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12:27, 9th October 2024 (GMT+0)

Cheatsheet - Rules and such.

Posted by NarratorFor group 0
Narrator
GM, 6 posts
Wed 12 Jun 2024
at 17:58
  • msg #1

Cheatsheet - Rules and such

Following will be a quick-reference cheatsheet for various rules and situations.
This message was last edited by the GM at 17:59, Sat 15 June.
Narrator
GM, 7 posts
Wed 12 Jun 2024
at 17:59
  • msg #2

Cheatsheet - Rules and such

ROLLING THE DICE
Skill Rolls: Whenever you need to make a skill roll, build a pool of d6 based on the sum of your Attribute and Skill Level. Any other modifiers such as a +1 from a weapon add additional d6’s. Rolling at least one 6 means you succeed. Rarely, you might need two or more 6’s to succeed. If you have any stress points, you must also add d6’s equal to the stress points you’ve accumulated.
If you fail the roll then you get some or none of what your goal was.

Pushing the Roll: If you fail a skill test, you may choose to push the roll but must explain how your character does so. When you push the roll, re-roll all dice not showing a 6 and take one point of stress. Add the stress die to the pushed roll immediately. You may only push once.

Rolling a Walker: If you roll a 1 on a Stress Die, it is called rolling a walker. When this happens you may not push the roll and you mess up. If you succeed with a 1 in the result you still get your goal but something goes wrong. Multiple 1’s on stress die do not matter.

Messing Up: Typically means you’ve attracted walkers. GM may raise the threat level by 1, or you might take a single walker attack. This might also be other narrative consequences such as running out of ammo or pissing someone off.

Helping: A PC or NPC can help on a skill roll but must declare before the roll. Gain a +1 for each helper up to a maximum of +3. NPCs must have trained/expert/master in the skill to help.

Opposed Rolls: Both you and adversary roll. Whoever gets the most successes wins, if it is a tie then characters are forced to compromise.
Narrator
GM, 8 posts
Wed 12 Jun 2024
at 18:04
  • msg #3

Cheatsheet - Rules and such

STRESS
STRESS FACTORS
  • Pushing a roll.
  • Not getting enough food and water.
  • Being attacked by walkers.
  • Being shot at.
  • Being framed for murder.
  • Being rejected by your lover.
  • Killing another human being in cold blood.
  • Seeing someone in the group get bitten.
  • Seeing someone in the group Broken by damage.
  • Being Broken by damage.
  • Being bitten.

Effects of Stress: Whenever you roll, add d6’s equal to your stress level, any 1’s on stress die in the roll mean you cannot push and mess up.
Relieving Stress: You can relieve stress in a couple of ways but must not be in danger.
  • Social Interaction: PC or NPC, may relieve one point of stress. Cannot relieve stress this way again until you suffer more stress.
  • Meeting your Anchor: Spending 1+ hours with an anchor relieves all stress. Can only be done once per session. Anchor must not dislike you.
  • Rest: Undisturbed nights sleep in a reasonable safe space relieves double low stress

HUNGRY AND TIRED: When traveling you must eat a ration a day. Each day you are starved roll Endure and on a failed roll take one point of stress. If you have five stress points you start taking one damage instead. Cannot relieve stress until you eat two rations a day for as many days as you starved. If you suffered damage from hunger that damage cannot
Narrator
GM, 9 posts
Wed 12 Jun 2024
at 18:06
  • msg #4

Cheatsheet - Rules and such

Fighting the Dead
SWARM SIZE: Walkers operate in swarm sizes from 1 to 6. The swarm size indicates the rough size of the swarm.
THREAT LEVEL: Ranges from 0 to 6 and shows how active the dead are in the area. Threat level is set by GM and can change from room to room.

The Threat Level can be increased in four ways:
  • Rolling a walker on a stress die and messing up
  • Failing a skill roll to avoid walkers
  • Facing a group of walkers that has been placed in a location beforehand by the GM
  • Doing something in the game that attracts walkers, such as making noise

At Threat level 1 or 2 you can still try to avoid them, if you fail the skill roll however either the threat level goes up or you take a single attack.
There is no easy way to reduce, at threat 2 and below you can try to wait them out, at 3 plus they know you are there and you might need to perform a distraction.

