You are on page 1of 15

A L L ANIMALS  

ARE EQUAL
BUT S O M E A N I M A L S
ARE MORE EQUAL
THAN OTHERS
[GEORGE ORWELL]

DEGENESIS
GAME MASTER SCREEN
C O M M U N IT Y E D IT I O N

VERSION 1.1
S E PT E M B E R 2 0 1 9
B Y G R E E DY J 4 C K

This publication is a fan-made content, based on Degenesis® trademark owned by


SIXMOREVODKA Studio GmbH. All rights reserved. Logotype and illustrations
are property of SIXMOREVODKA Studio GmbH.
Remember that only non-commercial use of this document is allowed. That
means you cannot sell or monetize it in any other way. If you bought this
publication, you've been scammed.

Illustrations used from artstation https://www.artstation.com/sixmorevodka

EISENHOWER'S RAGE from DEGENESIS: THE KILLING GAME by Marko Djurdjevic & Andrius Matijosius
AYUBU'S LAST STAND from DEGENESIS: THE KILLING GAME by Marko Djurdjevic & Andrius Matijosius
FACTOR'S AMBUSH from DEGENESIS: THE KILLING GAME by Marko Djurdjevic, Chris Kintner & Hugo Lam
BARGHEST CALLS from DEGENESIS: IN THY BLOOD byMarko Djurdjevic, Claudiu Antoniu Magherusan

Also some artworks from official books were re-used.


WHAT IS GAME MASTER SCREEN?
A gamemaster's screen, also called a GM's screen, is a gaming accessory, usually made out of cardboard, used
by the gamemaster to hide all the relevant data related to a tabletop role-playing game session, hiding them
from the players in order to not spoil the plot of the story. It also hides any dice rolls made by the Gamemaster
that he or she does not want players to see.
[WIKIPEDIA]

HOW TO USE IT?


This screen was designed to fit four A3 (297 x 420 mm or 11.7 x 16.5 in) size paper sheets, but no bleed and
cut lines are included, so scaling down a bit could fix potential printing issues. You can also try A4 format.
As a base you can use cardboard or buy one of customizable GM's screen on-line.

As for illustration on the back, you can use one's attached or design your own.

HANDOUTS
Attributes and skills combinations tables were moved out of screen, and converted to handouts. Those are
very useful for new players and game masters.

FIND US ON DISCORD B UY D E G E N E S I S

D I S C O R D A P P . C O M / I NV IT E / U E P X B B H SHOP.SIXMOREVODKA.COM/EN/

SPECIAL THANKS FOR ENTIRE


SIXMOREVODKA TEAM
AND ENTIRE DEGENESIS
DISCORD COMMUNITY
HANDOUTS
AT T R I B U T E S A N D S K I L L S TA B L E S
ATTRIBUTES AND SKILLS
AC T I O N R E AC T I O N C O M B I N AT I O N
RUNNING, CLIMBING, JUMPING, GAUGING TIME | DISTANCE RELATION, BOD + STAMINA JOGGING, PROLONGED
ATHLETICS SWIMMING, OVERCOMING REGAINING BALANCE, ESCAPING FROM SWIMMING
OBSTACLES, COVERING DISTANCES DANGEROUS SITUATIONS

BOXING, KICKING, THROWING, PIT QUITTING A BRAWL, BREAKING


BRAWL PSY + REACTION DISARM
FIGHTING STRANGLEHOLDS

BENDING UP SEWER GATES, HOLDING SOMEONE, PUSHING AGAINST PSY + DOMINATION INTIMIDATION BY
FORCE BREAKING CHAINS, KICKING IN AN OPPOSING FORCE FORCE
B O DY

DOORS, SHOWING STRENGTH


KNOWLEDGE ABOUT WEAKNESSES AND
USING WEAPONS: AXE, SWORD, PROPERTIES OF VARIOUS SORTS OF
MELEE HAMMER, CLUB, KNIFE, SPLAYER, PSY + REACTION DISARMING AN ENEMY
WEAPONS IN COMBAT, GAUGING THE
ETC. ENEMY’S COMBAT POWER
FLEEING, HOLDING YOUR BREATH,
TRACKING, DIVING, MARCHING FOR OVERCOMING ILLNESS, POISONING AND INS + SURVIVAL HOUNDING
STAMINA HOURS WEARINESS, STANDING GUARD FOR BOD + TOUGHNESS FORCED MARCH
SEVERAL NIGHTS IN A ROW
PHYSICAL REGENERATION,
WITHSTANDING PAIN AND INS + SURVIVAL FACING EXTREME COLD
TOUGHNESS IMPRESSING WITH PAIN TOLERANCE ENVIRONMENTAL INFLUENCES, OR HEAT
ENDURING TORTURE

ENHANCING OR REPAIRING GEAR, ESTIMATING THE VALUE AND CONDITION AGI + DEXTERITY OR CHA + ARTS
CRAFTING CANNIBALIZING ARTIFACTS, OF THINGS, FINDING WEAK SPOTS IN A FORGING
ERECTING DEFENSES BUILDING

