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Maximum Service: The Role-Playing Game
Written by Levon Jihanian Illustrations by Rusty Jordan For information about addtional rules and downloadable character sheets, visit http://forkfrenzy.com/burgerwarz/.
This work is licensed under the Creative Commons AttributionNonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.
Table of Contents
Chapter 1: The Basics
Introduction 1 What You’ll Need 1 Glossary 2 The Setting 4 Setting Up 4 Basic Gameplay 5 Challenges 5 Attributes 7 Major Skills 8 Minor Skills 8 Margin of Success 9 Work Ethic & Improvement of Stats 10 Demerits 12 Changing Work Ethics 12
Chapter 2: Combat
Initiative 14 Combat Mechanics 15 Combat Actions 16 Special Actions 19 Penalties & Bonuses 21 Combat Resolution 22
What’s your Gear? 57 Chapter 5: District Manager’s Handbook 59 Customers & Monsters 59 Sample Scenario: Death Shift 66 Sample Characters 74 Employee Application DM Record Sheets 78 80 . What is Your Class? 35 Question 2. What’s Your Work Ethic? 55 Question 7. What Corporation do you Work For? 40 Qiuestion 4. What’s Your Age? 50 Question 5. What is Your Occupation? 37 Question 3 .Chapter 3: Magic 25 Spells 25 Circles 26 Crystals 27 Spell List and Descriptions 28 Chapter 4: Employee Creation 33 Employee Stats 33 Question 1. What are Your Skills? 51 Question 6.
All sorrows are less with bread. – Miguel de Cervantes .
collaborative game. but the customer is your best friend. You take on the role of an employee trying to move up in the highly competitive future. where everyone works for minimum wage. Teamwork and creative thinking are your friends. What you’ll need This rulebook character sheets 2-6 friends Pencils A bunch of regular 6-sided dice 1 . where you play out imagined scenarios and use dice rolls and statistics to determine the outcomes. You “win” by surviving (either through combat or other means) and advancing your employee (through providing customer satisfaction).Chapter 1: The Basics Welcome Burger Warz: Maximum Service: The Role Playing Game is a social.
A test of skill using a combination of an employee’s stats and rolls of dice. Ranged Combat . Close Combat . Perhaps with a gun. 2D.Skills and abilities that take years of study to master. if the player rolled a die and got a result of 3. along with a brief definition. This category of stats represents time and practice and in many cases holds equal weight to Attributes. 3D. Major Skills . and adjudicates customer satisfaction. District Manager (DM) .Skills and Bonuses that represent a specialization. 1D+2 is the result of 1 die. and your friends sitting around the table. plus 2. the person reading this book. the final result is 5. Challenge . Customer Service. Initiative . Margin of Success .A fictional person who is controlled by a player. Chapter 1: The Basics 1D.Fighting someone from far away. 1D means roll 1 die.You.The player who is in charge of running a game. or a magical fireball.Chapter 1: The Basics Glossary Below are some terms which are used throughout this book. Player . and so on. Attributes . She controls the world around the other employees. etc. He or she works for a fast food chain in the future.The fundamental stats that define an employee’s natural ability. and Magic. They are Physical. Minor Skills . a bow and arrow. Employee . They are meant to complement Major Skills 2 .The degree of success an employee achieves in a Challenge.A dice roll. In this example. Trade. 2D means roll 2 dice. .Fighting close up. either with weapons or with bare hands.The order in which players play their employees’ actions.
A type of Minor Skill which compliments Trade Skills.A type of Minor Skill which represents a specific field of study. These complement Magic Spells.A character controlled by the DM.This is a session of gameplay. which represents a workday for the employees. Customer . Industry . which compliments a broader field of study. Engagement .A type of Minor Skill that represents a school of Magic.Chapter 1: The Basics Circles .A combat action that represents the combatant’s focus. Craft . Shift . 3 . Action .What an employee or customer does during his combat turn.
give service with a smile and keep your finger on the trigger. and magic is somehow real. and forces of nature in the game. or DM. Either way. This player will play out the external world of Burger Warz: Maximum Service. which they can create. The DM will need to: • Know and arbitrate the rules. • Challenge the players with obstacles and foes. In other words. That said. • Plan ahead for what the employees will face next and help guide the story based on the direction of the players. The world is extremely violent. one thing’s for certain: every customer is either a corporate spy for a competing restaurant. allies. convenient food is at the forefront of everyone’s mind. Setting Up Choose one player to be the District Manager. corporate culture pervades the society completely. she controls all of the antagonists. bystanders. When working at a fast food restaurant. The other players will each control one employee. Everyone works for a fast food corporation in one way or another. or choose from a variety of pre-generated employees. Employee creation in 4 . or a corporate spy sent to check up on you from your own company.Chapter 1: The Basics The Setting Burger Warz: Maximimum Service takes place in a distopian near-future. She is neither your enemy nor your ally. • Keep the game moving along. Chapter 1: The Basics Genetically modified food has caused horrible mutations in all walks of life. and life has little meaning. and fast.
Challenges come into play. In these instances. The DM tells the player what happens as a result of the employee’s action. When there is a question of whether or not the action is successful. In the case of combat. That’s it. Challenges The Challenge is the fundamental element of the Burger Warz: Maximum 5 . The players then describe what their employees do.Chapter 1: The Basics Burger Warz: Maximum Service is fun and meant to be done together as a group. check out the Employee Creation rulebook. Basic Gameplay The basic flow of the game starts with the DM describing a scene. it’s important to keep the excitement going and not let strict adherence to the rules bog down play. there are even more extensive rules to allow for fairness and flow of play. The rules are there to make things more fun. first and foremost. For more information.
The chances of jump-kicking that killer clown are much higher. you’ll be asked to roll dice. Challenges are tests that the employee must pass in order to successfully carry out difficult tasks.Chapter 1: The Basics Service system rules. If the stat for the 6 . or in the case of combat. A typical game session contains of a series of Challenges declared by the DM. Many times there will be a lot of argument and discussion at the table between players on the best way to proceed. or Trade): Each point within an attribute contributes 1 die to the to the pool. Customer Service. and compare the results to a target number. The number of dice you roll depends on your applicable stats. In these cases.14 15 + Difficulty Trivial Easy Tricky Challenging Hard Super hard We begin with an attribute stat (Physical. In order to determine whether your employee can perform an action successfully. If your employee has good fighting stats.11 12 . add some bonus numbers to it. Magic. Only one attribute may be used for a given challenge. an enemy’s Health stat. Table 1-A Examples of Difficulties and their Target Number Target Number 1-3 4-5 6-8 9 . the DM calls for you to roll the dice according to your employee’s stats. This might be a difficulty rating set by the DM.
