS


Characters can use the CRAFTING, MECHANICS and SCIENCE skills to Create new objects.
This is not the same as Repairing or Rebuilding objects, as Creating a New Object
requires effort and time. Creating a New Object takes 1 hour per attempt but could take
several attempts before an object is completed. Each attempt to Create or Break an
object increases the EAG +10 and costs Component Pieces.
If a character is intending to create objects with a CP value of 5 or more, they can only
make 1 object per attempt. If they are making objects with a CP value of 4 or less, they
can attempt to create a Batch.

CREATING SINGLE OBJECT (5 CP OR MORE)


When Creating a New Object, the character rolls the corresponding skill. If they have
at least 1 DEGREE OF SUCCESS, they determine their Repair Code based on the Items
and Special Abilities. The Repair Code for Creating New Objects begins at Nasty (1d4).
Characters then roll their Repair Dice as many times as they have Degrees of Success.
The amount of the summed Repair Dice roll is the amount CP they apply to the object.
If the amount of CP meets or exceeds the CP value of the object, it is created. If it is less,
it creates a “Partial Object.” Partial objects can be completed with a subsequent attempt.
CP is then removed from the character’s Inventory, but only the amount applied to the
object
Some Objects, especially vehicles, require several attempts to create. Each Attempt takes
1 hour regardless of the DEGREE OF SUCCESS.

CREATING A BATCH (4 CP OR LESS)


Creating a Batch can be attempted for a group of objects that use the same skill. The
skill is rolled and the Degrees of Success indicate how many Repair Dice are rolled and
summed to create a CP Value pool.
The CP value pool is used to apply CP to as many objects as possible. The entirety of the
CP pool is removed from the character’s inventory regardless of whether they were used
or not. Because a “Partial Object” cannot be created with a batch, excess CP applied to
objects is lost. Subsequent batch creation attempts are allowed to grow the CP Value
Pool, but each attempt costs 1 hour of time.

Page 26
ENEMY ATTRACTION GAUGE
The environment is packed with enemies and every action characters undertake
will either attract or repel these enemies. This is tracked using a system called the
Enemy Attraction Gauge (EAG). The EAG begins each scenario at a specific percentile,
sometimes zero, and is modified throughout the scenario. Whenever the EAG increases
by 10, or whenever the GM determines, an EAG Challenge roll is made. If the roll is a
success, the characters are attacked by an enemy.
Certain actions, like Repairing or Creating New Objects, ALWAYS increase the EAG unless
done within a soundproof or secure location. Some actions, like using the Stealth skill,
ALWAYS decrease the EAG. Below is a chart with some of the actions that increase or
decrease the EAG.

Actions/Items that Increase EAG Actions/Items that Decrease EAG

Action/Item Increase Action/Item Decrease


Combat Rounds +5 Whispering -5
Medicine Skill Use +5 per attempt Long Rest (1 hour) -2 per Character
resting at the same
time
Driving Skill Use +20
Explosions +20 to +40 Sleep (4-8 hours) -5 per Character
sleeping at the
same time
Dog Whistles +10
Floodlights +15 Low-Light Flashlight -5
Firearms +1 to +30 Silencer -5
Bows +1 to +5 Survival Skill -10
Hunting +5 per hour Hunting Boots -5 while moving
Foraging +5 per hour Camouflage -5 while Hunting
Traveling w/o stealth +5 per hour Traveling w/ stealth -5 per hour
Use of the EAG is not required for every scenario, but the use of the EAG can also be used
to track action that trigger specific plot events. However, because the EAG is used for
HUNTING, GMs could substitute for an auto EAG of 30.

Page 27
RESTING AND SLEEPING
QUICK REST
1 minute, is usually done just following a Combat Round and results in characters
regaining 1 lost Health Point. This can only be done once between Combat Rounds.

LONG REST
Long Rests are 1-hour periods in which characters can eat 2 Food Units, attempt to make
Resolve Special Stat rolls, and decrease the EAG by -2. Like a Quick Rest, they gain back
1 Health Point, but can also be the target of a Medicine Skill roll. A 4 hour period must
pass before another Long Rest can occur.

SLEEP
Sleeping is a period of 4 or 8 hours, gaining back 2 Health Points per every 4 hours of
Sleep. During Sleep, Insanity Conditions dissipate, and Immunity Special Stat rolls can
be made. When a character wakes, they suffer Hunger Damage if they did not eat their
required food during the previous day. Sleep can only be done once per game day.

SCAVENGING
Scavenging is the term given to actions used to obtain food from the environment, and
Salvaging is the term for obtaining useable Items and Component Pieces. Salvaging is
conducted with the use of the Salvage Special Stat. Scavenging, however, is broken into
two categories: Hunting and Foraging.

HUNTING
Characters choosing to hunt must make an OPPOSED TRACKING skill roll against the
EAG. This roll does not produce enemies, but the Tracking skill roll must EXCEED (not
meet) the DEGREE OF SUCCESS on the EAG roll. Characters may use special objects
to temporarily decrease the EAG called Lures (decoy scents, whistles, etc). Characters
can use up to 3 Lures per attempt, but if they are Successful on their roll, the Lure is
destroyed. Each Lure is 4 CP and can be Salvaged if the character failed on their opposed
roll.
Each hunting attempt takes one hour, but at the end of each hour, the EAG is increased
+5 unless this is mitigated with Hunting Boots or Camoflague. If the hunting is successful,
characters encounter an animal they can kill and obtain 3 Food Units per every DEGREE
OF SUCCESS.

