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BITES THE DUST: A post apocalyptic skirmish 

RPG 
Dive in the world that has seen a horrible cataclysm... 
 
 
Lore
The lore is short and simple. Once humanity was thriving, and all was good. But then, one day,
everything went to hell, when the mega volcano Horus erupted, destroying the human civilization as
we know it, and causing a technological dark age. Humanity adapted, and a new era began. The world
was ruled by rival factions that all wanted to dominate the new world. These factions as of today are
Ohran's Holy Nation, dangerous zealots, Skin Bandits, machine like humanoids with an obsession to
peel the skin and flesh off their victims and wear it as a trophy, the Free Folk, who just want to live
their life as they see fit, Fogmen, mutants that wish to bring unity through torture and brainwashing,
and the Republic, who wish to bring back civilization. These factions will either fall or flourish, but
only time will tell.

You can expand the lore as you see fit, and remember, enjoy the game!

Gameplay 
The game uses a D6 system. Everything uses either D6s or D3s.

The game master(GM) can determine modifiers to the rolls, DCs for success, and so on and so forth.

Everything will be explained in the following chapters.

Chapter 1: Character creation 


Character creation in BITES THE DUST is quite simple. Your character has the following
characteristics:

COMBAT CHARACTERISTICS
Melee Skill(MS): Your skill in melee.
Ranged Skill(RS): Your skill in ranged combat.
Strength(STR): Your strength.
Constitution(C): How well you endure hits and poisons.
Hit points(HP): Your health.
Attacks(A): How many attacks you can make.

PERSONAL CHARACTERISTICS
Morale(Mrl): Roll a 2d6. If the roll goes over, your character must flee.
Intellect(Int): Roll a 2d6. If the roll goes over, your character cannot figure out the thing whatever it
is.
Cool(Cl): Same as before, but for deception.
Willpower(WP): Same as before, but for the character's freedom of mind and will to live.
Charm(Ch): Same as before, but for recruiting and trading.

To generate the combat statistics, roll d6 and take the score of the roll off a base score of 7. Same with
the personal statistics, but the base score is 12. Very simple.

Each character has a base movement of 10 meters when walking, and 20 meters when running.

And this is character creation.

Chapter 2: Combat 
First, we'll go over the combat characteristics.
Combat uses a D6 system.
Melee and ranged skills work the same way.

MS/RS To hit on a D6
1 6
2 5+
3 4+
4 3+
5, 6 2+

Then we move on to damaging. It's quite simple as shown below.

C is double the STR: 6


C is higher than STR but not double: 5+
C is equal to STR: 4+
STR is higher than C but not double: 3+
STR is double the C: 2+

If you get damaged in combat, you must pass an armor save. This is up to the armor you are wearing.

And attacks are very simple. You make as many attacks as the characteristic says.

When in combat, you roll 2d6 for initiative each turn.

Hit points work normally. If they drop to 0 you're dead.

And now you know combat, you're welcome.

Chapter 3: Personal characteristics and role playing 


It's all up to the game master, and I already explained how the personal characteristics work. Go for
the low scores. Ok, next chapter!

Chapter 4: Experience points and leveling 


It's once again, quite simple. 1 experience point equals 1 level. The maximum level achievable is 8.
But getting the experience is not an easy task. As shown below.

Killing 20 enemies - ½ XP.


Killing a faction leader - ½ XP.
Finding a mineral vein - ½ XP.
Discovering unexplored areas - ½ XP.
Discovering old tech - 1 XP.
Surviving 6 months - 1 XP.
Becoming a faction leader/destroying a faction - 2 XP.

Each time you level up, you get 1 advance point to put into your characteristics.

And now you know XP and leveling. Of course the game master can easily come up with other ways
to gain XP.

Chapter 5: Backgrounds and starting equipment 


Your starting equipment is decided purely by your character's background. The backgrounds are as
listed below. Of course you can make your own background just as easily. So don't worry.

Rock bottom
No starting equipment, no right arm. Tough break, boo hoo.

