Professional Documents
Culture Documents
Burger Warz
Burger Warz
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Table of Contents
Chapter 1: The Basics
Introduction 1
What Youll 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
13
Initiative 14
Combat Mechanics 15
Combat Actions 16
Special Actions 19
Penalties & Bonuses 21
Combat Resolution 22
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 is Your Class? 35
Question 2. What is Your Occupation? 37
Question 3 . What Corporation do you
Work For? 40
Qiuestion 4. Whats Your Age? 50
Question 5. What are Your Skills? 51
Question 6. Whats Your Work Ethic? 55
Question 7. Whats your Gear? 57
Chapter 5: District
Managers Handbook
59
Employee Application
DM Record Sheets
78
80
Glossary
Below are some terms which are used throughout this book, along with a
brief definition.
Chapter
1: The
Basics
1D, 2D, 3D, etc. - A dice roll. 1D means roll 1 die, 2D means roll 2 dice, and
so on. 1D+2 is the result of 1 die, plus 2. In this example, if the player rolled
a die and got a result of 3, the final result is 5.
District Manager (DM) - The player who is in charge of running a game. She
controls the world around the other employees, and adjudicates customer
satisfaction.
Player - You, the person reading this book, and your friends sitting around
the table.
Employee - A fictional person who is controlled by a player. He or she works
for a fast food chain in the future.
Close Combat - Fighting close up, either with weapons or with bare hands.
Ranged Combat - Fighting someone from far away. Perhaps with a gun, a
bow and arrow, or a magical fireball.
Challenge - A test of skill using a combination of an employees stats and
rolls of dice.
Margin of Success - The degree of success an employee achieves in a
Challenge.
Initiative - The order in which players play their employees actions.
Attributes - The fundamental stats that define an employees natural ability.
They are Physical, Customer Service, Trade, and Magic.
Major Skills - Skills and abilities that take years of study to master. This
category of stats represents time and practice and in many cases holds equal
weight to Attributes.
Minor Skills - Skills and Bonuses that represent a specialization. They are
meant to complement Major Skills
The Setting
Burger Warz: Maximimum Service takes place in a distopian near-future.
Everyone works for a fast food corporation in one way or another.
Chapter
1: The
Basics
Genetically modified food has caused horrible mutations in all walks of life,
and magic is somehow real. The world is extremely violent, and life has little
meaning. That said, corporate culture pervades the society completely, and
fast, convenient food is at the forefront of everyones mind.
When working at a fast food restaurant, one things for certain: every
customer is either a corporate spy for a competing restaurant, or a corporate
spy sent to check up on you from your own company. Either way, give service
with a smile and keep your finger on the trigger.
Setting Up
Choose one player to be the District Manager, or DM. This player will play
out the external world of Burger Warz: Maximum Service. In other words,
she controls all of the antagonists, allies, bystanders, and forces of nature
in the game. She is neither your enemy nor your ally. The DM will need to:
Know and arbitrate the rules.
Challenge the players with obstacles and foes.
Keep the game moving along.
Plan ahead for what the employees will face next and help guide the story
based on the direction of the players.
The other players will each control one employee, which they can create,
or choose from a variety of pre-generated employees. Employee creation in
Basic Gameplay
The basic flow of the game starts with the DM describing a scene. The players
then describe what their employees do. The DM tells the player what happens
as a result of the employees action. Thats it. When there is a question of
whether or not the action is successful, Challenges come into play. In the case
of combat, there are even more extensive rules to allow for fairness and flow
of play. In these instances, its important to keep the excitement going and not
let strict adherence to the rules bog down play. The rules are there to make
things more fun, first and foremost.
Challenges
The Challenge is the fundamental element of the Burger Warz: Maximum
Difficulty
1-3
Trivial
4-5
Easy
6-8
Tricky
9 - 11
Challenging
12 - 14
Hard
15 +
Super hard
appropriate attribute is zero, roll 1 die; however, the Margin of Success may
never exceed 0 (Well cover Margin of Success a little later in this chapter).