FORAGING
Character choosing to Forage their food must make a Survival skill roll. The result
determines how many Food Units the character Foraged from the environment in the

Page 28
form of edible nuts, berries and mushrooms, gaining 1 Food Unit per Degree of Success.
This skill can also be used to “forage” meat from downed enemies, carving Food Unit
from the enemy’s remains. Like hunting, this can be done multiple times, but each
attempt takes 1 hour and increases the Success Requirement +1 per attempt, regardless
of Success. Each attempt increases the EAG +5.
Once a character has a SUCCESS REQUIREMENT greater than 4, they must move to a
different location before they can attempt to forage again. The distance a character must
move away is based upon Gamemaster discretion.

SALVAGING
Characters can use their Salvage Special Stat to search the environment for useable
Items or Component Pieces. Characters must declare whether they are looking for
Items or CP before making the roll. Each DEGREE OF SUCCESS on the roll results in
the character finding 1 Item or 1d4 CP. If a character searching for CP gets an Amazing
Success or higher, they can exchange their d4 CP dice for 1d4 CX.
Salvaging takes 1 hour per attempt and each attempt in the same area increase the
Success Requirement by 1. Salvaging does not increase the EAG, however, and but once
a character has failed twice at a Salvage Special Stat roll, they can no longer Salvage in
that area due to scarcity and must move to a different location.

Page 29
SITUATIONAL
and suffer from a +1 Food Requirement
and suffer DISADVANTAGE to all Strength

CONDITIONS
and Agility based Skill rolls.

FATIGUED

BEDRIDDEN When a character has reached the point


in a prolonged Athletics action where they
When a character suffers from an Initiative must achieve higher than a Critical Success
Special Stat of 0 or less. They cannot take on an Athletics Skill roll. They are unable
actions of any kind. to make Athletics Skill rolls until they have
Rested (taking no actions) for 4 Action
CAREENING Phases or 1 minute (outside combat).
When a vehicle has not been under the HOGTIED
control of a Driver for 3 Action Phases. All
passengers take Average (2d4) Physical When a character has been further
Damage, takes Extreme (1d8+7) and are at Restrained and now suffers a temporarily
Disadvantage each Action Phase until the loss of 20 from their Strength Base Stat.
vehicle is stopped.
INFECTED
DISTRUST
When a character has failed an Immunity
When a character is uneasy and does not roll and is now at Stage 1 of Infection.
trust their Ally. Teamwork rolls require Until they are completely healed of the
Great Success to obtain the benefit. Infection, they have a chance of spreading
it to anyone within Close Proximity
EMACIATED (Immunity roll failures). The Success
Requirement increases each Even Stage
When a character suffers from Hunger
number (every other Stage of Infection
Damage equal or greater than one-half
increase).
(1/2) their Fortitude Base Stat. This grants
them Disadvantage to ALL rolls and a -2 to The 6 stages of infections have different
Initiative (cumulative with Starving). effects:
ENCUMBERED • Symptomatic and Prodromal:
Disadvantage on Base Stat Rolls and
When a character is carrying more than Double Food Requirement
200 + Build worth of CP. Encumbered
characters suffers from -1 to their • Acute: Disadvantage on ALL rolls, Triple
Initiative, Disadvantage to their Dodge Food Requirement and -5 to Initiative
Special Stat, and becomes SLOWED.
INSANITY
EXHAUSTED
When a character has failed a RESOLVE
When a character has received 5 or more SPECIAL STAT roll enough times that they
Physical Damage due to extremely heat gain an Insanity trait. This condition lasts
or cold conditions. They become SLOWED until they sleep.

Page 30
PRONE and a -2 on Initiative.

When a character is on the ground, STUNNED


whether willingly or unwillingly. Their
When a character suffers from Resilience
profile is small and therefore Ranged
Damage and loses 5 Initiative for 1d4
Attacks against them have Disadvantage,
Combat Rounds.
but Melee attacks in Close Range are at
Advantage. SURPRISED
READIED When a character has been Ambushed
through the Stealth Skill or other means
When an object is in hand, locked, loaded,
and cannot act in the first Action Phase of
and ready to go. Items can become
the Combat Round.
Readied with a Quick-Draw action (Palming
skill) that achieves a Great Success or UNCONSCIOUS
better.
When a character has failed a Resilience
RESTRAINED Special Stat roll and falls unconscious. They
cannot take actions or make defenses.
When a character has been grabbed by
an opponent or rope and can only take UNNERVED
Actions related to escaping their restraints.
This can be to Break the Restraint with a When a character has failed a RESOLVE
Strength Base Stat roll, Slip the Restraint SPECIAL STAT roll and suffers Disadvantage
with an Agility Base Stat Roll, or Attack the on ALL skill rolls for 1d4 Combat Rounds
Restraint
UNSEEN
SHAKEN
When a Combatant has Successfully
When a character suffers from Resolve used the Stealth Skill against other
Damage and loses 3 Initiative for 1d4 Combatants and is therefore not a valid
Combat Rounds target of Attacks or Riposte Defensive
Actions. Seeing an Unseen Combatant
SLOWED requires meeting their Stealth DEGREES OF
SUCCESS on an Opposed Challenge.
When a character is unable to make a
normal movement action, due to terrain
or situations, and requires 2 Movement
actions to move 1 Distance. They can
still Stand and Drop Prone as a single
Movement action.