Traveling merchant
A mutant mule, common clothes, chainmail, katana, 5 cloth stacks, 50 goods(currency), 10 rations, 5
bottles of water

Veteran of the long war


15 rations, katana, crossbow, 30 crossbow bolts, combat armor, 10 throwing knives, 10 goods, 3
bottles of water

Bandit
Hatchet, leather armor, 5 goods, 1 bottle of water, 1 ration, 2 pipe bombs

Hellraiser
10 pipe bombs, 10 sticks of dynamite, 10 molotov cocktails, bow, 20 explosive arrows, dark robes, 30
goods

Escaped Fogman slave


Ragged clothes, lizard arm(+1 STR)

Holy nation zealot


Robes, chainmail, cross, 10 goods, 10 rations, chainsaw, handbow, 15 bolts

And that's about it for backgrounds. Remember, you can create your own as you see fit.
Chapter 6: Trading 
Trading has 2 options: currency using and bartering. We'll go over both.

CURRENCY
You can buy things using the common currency, known as goods. No item has the same value
everywhere, and thus, the GM should determine the selling values in the areas.

BARTERING
This is quite loose, and once again depends on the GM.

You can of course negotiate the price down, by rolling Chr.

That's trading for you.

Chapter 7: Weapons and armor 


Each weapon has its own range, damage and save modifier or armor piercing, AKA AP.

These are the available weapons. As always, you can create your own and you should.

Katana
Range STR AP DMG
Melee User 0 1

Chainsaw
Range STR AP DMG
Melee User+2 -1 3

Bow
Range STR AP DMG
100 m 3 As arrow As arrow
Arrow
​AP DMG Special rules
0 1 Can be poisoned
​Exploding arrow
AP DMG
1 1+1d3

Hatchet
Range STR AP DMG
Melee User+1 0 2

Throwing knife
Range STR AP DMG Special Rules
15m 2 -½ 1 Can be poisoned
Crossbow
Range STR AP DMG Special Rules
200m 4 -1 As bolt Reloading takes 1 turn,
needs to roll higher STR
than the weapon's.
​Normal bolts
DMG Special rules
1 Can poison
​Exploding bolts
DMG
1+1d3

Handbow
Range STR AP DMG Special rules
50m 3 -1 As bolt Same ammo as crossbow

Pipe bomb
Range STR AP DMG
30m 6 -2 1d3

Molotov cocktail
Range STR AP DMG
35m 4 0 2

Dynamite
Range STR AP DMG
32m 5 -1 1d3

Wall mounted gatling crossbow


Range STR AP DMG
250m 6 -2 1d6

Then we move on to armor. Each armor grants you an armor save that may or may not help you.

Robes
6+ armor save.

Leather armor
5+ armor save, can be combined with robes for a 4+ armor save.

Chainmail
4+ armor save.

Combat
3+ armor save.
And that's weapons and armor for you. As always, you can make your own weapons and armor.

Chapter 8: Bestiary 
The wastes are full of dangerous and also useful animals. Here's the 3 most common animals. You
can, as always, make your own animals if you want.

Bone Mongrel
Hungry dog-like carnivores. Quite easy to kill, but dangerous in large groups.
Movement: 20m
MS: 3
STR: 3
C: 3
A: 1
DMG: 1
HP: 1
Mrl: 7
Save: 6+

Mutant mule
A walking storage animal. Quite tasty too.
Movement: 15m
MS: 3
STR: 3
C: 4
A: 1
DMG: 1
HP: 2
Mrl: 8
Save: 6+

Flesh eating giraffe


Carnivores that wonder in the polluted savannahs.
Movement: 25m
MS: 4
STR: 4
C: 6
A: 2
DMG: 2
HP: 3
Mrl: 10
Save: 5+

Chapter 9: Additional rules 


The following chapter will be explaining the additional rules of the game.
The following rules are up to the GM to decide and pull off:
1. Crafting weapons and armor
2. Losing limbs
3. Organ damage
4. Exhaustion
5. Hazards in nature
6. Crafting miscellaneous items such as pottery, poisons, or hash.
7. Farming
8. Old tech
9. Taming animals
10. Mutations
11. NPC stats

STEALTH:
Sneaker rolls Int against the opposing party's Int.

GATHERING AN NPC PARTY:


Roll Chr if you want to be honest and inspiring, or Cl if you want to tell sweet little lies and get
hopeful fools. Each recruit is worth 1 good.

Afterword 
I just want to say it's been a pleasure writing this manual. I wish everyone will have fun playing this
and experience great adventures in the cataclysmic world of BITES THE DUST.

Sincerely,
Viktor S. the fever minded author of this fuckfest.

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