(Optional) Add one Major Skill appropriate to the challenge: Each Major
Skill point in the appropriate skill contributes 1 die to the pool. If there is no
applicable skill, then no dice are added. Whether or not a skill is applicable to
the circumstances is left to the discretion of the DM.
Finally, we add bonuses from Minor Skills: Each Minor Skill point
contributes 1 point to the pool. Any skill or attribute that is used must apply
to the action being attempted by the employee. You may use as many of these
bonuses as are appropriate to the Challenge!
Attributes
Attributes are the fundamental stats that define an employees natural
abilities. They apply to every Challenge an employee faces, and they are the
foundation for Major and Minor Skills. They are Physical, Magic, Trade, and
Customer Service.
Major Skills
Major Skills are specified abilities and expertise which the employee can use.
They are always combined with an attribute. Each point of a given Major skill
adds 1 die to a Challenge roll. Every Major Skill is tied to a specific Attribute:
Physical (P), Magic (M), Customer Service (CS), or Trade (T).
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 to the Challenge. There are 6 types of Minor Skills (the
letter in parentheses represents the Attribute with which theyre associated):
Weapon Skills (P) are an employees familiarity and practice with a specific
type of weapon (e.g. sword, machinegun, or spear) .
Food Skills (CS) are areas of expertise in customer service (e.g. food
preparation, customer relations, and hygiene).
Craft Skills (T) are areas of expertise in trade and craft (e.g. lockpicking,
armor repair, and demolitions)
Circles (M) are various categories of magic, represented by natural elements
(earth, air, fire, water, and crystals). See the Magic chapter for more
information about Circles.
Margin of Success
The number of points rolled over the target number is the margin of success.
the higher the roll, the more successful the action was.
In the previous example, Joanne had a 1 point margin of success on
her challenge roll. Its enough for her to get the customer moving along,
but maybe theyre irritated and decide to cause future problems. The
DM tells the player that Joanna manages to help the customer come
to a decision, much to the appreciation of other customers, but they
give her a sidelong glare as they move away from the counter. The DM
determines that this customer will claim that the order is incorrect no
matter what, leading to another Challenge.
10
Annihilator - The more things you destroy, the better you feel. Always try to
crush the most enemies.
Comedian - When tension mounts, you feel the urge to lighten things up.
You have a joke for every occasion.
At the end of each game session, the DM awards each employee 1-3 points for
each work ethic trait based on how well the player role-played the employees
assigned work ethic. A 1 indicates little to no effort, a 2 means that they
followed the work ethic descriptions, and a 3 means that the player went to
great lengths to embody the work ethic perfectly. If a player used work ethic
traits to disrupt the game, a DM may choose not to award any points.
At the beginning or end of a session, a player may spend their accumulated
work ethic award points to buy skill ratings, new skills, attribute points, and
even health points. Below is the cost of each type of stat.
Table 1-B Work Ethic Point Costs for Buying Stats
Stat Type
Cost
or 1 Health point
1 Attribute point
The player may opt to add 1 point to an existing skill or attribute, or he may
buy a completely new Attribute or Skill.
11
Demerits
If a paying customer is killed unnecessarily, or if an employee fails to please
a customer, the DM may record a demerit on an employee. Demerits cancel
out work ethic points awarded at the end of the shift.
12
Chapter 2: Combat
The centerpiece of most role playing games is combat between characters and
their antagonists. Burger Warz: Maximum Service is no exception. While
the basic concept of Challenges also applies to combat situations, additional
rules are needed in order to adjudicate the aspects points of combat.
Chapter 2: Combat
1.
Determine the order of everyones actions. If one team has the element
of surprise, no roll is necessary. In the cases where both teams enter
combat simultaneously, Initiative must be determined. See Initiative
below.
2.
A new round begins. Generally, each character may perform one action on his turn. When the success of an action is in question, like
when a character attacks something, a Challenge roll must be made.
See Combat Mechanics below.
3.
After all characters on both sides have declared and resolved their
actions, the players may choose to change the order of their actions,
but they must rearrange their seating to match their order for the next
round. See Initiative below.
4.
The round ends. Jump back to step 2 until combat is resolved. See Combat Resolution below.