Magic. and her patience minor skill gives her an additional point. Any skill or attribute that is used must apply to the action being attempted by the employee. and Customer Service. Her Customer Service attribute. we add bonuses from Minor Skills: Each Minor Skill point contributes 1 point to the pool. They are Physical. for a grand total of 8. gives her 1 die. They apply to every Challenge an employee faces. her communication major skill gives her an additional die. Success! Attributes Attributes are the fundamental stats that define an employee’s natural abilities. and they are the foundation for Major and Minor Skills. 7 . (Optional) Add one Major Skill appropriate to the challenge: Each Major Skill point in the appropriate skill contributes 1 die to the pool. Finally. however. You may use as many of these bonuses as are appropriate to the Challenge! For example. the Margin of Success may never exceed 0 (We’ll cover Margin of Success a little later in this chapter). then no dice are added. Joanne the wizard is ringing up a customer. and adds 1 point from patience minor skill bonus.Chapter 1: The Basics appropriate attribute is zero. roll 1 die. If there is no applicable skill. and the other people in line behind the customer are getting impatient. Trade. The DM determines that this test is somewhat tricky so he sets the target number at 7. The player rolls 2 dice: 2 and 5 for a total of 7. Whether or not a skill is applicable to the circumstances is left to the discretion of the DM. which is 1 point. who keeps changing their order.
Magic (M). however the skill must be appropriate to the Challenge. haggling. Minor Skills These are “helper” skills that provide bonus points to a Challenge. Magic (M) represents the employee’s ability to learn and apply magical energy practically and safely. There are 6 types of Minor Skills (the letter in parentheses represents the Attribute with which they’re associated): 8 . They are always combined with an attribute. Therefore. Customer Service (CS) is the employee’s ability to perform the day to day activities required for running a successful restaurant venture. but incredibly quick. one employee with a Physical attribute of 5 might be incredibly strong. Trade (T) is the foundation for skills which require practice and direct application. Every Major Skill is tied to a specific Attribute: Physical (P).Chapter 1: The Basics Physical (P) represents the strength. It doesn’t necessarily represent every physical aspect of an employee . or Trade (T). but it is instead an abstract average of all aspects. Each point of a given Major skill adds 1 die to a Challenge roll. speed. This covers a broad range of skills such as lockpicking. and artistry. or of average strength. Major Skills Major Skills are specified abilities and expertise which the employee can use. There is no limit to the number of Minor Skills that can be used. and agility of an employee . Customer Service (CS).
but they give her a sidelong glare as they move away from the counter. It’s enough for her to get the customer moving along. represented by natural elements (earth. customer relations. but maybe they’re irritated and decide to cause future problems. Margin of Success The number of points rolled over the target number is the margin of success. fire. The DM determines that this customer will claim that the order is incorrect no matter what. and hygiene).g. much to the appreciation of other customers. Food Skills (CS) are areas of expertise in customer service (e. lockpicking. food preparation. Joanne had a 1 point margin of success on her challenge roll. machinegun. and crystals). air.Chapter 1: The Basics Weapon Skills (P) are an employee’s familiarity and practice with a specific type of weapon (e. 9 . sword. or spear) . Craft Skills (T) are areas of expertise in trade and craft (e. The DM tells the player that Joanna manages to help the customer come to a decision. the more successful the action was. leading to another Challenge. In the previous example. water.g. the higher the roll. armor repair.g. and demolitions) Circles (M) are various categories of magic. See the Magic chapter for more information about Circles.
even in this broken world. In Burger Warz: Maximum Service. Ghost . 10 . Heart of Gold .Corporate knows what it’s doing. and quickness.Kills with precision. Murderer . Meat Head . Always lend a helping hand and fight injustice wherever you see it. Swing your sword first and ask questions later.Fighting usually makes things worse. and use your words as weapons. employees advance their abilities by gaining experience points through killing foes.There’s nothing better than picking a fight. take charge.It’s like you’re not even there. Always go for the quick and easy kill. Do everything you can to avoid drawing attention to yourself. Pacifist . Look after the needs of the corporation over your own needs or the needs of anyone else.Kindness still has a place.Chapter 1: The Basics Work Ethic & Improvement of Stats In most role playing games.Natural born leader. Company Man . Never volunteer. When decisions need to be made. advancement is based on playing according to your employee’s personal work ethic. Leader . Always look for a peaceful solution.You are a manipulator. Liar .
A 1 indicates little to no effort. At the end of each game session. and a 3 means that the player went to great lengths to embody the work ethic perfectly. You have a joke for every occasion. Always try to crush the most enemies.Chapter 1: The Basics Annihilator . the better you feel. If a player used work ethic traits to disrupt the game. Comedian . a 2 means that they followed the work ethic descriptions. At the beginning or end of a session.When tension mounts. new skills. the DM awards each employee 1-3 points for each work ethic trait based on how well the player role-played the employee’s assigned work ethic. a player may spend their accumulated work ethic award points to buy skill ratings. Below is the cost of each type of stat. or he may buy a completely new Attribute or Skill. a DM may choose not to award any points. 15 work ethic points Cost 5 work ethic points 10 work ethic points 11 . Table 1-B Work Ethic Point Costs for Buying Stats Stat Type 1 Minor Skill point 1 Major Skill point or 1 Health point 1 Attribute point The player may opt to add 1 point to an existing skill or attribute. attribute points. you feel the urge to lighten things up.The more things you destroy. and even health points.
12 . they lose any accumulated work ethic points associated with their previous work ethic. Demerits cancel out work ethic points awarded at the end of the shift. however. or if an employee fails to please a customer. Changing Work Ethic Traits A player may change to a different personality at the beginning or end of any session. the DM may record a demerit on an employee.Chapter 1: The Basics Demerits If a paying customer is killed unnecessarily.
Burger Warz: Maximum Service is no exception.Chapter 2: Combat The centerpiece of most role playing games is combat between characters and their antagonists. . additional rules are needed in order to adjudicate the aspects points of combat. While the basic concept of Challenges also applies to combat situations.
each character may perform one action on his turn. Rather than rolling for each individual character. When the success of an action is in question. She adds the results together to determine the pooled initiative number. like when a character attacks something. We’ve tried to make this easier by breaking down combat into specific steps. 3. The steps of combat are as follows: 1. Generally. we roll for each team (Players vs. Initiative must be determined. no roll is necessary. but they must rearrange their seating to match their order for the next round. Jump back to step 2 until combat is resolved. The round ends. See Combat Mechanics below. After all characters on both sides have declared and resolved their actions. If one team has the element of surprise. the advantage tends to go to the team with greater numbers. Determine the order of everyone’s actions. Initiative Initiative is the order in which each character acts.Chapter 2: Combat It’s important for the DM to be methodical in preparation and coordination of the players’ choices. DM rolls Initiative. DM). With this setup. See Initiative below. 4. 14 . a Challenge roll must be made. 2. See Initiative below. DM rolls 1D for each antagonist/monster. 1. In the cases where both teams enter combat simultaneously. the players may choose to change the order of their actions. See Combat Resolution below. A new round begins.
the employee will only be able to perform the first action. This rule can be stretched at the discretion of the DM. the DM plays the antagonists’ actions in any order of her choosing. DM announces the team that has the highest pooled initiative number. He may announce his greater intent at this time. A player might declare that his employee runs down a hill. but only 5 seconds worth of action may be performed. Players roll Initiative. he may perform one quick action. Players may rearrange their seating and order only once at the beginning of each round. Combat Mechanics Actions in Combat On an employee’s turn. During this action. The players each roll 1D and add their combined results to determine the players’ pooled initiative number.Chapter 2: Combat 2. each player declares and attempts to resolve his action taking turns in clockwise order starting from the player who is sitting to the left of the DM. leaps through a wall of fire. 3. which is running down the hill. That is the side that goes first. Some 1-turn Actions: Engage an enemy Charge or run away Attack with a close combat weapon Attack with a magical spell 15 . On the DM’s turn. On the players’ turn. and lunges at his closest foe with a longsword.