STARVING
When a character suffers from Hunger
Damage equal or greater than one-quarter
(1/4) of the character’s Fortitude Base Stat.
This grants them a -10 to ALL Base Stats

Page 31
The Escape
A 2-hour introductary Maximum Apocalypse: RPG scenario for 3-5 players

SCENARIO SUMMARY a while, the cold of the night oppresses


them, causing them to make a RESILIENCE
This scenario is designed to introduce SPECIAL STAT roll to avoid damage and
new players and new Gamemasters to the becoming EXHAUSTED. Once morning
setting and rules of Maximum Apocalypse: arrives, they find themselves in a peaceful
The Roleplaying Game. It is intended to valley with a bubbling river and berries.
be used with the Maximum Apocalypse: The tunnel path is not hindering terrain,
RPG Quickstart guide but can also be used but the characters will need to make a
with the Maximum Apocalypse: RPG Core Successful (1 Degree) CONTORT rolls,
Rulebook. You will need either of these to which are affected by the character’s
participate in this scenario. build, or become stuck and require
The Scenario takes place after the player assistance, as well as needing to make
characters have escaped their personal a RESOLVE SPECIAL STAT roll to avoid
apocalypses and gathers them together becoming Unnerved. After these attempts,
at a single location, a cabin shelter, the characters will enter a large cavern
where they find Component Pieces (CP) with a rock blocking their exit, requiring a
to scavenge and use to create weapons LIFTING or PRYING roll. However, before
or tools with Successful (1 Degree) they can attempt this, the characters
CRAFTING, MECHANICS, or SCIENCE skill will be attacked by Mutant Rats. After
rolls that they need to progress through the combat, the characters can open the
the rest of the scenario. After they have rock, but the cold of the night oppresses
done this, they are given an opportunity them, causing them to make a RESILIENCE
to be warned about an incoming Zombie SPECIAL STAT roll to avoid damage and
attack via a Successful (1 Degree) becoming EXHAUSTED, unless they place
PERCEPTION skill roll, after which they the rock back over the cave and stay in
must choose how to escape: through the the warmth. Once morning arrives, they
woods or through the tunnel under the find themselves in a peaceful valley with a
cabin. bubbling river and berries.

The woods path is hindering terrain, full In the peaceful valley, characters have a
of roots and bushes, forcing characters to chance to Forage or Hunt for food or make
make 3 Successful (1 Degree) ATHLETIC a SALVAGE SPECIAL STAT roll to find any
skill rolls or become SLOWED as the items or (CP). After they have made at
Zombies press in towards them. Even if least 1 attempt, the peaceful valley will
they escape the Zombies, they will have to become attacked by either Aliens or Robot
use their Stealth skill to keep the Zombies Drones (Gamemaster choice), pushing the
from tracking them through the EAG. After characters to either fight for survival or
flee. The challenge should be great enough

Page 32
that the players fear the final confrontation
in the form of half destroyed furniture,
but should be easy enough for them to mangled tarps and clothes, mostly empty
escape into the forest or defeat the enemy
bottles of chemical cleaners, broken glass,
if they stick together. and frayed bits of survival gear. There is
also a hatch in the middle of the floor,
OPENING under which is a tight, human sized tunnel
that was obviously dug out from the cabin
Read the following aloud: in a southwestern direction under the
ground. It seems to be fairly long, traveling
For some time, you have been fleeing the
nightmare conditions of your personal for miles.
apocalypse, traveling over the empty wasteland Characters who attempt a SALVAGE
and avoiding all the horrors that exist in the wake
SPECIAL STAT roll in the cabin will
of the collapse of civilization. It has not been
automatically increase their DEGREE
pretty, and perhaps you’ve done some things
that you’d rather never revisit, but now you OF SUCCESS by +1 on their first attempt
come through a grove of trees to find yourself (Failures become Successes, Successes
looking at a single room cabin in the woods. becomes Great Successes, etc.), resulting
Turning to the companions you have picked up in an increased rate of +1d4 CP per
along the way, you can see the same exhaustion DEGREE OF SUCCESS. All subsequent
in their faces that you feel, and this cabin offers ALVAGE SPECIAL STAT rolls resolve
the chance of respite if it is safe. normally (see Quickstart Guide, page 29, or
the Core Rulebook, page 55).
Discussing amongst each other, you determine
which of you is going to approach the cabin and Once the Characters have felt that they
determine if it is safe for the others. You have have sufficiently scavenged enough
no weapons and no armor, but your intuition CP, they have the resources to make
tells you that if nothing has responded to your Successful (1 Degree) CRAFTING,
approach, the cabin is probably abandoned. MECHANICS, or SCIENCE skill rolls to create
weapons and special items to survive.
Any number of characters can approach For each DEGREE OF SUCCESS on the roll,
the cabin to determine it is safe. The characters can combine 1d4 CP together
windows, while grimy, are clear enough to make progress toward making objects
that characters can make a Successful (for further rules, see the Quickstart Guide,
(1 Degree) PERCEPTION skill roll to page 26, or the Core Rulebook, page 56).
determine by looking and listening that Once a few of these rolls are completed,
the interior of the cabin is empty. The the Gamemaster may opt to expedite the
only door to the cabin, however, is locked, process by having characters pick 1 item
causing characters to either open the door from the list at the end of this scenario and
with a Successful (1 Degree) LOCKPICK skill have them forfeit the (CP)
roll or breaking one of the windows and
climb in without taking Health Damage
with a Successful (1 Degree) CONTORT roll.
Once inside, the characters find that
there’s a decent amount of random
component pieces lying around the cabin