Initiative
Initiative is the order in which each character acts. Rather than rolling for
each individual character, we roll for each team (Players vs. DM). With this
setup, the advantage tends to go to the team with greater numbers.
1.
14
Chapter 2: Combat
2.
Players roll Initiative. The players each roll 1D and add their combined results to determine the players pooled initiative number.
3.
DM announces the team that has the highest pooled initiative number. That is the side that goes first. On the players turn, 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. Players may rearrange their seating and order only once at the beginning of
each round. On the DMs turn, the DM plays the antagonists actions in
any order of her choosing.
Combat Mechanics
Actions in Combat
On an employees turn, he may perform one quick action. He may announce
his greater intent at this time, but only 5 seconds worth of action may be
performed. This rule can be stretched at the discretion of the DM. A player
might declare that his employee runs down a hill, leaps through a wall of
fire, and lunges at his closest foe with a longsword. During this action, the
employee will only be able to perform the first action, which is running down
the hill.
Some 1-turn Actions:
Engage an enemy
Charge or run away
Attack with a close combat weapon
Attack with a magical spell
15
Chapter 2: Combat
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, the default attribute to use is the
Physical attribute. A close combat skill can be added to the attribute roll,
but isnt required. If the employee has a minor skill points for that weapon,
those points can be added to the roll. And finally, any contextual skill points,
or other minor skills which may help in that moment.
The target score is the enemys Health stat. A roll adding up to the Health stat
or higher is considered a successful attack. The targets damage level moves
up depending on the weapon used, and for each point above the target score,
an additional damage level is inflicted.
16
Chapter 2: Combat
For example, if Six Star wants to attack an Elf in the forest with his
sword, his 3 physical attribute points give him 3 dice, his close combat
skill gives him an additional die, and his sword and forest minor skills
give him 2 points. The player rolls 4 dice: 1, 3, 5, 5 for a total of 14, and
adds 2 points from minor skills, for a grand total of 16! The Elf s Health
score is 8, and so Six Star succeeds in his attack with a 8 point margin
of success. But thats not all. Six Stars sword has a damage rating of
2, so 10 damage levels are inflicted on the Elf, who is now wounded.
If the attacker has a Physical attribute of 0 and no close skill, he may roll
1D, or Freebee Die. However margin of success can never exceed 0. He is
reliant on the deadliness of the weapon to inflict damage. In other words, any
successful attack with a sword against a foe will only inflict 2 damage levels.
A foe must be in striking distance to hit with a close attack.
17
Chapter 2: Combat
Ranged Attack
Ranged attacks can be either thrown weapons, arrows, stones from a sling, or
certain magical spells. The base attribute is Physical or Magical, depending
on the specific attack. The major skill is ranged attack, or a ranged spell, and
minor skills are weapon skills such as bow, crossbow, pistol, and sling; or
magical circles such as fire, wind, cold, or stone.
Remember, engagement rules apply to ranged attacks. Think of the
engagement action as time spent aiming at the target.
Unlike close combat attacks, there are no restrictions to margin of success
when using a Freebee Die. All margin of success in a ranged attack counts
toward damage to the target.A foe must be in range, and within line of sight
to hit with a ranged attack.
18
Chapter 2: Combat
Special Actions
Some actions dont fit neatly into the challenge/resolution format.
Engagement
Engagement is a common maneuver in a battle. It simply means that the
employee is focused on one particular enemy. Attacking an enemy youre not
engaged with adds a penalty to your challenge roll (see below). If you attack
an enemy for a second round in a row, you automatically engage before
rolling for the attack challenge. Only one enemy may be engaged at a time,
though there are exceptions to this rule. Engaging an enemy you havent
attacked in the previous turn takes up one action.
Criteria for engaging an enemy:
You must be able to see the enemy or know exactly where she is.
The enemy must be within striking distance with whatever weapon youre
wielding.
You must be able to focus. This means you cant engage with an enemy if
youre stunned or unconscious.
Penalties:
Attacking an unengaged target has a -2 point challenge penalty.
Attacking an unengaged target while youre engaged with another target
disengages you from the previous target and gives a -2 challenge penalty.