The target score is the enemy’s Health stat. A close combat skill can be added to the attribute roll. If the employee has a minor skill points for that weapon. any contextual skill points. 16 . an additional damage level is inflicted.Chapter 2: Combat Attack with a ranged weapon Duck behind cover Cast a heal spell Drink a potion Pull a lever Some multiple-turn actions: Bandage or tend to someone’s wounds Pick a lock Replace a wagon wheel Flank the enemy Perform a magic ritual Barricade a window Attack Actions Close Combat Attack When attacking an enemy using a weapon such as a sword or axe or even bare hands in a conventional manner. or other minor skills which may help in that moment. And finally. but isn’t required. the default attribute to use is the Physical attribute. A roll adding up to the Health stat or higher is considered a successful attack. The target’s damage level moves up depending on the weapon used. and for each point above the target score. those points can be added to the roll.
so 10 damage levels are inflicted on the Elf. or Freebee Die. Six Star’s sword has a damage rating of 2. 3. He is reliant on the deadliness of the weapon to inflict damage. any successful attack with a sword against a foe will only inflict 2 damage levels. If the attacker has a Physical attribute of 0 and no close skill. and so Six Star succeeds in his attack with a 8 point margin of success. 17 . But that’s not all. who is now wounded. 5 for a total of 14. However margin of success can never exceed 0. 5. A foe must be in striking distance to hit with a close attack. if Six Star wants to attack an Elf in the forest with his sword. for a grand total of 16! The Elf ’s Health score is 8. The player rolls 4 dice: 1. and his sword and forest minor skills give him 2 points. and adds 2 points from minor skills. his close combat skill gives him an additional die. In other words. his 3 physical attribute points give him 3 dice. he may roll 1D.Chapter 2: Combat For example.
Ranged Attack Ranged attacks can be either thrown weapons. and within line of sight to hit with a ranged attack. The base attribute is Physical or Magical. pistol. Think of the engagement action as time spent aiming at the target. or stone. with the Magic attribute replacing Physical. engagement rules apply to ranged attacks. and minor skills are weapon skills such as bow. and sling.A foe must be in range. or magical circles such as fire. The major skill is ranged attack. wind. Unlike close combat attacks.Chapter 2: Combat Magical Close Combat Attack Some wizards are able to use their Magic attribute as the base stat for close attacks. crossbow. Remember. All margin of success in a ranged attack counts toward damage to the target. or certain magical spells. depending on the specific attack. or a ranged spell. there are no restrictions to margin of success when using a Freebee Die. stones from a sling. 18 . The rules are the same as with regular close attacks. arrows. cold.
though there are exceptions to this rule. Penalties: • Attacking an unengaged target has a -2 point challenge penalty. • You must be able to focus. 19 . Only one enemy may be engaged at a time. • The enemy must be within striking distance with whatever weapon you’re wielding. Attacking an enemy you’re not engaged with adds a penalty to your challenge roll (see below). If you attack an enemy for a second round in a row. This means you can’t engage with an enemy if you’re stunned or unconscious. • Attacking an unengaged target while you’re engaged with another target disengages you from the previous target and gives a -2 challenge penalty. It simply means that the employee is focused on one particular enemy. you automatically engage before rolling for the attack challenge.Chapter 2: Combat Special Actions Some actions don’t fit neatly into the challenge/resolution format. Criteria for engaging an enemy: • You must be able to see the enemy or know exactly where she is. Engaging an enemy you haven’t attacked in the previous turn takes up one action. Engagement Engagement is a common maneuver in a battle.
all enemies who fit the above criteria are consider engaged using only 1 action. or getting ready to jump out of the way. • Disengaging can be done at any time and doesn’t require an action. Attacking While Moving Sometimes you want to move and attack at the same time. It is up to the DM’s discretion on how this affects the rules. or backpedaling with a bow and arrow. but also place a temporary 1-turn health reduction on the employee to indicate vulnerability. in these instances. move up to it. In the case of charging. the DM might even allow the employee to engage the enemy. It basically means the employee is steeling herself to parry. the DM might impose a penalty on the attack. Defensive posture allows an employee to boost their health by 3 points until their next turn. or making a parting blow as you retreat.Chapter 2: Combat Additional notes on engagement: • Just because you’re attacked. Common sense should be used. • It’s possible to engage with more than one target if you are cornered or within a confined space such as a doorway or narrow hallway. and attack as one action. or bracing herself for impact. whether you’re charging an enemy. • It’s possible to engage one enemy. 20 . Defensive Posture Going into a defensive posture takes up one action. while being engaged by one or more other enemies. In the case of the backpedaling. doesn’t mean you’re engaged.
Being left vulnerable during or after a charge: temporary -2 to the Health stat. it is impossible to hit them. Casting a big multi-round spell: temporary -2 to the Health stat. depending on the quality of cover. depending on the wound level. The first attack uses the close combat attack skill. 21 . with a penalty of -2 points for the second attack. this simply means that he may choose which weapon he is going to attack with for that action. however. Unless he has the Dual Wielding major skill.Chapter 2: Combat Dual Wielding Some employees wield a different weapon in each hand. If someone is 100% concealed. Attacking someone with whom you’re not engaged while you’re engaged with someone else: -3 and disengage with your current enemy. Attacking while wounded: -1 to -3. Attacking someone with whom you’re not engaged: -2 to the attack roll. Penalties & Bonuses Some situations give penalties or bonuses to rolls or health stats: Penalties Shooting at someone behind cover: -2 to -5 to the attack roll. he may make a second attack in the same action. the second attack uses the dual wielding skill. Attacking while blinded or stunned: -5 to the attack roll. With the skill.
that employee has died. There are certain spells and abilities that circumvent death.Chapter 2: Combat Bonuses Attacking someone who is not aware of your presence: +5 to the attack roll. 22 . Combat Resolution There are many ways for combat to end. Attacking someone who is aware of your presence. A battle shouldn’t be entered into lightly. but is engaged with another character: +2 to the attack roll. Attacking a helpless enemy: automatic success. but such a feat is considered as miraculous in Burger Warz: Maximum Service as it is in our world. One way is for one side to kill the other side. When an employee’s damage levels are moved into the Death level. with your entire roll counting toward margin of success. Death comes easily in Burger Warz: Maximum Service if one is not careful.
