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A big part of the game is leaving the haven to go on runs into the broken world. The reasons for doing this are many and varied – a need to find food, weapons, medical supplies, or spare parts; a search for a new and better haven; a mission to attack another group; a quest to bring new NPC survivors to your haven; perhaps even a scientific expedition to seek a cure for the walker virus. An area map with a grid overlay will be provided to you. Each square representing a 10×10-kilometer sector. The GM will have their separate version of the area map, where they can mark out locations, events, and factions as yet unknown to you. At the start of a campaign, there will also be sectors that contain points of interest that are known to you. It could be a hospital, a military base, or a camp site where refugees were hiding right after the outbreak. The GM will mark these locations on your map. While on foot, you can cover one sector per day. With a vehicle, you can travel faster as indicated depending on the type of vehicle you find. You cannot travel diagonally through sectors. NPC's may also decide to go on their own independent scavenging runs depending on how your group is run; unless the PC's accompany them, their fate is left to the GM. ENTERING A NEW SECTOR When you move into a new sector, a PC can make a Scout roll – provided that person travels at the head of the main group or observes the sector from some vantage point. A successful Scout roll lets you spot dangers in the sector before they find you, and it helps you find ways around roadblocks. Failing the Scout roll means that people or undead in the sector will spot you first. If you travel by vehicle, you also must travel one fewer sector that day, as something is blocking your route. If you know a sector well – maybe because you just traveled through it or because your haven has a trade route that runs through it – you don’t need to make a Scout roll when you enter. Sectors will not stay safe and well-known forever though. Sooner or later, a swarm will move in, or a group of NPCs might show up to scavenge in the area. The GM decides when this happens. SECTOR FEATURES: When you go into a sector, the GM will tell you what it looks like and describe key features. These could be dangers, but also potentially beneficial attributes, such as NPC survivors who might want to join your group. Sometimes, there is nothing of importance in the sector. RATIONS In your haven, its Capacity decides if you have enough food and water for everyone. Outside the haven, you must carry what you need. Each person in the group consumes one ration each day, or they starve. NPCs who don’t get enough rations will gain a temporary Issue. The GM can use that Issue to create further Challenges for the PCs. RATIONS FROM THE HAVEN: When you go on a run, each PC and NPC can bring a number of rations equal to the haven’s Capacity value multiplied by two. More than that cannot be taken from the haven’s food storage without depleting it. If you abandon the haven for good, and have the necessary time to pack up everything, you all get the normal number of rations from the haven, plus a number of rations to share equal to the Capacity value multiplied by ten. This depletes the haven and reduces its Capacity to zero. HUNTING ON THE ROAD: If the GM finds it plausible that there is wild game or fish along the way, you may spend a day to hunt for food. Make a Survival roll. Each Success gives you a die roll of rations. If you fail, you find nothing. You can still move one sector that day. SCAVENGING In some sectors, like a part of a city or town, it is possible to scavenge for food. Roll Survival. A successful roll nets you a good haul with each extra success adding one ration. You can only scavenge once per day. Several people may scavenge at the same time. But if there are many of you, the GM may decide that if any of you fail the roll, you have been loud enough to increase the Threat Level one step. If there are living enemies close by, a failed roll also means you have alerted them. You can scavenge while moving on foot. If you travel with a vehicle, scavenging will halve the distance you cover that day, rounding down to the fullest sector. When you want to figure out where you can find a certain item – spare parts to a hydraulic pump, for example – you make a Survival roll. If you succeed, the GM will point to a sector on the area map and tell you what can be found there. This represents using your knowledge from pre-apocalyptic times to make an educated guess. If you fail the roll, the GM will still tell you where the item can be found. But something about the place or what you are looking for is problematic. Perhaps a group of NPCs is hiding there, or has already taken what you need. Now, you must track the opposing group to their haven to get it. The problem is not something the GM will tell you about – you must find out in game by going to the location. If you roll a walker and mess up, you might lead the group into a death trap. Only one roll is allowed per item you search for. When the GM states where it can be found, that is its only location. LOCATING NPCS AND SWARMS: If you want to find things that did not exist before the outbreak – such as an NPC haven or a swarm – you need to either talk to NPCs you encounter, or search sector by sector. It is not possible to make a Survival roll to find these things. GEAR GEAR BONUS Most gear will give you a gear bonus. Provided that the GM agrees that the item is useful in the situation, you get to add a positive modifier to your skill roll when using it. When making a skill roll, you may only utilize the bonus from one piece of gear. The gear bonus for a few common items is listed in the table on the right. ITEMS BREAK With time, everything will break or wear out. This can happen either as a Challenge that the GM introduces, or as a result of messing up on a skill roll. Repairing old stuff and finding new resources to survive is a big part of the game. You will either build a thriving society or watch what you have crumble to dust. Repairing broken items is done as a project in your Haven. QUALITY OF ITEMS When the PCs find an item, the GM may roll on the table below to determine its quality. If an item’s quality is determined to be bad (which is quite often, due to the decaying of the world in general), it has the Issue bad quality. This means that it is likely to break which may lead to a Challenge for the PC. AMMUNITION The game does not have a granular system for tracking ammunition. If you have a gun, you probably have some ammo. But running out of ammo and going on runs to find more is an important part of the game’s world, so there are two thematically resonant ways that ammo scarcity can happen. First, the GM could introduce it as a Challenge, for example by setting a scene where an NPC, who has counted the bullets in your storage, warns you that you are about to run out. Another way is as a result of messing up on a skill roll, for example when you roll for Ranged Combat. Items Table Item Slots Bonus Medical gear (Advanced) Varies Medicine +2 Medical Gear (Basic) 1 Medicine +1 Binoculars 1/2 Scout +2 Book of maps 1/2 Scout +1 Bottle of liquor 1/2 Manipulate +2 Camera 1/2 -- Compass -- Survival +2 Crowbar 1 Force +2 Field kitchen 1 -- Guitar 1 Leadership +1 Lockpicks -- Stealth +2 Pack of gum/cigarettes -- Manipulate +1 Ration of food 1/2 -- Rope (10 meters) 1 Mobility +2 Sleeping bag 1 Survival +1 Tent 2 Survival +2 Toolbox 1 Tech +2 Walkie-talkies 1/2 Leadership +1 Close Combat Weapons Weapon Damage Bonus Slots Foot or fist 1 0 -- Improvised weapon 1 +1 1/2 Knuckle duster 1 +1 1/2 Rifle butt 1 +1 1 Knife 1 +2 1/2 Small axe 1 +2 1/2 Quarterstaff 1 +3 1 Crowbar 2 +1 1 Baseball bat 2 +1 1 Spear 2 +2 1 Sword 2 +2 1 Big axe 2 +2 1 Sledgehammer 3 0 2 Machete 2 +1 1 Ranged Weapons Weapon Damage Bonus Range Slots Throwing knife 1 +1 Short 1/2 Bow 1 +2 Long 1 Crossbow 2 +2 Short 1 Pistol or revolver 2 +2 Short 1 Pipe Gun 2 +1 Short 1 Shotgun 2 +3 Short 1 Rifle 2 +2 Long 1 Sniper rifle 2 +2 Extreme 2 Sub machine gun 2 +3 Short 1 Assault rifle 2 +3 Long 1 Heavy machine gun 3 +3 Extreme 3 Molotov cocktail BP 6 +0 Short 1/2 Hand grenade BP 8 +1 Short 1/2 Rocket launcher BP 10 +2 Long 2 Tank cannon BP 12 +3 Extreme X
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"Home is a shelter from storms—all sorts of storms." - William J. Bennett A haven typically refers to a place of safety, refuge, or sanctuary. A haven could be anything: a caravan of trailers, an abandoned railway carriage, or a zoo with living animals. When the PCs decide to settle down somewhere and make that place their home, it becomes a haven. A haven might look like a place where the PCs are safe. While being partly true, a haven is also filled with conflicts. There can be internal struggles, a constant threat from walkers trying to get in, and hostile NPCs wanting to take what the PCs have. There will always be weak spots in the defenses where danger can get through – either in the shape of deadly opponents, or from internal strife among the NPC survivors. The most important part of the haven is its description – what it looks like, how it smells, where people can get some privacy, where do people sleep, food and ammo storages, and where decisions are made. Mechanically, a haven has two attributes: Capacity and Defense. Capacity is a measure of how many people can live in the haven without starving. Defense determines how well the haven is protected by walls, alarm systems, even stationary weapons. Capacity and Defense range from 0 to 6. The scores may be improved by working on projects at the haven. ISSUES All havens have one or more Issues, such as leaking roof or unguarded underground tunnels. If your haven relies on a stash of canned goods, it has the Issue, “food will be depleted.” Some Issues may be resolved in game – for instance, a leaking roof might be repaired. Most havens have a secret Issue – a weakness you have not yet discovered. Secret Issues may be revealed and resolved by searching your haven and finding security breaches. CAPACITY Capacity can represent many things – a stash of canned food, a farm with animals, or an area surrounding the haven where it is easy to scavenge. The Capacity table shows the maximum number of people that can stay at the haven without starving to death. At Capacity 0, PCs and NPCs only have the rations they carry – there is no other food in the haven. RUNNING OUT OF FOOD: When you run out of food, either because your Capacity has been lowered or you take in too many NPC survivors, people start to starve. They will get angry, desperate, and eager to leave or revolt. The NPCs get temporary Issues representing this. Should Capacity suddenly be lowered to zero – as the result of a fire breaking out, for example – each PC and NPC has a double low number of rations left. No more food can be found in the haven. Capacity Table CAPACITY INHABITANTS DESCRIPTION 0 0 Constant need to find other resources. 1 10 Rifles to hunt with, some canned food, and fresh water nearby. 2 20 Some livestock and good fishing and/or hunting equipment. 3 50 Small farm with livestock and crops. 4 80 Large farm with livestock and crops. 5 200 Well-arranged trade agreements with other communities and havens. 