19
Chapter 2: Combat
Defensive Posture
Going into a defensive posture takes up one action. It basically means the
employee is steeling herself to parry, or bracing herself for impact, or getting
ready to jump out of the way. Defensive posture allows an employee to boost
their health by 3 points until their next turn.
20
Chapter 2: Combat
Dual Wielding
Some employees wield a different weapon in each hand. Unless he has the
Dual Wielding major skill, this simply means that he may choose which
weapon he is going to attack with for that action. With the skill, however,
he may make a second attack in the same action, with a penalty of -2 points
for the second attack. The first attack uses the close combat attack skill, the
second attack uses the dual wielding skill.
Penalties
Shooting at someone behind cover: -2 to -5 to the attack roll, depending on
the quality of cover. If someone is 100% concealed, it is impossible to hit
them.
Attacking someone with whom youre not engaged: -2 to the attack roll.
Attacking someone with whom youre not engaged while youre engaged
with someone else: -3 and disengage with your current enemy.
Attacking while blinded or stunned: -5 to the attack roll.
Attacking while wounded: -1 to -3, depending on the wound level.
Being left vulnerable during or after a charge: temporary -2 to the Health
stat.
Casting a big multi-round spell: temporary -2 to the Health stat.
21
Chapter 2: Combat
Bonuses
Attacking someone who is not aware of your presence: +5 to the attack roll.
Attacking someone who is aware of your presence, but is engaged with
another character: +2 to the attack roll.
Attacking a helpless enemy: automatic success, with your entire roll counting
toward margin of success.
Combat Resolution
There are many ways for combat to end. One way is for one side to kill the
other side. Death comes easily in Burger Warz: Maximum Service if one is
not careful. A battle shouldnt be entered into lightly. When an employees
damage levels are moved into the Death level, that employee has died.
There are certain spells and abilities that circumvent death, but such a feat
is considered as miraculous in Burger Warz: Maximum Service as it is in our
world.
22
Chapter 2: Combat
Temporary Recovery
In the middle of battle, it is possible to recover from wounds up to a certain
point. If an employee is wounded beyond injured, she recovers 1 damage
point at the end of each round. an employee can never heal beyond the
injured state in this way.
Tending to wounds
After combat, if an employee spends 8 hours of resting and has damage
levels at Hurt or below, she is restored to full health at the end of the rest. If
the employees damage level is Injured or above, she needs medical attention
in order to recover. However, employees are seldom given time off in the
middle of a shift.
Wounds can be healed magically through heal spells, or they can be treated
by a doctor or someone with the Treat Wounds skills.
23
Chapter 2: Combat
Death Warrant
Instead of dying, the employees damage level reverts to the wounded, and he
suffers from the applicable penalties. In addition, his Health stat drops to half
its level, rounded down, permanently. If the employee dies again, hes dead.
24
Chapter 3: Magic
Magic exists somehow in the world of Burger Warz: Maximum Service.
Although few people are able to control it, it has become a useful tool for the
fast food corporations.
Spells
Spells in Burger Warz: Maximum Service are considered Major Skills. They
are different from other Major Skills in that each spell has its own detailed
25
Chapter 3: Magic
Spell Properties:
Circle - the category of the spell (see Circles below).
Effect - A description of what happens when the spell is cast.
Damage rating - For attack spells, this is the bonus damage caused by the
spell, similar to a weapons damage rating.
Duration - Some spell effects are temporary. This is often established
through rolling dice.
Range - Touch, or distance (in feet). It should be noted that unless stated
otherwise, the caster must be able to see the target of his spell.
Energy cost - for crystal spells, this is the amount of energy points that must
be spent to cast the spell (see Crystals below).
Circles
Each spell falls in a category, or circle. They are fire, earth, water, air, and
crystals. Circles can be advanced as Minor Skills. Each rating point in a circle
serves to strengthen spell casting by giving bonuses (in the same manner as
other minor spells. The circle must, however, correspond to that spell. Each
circle has different connotations:
26
Chapter 3: Magic
Crystals
Spells which fall in the circles fire, earth, water, and air can be used at any
time. Crystal spells, however, are particularly powerful and require the
energy from a special magical crystal found scattered throughout the world.