However. an employee death can be traumatic and frustrating. it is possible to recover from wounds up to a certain point. and sometimes the dice just don’t roll right. Wounds can be healed magically through heal spells. If the employee’s damage level is Injured or above. If an employee is wounded beyond injured. Tending to wounds After combat. When Your Employee Dies For a player. employees are seldom given time off in the middle of a shift. she is restored to full health at the end of the rest. however the allowance of their use is at the DM’s mercy. but there are a couple of optional rules that may quell the pain of a dying employee. or they can be treated by a doctor or someone with the Treat Wounds skills. 23 . an employee can never heal beyond the injured state in this way. The player may petition for one of these. The next step is to create a new employee. if an employee spends 8 hours of resting and has damage levels at Hurt or below.Chapter 2: Combat Temporary Recovery In the middle of battle. she needs medical attention in order to recover. she recovers 1 damage point at the end of each round. A lot of time and energy and thought went into building and growing that employee.
it can have a lasting effect on the group or story. “Avenge me” is good. If done right. rounded down. just as long as the player feels that his employee contributed something. he’s dead. If the employee dies again. Last words can also be used for comedic effect. Famous Last Words employees should always have the option to say some last words. This rule should always be available to a dying employee.Chapter 2: Combat Death Warrant Instead of dying. his Health stat drops to half its level. and he suffers from the applicable penalties. because it might give an additional motivation to the employees to move forward with the plot. even if it’s as they’re plummeting into a bottomless chasm. permanently. Go Out with a Bang an employee may want to go out with a bang. the employee’s damage level reverts to the wounded. In game terms this can range from giving the employee a bonus 1D to every roll until the combat ends. Something cryptic like “The secret recipe is under the toilet in the broken stall” might prompt the DM to add a mysterious secret recipe. The DM can be the judge of whatever is appropriate. 24 . In addition. or to air grievances. to letting the player briefly take over as DM and narrate what happens for the next minute.
Spells Spells in Burger Warz: Maximum Service are considered Major Skills.Chapter 3: Magic Magic exists somehow in the world of Burger Warz: Maximum Service. it has become a useful tool for the fast food corporations. Although few people are able to control it. They are different from other Major Skills in that each spell has its own detailed 25 .
Some spell effects are temporary. water. however.for crystal spells.Chapter 3: Magic rules. Circles can be advanced as Minor Skills. The circle must. similar to a weapon’s damage rating.Touch. correspond to that spell. air. There are various properties to any given spell. Range . this is the bonus damage caused by the spell. This is noted in the spell descriptions. Each rating point in a circle serves to strengthen spell casting by giving bonuses (in the same manner as other minor spells. or distance (in feet). Spell Properties: Circle . this is the amount of energy points that must be spent to cast the spell (see Crystals below). and crystals. earth. the caster must be able to see the target of his spell. Each circle has different connotations: 26 . despite their Magic Attribute rating. Duration . Circles Each spell falls in a category.the category of the spell (see Circles below). They are fire. Another difference is that a spell cannot be attempted if the caster is not versed in that spell. the DM may award spells in the form of magical scrolls or tomes handed down from corporate. Spells cannot be learned if the user does not have at least 1 point in the Magic Attribute. however. Damage rating .For attack spells. Effect . It should be noted that unless stated otherwise.A description of what happens when the spell is cast. Spells are learned in the traditional way through work ethic point spending. This is often established through rolling dice. or circle. Energy cost . Some properties are not applicable to certain spells.
Movement. earth. and very expensive. however. and strength Water . and the amount of energy points they contain. and invisibility Crystal . it turns into salt and can not be used again. and knowledge Air . energy. and air can be used at any time. healing. This is why many wizards hoard them. Once a crystal is drained of its energy. and force Earth . Crystal spells. except for food seasoning. These energy points can be spent by a wizard to cast crystal spells. poison. are particularly powerful and require the energy from a special magical crystal found scattered throughout the world.Chapter 3: Magic Fire .Destructive. They each contain an amount of energy points depending on their size. Size sliver nugget fist shard orb pylon Energy points 1 5 10 20 30 50 and up 27 .flux.Protection. Table 3-A Chart of crystal sizes. water. foresight. These crystals are highly sought after.Power and control Crystals Spells which fall in the circles fire.
Charm Circle: Crystal Range: 10 ft. It has the same stats as it had when it was alive. making it impossible for them to run. Enfeeble Circle: Water Range: 20 ft. Lasts 1D rounds.Chapter 3: Magic The Spell List The following is a list of available skills along with descriptions and special rules. however. it cannot rise again. Animate Corpse Circle: Crystal Range: Touch Energy Cost: 5 Target: 1 dead target Turn a freshly dead corpse into a minion. They can. Entangle Circle: Earth Range: 30 ft. Energy Cost: 2 Target: 1 target Causes enemies to become your friends. Target: 1 target Vines or living dirt wrap around your enemy. Once an animated corpse is dead. 28 . It follows your verbal commands. or climb. except it has a Health rating of 5. Target: 1 target Reduce an enemy’s Health by 1D for 1D rounds. still use their hands. walk. They can not move for 1D rounds (roll die).
You can see. You only need to Far sight Circle: Crystal Range: N/A but not hear. Energy Cost: 4 Target: Self Remotely view any place you have been within the last week.Chapter 3: Magic Explode Circle: Fire Damage Rating: 1 roll once. Range: 30ft. 10 foot radius Target: 1 target plus anyone else standing next to them. or for every 5 29 . Energy Cost: 1 point for each action. Flight Circle: Crystal seconds. Range: N/A Target: Self Fly at the same speed as your stride. An explosive force rends those caught within.
Chapter 3: Magic Forcefield Circle: Earth Range: Touch Target: Self or 1 target A protective force envelopes you or a friend. Temporarily provides +5 to health. Touch. Lasts 1D rounds (roll die). 30 . Lasts 1D rounds. Gift of Knowledge Circle: Water Range: Touch Target: Self or 1 target Boost Customer Service attribute by 2 points. Gift of Acuity Circle: Air Range: Touch Target: Self or 1 target Boost Trade attribute by 2 points. Lasts 1D rounds. Touch.
Chapter 3: Magic
Gift of Strength
Circle: Earth Range: Touch Target: Self or 1 target Boost Physical attribute by 2 points. Touch. Lasts 1D rounds.
Circle: Crystal effects of poison. Energy Cost: 1 Removes 2 damage degrees. Also can be used to cure a disease or undo the
Circle: Air Range: Touch Target: Self or 1 target You or a target floats up to 5 feet off the ground. Affected target can move at normal speed. Lasts 1D rounds (roll die).