STEALING, LOCK PICKING WITH


SKELETON KEYS OR WIRE, VARIOUS KEEPING YOUR HANDS STEADY, AGI + CRAFTING CREATING THE FINEST
DEXTERITY TRICKS (LOADED DICE, COINS, CATCHING THROWS MECHANICS
THIMBLERIG, GAMING, TAROT
CARDS)

RIDING AND ANIMAL HANDLING, AGI + MOBILITY SPECIAL MANEUVERS


GAUGING BRAKING AND ACCELERATION
PILOTING MOTORED VEHICLES
NAVIGATION PATHS, JUDGING THE CONDITION OF A INS + TAMING SPUR A STEED TO
OR PLANES, NAVIGATING SHIPS,
AGILITY

VEHICLE MAXIMUM PERFORMANCE


ALIGNING HEAVY ARTILLERY

BOD + BRAWL FREEING YOURSELF FROM


FREE RUNNING, JUMPING, ESCAPE ARTISTS, SWIMMING WITH OR A CLINCH OR STRANGLEHOLDS
MOBILITY DODGING, ACROBATICS AGAINST THE TIDE OF A CROWD
AGI + STEALTH MOVING UNSEEN

AGI + MOBILITY PRECISELY THROWING A


PROJECTILES USE: BOW, CROSSBOW, GAUGING RANGE AND CHARACTERISTICS GRENADE
JUDGE’S MUSKET, SOUL BURNER,
PROJECTILES OF PROJECTILES, GAUGING DISTANCE,
FUNGICIDE RIFLE, BLOWGUN, SPIT- AGI + NAVIGATION MOUNTED RANGE
FIRE ETC., WEAPONS MAINTENANCE FINDING COVER COMBAT, SHOOTING FROM MOVING
VEHICLE

GAUGING A LEVEL OF SOUND, BOD + BRAWL | MELEE SNEAK ATTACK


HIDING, HIDING OBJECTS, CONTROLLING HEARTBEAT AND BREATH,
STEALTH PSY + DOMINATION SECRETLY FANNING
STALKING, SNEAKING, CAMOUFLAGE FEIGNING DEATH, DUCKING OUT OF
SIGHT FEAR AND SUPERSTITION

DANCING, PLAYING MUSIC,


PAINTING, TAROT READING, AGI + CRAFTING RAISING AN OBJECT’S
ARTS ESTHETICAL JUDGMENTS, APPRAISALS
WRITING POETRY, STORYTELLING, VALUE BY EMBELLISHING IT
SCULPTING

CHOOSING APPROPRIATE AVOIDING ATTENTION, SEEING AND EVAL- CHA + ARTS CHOOSING THE RIGHT GIFT
WORDS, KNOWING TRADITIONS, UATING ANOTHER’S REACTION TO AN OR AN APPROPRIATE TOLL
CONDUCT RITUALS, AND CUSTOMS, ACTING ACTION OR A STATEMENT IN A CULTURAL
ACCORDINGLY CONTEXT CHA + EXPRESSION PRAISING SOMEONE
CHARISMA

BODY LANGUAGE, PUBLIC SPEAKING, GIVING HANDS SIGNS, READING FACIAL


EXPRESSION CHA + ARTS SINGING AND DANCING
TEACHING EXPRESSIONS

BOD + MELEE OR AGI + PROJECTILES


COMBAT FORMATIONS AND TACTICAL
ENCOURAGEMENT, PROPAGANDA, BOLSTERING MORALE, AVOIDING
LEADERSHIP CONSIDERATIONS
LEADING GROUPS MUTINIES
AGI + NAVIGATION HERDING

CHA + EXPRESSION MAXIMUM PROFITS


DIPLOMACY, HAGGLING, PERSUA- RETORTS, RECOGNIZING OPPRESSIVE
NEGOTIATION SION, DRAWING UP CONTRACTS CONTRACTS PSY + DECEPTION SELLING RED DUST TO
STUKOV NOMADS

CHA + EXPRESSION FASCINATING


SEDUCING, FLIRTING, TURNING COUNTER-FLIRTING, RESISTANCE AGAINST OTHERS
SEDUCTION TRICKS, PUMPING OTHERS FOR FLATTERY, RECOGNIZING AND COUNTER-
INFORMATION ING SEDUCTIVE PSY + DOMINATION PERSUADING
OTHERS OF DEPENDENCIES
IDENTIFYING ARTIFACTS, RECOGNIZING INT + ENGINEERING AWAKENING OR
ARTIFACT LORE USING, REPAIRING AND MODIFYING MEANING AND CONTEXT, GAUGING
ARTIFACTS EXPANDING ARTIFACTS
WORTH

UNDERSTANDING AND IDENTIFYING TECHNOLOGY, RECOGNIZ- INT + LEGENDS RECONSTRUCTING LOST


ENGINEERING MANIPULATING MECHANISMS, ING DAMAGES OR WEAK SPOTS (IN VEHI- TECHNOLOGICAL PROCESSES
UPGRADING HIGH-TECH EQUIPMENT CLES, AMSUMOS)