Page 33
Crafting Armor, Barriers, Bows, non-electrical As you begin to determine your sleeping
or chemical Items, and Melee arrangement in the cramped, single room of the
Weapons cabin, a noise outside the catches your attention.
Mechanics Electrical and Mechanical items, and Looking to the others to see who else heard the
Ranged weapons that use Firearms noise, you hear it again, the rasping sound of a
skill moan in the dark. You grab for your weapon and
Science Barriers, Chemicals, Incendiary and prepare yourself for a response.
Explosive Weapons, and Firearm
Ammunition Once all the characters are made aware
of the sound, they can hear the moaning.
If characters would like to spend some Any character who can hear the moaning
time in the cabin reinforcing the doors may attempt a Successful (1 Degree)
and windows with barriers, they can do ACADEMICS skill roll to determine that this
so with a Successful (1 Degree) CRAFTING came from a Zombie Walker, granting +5
or SCIENCE skill rolls and adding 2d4+1 per DEGREE OF SUCCESS to the character
CP per DEGREE OF SUCCESS. This CP can who made the Academics roll’s next
be taken from the cabin without needing action. Characters with the REANIMATION
subsequent SALVAGE SPECIAL STAT rolls, SPECIAL ABILITY have Advantage on
and for each 3 CP added, these barriers this skill roll regardless of their Level of
gain 1 Armor Point which effects how Proficiency with the ACADEMICS skill.
events happen in the “Moaning in the
After a few tense moments, or whenever
dark” scene.
the Gamemaster determines that the

MOANING IN THE DARK


characters have increased the (EAG)+5
from talking, moving, or other noises,
Read the following aloud: Zombies Walkers will come out of the
darkness and reach the door of the cabin,
After spending some time creating weapons causing 5 Physical damage to the door per
and items to continue your flight from danger, Zombie Walker. Since the door only has
the sun begins to dip low in the sky, casting long 10 Armor Points, if they characters did not
shadows between the trees. You can feel sleep reinforce it earlier, they will break through
calling to you, but you recognize that dangers
the door and enter the cabin. This begins
lurk around every corner. You have to determine
a Combat Round. Each Combat Round,
which of you takes the first watch over the others
and who will trade with them halfway through an exponentially increasing amount
the night. of Zombie Walkers will come from the
darkness, forcing the characters to become
At this point, players should be introduced overwhelmed and make the decision to
to the sleeping rules (see Quickstart Guide leave the cabin.

DIVERGENT PATHS
on page 28, or in the Core Rulebook on
page 53). However, before the characters
settle in for their sleep, the characters
will need to make a Successful (1 Degree) The characters cannot stay in the cabin
PERCEPTION skill roll to hear a noise and if they try, they will eventually become
outside. To those that succeed, read the overwhelmed and unable to successful
following aloud defend against the overwhelming attacks.
Instead, characters can either push back

Page 34
against the Zombies and make an escape Tunnel Path
through the main door, climb through the Read the following aloud:
back window as 2 Movement actions (a
Successful (1 Degree) CONTORT roll makes Dropping into the tunnel under the cabin, you
realize that the tunnel narrows even more than
this 1 Movement Action), or use the tunnel
you were expecting, but with some work, you
under the floor. Both the window and the and your companions are able to crawl, squirm
door lead to the “Forest Path,” while the and get through the tunnel. The Zombies do not
tunnel leads to the “Tunnel Path.” follow you, but there are points in your escape
that the walls get very tight.
Forest Path
Read the following aloud:
Characters who take the Tunnel Path
Breaking through the Zombies, you make automatically escape the Zombies, but
distance between yourself and the cabin, but as because the tunnel is tight, they must
you and your companions push into the trees, make a Successful (1 Degree) CONTORT
you realize that this part of the forest is overrun roll to avoid getting stuck in the narrowest
with thorn bushes and risen, gnarled tree roots, portion of the tunnel. If a character
which become increasingly difficult to avoid
becomes stuck, they can become unstuck
in the waning light. And no matter how much
with a Successful (1 Degree) CONTORT or
distance you push from the cabin, you can hear
the moaning and shuffling of Zombies all around a Successful (1 Degree) ATHLETIC skill roll.
you. If any of the other characters attempt to
assist them, this becomes a Teamwork skill
Characters can escape the Zombie Hordes roll, where the assisting character rolls the
closing around them, but they will need same roll and adds a +5 per DEGREE OF
to make 3 Successful (1 Degree) ATHLETIC SUCCESS to the main characters action.
skill rolls to escape completely. Each time Alternatively, a character may attempt to
a character fails an Athletics skill roll, make a Successful (1 Degree) COMMAND
they become SLOWED, allowing a Zombie skill roll and grant them same +5 bonus as
Walker a chance to make an attack from if they were assisting in a Teamwork skill
the darkness (with a Fighting Skill of 40 roll.
doing 1d4 Damage). Other characters can After the characters have cleared the
help any other character by carrying them, narrow point in the tunnel, read the
giving themselves Disadvantage on their following aloud:
Athletics skill roll. The Athletics skill rolls
will continue until all the characters have After squeezing through the narrow point in the
made 3 Successful (1 Degree) ATHLETIC tunnel, the walls begin to widen until it becomes
skill rolls or they have failed 6 times. Once easy to almost stand. After a bit of distance, the
this happens read the following aloud: tunnel enters a large cavern with stalagmites
and stalactites creating paths for you and your
You eventually reach a place in the forest where companions to walk.
you cannot hear moaning or movement in the
trees. You continue a bit farther into the dark The characters can move freely through
until you come to a softly bubbling stream that the chamber and look around. There is
masks your noise. You walk a little farther until an entrance to the south, but a large, flat
your exhaustion overtakes you and you are stone has been placed there purposefully
forced to rest.
to block the cave from the outside. When