Circle: Crystal Range: Touch rounds (roll die). Energy Cost: 2 Target: Self or 1 target
Your enemies stiffen and freeze at your touch. They can not move for 1-6
Circle: Fire Damage Rating: 2 burns its target. Range: 30ft Target: 1 target A bolt of magical energy shoots out of your eyes, hands, staff, or wand and
Chapter 3: Magic
Circle: Fire Damage Rating: 3 Range: Touch Target: 1 or 2 targets Your touch burns flesh and spirit.
Circle: Earth Range: Touch Target: 1 animal Your touch soothes even the most ferocious beast. A tamed animal will harmlessly follow you until dismissed. It will not, however, understand commands.1 target. Does not work on monsters, insects or arachnids.
Circle: Air Range: 30 ft. Target: an object Move objects around. Difficulty number is determined by the DM, and is based on weight, number of objects, and intricacy and speed of movement.
Circle: Earth, Air, Fire, or Crystal Range: Touch Target: Self or 1 target You are immune to magical attacks of any one type of circle in which you are trained. Lasts 1D rounds (roll die).
Chapter 4: Employee Creation
The following is a list of employee stats with brief explanations. Class: The fundamental archetype of the employee. There are only three classes: Warrior, Wizard, and Dabbler. Occupation: This represents the employee’s realm of experience, and contributes to stats. It can complement the employee’s Class, or it can contradict the Class for some interesting results. Age: The age of the employee bestows different bonuses and penalties. Attributes: These represent the employee’s core abilities. Attributes factor into almost all dice rolls. There are 4 types of Attributes: Physical, Customer Service, Trade, and Magic. Major Skills: Attribute. Minor Skills: These are “helper” skills that provide bonus points to a challenge. There is no limit to the number of minor skills that can be used, however the skill must be appropriate for the challenge. There are 6 types of Minor Skills: Weapon Skills (P), Industry Skills(CS), Craft Skills(T), and Circles(M). Health: Health is the employee’s ability to avoid physical harm. The health score can be representative of a number of things, such as quickness, endurance, armor, or sheer luck. Many things contribute to a health score, but it is an abstract number used as a target number in Challenges. Skills most commonly used by employees. Major skills contribute dice to challenge rolls. Every Major Skill is tied to a specific
Chapter 4: Employee Creation
Franchise: It’s the restaurant you work for. Work Ethic: Every employee has two work ethic traits. Playing according to the player’s personality is rewarded by improved Skills and Attributes. Gear: This is the property that the employee carries with him at all times.
Please answer the questions in order and mark down the results on the employee application found in the back of this book.
and the esoteric wizard. Minor Skills. regardless of their occupation. 5 or 6. though. 35 . Wizards are the only class who can acquire Spells. that this isn’t the employee’s sole defining stat. Gear and a choice of Special Ability. Classes can be combined with Occupations to create original twists on traditional heroes. Remember. Each class contributes the following stats: Attributes. Wizard The Wizard has seen the subtle tapestry of energy that binds our reality. The remains of the employee vanish. Major Skills. the employee returns to life at full health after the next extended rest. On a 4. roll a die. Major Skills: Add 3 Spells Minor Skills: Add 1 Circle Gear: 1 crystal nugget Choose 1 Special Ability: Warp Reality: Once per session. you may determine the outcome of a test (success or failure) regardless of a dice roll result. or Reports of my Death Were Exaggerated: If the employee dies. the sly dabbler.Chapter 4: Employee Creation Question 1: What is your Class? The Class defines the core archetype of your employee: The brawny warrior. He has learned to shape the threads to manipulate and destroy stuff. Health. Health: Add 3 to your Health stat. The margin of success/ failure is always 0. Attributes: Add 2 to your Magical Attribute.
Let’s not overthink this. or Unstoppable: Once per session.Chapter 4: Employee Creation Warrior The Warrior basically hits things and shoots things. Attributes: Add 2 to your Physical Attribute. Health: Add 5 to your Health stat. ignore any and all wound penalties. do 2 close combat actions at once. and are the most physical. Warriors have the most health of the three Classes. Gear: 1 weapon of any type Choose 1 Special Ability: Sick Combo Move: Once per session. 36 . Minor Skills: Add one Minor Skill from the Weapons category. until the end of the conflict. Major Skills: Add “Close Combat” and 1 other Physical Major Skill.
but isn’t as deadly as a warrior. you may re-roll a test that you make. it fits in perfectly with their Class. and Relationships. Each Occupation contributes the following stats: Health. Other times. and 1 to Customer Service. but you have to use the second result. Gear: a Pistol Choose 1 Special Ability: Hard to Get: Twice per session. Question 2: What is your Occupation? The Occupation is the set of skills and experiences your employee has lived and breathed for most of her life. 1 to Trade. you may automatically evade an attack made against you. Major Skills: Add 4 Major Skills. An example of this is the Warrior/Scholar. Minor Skills. He might have even begun casting some minor spells on his own. Sometimes. or take the hit of an attack meant for someone else. Attributes. but no Spells. He can handle a sword or a gun. Major Skills. for various reasons.Chapter 4: Employee Creation Dabbler The Dabbler is a jack of all trades. 37 . employees pursue other paths that run counter to their Class. Attributes: Add 1 to Physical. or Wizard/Soldier. or Dumb Luck: Once per session. Health: Add 4 to your Health stat.
+1 Minor skill (poison or stealth) Gear: Dagger. bomb disarming kit Doctor Attribute: +1 to Customer Service Health: +3 Skills: +1 Major skill (Treat Wounds).). +1 Minor skill (any) Gear: First aid kit. medical bag Enchanter Attribute: +1 to Magic Health: +2 Skills: +1 Major Skill (Spell). +1 Minor Skill (Circle). +1 Minor skill (Explosives). Dagger 38 . +1 Major skill (Tinkering). Sniper Rifle Demolitions Expert Attribute: +1 to Trade Health: +3 Skills: +1 Major skill (Demolitions).).Chapter 4: Employee Creation Assassin Attribute: +1 to Physical Health: +3 Skills: +1 Major skill (any Phys. +1 Major skill (any Phys. Gear: 1 Crystal sliver. Gear: 3 Grenades. 2 C4 kits with remote detonators.
etc. plate mail. Pistol Soldier Attribute: +1 to Physical Health: +5 Skills: +1 Major skill (any Phys. Stealth. +1 Major skill (any Trade). or Pick Pocket). etc.). a close combat weapon(sword. +1 Minor skill (weapon). +1 Minor skill (Pick Lock. axe. Gear: A combat knife. machette. +1 Minor skill (Deception) Gear: Pistol. etc.).Chapter 4: Employee Creation Ex-Con Attribute: +1 to Trade Health: +3 Skills: +1 Major skill (Close Combat). assault rifle. +1 Major skill (Steal). pistol. and armor (kevlar vest. Disguise kit 39 . Gear: Club.) or a ranged weapon (bow.) Spy Attribute: +1 to Trade Health: +3 Skills: +1 Major skills (Disguise).