These crystals are highly sought after, and very expensive. They each contain
an amount of energy points depending on their size. These energy points
can be spent by a wizard to cast crystal spells. Once a crystal is drained of its
energy, it turns into salt and can not be used again, except for food seasoning.
This is why many wizards hoard them.
Table 3-A Chart of crystal sizes, and the amount of energy points they
contain.
Size
Energy points
sliver
nugget
fist
10
shard
20
orb
30
pylon
50 and up
27
Chapter 3: Magic
Animate Corpse
Circle: Crystal
Energy Cost: 5
Range: Touch
Turn a freshly dead corpse into a minion. It follows your verbal commands.
It has the same stats as it had when it was alive, except it has a Health rating
of 5. Once an animated corpse is dead, it cannot rise again.
Charm
Circle: Crystal
Range: 10 ft.
Energy Cost: 2
Target: 1 target
Enfeeble
Circle: Water
Range: 20 ft.
Target: 1 target
Entangle
Circle: Earth
Range: 30 ft.
Target: 1 target
Vines or living dirt wrap around your enemy, making it impossible for them
to run, walk, or climb. They can, however, still use their hands. They can not
move for 1D rounds (roll die).
28
Chapter 3: Magic
Explode
Circle: Fire
Damage Rating: 1
Target: 1 target plus anyone else standing next to them. You only need to
roll once.
An explosive force rends those caught within.
Far sight
Circle: Crystal
Energy Cost: 4
Range: N/A
Target: Self
Remotely view any place you have been within the last week. You can see,
but not hear.
Flight
Circle: Crystal
seconds.
Range: N/A
Target: Self
29
Chapter 3: Magic
Forcefield
Circle: Earth
Range: Touch
Gift of Acuity
Circle: Air
Range: Touch
Gift of Knowledge
Circle: Water
Range: Touch
30
Chapter 3: Magic
Gift of Strength
Circle: Earth
Range: Touch
Heal
Circle: Crystal
Energy Cost: 1
Removes 2 damage degrees. Also can be used to cure a disease or undo the
effects of poison.
Levitate
Circle: Air
Range: Touch
You or a target floats up to 5 feet off the ground. Affected target can move at
normal speed. Lasts 1D rounds (roll die).
Paralyze
Circle: Crystal
Energy Cost: 2
Range: Touch
Your enemies stiffen and freeze at your touch. They can not move for 1-6
rounds (roll die).
Searing Blast
Circle: Fire
Damage Rating: 2
Range: 30ft
Target: 1 target
A bolt of magical energy shoots out of your eyes, hands, staff, or wand and
burns its target.
31
Chapter 3: Magic
Searing Touch
Circle: Fire
Damage Rating: 3
Range: Touch
Target: 1 or 2 targets
Tame Animal
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.
Telekinesis
Circle: Air
Range: 30 ft.
Target: an object
Ward
Circle: Earth, Air, Fire, or Crystal
Range: Touch
You are immune to magical attacks of any one type of circle in which you are
trained. Lasts 1D rounds (roll die).
32
Chapter 4: Employee
Creation
Employee Stats
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 employees realm of experience, and
contributes to stats. It can complement the employees 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 employees core abilities. Attributes factor
into almost all dice rolls. There are 4 types of Attributes: Physical, Customer
Service, Trade, and Magic.
Major Skills:
33
34
Wizard
The Wizard has seen the subtle tapestry of energy that binds our reality. He
has learned to shape the threads to manipulate and destroy stuff. Wizards are
the only class who can acquire Spells, regardless of their occupation.
Attributes: Add 2 to your Magical Attribute.
Health: Add 3 to your Health stat.
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. The margin of success/
failure is always 0.
or
Reports of my Death Were Exaggerated: If the employee dies, roll a die. On a 4,
5 or 6, the employee returns to life at full health after the next extended rest.
The remains of the employee vanish.
35
Warrior
The Warrior basically hits things and shoots things. Lets not overthink this.
Warriors have the most health of the three Classes, and are the most physical.
Attributes: Add 2 to your Physical Attribute.
Health: Add 5 to your Health stat.
Major Skills: Add Close Combat and 1 other Physical Major Skill.