Page 35
the character approach to investigate this, valley, revealing that that a series of berry
the reason for the stone becomes clear as covered bushes are growing not far off
a mischief of Mutant Rats suddenly pours near a bend in the stream. A Successful
out of a small hole near the entrance to (1 Degree) ACADEMICS or SURVIVAL skill
quickly move within Short Range with the roll reveals that these berries are edible,
characters and starting a Combat Round. and characters can make Successful (1
Degree) SURVIVAL skill rolls to “Forage” 1
After dispatching the Mutant Rats, the Food Unit per DEGREE OF SUCCESS, with
characters can move the stone blocking the Success Requirement increases +1
the entrance to the cavern with a per. They also observe fish schooling in
Successful (1 Degree) LIFTING or PRYING the river and can make a single Opposed
roll, which can be a Teamwork roll. When TRACKING v. EAG (30) skill roll to “Hunt” 3
the characters open the door to the Food Units per Degree of Success. Unlike
cavern, read the following aloud: the Foraging, Hunting can only be done
When you remove the stone, you find yourself once before the character has to move to
looking at a softly bubbling stream that masks a different location (see Quickstart Guide,
your noise. You walk out of the cave and find the page 28, or Core Rulebook, page 53).
valley peaceful. Your exhaustion from your flight Characters can also use a Successful (1
overtakes you and you realize you must rest. Degree) CRAFTING skill roll to create Tools
to grant Advantage on either of these
attempts to obtain food.
SLEEPING IN THE VALLEY Alternatively, characters may attempt
Gamemasters may skip this scene if the characters stay in the cavern to Salvage in the valley, but the Success
Requirement is increased, thus requiring
The characters have escaped the Zombies a Great Success to obtain 1 item or 1d4 CP
that attacked the cabin and are now able in the valley. This requirement increases as
to sleep as they had previously planned. regular with each subsequent attempt.
They can also use this time to conduct
any CRAFTING, MECHANICS, MEDICINE,
or SCIENCE skill rolls they desire to repair
SEND IN THE DRONES
their items or themselves, or perhaps After the characters have had time in
make more items. As they are settling the valley to Forage, Hunt, or Salvage,
down, however, the cold of the night or conduct any other activities, they
begins to affect them, and the characters will realize that the valley was not as
take 1d6 Resilience Damage. Because this peaceful as they originally assumed.
is Resilience Damage, characters may make From the tree line Long Range from the
a RESILIENCE SPECIAL STAT roll to reduce characters, new enemies emerge. These
the damage by 2 per DEGREE OF SUCCESS. can be Laser Drones or Alien Aerodrones
as the Gamemaster desires. Aliens
use their Mounted Blasters to make

MORNING BREAKFAST
Knockout Attacks against the characters
(see Quickstart Guide, page 21, or Core
After successfully sleeping, the characters Rulebook, page 64). Laser Drones are
wake to the sun rising on the peaceful quadcopters that do minor damage with

Page 36
each attack, but are continuously reporting
back to the Robot AI Command, and thus SCENARIO REWARDS
revealing the characters’ location. (These points are given to EVERY member of the
party)
The characters do have an avenue of
escape. They can just in the stream and let Survived: 100 XP
the water carry them safely away from the
valley. If they take this option, they skip Used Teamwork Skills: 25 XP per use
any combat against the final encounter of Engaged in Roleplay: 50 XP
this scenario. This may be an option that
comes up if the characters begin to have Killed Zombie Walkers: 10 XP per Walker
trouble with the final encounter.
Killed Mutant Rats: 10 XP per Rat
Defeated Alien Aerdrone: 50 XP per Drone

CONCLUSION Defeated Laser Drone: 50 XP per Drone

If any characters defeat the final enemies Used Crafting/mechanics/Science Skills: 10 XP


in a fight, read the following aloud: per use (Maximum 50 XP)
As the last of the enemies drops from sky, you
look at you companions and breath a deep sigh.
Your night has been rough but not any more CONGRATULATIONS! You have completed
so than other nights you have experienced. your first session of Maximum
Peace descends on the valley again and you Apocalypse: The Roleplaying Game. You
quickly realize that it is still early in the morning. are now armed with enough experience
Considering your meager resources, you know to find other premade adventures and
that you have a long day ahead of you, but at play a full session!
least for now, you have survived the Maximum
Apocalypse.

If any characters escape via the stream,


read the following aloud:
The water carries you into a long stretch of
low hanging trees and then dumps you out
into a wider, but slower moving, river. You and
your companions are able to half-float, half-
swim to the bank, where you are able to pull
yourselves out without too much effort. Your
gear and clothes are wet, but after taking a
quick inventory, you determine that you did not
lose anything during your aquatic adventure.
Looking up at the sky, you quickly realize that
it is still early in the morning. Considering your
meager resources, you know that you have a
long day ahead of you, but at least for now, you
have survived the Maximum Apocalypse.