All employees of the Clown Gang are sent to a remote training facility where their sanity is broken down and replaced with dark clown magic and corporate indoctrination. +1 Minor Skill (Dagger). Their hamburgers are summoned from a Plutonian Ideal Plane of Existence. The following are the most popular in the world of Burger Warz Clown Gang The Clown Gang is the oldest of the franchises.Chapter 4: Employee Creation Question 3. The owner is said to be a 5000 year-old jester named Pickles. each with their own theme and benefits. who made a dark demon pact for immortality. What Corporation do you work for? The players must agree on one corporation to work for. 40 . Bonuses: +1 Minor Skill (Circle).
+1 Minor Skill (Gun . Bonuses: +1 Minor Skill (Dagger). with an enormous stockpile of automatic weapons.Chapter 4: Employee Creation Chicken Cabal The Chicken Cabal is a cult led by an enigmatic.Rifle) 43 . all of which are known to no one but Sanders. self-appointed “General” Sanders. He has entrusted his 7 closest female disciples to each hold the secret to one of these ingredients. The Chicken Cabal is the most well-armed of all the franchises. The Chicken Cabal guards a secret formula of 7 ingredients.
.Chapter 4: Employee Creation Kagesushi Kagesushi. or “Shadow Sushi” is a franchise based out of Denver. these employees are masters at infiltration and assassination. Bonuses: +1 Major Skill (Choose one: Running. Climbing & Jumping. Sneak. or Dodge. home of the original monastery which spawned the Secret Society of Ninjas (SSN).) 44 . Colorado. Trained in stealth and close combat.
All that is known is that they boast futuristic weapons and food facilities.Chapter 4: Employee Creation Future Donut Future Donut burst onto the scene overnight with techno-industrial advances in donut production. Bonuses: +1 Major Skill (Tinkering or Food Preparation) 47 . The origins of this Donut franchise are a complete mystery. and their enemies often mysteriously disappear.
plagued by nepotism and offensive stereotypes. a cunning immigrant from “the old country”.Chapter 4: Employee Creation Quiza Nostras Rooted in organized crime and toasted sandwiches. Bonuses: +1 Minor Skill (Intimidate). Quiza Nostras is an extremely isolationist organization. +1 Minor Skill (Explosives) 48 . It is led by Don Capicola.
-1 Major Skill +1 Physical +1 to Trade or Customer Service +1 to Trade or Customer Service or Magic +1 Major Skill -3 Health 50 . The consult the table below and apply your penalties and bonuses. Age Adjustment(s) 10-15 years 16-27 years 28-49 years 50 and older +2 Health.Chapter 4: Employee Creation Question 4. What Is Your Age? Choose an age in years for your employee.
tiptoeing. tiptoeing.Ability to run fast Trade (T): Stealing . What are your Skills? Select your skills based on Instructions from questions 1-4 Major Skills These skills provide +1D for each skill point.This special skill can be used in conjunction with Ranged Combat or Close Combat. Stealing is a catch-all skill for larceny. Ranged Combat . Sneaking . either unarmed or using weapons such as swords and clubs. Jumping & Climbing . or any other form of persuasion. or boomerangs. Sneaking .Hiding.Hiding. Dual Wielding . or otherwise going unnoticed. in order to grant the employee the ability to use two weapons at once.Fighting up close hand-to-hand. or otherwise going unnoticed. See the special rules for this skill in the Combat chapter. Running . Physical (P): Close Combat .Chapter 4: Employee Creation Question 5. 51 . debate team. Coercing .This skill is used when the employee needs to jump or climb. bows.Fighting with projectile or thrown weapons such as guns.Intimidating. seduction.Whether it’s pick-pocketing or breaking and entering.
The ability to diffuse and repair customer service disputes.Operating a mechanical vehicle Demolitions . see the Spell list in the Magic chapter): Animate Corpse Charm Enfeeble Entangle Explode Far sight Flight Gift of Acuity Gift of Knowledge Gift of Strength Heal Levitate Paralyze Searing Blast Searing Touch Forcefield Tame Animal Telekinesis Ward 52 .Chapter 4: Employee Creation Tinkering . Each margin of success heals 1 wound level. Wounds can only be treated outside of combat.Fixing and building mechanical and technological gizmos. Food preparation .Preparing food quickly and at an acceptable level of quality.The ability to understand and communicate with customers and co-workers effectively. Customer Service (CS): Treat Wounds . Magic Spells (M): (For a complete description of these spells. or disarming bombs. Conflict Resolution .Attending to and healing wounds.. A Treat Wounds Challenge target number is based on the severity of the wound as well as tools and facilities available to the healer. Disguise . Communication . Driving .Pretending to be someone else.practical use of explosions.
Rifle Gun .Pistol Circles (Magic): Fire Water Air Earth Crystals Craft Skills (Trade): Deceit Blacksmithing 53 .Chapter 4: Employee Creation Minor Skills Weapon Skills (Physical): Sword Dagger Axe Mace Polearm Staff Shield Longbow Shortbow Crossbow Gun .
Chapter 4: Employee Creation Craft Skills (Continued): Speech making Haggling Toiling Poisons Animals Industry Skills (Customer Service): Delay Quick Service Deceit Intimidate Gourmet 54 .
A new Minor Skill or a 1-point increase in a Minor Skill costs 5 points. Always go for the quick and easy kill. and quickness. Choose 2 Work Ethics from the list below. A new Major Skill or a 1-point increase in a Major Skill costs 10 points. Leader . Murderer . 55 . and awards between 1 and 3 points. Heart of Gold . Always look for a peaceful solution. They are the starting point for acting cues when playing the role of your employee. even in this broken world. Always lend a helping hand and fight injustice wherever you see it.Kills with precision. When decisions need to be made. A 1-point increase in an Attribute costs 15 points. At the end of each session.Natural born leader. Liar . Pacifist . and use your words as weapons. take charge.Fighting usually makes things worse. What’s your Work Ethic? Work Ethics reflect aspects of an employee’s personality. see the Basic Rules Chapter. These points accumulate and can be redeemed at the beginning or end of a session for new stats or stat increases.Chapter 4: Employee Creation Question 7.Kindness still has a place.You are a manipulator. For more information. the DM determines how well you played each Work Ethic.
Chapter 4: Employee Creation Company Man . Never volunteer. Look after the needs of the corporation over your own needs or the needs of anyone else. Weapons Close Combat (Damage Rating in parentheses): Sword (light) (+2) Sword (heavy) (+3)* Dagger (+1) Mace(+2) Axe(+2) Axe (Heavy) (+3)* Spear(+2) Halberd(+2)* *wielding these weapons reduces the user’s health rating by 1. What’s your Gear? Each employee starts with gear based on their class and occupation. Ghost . Annihilator .When tension mounts. You have a joke for every occasion. Swing your sword first and ask questions later.There’s nothing better than picking a fight. Comedian .It’s like you’re not even there.The more things you destroy. Question 8. you feel the urge to lighten things up. Do everything you can to avoid drawing attention to yourself. the better you feel.Corporate knows what it’s doing. 56 . Always try to crush the most enemies. Meat Head .
