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Weapon Range Difficulty Sequence of, Play oa ns 1. INITIATE COMBAT; The charactor who initiated the ecg ose Medlam — Laeg Extreme eee et casey eer he eel . Se o 1 2 43 2. INMIATIVE: list all chorocters in order of their Initiative (Same zone) satis, from highest to lowes. Medium a o 1 lw {adjacent zone) 3. TAKE TURNS: Each character, in order from highest (eh J initiative fo lowes, fakes @ tum lem 4200 41 ° +1 (2 zones) 4, BEGIN NEW ROUND: Onceeverycharoster hat chen! Extreme turn, the round is over; begin @ new round, repeating step 3. (34 zones) a3 +2 a 2 ‘ond step 4s mony mes as needed! 0 resolve the confi © Injury Recovery Difficulty fond rag ACTIONS Restful (no strenuous activity al day) 1 Light (only a small amount of travel ‘You can attempt one minor action on your tum. Sent) 2 in combat. You can take one additional minor ction yaar (evel, But no comb) 5 by spending 1 Action Point, and you can take one ‘ Heavy (trovel and combat) 4 additional major action by spending 2 Action Points, but the difficulty of any test attempted on that second major action is increased by 1. You may take your actions in any order you wish during your tun. ‘You cannot take more than two minor actions and two major actions on your turn by any means. You cannot take more than one move- ment action per turn. MINOR ACTIONS = Aim: Re-roll 1d20 on the first attack roll you make this turn. = Draw Item: Draw one item carried on your person or pick up an object or item within your reach. You may put an item away as part of this action. = Interact: Interact with your equipment or envi- ronment in a simple way, like opening a door, or pushing a button, || Move: Movement action. Move up to one zone, to any position within Medium range. Alternatively, stand up from a prone position. = Take Chem: Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If you're not holding the chem, then you need to draw it first You may only sleep once in any 24-hour period. Going without sleep for long periods can also be harmful (see Survival, p190} Cover Valves eg Foliage, Wood Rubble, Ruined Brick Walls, ‘Metal Fencing Concrete Walls, Steel Barricades ad Difficult Terrain and Obstacle Examples fad Ors Thick mud, loose sand, up stairs 1 Swamp, unstable rubble 2 Steep slope, fastflowing waler 3 Up to waiistheight/short jump 1 Up to chestheight/short jump with run-up 2 Toller than you/long jump 3 Guns Small Seaman Bhiad LT Cat tg LLnL Small Ad Pistol eure Vicious Physical 1 c ‘Small Tomm Piso! = S74 = Physical «2 Flare Gun as = hysiccl «2M Smal Assault ile SS Buwst Physical «2M Combat Rifle oa a = Physicol «<2 2M ‘Small Gauss Rifle ee 109 Piercing 1 Physical 1 ie Ponine) ile 26M) rercrng i) ry acoll Guns Sthmechine cor) 2 a est Pel ac ubmechine Gun Sel rst Physical Combet Shotgun Sl! 5684 Spread Physical 2 © € Guns Double-Barrel ‘Small Spreod, Shorion eae ED Vicius Priel 9c Pipe BolAction eel BQ Piercing 1 Physical 0 = C Small Pipe Gun B-—Physicol. «2c Pipe Revolver CUCM = Physical «1c QUALITIES WEIGHT COST RARITY Close 4°99 2 Quarters Close Querters, 4 501 Reliable Reliable 2 50 1 TwoHanded 13° 144 2 TwotHanded 11 117° 2 TwoHanded 16 228 4 TwoHanded 10 55 2 Inaccurate, TwoHHonded 12 10? 1 Inaceurete, TweHanded '! 87 2 Inaccurate, Twotlanded 7 99 1 Unreliable 3 30 0 Close Quorters, 2 30 0 Unreliable Close Quarters, 4 25° 0 oy Unreliable enn Debilitating, Railway Rifle ee, 10689 Breaking Physical 0 = M TworHonded, 14 290 4 mall Unreliable crineen al @ = Physicll © M Twoonded 6 132 2 Dangerous Objects Examples ss MeL ls DAMAGE Fe Close proximity AGI+ Athletics 6 [59 physical damage to everyone aoe (entering within Reach) difficulty 2 in the zone A spark or energy weapon beam — AGI+ Athletics Flammable gas ernie] difficulty 2 [Persistent energy damage Tipwire PER + Survival 6 [5 physical damage to everyone oars baa el Decca emennae one difficuly 2. in the zone Pressure plate AGI + Athletics jorgun tay Vicious physical damage Shotasn Soe, lecicnnetoa een! difficulty 2 Od Be lead canooes ee Turret sensors PER + Survival Turret acts on ils iniliative score, SSRN (action, entering a zone) difficulty 3 attacking the nearest target each tum Te Cnc’ Prt) DO ar iL CL Unarmed Strike Unarmed 2B - Physical - ~ - - Hondy Rock Unarmed 26) Vicious. Physical Thrown (C) 1 - - ‘Gun Bash (1H) Melee Weapon 2 ‘Stun Physical = As Gun —— Gun Bash Melee Weapon 36} = Stun Physical == As Two-Handed Gun —— Sword Melee Weapon 49 Piercing 1 Physical Parry 3 50 2 ‘Combat Knife Melee Weapon 3 Piercing 1 Physical, = 1 25 1 Machete Melee Weapon 3}_—Piercing 1 Physical - 2 25 1 Ripper Melee Weapon 4 Vicious Physical - 6 50 2 Shishkebob Melee Weapon SJ Piercing 1 Energy Parry 3 20 3 ‘Switchblade ‘Melee Weapon 268} Piercing 1 Physical Concealed 1 20 ° Baseball Bat Melee Weapon 465 - Physical Two-Handed 3 25 i Alumina Melee Weapon Sf] === Physical TworHonded «2 = «32? Board Melee Weapon 46 = Physical TwoHended 3 20 Lead Pipe Melee Weapon 3 - Physical - 3 15 Pipe Wrench Melee Weapon 3 = Physical a 2 30 1 Pool cue ‘Melee Weapon 3 - Physical Two-Handed = 1 10 0 Rolling Pin ‘Melee Weapon 3 - Physical - 1 10 ° Baton ‘Melee Weapon 36 - Physical - 2 15 1 Sledgehammer ‘Melee Weapon SE - Physical - 12 40 2 Super Sledge ‘Melee Weapon 6 Breaking Physical Two-Handed 20 180 3 Tire Iron ‘Melee Weapon 3) - Physical - 2 25 1 Walking Cane. ‘Melee Weapon 3) - Physical - 2 10 ° Boxing Glove Unarmed 3B Stun Physical - 1 10 1 Deathelow Gaundlet_ Unarmed SE} Piercing 1 Physical - 10 753 Knuckles. Unarmed 38 - Physical Concealed <1 10 1 Power Fist Unarmed 49 ‘Stun Physical - 4 100 2 SCAVENGING SCENES When you enter a location to scavenge, the main thing you'll want to do is to search for loot. Searching requires a PER + Survival test, with a difficulty determined by the location's Degree, as shown on the table below. This takes an amount of time determined by the location's Scale, Untouched ° Tiny Assofe 1 minute Partly Searched 1 Small A room 10 minutes Mostly Searched «2 Average A small shop or home, or several rooms 30 minutes Heavily Searched 3 Large Alorge mubi-story building, or several shops or homes 2 hours Gamemasler Action Point Spends = Buy d20s (1-6 AP): Buy bonus 420s for an NPC's test. The cost increases for each die purchosed: the first die ‘costs 1 AP, the second costs 2, ond the third costs 3. No more than three bonus d20s may be rolled for @ single test, including any 420s from perks or traits & Take Additional Minor Action (1 AP): Take | addi- fionol minor ection in your NPC's turn, Each NPC ean ‘only take @ total of 2 minor actions in their turn in @ single round = Take Additional Major Action (2 AP): Take 1 addi- tional major aetion on your NPC's turn. They can only take «total of tvo major actions on their turn in a single round. = Add Extra Damage (1-3 AP): On a successful melee aitlack or thrown weapon alfack you can spend AP to add 1 J per AP spent, up toa maximum of +3 [EJ for SAP. ENVIRONMENT CONDITIONS Some conditions affect multiple zones, or even the whole environment. Weather conditions and lighting are the most common examples of this Environmental Conditions Examples PER tests that rely on vision Poor Lighting/ and all ranged altacks increose Darkness _indiffieuly by +1, 42, of +3, depending on the light level PER tests that rely on vision and all ranged atteicks ineroate in difficuby by +1 when the target is cat Medium range or further Ronged attacks with Energy ‘weapons, ond Survival tests, increase in difficulty by +1 042, depending how heavy the rain is. Mist and Fog Axy creature not in shelter suffers 2 radiation damage at the start of each turn. Redstorm Test Difficulty Examples ram cad Gathering rumors around a settlement, searching o room inan abandoned building ° Shooting a target at close range, picking a simple lock Breaking down @ reinforced door, treating an injury Identifying an unknown poison, deactivating a robot from behind Hacking a complex computer, disarming ¢ landmine Convincing an enemy to stand down, 5 shooting a target at long range on a stormy night suck Options Summary rr DESCRIPTION Luck ofthe Draw Addo detail too scene Use your {CK attribute for shill test Interrupt the normal turn order fo toke your tun now Revol 1420 or 36 per lick poi spent Stacked Deck Miss Fortune Hazard Examples Felling debris “are 2 Open flame ings Roging fire oe energy Electrical discharge 38 sn energy 2 poison damage 3 Persistent poison damage Toxic chemical (spl) ‘Toxic chemicals (immersed) 26 renisten radiation damage Irradiated water Irradicted air hse proximity to redioective wasle or materials 5 radiation domage

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