Professional Documents
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Building
D6 | Result
1 | Loot (Roll below)
2 | Vehicle Parts (Roll below)
3 | Bed (Can rest here - see Combat/wounding section below)
4 | Lookout/Windows (can see street, and count as "in cover")
5 | Stairwell (can get to next level: Roll again on the Building table)
6 | Encounter (Roll below)
Loot
D6 | Result
1 | Food - can eat it to recover D3 of a chosen stat
2 | Equipment (Roll below)
3 | Weapons (Roll below)
4 | Clothing (Roll below)
5 | Vehicle Parts (Roll below)
6 | Special Equipment (Roll below)
Equipment
D6 | Result
1 | Tent - Will keep you out of the rain
2 | Shovel - can be used as a -1 weapon.
3 | Hunting Knife - Allow you to gut dead animals, retrieving food (takes
4 | Hatchet - Allows you to chop wood (must be able to see a tree)
5 | Crowbar - Can get through locked gates
6 | Rope - Can tow cars, tie up unfriendly people (requires strenth test)
Weapons
D6 | Result
1 | Baseball bat (Melee weapon)
2 | Knife (Melee weapon)
3 | Pistol (D6 rounds, Ranged weapon)
4 | Rifle (D6 rounds, Ranged weapon)
5 | Shotgun (D6 rounds, Ranged weapon)
6 | High Powered weapon (Roll below, Ranged weapon)
High Powered Weapon (Count as +1 when rolling damage)
D6 | Result
1 | Assault Rifle (D6 rounds)
2 | Assault Rifle (D6 rounds)
3 | Automatic Shotgun (2D6 rounds)
4 | Automatic Shotgun (2D6 rounds)
5 | Sniper Rifle (D6 rounds)
6 | Sniper Rifle (D6 rounds)
Clothing
D6 | Result
1 | Waterproof Jacket (See Environmental Effects below)
2 | Sturdy Shoes (See Environmental Effects below)
3 | Warm hat (See Environmental Effects below)
4 | Good Socks +1 STR vs cold temporarily while worn
5 | Wooly Jersey (See Environmental Effects below)
6 | Poncho +1 Charisma temporarily while worn.
Special Equipment
D6 | Result
1 | Matches - Allow you to start a fire, if combined with wood.
2 | Binoculars - You can roll for objects in the distance, without approaching.
3 | Ammunition (Roll below)
4 | Anti Radiation Medicine (See Radiation at the end of these rules)
5 | Morphine - Removes any negatives from damage for D6 X 5 minutes
6 | Bandages (See Wounding below)
Ammunition
D6 | Result
1 | Pistol: D6 rounds
2 | Rifle: D6 rounds
3 | Shotgun: D6 rounds
4 | Assault Rifle: D6 rounds
5 | Shotgun: D6 rounds
6 | Sniper Rifle: D6 rounds
Vehicle Parts
D6 | Result
1 | Bike Wheels
2 | Bike Wheels
3 | Car Wheels
4 | Car Wheels
5 | Engine Parts
6 | Engine Parts
Encounter
D6 | Result
1 | Hazard (Roll below)
2 | Hazard (Roll below)
3 | Animal (Roll below)
4 | Animal (Roll below)
5 | Person (Roll below)
6 | Person (Roll below)
Hazard. Once a hazard has been resolved, you may move away.
D6 | Result
1 | Electricity: Smarts test. Fail=Dex test. Fail=take damage.
2 | Noxious gas: Cool test. Fail=take damage at -1
3 | Radiation: Dex test. Fail=Absorb 1D6 X 20 mSv
4 | Physical hazard (Drop, falling debris etc): Dex tex. Fail=take damage
5 | Infection or Bacteria: Become naseus in 2D6 hours, then roll damage -1
6 | Booby Trap: Smarts test. Fail=take damage.
Animal
D6 | Result
1 | Friendly: Charisma check to get as companion
2 | Friendly: Charisma check to get as companion
3 | Indifferent: Charisma check to make friendly. Fail=Unfriendly
4 | Unfriendly: Charisma Check at +1. to make indiff. Fail=Hostile
5 | Hostile: Charisma check at +1. Fail=Attack (See Combat below)
6 | Hostile: Charisma check at +2. Fail=Attack (See Combat below)
Damage modifiers:
-2 if target is Behind cover
-1 if target is firing from behind cover, or advancing cautiously using cover
-1 if target is sprinting
-2 if target is a Vehicle or Building
Weapons:
+1 for high powered weapon
-2 For fists only (unarmed)
Your damage modifiers:
Depending on your statistics, you can gain bonuses to your damage rolls with weapons
Melee weapons:
-1 Low STR (below 6)
+1 High STR (above 9)
Ranged Weapons:
-1 Low DEX (below 6)
+1 High DEX (above 9)
WOUNDING:
If you are wounded, roll on the table below; NPCs that are wounded twice, die.
D6 | Result
1 | Lose D6 Strength
2 | Lose D6 Dexterity
3 | Lose D6 Cool
4 | Lose D6 Smarts
5 | Lose D6 Charisma
6 | Bleeding: Roll again on this table every 10 minutes until bandaged
Stats cannot go any lower than 0.
At Str 0, There is a -2 to melee attack damage
At Dex 0, there is a -2 to ranged attack damage
At Cool 0 you always fall back when you need to make a cool check.
At Smarts 0, you automatically fail smarts checks
At Charisma 0, people automatically attack you when hostile.
As soon as you are wounded, you must make a cool test. If you fail, you flee.
If all your stats reach 0, you are dead.
Resting:
Resting in a bed can help the healing process. You can recover D3 of any stat (your
choice) for a single rest. Resting takes D6 Hours. Roll a single D6 for each rest. On a 6 you
have an encounter during the rest and get no stat recovery.
Roll on the encounter table above.
Food:
It takes 10 minutes to prepare and eat food. You regain D3 of a chosen stat, up to your
maximum. Food can only be eaten once, and is removed from your inventory afterwards.
RADIATION:
Radiation is cumulative, and does not go away. The dosage of radiation is measured in
millisieverts (mSv)
Total Radiation Dosage:
250 mSv: No observable effects.
250 - 500 mSv: Some nausea and loss of appetite; and blood changes.
500 1500 mSv: Nausea, vomiting, bone marrow, lymph nodes, spleen damaged. -1 to
damage rolls until treated.
(From here on we will use Sieverts.)
1.5 3 Sv: Nausea, vomiting, diarrhea, malaise, infection; more severe bone marrow,
lymph node, spleen damage; recovery probable, not assured.
-1 to damage rolls until treated.
3 - 5 Sv: Above plus hemorrhaging, infection, diarrhea, skin peels, sterility; death if
untreated. -1 to damage rolls until treated. You take damage: Roll once on the Damage
table, at -1.
5 10 Sv: Above symptoms plus central nervous system impairment; death expected. -1
to damage rolls until treated You take damage: Roll once on the Damage table.
Unmodified
10+ Sv: You are Fataly Dosed:: Roll Damage at +1 each hour.
You may not attack, and each movement between street veiws takes twice as long.
1 Sievert = 1000 mSv
1mSv = 0.001 Sievert
Dosages of less than 5 Sieverts can be treated with anti-radiation medicine. It takes an
entire 24 hours for the medicine to work, and effectively removes 1 Sv/day from a
characters Total Radiation Dosage. A character counts as Treated after the 24 hours are
finished.