Armor Heavy Armor (+3 Health. -2 to Physical Challenges) Leather Armor (+1 Health) Kevlar Vest (+1 Health) Shield (+1 Health. Bomb (+3): An explosive charge that can be triggered via remote detonator or time clock. Target: everyone in a 10 foot blast radius.Chapter 4: Employee Creation Ranged (Damage Rating in parentheses): Bow (+2)* Crossbow (+1) Lazer gun (+4) ** Sniper Rifle (+4)* (Requires 2 rounds to fire) Assault Rifle (+3) Pistol (+2) *wielding these weapons reduces the user’s health rating by 1. **requires 1 crystal energy point per shot. No need to roll to hit. maximum crystal size: nugget (5 energy points) Explosives: Grenade (+2): Target: 1 target plus anyone else standing next to them. You only need to roll once to hit. must have a free arm and be trained in the Shield Minor Skill to use) 57 .
Chapter 4: Employee Creation Miscellaneous Crystals (needed to use crystal-based spells or lazer weapons) Lock Picks (needed to pick locks) Disguise Kit (need edto create masks and disguises) Medical Bag (needed to treat wounds) Bomb Disarming Kit (needed to disarm bombs) Walkie Talkies Magic Seasoning (adds +1D bonus to a Food Preparation Challenges) 58 .
which are more broad areas of expertise than specific abilities. Skills. Problem Customer Rating is the difficulty of any customer service challenges they may impose. 59 .Chapter 5: District Manager’s Handbook Stop! This section contains information that might spoil a game for a player. and Gear. Damage level works the same way as regular employees. It’s meant to be only read by the person who is playing as DM. This section is broken up into two sections: Customers & Monsters and a Sample Scenario called “Death Shift”. Customers & Monsters Monster stats are only 3 types of stats: Health.
Their secondary tactic is to blow things up.Chapter 5: District Manager’s Handbook Elderly Saboteur Health: 5 Problem Customer Rating: 10 Complaining. Cane or Walker (+1 Damage Degrees) The Elderly Saboteur first attempts to disrupt business by delaying and creating a hold up in the line or being an otherwise customer service nuisance. Delay: 4 Dice Sabotage and Demolitions: 2 Dice Gear: C4 Explosives (+3 Damage Degrees). 60 .
They are good at one thing and one thing only: Ruining lives. Causing a Scene.Chapter 5: District Manager’s Handbook Kid Health: 10 Problem Customer Rating: 8 Complaining. or Getting Into Where They Dont Belong: 4 Dice Breaking stuff: 2 Dice Gear: none Kids are generally unpredictable agents of chaos. 61 .
Freeloading: 4 Dice Brawling. Discouraging business.Chapter 5: District Manager’s Handbook Teenagers Health: 10 Problem Customer Rating: 8 Loitering. Rough-housing. and Stealing: 2 Dice Gear: Smart Phone Basically the bottom feeders of society. and are very difficult to get rid of. Kill one and 2 take its place. 62 . teenagers buy very little. contribute nothing.
War Axe (+2 Damage Degrees).Chapter 5: District Manager’s Handbook Insurgent FDA Inspector Health: 8 Problem Customer Rating: 12 Intimidation. inspecting restaurants and enforcing health violations. Harrassment: 3 dice Perception: 3 Dice Fighting: 2 Dice Gear: Pistol (+2 Damage Degrees). It spreads pretty quickly and can only be hurt with fire. It’s able to climb along walls at alarming speed. It is impervious to conventional weapons and can only be hurt by fire. 63 . however insurgent agents still roam the streets. with extreme prejudice.. Clipboard The Food and Drug Administration was dismantled years ago. Mutant Black Mold Health: 5 (can only be killed with fire) Problem Customer Rating: NA Food Contamination. Respiratory Infection: 3 Dice Paralysis: 2 Dice Mutant Black Mold is insidious and difficult to kill..
64 . Battle: 3 Dice Stealth. Ejection Boots. The Techno Assassin uses a variety of gadgets and weapons to murder people. Walkie Talkie. Strobe light helmet. wristwatch with grappling hook and micro-wire. They are hired for wetwork operations and are extremely effective. Lazer Gun (+4).Chapter 5: District Manager’s Handbook Techno-Assassin Health: 10 Problem Customer Rating: 6 Murdering. Running: 2 Dice Gear: Sword(+2). Mayhem.
Scratching. Mutant rats are really good at teamwork and can collectively devour a side of beef in a little more than an hour. especially in unhygienic establishments. 65 . and Rat swarms are common.Chapter 5: District Manager’s Handbook Mutant Rat Swarm Health: 9 Problem Customer Rating: NA Biting. Food Contamination: 2 Dice Gear: none Rats run rampant in the world of Burger Wars.
The Shift Manager floats from station to station wherever he or she is needed. The stations are as follows: Shift Manager (1) Customer Service Associate (or Cashier) (2) Food Preparer (3) Drive-thru Associate (1) 66 . or you may let the players choose. Just note that each station needs at least 1 employee. The number in parentheses represents how many spots are available in that station. The employees will face various customers and enemies throughout their shift with increasing intensity. Before you begin Each Employee should be assigned to a station. Have the players create their employees or just use the sample characters provided at the end of this chapter.Chapter 5: District Manager’s Handbook Sample Scenario: The Death Shift This is a typical scenario for Burger Warz. It can take place at any of the major franchises listed in the Employee Application chapter. The DM may decide. The job of the employees is to provide excellent service and keep the restaurant from blowing up.
Chapter 5: District Manager’s Handbook Chicken Cabal Floor Plan Outer Wall entrance 1 store room freezer room cashier stations food Prep Drive-thru window Refill Station 67 entrance 2 Outer Wall .
2) Keep the building well maintained and in pristine condition. The DM (District Manager) should read the following to the players: Welcome to your first day of work at the Chicken Cabal!* Years of preparation at the Mojave Training Compound have paid off and you’re now part of an elite team of poultrists (that’s poultry specialists). you’ll have to start at the graveyard shift and work your way up to daytime associate. Remember that you’re one of our most important assets! I’ll be back at the end of the shift to see how things went. and 3) stay alive. It’s easy! Your priorities are as follows 1) Preserve this organization’s reputation of high standards in food and customer service. until finally they are forced to defend the building from an onslaught of murderous clowns. but there are enemy forces vying to take advantage of their inexperience of the team and vulnerability of this particular Chicken Cabal franchise. They’ll face a series of customers.Chapter 5: District Manager’s Handbook Summary of Encounters Introduction Hour 1: Teenagers Hour 2: Did Anyone Die Yet? Hour 3: Grim Announcement Hour 4: The Calm Before the Storm Hour 5: Final Assault The End Introduction The employees’ first day at work begins ordinarily enough. each one more challenging than the last. But don’t get too excited. Good luck team! 68 .