INT + MEDICINE HIGHLY COMPLEX SUR-


GERIES
MENTAL PERFORMANCE, INT + ART. LORE REPAIRING HIGHLY
MEDITATION AND CONCENTRATION, SELF-RESTRAINT, VANQUISHING FEARS,
FOCUS SLOWING DOWN BREATH COMPLEX ARTIFACTS
INTELLECT

OVERCOMING DOUBTS
AGI + PROJECTILES SHARPSHOOTER
ATTACK

INS + ORIENTEERING FINDING


KNOWLEDGE ABOUT THE HISTORY ARTIFACTS
OF THE CULTURES AND CULTS, BOD + MELEE REVEALING KNOWLEDGE
KNOWLEDGE ABOUT INVENTIONS, ABOUT THE GREAT BATTLES
GAUGING CHANCE, EVALUATING
THE PRIMER AND CITIES BOTH
LEGENDS HISTORICAL DEVELOPMENTS AND THE CHA + LEADERSHIP SUMMONING THE
KNOWN AND FORGOTTEN, REACTIONS OF THE CULT GHOST OF THE PAST
KNOWLEDGE ABOUT SIGNS AND
ALLEGORIES, KNOWLEDGE OF OLD INT + ARTIFACT RECOGNIZING THE
STORIES WORKINGS OF KNOWN BYGONE
ARTIFACT

DIAGNOSING AND CURING ILLNESS- CHA + EXPRESSION MAXIMUM PROFITS


ES, BREWING MEDICINES, COLLECT- ANTICIPATING ILLNESSES, RECOGNIZING
MEDICINE PSY + DECEPTION SELLING RED DUST TO
ING HEALING HERBS, TREATING DANGEROUS SUBSTANCES
WOUNDS STUKOV NOMADS

CHA + EXPRESSION FASCINATING OTH-


READING AND WRITING, SCIENTIFIC UNCOVERING LOGICAL ERRORS, GAUGING ERS
SCIENCE KNOWLEDGE, MATH KNOWLEDGE, THE STRENGTH OF WALLS OR DOORS, AN-
MIXING EXPLOSIVES TICIPATING CHEMICAL REACTIONS PSY + DOMINATION PERSUADING
OTHERS OF DEPENDENCIES

PLANNING, IMPROVISATION, RECOGNIZING AN ADVANTAGE, USING INS + ORIENTEERING EXPLOITING THE


CUNNIN G DISTRACTION SUBTERFUGE TERRAIN AS WELL AS POSSIBLE

PRETENDING TO BE SOMEONE AGI + CRAFTING CREATING FORGERIES


ELSE, DISGUISING ONE’S VOICE
DECEPTION LIES, BLUFFS CHA + LEADERSHIP POSING AS THE
AND APPEARANCE, FORGING
DOCUMENTS AND OBJECTS LEADER OF AN UNKNOWN GROUP

CHA + EXPRESSION ROARING, BATTLE


CRIES
INTIMIDATION, TORTURE, TERROR, COUNTERING INFLUENCES,
DOMINATION INS + EMPATHY DIGGING INTO OTHER’S
P SY C H E

SUBJUGATION IMPLEMENTING PECKING ORDER


FEELINGS AND USING THEM AGAINST
THEM, SHAKING FAITH AND WILL

PSY + DOMINATION THE ZEALOT


RELIGIOUS KNOWLEDGE, UNMASKING HERESY, MAINTAINING CHA + LEADERSHIP AWAKEN
FAITH PREACHING, INSPIRING, MAKING MENTAL STRENGTH TROUGH THE POWER FANATICISM
SACRIFICES, ASCETICISM OF FAITH
INS + EMPATHY MAKING PEACE

BOD + BRAWL | MELEE SURPRISE


TAKING THE INITIATIVE, MAKING ATTACKS, KNIFE GAMES
REACTION QUICK ATTACKS, SURPRISING SIXTH SENSE, NOTICING DANGERS AGI + PROJECTILES QUICK-DRAWING
OTHERS AGI + MOBILITY ESCAPING A SPRUNG
TRAP

PSY + DOMINATION ASSERTING YOUR


SELF-CONQUEST, TENACITY, DETECTING SUPERSTITION, REPELLING WILL
WILLPOWER PERSEVERANCE, AUSTERITY MANIPULATION BOD + TOUGHNESS OVERCOMING
TRAUMA, IGNORING PAIN

ATTUNING TO OTHERS, FEIGNING SEEING THE TRUTH BEHIND EMOTIONS, INT + MEDICINE IMPARTING SALVATION
FRIENDSHIP, ASSESSING AND
EMPATHY GUESSING THE ATTITUDE AND
MANIPULATING GROUP DYNAMICS, CHA + CONDUCT INGRATIATION
DISPOSITION OF A COUNTERPART
PSYCHOLOGY

FINDING SOMEONE OR SOMETHING AVOIDING GETTING LOST IN DUST AGI + NAVIGATION SAFE MANEUVERING
ORIENTEERING IN THE COUNTRY, DRAWING AND STORMS OR BLIZZARDS, BLINDLY
READING MAPS, IDENTIFYING WAY REMEMBERING THE WAY WHEN BEING BOD + ATHLETICS EXPLORING A TARGET
MARKERS ABDUCTED AREA
INSTINCT