Page 37
Crafting
Arrow (1) 2 Military Pack 7 Toolbelt 6

Backpack 5 Paracord Bracelet 3 Tools 5

Baseball Bat 2 Pencil and Paper 3 Water Bottle 2

Bow, Recurve 3 Plastic Canteen (2-qt) 3 Wire (10 m) 10

Bowstring Dampener 10 Pouch 2 Wool Socks 4

Binoculars 6 Rain Poncho 2 Mechanics


Camo Tarp 2 Religious Holy Book 7 .38 Revolver 6

Cigar (5) 10 Repair Kit 10 9mm Auto 10

Cigarettes (10) 10 Rope (30 m) 3 Accumulator Flashlight 4

Comic Book 4 Rubber Mallet 6 Handheld Shortwave 10


Radio
Compass 5 Running Shoes 4 Solar Charging Device 7

Folding Knife 2 Signal Mirror 2 Science


Gloves (Armor 2) 6 Silencer (Firearm) 3 Firearm Ammo (1) 4

Lighter 10 Sledgehammer 4 Glow Stick 8

Medical Kit 10 Sleeping bag 4 Raw chemicals 16

.38 Revolver: Average (2d4) Damage; Concealable (Palming Advantage), Reliable (reroll
critical failures); 5 Cylinder; EAG+7
9mm Auto: Heavy (1d6+3) Damage; Concealable (Palming Advantage), Mag (Agility
success to reload as free action), Unreliable (jams on a roll of 96-100); 16 mag; EAG+10
Accumulator Flashlight: 1000 lumen fixed beam flashlight powered by Accumulator
technology. Reduce 1 CP for 1 hour of light. Recharges 1 CP per hour of non-use.
Arrow: Ammunition for Bows and Crossbows. Receives Damage Code from the weapon.
Backpack: Holds 100 CPs off the body, allowing small items and most weapons to
be carried. Does not hold rifles, bows, or sleeping bags, but these may be attached

Page 38
externally.
Binoculars: Grants Advantage to Perception skills over Long Distance, Disadvantage to
Perception skills from Midrange or closer.
Bowstring Dampener: Reduce 1 CP to decrease (EAG) from a bowstring -2 for 1 Combat
Round.
Camo Tarp: Stealth skill rolls at Advantage when not moving
Cigars (5): Reduce by 2 CP to gain Advantage on Resolve rolls made within 5 hours of use.
Can also be decreased by 2 CP to become an improvised delayed fuse that burns for 1
hour.
Cigarettes (10): Reduce by 1 CP to gain Advantage on Resolve rolls made within 3 hours of
use. Can also be decreased by 1 CP to become an improvised delayed fuse that burns for
10 Combat Rounds (1 Minute).
Comic Book: Resolve rolls are made at Advantage for 10 hours after being read. Reduce 1
CP to use as kindling to gain Advantage on a Survival skill roll for cooking.
Compass: Grants Advantage to Navigation skill rolls
Baseball Bat: Average (2d4) Damage (DC Mod available); Versatile (using 2 hands grants
Advantage)
Bow, Recurve: Average (2d4) Damage (DC Mod+1 max); EAG+2
Firearm Ammo: Used for firearms. Ammunition costs 1 CX (4 CP) each and can be ANY
damage code Extreme (E) or Below. Ammunition only works in a firearm with the
corresponding Damage Code and cannot be fitted into a weapon of a different Damage
Code.
Folding Knife: Light (1d4) Damage; Concealable (Palming Advantage), balanced (Throw
with Advantage)
Glow Stick: Single use. Provides 12 hours of Short Range light via chemiluminescence
when “cracked” and cannot be extinguished. Increases the EAG +5
Handheld Shortwave Radio: A handheld device that can send and receive radio
transmissions over extreme Long Range distances via shortwave radio band.
Lighter: Reduce by 1 CP to cause 1 Resilience Fire Damage to a target or ignite flammable
objects. Will burn for 5 minutes before self-extinguishing but will extinguish if used to
cause damage.
Medical Kit: Reduce 1 CP to increase the Treatment Code by 1 on a Medicine skill roll. Can
be combined with other Medical Kits to replenish CP.
Military Pack: A special designed backpack that decreases the Success Requirement on a
Quickdraw action to a Success. Holds 100 CP off the body via several accessible pockets.

