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Street View

(To be played with Google Maps street view)


How to Play:
Choose an area in google maps with complete street view coverage, allowing you to 'walk'
along streets by clicking with the mouse.
Highly populated places are good, bur rural can work just as well.
You will navigate around your chosen area, clicking where you want to go.
Each 'move' along the road/path takes 10 minutes of game time. Note how long you have
survived!
You are free to look around and zoom in each location.
As you look around, you should note the categories of things you can see on screen, and
roll on the corresponding table below.
The Categories are:
Building, Person, Animal, Vehicle, Environmental Effect
As soon as you see one of these things, roll on its table below.
If you see more than one type of category on screen, you can choose which to 'approach'
first. The only exception to this is people.
You must roll immediately if people are present. Roll for each person, and include anyone
inside buildings, cars etc. (They will count as in cover)
If you have trouble with too many people, you can set a 25 person limit.
You are free to explore, rolling for multiple buildings, vehicles, etc.
You can move on to the next view after any encounters have been resolved, but remember
to note that 10 minutes have passed.
In rural areas with no buildings, you may move more quickly. Each move only take 5
minutes in these areas.
YOUR STATS:
Randomize the following;
Strength 2D6
Dexterity 2D6
Cool 2D6
Smarts 2D6
Charisma 2D6
Testing a characteristic:
If the Need comes up to 'test' your any of your stats, roll 2D6 and compare the result to
the related stat. If the result is equal or less, the test is a success.
If the result is above your stat, the test is failed.
If you are fired at with a ranged weapon, you must make a Cool test to 'keep your cool'
Failure means you must leave the current street view and flee to the next. NPCs follow the
same rules. if they fail a Cool check, they are 'removed' and no longer count as part of the
situation. They scamper and hide, never to be seen again.
If you need to make a test for an NPC, just randomise the necessary stat using the method
above.
Inventory:
You also have an inventory. Keep track of the things you pick up. You can carry a number
of items equal to your Strength X 3
RANDOM TABLES TO FOLLOW:

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)

Person (Roll for each person present)


D6 | Result
1 | Friendly: Charisma check to get loot. Fail=Indifferent
2 | Friendly: Charisma check to get loot Fail=Indifferent
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 (randomize weapon)
6 | Hostile: Charisma check at +2. Fail=Attack (randomize weapon)
Vehicle (Damaged on a 4+)
D6 | Result (Use brackets if damaged)
1 | Bike (Missing wheel)
2 | Moped (Missing Engine parts)
3 | Scooter (Missing Wheel)
4 | Motorbike (Missing Engine parts)
5 | Car (Missing D3 Wheels)
6 | 4X4 Truck (Missing D3 Engine Parts)
Vehicles:
Vehicles that aren't damaged allow you to move twice as fast between views.
Car and 4X4 truck only:
If you encounter people or animals, you have the option of running them down. They get
to make an attack against you (you count as at -2 damage for being in a car/behind cover)
and then you can inflict +1 damage on them. Also roll a D6. On the roll of a 6, your vehicle
is damaged. (Use the table above, depending on type)
Environmental Effects:
Instead of rolling for this, note the effect, and apply the result from below.
Rain - Takes an extra 5 minutes to walk between street views (so 15 minutes) Sturdy
Shoes ignore this.
If you don't have a waterproof jacket, you might also get cold. Roll a Strength check at +
1. If you fail, all your damage rolls are at -1.
Wooly Jersey does not prevent this kind of coldness.
Snow - Cold. Make a STR check. If you fail, all your damage is at -1 until you are warmed
by a fire. Wooly Jersey prevents this, and warm hat gives a +1 to the STR check
Bright sunshine - Count as Warmed.
Overcast/Clouds - No effect.
COMBAT
If something attacks you, you enter a Combat. You may also initiate a combat yourself.
Your options in combat:
During a combat, you musty select what you want to do, then simultaneously resolve it
with the enemy
Roll to randomise their action from the Hostile Attack tables below.
Take cover Enemies targeting you will have a -2 modifier to damage
Shout a taunt Enemy must make a cool test. If they fail, they roll D6: 1-3, Flee, 4-6 Give
up and become Unfriendly.
Advance quickly to next cover you are -1 to damage, count as in cover next turn.
Flee You leave the combat. The enemy inflicts damage on you, at -1 (counts as sprinting)
With melee weapon only:
Advance quickly to attack you inflict damage on the enemy
Advance sprinting to attack you inflict damage at -1 and count as sprinting this turn.

With ranged weapon only:


BlindBlind-Fire from behind cover You count as in cover (-2 damage) and you inflict damage
at -2 on an enemy
Fire from behind cover You inflict normal damage on an enemy
Advance cautiously, using cover you are -1 to damage and inlfict damage at -1 to an
enemy
Advance cautiously, firing You inflict normal damage on an enemy
Advance Sprinting and Attack in melee You may change to a melee weapon and attack
at -1. You also count as sprinting this turn.
Note guns can be used as -1 damage clubs in Melee (5+ The gun breaks)
Advancing: When you 'advance' you are able to get around an enemy and close the gap
between you and them. Anyone who has 'advanced' negates any cover their target has
next turn. (So hiding behind cover, etc., is useless)
Hostile Person Attack - Melee
D6 | Result
1 | Take cover (-2 cover)
2 | Take cover - shout a taunt (-2 cover)
3 | Advance cautiously, using cover (-1 cover)
4 | Advance quickly to next cover (-1 cover)
5 | Advance quickly to attack (normal damage)
6 | Advance sprinting to attack (normal damage, count as sprinting)
Hostile Person Attack - Ranged Weapon
D6 | Result
1 | Take cover (-2 Cover)
2 | Blind-Fire from behind cover (inflict -2 damage)
3 | Fire from behind cover (inflict normal damage)
4 | Advance cautiously, taking cover (-1 cover)
5 | Advance cautiously, firing (normal damage)
6 | Advance quickly, firing (inflict -1 damage)
Animal Attack
D6 | Result
1 | Hide Behind Cover. (-2 cover)
2 | Advance quickly, using cover (-1 cover)
3 | Advance through cover and attack -1 to damage, Animal Inflicts damage!
4 | Advance quickly to attack Animal inflicts damage!
5 | Advance quickly to attack Animal inflicts damage!
6 | Advance sprinting to attack. Animal inflicts standard damage, is sprinting.
Damage
Whenever a weapon inflicts damage, roll on this table and apply the result to the target.
Damaged vehicles use the result from the Vehicle table above.
D6 | Result (Use Brackets for vehicles)
1 | Nothing
2 | Nothing
3 | Nothing
4 | Wounded - see "Wounding" below (50% Damaged)
5 | Wounded - see "Wounding" below (50% Damaged)
6 | Killed You are dead. Game over. (Destroyed - Vehicle is removed)

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.

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