FINDING OBJECTS OR SPOTTING NOTICING SUDDEN EVENTS IN TIME, INS + SURVIVAL LOOKING FOR A HAVEN
PERCEPTION HIDDEN THINGS (TRAPS), SPOTTING AMBUSHES, HEARING OR PSY + REACTION SENSING DANGER
EAVESDROPPING AT DOORS SMELLING STALKING ENEMIES CHA + ARTS RECOGNIZING FORGERIES

SUPPRESSING RATIONAL FEARS,


RAGING AND INTIMIDATING
PRIMAL FOLLOWING FERAL SURVIVAL INSTINCTS INS + TAMING PACK PECKING ORDERS
ENEMIES IN CRISIS SITUATION

HUNTING, GATHERING, TRACKING, AGI + CRAFTING SETTING TRAPS


SENSING DANGER IN WILDERNESS
SURVIVAL EVISCERATING, BUILDING FIRES, INT + SCIENCE KNOWLEDGE OF FLORA
(POISONS, TRAPS)
SETTING TRAPS AND FAUNA

BOD + FORCE WRESTLING DOWN AN


CALMING CREATURES, MENTALLY ENEMY
SHOWING STRENGTH TO AN ATTACKING
TAMING STRENGTHENING, INFLUENCING, ANIMAL AND THUS UNSETTLING IT AGI + NAVIGATION MOUNTED COMBAT,
AND TRAINING THEM
SETTING ANIMALS ON ENEMIES
GAME MASTER
SCREEN
BASIC TESTS COMBAT
I N I T I A T I V E R O L L
ACTION NUMBER DEFINE NO. OF DICE FOR A
TEST. SUCCESS ACHIEVING - NO. SUCCESSES IS
EQUAL TO OR HIGHER THAN THE DIFFICULTY
P SY + R E A C T I O N
ACTION NUMBER = ATTRIBUTE + SKILL +/- VAR.
SPEND UP TO 3 EGO POINTS: +1D TO INITIATIVE ROLL AND FIRST ACTION
4 | 5 | 6 COUNT AS SUCCESS | 6 COUNT AS TRIGGER
INITIATIVE SCORE = NUMBER OF SUCCESSES
DIFFICULTY
HIGHEST INITIATIVE GOES FIRST
ROUTINE 1 AT TIE ACTIONS HAPPENS THE SAME TIME
CHALLENGING 2
NO SUCCESS: 1 ACTION WITH INITIATIVE 0
DIFFICULT 4 NO OF ACTIONS: 1 + 1 PER 2 TRIGGERS
VERY DIFFICULT 6
ALMOST IMPOSSIBLE
DESPERATE MEASURE
8
10
T A K E A C T I O N

BONUSES FROM TRIGGERS STANDARD AT TACKS A C T IV E D E F E N S E

ACTION MUST BE SUCCESSFUL DIFFICULTY SET BY


MORE TRIGGERS, BETTER RESULT CAN BE USED OUTSIDE ONE’S TURN
PASSIVE | ACTIVE DEFENCE COST 1 ACTION - NEED WIN OR TIE
COST 1 ACTION
SOLID 1
AGI+MOBILITY
REMARKABLE 2 BOD+BRAWL DODGE (MELEE | RANGE)
BRAWLING, SMALL WEAPON
EXCELLENT 3 BOD+MELEE | BOD+BRAWL
BRILLIANT 4 BOD+MELEE PARRY | BLOCK (MELEE)
STANDARD MELEE WEAPONS
INCREDIBLE 5 COUNTER = SUCCESSFUL BLOCK WITH 3
AGI+P PROJECTILES TRIGGERS
LEGENDARY 6 WEAPONS ATTACKER IS HURT

BOTCH MOVEMENT CHANGING WEAPONS

NO COSTS OR BONUSES -2D FOR ONE ACTION


ACTION FAILED AND NO. OF 1'S HIGHER THAN
UP TO 2 METERS
NO. OF SUCCESSES - ACTION TAKES A TURN FOR
THE WORSE.
-2D ON ACTIONS
RELOADING
+1 PASSIVE DEFENCE
CONFLICTS
MAXIMUM DISTANCE ONE ACTION
BOD+ATHLETICS
WHOEVER ROLLS MORE SUCCESSES WINS. IN
CASE OF A DRAW, THE NO. OF TRIGGERS DECIDES
W E A P O N S
COMPETITION
HANDLING DISTANCE
DRAWS ARE POSSIBLE. IN YES-OR-NO-
DECISIONS, THE PERSON ACTING FIRST
ALWAYS HAS TO OVERCOME THE OPPONENTS +/- D TO ATTACK FAR SHOT -4D TO ATTACK ROLL
RESISTANCE TO AVOID LOSING. AND DEFENSE ROLL EXTREME SHOT -8D