Minor Skills: Add one Minor Skill from the Weapons category.
Gear: 1 weapon of any type
Choose 1 Special Ability:
Sick Combo Move: Once per session, do 2 close combat actions at once.
or
Unstoppable: Once per session, until the end of the conflict, ignore any and
all wound penalties.
36
Dabbler
The Dabbler is a jack of all trades. He can handle a sword or a gun, but isnt
as deadly as a warrior. He might have even begun casting some minor spells
on his own.
Attributes: Add 1 to Physical, 1 to Trade, and 1 to Customer Service.
Health: Add 4 to your Health stat.
Major Skills: Add 4 Major Skills, but no Spells.
Gear: a Pistol
Choose 1 Special Ability:
Hard to Get: Twice per session, you may automatically evade an attack made
against you, or take the hit of an attack meant for someone else.
or
Dumb Luck: Once per session, you may re-roll a test that you make, but you
have to use the second result.
37
Assassin
Attribute: +1 to Physical
Health: +3
Skills: +1 Major skill (any Phys.);
+1 Major skill (any Phys.);
+1 Minor skill (poison or stealth)
Gear: Dagger, Sniper Rifle
Demolitions Expert
Attribute: +1 to Trade
Health: +3
Skills: +1 Major skill (Demolitions);
+1 Major skill (Tinkering);
+1 Minor skill (Explosives);
Gear: 3 Grenades, 2 C4 kits with remote detonators, 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);
Gear: 1 Crystal sliver, Dagger
38
Ex-Con
Attribute: +1 to Trade
Health: +3
Skills: +1 Major skill (Close Combat);
+1 Major skill (Steal);
+1 Minor skill (Pick Lock, Stealth, or Pick Pocket);
Gear: Club, Pistol
Soldier
Attribute: +1 to Physical
Health: +5
Skills: +1 Major skill (any Phys.);
+1 Minor skill (weapon);
Gear: A combat knife, a close combat weapon(sword, axe, machette, etc.)
or a ranged weapon (bow, pistol, assault rifle, etc.), and armor (kevlar vest,
plate mail, etc.)
Spy
Attribute: +1 to Trade
Health: +3
Skills: +1 Major skills (Disguise);
+1 Major skill (any Trade);
+1 Minor skill (Deception)
Gear: Pistol, Disguise kit
39
Clown Gang
The Clown Gang is the oldest of the franchises. The owner is
said to be a 5000 year-old jester named Pickles, who made
a dark demon pact for immortality. Their hamburgers
are summoned from a Plutonian Ideal Plane of
Existence. 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.
Bonuses: +1 Minor Skill (Circle), +1 Minor Skill (Dagger).
40
Chicken Cabal
The Chicken Cabal is a cult led by an enigmatic, self-appointed General
Sanders. The Chicken Cabal is the most well-armed of all the franchises,
with an enormous stockpile of automatic weapons. The Chicken Cabal
guards a secret formula of 7 ingredients, all of which are known to no
one but Sanders. He has entrusted his 7 closest female disciples to each
hold the secret to one of these ingredients.
Bonuses: +1 Minor Skill (Dagger), +1 Minor Skill (Gun - Rifle)
43
Kagesushi
Kagesushi, or Shadow Sushi is a franchise based out of Denver, Colorado,
home of the original monastery which spawned the Secret Society of Ninjas
(SSN). Trained in stealth and close combat, these employees are masters at
infiltration and assassination.
Bonuses: +1 Major Skill (Choose one: Running; Climbing & Jumping; Sneak,;
or Dodge.)
44
Future Donut
Future Donut burst onto the scene overnight with techno-industrial
advances in donut production. The origins of this Donut franchise are a
complete mystery. All that is known is that they boast futuristic weapons
and food facilities, and their enemies often mysteriously disappear.
Bonuses: +1 Major Skill (Tinkering or Food Preparation)
47
Quiza Nostras
Rooted in organized crime and toasted sandwiches, Quiza Nostras is an
extremely isolationist organization, plagued by nepotism and offensive
stereotypes. It is led by Don Capicola, a cunning immigrant from the old
country.