6 500 A system of farms and well established trade-routes, workshops, and rudimentary industry. DEFENSE The Defense rating is a measure of how safe your haven is. It can represent everything from whether you have guards at the entrance, to trenches, high walls, and booby traps. If your haven is attacked, everyone inside who fights the intruders gets a bonus to their skill roll equal to the haven’s Defense value. DEFENSE AGAINST THE DEAD: A haven’s Defense rating is also used to measure how big a swarm needs to be to break down your walls and get in. The size of a swarm is measured by a Swarm Size rating from 1 to 6. If the Swarm Size is equal to or greater than your haven’s Defense, the dead will eventually break in given enough time. During that time, you can try to distract or kill them – or improve your defenses. Defense Table DEFENSE BONUS EXAMPLE 0 +0 A house with a broken front door. 1 +1 Tents surrounded by an alarm system made of ropes and bells. 2 +2 A wooden fence around a farm, with a lookout on the roof. 3 +3 A house with reinforced sturdy doors, blocked windows, a fence, and a reinforced gate. 4 +4 High walls of stone with a metal gate, scouts in towers, and a system for checking security around the clock. 5 +5 A fenced in prison with high walls and a metal gate. 6 +6 A military base with electronic surveillance, guard towers, concrete walls, and metal doors with electronic locks. LOSING CAPACITY OR DEFENSE When things happen in the game that break your barriers, or when someone burns down your food supply, you will lose points in Capacity or Defense. If all your food is gone, you are down to Capacity 0. Sometimes it is easy to repair the damage. You may, for example, need to go on a run to find a certain object or tool, and then it is done. At other times you must rebuild everything from scratch. Either way, this is often handled as projects. PROJECTS Capacity and Defense can be increased by completing projects. This could mean planting crops or building a wall, or just repairing broken things. A project always takes time and a workforce to complete. It may also demand special knowledge. This knowledge is represented by the Tech skill. One of the PCs or an NPC must have a high enough Tech skill level for the project to be started. Trained NPCs are considered to have a Tech level of 1, Experts have Tech 3, and Masters have Tech 5. Projects may also demand special equipment or resources. PROJECT SCALE: The GM decides what it will take to complete a project. The amount of work and resources needed should depend on the level to which Capacity or Defense is being increased. At higher levels of Capacity and Defense, minor projects at the haven will not increase the ratings – setting up a simple alarm system at a highly guarded army base, for example, won’t raise your Defense rating. Similarly, finding some apple trees close to a functional farm won’t increase your overall Capacity. Dangerous Projects Projects don’t normally require skill rolls to succeed. But at times, PCs will try to accomplish things that are so dangerous and risky, there is a serious chance of failure. In such a case, the GM declares how many skill rolls are needed from one to three, and for what skills. The PCs can divide the rolls among themselves or let one person make all the rolls. If one of the rolls fails, something goes wrong. It does not mean that the whole plan fails, but there will be complications. Should all rolls fail, the project is a failure. TRAINING In addition to upgrading their haven, PCs can also improve NPC survivors. An untrained NPC rolls four dice for all skills. But if they become Trained at a skill, they add a die, rolling five dice. Should they become Expert, they add another three dice, rolling a total eight dice for the skill. A PC or an NPC can teach one skill to a group of up to five unskilled NPCs. The teacher must have at least level 2 in the skill being taught. Teaching takes one month. Neither the teacher nor the NPCs may work other projects during this time. After the month, all NPCs become Trained in the skill. If lessons are interrupted, they might continue later. An NPC who is Trained at a skill might become an Expert if she is taught by an NPC or PC who has at least level 4 in the relevant skill. The teacher can have only one student at a time. It takes six months for the NPC to become an Expert. Both the NPC and the teacher can do other things during the teaching period, but they must have lessons regularly. Some extraordinary NPCs the PCs meet are Masters in a skill, which means that they roll ten dice. An NPC cannot be taught to become a Master. BUILDING EQUIPMENT AND GEAR PCs might repair or even build equipment. This is handled as projects. The exact amount of time required to complete the build (weeks, hours, or days) is decided by rolling a die.
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"Violence is the supreme authority from which all other authority is derived." - Robert A. Heinlein In a world where resources are scarce and ruled by the dead, conflict inevitably arises. Whether it's food, water, or shelter, survivors often find themselves in competition with others, leading to violent confrontations over limited supplies. The world of the dead is without a doubt a dangerous place, so your characters will definitely end up in combat situations or situations where your life is on the line - either by your own volition, bad luck, or because someone is out to get them. The Walking Dead Universe RPG isn't a combat-focused game system, but it acknowledges that violence is a foundational part of the franchise and something that your characters will either commit, witness, or become a victim of. Overall, there are two types of combat: Duels, and Brawls. DUELS The most basic way of fighting is when you are up against a living opponent, either with guns, knives, or your bare hands. It is handled as a simple opposed roll. The fighter with the most successes wins, and they inflict damage on the other fighter equal to their own weapon’s Damage rating. Should you and your enemy get an equal amount of successes when you roll, you will hit each other simultaneously, both inflicting damage on the other. If both fail the roll, neither of you deal damage. If you roll extra successes beyond what's needed to win the roll, each extra success increases the damage done by one point. If you and your opponent are still standing after the opposed roll, you may attack each other again. WEAPON BONUS When you use a weapon, you can add a number of dice equal to the weapon's gear bonus to the skill roll. HELP If someone helps you attack your opponent, for example, by distracting them while you strike, you get an additional die to your roll. RANGE Distance between combatants is managed, at least - in how I'm running the game, using an abstract zone scale. Short Range is less than 25 meters or within a single zone, close enough for you to run up to your enemy and attack in close combat or fire a revolver at them. Long Range means that you need to use Ranged Combat to attack your opponent. You could be anywhere between 25 - 100 meters, or two zones, from your enemy. Anything beyond two zones or 100 meters is considered Extreme Range. Only some special weapons can be used at that distance. Do note, however, that engaging with a target at Short Range will always be a Close Combat roll, even if you're attacking with a ranged weapon. You will, instead, use Agility as your base attribute to pair with Close Combat in that event. COVER If you are behind solid cover, any ranged attack against you needs an additional success to hit you. Remove one success from your enemy's dice roll before comparing the results. If both of you are behind cover, remove a success from each of your rolls. Cover does not protect you from close combat attacks. DEFENSELESS OR UNAWARE Should you attack someone who is unaware of the attack or otherwise unable to defend themselves, it is not an opposed roll. You simply need to succeed with the skill roll to hit, and each success beyond the first increases the damage done by one point. MOVEMENT In some situations, you may focus on avoiding getting hit or fleeing the fight instead of counterattacking. In a case where you can't, or won't, shoot or fight back, you can instead try to seek cover or reduce/increase the distance to the enemy by one zone (but not both). Both of these actions require a straight Mobility roll to succeed. If you manage to find cover (above), you do so before the attack roll(s) against you are made, while any effects of a range change are applied after the attack(s). MULTIPLE COMBATANTS If two fighters gang up on a single enemy, the lone fighter must first decide who to roll an opposed roll against. The lone fighter is then considered a defenseless target against the other opponent. All attacks happen simultaneously. If there are several fighters on both sides, the GM can split them up into several duels, or decide to use the rules for Brawls. MESSING UP Messing up in combat typically means that you have made noise and attracted the undead. The GM raises the Threat Level by 1 or informs someone that the undead are attacking them. Messing up can also mean that your un out of ammunition or do something that helps your opponent. Perhaps you could even accidentally shoot your friend! The GM should decide upon something that is plausible. BRAWLS When several people are involved in a fight and the situation is complicated and intense, the rules for Brawls will be used. The rules for range, movement, and defenseless targets in Duels apply in Brawls as well. The GM starts by drawing a map of the area, marking out places where you can take cover and possible obstacles, such as walls, doors, bodies of water, or cars. Note on the map where everyone is at the start of combat. Decide if anyone starts out in cover and say something about the distance between enemies: Short, Long, or Extreme. Brawls are divided into rounds, and in each round everyone gets one action. Actions normally require a skill roll. Besides this single action, you may also do quick and simple things such as shouting a few words, picking up a gun from the counter next to you, drawing your knife from its sheath, or pressing a button. The brawl ends whenever the story calls for it. This could be because all the enemies are dead, have given up, or run away. Or because you have been defeated. In a Brawl, actions are divided into six categories, resolved in phases numbering from 1 to 6. During each round, the GM calls out each phase, and then all NPCs and PCs that want to perform their action in that phase declare it. NPCs declare first, then PCs. Fights are chaotic and hectic, so choosing an action should be done quickly. If a player can’t decide, the GM should tell them that there is no time to ponder and will keep it at an interval that is decided between the players and the GM. Lingering further means the PC takes one point of stress and must respond to any actions that would be taken upon them due to their inaction to the degree that I deem appropriate. If the player’s inability to decide is a result of the player not knowing the rules, combat will be paused, and the rules explained. No player should be punished for not knowing the rules. 1 - TAKING COVER Roll Mobility to take cover. If you succeed, you are in cover immediately. attacks require one more success to hit you than normal when you are in cover. If you fail the roll, finding cover takes time, and you are not considered to be in cover until the round has ended. 2 - RANGED COMBAT NPCs state targets first, then the PCs select theirs. Then start resolving skill rolls. This is handled as an opposed roll, as in a Duel. When done, resolve any situation where someone shoots at a person who does not shoot back (resolved as a straight roll). OVERWATCH: Overwatch is a Ranged Combat action that may be used to secure a certain area of the map or a designated sub-zone within a zone that I'll outline if necessary. If anyone moves into this area, you are ready to shoot them. This means that you may fire in the Movement phase in the round; however, if no one moves into the area, you’ll end up essentially doing nothing that round. 