COMBINATION DAMAGE DUAL WIELDING

ROLLING TWO ACTIONS - SECOND CAN BE


DAMAGE = WEAPON DAMAGE -4D ATTACK PENALTY
ATTEMPTED IF THE FIRST WAS SUCCESSFUL.
+ TRIGGERS (+ POTENTIALS) SPREAD REMAINING DICE
TRIGGERS FROM FIRST ARE TRANSFERED TO
FOR EACH HAND AS FIT
SECOND ONE

A R M O R A N D D E F E N C E
COMPLEX ACTION

ACHIEVING OVERALL NO. OF SUCCESSES OVER


FEW TURNS. TRIGGERS COUNT AS ADDITIONAL PA S S IV E D E F E N C E WOUNDS
SUCCESSES
BASE 1
COOPERATION ACTIVE AND ON FEET +1
WOUNDS =
PARTIAL COVER | SHIELDS +1/VAR
DAMAGE - ARMOR RATING
ASSISTANT ROLLS WITH DIFFICULTY +1 FOR COMPLETE COVER +4
EACH CHARACTER. TRIGGERS BECOME BONUS
IN MOTION +1
DICE FOR THE ASSISTED.
MENTAL AT TACKS TRAUMA
ABBREVIATIONS & SHORTCUTS
MENTAL ATTACK AGAINST AFTER WOUNDS POINTS EXHAUST REMAINING
PSY+FAITH OR PSY+WILLPOWER DAMAGE GOES TO TRAUMA
D - NUMBER OF DICE
T - NUMBER OF TRIGGERS SUBTRACT MENTAL DAMAGE FROM EGO PENALTY -1D TO ACTION FOR EACH
POINTS TRAUMA POINT
+1S - ADDITIONAL SUCCESS
-2C - DIFFICULTY LOWERED BY 2 ENCUMBRANCE E NV I R O N M E NTA L F A C T O R S

F = BOD+FORCE MAX = BOD+FORCE SLIGHT FOG POOR VISIBILITY -1D


MODERATE MOONLIGHT NIGHT -2D
PENALTY -1D TO ACTION
ATR + SKILL (DIFFICULTY FOR TEST) EXTREME DARKNESS -4D
FOR EACH EXCESS POINT
VEHICLES IN COMBAT
ATTACKING COUNTER ATTACK RAMMING

RANGE: DIFFICULTY RAISED BY YOUR SPEED


ATTACK DIFFICULTY = MEELE: DIFFICULTY RAISED BY ATTACKER SPEED ATTACK: AGI + NAVIGATION (SPEED)
STANDARD DIFFICULTY + SPEED LEVEL DODGE: AGI + MOBILITY (SPEED)
IN A MELEE: DAMAGE + SPEED LEVEL M A N E UV E R I N G D A M A G E D V E H I C L E ATTACKER’S DMG = SPEED
AGI + NAVIGATION (FOR DRIVERS) TARGET DMG = SPEED X 5
& COMBAT SKILL (MEELE / RANGE) +1 TO DIFFICULTY FOR
DMG. BOTH X 5 WITH SIMILAR MASS
EACH DAMAGE POINT

M A N E UV E R S REGAIN CONTROL OF A MOUNT CHANGING SPEED

AGI + NAVIGATION +1 / -2 FOR MOUNTS


AGI + NAVIGATION (TRAUMA)
VARY FOR VEHICLES

SPEED LEVEL M PER COMBAT ROUND ATTACK DIFFICULTY ATTACK DAMAGE RAM DAMAGE

0 5 - - -
1 10 +1 +1 5
2 20 +2 +2 10
3 30 +3 +3 15
4 50 +4 +4 20
5 70 +5 +5 25
6 100 +6 +6 30

HEALING
R E C OV E RY PATCHING UP S U R G E RY

FIRST RECOVER FLESH WOUNDS


INT + MEDICINE (2) INT + MEDICINE (TRAUMA)
THEN RECOVER TRAUMA
1+TRIGGER FLESH WOUNDS HEALED 1+TRIGGER TRAUMA HEALED
1 DAY PER FLESH WOUND
AFTER COMBAT (ONCE) CAN BE TRIED EVERY FOURTH DAY
10 DAYS PER TRAUMA

EGO MECHANICS

ABSOLUTE ZERO REGENERATION

LAST EFFORT AT 0 EGO POINTS

PSY+FAITH/WILLPOWER (2) EVERY 24 HRS = +1 POINT


SUCCESS: 1 EGO POINT
ROLE PLAYING THE CONCEPT = +1D POINTS
ONLY ONCE PER ENTIRE FIGHT

SPECIAL EFFECTS & ACTIONS


RAZE INFECTION STRANGLING DROWNING & SUFFOCATING

STANDARD ENDURANCE
ATTACK WITH BOD + BRAWL
1 COMBAT ROUND
BOD + TOUGHNESS (PSYCHOVORE LEVEL)
IF ATTACKED CANNOT DEFEND HIMSELF -2 FOR EACH BOD+STAMINA POINT
EVERY MINUTE
EGO NEXT TURN
TWICE AS LONG WHEN NOT MOVING
LOOSING PERMANENTLY
1 POINT BOD + TOUGHNESS COUNTER WITH
BOD + BRAWL OR BOD + FORCE AFTER THAT -1..4 EGO / ROUND
(DEPENDS ON SUBSTANCE'S LETHALITY)
ONCE TOUGHNESS IS USED BOD IS ATTACKED
AND -1 TRAUMA / MINUTE 3 ROUNDS WHEN EGO
DEPLETED FROM DYING 3 ROUNDS WHEN EGO
DEPLETED FROM DYING