Page 39
Paracord Bracelet: When broken, it provides 3 one-meter cords of use. Can be restored
with a Successful Crafting skill roll and does not require rolling Repair Code dice.
Pencil and Paper: Grants Advantage to Academic Skill rolls to any skill the character has
previously recorded using 2 Complex Actions.
Plastic Canteen: Holds 2 Food Unit when full or holds 4 CP of other liquids.
Pouch: Carries 20 CP off the body. This can be 10 arrows or 5 rounds of ammunition.
Rain Poncho: Grants Advantage on Resilience Special Stat rolls against Weather. Increase
the EAG +5 while moving.
Raw Chemicals: Reduce by 4 CP to make 1 Improvised Heavy (H) explosive or 1 Round of
Ammunition with a Successful Science skill roll.
Religious Holy Book: Grants Advantage to Resolve rolls when held in hand. As a side effect,
it causes Disadvantage on Xenotech Use skill rolls.
Repair Kit: Reduce 1 CP to increase the Repair Code by 1 on a CRAFTING, MECHANICS, or
SCIENCE skill rolls. Can be combined with other Repair Kits to replenish CP.
Rope (30 m): Grants Advantage to Athletic rolls when climbing. Can made into a lasso to
catch animals or people with the Wrangle skill.
Rubber Mallet: Exchange Success Requirement +1 to negate the EAG increase when using
a CRAFTING, MECHANICS, and SCIENCE skill.
Running Shoes: Grants Advantage to Athletics skill rolls, but Disadvantage to Stealth skill
rolls.
Signal Mirror: A reflective glass surface that can be used to give signals over Long Range.
Silencer (Firearm): Reduce by 1 CP to reduce EAG by 5 per use. At 0 CP, it must be Rebuilt.
Sledgehammer: Heavy (1d6+3) Damage; 2-Handed (requires 2 hands), Reach (can attack
targets at Short Range), Unbalanced (Throw with Disadvantage)
Sleeping Bag: Grants Advantage to Resilience rolls against weather and temperature
during Rest Periods or Sleep.
Tool Belt: Holds 2 sets of tools around waste (Negates tools for Encumbrance)
Tools: Set of items that grant Advantage on related skill actions. Items in the set (i.e.
hammers, picks, etc.) may also be considered as weapons.
Water Bottle: Holds 1 Food Unit when full.
Wire (10 m): Reduce 1 CP to gain Advantage on Crafting or Mechanics skill rolls.
Wool Socks: Grants Advantage to Resilience rolls against weather, but grants
Disadvantage to Athletics skill rolls.

Page 40
AErodrone
Alien vehicle

HEALTH ARMOR
BUILD
POINTS POINTS

70 6 24

DODGE 20 / 10 / 5

INITIATIVE 5

RESILIENCE 15 / 7 / 3

RESOLVE 20

DC MOD -1 (0)

General Mounted Blaster (45): STUN

Alien
Attacks (Overcharge 2d4)

Gear Exoskeletal Armor

STR FOR AGI INT INS CHA FS BS LUCK


15 15 20 40 40 40 10 40 30
Traits & Abilities: Gear:
Exoskeletal Expertise: Negates the Exoskeletal Armor: Mass of Chitinous
Disadvantage on Strength, Fortitude, and tissue that Increases the Build +50 and
Agility. grants 24 Armor Points and Disadvantage
on STR, FOR, and AGI rolls. Naturally
Mounted Blaster: Blaster Mounted on regenerates, negating 2 Damage per
Drone. Uses Knock-out Attacks but can Degree of Success on a Resilience Special
cause 2d6 Damage with overload. Stat roll each time it takes damage.
Telepathy: Able to send and receive
messages over 40 distances (Very Long),
and search for minds using the Salvage
Special Stat (25/12/6).

Page 41
Laser Drone
Robot

HEALTH ARMOR
BUILD
POINTS POINTS

100 - 20

DODGE 60 / 30 / 15

INITIATIVE 20 / 15 / 10 / 5

RESILIENCE 25 / 12 / 6

FIREWALL 80
DC MOD +1

General
Robot

Laser (20): 1d4


Attacks
Gear

STR FOR AGI INT INS CHA FS BS LUCK


25 25 20 80 80 - 20 20 -
Traits & Abilities:
28V Battery: Holds up to 7 charges when Mobile: Robot can take 1 Movement
full. Action as a Free Action.

4 GHz Processors: Processor at 4 GHz Rating 1 Combat Servos: Drains 1 Charge


allows for 4 Action Phases. from Battery per Combat Round.

Backup Power: Contains a Backup 28V Skill Training: Mechanics and Perception
battery. +5.

Flight: Laser Drones are Quadcopter


drones and ignore Hindering Terrain.
Hardened: Negates 5 Damage each attack.

Page 42
Mutant Rat
Mutant

HEALTH ARMOR
BUILD
POINTS POINTS

15 3 0

DODGE 43 / 21 / 10

INITIATIVE 6/1

RESILIENCE 7/3/1

RESOLVE 22
DC MOD -1

Mutant
General Bite (15): 1d4
Attacks Claw (15): 1d4

Gear

STR FOR AGI INT INS CHA FS BS LUCK


5 10 50 10 35 5 10 0 5
Traits & Abilities:
Background Radiation: Characters in Close Multi-Attack: Can make a Second Attack
Range of a Mutant must make Immunity action.
Rolls each Action Phase to avoid becoming Venomous: This creature gains Advantage
infected with radiation. on Brawl skill rolls. When they do HP
Fleet-Footed: Rats can take a Movement damage, the target must make a Resilience
Action as a Free Action. Special Stat roll against losing 1d4 HP
Damage per Combat Round.
Low-Level Psychic Emissions: All Mutants
emit a low-level psychic energy.

Page 43
Zombie Walker
Zombie

HEALTH ARMOR
BUILD
POINTS POINTS

20 4 -

DODGE 20 / 10 / 5

INITIATIVE 3

RESILIENCE 10 / 5 / 2

RESOLVE -
DC MOD -1

General
Zombie

Bite (16): 2
Attacks Claw (16): 2 (Multi-Attack)

Gear

STR FOR AGI INT INS CHA FS BS LUCK


10 10 20 20 20 12 16 - 10
Traits & Abilities:
Diseased Bite: Must make Immunity Roll Multi-Attack: Can make a Second Attack
when bitten to avoid Z-Virus. action.