3 - CLOSE COMBAT You can only use Close Combat against enemies within Short range. Close combat is handled in the same way as ranged combat. First, everyone states who they attack. Then the skill rolls are resolved, starting with opposed rolls. Cover does not apply. 4 - MOVEMENT You may move one zone closer or further away from your opponent. Roll Mobility. If someone chases you, make an opposed roll, Mobility versus Mobility. The winner moves one distance closer or further away from the opponent. An equal result means the distance stays the same. When someone gives up or the range goes beyond Extreme, the chase is over. 5 - FIRST AID You may give first aid to anyone within Short range. You cannot give first aid to yourself. 6 - OTHER If you want to barricade a door, hotwire a car, set off explosives, get the radio working, or attempt any other action that is not covered above, it will be covered in the Other phase. The GM decides if your action requires a skill roll. DAMAGE AND HEALTH All living PCs and NPCs have three Health Points. When you take one point of damage, you lose one Health Point. If you lose all three Health Points, you are Broken. A PC or NPC naturally recovers one point of Health each day, as long as they are able to consume one ration of food during that day. A PC that has no food cannot heal. When you accumulate three or more points of damage, you’re Broken. This means that you are down – you cannot do anything meaningful. You may say some words or crawl behind the nearest bit of cover, but you cannot walk. As soon as a character becomes Broken, they take one stress and take a critical injury. Also, all skill rolls fail automatically while you are Broken. Taking more than three damage from a single attack does not have any extra effect. A Broken person who gets injured again dies. Attacking a Broken person requires a normal skill roll. When you are Broken, someone else can give you first aid. This requires a Medicine roll. It only takes a couple of seconds of in-game time. If the roll is successful, you get back on your feet. You still suffer from the critical injury, but you’re not Broken anymore, and you regain one Health Point. Each extra success on the Medicine roll heals one additional Health Point. If there is no one to give you first aid, or if they fail their skill roll, you are Broken for D6 minutes. The GM makes the roll in secret. After the allotted time has passed you are no longer Broken and heal one Health point, but you are still critically injured. Wearing armor may protect you from damage. It also makes you less agile. Armor gives you an Armor Level. When hit by an attack, roll a number of dice equal to the Armor Level. Each success reduces the damage you take by one. On the other hand, the armor’s penalty value is the number of dice you need to subtract from any Mobility skill roll while wearing it. CRITICAL INJURIES When you are Broken, you suffer a critical injury. All critical injuries give you a penalty. As long as the injury remains, a number of dice are subtracted from all skill rolls you make. If you have more than one critical injury, the penalties from each are cumulative. LETHAL INJURIES: Some critical injuries are lethal, meaning they will kill you after a certain amount of time unless you are stabilized before it runs out. The time limit is decided by rolling a die, indicating the number of minutes, hours, or days you have left, as specified for each injury. The GM makes this roll secretly. If someone attempts to stabilize you and succeeds at a roll for Medicine before the time limit runs out, you survive. The time limit also states what kind of medical equipment is necessary to help you, either basic (B) or advanced (A); advanced can be used in both cases. Without the right equipment, there is nothing to be done. Stabilizing a lethal critical injury takes time and demands that you are in a safe place with enough food and water. Only one attempt can be made each day. Medical Equipment Basic Medical Gear (B) involves things a field medic would carry with them in a bag: scalpels, bandages, basic medication, disinfectants, and other similar objects. If you do not have basic medical gear, you cannot create it by tearing some sheets into bandages or sharpening your bread knife. You need real medical equipment. Advanced Medical Gear (A) is more specialized stuff that you find in a hospital. It could be a supply of blood, medicines, surgical equipment, or an operating table. Advanced medical gear is hard to find, and you might need some means of transportation, like a car, to move it around or bring people to it. RECOVERY TIME: Each critical injury has a listed recovery time, indicating how long it takes to either heal the damage or adjust to it. You won’t, for example, heal a destroyed eye, but you can adjust to the impairment and learn to function with only one. The GM rolls a die for recovery time secretly – you won’t know how long it takes. When the recovery time has passed, the penalty is removed. If you are tended to by someone who uses basic medical gear and makes a Medicine roll, recovery time may be shortened by one hour/day/week for each success. A failed roll means the recovery time is increased by one. Only one Medicine roll can be made to tend to you while you heal unless your group gains access to more advanced medical gear – in this case, a new roll is allowed. Just like in the old world, there are many ways to get hurt and killed other than a stray bullet, a knife in the back, or a bite from a walking corpse. EXPLOSIONS When something explodes, it hits everything at Short distance from the impact point. Explosions have a Blast Power (BP). Roll a number of dice equal to the Blast Power; each success means one point of damage to all targets. The Blast Power roll cannot be pushed. A successful Mobility roll negates all damage from explosions. EXPLOSIVE WEAPONS: Attacks with an explosive weapon are rolled using Ranged Combat. If you hit, all targets within Short range of the impact point suffer blast damage as per above. Extra successes on your attack roll increase the damage on all targets. A failed skill roll means that you hit the wrong location and your target(s) escape damage. Unless you mess up with your attack roll, you do not take damage from your own attack. FIRE Fire is measured in Intensity. A typical fire has an Intensity between 4 to 8. When exposed to fire, roll a number of dice equal to the Intensity. For each success, you take one point of damage. The roll cannot be pushed, and Armor does not protect you. If you stay in the flames, or if you keep burning, you keep taking damage. As the fire spreads, Intensity increases. The Survival skill is typically used to stop the fire from spreading. It is handled as an opposed roll against the fire’s Intensity. POISON Poison has a Toxicity rating, typically between 4 to 8. When you are exposed to poison, roll for your Endure against the poison’s Toxicity. If you win, the poison doesn’t affect you. If it is a draw, you are still affected by the poison, but you do not take any damage. For each success the Toxicity gets more than you, you take one point of damage. You must make a new opposed roll against the poison each hour, until you manage to successfully fight off the poison, or it kills you. If you are Broken by a poison, you take a critical injury. If you are already Broken and take one more damage from the poison, it kills you. A person with the right equipment and medicine might try to treat you. Once every hour, one person may treat you by making a Medicine roll. Each success is added to your Endure roll. While poisoned, you have a –1 penalty on all dice rolls, including the Endure roll. DIESEASE Diseases have a Virulence rating, typically between 4 to 10. When you are exposed to a disease, make an opposed roll for Endure against the Virulence of the disease. This is called a sickness roll. If you get more successes than the disease, your body has fought off the disease and you are well. If it is a draw, you are infected but don’t take any damage. For each success the disease gets more than you, it inflicts one point of damage. If you are Broken by a disease, you take a critical injury. If you are already Broken and take one more damage from the disease, it kills you. Make an opposed roll against the disease each day. While you are sick, you don’t heal damage. A person with the right equipment and medicine (such as an antibiotic if the disease is bacterial) may try to treat you. Once every day, one person may treat you by making a Medicine roll. Each success is added to your Endure roll. As long as you are sick, you have a –1 penalty on all dice rolls, including the Endure roll. FALLING Falling on a hard surface automatically inflicts damage equal to the height in meters divided by two, rounded down. In a controlled jump, roll Mobility. Each success reduces the damage by one. Armor does not protect you. TRAPS Walking into a trap is a common way to get yourself killed when you are near the base of a hostile NPC. If you are in an area that is likely to be trapped and explicitly looking out for them, or other dangers, make a Scout roll to discover them. Most traps that you find can be avoided or destroyed without much effort. Others are more complicated and require a Tech roll to disarm. If you spring a trap, you get to make a Mobility roll to avoid its effect. Should you succeed, you are safe. But remember that loud noises, for example an explosion, will attract the dead and probably raise the Threat Level. Should you fail to avoid the trap, you are affected negatively in some way. Some traps simply hurt you. They have an Attack rating and a Damage rating. Roll a number of dice equal to the Attack rating. Each success means one point of damage. Add the Damage value to find out the total amount of damage inflicted. Traps might also mean that you are exposed to poison, disease, an explosion, or a fall. THE DEAD The greatest environmental hazard there is now in the new world. Wherever you are in the world of the dead, swarms are a constant threat. You might be temporarily safe, but the undead are always out there, hungry for your flesh. The undead don’t have skills, attributes, Health Points, or any other mechanical characteristics. A group of undead, typically five or more, is referred to as a swarm. The size of a swarm is its Swarm Size. Swarm Sizes NUMBER OF DEAD SWARM SIZE 5-10 1 11-20 2 21-50 3 51-100 4 100+ 5 1000+ 6 THREAT LEVEL The constant threat from the undead is measured by a Threat Level, on a scale from 0 to 6 indicating both how active the dead are in the area and how close they are to you. SETTING THE THREAT LEVEL: When a scene starts, the GM sets the Threat Level according to the situation. It measures undead threats in the immediate surroundings and may thus be changed just by moving from one room to the next. If the situation in the game changes, the Threat Level changes accordingly. The Threat Level can be increased in four ways: Rolling a walker on a stress die and messing up Failing a skill roll to avoid the undead. Facing a group of undead that has been placed in a location beforehand by the GM Doing something in the game that attracts the dead, such as making noise In situations where increasing the Threat Level seems illogical or not appropriate, the GM may instead do one of the following: Let a PC or NPC suffer a single attack from the dead. Increase the Swarm Size by one step Threat Levels THREAT LEVEL SITUATION 0 You are in a cleared area and safe. For now. 1 There are dead around, but they have not noticed you. You might suffer a single attack if you mess up. 2 There are dead close by, but they are not aware of you. Yet. The GM can draw a map of the area and point out where the dead are located exactly. 