FALLING FIRE EXPLOSIONS

IMPACT DAMAGE +2/METER


ARMOR BURSTS INTO FLAME
AT GROUND ZERO FULL DAMAGE
WEARER TAKES 3 DMG/ROUND
BOD + ATHLETICS (IMPACT DAMAGE)
DAMAGE REDUCED -1/METER
UNLESS ARMOR HAVE "FIREPROOF" QUALITY
NO DAMAGE AT SUCCESS

POISON & DISEASES FESTERING RADIATION

LOOSING PERMANENTLY
VARIABLE EFFECTS
1 POINT BOD + TOUGHNESS
IN A HOT ZONE
COUNTER WITH -1 TRAUMA/MINUTE
UP TO -4D POINTS IF FULLY STEP INTO THE
BOD + TOUGHNESS (POTENCY)
STUFF
BASE DIFFICULTY 1 FLANKED BY ENEMIES +2
TEST FOR MORALE PSY + WILLPOWER / FAITH
FLIGHT OUTNUMBERED +1 SURROUNDED -1
CAN BE COUNTERED WITH (COST 1 ACTION)
RATIO OVER 1:2 +2 HATED ENEMY -1
CHA + LEADERSHIP AGAINST PSY + WILLPOWER / FAITH
HURT +1 PROTECTION INSTINCT -2
BURN
SPORINATION | BOD + TOUGHNESS (SPORE INFESTATION)

INTENSITY SPORE CONTAMINATION EVENT INTERVAL SPORE INFESTATION

1 LIGHT SPORINATION CLOSE TO SPORE FIELD 1X / DAY 1


2 SPORE MIST IN HIGH-RISK ZONES LIKE PARASITE 1X / DAY 1
3 STRONG SPORINATION IN ADULT SPORE FIELD 1X / HOUR 1D
5 FUNGAL BLOOM IN ADULT SPORE FIELD 1X / HOUR 1D
7 FUNGAL BLOOM IN MOTHER SPORE FIELD 1X / HOUR 1D
10 SPORE SATURATION AT THE POLLEN SPORE FRONT AND IN THE EARTH CHAKRAS 1X / HOUR 1D

STIMULUS HARVESTING
AT SPORE INFESTATION 1: MOLLUSK REACTION
AT 50% OF MAXIMUM SPORE INFESTATION: STIGMA BLOOMS
EGO POINTS + POTENCY
SPORE INFESTATION + LOCATING A FIELD IN BLOOM
SPORE INFESTATION > MAXIMUM SPORE INFESTATION SPORE INFESTATION POINTS X 100 M
POTENCY
PSY + FAITH/WILLPOWER (EXCESS POINTS) SPORE FIELD LEVEL 1-4: SIMPLE BURN
SPECIAL ABILITIES
FAILURE: +1 PERMANENT SPORE INFESTATION SPORE FIELD LEVEL 5+: POTENT BURN
DEPENDING ON BURN TYPE
FUNGAL BLOOM EVERY (LEVEL) MONTHS
50% OF SPORE INFESTATION SCALE PERMANENT
STIMULUS TIME
CHARACTER BECOMES LEPEROS HARVEST: 1D X LEVEL X 10 CUSPS
(POTENCY) HOURS

TYPES OF BURN

BURN CHAKRA EARTH CHAKRA EFFECT COST

BION COCCYX POLLEN / PANDORA RESISTANCE AGAINST ILLNESS, POISON, COLD: + POTENCY SUCCESSES 20/ 60

GLORY SOLAR PLEXUS PURGARE / NOX MENTAL: + POTENCY SUCCESSES; BOD+BURN POTENCY / 2 30 / 90

UNITY HEART FRANKA / SOUFFRANCE CHA+NEGOTIATION | EXPRESSION + POTENCY (NO NEGATIVE RESULTS OF STRESS) 10 / 30

MUSE THROAT BALKHAN / USUD INS+PERCEPTION | EMPATHY + POTENCY CAN PASS ON SUCCESSES AND TRIGGERS (MAX. POTENCY), -1 EGO 20 / 60

ARGUS FOREHEAD HYBRISPANIA / MIRAR INITIATIVE + POTENCY; CANNOT BE SURPRISED 30 / 90

DISKORDIA - DISKORDANCE ROLL A DIE: 1-5 ONE RANDOM ATTRIBUTE IS REDUCED TO 1 FOR 6 HOURS, ON A 6 ONE RISES TO 6 FOR 6 HOURS 60