The employees will only notice this if they have a line of sight to the storeroom/bathroom area. If the homeless man from hour 1 is still there. They take a seat in a corner booth without ordering anything and proceed to make a ruckus. with a health rating of 13! A group of wealthy customers enter after 5 rounds. a group of 4 teenagers enter. attempting to eat all of the food. and stares at the menu. They will then rejoin the wealthy group. 69 . a shifty. This will count as a demerit for every player. who are all agents of Quiza Nostras. The Mutant will then try to rush the food preparation area. Without intervention. He is extremely tough. and the players are slow to intervene.Chapter 5: District Manager’s Handbook Hour 1: Teenagers As the District Manager leaves. unkempt man reeking of booze enters. he will tear the homeless man in two. this will go on for the entire shift. Otherwise they will buy $50 worth of food--A record amount for any single shift at the Chicken Cabal. Immediately afterward. wearing sneakers with extremely long shoelaces. Once in. they will leave. this will go on for the entire shift. Hour 2: Anyone Dead Yet? An obese Mutant Supereater enters and lets out a roar. he seems to be trying to decide what to order. Anyone who tries to stop him will be attacked. the employee will plant a bomb which will detonate in hour 4 if it isn’t discovered and disarmed. One of the members of the wealthy entourage will break off and break into the storeroom. If the Mutant Supereater isn’t dispatched by then. Placing a filthy index finger on his lip. Without intervention.
Destruction: 4 Dice Food Consumption: 3 Dice Mutant Super-eaters are ravenous monsters who are addicted to fast food. 70 . They wildly storm establishments and take whatever food they can. and murder anything that stands in their way.Chapter 5: District Manager’s Handbook Mutant Supereater Health: 10 Problem Customer Rating: NA Close Combat.
$100 in cash These agents specialize in non-violent subterfuge and will avoid a fight if possible. Sneaking: 3 Dice Demolitions. a clown horn sounds. The blast will cause 5 points of damage to anyone standing next to the clown. Gun-shooting’: 2 Dice Boxing: 1 Die Gear: one of them has a timed explosive device. if they attack the clown. Leave now. With each step.Chapter 5: District Manager’s Handbook Quiza Nostras Agents Health: 8 Problem Customer Rating: 8 Deceit. he will nevertheless cause disruptions to any paying customers in the future. he will detonate a bomb which is strapped to his body underneath his clown suit. If the clown dies. wearing red and white makeup. Subterfuge. If the employees carry him out. he will not resist. for by the end of tonight. his ghost will haunt the restaurant. 71 . In a completely somber voice he calmly proclaims “This restaurant is forfeit. He places a dead pigeon on the counter. and slowly raises a finger to point at the employees. this will all be ashes! HAHAHAHAHA!” He will continue to laugh indefinitely. While the ghost won’t be able to interact physically with anything. However. Hour 3: A Grim Message A grim clown hobbles in.
Hour 5: The Final Assault An business woman enters with cellphone in her hand. A grenade is thrown through the window (2D + 1 to hit. she orders a garden salad. or patch themselves up. destroying the storeroom. A small. a dead pigeon Hour 4: The Calm Before the Storm No customers show up for a while. Her customer difficulty rating increases to 13. This gives the characters time to prepare for the impending assault. the bomb from hour 2 detonates. colorful car pulls up to the drive-thru window. +3 Damage rating). She walks up to the counter but is still talking on her cell phone about synergy. because she so seamlessly placed her order mid-call. Mid conversation. she leaves in a huff and places a call to corporate.Chapter 5: District Manager’s Handbook The Grim Clown Health: 8 Problem Customer Rating: 8 Unsettling. and the car pulls around to the front. Anyone in that area suffers 5 damage points. and if it wasn’t disarmed. but the cashier will need to make a customer service roll with a difficulty of 10 to notice. 8 72 . Meanwhile. This results in 2 demerits for everyone. rig traps. restrooms. They can barricade the doors. scaring away customers: 4 Dice Close Combat: 1 Die Gear: an explosive device with a suicide trigger. she gets upset and asks for the manager. If the employees fail to satisfy her. then hangs up. If her order isn’t ready. and a big part of the inner wall. She continues her conversation for a few moments. After the employees are done. bypassing the intercom.
the District Manager will be pleased. and if any employees are still alive. Surprisingly. Destruction: 2 Dice Close Combat: 1 Die Gear: an explosive device with a suicide trigger The End When the battle is over. Please accept these as a token of our gratitude. and welcome to the Sanders Family!” He hands them each a magical pin emblazoned with the words “Senior Associate”.Chapter 5: District Manager’s Handbook members of the Clown Gang get out. which grants +1 to Conflict Resolution skill. and will rush the players. as well as a cleanup crew. 73 . The District Manager returns. The sun rises as the DM speaks “We appreciate your professionalism and your sacrifice. hoping to overwhelm them with sheer numbers. pistol Clown Gang Member Health: 8 Problem Customer Rating: 8 Mayhem. He will assess the condition of the restaurant. and attack the players! They are pretty reckless. Business Woman Health: 8 Problem Customer Rating: 10 Getting things done: 3 Dice Shooting people: 1 Die Gear: smart phone. if it’s at least semi-functional.
Chapter 5: District Manager’s Handbook Sample Characters Fibra Reynolds .Warrior Soldier 74 .
Chapter 5: District Manager’s Handbook Grimey Shelfbender .Warrior Doctor 75 .
Dabbler Demolitions Expert 76 .Chapter 5: District Manager’s Handbook Florence baumer .
Chapter 5: District Manager’s Handbook Shadow .Wizard Assassin 77 .
and Contexts Skill Rating Attribute . Customer Service Skills. Trade Skills. Industry Skills. Attributes + Class Occupation + Other = = Other Physical (P) Customer Service (CS) Trade (T) Magical (M) + Class Occupation + + Occupation Other + Class = = Other + Class Occupation + Major Skills Physical skills.Employee Application Franchise name goes here Name: Age: Special Ability: Player: Class: Occupation: Combine Attribute points from the appropriate sources for your total Attribute score. Craft Skills. and Spells Skill Rating Attribute Minor Skills Weapon skills. Circles. Athletic Skills.
+ + Other + Gear = Occupation Health Fine Scratched no penalty Very Scratched no penalty Hurt no penalty Injured -2 to challenge rolls Wounded Unconscious Dead -3 to challenge rolls can’t perform challenges Work Ethic & Promotion 1.Health & Damage Levels Combine health points from the appropriate sources for your total Class Health score. Minor Skill Major Skill Attribute Employee’s Backstory Gear Item Damage Rating Self Portrait . Minor Skill Major Skill Attribute 2.
DM Employee Record Sheet Employee 1: Demerits: Health: Employee 2: Demerits: Health: Employee 3: Demerits: Health: Employee 4: Demerits: Health: .
DM Customer Record Sheet Customer 1: PCR: Health: Customer 2: PCR: Health: Customer 3: PCR: Health: Customer 4: PCR: Health: .
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