3 The dead are aware of you. All nearby undead will shamble towards you, and you must fight to get out alive. 4 The dead are closing in on you. 5 They are at arm's length away from you. 6 The dead are in your face, surrounding you. Good luck. AVOIDING THE DEAD At Threat Level 1 or 2, you can still try to avoid the dead, for example by using Stealth to sneak around them or running past them with Mobility. Failing the skill roll means that the GM can have one of two things happen: The Threat Level is increased one step You suffer a single attack Should you also mess up on the skill roll, both things happen. REDUCING THE THREAT LEVEL There is no easy way to reduce the Threat Level. At Threat Level 2 and below, you can generally just wait for the dead to leave. You can even attack them first, to clear out the area. At Threat Level 3 and above, the dead know you are there and won’t just go away. Even if they can’t currently attack you, they might just mill around the area aimlessly. To get rid of them, you’ll need to cause some kind of distraction. Describe what you want to do, and the GM will decide what rolls (if any) are needed to lure them away or direct their attention elsewhere. SINGLE ATTACKS A single attack is used when you encounter or are encountered by just one or a few undead (less than a swarm). If you want to determine the exact number, the GM can roll a double low, but it has no mechanical effect. A single attack can result from a mishap during a skill roll. This means that you have not alerted the larger group, but one or two of them are definitely approaching you. ONE ROLL: A single attack is resolved with one skill roll by you. You can roll for any skill that makes sense in the situation. The GM has the final word. Others may assist you with the roll. DURING COMBAT: If you suffer a single attack while already engaged in combat or a confrontation, you still get to make a roll to avoid it. This does not count as an action. SUCCESS: If you succeed, you have dispatched the undead, evaded them, or in some other way stopped their advance. This doesn’t ensure safety, however. You could still find yourself barricaded in a room with undead waiting outside the only exit. FAILURE: If you fail the roll, your outcome will be determined by the GM. This might entail taking damage, getting bitten, or dying instantly. If you become Broken, you will also sustain a critical injury. Even if you fail, the single attack is concluded. Amputation For some results as dictated by the GM after failing a roll, such as being bitten on a limb, you must amputate a body part to survive. The person who is cutting off a piece of you must make a Medicine roll. Both of you take one point of stress. Whether the roll is successful or not, the amputee takes the critical injury “severed limb”. But if the Medicine roll is successful, the injury is not lethal, as indicated in the table. Should the skill roll fail, the injury is lethal and handled as normal. FIGHTING A SWARM Once the Threat Level reaches 3, when the dead are aware of you and move in for their meal, the situation is dealt with in rounds, as in brawls. Basically, they attack while you fight to get to safety. Each round, up to three chosen PCs and NPCs in the fight roll for skills and add up their number of successes. Which skills can be used depends on the current Threat Level and is indicated by the Swarm Attack table on the next page. Additional PCs and NPCs present can assist with help dice (page 51), but no more than three may roll. SMALL GROUPS: If just two characters face a swarm of dead, they still make three skill rolls, with one of them rolling twice. The second of those roll gets a –2 modifier. If a single PC fights a swarm, they roll all three rolls themselves, with a –2 modifier to the second roll and –4 to the third roll. LEADERSHIP: A PC who is not making one of the three skill rolls during a round may bark orders and roll for Leadership. If the others do as they are told, the PC may hand out one extra die per success on the Leadership skill roll. No more than three dice can be given to the same person. Only one person per round can roll for Leadership in this way. SWARM THREAT: You win and lose as a group, by comparing your number of successes against the current Swarm Threat. The Swarm Threat is calculated round by round by adding Swarm Size to the current Threat Level. WINNING THE ROUND: If you get a total number of successes equal to or greater than the Swarm Threat, and the Swarm Size is 3 or lower, you win the fight. The Threat Level goes down to 0, 1, or 2, as decided by the GM depending on the situation and what fits the story. As long as the Swarm Size is 3 or less, you only need to win one round to end the fight, either because you killed all the undead, or you managed to run away or hide. If the Swarm Size is 4 or higher, winning a round just means the Swarm Size is reduced one step. Even if you win the round as a group, any PCs who mess up their skill roll suffer a single attack (page 80). This does not increase the Threat Level. LOSING TO THE DEAD: If you get fewer successes than the current Swarm Threat, the dead win the round. The GM chooses one of the following options: The Threat Level is increased one step. The Swarm Size is increased one step. The Swarm attacks. If one or more PCs messed up in a lost round, the GM chooses two options instead of one. ALMOST MAKING IT: If you fail the roll but get at least half the successes you need to beat the dead, you have accomplished something helpful, even if you still lose the round. You get one free extra success the next round. SWARM ATTACKS: A swarm can perform three types of attack. SINGLE ATTACK: A single undead attacks one PC or NPC with a single attack. Roll a random die to see who is targeted. BLOCK: The swarm block off all escape routes. Until the fight is won, all rolls for Mobility or Stealth need one extra success to succeed. MASS ATTACK: Roll a random die to see who is attacked by the swarm. No skill roll can be made to avoid this. For every attack the swarm makes, Swarm Threat is calculated with a –1 modifier. If Swarm Threat is reduced to zero this way, the attack is over, and the undead move on. SACRIFICING ANOTHER: At the start of a round, one or more PC can try to sacrifice someone else to the dead to get away. Make an opposed roll for Force. If you win, you are out of the fight, while the victim must suffer the consequences. If you lose, you will instead. The Force roll counts as one of the three rolls you are allowed as a group. BRAWLS AMONGST THE DEAD If you are fighting a living enemy in the middle of a swarm, the rules for brawls and the rules for fighting the swarm apply at the same time. Each round, PCs and NPCs choose whether to perform regular actions in the brawl or fight the dead. Fighting the dead counts as the Other action. CLEARING OUT AN AREA Clearing out an area means that you attack the swarm before they spot you, while the Threat Level is still 2. It works exactly like fighting a swarm, but since the Threat Level is low it will be easier. Another positive effect of such a preemptive strike is that the PCs do not take stress when alerting the swarm, as the Threat Level is still only at 2. Should you fail to clear out the swarm on the first round, the Threat Level goes up, either to 3 if you are shooting at them, or to 5 if you fight them in close combat. At this point, you will take stress for alerting the dead.
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"It's not the will to succeed or the potential to win that matters—everyone has that. It's the will to prepare to succeed that matters." - Paul "Bear" Bryant StrengthSTRENGTH is a measure of how tough you are. It is the ability to take and deliver a beating. It determines things like how long you can go without food or rest, and how easily you pry open a blocked door. Close CombatWhen fighting unarmed or with a melee weapon, you use Close Combat. How much damage is inflicted by a successful attack is specified for each weapon. By rolling more successes than required, you may increase the damage by one for each extra success. EndureEndure is your ability to withstand hunger and cold, as well as being able to march for long periods without rest. It lets you withstand poison and disease. In some situations, you may transfer any extra successes to other PCs or NPCs in the same situation. ForceForce is your ability to lift heavy items, smash open blocked doors, or achieve things that require brute strength and determination. AgilityAGILITY is a measure of your coordination and motor skills. It is used, for example, when you sneak away from something dangerous, when you try to balance on an icy rooftop, and when you shoot a gun. MobilityMobility is the ability to run fast, climb high, and leap out of danger. You make a Mobility test when you flee from or chase after someone. Driving a car in difficult situations is also handled by Mobility. In combat, you can use your Mobility to take cover or flee. If other PCs or NPCs are climbing, running or in other ways using Mobility along with you, you may give them any extra successes to help them. Ranged CombatWhen attacking with ranged weapons or explosives, use a Ranged Combat skill test. How much damage is inflicted by a successful attack is specified for each weapon. By rolling more successes than required, you may increase damage by one for each extra success. If you are in close proximity to an enemy, you roll for Close Combat instead, even if you’re using a ranged weapon. StealthWhen attempting to sneak, hide, pick locks, tail someone, or perform tricks that require sleight of hand, make a Stealth test. You may transfer extra successes to people who are attempting the same as you. Failing a Stealth roll means that you get noticed or exposed. WitsWITS is your intellectual capacity, which you use to solve problems. It also reflects your prior education, and your general level of world-weariness. ScoutYou mainly use Scout in two types of situations. The first is when you are moving somewhere on the area map. Scout lets you determine if the sector you are about to enter is safe, and lets you find a good place to stay for the night. You lead the party in a way that minimizes risks. You can’t be helped with extra successes from others when you use the Scout skill this way, because only one person can lead the group. The other way to use Scout is to get an overview of your immediate surroundings, or to spot threats or hidden things. For example, a success may let you see that there is a sniper hiding on the rooftop, or spot hidden equipment in a building, or notice someone trying to sneak past you, or discover the best way in or out of a fortress. Extra successes can, at the GM’s discretion, give a +1 bonus per success (maximum +3) on one skill roll where you or someone else uses the information you got. A failed roll most often means that you do not get any information. But it could also mean that you are detected by your enemy or end up in a bad situation. PASSIVE ROLLS: When a hidden threat closes in, the GM can call for a passive Scout roll. Each PC present may roll to spot the threat. Passive rolls cannot be pushed. SurviveEverything you need to know about surviving outside the