COLLECTING SCRAP
PLACE LOOKING TROUGH FINDINGS UPGRADE

GATHERING OF INFORMATION
(ROLL PER DAY) ROLL PER HOUR SCRAPPERS ONLY

INT+LEGENDS INS+PERCEPTION QUALITY OF THE FIND


TECH I-III AGI+CRAFTING
(+NETWORK FOR SCRAPPERS) TECH IV-V INT+ENGINEERING
BASE DIFFICULTY: 8 TECH III + (T/2)
TRIGGERS ARE QUALITY DIFFICULTY NEW TECH LVL / 2
-1 PER 20KM DISTANCE FROM AMOUNT OF SCRAP
DIFFICULTY SETTLEMENT (UP TO 4X) 5:1 RATIO
1D [KG]
- QUALITY OF RUIN FIELD
DURATION 5 HOURS - T (MIN 1)
+ 1 FOR EVERY 10 FINDS
2 5 4 4 5 3 5

ADDITIONAL INFORMATIONS

LOWER TIER MATERIALS ENCUMBRANCE CHRONICLER SERVICES

T SPECIALTY BP. SP.

LEVEL I AND II MATERIALS ARE COMMON I EVERYWHERE (RAW ONLY) 1 -


SCRAP MATERIALS ARE INCREASING
FOR EACH 6 HOURS ENCUMBRANCE II ONLY FROM/TO CLANS 15 5
CURRENT TECH LEVEL OF WEAPON III ALSO IN SCRAPPER HALLS 80 25
5KG OF SCRAP = +1 ENCUMBRANCE
TECH I 2D KG IV SCRAPPER HALLS / MFRS. 200 80
CAN USE RIGS OR SLEIGHS
TECH II 1D KG V NOT SOLD BY CHRONICLERS 600 200
VI NOT SOLD BY CHRONICLERS 2000 600

MODIFICATIONS
MATERIALS WORK ADDING SLOTS

TECH I-III AGI+CRAFTING


REQUIRED SCRAP QUALITY TECH IV-VI INT+TECHNOLOGY
SCRAPPERS ONLY
CURRENT TECH LEVEL OF WEAPON DIFFICULTY
CURRENT TECH LEVEL CAN ADD SLOT FOR XP
AMOUNT OF SCRAP FOR WEAPONS = 5 KG
+ NUMBER OF SLOTS USED SO FAR XP COST = NUMBER OF THE NEW SLOT X 10
AMOUNT OF SCRAP FOR ARMOR = 10 KG
NECESSARY TIME = DIFFICULTY IN HOURS
PHENOMENA
C ATA LYST PRIMAL-PHASE FOCUS-PHASE

SEPSIS TAKEN IN
DE-SPORED
ACTIVATION OF PHENOMENON
INS+PRIMAL x2 INT+FOCUS
ACTION NUMBER = SPORE INFESTATION INSTEAD OF PRIMAL
PRIMAL-PHASE IS USING INFESTATION DIFFICULTY = PHENOMENON LEVEL
FOCUS-PHASE IS USING EGO CAN USE EGO POINTS

PSYCHONAUTS POWER IS GROWING IN SPORE FIELDS. EACH TURN THEY GET:


SPORE FIELD: +1 SPORE INFESTATION | MOTHER SPORE FIELD: +2 SPORE INFESTATION | EARTH CHAKRA: +3 SPORE INFESTATION

THE FOUR PRIMAL PHENOMENA


E NV I R O N M E NTA L A D A PTAT I O N PAIN RESISTANCE ETHER CALL STRENGTHENING

PHENOMENON LEVEL: 0 PHENOMENON LEVEL: 4 PHENOMENON LEVEL: 4 PHENOMENON LEVEL: 1


(NO ROLL NECESSARY) (NO ROLL NECESSARY)
THIS PHENOMENON WAS ALREADY EMBEDDED ONCE THE PSYCHONAUT HAS BUILT UP A SPORE BROADCASTING A CRY FOR HELP IS AN ACTION FOR THE PSYCHONAUT OVERLOADS, AND EVERY POINT
IN THE FETUS; IT IS ALWAYS ACTIVE, EVEN IN THE INFESTATION OF 4, THIS PHENOMENON BECOMES THE PSYCHONAUT. THE SOUNDLESS CRY WARNS OF OVERLOAD GOES TO HIS DOMINANT ATTRIBUTE.
FOCUS PHASE. ACTIVE (NO ROLL NECESSARY). FROM NOW ON, ALL ABERRANTS FOR MILES AROUND. HUMANS THE EFFECTS DEPEND ON THE RAPTURE.
THE PSYCHONAUT REGISTERS PHYSICAL PAIN, BUT WITH A SPORE INFESTATION OF AT LEAST4 FEEL IT,
DOES NOT SUFFER FROM IT: THERE IS NO TRAUMA TOO. PSYCHONAUTS WHO ARE CLOSE BY COME TO
PENALTY. THE RESCUE.