Exposed Organs: Grants Disadvantage to Slowed: Requires 2 Movement Actions to


Immunity Rolls AND increases the Success move 1 Distance.
Requirement +1. Starvation: Zombies suffer from a
Flocking: +5 on ALL Base Stats per Zombie permanent state of Starving and are
within Midrange to maximum of +20. always feeling the urge to feed.
Pseudo-Psychic link to other Zombies.
Immune: Immune to Resolve and
Immunity Damage except Special Abilities.

Page 44
PreGen Characters

Page 45
Skyler
%FOBCFDEQBO 5BQBO>K 9LJ?FB ML@>IVMPB ,>QROB


60 80 15 30 50 20 60 25
30 15 40 20 7 3 15 7 25 12 10 5 30 15 12 6

P - - P - P -
- - - - P P
- - P - P
P - P P
- - P P
P 50 5
-

8 Nomex Kevlar 6 18
Oxygen Mask 2 6 140 +1 28 6 1 25 70 40 65
12 6 35 17 20 10 32 16

32 16 8
62 31 15
60 30 15
60 30 15
A 60 30 15 Multi-Attack (2)

Archetype Pyromania Combust DC+3, burn +1d6


Resolve not to burn combustables
6
Apocalypse Reaper Att&Def @ ADV and Melee
DC+1 versus Zombies
Lucky M. Psychophysiology Increase Hunger +1 to gain
Initiative +5 for 1 Combat Round

P 50 25 12
- 30 15 7
- 30 15 7
- 30 15 7

Page 46
Dakotah
Hunter Scientist Robot Uprising "EFIA


30 30 75 60 50 30 15 45
15 7 15 7 35 17 30 15 25 12 15 7 7 3 22 11

- P - P - - P
- P - - - -
P - - - -
P - S +5 -
- P - -
- 55 5
P

6 Camo Jacket* 3 9
Gloves
Hat
2
1
6
3
60 0 12 13 8 3 52 30 57 42
*camo grants ADV to Stealth
26 13 15 7 28 14 21 10

62 31 15
77 38 19
15 7 3
15 7 3
L 15 7 3 Multi-Attack (2)

Archetype Silent Stalker When Stealth, Bow DC+2

Apocalypse Rage against Att&Def @ ADV, and Melee


the Machine DC+1 versus Robot Enemies
Lucky M. Fleet-Footed 1 Movement Action as Free Action

P 50 25 12
P 60 30 15
- 60 30 15
- 60 30 15

Page 47
Payton
Surgeon Firefighter Seismic Catalysm Geriatric (60+)

40 40 30 70 70 60 25 25
20 10 20 10 15 7 35 17 35 17 30 15 12 6 12 6

P - P P - - P
- - - P - -
- P - P -
- P S +5 -
- - P P
P 40 4
-

8 Woven Kevlar 5 15
Hat
Scrubs
1
1
3
3
80 0 16 7 2 55 40 70 40
27 13 20 10 35 17 20 10

50 25 12
70 35 17
25 12 6
25 12 6
L 25 12 6 Multi-Attack (2)

Archetype Adrenaline Surge Grant 1 Target +5 Init & Melee DC+1

per Round per Degree of Success on

a Medicine skill (does not stack)

Apocalypse Escape Artist Reroll failed Athletics/Contort rolls

moving through Hindering Terrain

Lucky M. Psychic Enhance Fortitude +10 (already Calculated)

Misc. Structural Integrity Academics @ Adv to know about

Structures and Barriers in environ

P 70 35 17
- 70 35 17
P 70 35 17
P 70 35 17

Page 48
Robin
Mechanic Veteran Time Paradox Youth (16-29)

25 25 40 70 55 30 45 30
12 6 12 6 20 10 35 17 27 13 15 7 22 11 15 7

- - - P - P -
- P - - - -
- - - - P
P P S +5 -
- P P -
- 70 8
-

6 Motorcycle Armor 4 12
Work Gloves 2 6
50 0 10 11 6 1 62 25 62 47
31 15 12 6 31 15 23 11

47 23 11
59 29 14
45 22 11
45 22 11
L 45 22 11 Multi-Attack (2)

Archetype Upgrades Crafting/Mechanics roll to increase weapo

DC+1 for 1 Round per Degree of Success


11
Apocalypse Deja Vu
(Allies or Enemies) that just happened

Lucky M. Lucky Stars LUPG+1 (already Calculated above)

P 55 27 13
P 70 35 17
P 70 35 17
- 70 35 17

Page 49
Syn
Thief Gunslinger The Rapture Youth (16-29)

40 30 85 30 35 50 45 25
20 10 15 7 42 21 15 7 17 8 25 12 22 11 12 6

- P - - - P -
P - - P - -
P - - - -
P - S +5 P
P - - -
- 50 5
-

6 Camo Jacket* 3 9
Gloves
Hat
2
1 3
6
70 0 14 14 9 4 42 35 32 40
*Stealth @ Adv with Camo
21 10 17 8 16 8 20 10

65 32 16
85 42 21
45 22 11
45 22 11
L 45 22 11 Multi-Attack (2)

Archetype Eye on the Prize +1 additional Item or +1d4Per Degree

of Success on a Salvage roll 1


Apocalypse Skepticism Resolve ATT Req +1 / Do not

gain the benefits of Blessing


Lucky M. Moving Target Dodge+5 / Init+1 (already Calculated)

Misc. Theology Academics @ Adv for Angels/Demons

- 35 17 8
- 30 15 7
- 30 15 7
- 30 15 7

Page 50
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