SINGLE WALKER ATTACK: One skill roll by player that they think fits, others may help them. This does not count against actions in a duel or brawl. If you succeed you kill the walkers, or escaped them some way. If you fail you must roll a d66 to see what walker attack you take.
Narrator
GM, 10 posts
Wed 12 Jun 2024
at 18:09
  • msg #5

Cheatsheet - Rules and such

Fighting a swarm
When threat level hits 3 the walkers more actively purse you and the situation must be dealt with in rounds much like brawls.
Each round three PCs or NPCs take actions in the fight and make a skill roll. What skills may be used depend on the Threat Level. Additional PCs or NPCs may assist with help die.

A PC not participating may make a leadership check much like in a Brawl.
Once all three skill checks are made, add up the total amount of success against the Swarm Threat (Swarm Size + Threat Level).

WINNING THE ROUND: If you meet or beat it you win the round. If you win and the swarm size is three or lower you win the fight and the Threat Level decreases. If the swarm size is 4 or higher then winning a round means the size decreases by one step. Even if you succeed, note that a player can take a single attack if they Mess Up.

LOSING THE ROUND: If you fail to meet the swarm size in total success, the GM chooses to increase the threat level, swarm size, or the swarm attack. If one or more PCs messed up and the group lost the round the GM chooses two.

ALMOST MAKING IT: If you fail but at least get half the swarm size you get a free extra success next round.

SWARM ATTACK: Depends on the threat level but there are three types.
  • Single Walker Attack: Roll random die to see who is targeted.
  • Block: The Swarm has blocked off all escape routes, all rolls for Mobility or Stealth need one extra success to succeed.
  • Mass Attack: roll a random die to see who is attacked. Target must roll on walker attack table and cannot avoid it.

For every attack the swarm makes, Swarm Threat is calculated with a –1 modifier. If Swarm Threat is reduced to zero this way, the attack is over, and the walkers move on.

CLEARING OUT AN AREA: You can trying to attack the walkers at threat level 2 before they spot you. This works like fighting a swarm but is easier as threat level is low. If you fail to clear the swarm on the first round the threat level goes up to 3 if you were shooting them or 5 if you were in close combat and you take stress for alerting them.
Narrator
GM, 11 posts
Wed 12 Jun 2024
at 18:13
  • msg #6

Cheatsheet - Rules and such

DUELS
Resolved as a simple opposed roll, most success wins and deals damage. On a tie on successes both parties deal damage. Inflict damage equal to weapons damage rating. Perform opposed rolls again if both parties still standing.

RANGE: Distance between combatants use abstract scale.
  • Short: less than 25m, close enough to run up and attack or fire revolver at them.
  • Long: Need to use ranged combat to attack. 25m to 100m away.
  • Extreme: Anything past 100m. Only special weapons typically

COVER: If behind cover, ranged attacks need additional successes to hit. Remove 1 success from opponent die roll before comparing rolls. Cover does not protect from melee attacks.

DEFENSELESS TARGET: If target defenseless, no opposed roll necessary, just need to succeed on your own attack roll.

MOVEMENT: Roll mobility to try to seek cover or reduce/increase range by one category. If you find cover you do so before the attack against you is made. Range change applies after the attack.

MULTIPLE COMBATANTS: If there are multiple combatants, lone fighter decides who to roll opposed on and is considered defenseless against the other opponent. All attacks are simultaneous. If several on both sides, split to multiple duels or use brawl rules.
Narrator
GM, 12 posts
Wed 12 Jun 2024
at 18:14
  • msg #7

Cheatsheet - Rules and such

Brawls
Multiple combatants on both sides, and complicated intense situations call for brawls. Rules for Range, Movement, Defenseless Target apply to Brawls as well.

ROUNDS: Combat is divided into rounds. Each round everyone gets one action, but may also do quick or simple things.