EQUIPMENT AMMO
NAME EFFECT ENC. TECH VA L U E DMG TECH PRICE

HEALING & MEDICINES .50G L


BAND A GE RIGHT AFTER TAKING THE WOUND RECOVERY OF 1 FLESH WOUND - I 10 12 IV 70

DIST I LL AT E DISINFECTION, INTERNAL AND EXTERNAL - I 20 .357


HE ALING HE RBS WHEN PATCHING UP: INT+MEDICINE +1D, 1 DOSE - I 30 6 IV 20

S U R V IVA L G E A R .4 4
BL A NKET | SLEEPING BA G RESTFUL SLEEP: RECOVER 1 FLESH WOUND PER NIGHT 2 I 10 10 IV 50

INSE C T NE T PROTECTS FROM INSECTS 2 II 80 5.56 X 4 5M M


CA MO NE T FOR THE RESTING PLACE: HARDER TO BE SPOTTED BY ENEMIES +2C 2 II 60 11 IV 60

T E NT PROTECTION FROM WEATHER 3 I 120 HF F UL L J ACKE T


BAC K PAC K ENCUMBRANCE -2 FOR EVERYTHING IN THE BACKPACK; CAN BE SET DOWN 1 I 15 11 IV 80

SLE I GH ENCUMBRANCE -3 FOR EVERYTHING ON THE SLEIGH; CAN BE LEFT BEHIND 1 I 20 HF HO L L OW P O INT
LOC K PIC K ENABLES USER TO PICK MECHANICAL LOCKS - II 20 14 IV 80

CAMO PA I NT AGI+STEALTH +2D - I 15 5.56 M M HUNTE R F L E CHE T TE


FISHIN G GE A R INS+SURVIVAL +1D - I 5 13 V 220

COOKING EQUI P ME NT COOKING ROOTS AND VEGETABLES - II 30 4 .6 X 30M M


F L ASK WATER FOR 2 DAYS - I 10 7 IV 30

WATER F I LT E R MAKES SOILED WATER DRINKABLE - III 120 9M M


M ATC HE S 10 USES - I 25 9 IV 40

TO RC H REDUCES DARKNESS PENALTY BY 1 FOR 30 MIN - I 3 5 X 30 CAS E L E SS


FLINT AND T I ND E R TINDER TAKES SEVERAL MINUTES TO IGNITE - I 20 8 V 180

LI GHT E R REFILLABLE - III 180 CAL IB E R 1 2 (B UCKS HOT)


OI L L A MP REDUCES DARKNESS PENALTY BY 2 FOR 2 HOURS - II 40 10 III 10

L A MP O I L FOR OIL LAMP - II 10 CAL IB E R 1 2 (R IF L E BAR R E L )


R O PE 1 0M NECESSARY FOR MANY CLIMBING ENDEAVORS - II 60 10 III 20

CL IMBING HARNE SS TOGETHER WITH ROPE: BOD+ATHLETICS+1D - III 400 L E AD B UL L E T, B L ACK P OW DE R


R EGIONA L MA P INS+ORIENTEERING +1D - II 40 8 III 10

COMPASS INS+ORIENTEERING +2D - III 220 E -CUB E D


BR E ATHING C LOT H LVL. 1: +1S WHEN CONTAMINATED WITH SPORES, GERMS, ENV. TOXINS - III 5 - V 1000

CHAR COAL ABSO RBE R LVL. 2: +2S - III 200 E -CUB E D CHAR G IN G
BRE ATHING APPA RAT US LVL. 3: +3S, CONTAINS OXYGEN FOR 1 HOUR, THEN RELAPSES TO LVL. 2 2 IV 600 - IV 100

RA D I O RADIO COMMUNICATION, RANGE 5KM 1 IV 1500 AR R OW


TRAPS - I 1

BE A R T RA P HIDDEN: 4C; 8 DAMAGE; 1 II 30 B O LT


PIT FA LL HIDDEN: 2C; SPECIAL - I - - II 5

TR I PW I RE HIDDEN: 5C; LOSE ACTION, POTENTIALLY DETONATION - II 5 CAN O F P E TR O


MI NE HIDDEN: 4C; SPECIAL 1 II SPECIAL - III 300 (5 AFRICA)

PROGRESSION NPC QUICK STATISTICS


RAISING CHARACTERISTIC Q U A L IT Y AT T R I B UT E S S K I L L S EGO C ON DITIO N M OVE M E NT IN ITIATIVE DE F E NS E M E NTAL DE F E NCE

PRIMAL-ATTRIBUTES: BOD CHA INS BAD 1 1 2 2(2) 1 1 1 1


FOCUS-ATTRIBUTES: INT AGI PSY
AVERAGE 2 2 6 6(4) 3 3 3 3
ATTRIBUTE: NEW VALUE X 12XP
PREFERRED ATTRIBUTE: NEW VALUE X 10XP FAIRISH 3 3 10 10(6) 5 5 5 5

GOOD 4 4 14 14(8) 7 7 7 7
SKILL: NEW VALUE X 5XP
PREFERRED SKILL: NEW VALUE X4XP VERY GOOD 5 5 18 18(10) 9 9 9 9

POTENTIALS: ALL POTENTIALS LVLS X 10XP BEST 6 6 22 22(12) 11 11 11 11

You might also like