haven is handled with Survival. It lets you know how to set up a camp safely, how to find water, and how to know if that water is potable. Survival lets you set up traps to catch animals, fish and hunt, and it represents your knowledge of handling wild animals. There are three specific ways to use Survival. The first is when you scavenge for food and other resources. If you succeed, you get to roll on the Scavenging table. Each extra success lets you find one ration. The second way to use Survival is to track people or animals. If the person you follow tries to cover their tracks, you roll an opposed roll: Survival against Survival. Otherwise, you only need to succeed with the roll. A third way to use Survival is to use your recollection and understanding of the world before the outbreak to make an educated guess about where a specific item could be. If the group needs to find food or a radio transmitter, you could roll Survival to get information on where this might be found. If you fail your roll, that item is probably still there, but there are unforeseen complications. Extra successes most often mean that there is more to find than you asked for. Others cannot help you on the skill roll, and once you have rolled for a certain item, none of you are allowed to roll again to locate the same thing. TechTech is used to repair or build gear or weapons. When you engage in projects to enhance your haven, varying levels of Tech will be required to successfully complete them, depending on the project. Tech also gives you knowledge about how various types of mechanical and/or electrical devices work. EmpathyEMPATHY represents your ability to understand other people, and to persuade, charm, or trick them. LeadershipWhen you want to sway a crowd or inspire another person, roll for Leadership. Swaying a crowd works similarly to Manipulation, but you address a group of people. When you roll for Leadership, you cannot get help from others. There can only be one leader at a time. When inspiring someone with Leadership, each success rolled gives the subject +1 on a skill roll in one situation within a reasonable amount of time. They can wait to decide which skill roll gets affected until they make use of the inspiration effect. A failed attempt to inspire someone means you take one point of stress. ManipulationWhen you want to make another person do or think something by lying, bribing, threatening, or coercing them, use Manipulation. Play out what you say and do, and state what you want to achieve, then roll the dice. On a success, you get what you want. In difficult situations, you might need more than one success. Failure could mean that the other person disagrees with you, or even starts disliking you. If you talk to a group of people, use Leadership instead of Manipulation. When you try to make another PC think or do something, roleplay the situation and let the other player decide how their PC reacts. They can ask you to roll for Manipulation anyway, to help them decide what the PC thinks of what you are saying. MedicineMedicine lets you use your expertise to help someone who is hurt. The skill can also provide knowledge about anatomy, diseases, and injuries. It can be used to determine healing time for a wound, and what medicine or treatment is required. USING SKILLS There are twelve skills in the game that allow you to handle or endure difficult situations. Each of them is linked to an attribute. When using a skill, add the skill level and its associated attribute together. The sum determines how many six-sided base dice you roll. Note that you may use a skill even if you have no skill level in it – in that case, just roll a number of base dice equal to the attribute. If you have stress points (next page), you must also add one stress die to your roll for each point of stress. Rolling at least one six counts as a success. You rarely need more than one success in order to pass a skill test. ADDING MODIFIERS A basic rule is that everything affecting the skill roll is added together. If you have a talent or item that adds +2 to the roll and someone else helps you, granting a further +1 bonus, you get to add a total of three extra dice to roll. In rare cases, you may also need to roll fewer base dice. MEANS AND ENDS Before you make a skill roll, you must describe what your PC is trying to achieve. The GM may ask you to explain further, or to change your goal. This usually happens when they cannot get a clear picture of what you want to do, or find your goal unrealistic. For example, you cannot use Stealth to sneak past a guard who has already seen you. FAILED TESTS Failing a skill test means that you don’t get the result that you want. If you, for instance, are trying to climb over a fence to get away from a swarm, they grab your feet and pull you back down. If you try to inspire others to take up arms, they feel reluctant to follow you. If you fail building a camp in the wilderness, the dead might be able to attack without warning, or it will start to rain and all of your supplies will get wet. At times, the GM will let you get some of what you want, even if you fail. This could mean that some of the NPCs agree to fight with you but not all, or that you manage to climb the fence to escape the dead chasing you, but others appear on the opposite side, or that you manage to set up camp, but the next day you leave behind a trail that will lead others to you. PUSHING THE ROLL When you fail a test, you can choose to give it one more try. This is called pushing the roll. You have found another way to achieve what you want, or you simply muster your last reserves of strength and resolve. If you cannot explain what your PC does that lets them try again, you are not allowed to push the roll. You can only push a specific roll once. When you push a roll, you re-roll all dice that are not successes. You also take one stress point and add a stress die to the re-roll. You can push rolls that have already succeeded, since there are situations where multiple successes are needed. TALENTS When you create your Survivor, you get to choose one talent specific for your archetype. As you play, you will get XP that lets you buy new talents, either from your archetype, another archetype, or among the general talents below. Each talent has a name, a rule effect, and a prerequisite that has to have been achieved either through your backstory or in game. PREREQUISITES: The prerequisite is something that must have happened for you to learn this talent. When you choose your talent as a part of creating your survivor, you should describe this event as something that happened in your past life, either after or before the outbreak. When you acquire a new talent, you must either point to something that happened in the game that fulfills the prerequisite, or come up with an event in your past that does. CREATING NEW TALENTS: If a player wants a talent not described in this chapter, the GM may create it. The mechanics should be based on how other talents are constructed. Most talents either give a +2 bonus in a specific situation, or let a PC use one skill instead of another. Talents can also let PCs avoid taking stress under a specific circumstance, or let the player have a more active say in what happens during a particular scene. Talents that allow a survivor to have more health states or armor points are allowed. No talent will ever let a PC push a roll without taking stress. General Talents ANIMAL COMPANION: You have a pet that you can rely on once per session to get +1 on a dice roll where it is evident that your pet is of use. You won the trust of an animal. CENTER OF THE STORM: You don’t take stress when walkers spot you (the Threat Level reaches 3). You managed to keep calm in an extremely dangerous situation. EAGLE EYES: Gain +2 to Scout when you are trying to spot danger in a new sector. Your eyesight saved your life. HEALTH NUT: When you get a critical injury, you heal in half the normal time. During a period of your life, you got all the food and supplies you needed. HERB COLLECTOR: You can collect herbs and use them as basic medical gear. Someone taught you about herbs. ICE IN THE VEINS: You do not take stress when you are attacked by one or a few walkers (single attack). You survived an attack from a walker. INTENSE EYES: Gain +2 to Manipulation in a flirty situation. You had an overwhelming love affair. MARKSMAN: Gain +2 to Ranged Combat on the first shot in a fight. You killed on the first shot. MARTIAL ARTS EXPERT: Gain +2 to Close Combat when you fight unarmed. Someone trained you. NINE LIVES: When rolling for a critical injury, you may decide which of the dice represents the tens and which represents the ones. You should have died, but you didn’t. OBSESSIVE: Relieve one point of stress when you roleplay an Issue in a way that creates a problem for yourself or others in the group. You got on someone’s nerves. ON EASY STREET: Once per game session, you may at any point relieve one point of stress. Something made you believe things will work out. PACKMULE: You can carry one extra slot of items. You trained your body. PET KEEPER: You walk with chained living walkers. You get +2 to Stealth when you try to get past walkers this way. Name the two corpses that walk with you now. You chained two corpses and brought them with you. PSYCHOPATH: Never roll to handle fear. You have the shattered Issue: Psychopath. At some point you started to enjoy other people’s pain – or it has always been that way. SENSITIVE: You can use Scout to learn what other people feel and intend to do, and even their Issues. You saved a life by understanding someone’s true intentions. SKULL CRACKER: Gain +2 to Close Combat when you fight walkers. You took on a group of walkers and came out on top. SPECIALIST: Gain +2 to a specific skill when you use a specific item. Decide what the item is and for what skill you get a bonus. You saved the day with the help of your signature item. SPRINTER: Gain +2 when you use Mobility to outrun or chase someone. You ran fast in a crucial situation. SURGEON: Gain +2 to Medicine when you stabilize a critical injury that needs advanced medical gear. You saved someone’s life on the operating table. UNBITEABLE: When rolling on the Walker Attack table (page 81), you may decide which of the dice represents the tens and which represents the ones. You were attacked by the dead and survived. UNBREAKABLE: Once per session, when you take the third point of damage and become Broken, you immediately stop being Broken and regain one Health Point, as if someone had given you first aid. You still take a critical injury. Someone tried to break you and failed. WHISPERER: You do not have to make a skill roll to handle the walker swarm by disguising as one of them. You have walked among the dead many times, dressed in skin and blood. STRESS STRESS DICE Frightening, dangerous, or tense situations in the game can cause your character to suffer stress, in the form of stress points. And as described above, you also take one stress point every time you push a skill roll. You never take more than one stress point at a time, no matter how stressful a situation is. The Stress Factors table indicates typical situations that will lead to you taking stress. For each stress point you have accumulated, you add one stress die to any skill roll you make. This is not optional. Stress makes you more focused and more inclined to succeed with what you are doing. However, it also makes you more likely to make mistakes. Rolling a 1 on a stress die is called “rolling a walker.” It means two things: you cannot push the roll (if you have not done so already), and you mess up. It is