Bonuses: +1 Minor Skill (Intimidate), +1 Minor Skill (Explosives)
48
16-27 years
+1 Physical
28-49 years
50 and older
+1 Major Skill
-3 Health
50
Major Skills
These skills provide +1D for each skill point.
Physical (P):
Close Combat - Fighting up close hand-to-hand, either unarmed or using
weapons such as swords and clubs.
Ranged Combat - Fighting with projectile or thrown weapons such as guns,
bows, or boomerangs.
Dual Wielding - This special skill can be used in conjunction with Ranged
Combat or Close Combat, in order to grant the employee the ability to use
two weapons at once. See the special rules for this skill in the Combat chapter.
Sneaking - Hiding, tiptoeing, or otherwise going unnoticed.
Jumping & Climbing - This skill is used when the employee needs to jump
or climb.
Running - Ability to run fast
Trade (T):
Stealing - Whether its pick-pocketing or breaking and entering, Stealing is a
catch-all skill for larceny.
Sneaking - Hiding, tiptoeing, or otherwise going unnoticed.
Coercing - Intimidating, seduction, debate team, or any other form of
persuasion.
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Gift of Acuity
Searing Touch
Charm
Gift of Knowledge
Forcefield
Enfeeble
Gift of Strength
Tame Animal
Entangle
Heal
Telekinesis
Explode
Levitate
Ward
Far sight
Paralyze
Flight
Searing Blast
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Minor Skills
Weapon Skills (Physical):
Sword
Dagger
Axe
Mace
Polearm
Staff
Shield
Longbow
Shortbow
Crossbow
Gun - Rifle
Gun - Pistol
Circles (Magic):
Fire
Water
Air
Earth
Crystals
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Company Man - Corporate knows what its doing. Look after the needs of
the corporation over your own needs or the needs of anyone else.
Meat Head - Theres nothing better than picking a fight. Swing your sword
first and ask questions later.
Ghost - Its like youre not even there. Do everything you can to avoid
drawing attention to yourself. Never volunteer.
Annihilator - The more things you destroy, the better you feel. Always try to
crush the most enemies.
Comedian - When tension mounts, you feel the urge to lighten things up.
You have a joke for every occasion.
Weapons
Close Combat (Damage Rating in parentheses):
Sword (light) (+2)
Axe(+2)
Dagger (+1)
Spear(+2)
Mace(+2)
Halberd(+2)*
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Explosives:
Grenade (+2): Target: 1 target plus anyone else
standing next to them. You only need to roll once
to hit.
Bomb (+3): An explosive charge that can be triggered
via remote detonator or time clock. Target: everyone in a
10 foot blast radius. No need to roll to hit.
Armor
Heavy Armor (+3 Health, -2 to Physical Challenges)
Leather Armor (+1 Health)
Kevlar Vest (+1 Health)
Shield (+1 Health, must have a free arm and be trained in the Shield Minor
Skill to use)
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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)
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Chapter 5: District
Managers Handbook
Stop! This section contains information that might
spoil a game for a player. Its 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.
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Elderly Saboteur
Health: 5
Problem Customer Rating: 10
Complaining, Delay: 4 Dice
Sabotage and Demolitions: 2 Dice
Gear: C4 Explosives (+3 Damage Degrees), 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. Their secondary tactic is to blow things up.
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Kid
Health: 10
Problem Customer Rating: 8
Complaining, Causing a Scene,
or Getting Into Where They Dont Belong: 4 Dice
Breaking stuff: 2 Dice
Gear: none
Kids are generally unpredictable agents of chaos. They are good at one thing
and one thing only: Ruining lives.
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Teenagers
Health: 10
Problem Customer Rating: 8
Loitering, Discouraging business, Freeloading: 4 Dice
Brawling, Rough-housing, and Stealing: 2 Dice
Gear: Smart Phone
Basically the bottom feeders of society, teenagers buy very little, contribute
nothing, and are very difficult to get rid of. Kill one and 2 take its place.