PHASES: Brawls are divided into phases determining when each character acts. GM declares phase, and any PCs or NPCs declare their action if they want to use it during that phase.
  1. Taking Cover: Roll mobility to take cover. On success in cover immediately. On fail not in cover until round end.
  2. Ranged Combat: NPCs State targets first, then PCs. Resolve rolls where two characters fire at each other first with opposed rolls as in a duel. Resolve rolls where someone shoots and the other is not shooting back as straight roll.
  3. Close Combat: Can only use on enemies in Short range. Handles same way as ranged combat, everyone states who they attack then resolve opposed rolls first. Cover does not apply.
  4. Movement: May move one distance closer or further away. Roll mobility, if someone chases you it is opposed Mobility vs Mobility. Winner moved one distance further. Equal result distance stays the same. When someone gives up or goes beyond extreme range chase is over.
  5. First Aid: Give first aid to anyone in short range.
  6. Other: Anything not covered by a above requiring a skill roll.

LEADERSHIP: Bark orders any time during round in lieu of action. Roll leadership, each success gives you one bonus die you can give to other players if they follow your orders. Can split up or give all to one but never more than three to a single person. Must be used in same round. Only one character may roll leadership per round.
Narrator
GM, 13 posts
Wed 12 Jun 2024
at 18:16
  • msg #8

Cheatsheet - Rules and such

DAMAGE/Healing
All PC’s and NPCs have three Health. If you lose all three you are Broken.

RECOVERY: PCs and NPCs naturally gain one Health back each day if they are able to consume a ration of food that day.

BROKEN: After losing all three Health you are Broken. Broken means you are down and cannot take significant actions. As soon as you are broken you take one point of stress and roll on the critical injuries table. All skill rolls you would take, fail automatically. If no one is able to give you medical aid you are broken for d6 minutes.

FIRST AID: Someone can give you medical aid by rolling Medicine. If successful you get back up. You still suffer from critical injuries but no longer broken and gain one Health back. Each extra success on the medicine roll gives one extra Health.

ARMOR: Roll d6s equal to armor rating, each success reduces damage taken by one. Armor gives you penalties to Mobility rolls.

CRITICAL INJURIES: Roll d66 and check results for critical injuries. Some are lethal meaning you will die if the listed time runs out or instantly if it is severe. In order to survive a Lethal Injury someone must stabilize you with a Medicine roll and the correct medical equipment (Basic or Advanced) Each also incurs a penalty to all skill rolls. You’ll naturally recover over time, the length stated on the critical injury. One Medicine roll is allowed to assist you recover, subtracting from the time for each success while a failed roll increases it by one.
Narrator
GM, 14 posts
Wed 12 Jun 2024
at 18:18
  • msg #9

Cheatsheet - Rules and such

Other Hazards
EXPLOSIONS: Explosions have a blast power, roll d6 equal to blast power with each success doing one point of damage. This cannot be pushed. Characters can make a Mobility roll to avoid all damage. To attack with explosives roll Ranged Combat, each success increases damage. If you fail you miss your targets, and if you mess up you may harm yourself.

FIRE: Measured in Intensity from 4 to 8. Roll dice equal to intensity when exposed and each success deals one damage. Armor does not protect. This cannot be pushed. Survival roll needed to keep it from spreading opposed by the Intensity rating.

POISON: Has a Toxicity rating from 4 to 8. When exposed roll Endure vs the Toxicity rating. If you win you aren’t affected. On a draw you are affected but take no damage. For each success the toxicity beats you by take 1 damage. Must make a new opposed roll each hour until you beat it. Someone can try to treat you if they have the right equipment with a Medicine roll. Each success they get is added to your endure roll. When you are poisoned you have a -1 to all rolls.

DISEASE: Has a Virulence rating from 4 to 10. When exposed roll Endure vs the Toxicity rating. If you win you aren’t infected. On a draw you are infected but take no damage. For each success the disease beats you by take 1 damage. Must make a new opposed roll each day until you beat it. While sick you heal no health. Someone can try to treat you if they have the right equipment with a Medicine roll. Each success they get is added to your endure roll. When you are poisoned you have a -1 to all rolls.

FALLING: Inflicts damage equal to height of fall divided by two rounded down. In a controlled jump roll mobility with each success reducing damage by 1. Armor does not protect.
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