possible to succeed with a roll and still mess up – you get what you want but something else goes wrong. The effect of messing up is the same whether you roll one or several walkers on your stress dice. Stress Factors These are examples of situations that will give you a stress point: Pushing a roll. Not getting enough food and water. Being attacked by the dead. Being shot at. Being framed for murder. Being rejected by your lover. Killing another human being in cold blood. Seeing someone in the group get bitten. Seeing someone in the group Broken by damage. Being Broken by damage. Being bitten. MESSING UP When you roll a walker on a stress die, you mess up. Typically, this means that you have attracted the dead and are now under attack. When you mess up in this way, the GM either raises the Threat Level by 1, or you suffer a single attack. When you mess up, the GM most often says something about what happens and then lets you describe it. This way you can portray your PC’s reaction in a way that makes sense to you. If you see your PC as a badass warrior, it would not be fun to have them stumble on a banana peel surrounded by enemies. You may instead have your PC fight for their life, beat two opponents to the ground, and then fail to see a third that sneaks up from behind. The PC goes down as a hero. At times, the GM will decide that the situation you are in is messed up enough as it is. In that situation, your only consequence would be that you can’t push the roll. Messing Up When you mess up it could mean that you: Alert the swarm by making noise (raise Threat Level one step). Fail to notice a couple of undead who close in on you (single attack). Run out of bullets/gas/spare parts/other resources. Offend someone. Hurt yourself. Break something important. Get lost. Lose your hostage. MESSING UP IN OTHER WAYS: When you have played a couple of sessions, you could let messing up mean other things besides making noise that attracts the dead. It could be anything from realizing that you are out of bullets to unknowingly offending an important NPC who will now start working against you. THE ART OF SUCCESS EXTRA SUCCESSES Rolling more successes on a skill roll than required means that you are extra successful. You impress the people around you, or you get a little more than you wanted. HELPING EACH OTHER When you make a skill roll, others may help you. They need to describe what they do to help, and it has to make sense that they are actually contributing – just being there or saying encouraging words is not enough. When you are helping someone, you cannot do anything else at the same time. You gain +1 to your skill roll for every person helping you, up to a maximum of +3. PCs can help even if they have a zero in the relevant skill. NPCs can only help you if they are Trained, Expert or Master in the skill. PARALLEL ACTIONS When two or more PCs are doing an activity at the same time, they cannot help each other. For example, if you are all trying to sneak out of a house where you have been held hostage, or if you’re both swimming to a boat – in such cases each of you must pass your own test without help from the others. However, some skills allow a PC whose roll results in more than one success to give the extra successes to other PCs or NPCs. A good runner who gets several successes on her Mobility roll, for example, may give one of each of her extra successes to others who failed their tests. In the game, this probably means that the overachieving PC offers to carry supplies for the others, or that she clears the road for them, or tells them which way to run. If a player cannot explain how their PC can help the others, they cannot give them their extra successes. OPPOSED ROLLS When you and another PC or an NPC are competing, or otherwise working against one another, you make an opposed roll. It could be when you and an enemy race to get to the armory first, when you are hiding and someone is trying to find you, when both of you are trying to convince a crowd that your stance on a subject is correct, or when you try to outsmart each other. You and your opponent each roll. The person with the most successes wins. A draw means that you and the other character are forced to compromise – you either both get some of what you want but not all, or you hurt each other simultaneously. EXTRA SUCCESSES: In an opposed roll, extra successes are counted as the sixes rolled beyond what’s needed to win the roll. If you get one more success than your opponent, you simply win. Each additional success is counted as an extra success. EXTREME DIFFICULTY Normally, when you get at least one success on a roll, you succeed. But in extreme cases, the Gamemaster may decide that it takes more than one success to achieve your goal. This should only happen in situations when you are trying to do something almost impossible, such as jumping between two cars racing on the highway or trying to calm an angry mob. OPPOSED ROLLS: If you roll an opposed roll, and one side is doing something that is challenging enough to raise the difficulty level, take away one of that side’s successes on the skill roll, before the rolls are compared with each other. BONUSES FROM GEAR When you use a tool or weapon, or when you drive a vehicle, you get a bonus – a number of extra base dice that get added to your skill roll.
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"Know, first, who you are, and then adorn yourself accordingly." - Epictetus In Free League's roleplaying games, archetypes serve as pre-defined character templates or roles that players can choose from to guide their character creation process. These archetypes typically embody specific themes, traits, and roles within the game's setting, providing players with a starting point for developing their characters. Each archetype may come with its own set of abilities, skills, and background, allowing players to customize their characters while still fitting into broader narrative roles within the game world. Your archetype says something about who you were before the outbreak. Since then you have changed… just like the undead have changed from what they were before they died. There are twelve archetypes to choose from, each with traits that says something specific about your backstory in order to gain a mechanical effect, though I encourage you to take unique spins on each archetype or even to create your own - I will most certainly empower and work with you on creating a concept that fits the character you envision and how that will work mechanically. If you do decide to create your own archetype or work on a custom character, you will also need to come up with your own Issue, Drive, and Relationships within the group with my approval. You may also edit any of the current archetypes to your liking, treating them effectively as a custom character, with my approval as well. Note that your archetype is just a starting point and inspiration to create your own unique character. After play has started, your archetype no longer has any mechanical effect. THE CRIMINAL "I used to hate moaners and crybabies. In high school we’d target classmates we thought were weak. Pretending to invite them to join our crew, we stuffed them into my old Chevrolet, drove them up to the old water tower, and made them suffer for whatever petty thing was bugging us about them. Later, there were drugs; along with them came more serious beatings and fights. They called me Killer, even though I never murdered anyone. Strange as it may sound, this new world has somehow made me softer. Now I want to protect the kind of people I used to torment. They’re family, some of them. But when something threatens us, I become the Killer again." KEY ATTRIBUTE: Strength KEY SKILL: Close Combat TALENTS: Threatening PostureYou can use Force instead of Manipulation when you threaten someone. *Prerequisite*: You ruined someone’s life., FixerYou gain +2 to Manipulation when you haggle for a deal. *Prerequisite*: You scored big on a negotiation., Fights DirtyWhen you fight unarmed, you do +1 damage. *Prerequisite*: You killed someone with your bare hands. Choose among the suggestions below or make one up yourself. ISSUE I never obey authority Drug addict Ashamed of my past DRIVE Nobody takes a swing at me and gets away with it Hate I will find my sisters GEAR Roll a D6 three times. Big revolver Axe Lockpick Motorbike Shotgun Stash of drugs and medicine RELATIONSHIP TO OTHER CHARACTERS Sibling Annoying but useful I’m on to you THE MEDIC "New diseases always hit the medical staff the hardest. I was right in the middle of it, in the ER at Denver's busiest hospital, when people started to turn. I lost so many. Mary, my wife Elizabeth, Chris, and Elaine. I don’t know a single person who got out of there, except me. Before I ran, I examined one of them, a girl who was strapped to a bed before she died. This is no ordinary sickness. Maybe it really is the end of days, in a biblical sense? My theory is as good as anyone’s." KEY ATTRIBUTE: Empathy KEY SKILL: Medicine TALENTS: Emergency MedicineGain +2 to Medicine when you stabilize a critical injury that needs basic medical gear. *Prerequisite*: You used to work in an Emergency Room., Doctor/Patient HierarchyWhen you use Manipulation against someone who is injured, you get a bonus equal to the number of Health Points they have taken in damage. *Prerequisite*: You somehow used one of your patients for your own benefit., Seen It AllYou do not take stress from seeing someone get wounded, tormented, or even Broken. *Prerequisite*: You tried to save your injured friend. Choose among the suggestions below or make one up yourself. ISSUE Bitter Sworn to help Unanswered love DRIVE Fear of dying Higher purpose I will find my wife GEAR Roll a D6 three times. Basic medical gear Medications and drugs Spear (Scalpel taped to a stick) Car Diary Pistol RELATIONSHIP TO OTHER CHARACTERS I trust you. You are not like us. I want to get to know you better. THE OUTDOORSMAN "They say cattle are dumb, but it’s people who are really stupid. We all knew something was going to hit us, sooner or later: a terrorist attack, global warming, or whatever. Still, no one prepared enough. I’ve met people who didn’t know how to light a fire or skin a rabbit. None of them are alive anymore. When it all started, me and my wife and our kids went down into the basement, as planned. We had supplies enough for us and twenty more that would last for months. A group of assholes blew up the basement door and managed to break in. I offered them a chance to join us. Instead, they killed my family. But the explosion and the gunshots attracted hundreds of stinkers. The house was overrun; the thieves joined the dead. I had to leave the supplies behind and run for my life." KEY ATTRIBUTE: Strength KEY SKILL: Force TALENTS: TrackerGain +2 on Survival when you either track someone or try to hide your own tracks. *Prerequisite*: You tracked someone or something., Tough As NailsGain +2 to Endure when you starve or work hard. *Prerequisite*: You had to push yourself beyond your own limits., Living Off The LandGain +2 to Tech when you work on projects that increase Capacity for your haven. *Prerequisite*: You made a living off the land. Choose among the suggestions below or make one up yourself. ISSUE Rage Sick Dogmatist DRIVE I do what is right Never give up Jesus walks with me GEAR Roll a D6 three times. Shotgun Axe Jeep Toolbox Tent Survival equipment RELATIONSHIP TO OTHER CHARACTERS You are hiding something We are different, but I like you You are family THE SUBDUED "I am a living cliché. Or I was. Brandon wanted me to stay in the house. At first, I thought it was because he couldn’t trust anyone to resist me, being the prom queen and everything. But when the kids came and all I’d done for years was cook food, clean, and wash clothes, I realized he thought he owned me. He beat me, but he told himself he didn’t. When the world fell apart, he just disappeared and abandoned me. Maybe he’s still out there. I wonder if he would recognize me. I’ve learned to shoot a gun. I know how to kill with a knife or with my hands. Sometimes I even like it. Not that much of a cliché anymore, right?" KEY ATTRIBUTE: Strength KEY SKILL: Endure TALENTS: Innocent FaceYou get +2 on Manipulation when you act innocent in front of a stranger. *Prerequisite*: You made someone believe you were weak., Back Against the WallWhen you fight against all odds and the enemies seem to be winning, you do +1 damage on all attacks. *Prerequisite*: You fought back., Rather Die Than BreakOnce per session, after rolling for a skill, you can choose to lose one point of Health to get one (extra) success on that skill roll. You need to be able to explain, in the game, how you are damaged in the situation. *Prerequisite*: You sacrificed yourself for a higher purpose. Choose among the suggestions below or make one up yourself. ISSUE Bloodthirsty Alcoholic Craves attention and love DRIVE Sworn to never be a victim again Has endured hell Won’t give up my dream GEAR Roll a D6 three times. Shovel Bow and arrows Bag with medical herbs Painkillers Tent Car RELATIONSHIP TO OTHER CHARACTERS Makes me smile We pretend to like each other Sister THE JUVENILE "You would think that people like me, who’ve lived most of our lives in this hell and hardly remember the days before, would’ve come out seriously damaged, or at least weird. That is simply not the case, in my experience. I’d trust another wasteland baby ten times over an adult from another group trying to get close to me. Maybe it was the shock when their whole world fell apart that did it to them. I don’t really care. We’ll be the ones to build something new. I keep the grown-ups I trust close: mum, dad, and my older brother. The others scare me more than the dead." KEY ATTRIBUTE: Agility KEY SKILL: Mobility TALENTS: Knife FighterYou inflict +1 damage when you fight with a bladed weapon. *Prerequisite*: You stabbed someone., StubbornYour Drive gives you a +3 bonus instead of +2. *Prerequisite*: You didn’t give up., A Child of This WorldYou do not take Stress when you see someone get infected. *Prerequisite*: Someone you loved was bitten. Choose among the suggestions below or make one up yourself. ISSUE Afraid of the dark People treat me like a child Won’t let anyone come close DRIVE My father thinks that I am strong Kids will grow up to rule this world I will protect my friends GEAR Roll a D6 three times. Pistol with homemade silencer Spear American football gear (Armor Value 4) Scooter D6 Molotov cocktails Dog RELATIONSHIP TO OTHER CHARACTERS Parent I am watching you Idol THE ENFORCER "There is so much baggage that comes with the job: how people treat you, what they think of you, what everyone supposes you believe in, and think is right, and all those eyes looking at you expectantly whenever there’s a crisis. You forget who you really are. At the start of this new world, I kept playing my part, doing right, trying to lead others to safety. After I was ambushed by a group I’d just saved from a herd of biters, I somehow finally realized that this job could get me killed. I still wear the hat and badge; it gives me an edge. But let’s just say I’ve now come to believe in a less equal application of the law." KEY ATTRIBUTE: Wits KEY SKILL: Scout TALENTS: Steady HandsOnce every session you may choose to not roll any stress dice on one skill roll. *Prerequisite*: You kept it together despite extreme pressure., WatchfulYou may use Scout to learn the dynamics in a group of people, and the opportunities and risks therein. You need to spend some time with them. In this way, you may learn of both regular Issues and secret Issues. *Prerequisite*: You foresaw the danger., Moral CompassWhen you put yourself in danger to stand up for what’s right, you relieve one point of stress. *Prerequisite*: You did what you had to do. Choose among the suggestions below or make one up yourself. ISSUE Does not trust strangers Depressed I take risks to protect my child DRIVE Does what it takes I am the law We will build a new world GEAR Roll a D6 three times. Riot gear (Armor Level 6) Revolver Shotgun Axe Assault rifle Badge of office RELATIONSHIP TO OTHER CHARACTERS I protect you I trust you You are a puzzle THE NOBODY "The last time I spoke with my mother, she kept mixing me up with my brother, and it’s not like she was even senile or anything. She couldn’t recall the name of my first girlfriend or who my friends were at school. It hurt at the time, but now I get it – some days, even I don’t remember those things. My life had been a haze of average grades, boring weekends, mediocre sports results, and uninspired dreams. It’s hard to make others understand how different my situation is now from back then. For me, the biggest change is not the bombed-out landscape and the walking dead, but how it is between me and the people around me. They see me as important. They confide in me. They depend on me to find food for them. I guess that’s why I take stupid risks: I have people worth doing it for." KEY ATTRIBUTE: Agility KEY SKILL: Stealth TALENTS: Speed FreakGain +2 when you use Mobility to drive a vehicle. *Prerequisite*: You won a race., WallflowerYou do not have to choose a single NPC as your NPC Anchor. Instead, the whole group is your Anchor. You do not have to handle your fear if any of them die, so long as at least one of them is left standing. *Prerequisite*: You were part of a group, without any of them really noticing you., GathererYou get +2 to Stealth when you are on your own. *Prerequisite*: You brought back food that kept others alive. Choose among the suggestions below or make one up yourself. ISSUE Afraid to speak my mind I do not care if I live Kleptomaniac DRIVE I cannot be killed This is my chance Love GEAR Roll a D6 three times. Pizza delivery car Machete Frying pan Binoculars Sleeping bag Fishing rod RELATIONSHIP TO OTHER CHARACTERS I do what you say Secretly I love you I will show you THE OUTCAST "Who could have guessed that living on the streets for ten years would ever be a more marketable experience than a college degree? I know how to become invisible. Where you can hide, sleep, and stay unseen, day or night. What’s unsafe to eat and drink – hell, how to make just about anything edible. How to start fires and keep them burning without being seen from a distance. My years of wandering gave me skin like iron and the ability to read a man at twenty paces. These gifts have kept me alive more times than I can count – even if I still haven’t forgiven those who put me outside in the first place." KEY ATTRIBUTE: Wits KEY SKILL: Survival TALENTS: Knows All the TricksYou can use Stealth instead of Manipulation when you lie.. *Prerequisite*: You fooled someone who tried to dominate you., ScavengerWhen you scavenge and roll Survival, you get +2 rations for each extra success instead of +1. *Prerequisite*: You survived on nothing., Lone WolfYou can have yourself as one of your two Anchors. *Prerequisite*: You were betrayed by someone you trusted. Choose among the suggestions below or make one up yourself. ISSUE Alcoholic People do not like me Odd behavior DRIVE I am a survivor This is my new family Craves revenge GEAR Roll a D6 three times. D6 Molotov cocktails Pistol Spear Handcuffs Armor of cloth and old newspapers (level 4) D6 bottles of moonshine RELATIONSHIP TO OTHER CHARACTERS You are the alpha I trust you with my life Bully THE POLITICIAN "The shiny white smile of a politician always made some people suspicious, just as the bright colors of a poisonous insect warn of potential danger. The same gene screaming at you when I extend my hand for an uncannily firm shake made us run away from tigers when we were naked, dirty, and lived in caves. Now that the world has fallen apart, I do not mind admitting that sometimes being a politician is the same as being a mob leader or a warlord. It takes a certain type of person. I am one of the tigers. I do not shoot with my own gun, and it won’t be me who hacks your body to pieces and hangs it in the trees to scare off your friends. Others will do that for me." KEY ATTRIBUTE: Empathy KEY SKILL: Manipulation TALENTS: RecruiterYou can use Leadership instead of Manipulation when you speak for your cause. *Prerequisite*: You won someone over to your side., Mind GamesYou relieve one stress when you successfully Manipulate someone. *Prerequisite*: You broke your opponent in a debate., Right Word at the Right TimeWhen you succeed with Leadership, you get an automatic extra success. *Prerequisite*: You had them in the palm of your hand. Choose among the suggestions below or make one up yourself. ISSUE I never apologize Terrified of the walking dead I promise more than I can deliver DRIVE I will lead them My ancestors fought hard This is a new beginning GEAR Roll a D6 three times. Assault rifle Bottle of champagne Bulletproof limousine (+2 Armor) Hand crank radio Notes for a book about this new era Two knives RELATIONSHIP TO OTHER CHARACTERS My bodyguard Rival Odd friendship THE PREACHER "People will believe in all sorts of silly things: stones, energy fields, or spirits jumping from body to body. We even met a group who worshiped walkers. They had a bunch of them holed up in an old boxing gym. A fellow man of the cloth (though what deity may have anointed him I cannot say) stood in the ring and threw flower petals at the corpses below, their arms stretched out for communion. I guess it should make me humble, as it suggests that any belief is as good as the next. But I am not. There is only one God and one true church. Soon, the day of reckoning will be upon us. I will lead my flock to the gate of Heaven." KEY ATTRIBUTE: Empathy KEY SKILL: Leadership TALENTS: ShepherdAnyone can use you as an Anchor when they need to relieve stress, even if you are not their Anchor. *Prerequisite*: You tended to your flock., Guarded by a Higher PowerWhen you roll a random die to see if you are hit or bitten, you may re-roll once. *Prerequisite*: You were saved against all odds., PreacherGain +2 to Leadership when trying to sway a group of people. *Prerequisite*: They followed you. Choose among the suggestions below or make one up yourself. ISSUE Afraid of conflict Delusional Selfish DRIVE I walk with the Lord Make amends These are the final days GEAR Roll a D6 three times. Bible Homemade spear Guitar Scooter Iron cross Wine and altar bread RELATIONSHIP TO OTHER CHARACTERS I secretly hate you Curious Infatuated THE SCIENTIST "Of all the things I have studied and all the things I know, people respect me most for my moonshine still – a rudimentary device I could’ve constructed for a sixth grade science fair. I see their point: Who cares about quantum mechanics when the dead try to eat you and the living want to kill you? But they do need me, not just for the booze. I built these people a water collector, a system for communicating when they’re on supply runs, and a sterile room to treat their wounds. I’m always one step ahead of them, not because of the heights I reached in my now-arcane area of research, no! You see, before all that, I took a freshman course in psychology." KEY ATTRIBUTE: Wits KEY SKILL: Tech TALENTS: IntuitionOnce per game session, you can ask the GM about how things in the game world work and are related, to get some useful information or suggestions on how to proceed. *Prerequisite*: You tackled an impossible Challenge., Techno-BabblerYou can use Tech instead of Manipulation when you discuss complex matters. *Prerequisite*: You used science to get what you wanted., HandyWith a little time and some tools, you can repair most things – even if you don’t have the right parts. You also get +2 to Tech when you repair things as a project. *Prerequisite*: Someone taught you to repair and build things. Choose among the suggestions below or make one up yourself. ISSUE Hateful Understands the world with logic, not emotions Morally flexible DRIVE I will save us all Fear of dying There is always a chance GEAR Roll a D6 three times. Sledgehammer Pistol Flashlight Tent Portable stove with gas and lighter Basic medical gear RELATIONSHIP TO OTHER CHARACTERS I see what you really are My friend I am curious about you THE SOLDIER "We were told that, when it gets bad, nothing matters more than keeping disciplined and sticking together. They said we were the best trained soldiers in the world. Even so, at the start of all this, most of my brothers and sisters in arms either turned tail or turned into monsters. Had to shoot my best friend to keep him away from a little girl, no older than my kid sister! I have dropped so many bodies, but I am no murderer. To me, there are three types out there: the walking dead, the living monsters, and human beings. Only one of them deserves to stay on its feet." KEY ATTRIBUTE: Agility KEY SKILL: Ranged Combat TALENTS: DisillusionedYou do not take stress from seeing others commit brutal acts of violence, or when committing them yourself. *Prerequisite*: You saw great suffering., Eye on the BallRelieve one Stress every time a threat or an enemy is defeated or overcome. *Prerequisite*: You did what had to be done., Suppressive FireYou can attack up to three enemies with the same attack when you use Ranged Combat, but they all take one less point of damage and you can’t add damage from extra successes. *Prerequisite*: You were trained to be a soldier. Choose among the suggestions below or make one up yourself. ISSUE I won’t kill another human being I know what is best I protect the weak DRIVE I saw my friend get eaten I will find a way to solve this Discipline GEAR Roll a D6 three times. Assault riflfle Bayonet D6 hand grenades Binoculars Basic medical gear Pistol RELATIONSHIP TO OTHER CHARACTERS Lover Friend Rival
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Resting Short Rest: One hour of light effort, nothing more strenuous than talking, sitting, tending to wounds etc. You get the following options and benefits:- Spend one or more Hit Dice to regain hit points by rolling dice for your HD. Reduce temporary Corruption by your proficiency bonus. Spend one or more Hit Dice to reduce temporary Corruption again by your proficiency bonus. Long Rest: Eight hours of rest, six of which must be spent sleeping. You get the following benefits and options:- Recover HP equal to the maximum value of your HD + Con modifier. Reduce temporary Corruption by twice your proficiency bonus. Spend one or more Hit Dice to regain hit points by rolling dice for your HD. Spend one or more Hit Dice to reduce temporary Corruption again by your proficiency bonus. Extended Rest: An extended rest is at least 24 hours of rest in a safe place. The following benefits are gained:- Regain all HP Recover all your Hit Dice Temporary Corruption reduces to 0 Hit Dice can only be regained on an Extended Rest. Corruption Certain events or actions (such as casting spells) will increase your corruption levels. Corruption starts at 0 and increases from that point depending on the actions that you take. In certain cases, dependent on class and origin selected, you may even begin with permanent corruption. Each character begins with a corruption threshold, calculated as such:- Non-Mystic Characters:- Corruption Threshold = Proficiency Bonus x 2 + Charisma Modifier Mystic Characters:- Corruption Threshold = Proficiency Bonus x 2 + Spellcasting Modifier There are a variety of ways that both temporary and permanent corruption can be accrued dependent on the events of the game, such as casting a spell, using a magical item, in-game events etc. If your corruption score (temporary + permanent) ever crosses your corruption threshold, then you will gain a Mark of Corruption, which we can discuss in-game when, or if, this happens. If your permanent corruption score ever crosses your threshold, then the character will be thoroughly corrupted and become a blight-beast under the control of the GM.
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Abilities Roll Ability Bonus 1-4 -3 5-6 -2 7-8 -1 9-12 ±0 13-14 +1 15-16 +2 17-20 +3 Defend, balance, swim, flee Perceive, aim, charm, wield Powers Crush, lift, strike, grapple Resist poison/cold/heat, survive falling, take a beating Dice References & Adding Abilities There will often be references to rolling something and then adding an Ability, such as determining daily number of Powers or something from a Class' Special Ability. This means you add the bonus you end up with, not whatever you rolled on the dice. When using Classes Each Class rolls differently for Ability generation (with a default of 3d6 if unspecified). See each Class entry for details. When not using Classes Roll 4d6 for two Abilities, dropping the lowest die. Roll 3d6 for the other two. Interpreting Results Consult the table above to see what the roll turns into for a bonus; from -3 to +3. The minimum Ability a character can have is -3. The maximum through Getting Better is +6, but outside circumstances may improve a score beyond this point. ➤ Record only the Bonus on your character sheet. BURN THE ROLLED DICE WHEN YOU'RE DONE. Carrying Capacity You can carry 8+Strength normal-sized items without a problem. Any more items than that and you'll be encumbered; testing Strength and Agility is at +2 DR. It is impossible to carry more than 8+ (positive Strength×2) items. A negative Strength instead sets the maximum to 8 items. How to Roll d66? There are times you'll be tasked with rolling a d66. This uncommon roll is not a single die of 1-66; instead, it is 2d6 in rolling order. The first roll is the Tens Digit, and second roll is the Ones Digit. ➤ Rolling d66 (2d6) with a result of 2 followed by 5 means 25, a 6 and 3 is 63, 4 and then 1 is 41, etc. Getting Things Done When your character does something, you will make a Test against a Difficulty Rating (DR) using a d20 ± the Ability being tested; equal to or greater than the DR succeeds. If a creature or NPC needs to make a test (such as resisting poison), they just roll a d20 against the DR with no bonus. Difficulty Rating (DR) How Hard Is It? 6 so simple people laugh at you for failing 8 routine but some chance of failure 10 simple but not simple enough to not roll 12 normal 14 difficult 16 really hard 18 should not be possible The End of the World won't happen without some punches getting thrown, swords slashed, and spells slung. Inevitably there will be violence. It doesn't always have to end in death, though. Many creatures become cowards when losing and would rather run away than die. Unfortunately, many creatures also pay good bounties if you can haul the body back as proof. Like many RPGs, combat is run in rounds. Each round, a character that's aware gets a turn. Unlike many RPGs, players roll almost everything in Mörk Borg. What order things are rolled in depends on what's rolled for initiative. During Your Turn While it is your turn, you can move around the area, make an attack of some kind, defend yourself, and do some incidentals like talking or looking around. Movement is not tracked tactically, but narratively; if you need to run up to someone, you can. But if a room is described as having precarious footing next to pits, for instance, you may be asked to test Agility to not fall in (and again to subsequently catch yourself). Specifically, on your turn you have these options, unless circumstances say otherwise. ➤ Test Strength DR12 to Attack with a melee weapon or unarmed strike. ➤ Test Agility DR12 to Attack with a ranged weapon. Doing so at a melee target instead tests at DR14. ➤ Test Presence DR12 to use a Power instead of attacking. ➤ Test to use a Special Ability, often instead of attacking. ➤ Defend at DR12 if an enemy threatens you. How long is a round? Like many RPGs, a round is about 6 seconds; enough time to do something and traverse a normal-sized room. There are usually 10 rounds in one minute. Initiative When combat happens, unless an ambush is planned, a d6 is rolled to determine order for rounds. One roll is fine, unless something big changes. Initiative affects what a player rolls first during their turns; if players have initiative, they test Attack first, otherwise test Defense first. Roll Who Goes There? 1 Enemy has initiative and surprise* 2 Enemy has initiative 3-4 No Advantage; roll 1d20 +Agility, highest on either side gains initiative 5 Players have initiative 6 Players have initiative and surprise* *When the enemy has surprise, you can't test your Attack during the first round. When you have surprise, you don't test Defense during the first round. Targeting and Multiple Characters The narrative will drive how many enemies are present and who they attack. If there are less enemies than PCs, not everyone will have to defend themselves. Conversely, if the party is outnumbered, each person still only rolls Defense once. Successfully defending might mean you dodge the swords and arrows, but failure might mean you dodge the swords but not the arrows, etc. Each situation will just depend on the narrative and kind of enemies. Dual-Wielding Any character may dual-wield one-handed weapons in combat. There's no guarantee it works well. ➤ Test Attack at +2 DR; success deals damage from both weapons. On a Fumble, test Agility DR10; failure means you accidentally let go of a random (d2; 1 is your better item) weapon. Getting Broken When you reach 0 HP, you are Broken. Negative HP is not tracked. Roll d4. d4 Why does it hurt so much? 1 Fall unconscious ➤ lasts d4 rounds ➤ wake with d4 HP 2 Roll a d6 ➤ 1–5 Broken or severed limb. ➤ 6 Lost eye. Can't act for d4 rounds, then "recover" with d4 HP. 3 Hemorrhage ➤ death in d2 hours unless treated. ➤ All tests are DR16 the first hour. DR18 the last hour. 4 Dead Healing the Damage If you live through the violence, you're probably hurt. Some characters have ways of healing themself or others. In the end, everyone heals when resting (unless infected). There are two kinds of resting. Taking a short break to catch your breath and making camp for the night. In order to heal with these methods, you must have either eaten or drank before sleeping. ➤ Catch Your Breath: regain d4 HP ➤ Make Camp: regain d6 HP Civilized Respite You can also find, and pay for, surgical treatments or restorative services while in a place of civilization. Their reliability of being found depends on the population size. You can always find them in one of the four cities. Spending the night in their care cures infection and heals 2d8. Prices range from 30 to 100 silver depending on where you are. ➤ Village: roll d4, on a 4 you find services ➤ Town: roll d2, on a 2 you find services Getting Infected If you are infected you do not heal when resting. Additionally, you'll take d6 damage every day at "dusk." Hunger & Thirst Food and water allows you to heal naturally--it also keeps you from dying. However, there are times when you won't have any. Going two days without food or something to drink makes you starving. Once you eat or drink, you are no longer starving. ➤ Starving: after your next rest you take 1d4 damage