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Techno-Assassin
Health: 10
Problem Customer Rating: 6
Murdering, Mayhem, Battle: 3 Dice
Stealth, Running: 2 Dice
Gear: Sword(+2), Lazer Gun (+4), Walkie Talkie, wristwatch with grappling
hook and micro-wire, Ejection Boots, Strobe light helmet.
The Techno Assassin uses a variety of gadgets and weapons to murder
people. They are hired for wetwork operations and are extremely effective.
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Sample Scenario:
The Death Shift
This is a typical scenario for Burger Warz. Have the players create their
employees or just use the sample characters provided at the end of this
chapter. It can take place at any of the major franchises listed in the Employee
Application chapter. The employees will face various customers and enemies
throughout their shift with increasing intensity. The job of the employees is
to provide excellent service and keep the restaurant from blowing up.
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Outer Wall
Outer Wall
entrance 1
store room
food
Prep
Drive-thru window
Refill Station
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entrance 2
cashier stations
freezer
room
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, but there are
enemy forces vying to take advantage of their inexperience of the team and
vulnerability of this particular Chicken Cabal franchise. Theyll face a series
of customers, each one more challenging than the last, until finally they are
forced to defend the building from an onslaught of murderous clowns.
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
youre now part of an elite team of poultrists (thats poultry specialists).
But dont get too excited, youll have to start at the graveyard shift and
work your way up to daytime associate. Its easy! Your priorities are as
follows 1) Preserve this organizations reputation of high standards in
food and customer service; 2) Keep the building well maintained and
in pristine condition; and 3) stay alive. Remember that youre one of
our most important assets! Ill be back at the end of the shift to see how
things went. Good luck team!
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Hour 1: Teenagers
As the District Manager leaves, a group of 4 teenagers enter, wearing sneakers
with extremely long shoelaces. They take a seat in a corner booth without
ordering anything and proceed to make a ruckus. Without intervention, this
will go on for the entire shift.
Immediately afterward, a shifty, unkempt man reeking of booze enters, and
stares at the menu. Placing a filthy index finger on his lip, he seems to be
trying to decide what to order. Without intervention, this will go on for the
entire shift.
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Mutant Supereater
Health: 10
Problem Customer Rating: NA
Close Combat, Destruction: 4 Dice
Food Consumption: 3 Dice
Mutant Super-eaters are ravenous monsters who are addicted to fast food.
They wildly storm establishments and take whatever food they can, and
murder anything that stands in their way.
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members of the Clown Gang get out, and attack the players! They are pretty
reckless, and will rush the players, hoping to overwhelm them with sheer
numbers.
Business Woman
Health: 8
Problem Customer Rating: 10
Getting things done: 3 Dice
Shooting people: 1 Die
Gear: smart phone, pistol
The End
When the battle is over, and if any employees are still alive, The District
Manager returns, as well as a cleanup crew. He will assess the condition
of the restaurant. Surprisingly, if its at least semi-functional, the District
Manager will be pleased. The sun rises as the DM speaks We appreciate
your professionalism and your sacrifice. 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, which grants +1
to Conflict Resolution skill.
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Sample Characters
Fibra Reynolds - Warrior Soldier
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Employee Application
Franchise name goes here
Name:
Age:
Special Ability:
Player:
Class:
Occupation:
Attributes
+
Class
+
Occupation
+
Class
Physical (P)
Trade (T)
Magical (M)
Other
Occupation
Class
=
Other
Occupation
Class
Other
+
Occupation
Other
Major Skills
Minor Skills
Skill
Skill
Rating Attribute
Rating Attribute
Fine Scratched
no
penalty
Occupation
Other
Health
=
Gear
Very Scratched
Hurt
Injured
no
penalty
no
penalty
-2 to
-3 to
cant
challenge
challenge
perform
rolls
rolls
challenges
Minor Skill
Major Skill
Attribute
2.
Employees Backstory
Gear
Item
Self Portrait
Damage Rating
Minor Skill
Major Skill
Attribute
Demerits:
Health:
Employee 2:
Demerits:
Health:
Employee 3:
Demerits:
Health:
Employee 4:
Demerits:
Health:
PCR:
Health:
Customer 2:
PCR:
Health:
Customer 3:
PCR:
Health:
Customer 4:
PCR:
Health: